#ue4-general

1 messages · Page 28 of 1

spice ruin
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UE5 is undoubtedly better because, by the time you finish your game/whatever, it will be as mature as 4.27 is.

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Teething problems aside.

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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.

rustic basin
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I actually think that if there would be UE3 (not UDK, lol) in public, I would try it as well

spice ruin
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I'm surprised UE3 hasn't been leaked somewhere.

rustic basin
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I think it was actually, couple of times

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But it was pretty much unusable

oak patio
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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

spice ruin
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And let's face it, 4.0 had all the features of a rock.

hidden osprey
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Is that a bad thing

pure slate
# hidden osprey 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."

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(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)

rustic basin
pure slate
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If you actively WANT to write it all yourself, I honestly see nothing wrong with doing that. Use the tools to serve your motivation!

oak patio
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If you can't see any benefit of a higher engine version then your game must literally be a packaged blank screen

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Tbh for the size difference it's worth having the extra features

pure slate
oak patio
pure slate
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Fair, you didn't

oak patio
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I've been advocating for 4.26/4.27 if the shiny ue5 things don't interest you

plush yew
pure slate
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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

oak patio
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4.24 if you insist on html builds

oak patio
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There's been a couple of things mins you that have tempted me

rustic basin
oak patio
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Mainly native gameplay tags.

pure slate
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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

oak patio
rustic basin
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And they are not definitive for me

pure slate
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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.

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I also fully condone using older versions to test yourself, because you don't need the higher functionality, etc

oak patio
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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

pure slate
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Just make sure you aren't hamstringing yourself for the sake of arbitrary difficulty

oak patio
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Oop forgot to reply to the message

pure slate
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lol, I assumed that wasn't at me, Cuppa

oak patio
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Youre right, it wasn't :P

rustic basin
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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

oak patio
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For your own sake. Go with at least 4.24

4.27 is preferable. You're just kneecapping yourself otherwise.

pure slate
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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

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Hey there, you hate me, I write in blueprints! 😆

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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 😛

oak patio
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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.

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I'm gonna use 0% of each 🧠

pure slate
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Holy shit, he's making a Renpy project.

oak patio
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I was thinking more of an unreal COBOL, or Objective C integration

rustic basin
pure slate
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You're going the other way with it, I think 😆

oak patio
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COBOL it is then

pure slate
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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.

oak patio
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And if self punishment is your goal, seek therapy not gamedev

pure slate
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I'm glad I've only been around since 4.2ish

rustic basin
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Except that there is no full UE3, only UDK

oak patio
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Started my unreal career around 4.16 iirc

rustic basin
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That nobody can get anymore I think

oak patio
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Do they even accept new licensees for that?

rustic basin
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Since there are 4 and 5

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Even if they accept new licensees I think it's super expensive

pure slate
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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.

oak patio
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I forgot a company will give you whatever you like for enough money 🤣

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Tbf EA probably just blew the dust of the ol' ue3 license

rustic basin
oak patio
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4.27 it is then

pure slate
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Seems like it took a long time to come to an easy choice, Cuppa 😆

rustic basin
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I'm currently at the phase when I only will do something for PC, my only concern is Linux support

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I don't think it ever was good

pure slate
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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.

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(Also, our only target platform for this game will be PC)

oak patio
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It's just a wwise move

rustic basin
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Probably it's easier for audio engineers who not work with the engine

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Though I'm not aware how it works

oak patio
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Iirc wwise has some nice tools for distance based sound blending

pure slate
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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

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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.

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I remember writing a crossfade system in gdscript that made me want to pull my hair out

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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

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The skillset is there, he's already climbed mount stupid

rustic basin
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Maybe I should learn Wwise and FMOD and just get qualified as audio engineer, who knows

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Sound is fun

pure slate
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As a simple example, yes. I know it's available in UE

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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.

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I do know he's interested in some more-than-usual audio design, much more than the typical "play explosion sound" stuff you see

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I believe it's less that it's not doable and more that it's more direct to do in FMOD

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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

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Bear in mind, I'm still learning UE myself, and I'm the "coder" 😆

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Well now I'm wondering why you see devs using both lol

oak patio
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Clearly it was meant to be for unreal engine. They even used the naming convention.

pure slate
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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.

rustic basin
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Somehow the only Unreal Engine project I know is using audio middleware is Outlast

pure slate
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We're both green enough in game dev (no commercial projects, small gamejam participation, etc), that this is all exploratory for me.

oak patio
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Astroneer uses WWise

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Borderlands does too

rustic basin
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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

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My outlook in games is quite narrow sadly

rustic basin
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Holy hell, Wwise even got synthesis apparently

rustic basin
pure slate
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@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!

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This is cooooooooooool

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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.

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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)

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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

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(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)

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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.

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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 😆

restive ingot
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hey where do you import uplugins to

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thanks!

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wheres the plugin folder?

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yeah i don't think i have one how do i create one

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like is there anything to know

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is that it?

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i thought it would take more than that

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tysm

light thunder
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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

light thunder
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That or did they change something with the animation blueprint and maybe the rotation is being overridden there?

visual jewel
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I need a wave based spawn system for my game, is there a good marketplace assest for that?

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I been looking for it for while, but all I saw is either bad code, or don't work as advertise

oak patio
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I wouldn't imagine so, its a relatively simple system to make that a lot of tutorials cover

visual jewel
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got some doc that I can research?

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now let me clarify, I need a open world dynamic spawning system

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it's more complicated than you think, I was wondering if someone already created that type of system

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also need to spawn and despawn AI base on player's location

spice ruin
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EQS then

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Or just have set spawn points around the map and use the nearest ones

azure shore
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which setting am I supposed to use to get it to use the custom collision mesh? it shows up here but does nothing

oak patio
karmic seal
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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

azure shore
oak patio
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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

coarse jetty
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does somebody know why playing a level sequence in reverse only plays the half of animation?

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like not half time but half values

spice ruin
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He's doing it on the server instead of the client

karmic seal
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then i load the guns in through the Character like this on spawn

steel spruce
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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) `
raw oak
ebon wigeon
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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
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can't download it btw: vs 2015

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ideas?

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Yeah but that's for a reason, it's really UE 4 its the UT editor

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that im trying to run

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struggling with this dude

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well, I am

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do you have any ideas?

fast cradle
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hey yall, recently started running into performance issues on my android game due to navmesh regeneration at run time (dynamic)

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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

Epic Developer Community Forums

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...

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but after following this guide in 4.27, Im still unable to load in any navmeshes that I built in the sub level

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does anyone know how one should go about building static navmeshes in sub levels that get streamed at run time?

wooden apex
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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

wooden apex
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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

tired jay
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You can add the variable to a Game Instance and have the BeginPlay cast to the Game Instance to get the variable?

wooden apex
tired jay
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If I have variables I need to move between UI/Menus I use an Interface and Game Instance.

wooden apex
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okay be with me for a quick second

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ill code it quick and check if it works

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wait

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does game instance automaticlaly set every varioable with some data in it?

tired jay
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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

oak patio
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Apart from things like settings

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You also don't need an interface

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It's a waste of one

ebon wigeon
ruby robin
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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)

azure shore
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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

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and is there any better way to select individual objects in a group rather than unlocking then relocking

karmic seal
sacred osprey
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Hi, where can I find information about the size of the Unreal Engine development team?

oak patio
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Probably nowhere

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The internals of such a company typically aren't known

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Why do you ask?

hidden osprey
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Why would u need to know anyways

real heath
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It's also not really one team. There's multiple that focus on different aspects

opaque seal
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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?

primal forge
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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

glacial osprey
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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?

azure shore
weary basalt
trim silo
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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

peak hare
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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

kind hinge
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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

green acorn
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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

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For the break imo you can lerp from current car location with impact location (+offset if you want)

neon grove
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are cascade particles not instanced?

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or why does having 100 fire particle emitter increases draw count so much?

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the default particle system asset in unreal 4 is cascade right?

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whats the recommended replacement for cascade?

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im on 4.27

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this is cascade right?

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is there a way to convert the cascade particles into niagara?

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because the default ones and the ones downloaded from the marketplace use cascade i think

neon grove
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nice thanks ill give it a try

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also another question
why is line trace by profile slower than line trace by channel?

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or it seems its only slower when the profile name is set to None

leaden dust
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Is there a way to install UE4 with under 10 GB of download size?

ripe zenith
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any idea why surface snapping might not be working ?

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I'm just trying to snap a sphere to the surface of an other sphere

karmic seal
oak patio
karmic seal
oak patio
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You could try making it a server only function. You only really want the host tracking player data anyway

fickle prawn
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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 .

primal forge
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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

willow vapor
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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!

willow vapor
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Oh, didnt know that! Thanks a lot!emoji4fv2

arctic plover
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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?

digital anchor
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answer valid for 4.26+

arctic plover
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So that would be better than adding those instances to the foliage tab and draw them as foliage?

digital anchor
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Foliage > manually placed instances > bunch of merged instances (ie. batches of 8 trees)

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(this may change for small assets, a bunch of grass will probably end up better than one instance per grass)

arctic plover
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Ah I see, thanks for the advice!

onyx berry
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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.

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my view

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my friends view.

real heath
# onyx berry 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

onyx berry
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i have had 4 different computers do this. different people and its the same for them.

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@real heath

grim ore
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what does it look like when you play it, and not in editor?

onyx berry
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its the same.

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mine looks fine.

grim ore
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then time to start comparing video cards and logs maybe, it sounds like its your machine thats not working the same

onyx berry
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do you have any idea what it could be.

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this seems oddly specific to my system.

real heath
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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

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If the different game doesn't seem different, then yes, maybe it's worth exploring your game a bit deeper for the problem

vernal goblet
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hello

lusty mural
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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?

spice ruin
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It's probably a setup problem

lusty mural
spice ruin
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I mean the setup of the individual actors/components you have created.

lusty mural
spice ruin
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...then it's not working.

rocky ravine
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unreal android app as overlay or in window format to launch one specific part of screen..any suggestions?

waxen cliff
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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?

candid iris
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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

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something like this

digital anchor
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really depends on how you are cel shading your models

fierce tulip
candid iris
fierce tulip
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look up lighting channels

candid iris
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I have one directional light in a channel specifically for the players

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and a directional light for the environment

digital anchor
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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

candid iris
candid iris
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hold on

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yeah that is kind of what i'm doing no?

digital anchor
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how exactly are you applying the cel shading i mean

candid iris
digital anchor
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Ok, by emissive i though it was an emissive texture LUT

candid iris
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oh no

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but you're not wrong

candid iris
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I have a normal diffuse and a shaded diffuse that the material moves between depending on the position of the sun

digital anchor
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how many lights are you going for?

candid iris
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I tried assigning a directional light directly to the player bp to avoid this but

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it just doesnt emit light on the player

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it lights up the environment, but not the player model

digital anchor
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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

candid iris
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hold on i'll show you my material

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This is the important part

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the rest of the links are textures

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(as well as a atmospheric light color down below)

digital anchor
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you can replace atmospheric light vector by multiple parameters and set the value through BP

candid iris
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What parameters would I use to go about doing that?

digital anchor
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for example, change the lightvector by a Vec3 and name it "LightDirection", use BPs to set its value to your light direction

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you can combine multiple lights by adding multiple parameters together

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its quite hacky, but without using a shading model its the best that can be done

candid iris
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hmmmm

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that could work

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but yeah i'd prefer not using a shading model

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it's too wonky

digital anchor
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Ie. LightDirection Dot Normal + EffectsLight dot Normal + (Direction(PointLight, Pixel) dot normal)

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would allow for two directionals and a point light

candid iris
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first time i'm working with mats like these

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bit complex but i'll give it a shot

digital anchor
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start by just having a single vec3 parameter that you set using blueprints, this way you can understand how to use a "fake" light

candid iris
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yeaaaaah that's kinda the thing

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I dont think the mat is too keen on me using a vec3

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need to test some more with it

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atm it only works with full white

digital anchor
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the vec3 will be the light direction replacing this

candid iris
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yeah I changed it dw

digital anchor
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its just the information of where the light is pointing to, vec3 as its a direction

candid iris
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rn im testing how to change the direction

digital anchor
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the dot returns black/white

candid iris
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hmmm so R is left right

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G is up down

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B is for size

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yeah that works

digital anchor
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no its just a unit vector

candid iris
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nope, totally wrong not how it works lmao

digital anchor
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jeez that article makes it look more complicated than it is

candid iris
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alright so far so good

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whats next

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there's always the question of how do I make an emissive material respond to external light

candid iris
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i'll need multiple if nodes

digital anchor
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not ifts, you can sum the light influence

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but you will need multiple parameters, one for each light

candid iris
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yeah that's why i'll need the if

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XD

digital anchor
#

I dont see why, light is additive

candid iris
#

I cant feed it a parameter without that

digital anchor
#

you mean on the BP side?

candid iris
#

should be sth like this yeah?

digital anchor
#

yeah

candid iris
#

well, I dont need mutiple of these at all tbh

#

I can just use the one

digital anchor
#

if you just need one light one parameter is enough

candid iris
#

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

candid iris
#

I used a timeline to make the color transition smoother

candid iris
tough bear
#

Hi guys, can anyone please help here ....

How to solve this? I have already installed the VS Studio 2022, 2019

cold oar
hexed apex
prime sentinel
#

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?

azure shore
#

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

native river
#

Hey guys, I am trying to put my Startup movie into my build. Any pointers?

faint hound
#

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?

tall osprey
#

is it possible to override the ESC key to show the pause menu in the editor instead of closing the game?

primal prairie
thorn raptor
#

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.

thorn raptor
#

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.

oak patio
#

honestly just use cheat engine or something then

thorn raptor
oak patio
#

cheating in-game.

#

?

thorn raptor
#

@oak patio More like a tweak toolkit then

#

its not a trainer

hidden osprey
#

Why do you want to mod an existing one

#

@thorn raptor

thorn raptor
#

To share with others

spice ruin
#

We don't support modding here.

balmy dirge
#

Joining session do not work, when trying to join it bring back player to main menu.
anyone know how to fix? any guesses?

forest valve
#

Hi! I want to get a job with unreal engine 4(remote preferably). It's this possible in 2023?

grim shadow
#

where can i find the physics help channel?

forest valve
#

I don't have a good pc for ue 5

#

i want this ue 4.27

visual jewel
#

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

spice ruin
#

Actors (or meshes?) have a WasRecentlyRendered() method.

visual jewel
#

actor

spice ruin
#

That's the one.

visual jewel
#

it's spawn point

#

let me try

spice ruin
#

It won't render anything if it's a spawn point.

visual jewel
#

damn

spice ruin
#

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?

visual jewel
#

don't want to get into fancy mathematics, was hoping there is a eazy function

#

I was thinking like getplayerviewport() or some sort

spice ruin
#

It's a trace and a very small bit of math.

visual jewel
#

this works too if anyone want to do the same thing

#

range (-1,1), negative values are when player is not seeing

queen rivet
#

I am working on emote system in unreal engine 4 for android. How can I stop ongoing animation of emote when player moves?

tardy night
#

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

real heath
#

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

upbeat rampart
#

hey

#

is it possible to make a pure single player game that runs without internet connection in unreal?

fierce tulip
#

you do need said internet connection to download unreal

upbeat rampart
#

i mean the game as final product

#

exported

#

not the engine

fierce tulip
#

afaik you can

upbeat rampart
#

ok cool

lime stump
#

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

fierce tulip
lime stump
#

Oh didn't see that. Thanks!

forest valve
#

I found some jobs with ue 4.27 on indeed

#

Now, I am living from Romania. I need a company to work remote?

lost flower
#

--> 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

balmy dirge
#

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?

upbeat rampart
#

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

hidden osprey
#

It’s not called 5.x it’s called ue5

upbeat rampart
#

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

hidden osprey
#

If you got a PC that can handle ue5

upbeat rampart
#

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

hidden osprey
#

Yh you do

oak patio
#

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

upbeat rampart
#

but 80g just for debugging?...

#

can i install it later?

oak patio
#

You can, but there's little reason to not do so from the start

oak patio
upbeat rampart
#

well ill have to free some space first

#

how big is a project with cs go graphics

oak patio
#

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

hidden osprey
#

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

upbeat rampart
#

well i can spare for a project lets say 100-200gb

#

is that okay?

oak patio
#

Unreal takes a hell of a lot of space

#

There isn't anything that can be done about that.

oak patio
upbeat rampart
#

no megascans

upbeat rampart
#

i installed ue5 and runs badly, lags

#

installed ue4 runs fine af

hidden osprey
#

M8 you just replied to yourself 🤦🏻‍♂️🤦🏻‍♂️

upbeat rampart
#

I apperantly diaabled global illuminatoon, didnt do shit

#

M8

neon wedge
#

As new Unreal 5 versions keep happening, this channel isn't risk of being archived right?

oak patio
#

I can only see this being archived when ue6 drops tbh

#

There are still a large amount of ue4 users

neon wedge
#

Cool thanks for the response.

floral heart
#

ue4-general will be promoted to ue-legacy-general

tiny zodiac
#

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

grim ore
#

Im sure they made them high because they're designed for cinema use

tiny zodiac
#

yeah i see

#

look at the file size of a low poly tree

#

vs one of these beasty trees:

grim ore
#

yep seems right

tiny zodiac
#

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

warped violet
#

Hey guys, check out these screenshots on my upcoming game!

tiny zodiac
#

isnt ue4 like ue5 but without lumen and nanite? If so then isnt it still useful for projects that dont use those?

real heath
upbeat rampart
#

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

oak patio
#

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

real heath
# upbeat rampart why do people try to discourage to start ue4 projects

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

oak patio
#

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

upbeat rampart
#

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?

tiny zodiac
#

but as they have implied before. it seems that ue5 has some optimizations and bonuses that are not very apparent

upbeat rampart
#

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

tiny zodiac
#

if you take those 2 out maybe the specs become like ue4

upbeat rampart
#

i apperantly disabled lumen but i was still in the red

upbeat rampart
real heath
#

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

upbeat rampart
#

bare in mind im new to the editor so i dont know where these things are

real heath
#

Most are in project settings

#

edit->Project settings

upbeat rampart
#

ok ill install ue5 today again and see

#

is there a way to save these changes in a template or

real heath
#

yeah you can turn your project into a template

storm lake
#

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?

real heath
#

theres a few YT tutorials on it

tiny zodiac
#

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

upbeat rampart
#

ok

tiny zodiac
#

i love LOD

real heath
upbeat rampart
#

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

real heath
#

lol

#

circular conversations 😄

tiny zodiac
upbeat rampart
real heath
upbeat rampart
#

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

real heath
upbeat rampart
#

ok, i will try again as i said

real heath
#

yeah, exactly. It scales extremely well. But it's setup to be the new fancy default

upbeat rampart
#

how easy was it to make that happen

real heath
#

oooo forward rendering is an even bigger step, but has some big implications too

upbeat rampart
#

whats the other choise

#

why is defered the default...

real heath
upbeat rampart
#

all i know is you can have "infinite" lights with defered

real heath
#

i forget what the limit is in forward rendering, i think after 8 lights it needs to do a second render pass, gets expensive

upbeat rampart
#

but some things it cant handle or handles badly, like transperancy?

real heath
upbeat rampart
#

ok

#

cool

#

i hope i can manage to make ue5 work

real heath
#

TBH, realtime translucency is always pretty whack anyway

upbeat rampart
#

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

real heath
upbeat rampart
real heath
#

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

upbeat rampart
real heath
#

And editor specs != runtime specs

#

or requirements rather

upbeat rampart
#

i get that

oak patio
#

The engine doesn't dictate your system requirements for end users.

You do.

#

It's about how much you can be bothered to optimize

upbeat rampart
#

ok cool

oak patio
#

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

upbeat rampart
#

yeah i get that

#

i was worried that i cant deactivate some feature from unreal in the final build

oak patio
#

If you're willing to learn you can technically disable anything :P.

You have the source code

upbeat rampart
#

isnt the sourcecode just readonly?

oak patio
#

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

real heath
#

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

upbeat rampart
#

so i have to compile a custom version of the editor, and not just the editor i get from epic

#

makes sense

oak patio
#

Anyway that's advanced territory, just know the engine won't hold you back

upbeat rampart
#

yes

#

coolio

#

sing with me bros:
If your Z is up, you are a bud!
Forget about that Y, that is a spy!

dim merlin
#

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?

dapper stream
#

if I can chat that means I not banned

#

yet

#

.

dim merlin
#

or would i have to create a very huge texture?

dapper stream
#

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

upbeat rampart
#

Laura, in launching ue5, hold my hand in this journey into the unknown

dapper stream
robust sluice
#

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?

upbeat rampart
iron kite
#

Anyone know where to get started learning procedural animation and how to make the rig/skeletal mesh for starting as a complete beginner?

elfin wind
#

Wdym ?

river cobalt
#

Has the pricing for Unreal Engine ever changed?(if yes how much has it changed)

grim ore
#

lots of price changes over time based on the engine version

#

most of it is confidential as it was not available to the public

real heath
#

most, (all?) have made it cheaper, not more expensive

grim ore
#

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

river cobalt
#

Thx for the info

winged belfry
#

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?

spare kernel
#

anyone know how to reduce memory usage size when using scenecapture component

#

it seems to spike to 2gb during the capture, then drops

onyx viper
timber minnow
#

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

hidden osprey
#

What you use to make that @timber minnow

timber minnow
hidden osprey
#

Yh and the menu @timber minnow

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 ?

hidden osprey
#

I was jw @timber minnow

timber minnow
#

jw ?

hidden osprey
#

Just wondering @timber minnow

timber minnow
#

ok 🙂

velvet fossil
#

hello

raw oak
raw oak
#

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

winged belfry
#

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.

stable granite
#

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?

stark talon
#

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?

grim ore
#

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

stark talon
#

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

grim ore
#

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

stark talon
#

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

nimble gust
#

what's a good tutorial i can use for making a slash effect on unreal?

peak hare
#

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

haughty falcon
#

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

haughty falcon
#

i fixed the perforce issue point is we should thank stack overflow

tough bear
oak patio
#

You want game development with c++

#

That's the one that covers unreal engine

spice ruin
#

Assuming it covers unreal and not ogre or something.

prisma mulch
#

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.

smoky lance
#

After a crush in the program, my level is simply disappeared from the content... how to get it back and what happened?

grim ore
#

restore from one of your backups, or look in the Saved folder in your project for autosaves that are recent

prisma mulch
fallow heath
azure shore
#

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

plush yew
#

Does anyone know how to change the colour of the hint text for text boxes?

cinder orbit
plush yew
#

cant find that

frozen tinsel
#

is worth unreal engine 4 in 2023

oak patio
#

if you have an existing project in it then yes

tepid haven
#

When viewing a skeletal mesh from the front view is there a way to zoom in further?

#

it stops me short for some reason

timber minnow
#

hello, someone can help me and indicate me what this node is ?

faint wagon
#

does anyone know how to make a shadow like this

#

sort of a gradual darkness

lilac hawk
#

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?

tranquil crown
#

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?

spice ruin
tough thicket
#

so what happened to Unity?

plush yew
#

unity's dead babey

#

no really everyone's jumping ship even people who don't wanna

stiff grail
#

yea same i loved unity and the workflow of it but its fked now i moved to unreal 2 days ago

vague smelt
#

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

oak patio
#

delete whats there

#

might also reset some settings but eh

vague smelt
oak patio
# vague smelt 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

vague smelt
#

oko leme try

oak patio
#

naviagate to UNDEFEATED

#

you just need to find the saved folder

vague smelt
thin musk
#

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?

plush yew
#

Does anyone know why?

rigid gate
#

Trying to use UE viewer to look at models from a game I'm interested in but none of the textures show up

visual jewel
#

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?

odd swan
little rock
#

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

rotund trellis
#

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

little rock
raw oak
split aurora
#

hello chat

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im guessing this is a support channel

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sorta

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so uh

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why isnt this goober workin

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do i gotta add a socket first

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it wont attach 2 actors together

arctic plover
#

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?

split aurora
odd swan
split aurora
#

how do i add a socket via blueprints then

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cuz i dont wanna go around adding a socket to each side of my props

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i just wanna have like a basic welding system

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tryin to make a sandbox game btw

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kinda like gmod

odd swan
split aurora
#

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

odd swan
#

that’s the whole point of the socket

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it takes like 30 seconds to add one

split aurora
#

but wouldnt it attach inside of the mesh or where i placed the socket?

#

so it would be basically pointless

odd swan
#

if it’s attaching inside the mesh, reposition the socket so it’s not anymore

split aurora
#

but thats the issue then

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i want custom attaching points

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not just one attachment point

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then its pointless

odd swan
#

then make multiple sockets and specify which one you want in the node you showed

split aurora
#

so make a socket for every inch of a mesh??

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idk man

#

thats seems kinda fuckin stupid

#

theres no way to add a socket?

#

wtf does this do then

split aurora
#

its not IMPOSIBBLE

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i just dont know how

oak patio
#

try jut removing that

split aurora
oak patio
#

show the full code

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its really hard to know what an issue is when you show a single node

split aurora
rotund trellis
stable granite
#

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.

lyric saffron
#

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

chilly flume
#

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

spice ruin
#

I read somewhere that those events simply don't work at all.

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I.e. not even in c++ are they triggered.

#

I'm not sure what versions of the engine that issue affects, though.

rotund trellis
#

how to replace this gamepad outliner with button hover effect ??

fallow heath
#

You can do some math based on the mesh's bounding box and snap to center / corner / edge etc

split aurora
#

already figured it out

cold ermine
lyric saffron
#

@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?

cold ermine
#

if I have the function I can tell you the header and modules required

lyric saffron
#

@cold ermine I’m trying to access the class UWidgetBlueprint::StaticClass

cold ermine
#

UMGEditor

#

did you add that module?

#

you can try moving it to public

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public modules

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I dont really understand what those two do differently though, just something worth trying

lyric saffron
#

@cold ermine Yes I have included it and I have tried having it in public I get the same result

cold ermine
lyric saffron
#

@cold ermine IDE

cold ermine
lyric saffron
#

@cold ermine I did that for the screen shot because it was easier to read

cold ermine
#

I have never seen this issue before

#

visual studio sucks for helping with stuff like this, I use rider for this reason

lyric saffron
#

@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

azure shore
cold ermine
lyric saffron
#

@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.

cold ermine
austere frost
#

hello

#

what unreal runs better in android, 5 or 4 ? someone have experience making a game for android ?

neon wedge
oak patio
#

That's why you read the terms :P

#

Once you complete a year, you get a perpetual fallback license

cold ermine
spice ruin
oak patio
#

it does indeed

oak patio
#

@spice ruin

cold ermine
#

also does rider require updates to use the new versions of unreal engine or does it just go off the installed visual studio?

oak patio
cold ermine
#

okay, it looks like I can use my perpetual license in may next year

oak patio
spice ruin
#

Neat, thanks!

split aurora
#

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

split aurora
#

i killed the chat from my question

#

😭

young axle
#

how do i export animation from unreal engine with translation retargeting data?

unreal finch
#

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...

▶ Play video
lyric saffron
#

@oak patio Nice I didn’t notice that maybe I’ll give it a try after all

azure shore
#

WHAT

#

never seen a mission like that in cod wow

onyx viper
#

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 ?

unreal finch
#

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 ?

onyx viper
feral willow
unreal finch
plush yew
#

Smol doubt

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Really small doubt

#

Can i get access to UE3 and 2 source code?

spice ruin
#

After they stop laughing

plush yew
#

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

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Integration of UnrealScripts and UnrealKismet in UE5

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Blueprints

spice ruin
#

It's called Blueprints.

plush yew
#

Yeah

spice ruin
#

They are making verse, there's your US2

#

Or there's angelscript or lua integrartions.

#

Or c# clr around

plush yew
#

Well it is still a debate weter 1.0 kismet is better or 2

spice ruin
#

If you want kismet 1, download the udk

plush yew
#

Debate in veterans community not epic

#

And i only want integration of UEscripts

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In ue5

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And i can do that probably

spice ruin
#

I have a feeling verse will be integrated first.

plush yew
#

Well yes we are a community who have purchased UE3

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Lisence too

spice ruin
#

If you purchased ue3, why do you need the source code?

#

Doesn't UE3 licence give you the source?

plush yew
#

But now epic didn't reply when one of our members needs a new lisence

spice ruin
#

I thought that was the whole point of the difference between it and udk.

plush yew
#

For now i am waiting for the email so that i can get access to UE source code github

spice ruin
#

For ue5?

plush yew
#

Yyup

#

Why is it taking so long?

oak patio
#

Who ghost pinged 😭

unreal finch
#

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

onyx viper
#

btw is it good way to check if actor is in world ?

#

i think "is valid" is good

feral willow
# onyx viper can you help me a bit. if you are telling to check if the weapon is in the world...

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

feral willow
feral willow
onyx viper
#

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

feral willow
#

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

onyx viper
#

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

feral willow
#

Except that is not what you want to begin with

#

If it is not what you want , Then what are you trying to do?

onyx viper
#

let me show you video

#

wait

#

i am really sorry for taking your time but i am really thankfull to you

feral willow
#

Can you type it out for some reason it is not downloading

dark bough
#

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?

onyx viper
onyx viper
dark bough
feral willow
onyx viper
feral willow
# onyx viper 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

onyx viper
feral willow
onyx viper
#

it is just performing task on right side no matter if there is weapon in world or not

dark bough
onyx viper
#

whichever is easy to do

dark bough
#

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!

onyx viper
dark bough
onyx viper
#

@feral willow btw you can leave it if your want because i think i am bothering you and sorry for that

feral willow
# onyx viper

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?

onyx viper
# onyx viper

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

feral willow
feral willow
feral willow
onyx viper
#

Really thank you:)

unreal finch
#

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

unreal finch
#

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 ?

unreal finch
#

oh that might be a good idea, what's this node ?

unreal finch
#

Thank you rly much

hexed apex
unreal finch
#

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

honest fjord
#

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

viscid nymph
#

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

harsh tiger
#

My guess is this as it's a critical error. But I'm not sure what array it means

opaque seal
restive ingot
#

rip unreal slackers

spare kernel
#

Please keep the discussion in this channel to Unreal Engine.

viscid nymph
reef wyvern
loud berry
#

test

viscid nymph
sand plinth
#

Difficult to judge whether new name is better or old

elfin wind
#

But I want performance over everything else so

sand plinth
elfin wind
#

Welp only time will tell
either way you will learn something interesting so you got nothing to lose

shy nacelle
#

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/

Daft Software Blog

With the DirectX Mobile Renderer on Desktop.

fierce tulip
#

i was sweating, please dont delete the pinned message, please dont delete the pinned message.

rustic panther
#

haha right, Im like... please don't misclick!

#

I have it copied in case!

restive ingot
#

whats the best channel to talk about source control

peak salmon
#

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.

fierce tulip
restive ingot
robust marten
#

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.

gaunt abyss
robust marten
# gaunt abyss 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.

spice ruin
#

Not sure if true or just just asus hate! 😂

peak salmon
#

also helps disabling real time rendering (ctrl+R on the go)

plush vault
#

is there here any unreal engine 4 developer who worked on scripts or mods for a game?

tall pewter
#

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.

cold ermine
viscid sparrow
#

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`

oak patio
#

Nothing we can do with that. Install debug symbols and try to get it to crash again

polar rapids
#

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.

viscid sparrow
#

Yeah sometimes it’s work sometimes not.

lone nebula
#

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

ancient obsidian
tawdry harbor
#

Daaam this 5.3 packaging time is crazy. 4.27.2 seems like a Flash

tawdry harbor
prime sentinel
#

Does anyone know if I I use make launch option to run Unreal Engine, can we change the quality level?

grim raft
#

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.

peak salmon
coarse jetty
#

somebody have an approach of how to achieve a "crazy" hose?? like firefighter hose uncontrolled, maybe vfx or animation mesh?

meager bolt
#

Hi Everyone

eternal ledge
#

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

coarse jetty
#

if its a problem with your level you can try modifying .ini files in config folder

eternal ledge
#

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

coarse jetty
#

generate source files and execute proj via visual studio will help to debug as laura says

coarse jetty
eternal ledge
#

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?

meager bolt
#

hy .... actually i'm working to fiverr with translate in other language ...Anyone intrusted so DM me plz