#ue4-general

1 messages Β· Page 27 of 1

spice ruin
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I probably could. Bet it wouldn't implode either.

hasty epoch
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That's correct. UE cannot be seen in GeForce Experience.

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Because Unreal Engine isn't game.

raven jungle
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How to setup only owner see the spot light

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?

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Does anyone knows?

plush yew
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How do i package my files (just 3 tga textures) with astc for android when i package it it just saying failed

royal arrow
royal arrow
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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?

viscid nymph
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nah but fr im tryna make an ocean game

lyric palm
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I find this old wiki

spice ruin
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Now I'm wondering what that was in reply to.

oak patio
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i normally miss them

azure shore
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why is my pc so loud recently when I have unreal window focused

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its never normally that bad

royal arrow
azure shore
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Ill be honest, I dont even know how

royal arrow
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Do you have a desktop or laptop?

azure shore
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huge desktop

royal arrow
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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.

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Grab a can of compressed air and go to town.

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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.

pine glen
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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

azure shore
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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

royal arrow
royal arrow
pine glen
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Love u man

royal arrow
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Yep! That's the one!

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Lol just found the link myself.

azure shore
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doesnt even seem to be any obvious way to get my pc open

royal arrow
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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.

royal arrow
azure shore
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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

pine glen
royal arrow
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Yeah. Then I'd just follow that link and do the registry edit.

pine glen
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Thank you very much

azure shore
royal arrow
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Maybe the reason the error isn't popping up as much is due to most people moving to UE5 by now.

royal arrow
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Most cases do have screws though.

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Do you know what brand it is though?

azure shore
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"predator" lol

spice ruin
little swift
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i assume nobody in here is familiar with udk right? (ue3)

spice ruin
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You can but ask.

little swift
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im triyng to stack MIC's onto a static mesh

spice ruin
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Is there a question?

little swift
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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

fierce tulip
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Mic?

real heath
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Material instance constant, more of a ue3 term tho...

real heath
fierce tulip
real heath
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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.

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Usually from context you could determine which one was being used without actually being explicit

fierce tulip
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right, thanks for explaining.

real heath
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Np

fossil gorge
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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

real heath
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You can run it at 4k but use temporal upsampling to run it at 50% screen percentage

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It'll be a bit more expensive than 1080p, but cheaper than native 4k

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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

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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

fossil gorge
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So actually running at 100% screen percentage will make it worse?

real heath
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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

fossil gorge
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ah, got it now

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that sounds like an overhaul to my settings page

steady aspen
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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 πŸ™‚

fossil gorge
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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

oak patio
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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++

steady aspen
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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"

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Thanks for the link πŸ‘Œ

full bobcat
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what this means unreal trying to send data to epic

copper cedar
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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

hidden dew
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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?

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Or are they just... "Sections" ... or something?

sly minnow
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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.

indigo cape
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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

indigo cape
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its happens probably 1 out of 50 times

gray basin
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Is it typical for 3D mobile games to have nothing in the material except for the base color and no normals ?

oak patio
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This isn't the place to hire people. Post to the job board

fierce tulip
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some people. <_<

sinful burrow
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Was unreal engine 4.18 the last version to support SM4?

fossil gorge
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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?

real heath
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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

fossil gorge
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and implemented NIS for upscaling and sharpening

real heath
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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

fossil gorge
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for DLSS and FSR2 you would need RTX card though?

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supports cards that are not AMD?

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ok, I'll look into replacing it

onyx jewel
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Hey i have a question

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can i ask here for help? my steam game is not working and the error is on unreal engine 4

fossil gorge
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Just tried it now, definitely looks better but it's a bit more expensive, looks like 30% drop in frame rate

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haven't done the engine patches....not sure I will be able to, we don't use the engine from source

onyx jewel
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ah ok

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nvm then

fossil gorge
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yeah, we're on 4.27, game is in Early Access, not really keen on major changes πŸ™‚

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not afraid of programming but switching to source engine from precompiled is quite a big task

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"UE4, developers should be aware that FSR2’s 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

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I can see though that r.ScreenPercentage has no effect

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so I need to change strategy

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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

tame marsh
harsh tiger
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Thank you

thin trellis
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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 ?

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Really sorry if there was a channel for misc stuff like this or something else.

oak patio
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how do you know it's quite bad for performance

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have you profiled it

thin trellis
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no but it's just that minimalizing tick function is always good

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from my understanding

oak patio
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it is, absolutely.
but what you described isnt necessarily bad for performance.
you could try constraining the movement,

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but if it's slipping off colliders, theres not much other than making you able to pass through them

thin trellis
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ah

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mhh

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so their is no magic keep the x at a certain value

nova stratus
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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

toxic thunder
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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

past horizon
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how can i enable support mods on a unreal game?

oak patio
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Although if you keep things as is someone will theoretically be able to mod it, it's just more work

junior siren
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people can still modify your game even without a mod support tho

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there are ways to add mods to the game but they vary in flexibility

hollow forum
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I've got an annoying issue where my structures are going invisible after restart, why might this be?

junior siren
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Check "actor hidden in game" idk

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or you mean after engine restart

hollow forum
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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.

junior siren
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Oh im not familliar with these kits sorry lol

hollow forum
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No problem, it uses UE4, but I'm usually a Unity dev πŸ˜„

junior siren
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idr

past horizon
oak patio
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Yeah it's a tough one. There's very little information on it

junior siren
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you can add some primitive modding using file import plugins,, but adding functional actors might be tricky

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prob soft refs and stuff would be helpful idk

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but as i said people can add mods to the game by themselves without any modding support lol

oak patio
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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.

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But yeah you don't need to explicitly support it

junior siren
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idk people can add mods to my game and i didnt set up anything custom

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just the regular game lol

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they added rotating floppa object

spice ruin
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I'm sure people worked out this stuff ages ago. UE is pretty widely used.

oak patio
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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

junior siren
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but not as flexible as source lol

oak patio
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I think the ark one only lets you use bp :P

hollow forum
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It does 😐

spice ruin
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Officially.

junior siren
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Btw quick question is valve index a good headset for ue?

young blade
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how would u guys implement downhill snowboarding ?
using addforce and stuff
or using x and y coordinates
and just changing actor location ?

plush yew
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WHY MY TREES LOOK UGLY ON MOBILE PRIVIEW

tall siren
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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.

ruby bridge
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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..

sly minnow
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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 )

spice ruin
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Are the tiles regularly sized?

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Can you easily convert from x/y tile coordinate to the tile's index in that array?

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(assuming they are added procedurally)

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Anyway, x coordinate = floor((player.location.x - tile-grid.minlocation.x) / tile.width)

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Same goes for y, just replace x with y

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Then convert x/y into your array index.

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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)

sly minnow
spice ruin
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If the tiles start at 0,0 (in world space) then you can ignore the minlocation part entirely

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just floor(player.location.x / tile.width)

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Though your tiles will be mightly small if they are only 1 unit across (that's 1cm in world space)

sly minnow
spice ruin
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You should link the tile to the scene component?

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Why is the scene component reference not part of ytour tile array?

sly minnow
spice ruin
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I still don't understand your problem. Do you have an array containing all your tiles or do you not?

sly minnow
spice ruin
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So find your x/y coordinate

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Convert that x/y coordinate into an index in that array.

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Just a random note

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Why A <= B - 1 instead of A < B ?

sly minnow
spice ruin
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So to get your array index you would do Y * BoardWidth + X

sly minnow
spice ruin
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Also you could save the result of .LoadSynchronously instead of callign ti twice

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E.g. if (auto* LoadedClass = TileClass.LoadSynchronously())

sly minnow
loud berry
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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.

pure slate
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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?

still pilot
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Question, is anyone else here an ID@Xbox developer? Having some issues with xbox tokens and could use some help.

regal mulch
still pilot
vocal viper
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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

real heath
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Search the forums, there's an official post on it

vocal viper
real heath
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They cleaned up their files and it broke the links

opaque seal
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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?

opaque seal
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what dot product does?

gray tundra
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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. πŸ˜•

Any insight you might have would be appreciated. πŸ™‚

loud berry
celest compass
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how to download unreal engine USD & Datasmith importers plugins from github or somewhere?

loud berry
# pure slate Might be hacky, but flip a bool to true when you instance the box, false when yo...

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

hushed heath
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Hey, got rendering problem on Xiaomi android where can you help?

sly minnow
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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.

tight apex
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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!

light thunder
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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

tame marsh
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Especially as a solo dev

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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

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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

austere swan
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How much better is the general movement plugin for ue4 compared to the default?

oak patio
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i've heard nothing but good things

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obviously only get it if you need it

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it's there to give functionality that the cmc doesnt. if you dont need that, dont waste your money

austere swan
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@oak patio ya heard of dusk right? Did ya know when ya in mid air ya can turn 180?

oak patio
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no and no

austere swan
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Oh...nvm

oak patio
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however air control is a setting built into the cmc

austere swan
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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

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Which I did a few during playthroughs when aiming at a enemy below me

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Trying to see if can make the cmc pull that off

oak patio
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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

austere swan
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Idk why not make it benefit sp given the seem possibilities it offers

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@shy nacelle alright.
I just want to make sure I get least a good tutorial series close to 4.27 on blueprints for now

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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

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And I don't want to spend 40+ on a hammer to ue plug-in

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I know...I'm not grabbing it asap or anything, just wondering about it

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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.

tall crow
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I recreated the ESR building system but why does it get stuck in the middle alias on the head?

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This happens when I use trace channel

trim meadow
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So, I have an options widget and I was wondering if I can set lod/texture quality during the game. Is it possible?

oak patio
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Yes

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Game user settings has something for it iirc

trim meadow
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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 :/

oak patio
quartz pebble
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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

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I can't find anything on google about it so I'm hoping someone knows about it here

real heath
trim meadow
real heath
trim meadow
real heath
trim meadow
quartz pebble
crisp delta
upper lake
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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 πŸ˜„ (C++ Project). Attempted GetWorld()->SetGameState but didn't get any luck
Cheers

tawny stone
#

How would I go about speeding up a part of an animation sequence? Like not the whole animation, just a few frames

tawny stone
vocal aurora
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Hi can anyone tell me how to export for Android from ue 4.27.2

rancid bolt
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I've just now found out the Unreal Tournament 2014 game was retired. I remember when it was free as a demonstrator for UE

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😦

fringe crest
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has anyone noticed that release notes for UE4 have been deleted?

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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)

viscid nymph
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yo does anyone know to make like an fps character that can fly toward anywhere it is looking at by pressing w

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wasd

grim ore
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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)

viscid nymph
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im tryna use those controls for a submarine so that it may travel underwater

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would the spectator pawn do that

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ima try it

grim ore
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you can always set the character movement mode to Flying as well (if using a character)

uneven hemlock
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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...

median plaza
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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?.

lavish nest
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Why is this happening?

upbeat spruce
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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.

rain badger
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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.

trim meadow
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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 :/

unreal finch
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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 :/

cold ermine
tardy night
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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.

elfin briar
#

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?

tardy night
elfin briar
tardy night
elfin briar
#

thanks

rain badger
#

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.

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*The example is the 4 vertical grey rectangles on the white square.

unreal finch
real heath
#

% is the mod, or modulo operator which is the remainder of an integer division

unreal finch
#

I'll use the shuffle node πŸ™‚

real heath
#

Lol, that hurts the soul

cold ermine
untold steppe
#

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.

Android Developers

Learn about changes in Android 12 that will affect apps when they target Android 12.

tame echo
#

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

raw mica
#

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

peak hare
#

Could also do array: shuffle and select index 0 :p

unreal finch
#

oops what's wrong with the shuffle ?

tall pewter
#

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

stone lion
#

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

narrow relic
#

Well that's dumb

#

Why would the bot in sub reddit link me here..

honest vale
oak patio
#

Except for common interest in unreal engine ig

viscid nymph
#

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?

valid nexus
#

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.

primal drum
#

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

upbeat skiff
#

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?

oak patio
#

You can submit anything

#

As long as it's made with unreal engine

viscid nymph
#

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

upbeat skiff
spice ruin
misty vessel
#

@nimble lion for now I'll remove the post, please better adhere to the server posting rules

nimble lion
#

Alright sorry

spare trench
#

How can I make this mesh destuctible using multiple bones structure

spare trench
#

Okay I got it, just by selecting Simulated on Physics Type in Physics Asset

faint wagon
#

Would this be possible to recreate in ue4/5

#

Oh damn

#

Thanks!

unreal finch
#

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 ?

oak patio
#

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

unreal finch
#

how do I reverse it ?

oak patio
#

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

unreal finch
unreal finch
spare trench
#

Does more Bones takes more performance? (Using it for mobile device)

#

okay

sleek fable
#

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

grim ore
#

it is possible, it requires a heavy function and a property in your project settings to enable it

dire sphinx
#

Hello

coral heron
#

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

nimble axle
#

Re-posting to try to get a bite.

I can’t 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 isn’t being offset at all.

The only thing I can assume is that the physical asset is being scaled incorrectly?

https://forums.unrealengine.com/t/4-27-physics-asset-scaling-disproportionately-to-actual-scale/1246262

Project available here that displays the issue

valid nexus
#

Do you know the address of the SpeechRecognizer library download link? I need to do voice recognition.

fresh mica
#

They do cost more... Just wondering why you would need so much bones for the Car's top... maybe theres a better way

fierce tulip
#

only thing I can think of is dynamic ddestruction

real heath
#

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

sturdy basin
#

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.

oak patio
#

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.

tawdry harbor
#

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

sturdy basin
oak patio
tawdry harbor
#

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.

unreal finch
#

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 ?

cloud pond
#

anyone help me with this whenver i build the lighting some turns black

stable cloak
charred ridge
#

Hello there πŸ‘‹πŸΌ , 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 πŸ™πŸΌ

Update: Nvm, found the solution, I set my default target RHI to Dx12

short coral
oak patio
#

It's also a huge plus for accessibility

prime tulip
#

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

lavish nest
#

oh dear

#

fr, lol

unreal finch
#

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

celest hill
#

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?

rotund trellis
#

I do not know the reason, but I have been suffering from slow epic servers, especially in EOS

static sundial
#

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

proud compass
#

Does anyone know why my editor crashes when I set a directional light to movable?

neat marsh
#

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

grim ore
#

could be a construction blueprint running

neat marsh
grim ore
#

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

steel kelp
#

hi

neat marsh
neat marsh
winged belfry
#

is there UE4 Skeleton // Modeling help in this server?

#

or is it just code // programming questions only

spice ruin
plush yew
#

is quixel bridge still available in ue4 now that its no longer a plugin?

peak hare
#

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

grim ore
#

have you restarted the editor?

peak hare
#

i will

#

Seems like it's specific to this one level

grim ore
#

oh thats super weird

peak hare
#

i lied about the specifics but its like left mouse only rotates to a certain angle and right mouse is locked on one axis

grim ore
#

is this during gameplay or in the editor?

peak hare
#

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

grim ore
#

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

peak hare
#

will try all those ty

#

snap view to object did it

#

tx

grim ore
#

yay

peak hare
#

probably pressed alt or something idk

steel kelp
#

evening

outer sluice
#

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

livid lark
#

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

faint epoch
#

why is a single mesh blown out? the material is fine and lightmap density is also fine but a bit stretched out horizonatally

pine glen
#

Hi, πŸ‘‹ 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

tranquil crown
#

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?

oak patio
#

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

steel kelp
#

evening

livid lark
#

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 pitch”

#

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 didn’t even code though I was dropping in a 3d model

winter cipher
#

hello does someone know if I can compile a 4.27 project with metahuman in a html5 format?

steel kelp
#

can anyone tell me whats going wrong with this animation here?

#

in preview it looks fine but ingame it is heavily distorted

young blade
rain venture
#

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?

real heath
rain venture
#

yea

real heath
#

Yeah, won't work

rain venture
#

:/

real heath
#

Need source files

rain venture
#

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

real heath
#

I think asset ripping is generally avoided as a topic on this server, even if it's your own game.

rain venture
#

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

pine glen
#

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

steel kelp
molten lava
#

is there a way to restore physics constraint after breaking?

spare trench
#

Is it possible to break a mesh from its socket?

spice ruin
#

What does that mean?

restive ingot
#

When I import an item with the extension: .uasset it says that it’s unknown? Why?

spare trench
# spice ruin What does that mean?

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

spice ruin
#

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.

spare trench
#

ohk

spare trench
#

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 readπŸ˜…

#

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

steel kelp
#

imagine taking the city sample and importing it into ue4

uncut onyx
#

in what channel do i search for some enthuasists to work and gain experience together?

plush yew
plush yew
#

could be missing bones, ive had similar problems where i was completely missing bones in the lower half but it still played the animation

plush yew
plush yew
#

different mesh?

#

different Animation?

low vale
#

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

balmy musk
#

which is more performant for shader compression: oodle, lz4 or zlib (?

spice ruin
prime tulip
#

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? πŸ€”

#

I know, you're wondering why would you drag a folder onto the folder it is already in. πŸ˜… 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.

plush yew
# plush yew different mesh?

finnaly i find the problem , you need just to move the wand or weapon socket to be in the selected bone for uper body

spare trench
#

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?

steel kelp
low vale
steel kelp
peak hare
steel kelp
#

yes

steel kelp
peak hare
#

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

steel kelp
#

ok i will try that

steel kelp
#

and got this

peak hare
#

not sure then.

steel kelp
#

theres a warning in the niagra system

peak hare
#

idk mate

peak hare
#

is the head the root?

#

also in my example above i think the mesh needs to have scale 1

plush yew
#

steam advanced sessions documentation: πŸ’©

#

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

oak patio
#

Could have swore that was a third party node

#

Yeah it is

#

The horror

plush yew
oak patio
#

.....

#

Why would unreal document that

#

It's nothing to do with them lol

plush yew
#

i mean the plugins documentation

#

i should have specified that πŸ€¦β€β™‚οΈ

#

fixed it

oak patio
#

Yeah that plugin documentation is awful

#

Major red flags

#

I'd find an alternate solution

plush yew
#

you know anything else i should use that would still work with playfab?

oak patio
#

Not personally no

plush yew
#

alright

oak patio
#

Aside from using the steam docs and just jumping in with the SteamWorks sdk

plush yew
#

its free until 100k registered

oak patio
#

The server space ain't

plush yew
#

guys i fixed the problem (i was using advanced sessions not steam advanced sessions)

plush yew
oak patio
#

That ain't gonna last long

plush yew
#

...

#

1,999$ a month is wild

oak patio
#

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

plush yew
#

cant you just host them on your machine?

oak patio
#

No

plush yew
#

thats tough

oak patio
#

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.

plush yew
oak patio
#

Yeah

plush yew
#

r9 5900x and a 4080 aint enough?

oak patio
#

No

plush yew
#

damn

#

guess im outta luck then

oak patio
#

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.

plush yew
#

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

oak patio
#

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

real heath
#

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

plush yew
#

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

real heath
#

Consider that high power servers on cloud cost $1 an hour

#

(or more)

oak patio
#

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

plush yew
#

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 πŸ‘

oak patio
#

you too!

#

If I were you as boris said, I woudl figure out how to refactor the idea into a fun coop game

uncut onyx
#

1999$ is tremendous

molten lava
#

how to add components to a blueprint during runtime and change their properties?

oak patio
#

As for changing its properties, adding a component gives you it's references which allows you to access it's properties

pine glen
#

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

pine glen
#

πŸ‘ thank you

neon grove
#

what is the difference between Convert Transform to Relative and Make Relative Transform?

vast anvil
#

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

vast anvil
#

.... 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

vast anvil
vast anvil
#

@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

tough bear
#

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.......

grim ore
#

no one from Epic Games support would be on here to directly help you 😦

real heath
grim ore
#

but yeah ^^^, also see if you can log in an incognito browser window to see if its the app or your pc

tough bear
tranquil crown
#

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 πŸ™‚

static sundial
#

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

#

πŸ’€

#

Ok I'll try, but this time I learned the lesson that you need to be attentive

#

πŸ‘

static sundial
#

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 πŸ˜„

rotund trellis
#

is there an method to ignore an actor from overlap event ?

glad jasper
#

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

rotund trellis
#

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

autumn flame
#

Perhaps

oak patio
#

There is a strong possibility

glad jasper
hexed apex
#

I don't know how I did but I did it

onyx berry
#

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.

real heath
#

surprised you didn't have the issue in win10

#

it's a lonnnnnng time issue

onyx berry
#

thanks

tranquil crown
#

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 πŸ™‚

Are therefore nodes already or so?

eternal cobalt
#

what would u guys recommend as a first game

tough bear
#

Would any one know why my Intensity is paused:

i was trying to make automatic lights

tranquil crown
#

Which inputs do you mean?

silent oxide
#

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

tranquil crown
#

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 😁

#

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

silent oxide
#

yup navmesh is set up

tranquil crown
#

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

silent oxide
#

Nobody seems to reply there, can you please help me?

#

Oki

lyric arch
#

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.

GitHub

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

GitHub

Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research - microsoft/AirSim

hollow falcon
#

I’ve 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. I’ve 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 wouldn’t let me save without crashing and losing any work.

The error is β€˜Assertion failed: bUncompressedMemorySucceeded’ and it’s referencing data in the persistent level map. I haven’t changed anything directly in the persistent level in a while, so I’m not sure why that is. It still lets me save other blueprints individually and the game still plays fine. I just can’t 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. Didn’t work.
Tried reopening in another copy, but that didn’t work.
Tried upgrading to a newer version of Unreal. Didn’t 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. Didn’t work.
Tried deleting the persistent level and adding in an older copy from autosaves. Didn’t 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?

wispy fossil
#

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!

sleek fable
#

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

dire reef
#

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.

onyx berry
#

Hey guys the flickering still continues after the fix from nvidia and its only on my 2564 x 1440 screen

fierce tulip
#

@dire reef google "unreal engine clean up redirectors"

wild crown
#

aynone, can help me for button binding ?

pastel ocean
#

What game inspired your current project?

glad jasper
#

I can't get it accurate you have arkham video games

toxic lily
#

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!

fossil socket
rain badger
#

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.

fierce tulip
static sundial
#

Hello everyone, today I have such a problem that the light does not realistically brighten the ceiling, please tell me how to fix this?

plush yew
#

can anyone tell me how to convert .locres files to .pak files?

restive ingot
#

Can you change the shape of a meshs collision

dark hill
#

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. πŸ™‚

hidden osprey
#

Is that a custom gun

oak patio
dark hill
dark hill
oak patio
#

its because the first person template uses a projectile weapon that doesn't shoot towards the exact centre of the screen

rocky ravine
#

anyone know how to update tick on pause

#

I want to update UI on my UE android app when its in pause state

plush yew
#

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?

grim ore
#

there is an unreal engine importer, so maybe? but it looks like it might be for 2 and 3 only

cold ermine
cold ermine
#

the poor animator who had to do that for almost a year straight, I have heard that realistically manually animating cloth is a pain

fierce tulip
#

two even

cold ermine
#

I would just quit tbh

#

all that work only for capes and cloth to end up using physics sims

fierce tulip
#

if it pays well, and you enjoy it, its totes fine.

#

else yea, pfff

cold ermine
#

bro gained experience for nothing lol

fierce tulip
#

there's still situations where sims dont work

#

and now he is a specialist in that aspect

#

can ask the big boy money XD

spice ruin
echo crest
#

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

hidden osprey
#

What I did with my demo version is pick a part of my narrative and made it around that @echo crest

echo crest
#

Sure, but how was that done on the technical side?

hidden osprey
#

Took me a while to get a few things working in ue4

echo crest
#

That explains things, ill do that as well

cold ermine
#

Just store it in a game instance and a save file

echo crest
#

perhaps i can solve that part with frontend

#

maybe asset manager can help, need to find more info about it…

clever glacier
#

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
.

delicate narwhal
#

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?

plush yew
#

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

summer meteor
#

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)?

plush yew
oak patio
jolly plank
#

yo how 2 compile fr android api 33 in ue4.27!?!?1

jolly plank
#

wtf do we UE4.27 users do D:
we can't compile fr api 33 LOL

static sundial
#

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?

#

πŸ’€

eternal cobalt
#

Quick Question

#

How do you usually optimise Your Games

eternal cobalt
eternal cobalt
#

ty

steel kelp
#

hello

coarse wigeon
jolly plank
drifting pebble
#

Howdy. I’ve virtually not played any pc games in roughly 10 years. I’m 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 I’m basically brain dead at this point

#

Ive tried googling and research for like 2 hours now and I’m just hopelessly lost

#

I get to this, go to search for the game and it will not appear. I’m not sure if it’s because I have the game downloaded through the Xbox pc companion app or what the deal is but I do not understand where I’m going wrong

oak patio
#

Sadly

drifting pebble
#

Ah shit, sorry then for info dumping, do you know where I could get aid? I’m not finding any resources 😩

oak patio
#

Unfortunately not. A modding community around that game can probably help better :)

drifting pebble
#

Ah gotcha, makes sense tbh, thank you πŸ™

oak patio
#

No problem, good luck in your search!

steel kelp
#

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

hidden osprey
#

You know you could just use animations from mixamo

brazen ledge
#

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.

plush yew
#

can anybody help me with cooked content in the editor?
i got some issues

dire sphinx
#

hi

raven nest
#

what exactly are radial impulses and radial forces in physics?

tepid haven
#

Any alternative to PSO caching for hitching during packaged gameplay?

neon grove
#

how can i create an object instance from the object class?

neat marsh
#

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

spice ruin
timber remnant
#

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?

real heath
#

Make a few early stress tests and profile often going forward

timber remnant
#

ok understand, thanks!

raven nest
spice ruin
#

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).

raven nest
#

Thanks

fallen elbow
#

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

fast ginkgo
#

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?

real heath
real heath
fathom kindle
#

Hey guys if anyone uses UE4 does anyone know where I can find this thing in Blueprints please. Any Information would be appreciated

fathom kindle
#

If anyone knows what that is please let me know

grim ore
#

its what they said it was, its a subtract

turbid osprey
#

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:

pallid valley
#

in code, you can press on the dot, in BP, select the node and press F9

fathom kindle
jolly plank
#

anyone check if ue4.27-plus compiles for api 33 android?

nova imp
jolly plank
#

ty, f google, f unreal 5.0+ D:

nova imp
#

so i should upgrade my project to UE 5 ?

jolly plank
#

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

nova imp
#

yeah i dont think we will receive some kind of NDK support

#

i am using 4.27.2

#

is there plus version?

jolly plank
#

ye if u compiled source,

#

there is plus branch

#

do u have access 2 source?

nova imp
#

yeah i am using source UE 4.27.2

#

i will check plus branch wait

jolly plank
#

in ur dms

nova imp
#

oh plus and chaos

#

oh ok

cunning gust
#

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

cunning gust
#

ohh thanks you saved me

dark hill
fathom kindle
onyx berry
#

hey guys the skeletol mesh is fine but when an animation is played. it dissapears when you get close.

azure shore
#

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?

onyx berry
#

not culling

onyx berry
#

got it it was bounce scale

copper cedar
#

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?

turbid osprey
upbeat spruce
#

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?

autumn flame
#

On a Hard Disk?

upbeat spruce
#

SSD

#

Loading MapName 100%
it just stays like this

#

I tried to pause at a random time with the debugger attached xD

sick dawn
#

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?

edgy holly
#

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 πŸ˜„ and nerves

fluid stratus
#

how and where to learn Unreal Engine?

real heath
verbal idol
#

i want a tutorial that help me to create a plugin

ornate rock
#

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

opaque seal
#

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

halcyon inlet
#

sorry

hidden osprey
#

You do know that people who are asking questions about games here probably don’t even have a GDD which is something you need for game development as it outlines the entire game from the beginning to the end

neat marsh
#

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

velvet turret
#

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

drowsy turtle
#

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

dire sphinx
#

Hello

robust apex
#

I opened character bluprint but the details, settings.. all dissapeared

grim ore
#

what does it say at the top of the window you opened?

grim ore
#

show a screenshot? or go up to window and down to layout and reset it

robust apex
#

i mena compile

#

save

grim ore
#

I would go back to the main screen and reset your layout then, otherwise window at the top should have more options

mint nebula
#

lumen working in viewport but not working when play the level

#

what can be the problem?

sturdy basin
#

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.

nova imp
plush yew
#

how do i add strings to an actor

plush yew
#

help please

#

how do i fix Sdk license agreements?

#

@everyone

oak patio
#

Your problem is that important you had to try and ping 90k people

hidden osprey
#

Got no clue mate

fierce tulip
plush yew
#

Man im trying to fix it 4 hours now im blown up

#

Anyone has any solutions please help me

hidden osprey
#

Why 4 hours and what you mean by blown up

plush yew
#

From the moment you guys are not helping this discord server is POINTLESS, im out of here, continue chatting

hidden osprey
#

There’s only seven of them isn’t many

oak patio
#

I forgot that the seven remaining UE4 users were sworn to provide support over weekends

rotund trellis
#

hello
does the option Generate Mesh Distance Fields have an impact on perfomance ??

digital anchor
#

yes

#

the distance fields themselves have disk/ram impact

#

and if you have any distance field feature it will use GPU accordingly

#

@rotund trellis

slender light
#

Hi guys, does anyone know from where I can get free car engine sounds? If you know, let me know.

spare trench
#

how can I smooth my Morph Target transition instead of directly snapping to the value?

nova imp
#

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

β–Ά Play video
steady tree
#

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

oak patio
# steady tree The only things I find are related to saving/making player stats/data on a local...

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

gloomy lynx
#

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?

grim ore
#

you want to hide the engine content?

#

you can change the settings in the content browser to hide what you dont want

gloomy lynx
#

Thanks πŸ™‚

static sundial
#

How to make an interaction with an object, for example, I directed the cursor to it and that this cursor scaled? PLS how make... 😒

#

Is there a tutorial?

rotund trellis
#

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

cold ermine
steady tree
upbeat spruce
heady jolt
#

How do I import mesh with multiple material id's with USD? Materials are there, but ue imports only first id of all

coarse jetty
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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
lunar rampart
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Hello everyone
Can anyone help how to fix such Warnings:
LogTextLocalizationResource: Warning: Text translation conflict for namespace β€œ%MYNAMESPACE%” and key β€œ%MYKEY%”. The current translation is β€œ%SourceText%” (from β€œβ€¦/…/…/…/…/%MYPROJECT%/Content/Localization/Game/sr/Game.locres” and source hash 0x59c5c3b4) and the conflicting translation of β€œ%TranslatedText%” (from β€œβ€¦/…/…/…/…/%MYPROJECT%/Content/Localization/Game/en/Game.locres” and source hash 0x59c5c3b4) will be ignored.

little rock
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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?

peak hare
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my game has like a 1% chance of crashing on start
and idk why xd

hidden osprey
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@little rock that’s because ue4 uses a lot of ram @peak hare

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Hence why it crashes you may wanna upgrade you’re computers

peak hare
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nah its to do with connection sometimes people randomly dont connect

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or simulated players

peak hare
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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

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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?

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The vector2d variable will be something I find myself with trial and error.

undone dune
peak hare
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i just calling it every 0.1s now

peak hare
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i think im going mad the meshes retain their relative screen position anyway...

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trying to reinvent the wheel

royal arrow
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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.

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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.

autumn flame
royal arrow
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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.

spice ruin
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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

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That's probably an easier solution than getting UE to run multiple worlds.

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(and use 1 UE server per level)

royal arrow
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The game is already out in early access and there's no way I could refactor that much.

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Yeah. I didn't think it was possible.

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Just looking for another solution.

spice ruin
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Level streaming then?

royal arrow
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Yeah. My question exactly.

spice ruin
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Become star citizen, charge $1000 for new character models, never come out of alpha and expect players to have 4090s.

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Also star citizen, buy a new office building and decorate it with priceless art but also fire half your staff.

royal arrow
royal arrow
vocal viper
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Help, i stuck in here for days

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I really don't know what to do, after some search the results still same

spice ruin
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  1. close the errors tab. 2) Open the output tab. 3) copy+paste what the output tab says.
vocal viper
spice ruin
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You didn't do any of the 3 steps I said.

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So try again. Start from step 1.

autumn flame
# royal arrow I'd like to have multiple levels open at a time I guess. But if host migration c...

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

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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

narrow zealot
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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.

stoic talon
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Anyone know anything about ragdoll blueprints?

royal arrow
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Thanks for the information though.

autumn flame
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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

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Stuff like this is up to your team, how to set up the architecture

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Going purely listen like that and separating worlds can be tricky, a lot of games have a master server that handles generic lobby stuff

royal arrow
autumn flame
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In the end then you still would want to reload the plots

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If the worry is the server performance, then you need a compromise based on your current architecture

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Multiple ways to achieve, doubt cheating is a worry since a player has full auth anyways with no validation from a master server

oak patio
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To me it sounds like you're forcing something that should really be a dedicated server solution on to a listen server setup.

autumn flame
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A master server would solve everything, let it manage lobbies, save data of the hosts in it and all that

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Problem here is that we're talking about a full listen server scenario

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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

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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

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Think of your buildings like Terraria characters connecting to a server, best way I can put it

royal arrow
autumn flame
royal arrow
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Lol no kidding.

royal arrow
# autumn flame Can't pay bills, can't refactor to adjust to new systems, dunno then If you're ...

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.

hidden osprey
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@royal arrow do you have a copy of this game

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And what it called

royal arrow
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It's called Swords 'n Magic and Stuff.

hidden osprey
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Did you do a GDD before you made the game

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@royal arrow

royal arrow
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Lol no

hidden osprey
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That’s why then you need to fully outline the game from start to the end

rustic basin
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I wonder if there are as stupid people as me using extremely old versions of the engine. Or at least trying to use it

hidden osprey
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I’m on 4.27

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I will transfer to ue5 at some point

rustic basin
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I'm literally on 4.0.2 right now

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And it's so small and lightweight in comparasion to newer versions

hidden osprey
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Does it crash

rustic basin
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Well, I haven't encountered any crash yet

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But it's only yet

royal arrow
rustic basin
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I think at one point it will happen inevitably

hidden osprey
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I’m not going to ue5 until I get a new PC.

rustic basin
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I feel like people didn't get the point in my message lol

royal arrow
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I'm using UE4 because UE5 is way more strict about dependency chains... Lmao

hidden osprey
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He’s wondering if anyone’s on older versions

rustic basin
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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

royal arrow
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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.

rustic basin
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I'm currently just trying it out

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I even downloaded VS2013 for it, it doesn't eats my C drive space as much as newer versions too

royal arrow
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Well in that case I'd say that's pretty dangerous territory.

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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.

rustic basin
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As much as I hate modelling I can do it myself

royal arrow
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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

rustic basin
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I don't use assets overall

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Except fonts and some sounds (but there are plenty not in marketplace)

royal arrow
rustic basin
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Guys

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I like reinventing wheels

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I don't care about any code libraries or assets

royal arrow
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I don't... That's a scary thought.

royal arrow
rustic basin
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Unity is weird here to be honest, I dislike it

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I personally would write my own engine with barebones ECS in this case, but I don't have enough skill yet

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Gonna learn OpenGL and Vulkan if I'll have free time and will

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I could use it

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But I don't really like Rust this much when it comes to memory management at least

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Not that I'm some master in C++ (I'm sorta noob actually) but I like it more personally

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UE is not ECS engine and I can accept it definitely

royal arrow
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You're gonna have a blast with this project, I can already tell. Good luck! Lol

rustic basin
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I don't even have project in mind to be honest

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I'm just having fun

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Maybe I'll do something, maybe I won't

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Maybe I won't make projects on Unreal Engine at all in long run, lol

pure slate
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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.

spice ruin
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Seems a fair assessment.

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But that's true of just about any software.

rustic basin
pure slate
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You hate yourself.

pure slate
# spice ruin But that's true of just about any software.

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).

rustic basin
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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"