#ue4-general
1 messages · Page 28 of 1
Teething problems aside.
And considering companies were already producing things like the latest matrix film with UE5, I think it's probably a decent enough base by now.
I actually think that if there would be UE3 (not UDK, lol) in public, I would try it as well
I'm surprised UE3 hasn't been leaked somewhere.
At least go with 4.27.
There's a lot of QoL stuff that you'll sorely miss. Not to mention a lot of tutorials won't apply
And let's face it, 4.0 had all the features of a rock.
Is that a bad thing
Operating under the assumption that you aren't a several-decade veteran of game development, I'd wager yeah, it can be a pretty bad thing. There's a ton of functionality you'll spend your time rewriting that is out-of-the-box in 4.27. To be clear, I had the same instinct, and still do, in that I want stuff to be "my code", but at the same time I have to ask myself a simple question: "Am I trying to write really novel code, or am I trying to make a video game?" Depending on your answer, you'll want different levels of automation and functionality done for you. A saying I remind myself:
"If I've seen further than others, it was by standing on the shoulders of giants."
(bear in mind I am NOT a several-decade veteran of game dev. I am an asshat that pretends to know what he's doing)
in that I want stuff to be "my code"
That's the reason why lack of any code libraries or assets is by far not the problem for me in case of UE4.0
If you actively WANT to write it all yourself, I honestly see nothing wrong with doing that. Use the tools to serve your motivation!
If you can't see any benefit of a higher engine version then your game must literally be a packaged blank screen
Tbh for the size difference it's worth having the extra features
That's a dangerous statement as a generalism, isn't it? The newest engine version is also often a buggy mess until it's been ironed out
I also never said latest engine version :)
Fair, you didn't
I've been advocating for 4.26/4.27 if the shiny ue5 things don't interest you
ue4 was leaked
But 5.0 was higher than 4.27, and a buggfest at first (not anymore), and 5.0 really comes with a ton of stuff I don't need and less documentation
4.24 if you insist on html builds
It's why I haven't personally upgraded yet tbh
There's been a couple of things mins you that have tempted me
The only benefit aside bugfixes and documentations I see are Niagara and using keys to set the input mappings instead of looking for them
Mainly native gameplay tags.
And Sequencer
That's all
If you're talking 4.0 to 4.27, I'm sure there's also a significant amount of stuff under the hood that makes it more performant, etc
You've literally just listed 90% of the good things
And they are not definitive for me
My main thing, were I you, would be stability. Whatever you're wont to write yourself can surely still be done in 4.27, but you may (will, likely) run into problems many other people did that lead to the iteration upward in version.
I also fully condone using older versions to test yourself, because you don't need the higher functionality, etc
I find that incredibly hard to believe and very much a "you don't know what you don't know" thing
You don't even get localisation that low
Just make sure you aren't hamstringing yourself for the sake of arbitrary difficulty
Oop forgot to reply to the message
lol, I assumed that wasn't at me, Cuppa
Youre right, it wasn't :P
What's weird about the first versions is taht after newer they have weird "empty" feel. Not in terms of functionality, but in terms of how many stuff there is just in newer versions that it actually feels weird
For your own sake. Go with at least 4.24
4.27 is preferable. You're just kneecapping yourself otherwise.
I know I don't know what I don't know. Game dev so far has been incredibly #@&$ing humbling. I am very much still climbing Mount Stupid lol
Hey there, you hate me, I write in blueprints! 😆
I don't know much in the way of languages. A bit of python, a little cpp, and I can code efficiently in friggin GDscript 😛
I can't imagine living without native gameplay tags. So useful.
There is not a single reason to use 4.0 unless it's something existing on life support.
I'm gonna use 0% of each 🧠
Holy shit, he's making a Renpy project.
I was thinking more of an unreal COBOL, or Objective C integration
UnrealScript /j
You're going the other way with it, I think 😆
COBOL it is then
At any rate, as far as going 4.0 or 4.27, I think the main takeaway is: game dev is already hard as hell, don't make it intentionally harder on yourself unless you're working on something that requires it, or self-punishment is your goal.
And if self punishment is your goal, seek therapy not gamedev
I'm glad I've only been around since 4.2ish
Except that there is no full UE3, only UDK
Started my unreal career around 4.16 iirc
That nobody can get anymore I think
Do they even accept new licensees for that?
Since there are 4 and 5
Even if they accept new licensees I think it's super expensive
I've already talked to my partner about a switch to 5, but we're almost through prototyping a 4.27 project that we don't need any of the 5 stuff for anyway, and we're both very much still learning unreal in general.
I forgot a company will give you whatever you like for enough money 🤣
Tbf EA probably just blew the dust of the ol' ue3 license
I'm a poor 17 years old so I won't get it
4.27 it is then
Seems like it took a long time to come to an easy choice, Cuppa 😆
I'm currently at the phase when I only will do something for PC, my only concern is Linux support
I don't think it ever was good
Ah, this I didn't know about. I'm veering away from 4 discussion here, so wrong channel, but do you know how FMOD integration is shaping up in 5? The other half of the team is an audio junky (I am as well) so accessibilty in that regard is very important, and they are not a fan of metasounds so far.
(Also, our only target platform for this game will be PC)
It's just a wwise move
Probably it's easier for audio engineers who not work with the engine
Though I'm not aware how it works
Iirc wwise has some nice tools for distance based sound blending
ARLFILISH nailed it, my partner doesn't need to know the ins and outs of ue as deeply as I do if he can do all his work in FMOD and plug it in, which is working fantastically
There's a lot of dynamic systems in FMOD that allow for some really immersive sounds, and I couldn't begin to rewrite those systems in UE myself.
I remember writing a crossfade system in gdscript that made me want to pull my hair out
multistem functionality to fade in bgm stems based on game variables. It's not so much that you can't do this in UE, it's that he already knows how in fmod
The skillset is there, he's already climbed mount stupid
Maybe I should learn Wwise and FMOD and just get qualified as audio engineer, who knows
Sound is fun
As a simple example, yes. I know it's available in UE
If you'd like, I could try to get him in on a conversation with you sometime about all this. He is fairly stuck in his ways, as most of us are, but doesn't do things for no reason as I've come to know him.
I do know he's interested in some more-than-usual audio design, much more than the typical "play explosion sound" stuff you see
I believe it's less that it's not doable and more that it's more direct to do in FMOD
I agree with this under the assumption that you already know UE and don't know FMOD; in his case it's the other way around
Bear in mind, I'm still learning UE myself, and I'm the "coder" 😆
Well now I'm wondering why you see devs using both lol
Clearly it was meant to be for unreal engine. They even used the naming convention.
I think part of his predisposition for fmod comes from having used it in other projects and not having familiarity with unreal, which is understandable I suppose.
Somehow the only Unreal Engine project I know is using audio middleware is Outlast
We're both green enough in game dev (no commercial projects, small gamejam participation, etc), that this is all exploratory for me.
A lot of them do
Astroneer uses WWise
Borderlands does too
Probably because Outlast and Mirror's Edge are the only games I ever tried to dig into technical details, and Mirror's Edge uses default Unreal Engine audio engine
My outlook in games is quite narrow sadly
(correct the word if it's wrong please)
Holy hell, Wwise even got synthesis apparently
(Though I will probably avoid any synthesis in any game or audio engine)
@shy nacelle for the record, to answer the initial question, I asked my partner why they'd prefer to use FMOD over in-engine audio:
"Well for me it's a workflow thing.
Fmod resembles a daw and behaves like one which means I can go from microphone to implemented asset much much quicker than fiddling with blueprints all day."
So it's not so much a lack of functions in UE or the presence of them in FMOD as it is accessibility and exclusive focus on audio creation. MODS: sorry for going waaay off-topic in UE4 channel. Forgiveth me, I know not what I do!
This is cooooooooooool
I will say my guy is the "prefers to take an entire day and stand in the forest to capture the actual bird we need" kinda worker, which I really appreciate, so I'm sure that lends to his predisposition for a more dedicated audio environment.
It's also easier on MY end, because instead of having extra blueprints and nodes clogging up the project concerning audio, he handles all the audio stuff in FMOD and I just pass him the values he needs (or he nabs them himself)
Ha, I've never seen that img used to represent bp's 😆 Yeah, I need to get into cpp at least a little bit, I'm coming to terms with that
(My planned first dive into cpp is likely going to be the teams system for AI perception to clean up a lot of unneeded checks, actually)
I've written, like I said, a little bit in a few other languages, but I've never gone feet-first into any of the big boys.
I appreciate you taking time to talk me through some of this, the why's and don'ts. Lots to take in learning this stuff, always enjoy getting actual conversation out of some one 😆
hey where do you import uplugins to
thanks!
wheres the plugin folder?
yeah i don't think i have one how do i create one
like is there anything to know
is that it?
i thought it would take more than that
tysm
Did something happen in between 4 and 5 for LookAT stuff (I can't see how) - Before these Characters would be rotating their bodies around and looking at a target - I know the animation blueprint is working because there is a lookAT vector that is working (and you can see them craning their necks behind them - but they never actually turn their bodies along with it - I've confirmed this event IS firing for all AIs- so what could be following it up - (I don't see how the math is wrong because their anim BP is working correctly, so the lookATMe vector must be accurate)
The Collided AI is anyone of those characters and the references are valid when they fire - it also prints true for the SetRotation node
That or did they change something with the animation blueprint and maybe the rotation is being overridden there?
I need a wave based spawn system for my game, is there a good marketplace assest for that?
I been looking for it for while, but all I saw is either bad code, or don't work as advertise
I wouldn't imagine so, its a relatively simple system to make that a lot of tutorials cover
got some doc that I can research?
now let me clarify, I need a open world dynamic spawning system
it's more complicated than you think, I was wondering if someone already created that type of system
also need to spawn and despawn AI base on player's location
which setting am I supposed to use to get it to use the custom collision mesh? it shows up here but does nothing
Look at the docs. You need to use a naming convention for your collision mesh
Hey guys! Maybe someone can help me with this?
Im creating a multiplayer shooter game, and Im using a loadout system so that players can change what guns they spawn in after dying, similar to COD.
Im using a savegame to store the loadout info, but I realized that when saving a loadout this saves it for all clients.
Any idea how I can work my way around this?
Thanks
oh, couldn’t find it online
Scroll down to the collision bit of this
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/
It's worth noting that mesh name is the name of the mesh in the modelling software, and the collision mesh should be in the same file
does somebody know why playing a level sequence in reverse only plays the half of animation?
like not half time but half values
Show code
He's doing it on the server instead of the client
I have a widget with the gun icons, when you click on the gun that you want it saves the gun like this
then i load the guns in through the Character like this on spawn
Has anybody successfully printed the script (blueprint) callstack in the crash reporter? I have the lines of code below, but they only result in the output shown below the code here:
const FString ReportString = FString::Printf(TEXT("%s\n\n%s\n\nBLUEPRINT:\n%s"), *FPrimaryCrashProperties::Get()->ErrorMessage.AsString(), *CallstackString, *BlueprintCallstackString);
DiagnosticText = FText::FromString( ReportString );```
` [Empty] (FFrame::GetScriptCallstack() called from native code) `
Where are you calling load guns
How can I fix this? ```txt
Setting up Unreal Engine 4 project files...
No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.
Binding IntelliSense data... 0%ERROR: Visual Studio 2015 must be installed in order to build this target.
GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.
Press any key to continue . . .
Using rider btw but I also have vs 2019
can't download it btw: vs 2015
ideas?
Yeah but that's for a reason, it's really UE 4 its the UT editor
that im trying to run
struggling with this dude
well, I am
do you have any ideas?
hey yall, recently started running into performance issues on my android game due to navmesh regeneration at run time (dynamic)
I started digging into how I can have static nav meshes in sub levels that I stream into my persistent level and found this post: https://forums.unrealengine.com/t/nav-mesh-and-streaming-levels/451476
What is the proper setup if I have a persistent level with a sub level and I want to have navigation on the sub levels? I have tried dynamic nav meshes and the nav never loads after getting to the sub level from the persistent master level. Can some one tell me the proper way to set it up in 4.22? I have tried dynamic and static nav meshes to n...
but after following this guide in 4.27, Im still unable to load in any navmeshes that I built in the sub level
does anyone know how one should go about building static navmeshes in sub levels that get streamed at run time?
hey so i have a pretty easy problem to solve, i have user widget of the escape menu, and i want it to open only one time ,and i need a variable to use if else , but im getting into the noob accesed none trying to read property ,and heres the problem, how do i make a variable that i can acutally set and use
here im setting the variable as false at the start of the game yet when im trying to read the tru/false it gives me that i read none
You can add the variable to a Game Instance and have the BeginPlay cast to the Game Instance to get the variable?
If I have variables I need to move between UI/Menus I use an Interface and Game Instance.
okay be with me for a quick second
ill code it quick and check if it works
wait
does game instance automaticlaly set every varioable with some data in it?
I sent you a few screenshots on how I set up variables being transferred between levels/menus.
It will default to Null/False or what ever you set them as
FIXED
The HUD tends to be a better place to manage this.
Apart from things like settings
You also don't need an interface
It's a waste of one
Ideas?
Hi! I saw many recent games compile shaders on first launch. I guess Unreal does not do that automatically, so it does it when material is loaded and is about to render, causing freezes.
How do I tell it to compile all the shaders? (C++ or BP)
is there a good way of selection many objects in a map at once? whenever I use the box selection I end up with 20 other huge volumes or anything with huge radiuses around them which I have to deselect one by one
and is there any better way to select individual objects in a group rather than unlocking then relocking
I use begin play to call the custom event inside my character BP
Hi, where can I find information about the size of the Unreal Engine development team?
Probably nowhere
The internals of such a company typically aren't known
Why do you ask?
Why would u need to know anyways
It's also not really one team. There's multiple that focus on different aspects
guys i cant select my level in project setting
i want to select my editor startup level but it doesnt select
how can i fix it?
Hey there, anyone knows how to get read of hard shadows inside the tree? It is allmost there but I dont like super dark parts there, and they should not be there
Is it possible to place an Actor in the World and then select that actor and set it to be the player so that the Actor becomes the played Actor like in The ALS System?
subsurface should do it, in shading model pick subsurface then you get a colour option and you can play around with it
@plush thicket Please repost in #1054845120236757103
Does anyone know what are the restrictions on media player? I’m making a menu where you can preview unlocked skills, I have bunch of videos at 720p and whenever I scroll through the menu either a wrong clip plays, or they don’t play at all, or it freezes etc
Does game state have any delay before it can be referenced? I am doing an onpostlogin piece of logic where on player login I immediately cast to the game state and add the controller to an array
Hi guys, could you please advice on how to create BP to contorl the spline? I want the object to slow down stop until the users cross the road then that car can continue moving
I would just do a line trace to see if it hit anything that should trigger the decalaration. Eg. A box collision of the crossing.
When the line trace hit, apply break
For the break imo you can lerp from current car location with impact location (+offset if you want)
are cascade particles not instanced?
or why does having 100 fire particle emitter increases draw count so much?
the default particle system asset in unreal 4 is cascade right?
whats the recommended replacement for cascade?
im on 4.27
this is cascade right?
is there a way to convert the cascade particles into niagara?
because the default ones and the ones downloaded from the marketplace use cascade i think
nice thanks ill give it a try
also another question
why is line trace by profile slower than line trace by channel?
or it seems its only slower when the profile name is set to None
Is there a way to install UE4 with under 10 GB of download size?
any idea why surface snapping might not be working ?
I'm just trying to snap a sphere to the surface of an other sphere
could anyone help me with this?
Is this listen server based?
yep!
You could try making it a server only function. You only really want the host tracking player data anyway
i'll give that a go thanks!
Hey i need help i made a game using the advenced session plugin in unreal 4.27.2 and i shared the project files withe a friend for him jo join my game but he doesnt seem to find my session i have the steam overlay when i run the game witch means it works but not fully .
Hey guys! I was doing this trees from Stylised station course and I use Transform vector camera space to local space, just like it was in course but shadows disapear unders this angle, any ideas what the reason can be
Hello everyone! I just got my game on steam and had some issues with some UE requirements to run the game:
DirectX End-User Runtimes - June 2010
Visual C++ Redistributable 2022
Could I get some help to understand the process to make anyone play the game without needing to install those from a different source?
Is there a way to make the game install requirements or should I pack the game with those?
I tried to google it haven´t found anything... maybe I am looking for the wrong thing, so if you got a tip on what to search for I appreciate 🙂
Thank you!
Oh, didnt know that! Thanks a lot!
A performance question about UE4: If I create a Forest clearing and create the area with 100 trees comprised of 8 or so models procedurally or if I create the same area and place the same tree models in 100 places manually by hand, is there a performance difference between the two options when running the level?
it's quite likely that 100 different instances will be better (as long the instances are not unique meshes)
answer valid for 4.26+
So that would be better than adding those instances to the foliage tab and draw them as foliage?
Foliage > manually placed instances > bunch of merged instances (ie. batches of 8 trees)
(this may change for small assets, a bunch of grass will probably end up better than one instance per grass)
Ah I see, thanks for the advice!
Hey guys, im having a bit of a problem with a game i released. when i play the game it looks fine. however when my friends play, the game is running with a white filter.
my view
my friends view.
Can you compare another game? It might not be your game, but rather their display settings. Using another game as a comparison point will rule this out
i have had 4 different computers do this. different people and its the same for them.
@real heath
what does it look like when you play it, and not in editor?
then time to start comparing video cards and logs maybe, it sounds like its your machine thats not working the same
Yeah that's what I'm saying. If you run a different game and that game seems darker on your system than on theirs, you can start looking at maybe your graphics card having a different brightness setting, maybe in the Nvidia control panel
If the different game doesn't seem different, then yes, maybe it's worth exploring your game a bit deeper for the problem
hello
please i tried Chaos Vehicles plugin and car not moving ( 4.27.2) can any one have 4.27.2 try if plugin have problem or problem in my engine or graphic card problem?
Sure I setup the plugin
I mean the setup of the individual actors/components you have created.
Sure everything is working only car not forward moving
...then it's not working.
unreal android app as overlay or in window format to launch one specific part of screen..any suggestions?
Hey Guys, Im looking for some help on how to go about a 180°, 270° or even 360° Camera wtihout Distortion.
When I refer to this type of thing, I'm talking about something that doesn't use any normal rendering. Specifically something with a Fisheye mainly
I've seen projects like Fisheye Quake, or mainly Hyper Demon that have had full 360 FOV without distortion. And just been trying to see how this would be made within Unreal Engine.
One of the ideas I had was pairing multiple cameras together and using render targets on planes. But im not too sure if it would be very resource intensive.
idk would you guys have any suggestions?
guys, is it possible to have point light affect cel shaded models? I'm trying to have a particle with light affect a model but so far i'm only able to make the directional light work
something like this
really depends on how you are cel shading your models
this was done in UE4, so yes.
Also, what Takain said.
I'm using an emissive material to shade them, pretty much exactly like fighterz.
What i'm trying to do right now is to attach a directional light to each player that works only on them.
But yeah any input would really be nice
look up lighting channels
Yeah I'm using them currently
I have one directional light in a channel specifically for the players
and a directional light for the environment
emissive material to shade them
i am sure that not how fightersz does it, as they mentioned in their GDC that they use mesh normals to affect how the model recieves lights
idk if this is a good showcase
eh?
hold on
yeah that is kind of what i'm doing no?
how exactly are you applying the cel shading i mean
atmospheric light vector and vector normals on a dot
Ok, by emissive i though it was an emissive texture LUT
I have a normal diffuse and a shaded diffuse that the material moves between depending on the position of the sun
I already saw that but thanks
how many lights are you going for?
2 (3 if you count the enemy player)
1 for the environment
another for the players
I tried assigning a directional light directly to the player bp to avoid this but
it just doesnt emit light on the player
it lights up the environment, but not the player model
if you put the light dot normal logic inside your material shading model you could go for unlimited lights / point lights / particles, do you know HLSL? or do you prefer something simpler
hold on i'll show you my material
This is the important part
the rest of the links are textures
(as well as a atmospheric light color down below)
you can replace atmospheric light vector by multiple parameters and set the value through BP
What parameters would I use to go about doing that?
for example, change the lightvector by a Vec3 and name it "LightDirection", use BPs to set its value to your light direction
you can combine multiple lights by adding multiple parameters together
its quite hacky, but without using a shading model its the best that can be done
hmmmm
that could work
but yeah i'd prefer not using a shading model
it's too wonky
Ie. LightDirection Dot Normal + EffectsLight dot Normal + (Direction(PointLight, Pixel) dot normal)
would allow for two directionals and a point light
start by just having a single vec3 parameter that you set using blueprints, this way you can understand how to use a "fake" light
yeaaaaah that's kinda the thing
I dont think the mat is too keen on me using a vec3
need to test some more with it
atm it only works with full white
yeah I changed it dw
its just the information of where the light is pointing to, vec3 as its a direction
rn im testing how to change the direction
the dot returns black/white
no its just a unit vector
nope, totally wrong not how it works lmao
alright so far so good
whats next
there's always the question of how do I make an emissive material respond to external light
I've done this but to get the effect i'm looking for
i'll need multiple if nodes
not ifts, you can sum the light influence
but you will need multiple parameters, one for each light
I dont see why, light is additive
I cant feed it a parameter without that
you mean on the BP side?
should be sth like this yeah?
yeah
if you just need one light one parameter is enough
Need to control it through the bp though
smh if only it didnt require any bps
oh well
now to read how to control a material through bps
oh ffs I need an instance
@digital anchor Astounding success
I used a timeline to make the color transition smoother
and now I control the shadows
Hi guys, can anyone please help here ....
How to solve this? I have already installed the VS Studio 2022, 2019
1.Open the Visual Studio Installer.
2.Next to your installed version, click on “Modify”.
3.Go to the Workloads tab and look for “Game development with Unreal Engine” and ensure it's checked.
4.If it isn’t, check it and proceed with the installation.
anybody know how to fix this
Has anyone seen the UE4 Editior is running and I can see the icon on Ubuntu, but the windows doesn't show up and shows a warning with Slate: Had to block on waiting for a draw buffer?
uuuuuuugh why does spline meshes stack up like this
is this just a side effect or is there something I can do to fix
and how do I add a point in between two points correctly
Hey guys, I am trying to put my Startup movie into my build. Any pointers?
I'm playing around with chunks by following unreal engine documentation, but I wasn't able to find any information about how to test individual chunks? I've packaged the game with 2 chunks, and I would like to test if everything works as it should inside the chunk 0, as chunk 1 only adds new maps. How can I do so?
is it possible to override the ESC key to show the pause menu in the editor instead of closing the game?
yep!
Select the ‘Edit’ menu >> ‘Editor Preferences’ >> ‘Keyboard shortcuts’ tab on the left >> search “STOP” and bind with"shift+Esc".
Thanks
Hi guys
Is there any way to programatically view and edit uasset files? maybe with cli? my preference would be javascript but whatever's possible i can do. i want to automate the editing of datas or strings via python or javascript etc.
I can accept a C++ cli wrapper to extract, so I can do what I want with human readable (json) files with js or whatever i want, and then I use the same C++ wrapper to package them into uasset.
I actually wanted to mod an existing game that didn't belong to me.
The developers allow it. And it is just for tweaking some values or cheating in-game.
honestly just use cheat engine or something then
That is for cheating not modding. thanks anyway 🙏
To share with others
We don't support modding here.
Joining session do not work, when trying to join it bring back player to main menu.
anyone know how to fix? any guesses?
Hi! I want to get a job with unreal engine 4(remote preferably). It's this possible in 2023?
where can i find the physics help channel?
hey, is there a way to check if a object is in player's viewport?
from object's perspective; object will know if the player is seeing itseft or not
Actors (or meshes?) have a WasRecentlyRendered() method.
actor
That's the one.
It won't render anything if it's a spawn point.
damn
You could just do a trace from the player to the spawn point, work out the angle from camera forward, if that's within your vertical fov and there's nothing blocking the line, you're good?
don't want to get into fancy mathematics, was hoping there is a eazy function
I was thinking like getplayerviewport() or some sort
It's a trace and a very small bit of math.
this works too if anyone want to do the same thing
range (-1,1), negative values are when player is not seeing
I am working on emote system in unreal engine 4 for android. How can I stop ongoing animation of emote when player moves?
Hello, can we define the number of mips in unreal engine, similar to how we can define lods.
Fe. By default if 12 mips were autogenerated for my texture, i wish to only use 6 and not the entire 12.
This is to resolve some streaming issues in vr caused by small objects which only show full resolution when we are up close(object fills up view).
I don't wish to disable streaming nor disable mipmaps on the texture as that will result in flickering
I don't think that's possible. Either there's mipmaps, or there isn't. At most you'd save 50% of the memory of your smallest desired mip. So if you keep the top 6, those Bottom 6 are inconsequential for memory usage or streaming
And MIPS are always half the resolution, or a quarter of the memory of the previous MIP
hey
is it possible to make a pure single player game that runs without internet connection in unreal?
you do need said internet connection to download unreal
afaik you can
ok cool
Hello! I want to get into UE, but I have zero idea whether my laptop will get fried or not
It has Ryzen 5 on, 8GB RAM. I don't want to make too intense games or extremely good graphics
Oh didn't see that. Thanks!
I found some jobs with ue 4.27 on indeed
Now, I am living from Romania. I need a company to work remote?
--> Can I have my Unreal Build from source in a hard drive to create builds? it's 300 gb! using 5.2
-Is not ssd hard drive, what do you think is gonna be the performance? but I will purchase tomorrow a ssd external
guys
game works properly with steam app id = 480
but dont work with game's steam app id, actually the game can not detect steam when steam app id is set to its own
what is the problem?
hey guys
what 4.x version shuld i install for serious project?
why none of them
are you trollin
why?
but isnt 5.x heavyer?
like i dont want to use lumen or whatever heavy stuff 5.x utilises
i need a stable engine
It’s not called 5.x it’s called ue5
ok but is it more or as stable as ue4?
ok ill trust you on this, bro
but if my pc burns... i got your ID
If you got a PC that can handle ue5
my pc isnt top notch, lets say its avareg
and im not looking itno creating a graphical masterpiece
maybe something like CSGO graphics
do i need this
Yh you do
If you like the ability to read a stack trace, then yes. If you don't care, then no. But you also lose the ability to ask us what your crash logs mean if you don't use them :P
You can, but there's little reason to not do so from the start
The engine is big, and .pdb files arent small anyway
As big as you make it
There is no metric for that
It could be 100MB, it could be a terabyte
It's entirely up to you
Although unreal development isn't for you if you're limited in the storage department
Or unless you get an MSI laptop
You can’t just limit people because they don’t have enough storage on there computer at least suggest an alternative
It is unfortunately true. There isn't much good alternative that isn't buying some cheap storage
Unreal takes a hell of a lot of space
There isn't anything that can be done about that.
Should be fine if you don't go crazy with megascans
no megascans
M8 you just replied to yourself 🤦🏻♂️🤦🏻♂️
As new Unreal 5 versions keep happening, this channel isn't risk of being archived right?
I can only see this being archived when ue6 drops tbh
There are still a large amount of ue4 users
Cool thanks for the response.
ue4-general will be promoted to ue-legacy-general
Im using these trees that i got from the marketplace
they are 600k triangles 😮
i reduced them using the LOD to 10k and they still look good
should i do this in blender
so to make the original mesh have 10k
why do they have such a huge ammount of triangles
it makes the file more heavy
can i reduce the original file triangles in the project? Or this can only be done in blender?
or unreal can only change the LOD but not the actual tree mesh file
Im sure they made them high because they're designed for cinema use
yeah i see
look at the file size of a low poly tree
vs one of these beasty trees:
yep seems right
low poly tree vs beasty tree
beasty tree looks much better but low poly tree is still good and much smaller
though the beasty tree comes with an impostor at the last lod and thats awesome
the other one i need to fabricate an impostor yet
Hey guys, check out these screenshots on my upcoming game!
isnt ue4 like ue5 but without lumen and nanite? If so then isnt it still useful for projects that dont use those?
I wouldn't start on UE4 anymore, but yes, if you are late in development, i wouldn't necessarily be upgrading either
why do people try to discourage to start ue4 projects
arkham knight is made in ue3
i dont see a reason to not use ue4
i think some stuff they make for ue5 shuld be availible in ue4 aswell
That defeats the whole purpose of versions. People discourage the use of ue4 if you don't actively have a project in it, because there is just no reason to. Ue5 has a lot more workflow boosting tools and optimizational bonuses
Arkham night was made in ue3... because it released 8 years ago. Unreal engine 4 didn't even come out when that project would have started development. Early UE4 was also a downgrade to UE3. But that's not the case anymore
Because there's no support for it. It's not getting updated to the latest platform SDKs. It's hard to ask the community questions. You don't get access to a lot of the new assets and plugins on the marketplace.
Why don't you make a game for DOS?
The ecosystem has moved on and by starting a multi-year project on an older platform puts you in a bad position unless you have a really good reason
And typically that reason only tends to be if you're going really far far back on really old hardware.
Like making a game in assembly for the Nintendo 64, purely because you need to work that small, that compiler bloat is unacceptable
As it stands you can target the same hardware as you could in ue4 with ue5, but with more features, so there is no reason to use ue4
im not after the latest tech, like latest gpus
like i said i want to make a game with csgo like graphics
i wont be making a movie
so i think you guys are overexagurating a bit
ue5 boosts system requirements
i fsomeone lets say wants to make a platformer, why wuld he use ue5?
thats also what i wanted to ask. looking forward for the answers.
but as they have implied before. it seems that ue5 has some optimizations and bonuses that are not very apparent
if i can downgrade graphical quality in ue5 to work as ue4 then im fine with ue5 but i kinda doubt it
the system requirements state you need a 2k series gpu
while the other specs dont really change
i think you can spot which one is ue4 and ue5 requirements
probably because it accounts for nanite and lumen
if you take those 2 out maybe the specs become like ue4
i apperantly disabled lumen but i was still in the red
you can
how
turn off lumen, rt, don't enable nanite, turn on dx11 and/or SM5.x
use the editor scalability settings to go down even lower
and modify your scalability.ini for your end users
bare in mind im new to the editor so i dont know where these things are
ok ill install ue5 today again and see
is there a way to save these changes in a template or
yeah you can turn your project into a template
can someone help me? my controller was working good yesterday, but today it doesn't work in the editor when trying out my game, all the inputs are still there, so it should work?
theres a few YT tutorials on it
another thing is that nanite is a game changer, but i still stick to the old LOD system. Because last time i checked just enabling nanite has its impact already
ok
i love LOD
nanite has a base cost, yes. but theres a crossover threshold where that base cost is cheaper than the scaling perf from the older LOD style
the way i see it, with LOD the lower performance bar is very low but it can also go very high and destroy performance,
with nanite, the lower performance bar is higher, but even if you go very high, performance doesnt change
laura, im new to the IDE, so
yes but thats if you are making very high quality game it seems. My meshes i make them as low poly as possible even on LOD 0. So they have less weight too.
if your minimum performance cost is alot lower then the minimum for nanite, then dont use nanite is what im thinking
As i understand it VSM's also benefit heavily from nanite. It's one of those things where you need to test for your project. There's no universal correct answer
the main thing is where will you put the base performance cost
then i think his best choise is to avoid the new things all together
No the best choice is to test for your individual project
ok, i will try again as i said
yeah, exactly. It scales extremely well. But it's setup to be the new fancy default
how easy was it to make that happen
turn off those features she said, then go to the top right menu and go Editor scalability, and press "low"
oooo forward rendering is an even bigger step, but has some big implications too
because it has a lot of impacts on lighting calculations, and scales better to many lights in most cases
all i know is you can have "infinite" lights with defered
i forget what the limit is in forward rendering, i think after 8 lights it needs to do a second render pass, gets expensive
but some things it cant handle or handles badly, like transperancy?
Antialiasing has to be a post-process effect, but with DLSS, and FSR, Temporal AA, these are all post effects.
And yes, transparency has a few hacks around it. But you can render most of your scene deferred and then set translucent materials to be forward rendered
TBH, realtime translucency is always pretty whack anyway
but you guys didnt answer, i fi decide to make a simple platformer, what then? i wuldnt want it to have insane requirements to run
UE5 scales almost exactly the same as UE4
dont go too technical with me, look at me as a designer, not backend lurker
except you'll also be able to deploy to the latest macs, ios, android and consoles. If you start on UE4, the platform SDKs it support will likely be out of date by the time you are ready to ship and you'll be forced to update anyway
laura look at these 2 posts ^
i get that
The engine doesn't dictate your system requirements for end users.
You do.
It's about how much you can be bothered to optimize
ok cool
If your csgo style graphics game, which in itself is a really awful metric for target end performance, only runs on a 3080, that is a significant "you" problem :P
yeah i get that
i was worried that i cant deactivate some feature from unreal in the final build
If you're willing to learn you can technically disable anything :P.
You have the source code
isnt the sourcecode just readonly?
Granted you shouldn't need to. I hope not at least lol
Nope
You can compile a custom version of the editor with all your modifications to it
It's the biggest plus of unreal over a different solution for me
To be clear, it IS read only if you download a launcher build. But you can always download the full source from github and build from scratch
so i have to compile a custom version of the editor, and not just the editor i get from epic
makes sense
Anyway that's advanced territory, just know the engine won't hold you back
yes
coolio
sing with me bros:
If your Z is up, you are a bud!
Forget about that Y, that is a spy!
Hi. Need some advise. I'm in need for creating a spline based road tool. I want to paint it to terrain at runtime. Now the terrain is 10240 x 10240 (10 km). Would it be possible to draw on a small texture and then fix it in material?
or would i have to create a very huge texture?
btw I have 12gb ram, i3 10th gen cpu and uhd graphics should even think about ue5?
I have worked as cpp prog in ue4.24 back then
on way lower hardware
idc
I used ue4 on i3 3rd gen with nvidia 820m
I got banned from unreal engines server for asking same lol
I meant is it possible to run ue5 with those fancy nanite on igpu
and you gave me the answer thanks a lot friend
now if you excuse me I will delete my 50% downloaded install of ue4.27.2
ok ty
yeah can tell me what settings you changed?? it would help a ton
yeah a lot again
sure
Laura, in launching ue5, hold my hand in this journey into the unknown
you should probably hold your pc's hands first lol
hi! i am making an app for Android and iOS. so i want to add recording video function. for example, user presses a button, and gameplay recording starts (from main camera in the scene). when user presses on Stop button, recording stops and saves the video in the gallery. is it any plugin or system for this?
perhaps check the marketplace
Anyone know where to get started learning procedural animation and how to make the rig/skeletal mesh for starting as a complete beginner?
Wdym ?
Has the pricing for Unreal Engine ever changed?(if yes how much has it changed)
lots of price changes over time based on the engine version
most of it is confidential as it was not available to the public
speaking just of UE4 and above, a few royalty changes, there used to be a small per month fee, etc
most, (all?) have made it cheaper, not more expensive
19 a month sub, to free under a certain amount and royalty after that amount to a higher amount before royalty where it is now
so yes, its become less costly to the end user over time
Thx for the info
in UE4 how do games like VALORANT create thier scopes where its FOV based? Its not PiP
Its not just an image but a model, how do they do the hallowed center?
anyone know how to reduce memory usage size when using scenecapture component
it seems to spike to 2gb during the capture, then drops
Hi i'm creating a game where you have to investigate and find information about dead people , i created a menu where i can fill the information i found . But how can i save this information ?
because for now if i leave the menu and return in it, the things i filled earlier is not there anymore.
Kindof the same question if i quit from play button and replay the scene. Thx
What you use to make that @timber minnow
to make what ? the italy information ?
Yh and the menu @timber minnow
it's a combo box in a widget
i already setup a load save system
but it's only for the position of the player
@hidden osprey why ?
I was jw @timber minnow
jw ?
Just wondering @timber minnow
ok 🙂
hello
Look into save game objects. Save the data to storage and load it from storage
The unreal way to do this is a scene capture that captures everything in front of the scope and projects that to a material for your scope
You would create a render target and set that in your scene capture then use that render target in your material to update what the scope is displaying
Yeah that’s the normal way but lower performance and feels wrong, kinda want the FOV version where the scope is transparent with material fish eye type effect and an overlay.
Hello, I would like to know if anyone else is using UE4 on MSI desktops or laptops and if they managed to resolve the BSOD on the MSI motherboard, can they tell me what can I do to fix it? my GS73Vr 6Rf?
I sculpted this from a 100% flat landscape. I need to revert it back to 100% flat. How do i do this?
isnt there something like a reset button or something
im afraid the flatten tool is not very accurate?
its accurate. set it to max size then click and hold on the height you want and drag the mouse to lower/raise to that height
these are the max settings i have
i cant increase the brush more than this
if i edit my landscape and save the project
then to make it 100% flat again it will be easy to miss spots i think
maybe save a copy of the flat landscape:
and hide it in the game. So in case i need to make it from scratch?
here its 100% flat
You need to make sure your fall off is maxed so that way your circle is solid for your brush
But yes there's no way to reset it without remaking the landscape from scratch that's why blueprint brushes were introduced
So you would have to find the lowest point and basically flatten it to that point manually by hand otherwise
the thing is that its painted already
so making it from scratch would need a new paint job 🙂
but i will not be so picky. and just flatten it as best as possible if the first mountains i make are bad
thanks
btw the tool to flatten it as it was is the erase tool
the flatten tool makes it rise a bit above
i think because the flatten tool is used as an average
what's a good tutorial i can use for making a slash effect on unreal?
there is an option in the flatten tool to use lowest point
or more accurately (at least in 4.27) there's an option that makes sure flatten only ever lowers, never raises
i thought i had set up my source control but i am getting this error every time i try to commit
not sure what channel i should go to for this
i fixed the perforce issue point is we should thank stack overflow
unfortunately this is not one option on my workloads tab
- only "Game development with Unity"
- and "Game development with C++"
Assuming it covers unreal and not ogre or something.
how do i move a particle system?
i got a camera and the particle system is meant to rotate with the camera when the camera rotates but it doesn't rotate with the camera.
After a crush in the program, my level is simply disappeared from the content... how to get it back and what happened?
restore from one of your backups, or look in the Saved folder in your project for autosaves that are recent
fixed. i forgot to enable "use local space" in the emitter of the particle system.
type the size and make sure you don't have any falloff
ugh I removed a plugin from a project a long time ago, but when I copied some materials from that project to a new one, it gives me Failed to load [the plugin] on the materials every time I load up the editor. it doesnt cause any problems but I assume itll stop me from packaging so how do I wipe all the references to it? theres no nodes in the materials or anything with it
I think it was the text box's foreground color? Probably.
is worth unreal engine 4 in 2023
not really if you're new
if you have an existing project in it then yes
When viewing a skeletal mesh from the front view is there a way to zoom in further?
it stops me short for some reason
hello, someone can help me and indicate me what this node is ?
Hey Guys, I want to make my own low-poly starfighter game.
I would love for it to be multi-player, but I can start with single-player for now.
Would you advise I start with the flying template for UE4?
Hi, I was searching about the max file path length but I got different results, so some errors I saw in docs were over 1023 characters, then 260, someone else says max 180 and I got a warning when my level name was over 20 characters long...
So what are the exact rules to stick with?
Are there differences from max file lengths to uassets - e.g. level, mesh, bp etc.?
And are there differences from ue4 to ue5?
Don't start with sp and change it to mp. It just doesn't work. Sp let's yku make shit code that doesn't work in mp. You will end up having to rewrite most of your code.
so what happened to Unity?
yea same i loved unity and the workflow of it but its fked now i moved to unreal 2 days ago
hey so quick question, lets say there was a steam game made on unreal engine 4, and i wanted to reset my progress but by default the game doesent have that option, is there a specific file i could delete or something like that?
specifically for the game UNDEFEATED
Go to Documents/MyGames/GameName/Saved
delete whats there
might also reset some settings but eh
what if its not there?
Check the install path of your game then, if you dont change your install drive it should be C://Program FIles (x86)/Steam/steamapps/common/GameName/Saved
oko leme try
Hey guys, so I have a static object that I rotate around in a circle, and I have a physics ball that the player moves. Problem is, the ball sits still on top of the static object, even though it should be rotating with it, how can I fix this?
Does anyone know why?
Trying to use UE viewer to look at models from a game I'm interested in but none of the textures show up
is there a way to make the viewport into fixed-position despit the resolution of the screen?
for example, if I increase the size of the window I can see more of player's character
want to change it so player's viewport is the same across all resolutions, anyone have a idea of how to make this happen?
under "camera options" inside of the blueprint, enable the "constrain aspect ratio" checkbox
Hello guys.. I have this wierd problem happening and I don't know what causes it.. I use ue4's VR template and I am trying to teleport in my own map.. and this happens.. while there is room to teleport as I am rotating to the left i can't teleport.. (I have nav mesh everywhere) at the beginning it's fine but then this happens to some places
im using "Physical Material" to detect mesh surface type for my step sounds but the physical material apply just when im using Simple collision , in Complex Collision the physical material does not work
Fixed that! Procedural foliage had collision enabled
Set the physics material in the meshes material itself
thank you
hello chat
im guessing this is a support channel
sorta
so uh
why isnt this goober workin
do i gotta add a socket first
it wont attach 2 actors together
I have a player pawn who can do close combat, kicking, boxing etc. and another who can sword fight. I can use it in two different projects of course, but what is the best way to combine the two to have a sword fighter that can also do melee combat? Do I have to choose one and manually combine everything or is there a way to maybe switch pawns or animation sets on the press of a button?
yes, you need a socket
how do i add a socket via blueprints then
cuz i dont wanna go around adding a socket to each side of my props
i just wanna have like a basic welding system
tryin to make a sandbox game btw
kinda like gmod
if it’s a static mesh, add a static mesh socket in the editor. if it’s a skeletal mesh, add the socket to the skeleton. it will apply to all meshes of the type you add it to
but what if i dont wanna add a socket to every single prop i make
isnt there a easier way?
and also wouldnt that put it on the inside of the mesh?
i want it like attached to where it originally was
what would the alternative be, it’s not going to read your mind and know where to attach the object
that’s the whole point of the socket
it takes like 30 seconds to add one
but wouldnt it attach inside of the mesh or where i placed the socket?
so it would be basically pointless
if it’s attaching inside the mesh, reposition the socket so it’s not anymore
but thats the issue then
i want custom attaching points
not just one attachment point
then its pointless
then make multiple sockets and specify which one you want in the node you showed
so make a socket for every inch of a mesh??
idk man
thats seems kinda fuckin stupid
theres no way to add a socket?
wtf does this do then
its not IMPOSIBBLE
i just dont know how
literal proof right here (game is called voices of the void, made in ue4)
you're probably don't have a socket called attach on your source
try jut removing that
i did, still doesnt work
show the full code
its really hard to know what an issue is when you show a single node
hl2
im verrrry stuped its working thanks
Hi, I have a widget with a string variable. I want to edit the string variable from an actor , how can I manage the widget reference. The widget Is already displayed on the player screen.
Does anyone know why when I add #include "WidgetBlueprint.h" or #include "WidgetBlueprintEditor.h" I get errors such as No such file or directory found even through I added there module(UMGEditor) to build.cs
Hi, I have an issue : Actor Component <Application Lifecycle Component> Doesn't fire it's events at all. I'm interested in Foreground/Background Application State Event Dispatchers, but cant make it work, help pls.
I tried in Editor/Dev. Build/ Shipment Build
I read somewhere that those events simply don't work at all.
I.e. not even in c++ are they triggered.
I'm not sure what versions of the engine that issue affects, though.
how to replace this gamepad outliner with button hover effect ??
math
You can do some math based on the mesh's bounding box and snap to center / corner / edge etc
already figured it out
Does it need a source path? A lot of included are part of a larger class inside a directory
@cold ermine do you mean like the header listed on UWidgetBlueprints page because I have tried using /Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h instead. Is this what you mean?
what is the function you are using, I will look it up
if I have the function I can tell you the header and modules required
@cold ermine I’m trying to access the class UWidgetBlueprint::StaticClass
what is that? that seems like something generic that doesnt exist
UMGEditor
did you add that module?
you can try moving it to public
public modules
I dont really understand what those two do differently though, just something worth trying
@cold ermine Yes I have included it and I have tried having it in public I get the same result
not sure, are you building in the IDE or the editor?
@cold ermine IDE
the screenshot shows you are using the hot reload in the editor
@cold ermine I did that for the screen shot because it was easier to read
okay, honestly I am not sure. maybe delete the intermediate folder and do a full rebuild of the project.
I have never seen this issue before
visual studio sucks for helping with stuff like this, I use rider for this reason
@cold ermine Yeah I’m confused to. What’s even weirder is that I used this include in another project and I’m pretty sure it didn’t cause any issues. Also is rider the paid IDE by JetBrains
https://gyazo.com/7dd54eed3c457147366bfd9edec3a59f I dont have collision between players and npcs since this is a 2d game, but how should I prevent them always just standing inside each other?
yeah it is but they have a free trial you can use, it is worth the money. will save you so much time and headaches
@cold ermine I’ve heard that it’s just hard to put down that much money on a subscription I wish there was a life time license.
I think they have an experimental version that is free
hello
what unreal runs better in android, 5 or 4 ? someone have experience making a game for android ?
There is
That's why you read the terms :P
Once you complete a year, you get a perpetual fallback license
Do they email you about this when that happens? right now they just send me a invoice
Does that go for ReSharper too?
it does indeed
and no, you can view it on your jetbrains account though
@spice ruin
okay I will look, do they give you a special perpetual key you enter or can I just cancel my sub and it works forever?
also does rider require updates to use the new versions of unreal engine or does it just go off the installed visual studio?
as long as you are using that specific version it should Just Work™️
it doesn't need updates.
okay, it looks like I can use my perpetual license in may next year
Neat, thanks!
chat why do i get this error:
"[uproject file path] does not look like uproject file but no targets have been found!"
when trying to package
how do i export animation from unreal engine with translation retargeting data?
Heyy, I'm creating a campaing style game and I need help for something.
Here are two types of missions thats I'd like to try(even tho it looks rly hard) : https://www.youtube.com/watch?v=w4Hh0I5qUcg&ab_channel=GTX1050Ti
https://www.youtube.com/watch?v=-0h0PycPcHg&ab_channel=4Ph4ntom
I'm wondering how the position of the player is changed, does it come from a blueprint or is it possible to make it in a sequencer, if yes how ?
How is the hole scene organized ? What triggers the animations, explosions, ....
In the second video, how is the player put upside down ?
Thanks in advance !
Battlefield 3 RTX 3080 PC Gameplay
Recorded With Shadowplay Monitoring Program. MSI Afterburner
My PC Specs:
• CPU : Intel CORE I5-12600K
• MB : TUF GAMING Z690-PLUS WiFi D4
• Ram : CORSAIR VENGEANCE PRO RGB 32GB (4 X 8GB) DDR4 3200MHZ
• GPU : ZOTAC GAMING GeForce RTX 3080 Trinity OC LHR 12GB
• PSU : Asus ROG-THOR-850P 850W 80+ Platinum Modul...
@oak patio Nice I didn’t notice that maybe I’ll give it a try after all
how do i make it so that if "is weapon in world" returns "false" then it keeps running other tasks which are in white circle ?
Hey, I'm animating the player with a level sequence. When I use autoplay, I can move the player when the sequence is over but when I trigger it with a box, I can't. Can someone help ?
idono what u r takin about but maybe use root motion ?
You can use a BTservice node, to check if the weapon is in the world, if no make it set that blackboard boolean key( is weapon in world ) to false ,
You can now add the decorator(is weapon in world) to the second sequence, the one in white circle, and put the boolean value to is not set
yes, I use root motion to make the player move, but when the sequence is finished I want him to be able to move again
After they stop laughing
You don't get the point
The veterans of UE hate UE5 and after shutting downnour forums they are more angry
They only like lighting and graphi2but rest of the engine is wierd
So i came up with a idea
Integration of UnrealScripts and UnrealKismet in UE5
Blueprints
It's called Blueprints.
Yeah
They are making verse, there's your US2
Or there's angelscript or lua integrartions.
Or c# clr around
Well it is still a debate weter 1.0 kismet is better or 2
If you want kismet 1, download the udk
Debate in veterans community not epic
And i only want integration of UEscripts
In ue5
And i can do that probably
I have a feeling verse will be integrated first.
If you purchased ue3, why do you need the source code?
Doesn't UE3 licence give you the source?
But now epic didn't reply when one of our members needs a new lisence
I thought that was the whole point of the difference between it and udk.
Only 3 own it and rest use UDK
For now i am waiting for the email so that i can get access to UE source code github
For ue5?
Who ghost pinged 😭
Hey I'm using an anim montage but it doen't end at the last frame (it's frozen). So the player can move but it doens't play the anim bp. I had to use "set animation mode" at the end to make it work, but is there a way to do it automatically ?
I've got the same problem after using "set view target with blend", I have to use "set anim mode" or the player isnt animated
can you help me a bit. if you are telling to check if the weapon is in the world by BTservice node then why do we need to check again by the decorator ?
btw is it good way to check if actor is in world ?
i think "is valid" is good
BT_ Service checks frequently , it is just like tick but you can change how frequently it checks for something ,
You are using the BT_ service to set the Boolean variable if the sword is in the world to true or false,
Then if it is true you can use a blackboard decorator in the
White mark on the sequence and put the boolean to it is set ,so it can run the sequence and then you can put another blackboard decorator in the yellow mark and put the boolean to it is not set
The problem with this is that it doesn't check everytime
If the sword is in the world
You need a BT_ service for that
hey you online ?
Yes
ok here is video
this is how i set ai without using BT_services. because i can't get how you are telling me. can you please make it and send screenshot of it if you can ?
is it good ?
i will delete this video after some time
I am not talking about bt_ decorator, I am talking about black board decorator that use a black board key ,
You need to copy what you wrote in the bt_ decorator
And create a Bt_service and put it there',
Then create a boolean variable in the blackboard,
If the weapon is in the world you update that boolean variable in the black board to true , if it is not in the world you update it to false, in the service
Then in your selector add the service to it
and in the first sequence right click on the sequence and add a blackboard decorator
Go to the details panel and put that boolean you created as the blackboard key and set the key query to is not set
So if it can't find that specific weapon in the world it runs that task.
In the second sequence do the same thing but set the key query to it is set
Personally I won't use boolean because it can get confusing if there are many of it in the behavior tree,
I would just use enum instead
like this right
it is working
but it is not in real time like eg: if i delete weapon from world the AI still does tasks on left side
eg : and when i add/spawn weapon in middle of game AI keeps doing tasks on right side
let me show you video
That's the behavior it is suppose to show I mean if the weapon is not in the world it is suppose to keep doing the left task and when the weapon is in the world it is supposed to do the right task
Except that is not what you want to begin with
If it is not what you want , Then what are you trying to do?
let me show you video
wait
i am really sorry for taking your time but i am really thankfull to you
Can you type it out for some reason it is not downloading
Hey everyone, I had a small question if anybody got any knowledge on: Is there a performance difference between setting a light component's visibility to false vs setting its intensity to 0?
just click on play button why do you need to download this ?
1.setting a light component's visibility to false means that light is still doing its thing but it is just not visible in world
2. setting its intensity to 0 is good option which eliminates light completely
Thank you, exactly the info I was looking for! 
I did, it is just stuck at 0.00 without playing
try refresh discord
Use the decorator that was used in the second sequence, use it for the first sequence and then replace the second sequence decorator with the first sequence decorator
Do this first and try it
if you have any doubt use this to check
blackboard decorator right ?
Yea the decorator on your two sequences
it is just performing task on right side no matter if there is weapon in world or not
Thank you for the reminder, upon further investigation the lights disappear from light complexity window. So I'm not entirely sure now if the visibility is enough to do the trick in my case 🤔
yes i tested it and it turns out you can do anything. visibility or intensity
whichever is easy to do
Awesome, in my case visibility is miles easier since our level designers have adjusted the intensity on light per light basis and that would cause a lot of chaos in the project! 😄 Thanks again!
yes it is good. i would love to play your game
Ah thank you so much! It's called SunnySide if you're curious ☺️ We're only on steam at the moment but releasing on most major platforms in the future
@feral willow btw you can leave it if your want because i think i am bothering you and sorry for that
Try using an actor of class node instead of all actors of class in the service
And put the weapon in the world
And try to put observer abort to both in the decorator
Make sure there is only one in the world
What happened when you did this?
it was working right kinda so i think i will use this
what are your thoughts ?
it is ok right
it is night time and i think i am done with it
The reason why it wasn't working might just be due to when you are spawning and destroy object in the world
Do it right and try to debug what is causing the issue
Oh then maybe later
Really thank you:)
Hey I'm using an anim montage but it doen't end at the last frame (it's frozen). So the player can move but it doens't play the anim bp. I had to use "set animation mode" at the end to make it work, but is there a way to do it automatically ?
I've got the same problem after using "set view target with blend", I have to use "set anim mode" or the player isnt animated
Thank you a lot ! It worked, and I realised I was using play anim and not play montage. However, when I play a sequence, I still have this problem. Do you know how I can solve it ?
oh that might be a good idea, what's this node ?
Thank you rly much
i need help with this
It's weird bc I've got the same problem after using set view target with blend (and I use set anim mode after so it works) I think that it's related @shy nacelle
Hi
When I change materials for an object it comes blury for few seconds then the textures load
This is because i have hundreds of 4k textures in the project
I have a powerful pc so how do i expand it or something to make it load quickly and
This doesn't happen in unreal 5 , only 4
hey I have a question which no one would answer on the forums so if anyone knows anything about this issue can yall help me cuz it kinda ruins my game lol https://forums.unrealengine.com/t/png-material-issue/1305824
Hey, I have run into a funny issue where I cant get my dudes eyes to be visible the way I want them, let me explain. I am using a png image to make a material for a skeletal mesh but the transparent part is shown as black. So I turn the material into a translucent one and put the alpha into opacity, Now I cant see the eyes at all unless the...
When I open my game in VR everything is fine. But when I press the button to go to a specific level, it crashes. But the other level loads fine. I've looked at the log and fixed warnings or errors. However it still crashes. Any ideas please?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
My guess is this as it's a critical error. But I'm not sure what array it means
hi guys i have this problem
i cant select my level in default map in project setting, how can i fix it?
rip unreal slackers
Please keep the discussion in this channel to Unreal Engine.
family pls im stuck 😭😭😭😭😭😭
check if the opacity of the eye is fine, try changing the head shape so it doesn't overlap too much with the eye to see if the head is not occluding the eye. Also check if the normals of the eyes are right, one way is to make the texture double sided, if this works you have to invert the normals of your eye.
test
everything gud but the eye texture is onsideded
Difficult to judge whether new name is better or old
I did a reddit post before and they recommended me UE5
But I want performance over everything else so
I meant Unreal Slackers vs Unreal Source
Oh
Welp only time will tell
either way you will learn something interesting so you got nothing to lose
Thinking of using UE4 because it's faster than UE5? Don't!
There are reasons to use it (32-bit support, tessellated skeletal meshes, etc.), but mere performance is not it. UE5 is essentially a rebranded 4.28. The system requirements have not changed.
UE5 projects default to different settings than UE4, which is why your FPS starts lower. These settings have a higher base cost, but scale way better than UE4 ever did (think Nanite and all those triangles). Lower FPS in a project with a bunch of cubes is irrelevant.
If you want to target low fidelity with UE5 where this scaling is not important, you can change these settings back to how they were in UE4. In Project Settings → Engine → Rendering, change the following settings:
- Global Illumination → Dynamic Global Illumination Method: None
- Software Ray Tracing → Generate Mesh Distance Fields: Disabled
- Shadows → Shadow Map Method: Shadow Maps
- Default Settings → Anti-Aliasing Method: TAA or FXAA
- Disable Nanite on all meshes
This will get you similar performance characteristics as UE4 did (high FPS on cubes, worse scaling). Be warned, you can't freely "mix and match" between these settings, they're really designed to work together. For instance, Nanite really wants you to use Virtual Shadow Maps to work well, and will run slower with regular shadow maps.
If this is still not fast enough, press the Settings button on the right of the main toolbar (of UE5), and start reducing Engine Scalability Settings. You might be hitting the default FPS limit of the editor that you can increase by issuing the console command t.MaxFPS 999 (bringing up the console is usually ~ or `, the button to the left of 1 on your keyboard).
This article discusses many, many more settings that you can tweak for peak performance:
https://blog.daftsoftware.com/unreal-perf-maxing/
i was sweating, please dont delete the pinned message, please dont delete the pinned message.
whats the best channel to talk about source control
I also have some coil whine while running UE5, and it seems the settings from above make it less audible (especially after ray tracing/nanite/lumen is disabled).
Barely audible in UE4.
thank you
I did all of this (and more) and simply running the default map on a default project uses 3 times more memory than UE4 and still gives constant hiccups in the editor albeit I need to upgrade my pc as I only have a 1080 and 16gb ram
What plugins use up 3 times as much memory as the entire engine itself? I don’t think the issue is only with plugins. There’s some definite need for hardware upgrade for UE5.
UE4 and UE5 are like 90% identical
I know that. However, I can run UE4 on max settings with no issue whatsoever and yet even after following every guide I could find to make UE5 run like UE4, the editor still hiccups every few seconds for me. I’m not the only one with this issue. Many people have this issue apparently.
Not sure if true or just just asus hate! 😂
also helps disabling real time rendering (ctrl+R on the go)
is there here any unreal engine 4 developer who worked on scripts or mods for a game?
Hey guys whats the typical way to wait for an AI to play an animation before resuming behaviors in a behavior tree?
I was thinking I'd just add a service that checks "Is animation completed" and just have it sit at a "wait" node but that feels wrong? Not sure what the usual method is.
Probably a blackboard book and play montage node mix. You can also modify when the finish executes thing happens if that works for your case
i'm trying to build HLODs in my level but unreal crash with this message, anyone have any idea why this happen 🥺
`Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703] Array index out of bounds: 82409 from an array of size 82409
UE4Editor_Core
UE4Editor_Core
UE4Editor_ProxyLODMeshReduction
UE4Editor_ProxyLODMeshReduction
UE4Editor_ProxyLODMeshReduction
UE4Editor_ProxyLODMeshReduction
UE4Editor_ProxyLODMeshReduction
tbb
tbb
tbb
tbb
tbb
tbb
kernel32
ntdll`
Nothing we can do with that. Install debug symbols and try to get it to crash again
Haven't used HLODs in a while. I guess I found other ways to reduce drawcalls, and in ue5 nanite does lots of the heavy lifting when it comes to the cost of rendering the meshes.
Yeah sometimes it’s work sometimes not.
hello guys, i have a issue, i duplicated a Map/Level, then i did changed to my new map, but it seems is modifying the map i duplicated for, is there a way to avoid this? i want this map to be independent
They are normally independent. Any chance your maps are composite, consisting of several streamed in sub-maps?
Daaam this 5.3 packaging time is crazy. 4.27.2 seems like a Flash
100%. (Maybe not so really but still) beefy PC is required for UE5
Does anyone know if I I use make launch option to run Unreal Engine, can we change the quality level?
Hi everyone
Switched to windows 11, now unable to install Quixel Bridge plugin for some reason.
It just can't finish the download process. Anybody had the same issue?
UE 4.27
Also tried to install via Epic launcher and it says that I have no compatible engines, which is not true.
looks like the plugin is compatible only with 5.3. can be installed from launcher - Vault, and select the engine version.
maybe through Bridge itself? https://quixel.com/bridge
somebody have an approach of how to achieve a "crazy" hose?? like firefighter hose uncontrolled, maybe vfx or animation mesh?
Hi Everyone
last resort to ask for help, yet again
unreal has just decided to crash when opening only 1 paticular project... but theres no crash report, no warning, nothing... just crashes every time
mythic workaround, delete "intermediate, saved" and other useless folders
if its a problem with your level you can try modifying .ini files in config folder
already did all that, even formatted pc to try and fix it, which it did for a couple days... then it came back
itll load it fine, then after a couple mins, not even moving the mouse at all, itll just die
generate source files and execute proj via visual studio will help to debug as laura says
and now what do you think about this?
never actually used vs for project stuff, keep away from it so not sure how to tbh...
as for the hose, could you not use cloth physics and create a force actor, essentially blowing the tube like say a flag?
hy .... actually i'm working to fiverr with translate in other language ...Anyone intrusted so DM me plz