#ue4-general
1 messages · Page 29 of 1
or adding a simple c++ class
yeah when i try that, it comes up saying need to add c++ files
what gets me with this crashing is that it does it without doing anything.... and then never used to, just randomly started, and it only does it on my system and not the other team members
and which crash is? D3D device removal?
nothing, thats the problem...
nothing comes up,
no crash report, no black screen, no windows pop up,
already have the tdr set to 60, using studio nvidia drivers that i was using before it decided to do this...
and even then its had a complete windows format, starting fresh, and it was working for a couple days, now decided to start again
and its not like its part of playing that causes it to crash... i can load the project up, and not even touch anything... then move the mouse and itll close
this is why iv had to resort to trying on here coz its not a question that can be googled..
ok i can do that, iv attatched vs to the editor process, im just validating all assets just coz, so what will show up when it crashes?
ah output, ok thats at least showing its doing something
itll be interesting if it shows up anything coz makes no sense as to why it can just spontaniously close
Thats what i tried to do on a first screenshot. When I download the Bridge, it asks to choose a folder for megascans lib. And it just loops the download after choosing a path.
there is some other weird way.
in Quixel Bridge, go to Settings -> Plugins, and download the plugin for UE. It will be downloaded in your selected Library Path.
After download, go into your Library Path and copy the folder "MegascansPlugin" into your UE4 plugins folder. Then launch UE4, it should be visible in the plugins link.
I suppose there could be some setting in Quixel to tell where is the UE4 directory, so all these operations should be avoided.
just make sure to copy the version of the plugin for your UE version (4.27, 4,26)
Tried this morning, it just loops the download on the first step. I know how tp instal the plugin to UE, its just won't download to the Library path. I even tried switching lib path to another hard drive.
Correct. Thats what im trying to do
maybe quixel doesn't have folder write permissions
Possibly, if you can tell me how to check that one
or maybe it's windows 11 😄
Hope not xd
there is also the Export settings option. This one feels sane (it is described on their website)
so iv had 2 different crashes come up while running the debug in vs....
Exception thrown at 0x00007FFBEC66266F (d3d11.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000098.
and
Thu Sep 28 2023 14:26:33.614 [Error] - ASSERT: "Aborting due to ignoring Quit event after 5.0 seconds!" at c:\buildslave\steamvr_rel_win64\build\src\vrclient\hmdlatest.cpp:1576.
Thu Sep 28 2023 14:26:33.616 [Error] - Aborting due to fatal assertion failure.
Unhandled exception at 0x00007FFBF171F61E (ucrtbase.dll) in UE4Editor.exe: Fatal program exit requested.
although the first was when i was looking at some bink videos, which i normally dont do
we dont even use vr in the project as it cant support it, so maybe its getting confused as i do have a vive set up
and the first one was i was looking at a couple of bink videos as i noticed while it was loading, it was mentioning mismatched channels or something
will try that first
and here is where it starts to get even more complicated.. vr was already turned off
well openxr was enabled
I cant access that window, since it requires the ue plugin to be installed to the lib pat first. Which i cant do due to the infinite download loop
restart your PC, and your router.
Gonna try when ill get back home, thanks
as of right now, having... not really changed that much other than disabled openxr, and reinstalled all the vive software.... its been stable again... been able to get a build out which i wasnt while it kept crashing so right now its working... fingers crossed it actually lasts this time lol
thanks for the help
why cant i add a second virtual bone like in the blueprint im copying?
pretty sure 2 on foot and 2 on knees
but cant place 2 on 1 bone
after looking in google , it semes is a very common issue, it seems when you duplicate it still has some references to the original level, i endup creating a blank level, and copy and paster from the other level to the new one, that worked, but then i needed to setup manualy the game mode
Hey, something I figured while supporting our game. We had a rather rare crash (one per several hundreds of players) mentioning SteamVR or OculusVR. In the next build, I went through all plugins and thoroughly disabled everything mentioning VR/AR/XR. This fixed it for those people, BUT it started crashing for another group of people who had no problem previously. I was really puzzled until I figured that MoviePlayer module internally links to some VR stuff, and we use that one to show tutorial videos ingame. So you can disable plugins all you want, but the game will still link to VR libs.
What finally solved it for us is -nohmd launch argument. Not sure how tightly is this related to your problem, but just FYI.
it wasnt even as a built game, it was the editor
That still requires a compiled binary, just of Development Editor configuration. The linking still happens, so does loading up related VR DLLs. But, of course, it might be something entirely different in your case.
no idea but what ever i did today has made it work so im happy
although there are a tonne of other problems with the project that need fixing.. from getting img sequences to package so theres not 30k files in the game folder, to finding a way to stop event begin play problems now happening after weve moved to a new loading system
why do my pc fans just immediately shoot up as soon as I tab into unreal? it does it even when Im not doing anything, and just have the window open, but it never used to do this and I have no performance issues
I checked and the pc isnt even dusty or anything
but it never used to do this
when it started, maybe something changed
hi guys! I am looking for people who are practicing blocking out of levels/environments, let's form a small group to kindle the learning spirit and to have an active feedback loop from eachother. I have just begun, a DM me, let's form a community.
Ue4 question: How does one create/get a texture2d from part of a texture2d (to assign in a mat sampler)?
The texture2d is basically a spritesheet and i want to loop thru all (used in a materials Texture2DSample param). Or is there a better way? Cant change the material btw.
guess fucking what. I opened Bridge as administrator, and downloaded the plugin in 2 seconds... unbelievable... i spent 3 days of my precious life in agony
Im new to UE4. Trying to make a mod for ark. What I want to be able to do is see the runtime activation lines highlighted in graph view. It happened once but I dont know how to do that actively. It would be super useful for tracing what code was executed.
showing blueprint execution flow is what i want *
oh nvm i figured it out. I couldn't have the item just in my inv it had to actively be instanced in the world (in my hand)
i am going FUCKING INSANE, how do i package a plugin with a certain pakchunk
Did someone succeed to convert this Platformer Game template from 4.24 to 4.27.2 or 5?
Only reason I'm keeping 4.24 version is this project
Hey guys!
I'm trying to change the value of an 'actor' variable mid game but it seems to only work server side but not for the client. I read somewhere that only simple variables can be changed and replicated like that, is there a way to work around this?
Define "simple"
Anything marked as replicated will be replicated.
Also #multiplayer
this is what i read online
im trying to change the value of my class reference variable because that contains the 'gun' that i want my player to spawn with. It works on the server but doesnt work for the client
Well, okay, so that's not quite true.
Components, for instance, are objects and they can be replicated.
But if you want to replicate something other than components, they need special set up.
Stick to components.
this may be specific to Little Nightmares II and its texture naming scheme, but does anyone know what RMO, MRO, and ORM mean as a texture suffix? I assume they mean Roughness, Metallic, and Occlusion
yes
probably specular
Did anyone ever build a game with the Retarget Pose from mesh note in the anim Bp? BBecause it doesn't copy the pose properly when I build the game it works fine in the editor tho
Hey guys, Does anyone have any idea on how does the HMI for automotive created in unreal engine does receive the Vehicle data ? I mean for example if we are showing vehicle speed UI in cluster display the speed data needs to be received from the underlying Android automotive operating system or any other OS right.. so how does Unreal engine makes the communication? Any leads would be appreciated, thanks in advance 👍
@hearty notch They just cast to one another the vehicle Bp has a variable wich represents the speed most likely a float and the widget(Ui) casts to the vehicle on Tick gets the variable and the value then sets the Text.
Any of you guys have an Idea on how the shoulder armor could simulate physics?
Does anybody know how to disable vignette, and dirty lens effect with .ini tweaks in Deep Rock Galactic?
if you right click in the content browser and choose import, the dialogue box will give you all supported formats.
anyone knows why my draw count is low (500) but the render thread is taking 20ms?
Hello guys, I'm currently working on a PS2-Styled game and I'm looking for a simple solution for my problem. Basically, I'm trying to replicate gouraud shading in my game. I've tried researching for days, and I haven't been successful. Anyways, If anybody has a workaround to this I'd be thankful. Also, here's a few images showcasing gouraud in case you don't know what it is.
You can see it on the lego guys and the trees.
Again, if anybody has a workaround, I'd be more than thankful.
By the way, I did try this in a project, however it's faked, looks kinda weird, and doesn't interact with lighting.
Here's a photo as well. You can see that they don't have any shadows (on the meshes) and their specular reflections are fake and casted wherever the camera is facing.
I see you're Epic Staff, would you have a workaround?
Thank you.
I need help with something. When I attach weapon to my socket weapon scales down to almost invisible
is there a way to have a relative path to a bink file after cooking?
seems the result of cooking has an uexp which holds the absolute path
Depends on the way you do the attachment, but AttachComponentToComponent blueprint node has three modes for Location/Rotation/Scale: Keep Relative, Keep World, Snap To Target. Try those, looks like it's affected by the scale of your meshes/actors.
i got a material that when i try to delete it says its being used by the map but im 99% sure theres no asset in that map that is using that material
is there a way to check/clean this?
does anyone know ui is so weird?
it seems to call "OnReleased" on the buttons even tho i keep it pressed?
it works if i quickly press twice and hold on second press.
also it works fine if i set the fps to 30 , 144fps doesnt work, didnt test any other fps values
yyea sorry
@hidden osprey
ignore the printtomodloader i guess, just put that to see what happens
i imported my character from unreal engine 4 to mixamo but the skeleton look like this ( wrong rotation ) how to fix it ??
First import it into a 3d software like Blender and rotate it there?
hi i want to hide an actor from the scene capture, is there an easy way?
There are settings in the scene capture to hide specific actors.
Hey everyone! - for full controller support Steam needs a few things that I can't find any obvious way to do, anyone know links/methods, plugins or workarounds?
Specifically: detecting controller disconnect & gamepad home button keypress which seems completely missing from the key list (opening Steam Overlay is easy once I know its pressed)
I don't think UE reads the home button
just ignore this
also check UGameInstance::OnInputDeviceConnectionChange
(its BP assignable)
My supervisor wants to set up a GitHub for Unreal Engine 4. Does anyone have any recommended source for me to look at
Does anyone expose scalability as a setting in their options menu?
I'm just trying to think of any actual examples. Maybe an "overall quality" which moves sliders up and down. Or an option for resolution scaling that's separate from display resolution. I can't think of any games with the actual raw scalability setting exposed though.
so i don't no if i already wrote it in the right spot or not but i have an unreal engine 4 question
and the question is.............. ?¿?¿? xD
ok, this has been screwing with me for ages. and every google search turns up a dead end.
I've been trying, for the life of me, to put some simple trees and grass on a piece of voxel, spherical landscape. Problem is, I'm stuck on the shitty "free" version of that (seemingly) only voxel plugin ever made for unreal. The one that costs like $350 for some reason.
Turns out, that is not available without shelling out the money I DON'T have for the "pro" version.
Everyone I asked on forums and on reddit just called me an entitled brat for simply wanting trees on my barren voxel landscape without paying money.
Anyone either got an alternative plugin that is actually free or some usable workaround that doesn't involve switching to ue5 for nanite?
Reason I can't switch is because I have no home internet and as such can't download anything over like 2gb since I'm stuck with shitty mobile data on a heavily restricted plan.
mind you, I am NOT a programmer, and have no time to learn the complicated code needed to write one from scratch
Does anyone knows what I should do use Custom Sensor Replacement head mounted display sensors position and rotation?
UnrealPak was working just fine for extracting files as of about a month or two ago, but as of now, using the same versions of UnrealPak (and even the same exact .pak files, as I've come to learn through testing if anything would work), it gives an error at the very start about trying to read 160 bytes where theres only 157, then fails an assertion for SerializeNum >= 0. does anyone have any idea what could've happened to make UnrealPak have this error?
hey I am having a issue where unreal editor is losing perfomance just by opening it and keeping it open
even if my editor is doing nothing at all its fps would drastically decrease over time
after checking cpu/ram/vram everything seems normal and restarting editor fixes the issue this is only happening with ue4 and doesn't happen on ue5
perhaps it can be because the cpu is heating up but the cpu usage while idling editor stays below 5% but still perfmance decreases
do vectors contain rotation data or just xyz position?
For my groom artist, I have a problem where when I apply my material to my groom, some of my fur/ hair has random strands of white fur.
I'm using Maya 2019 and ue4 version 4.26.2.
The material blueprint I'm using is working fine for other characters but not for one in particular
hey can anyone please help me with this
have you tried using stat unit/fps to see how it decreases? do you use any additional plugins (or maybe Bridge with megascans)? doing any background in-editor things which increase memory/cpu usage, or maybe there is a memory leak in the code (look at the RAM indicator in the editor).
did it always happen or started recently?
there are scaling, material settings which can tone down the visuals in the editor and as well the resource usage.
some gpu drivers which depending on the active mode and load, might throttle the frames if enabled (like Radeon Chill).
this started happening in 4.27.2, and no there ram usage doesn't increases at all, and this happens even if there isn't anything in the project, but I found one thing is that the performance starts decreasing only after building lights
this doesn't happen in unreal 5 its only a 4.27.2 thing maybe
if it happens after building lights, then you should check all your light sources, and maybe adjust their parameters (like radius).
enabling the optimization viewmode for lighting could show hints what light sources are problematic
Not the place delete this now @lunar vector
it actually fixed it self after using my cooling pad, now I am not seeing this issue, so now I can say that this was a heating issue on my side , anyways thanks for help
how can I do a smooth transition of Morph Target without using Timelines (because I can change timeline values in runtime)
Yikes, I renamed my folder for the master material noticed it disappeared. Then named it back to the original and now hald the map is black xD
and tips ?
Is it possible to use a .ueasset from Unreal Engine 5.1 in Unreal Engine 4.27.2?
As I can remember you have a migrate option when you right click on any mesh
you cant go backwards, only forwards @arctic plover
sry for off topic but I just saw your video today 😁
No way, really? It's just a model asset, like an imported fbx just in uasset format, still no dice in your opinion?
try export thay model and import in ue4
I did that many times
Ah that's a good idea, just in .fbx for example, might work! Thank you!
anyone ?
if i accidently created an infinite loop in the construction script how can i open the blueprint to undo it?
You cant
Roll back in source control
If you don't have source control, you've learned the source control lesson. Set it up, hope you have an autosave stashed somewhere in your /Saved folder, and failing that remake the bp
I see you've managed to fix it.
In which case read the #rules on crossposting. Also still set up source control
Your near miss doesn't make you immune
Does anyone have any experience getting UE4 to run under Wine on Linux? I'm trying to get it to work but I have severe graphical issues, see the video. I can't use the Linux editor because this is a Windows-only editor for a specific game.
Any method to use blueprint to see if a level streaming volume has finished loading?
nah man
don't know if this is the right place to ask, but does anyone have a copy of the RM-Methods plugin for UE4?
Link to the source was in the description :)
https://turbocheke.itch.io/rm-methods-projects
how can i change that to toggle?
i need to toggle between right click fly mode in editor
so i dont need to hold it every time i need to rotate camera in editor
could you perhaps only respond if you actually have an answer?
Okay chill
still unawnsered
to give more idea, its like hammer/blender flymode, what i want to achive
so toggle fly mode by button, cuz holding rmb is annoying af
damn unreal is not on linux?
and then there was this epic stan saying epic is the best company lmfao
Unreal is on linux, but that is not their issue.
Yes, I eventually got around to fixing it, thanks 😄
that project only contains example assets, not the plugin itself
You can probably set a keybinding to W for that but that could get weird. There is a debug camera in game too
So no engine support out of box?…
which method is better to get agrip on overall draw calls in a scene ?
stat rhi?
or stat scenerendering
because rhi gives me much more
DOes anyone know how i can fix this light bleed with a direct light for this scene?
My lightmap resolution for the meshes are all solid,
cant seem to fix this
Little late but thank you for the answers!
What versions of Unreal Engine do you all use for development? I have this thread up on Reddit and I'm closing the survey on Oct 15. This is going to help me (and you, by extension) price products. I'll make select answers available to the public once the survey closes. https://www.reddit.com/r/unrealengine/comments/173emda/what_version_of_unreal_engine_do_you_use/
hey I've been having a problem for a few days now when I run the host game the loading screen comes up normally and then immediately a fatal error. Unfortunately I can't get out of the crash log. The only thing I've found out is when I delete some spline meshes that I have with the I set the level editor, it works again but the problem is I need this because it's my streets. Does anyone have an idea?
anyone have experience with unreal and steam achievements?
i added them to steamworks but I can't see them ingame
do i ahve to cache them so they show up in the steam in game ui?
can someone tell me how can i do this . so i have 2 ship rotation logic . one works when ai ship is under 3000 meter by which ai ship starts oribiting around enemy ship and another one is when ai ship is out of 3000meter range which makes ai ship to chase enemy ship . now i want it to make a transition in which i can smoothly go from orbiting rotation to chasing rotation. because right now my ship immediately turns when it is gone out of rangeof 3000 meter
im using lerp rotator but when it comes to 1 the value then after my ship start making wierd rotations
the result of this
Has anyone run into this problem, where the groom has random stands of white fur?
I'm using Maya2018 and UE4 vr4.26
I have exploited other grooms into ue4 and they work fine with the material blueprint that I have set up.
I don't know if it's the UV, the texture, or the mesh.
Does anyone have any ideas on how I could resolve this issue
It could be how the fur is generated, I honestly don't know because I've never seen this problem on the internet.
my unreal run at very low fps when on background but we i click unreal its run at super smooth fps
hey guys i am facing some issue i was working on my project and my unreal engine start lagging which it usually do then i close the engine sucessfully and shutdown my pc when i reopned it i am facing this issue on every project and if i trying to uninstal it is showing me this can anybody tell me how can i fix this my engine is install in drive d which is working fine
I have couple questions about World Composition
- I have big landscape that is detailed already. I enabled World composition and added all towns to own sublevels and I think it works. Of course little lag when loading it runtime. Is there way to fix that lag?
- That big landscape is already detailed is there way to add it to sublevels (landscape 1,2,3, etc..) Or should I recreate landscape from scratch and start adding new sublevels?
- Does world composition work dedicated server how? Server loads only levels where clients are close to but abandomed towns are not loaded to server? So it optimizes also server RAM usage for because some Ai spawners wont get loaded
- If blueprint is in sublevel and player are close to it -> it loads. Does it call beginplay to all blueprints?
Also is constructor called from loaded bleurpints?
Thanks!
Hello, I'm trying to have only a specific area of my texture be emmisive. Is this possible?
No? Probably.
Though meshes (I'm not sure in UE4) have a double material system, so you could overlay them.
You could use a mask, have the areas that are white be the emissive areas, and the black areas will not be. Multiply that with your emissive colour and plug it in
Hi guys, I am new to UE4 and I am learning things with the Shooter Game sample game. For some reason when I try to make a new blueprint based on the Shooter_WeaponInstant/Projectile the first person mesh would rotate 90 degrees and the third person mesh would be in my first person view when playing.
I tried to replicate every obvious parameters from the original sample weapons but it doesn't seem to work, even the animations, but it does when i just duplicate the sample blueprint and change the mesh.
Here is my new weapon blueprint compared to the sample ones side by side, hope somebody could help me , thanks.
Couple of questions, more like one but: I am baking a scene, so this is baked down except the animal which is added after the lighting bake on movable, inside this little room there is a post processing volume to bring up the exposure by 5-6 stops because it's too dark otherwise. Problem is that the mule or any object coming after the bake, on movable (since they need to be that way) turns into this awful white, anyone know what could the issue be? (UE4.27, GPU Baking)
Packing is taking more than 8 hours on small project. Is it normal?
I have a ryzen 7950x, it is powerful
UATHelper: Cooking (Windows): OodleDataCompression: Error: OodleDecode: compressed buffer starts with zero byte; invalid or corrupt compressed stream.
UATHelper: Cooking (Windows): LogCook: Display: Cooked packages 11289 Packages Remain 82 Total 11371
I`m having this error
it never go more than 11289
Is there a way to "benchmark" a player's CPU in the unreal engine.
The reason I'm asking is because: I have 4 players in a lobby, and I want to pick the player that has the fastest CPU to host a listen server.
A stable network connection would be much more important I imagine
im having a problem where im pressing reimport with new file and its not doing anything
or opening the folder to do it
i explained ue performance to someone today any suggestions to my explanation?
Please I put unreal engine 4 but I need help in 5?
What I need assistance in is that my map that is an FBX file map i placed as my game map
And when I play the character walls on an invisible top layer like a boarder on top of the actual map... I took of the boarders and nothing works
The collisions are correct
any favorites for an easy way to bring fbx in at runtime in 4 these days?
does anyone know how to make a system like this?
like the mesh will not render if it is outside a certain area
or
mesh only appears in certain areas
I want to try looking for it myself but I don't know the name of this system
does virtual textures improve perfomance or cost some of it (talking about mobile devices )
Hi, maybe dumb question if I have arms animations if I retarget them on a full body, the arms are animated or not ?
If not fo you have any idea how to use arms animations on full body first I was thinking about blender by bone but since the arms skeleton doesn't include spine etc. I don't know where should I place the bones. Thanks
I'm new to Unreal also, but this technique might be using some kind of "Mask". Try searching for "unreal mesh masking" or something like that.
Anyone has experience about pixel streaming using Arcware for unreal engine 4.27?
I have a question, can pixel streaming be in real time with my unreal project? or every time I have to package the project and link it inside Arcware and modify thr package ID and other settings for correct linking with the WebRTC server?
Also if it's not available using Arcware, can I do the same behaviour using something else?
Basically I want my unreal project to be directly linked to the WebRTC server so I can do quick testing without going through the packaging process every time I want to test new code.
Is anyone else having a problem with models imported from blender appearing broken in unreal?
Gonna have to be more specific. Gonna have to assume this is a common user error of flipped normals but no way of knowing without seeing
heres the model in unreal
heres the model in blender
Have you checked all your geometry and applied modifiers etc.
yes, if I use the blender to unreal plugin it comes out fine but I can't export my armutures
Check your import settings then. It could be if you're using generated normal and tangents, it's screwing it up
so what would I change in unreal?
I couldn't tell you a specific setting to change to fix the issue. All I can say is to mess around with the import settings, specifically the ones I suggested about normals and tangents
yeah i cant find the normals and tangent option
this is all I see
Normal Import Option
And Normal Generation Method. When I have similar issues playing with those sometimes fixes it
Messed with this and it didn’t nothing
I can’t find this
Hey. Im using SpawnActor to spawn blueprint class with widget component to my scene but how can i make it unique so it doesnt change its values after its spawned?
did what you said and same result
I'm not sure then, sorry
Alright so it seems that only the skeletal mesh is being corrupted like this, the static mesh is fine
is there anyways to move a bunch of selected objects to the center? i have a few meshes in a circle that are out of place because i rescaled the map and it would be a pain to move 1 by to the correct position
skeletalmesh can't be set not visible in planar reflections in ue 4.27, a bug?
if i want to get rid of a project, should I do anything other than simply deleting the project folder?
ps. it's great to be using unreal again!
I decided to learn UE4 today and came across dev.epicgames.com . I started with with your first hour in UE (which is part of the welcome to game dev learning path). Do I continue with that path after finishing the first hour tutorial? Also, is it a good idea to start the BeginPlay path after?
read the first pin of this channel
nope
I'll download UE5 then
thanks king 👑~✨
no problem!
About the learning paths though. Is it a good idea to start the BeginPlay path after finishing the welcome to game dev path
https://dev.epicgames.com/community/learning/paths/OR/welcome-to-game-development (welcome to game dev path)
https://dev.epicgames.com/community/learning/paths/0w/unreal-engine-beginplay (begin play path)
The Welcome to Game Development learning path is a perfect starting point for those looking to jump right into Unreal Engine for Game Development. You w...
for sure
i can't fault any of the paths on there
Thank you
does anyone have experience with pixel streaming?
I am following https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PixelStreaming/PixelStreamingIntro/
but my UE_4.27 folder doesnt have the same contents as the one on the docs, also I have this error when I try to run the Power Shell command under => "2 - Start the Servers => 2.To prepare for the Signalling Server...." in the dcos tutorial
hello ,im working on 2 axis blend space (Speed/Direction) can someone send a picture that shows the place of animation in this kind of blend space
Learning controlrig. Model imported from Blender behaves appropriately with unit vectors and IK behaves appropriately, but the effector bone, thorax_scapula_L disappears. It seems to be scaled very small for some reason at random, and the other bones then report much larger sizes.
Despite this the model when imported as a static mesh behaves appropriately, suggesting the armature is at fault in some way.
I thought it was some sort of scaling issue specifically relating to Blender, so I changed the scene scaling, the export scaling factor, even the import uniform scaling and toggling convert scene unit and I'm frankly at my wits end.
I'm very confused and have been at this for quite a while.
Is there a tool or plugin for handling this automatically, or some sort of trick I'm unaware of?
Currently running UE_4.25 and ControlRig 1.0 Beta - so I'm wondering if this is a factor.
Thank-you for your time.
anyone know of a way to disable cascade shadows, but keep contact shadows?
Has anyone had experience with Xsolla plugin?
don't use xsolla
for the sake of you and your customers
it's an awful service
What would you suggest instead?
I know I can use PlayFab to create Register/Login options for the player, but even they use Xsolla when it comes to in-game purchasing which is what I need.
I'm trying to implement an option for the player to buy virtual currency with 1-2$ of real money.
Hm I'm not sure in that regard. I just know how bad XSolla is. We are talking the company that will ban you from buying things across all XSolla products because you moved house, and then ban you from accessing support because you tried to appeal it
Is there any method that unreal automatically deletes actors based on distance? I'm currently having issues with an Actor that I need to stay alive being destroyed when I move a certain distance away from it. I'm in an unfamiliar project so I'm still figuring out if its some unreal setting/system or if its something theyve specifically got going on
Wow, that's bad
Maybe better to use PlayFab then and go for Xsolla only for the purchasing part?
Is their purchasing system hard to implement into the game?
I want to the modify the first person shoot template so that when I shoot the white boxes, they disappear, until all the boxes on the level are gone, then a message prints to screen. Whats the best way to do that? Especially collecting all of the current white box meshes into an array.
@cross I would start with the Unreal learning series. You'll learn to do the same and more.
I am having an EOS nightmare seems like the DEV of the plugins have abandoned us on ue 4.27.2 , as I feel they should support 4.27 on some git hub
so now, what else can I use as a EOS alternative
When I upgrade a project from ue4 to ue5, I must recompile all shaders in the project. However, I don't really want to do that. Is there any way that I can avoid that?
I have a 4.27 project and am possibly going to 5.3, but I have way way too many shaders to compile without a render farm.
No
I might be forced but I want to try to stay on 4 just need some EOS alternative
I have many, many maps (over 100) so I couldn't switch between them overnight
yeah but if you had to use another PC you would have to rebuild engine and also shaders
I dont think so
I've done it myself
because the lighting is different
huh?
I dont really know but I think baked lighting dont work in 5
With world partition it doesn't, but baked lighting itself works
I'm pretty dang sure
you need to do a bunch of stuff
That's apparent, however none of this answers my question really
All I'm asking is: Is there someway to upgrade engine versions of a project without recompiling shaders (whatever the reprecussions may be).
I wouldn't call it a nightmare exactly; I'm not a huge fan of ue5 but I love what's being added to it and I'm moving to it primarily for new graphical updates.
nanite, lumen, etc
oh yeah then you will have no choice, you must rebuild shaders
Which lesson teaches you how to do that?
Hello! i have AdvancedSteamSession plugin that i wanna compile into my new project. but it fails everytime i try on macos m2. When i try to compile it on windows 11 it work with no problems. what can be the issue? thanks in advance
Hey guys! I made a cel shader similar to guilty gear's and I was wondering how I would make it reactive to dynamic lighting
Using Maya2018 and UE4 vr4.26 In Maya I create a simple fur using Xgen - Integrative Groom, than using code in the Applying Textures to Hair UVs category on this website : XGen Guidelines for Hair Creation | Unreal Engine 4.27 Documentation I exported the Hair UVs to UE4 as Alembic file. After applying the material, some of my fur has random...
I posted a form for my Groom problem, if anyone has a solution, you can post your ideas on here
hello everyone. Is there a specific channel for questions/help for beginners?
No, all of the channels are for help at any level :)
Yeah I meant like a general help or talking about debugging channel not so much the beginner level 😛
Well #ue5-general and #ue4-general are the general help channels, so if you can't find a more suitable channel just stick it in the applicable one of those :)
thank youuu
Idk if this a solvable issue but im making a mod for a game and im trying to load data at runtime by
saving a SaveGame with to a plaintext variable then loading that after externally modifying the data,
but everytime i do this i get a cast error when i try to convert back to the SaveGame Class I made
am i doing something wrong or can you just not externally modify SaveGames
alternatively if anyone know a way of reading plaintext in stock UE4.27 that would also be great
Hey guys!
I have this thing set up so that my projectile (first screenshot) triggers an event on on player (second screenshot). However for some reason this event gets triggered on all clients when it happens. It works fine if i trigger this event with a keyboard bind instead. Any idea how I can fix this?
Hi folks, anyone got tips on smoothing player capsule movement over rough terrain/steps?
Add invisible collision shapes
Yeah I really don't want to do that across the entire world 😬
I mean that's what the refining process is for.
The only thing I can suggest with the landscape collision is playing the collision mips
But that will reduce accuracy everywhere
Playing the collision mips?
Ah, well, my landscape is not landscape, it's meshes
Nice, heavily improved it by deselecting this option in the movement component:
Substantially better
anyone?
Hello, I am a student at the faculty and as a project they asked us for a 2D shooter type game, is there somewhere where I can download a project and edit it with that base? thank you.
There’s only an FPS template in ue4 which isn’t 2D
hey can anyone help me I've got a little bug and idk what it is
basically im using the 3rd person base template and when i hit play I can move camera and roate my character but not move it anyone know a fix?
What do you mean by 2D shooter, exactly? Side-scroller? Top-down? Doom?
If only the movement has to be 2D, not the actual graphics, then you can find some (legacy) projects in the Samples category of the UE launcher that will get you started.
Could anyone help me with this?
FluidFlux causes this. I deleted all my FLuidFlux objects from the Outliner and now FPS went up by 20.
is it possible to display level bounds in play mode?
You use VM for unreal engine?
Hey can you downgrade a project to an older version
I have a project in 4.27 and I want to open it in 4.25
Not that I know of, I have asked several people already and I haven't seen a way
Hitman 2 Expansion Pass: XCVV3-YM72D-0022D
on steam, bought it then forgot I owned it
What’s that got to do with ue4 @mortal jacinth
hey guys, is ue a bad choice for someone who only has experience in scratch and microbit with micropython?
Not particularly. You can still learn ue, you might just need to learn a few more of the fundamentals
i’m being nice 💀
once it’s used i’ll delete the message
it there a way to disable dynamic shadows on a pointlight but keep the contact shadows?
Hi, I'm having a strange problem. pls help me
how can both work differently? (the anim montage is have default settings)
Hi! I previously installed a plugin (Promathean AI) and deleted it but it keeps coming back every new project I open. It's driving me crazy
How can it be removed forever without having to disable it every time I open a new project?
Sounds like an engine plugin
Go to your engine install and try to find it in the plugins folder
I swear I did, it's not there xD
Every time I launch the editor, one stupid file starts up in a stale state.. I have to refresh a node twice to get it to compile and despite saving, it never actually sticks, and in fact it causes builds to fail. Any ideas?
got it.. added and removed an input on the errant event and it forced the cleanup routine
😛
I did but that was closer to 2 years ago than not at this point, I don't remember what it was
I don't remember if I actually found a fix, I think due to other development needs I just switched to working on Linux full time for a while around that point and didn't have the issue there
it looks like that you enabled root motion in your animation and thats the reason why are they working different
guys, there doesn´t seem to be a channel about the epic games launcher but i uninstalled everything from epic and ue itself and i get this fucking message if i try to reinstal it or even uninstall it
translation is unvalid drive G:
help would be apreciated
i dont even have g except an usb i plug in from time to time because school
has anyone experienced remaining widgets getting stuck or stopping at a mid-point through an animation and figured out what caused it? I've got a fade in/out animation, and in reasons I cant reproduce consistently, sometimes it gets stuck at partial opacity. It Might be tied to frame rate/only at lower FPS rates but everything I know about the Unreal animation system implies that its fps agnostic.
my engine is crashing when i run console commands, at
class CORE_API FExec
{
public:
virtual ~FExec();
/**
* Exec handler
*
* @param InWorld World context
* @param Cmd Command to parse
* @param Ar Output device to log to
*
* @return true if command was handled, false otherwise
*/
virtual bool Exec( class UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) PURE_VIRTUAL(FExec::Exec,return false;)
};
CHECK_PUREVIRTUAL is set to 1
What's the callstack?
Guys do you know why this media texture is bugged? is supposed to be a video and it's just a black screen, it worked only when I made it and today that I open the project it doesn't work
Hello everyone, does anyone know how to solve this error?:
every time I make a change in c++ in my unreal engine project, I have to regenerate the intermediate completely to see the changes reflected, this happens to me with version 4.27 and not with version 5.1
Is there a way to regenerate my .sln file
I updated VS 2017 to VS 2019 mid project. But the old VS version was incompatible anyway
but when i try and open in VS 2019 it says incompatible or smth
just want to regenerate the .sln file in 2019
Right click the uproject and you get an option to generate project files
oh i see
does it auto replace the old, incorrect file? im scared to delete that in case it messes something up
o looks like it does
It does indeed
Regenerating project files is quite safe though
They're not actually needed by unreal at all, it's just so you can open it properly in vs
anyone's familiar with particle system? My first 2 emitters were skipped/missed due to low framerate
yea its cause of the play rate
or looping
but its sorta bugged when it loops and you didnt like destroy the widget properly
so the time starts mid animation of previous loop
thats why its ending half way through when you play it
awesome to know, we're only playing it via Play Animation with no looping enabled so i imagine its the former. I'll have a look and see if I can figure out how to fix it so it always uses a correct play rate? thanks for giving me some confirmation i was beginning to go insane
hey there i am facing one strange problemlike i am unable to load any animation blueprint skeleton mesh and animation in my one project earlier it used to be open and in other projects it is opening can anybody tell me how can i fix this
hmm if i recall correctly i used a widget switcher to switch off the animated widget to a still one then i reset it that way
how do you mean? you created two versions of the same widget and swapped from the animated one to the non-animated one? I think that'd still cut off my fade-in animation so i dont think that works without creating a big cut between the half-finished animated version and the complete faded in version no?
yea i dont remember exactly how i fixed it but i remember it being really annoying
-_- thats what im stuck with at the moment
We don't really support that here.
Where is it supported, then?
Google?
This server is for people making games, mostly, not for dissecting other people's.
okay, sorry.
hello . i have this problem : in ue 4.26 i use this code
FString CurrentDateTime = FDateTime::Now().ToString(TEXT("%Y-%m-%d %H-%M"));
FScreenshotRequest* request = new FScreenshotRequest();
request->RequestScreenshot("ScreenShot " + CurrentDateTime, bCaptureUI, false);
with bCaptureUI true, for take a screenshot with ui and pov of possed pawn, now the project is updated to 4.27, but when i use this code, if bCaptureUI is true, the screen show ONLY the UI.
if false show pov withuout ui. i try with highscreenshot and console command shot, but not change , when i use shot showui the result is same.
do you know where save the file this command ?
is there a way to retrieve the original (aka english) value of a localized Text?
I recently changed SSDs and Unreal Engine can no longer find my 4.24 install, is there any way i can point it to it? Trying to reinstall 4.24 it says "Directory must be empty" and won't let me install it... Any help is appreciated :")
does anyone knows how to run unreal insights with the editor on 4.27? i can open ueinsigths seprately but it shows nothing when connecting.
I found this and it helped me although it didnt save any of the plugins i had installed...
Seeing as this is an older post and yet the first google result I’ll post here on how I was able to get my new launcher to recognize a pre-existing version of the engine I already had downloaded. Install the Epic Launcher. In the default install location, copy your existing version of the engine, however, rename it so that it does not match th...
sounds hacky but if it works for you... i personally would reinstall everything and be done with it.
Any reason why 4.26 is updating? I thought that UE4 was done with development
Sure is taking its time tho
I'm working though Virtus's UE4 FPS tutorial and now, Construct Object from Class needs an "Outer"; for a HUD widget, what would that be?
Why aren't you using create widget.
Because I was dumb and mixed them up. Solved this hours ago tho
Does anyone know how to solve this? I'm trying to copy Uassets into my project. When the animations show up and I click on them it goes black and this message appears
You have to convert them
Where did you get the animations from
its a part of a unreal asset that my teacher helped me zip so I could upload and bring home. Dunno how he did it but now Ive extracted the zip and tried to add to my project, thats what happened
the plan is to convert these animations to fbx and get them to unity which is what i use
You need to convert them with mixamo
I can upload these uasset animations to mixamo?
I’ve not tried it that way before you could have a look at it
Yeah, doesnt work
Not sure where to put this, so redirect me, but I have an issue where players are consistently putting their fps settings to "unlimited" and causing their GPUs to overheat. I notice that whenever I set max fps to unlimited, the GPU usage will skyrocket to 100%, however many games don't have this problem and GPU usage will never reach 100% even in games that are much more GPU demanding. (my GPU is an rtx 2060 6gb, but this happens with even better cards)
What makes me confused is that lowering all video settings to minimum massively improves framerate (goes from ~100 to ~300) but GPU usage stays at 100%. The only two things that lowers usage is max fps and resolution quality (not r.SetRes but sg.ResolutionQuality). I believe the game is optimised well, however it doesn't matter because players keep putting max fps to unlimited so the system will always be demanding more.
Anyone know how to reduce GPU usage? Is there any way to limit how much of the GPU the game can utilise? Or am I going about this all wrong and I should keep optimising? I'd prefer if I could avoid removing the "unlimited" option for max FPS.
you can set a framerate cap with the console command t.maxfps 90
There's really no way to "reduce gpu" usage, without either doing more on the CPU causing a different bottleneck, or setting a framerate cap
I believe the game is optimised well, however it doesn't matter because players keep putting max fps to unlimited so the system will always be demanding more.
It sounds like it is optimised well as the CPU is never causing a bottle neck at the moment. You are correct that the computer will do as much as it can until it hits a bottleneck, in this case you are always GPU bound, or the system hits an artifical cap, like a frame rate limit
You can look into #profiling to find out exactly what is chewing up the time, and where exactly the GPU is doing more
It's worth noting that, realistically, it's not your fault or responsibility that their system is overheating. A well designed card, and a well designed system will adequately dissipate heat, and if necessary, slow down to prevent damage.
There has been a high profile instance where a game got blamed for causing a specific type of GPU to fail, but ultimately this was an issue with the manufacturer and the cards were covered under warranty.
Yeah there's never been any instance of hardware damage, but their system will begin to throttle itself and slow down, especially if they're using a laptop. They'll look at task manager and see usage of cpu and gpu are fairly low (because of the throttling) so they'll blame the game rather than hardware, which kinda sucks.
We do utilise t.maxfps and it is set to 60 on startup, however players keep changing it to our "unlimited" setting which is 0, I assume because most people don't think about what that might do and to most people: higher FPS = better. Thanks for the info, I'll look into doing further gpu optimisations, but for now I think I'll try and encourage players to use lower frame caps or use vsync with a warning popup.
especially if they're using a laptop
Even valve has a laptop cap in their options for games for exactly this reason
One thing you can do is put a cap it for the menu that can't be disabled, and then take their option into effect when you get into the game where, presumably, there is more stuff happening in your game world where the CPU is doing more and will cause a framerate cap at some point
, I'll look into doing further gpu optimisations,
I'm afraid this will just make it worse tbh
You could do some analysis and record FPS for like 1 minute of the game and then set the cap to 90% of the max framerate
That's essentially what we currently have with a cap of 60fps. Most of the time people get around 90, but also most monitors are 60hz.
However, what I find most interesting is that if I do sg.ResolutionQuality 25, my usage shoots down to 50% and stays there despite still being on unlimited fps.
i don't know your player base, but a LOT of players have 120-144hz monitors
If my understanding is that the GPU will always try to pump out as many frames as the GPU allows until it hits a bottleneck, this confuses me. To me it suggests that there is a point at which the GPU will stop rendering excess frames. However, I might have this wrong
Yeah well that'll be a big problem then cause 144hz as a cap will very frequently bring to 100% usage
Right, so there is many types of bottlenecks. So on a GPU you could be memory bandwidth bound, or shader bound, depending on your scene and materials.
System wide you could be GPU or CPU bound, and you'll either use 100% of a few cores of your CPU, or 100% of your GPU.
I suggested profiling so you can more closely identify where your game might be spending most of it's time. You might find that balancing the work a bit mroe, spending more time ticking AI for instance, allows you to do more for the AI, while not slaying the GPU.
Right, so that SHOULDN'T be a problem, for most players. Laptops are a special breed ofcourse. But there is a reason battery life tanks when you start gaming on laptops, they start working a lot!
I suggest if this is a massive problem, beyind just a few vocal players you do as i said, and make something that monitors FPS for a minute or so at the beginning of a level, then sets a max fps of 90% of the recorded max. You can default it to that, and call it "adaptive", or just lie and call it "unlimited" and players won't be any wiser
but even valve puts a framerate cap option in for laptops, and its on players to choose settings that work for their system
or you end up punishing players who AREN'T gaming on laptops and they don't get to use their whole system resources
Very odd request, if anyone's willing to import an unreal asset and export some animations as FBX and send them back to me, please let me know and I'll send them over. Unreal is being difficult for me and I don't really have the space
hey guys, quick question. For those of you that collab on one project. What method do you use? Im afraid the github space threshold is too low and the fee for upgrading it far to expensive , thank you !
can someone with 4.27-chaos installed make me a simple fractured cube geometry collection asset?
i need a geometry collection asset for 4.27, any asset, where can i find one?
Why would my HTTP request that comes from the engine gets ignored while if I were to simply send it from my browser it works fine?
Both URLs are basically identical
What makes it weird is that request on a different route is recieved and processed correctly (as shown by message about '/auth' route, request for which was sent from the engine as well)
does anyone know why my floor is doing that little thing with the textures?
here i have all my blueprints
Hey there, does somebody Knows why Visibility Commands can cost much higher in UE4 compared to UE5 ? Just moved a Test project from UE4 and UE5 and theres a 2.1ms perf difference only coming from visibility commands
UE4
UE5
you mean widgets? it's "WBP_" iirc
Probably more the HUD classes that you create to manage them.
I would imagine just HUD
HUD classes, not WBPs
I would imagine just BP_ then
are you even supposed to use hud classes anymore?
is the player controller where ppl do it from? I could never figure out in which class epic expected peoples to spawn the hud etc
idk I was under the impression it was like soft deprecated or something
no not really.
most of it's actual use was replaced by UMG, sure, but it still remains useful and utilised
by spawn the hud I mean spawn the widgets containing hud functionalities
I couldve made that clearer sorry
Create them then
It's where I've been doing it so far but I've been semi expecting something to be suddenly undoable or require major workarounds because I didn't follow some unreal standard/best practice on UI I was unaware of
Is it still possible to submit UE4 games to the Epic Store? What would the royalties owed in that case?
Ok cool so devs can submit UE4 games/projects/software? I'm asking because it wasn't quite clear on the website. I need to know because I hope they won't reject older versions of UE for the Epic Store
Games take years to develop, it's common for games to come out on engine versions several releases behind. I doubt epic have any care what you used, as long as its unreal and on the epic games store!
Many thanks!
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2457]
[2023.10.29-11.40.24:237][ 0]LogWindows: Error: Fatal Error Material not found
When trying to launch project with Ray Tracing
LogMaterial: Error: Couldn't find Shader (TMaterialCHSTDistanceFieldShadowsAndLightMapPolicyHQFAnyHitShader, 0) for Material Resource DefaultDeferredDecalMaterial!
Any ideas?
im using 4.23 but imported material functions are merging together for some reason
Multiply by a Vector3?
If it's white already, do you even need the multiply? Skip the white texture and just use hte vector3.
In my game i want the player to walk up to a model which is a damage fence. They click with an item called pliers aquired and then the damage fences model is swapped out for a fence with a hole in it
Any idea how to achieve this
I already have a system where the player collects 3 keys which then allows them to open a door
I want a similar system except you collect pliers instead of keys and inatead of opening a door the fence becomes broken
A tutorial or anything im new to unreal
is there a way to change the size of tiling on worldaligned texture? id like these tiles to be bigger but idk how to do such things
that worked, ty!
im trying to get a sheild to work, kinda like Winston or Gibraltar, but the bullets im using keep destroying inside when i only want to destroy when it overlaps a wall. is there a way to make it hollow inside the sphere?
The bullets shouldnt be getting inside at all if it was a shield but if you mean once the shield is half destroyed i would set an enum for shield state decayed and undamaged ?? not sure what your asking
enemies can walk through the shield, if they fire inside i want you to be hit.
ohhh ok
I would probably disable overlap events if your inside the shield but still alow the trace to hit the borders if you only gave me 1 try at it
how could this zoom effect be made smoother? would timelines work?
the best way to make it smoother is timeline
also you can use "finterp to" node, its similar to timeline
awesome, thank you
got it working after using a timeline with a bit of trial and error
is there a way to search for field values in the ue editor? I'm looking for the definition of a certain string message which im sure is in a data table somewhere but Find In Blueprints doesnt search the values of the datatables
How do I get this print
I am trying to make a reloadable gun
Thank you
How do I add a graph arround the prints
Like this
thats a comment
hold c and click the graph
you can also drag select nodes and press c iirc
well you place it wherever the comment is relevent, so yes
Where exactly do I place the reload function
have you got an idea what this is called because when I typed in Sequence quite a few constructs and fan sequences poped up
that is indeed called a sequence
Which one to be exact
the top one
look at it, it has the same symbol
a really bad rule of thumb in any case but this one
no apologies needed :P
that's an input action, you must set it up yourself in the project settings
How in the hell do I do that
by going into the project settings, going to the input section, and creating a new input action called "fire"
Engine - Input
Yeah but which ones exactly
It's a first person
I do have WASD working. It came pre-made
How do I make the reload button
Is it like this
Thanks for the help BTW
And then like this
Sorry don’t know where to ask such question:
My question is about 360 unreal mp4 video in VR quest2?
So I’m making a cutscene and I was wondering if there was a way to export this cutscene as a video, and play it on my quest 2.
The graphics are intensive so I can’t android apk it into my quest2 and I don’t want to go through the PCVR hassle, Is there a way to achieve this?
I’d like a step by step solution if possible
Thank you in advance!
Reload.
Yeah but why is it blue?
And how can I continue it
Make it like this
How do I make it blue and what is the blue called
you should really move up to ue5 and follow the "first hour in unreal engine" course
Don't have enough storage on my pc and I have important things on it I cannot delete
And why not continue with 4 for now?
because there isn't any point
youre new so you don't have anything going on, so you're just working with less useful features, less new learning resources, and bugs that will never be fixed
Alright you did win me on buugs that will never get fixed
Will I be able to save my current work and continue it on UE5
you should be able to, but bugs from upgrading aren't uncommon
how do i stop this happening LMFAO i need to reset the pitch when the camera changes back to third person but i have no idea how
Reset the capsule rotation
Not sure if this is a Blueprint or a general issue.
But has anyone managed to figure out a solution to update Unreal's Gerstner Water Waves during runtime?
The only method I've found is to edit them via the property window in the editor, which isn't ideal.
Last mention of this issue is from 2021, so I assume it's either been solved or no one uses the asset anymore.
Even trying to procedurally create it gives similar results (though in this case the water doesn't even show).
hello i'm following a tuto where he is using a threewy lerp , but can't find this node, someone can help me if possible ? thx
I'm coding C++ in UE4 for the first time, why is it so slow? Visual studio shows some errors but it builds successfully - is visual studio good enough for UE4 or do I need another IDE?
what errors does it show?
I have been wondering why are people talking that blueprints are easier - but now I understand. C++ is not hard, it is just hard to deal with fake compiler errors and long compilation time
I heard thath there is some way to automatically convert blueprint code to C++ code
bad idea
there is, but don't do it
not only it is unreadable
but also the code is overly stupidified
hi. is there any way to change Joystick (Touch Interface) parameters dynamically?
Can I disable all procedural generation of foliage temporarily for testing when playing my project in the editor?
so if you set the visibility of everything to 0 does the ai and foot steps and stuff still going on ?
Are there any cool complete guideline(s) / pathway(s) for UE4 from one source, like Unity one has?
Honestly there's no point learning ue4. Check the pinned message
I think It's not a good idea to leave the current version when making a game after a half of year on UE4, just because some lady on internet told not to do so
Some lady on the internet told you not to download ue5
UE4 could be phased out eventually
def not in the current "early" ue5 engine state
Ah my bad for assuming. It generally isn't a good idea to upgrade halfway through a game, though many do, but really if you're still in the learning stage I wouldn't make anything you plan to ship :P
Absolutely stick with ue4 if you've started a major project in it already and it's had significant work
But then again if you're learning I question why you started a major project
it's ok, i heard she doesn't know much about unreal anyway :P
idk why but i have this thing where i'll always choose to use older version of a software. And it's not a familiarity thing, because it's also the case for things I've never used before 
i guess it's the fact that i have a limited storage capacity and newer versions ofc will be packed with more features, making them more "bloated" (bloated in a sense that i personally won't be needing them)
for example, i don't necessarily require all the things and improvements ue5 has to offer
ue4 works for me
also my pc bluescreened when i tried using ue5.3
5.2 worked fine tho
i wonder how many ppl this will anger...
yeah that was the bluescreen cause
guess it's time to learn how to write a driver so i can play with the fun part of the windows api
something with the directx or whatever
but i'm too foolish to fix it
updating the driver didn't work
eh they'd all be deployed in a virtual machine anyway so
ain't got the energy to try and unbreak my actual system :P
that's the plan :P
hmmm, definitely going to have to do some reading on this, thanks!
blowing up vms is a good passtime
yeah I probably wouldn't go too deep tbh. I've heard writing actual driver code is a misery
what's the best way to approach trying to make this using a spline component procedurally?
wdym
do you want that exact 2d orientation?
if so surely you know the (x,y) coordinates so why do you need it to be procedural, its not that big
I just drew out an example of what I want one of the many procedrual splines to look like. I want to start with an x-y one, then linetrace it to the landscape. How do I do this using math though? In a circle then dissort the points seems the best way... but how?
Don't crosspost, read the #rules
Hey. How can i set my beam particle emitter to not rotate towards camera? I have tried different screen alignment settings but they do nothing. Any advice?
doing some optimizing today. i've noticed that if I use grass impostors, they cause high basepass/prepass on my gpu. especially if I customize the impostor shader with more instructions (second image). Finally, if I do not use impostors for the grass, basepass/prepass is fine however the grass draws a lot of triangles (third image). I'm wondering what I should do here - try and optimize the impostor material, or just skip using imposters for the grass?
could you help me with the optimization of my game?????
Cause I don't know what's going on, More and more I stay in game mode, More and more FPS keeps dropping, I've already disabled UDP transport, I've already enabled VSync, it had a change, but it didn't solve the problem
well, start with commands such as "stat unit" "stat fps" to see where your bottleneck is. next up, read about the profiler built into unreal. there are also commands that can help you find where your issue is, such as "stat game", "stat gpu", "stat rhi" and so on
I checked here, it's the BP but I disabled it, it's still losing fps, I don't know the slightest idea what's going on, I thought it was because my PC was weak, but I asked my friend to test it, his also keeps losing fps
optimization is a science itself. you cannot expect me to tell you something that will completely get rid of your problem. you need to learn how to profile your game and see what's the bottleneck. check out the docs online and YouTube for some optimization guides
And #profiling
ok
I'm really scared that I won't find a solution to this, it's having to use another game engine, because the EU meets my expectations of a 3D game engine a lot
why is this cube not shown on that client until the host moves it?
cube has replicate on, the actor also has replicate movement and replicates on
is that spawned by bp or was part of the level ?
part of level :D
I found out what it was, a silly mistake of mine, there in the HUD, I had put all that simple process of creating a widget and placing it in the viewport, but it was being called in the Tick event, that is, I was repeatedly creating the process several times, thus leaving the game with less and less fps
haha! yeah sometimes its simple stuff like that. i'm glad u solved it.
any clues?
hey, i'm having a bit of trouble with getting my html5 packaged ue4 4.27.2 project to work in the browser. it says Compiling WebAssembly, and then shortly after spits out these console messages:
Emscripten version: C:/Program Files/Epic Games/UE_4.27.2/Engine/Platforms/HTML5/Build/emsdk/emsdk-3.1.45/upstream/emscripten
dviz_R2HOUSE_R01.UE4.js:58 Emscripten configuration: C:/Program Files/Epic Games/UE_4.27.2/Engine/Platforms/HTML5/Build/emsdk/emsdk-3.1.45/.emscripten
dviz_R2HOUSE_R01.UE4.js:1084 Google Inc. (AMD) ANGLE (AMD, AMD Radeon(TM) Graphics (0x00001638) Direct3D11 vs_5_0 ps_5_0, D3D11)/WebKit WebKit WebGL WebGL 2.0 (OpenGL ES 3.0 Chromium), WebGL GLSL ES 3.00 (OpenGL ES GLSL ES 3.0 Chromium)
dviz_R2HOUSE_R01.UE4.js:968 error: Uncaught TypeError: Cannot read properties of null (reading 'toLowerCase')
showErrorDialog @ dviz_R2HOUSE_R01.UE4.js:968
dviz_R2HOUSE_R01.UE4.js:932 Uncaught TypeError: Cannot read properties of null (reading 'toLowerCase')
at xhr.onreadystatechange (dviz_R2HOUSE_R01.UE4.js:932:47)
dviz_R2HOUSE_R01.UE4.js:476 Failed to store file wasmModule to IndexedDB storage! error: DataCloneError: Failed to execute 'put' on 'IDBObjectStore': A WebAssembly.Module can not be serialized for storage.
fail @ dviz_R2HOUSE_R01.UE4.js:476
404f1fad-ad7d-4ddf-a818-e647c0d1d768:76213 Used memory before allocating anything was 0.00MB
404f1fad-ad7d-4ddf-a818-e647c0d1d768:76213 Project file not found: ../../../dviz_R2HOUSE_R01/dviz_R2HOUSE_R01.uproject
404f1fad-ad7d-4ddf-a818-e647c0d1d768:76213 Fatal error: [File:C:/Program Files/Epic Games/UE_4.27.2/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp] [Line: 3969]
Failed to load UnrealEd Engine class ''.
dviz_R2HOUSE_R01.UE4.js:132 Source map information is not available, emscripten_log with EM_LOG_C_STACK will be ignored. Build with "--pre-js $EMSCRIPTEN/src/emscripten-source-map.min.js" linker flag to add source map loading to code.
Module.printErr @ dviz_R2HOUSE_R01.UE4.js:132
404f1fad-ad7d-4ddf-a818-e647c0d1d768:76205 Debug breakpoint!
at UE4Game.wasm.auto FEngineLoop::Init()::$_0::operator()<FLogCategoryLogInit, wchar_t [43], wchar_t const*>(FLogCategoryLogInit const&, wchar_t const (UE4Game.wasm-2ad46ec6:wasm-function[308]:0x12a4c2)
at UE4Game.wasm.FEngineLoop::Init() (UE4Game.wasm-2ad46ec6:wasm-function[302]:0x122bf9)
at UE4Game.wasm.HTML5_Init() (UE4Game.wasm-2ad46ec6:wasm-function[296]:0x122629)
at UE4Game.wasm.main (UE4Game.wasm-2ad46ec6:wasm-function[315]:0x12a8ee)
at blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:703:14
at callMain (404f1fad-ad7d-4ddf-a818-e647c0d1d768:79596:15)
emscriptenLog @ 404f1fad-ad7d-4ddf-a818-e647c0d1d768:76205
dviz_R2HOUSE_R01.html:1 Uncaught (in promise) Error
at 19680793 (blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:1004:36)
at runEmAsmFunction (blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:74990:31)
at _emscripten_asm_const_int (blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:74993:14)
at UE4Game.wasm.auto FEngineLoop::Init()::$_0::operator()<FLogCategoryLogInit, wchar_t [43], wchar_t const*>(FLogCategoryLogInit const&, wchar_t const (&) [43], wchar_t const* const&) const (wasm://wasm/UE4Game.wasm-2ad46ec6:wasm-function[308]:0x12a4d0)
at UE4Game.wasm.FEngineLoop::Init() (wasm://wasm/UE4Game.wasm-2ad46ec6:wasm-function[302]:0x122bf9)
at UE4Game.wasm.HTML5_Init() (wasm://wasm/UE4Game.wasm-2ad46ec6:wasm-function[296]:0x122629)
at UE4Game.wasm.main (wasm://wasm/UE4Game.wasm-2ad46ec6:wasm-function[315]:0x12a8ee)
at blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:703:14
at callMain (blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:79596:15)
at doRun (blob:http://localhost:8000/404f1fad-ad7d-4ddf-a818-e647c0d1d768:79646:23)```
any idea as to what could be going on here? i think it might be because of corrupt references or something similar
HTML output was removed a couple of version before that.
i am aware, which is why i used this ue4 4.27.2 fork with html5 support implemented: https://github.com/SpeculativeCoder/UnrealEngine-HTML5-ES3
the creator seems to say that it's working, and it worked with a blank test project
yeah, i did notice that before, i'll see if i can find a way to avoid utilizing that class in the project as long as it doesn't break anything
@shy nacelle would you mind explaining as to why UnrealEd shouldn't exist in the outputted build
i'd like to know if it's an issue with cooking parameters
or rather, shouldn't. it's likely some extraneous plugin or blueprint in the project that's referencing the class
Can anyone help me with this unreal project assignment, my professor isn’t replying to my email. I just don’t know he means when I have to blend the two blueprints together.
then why would UnrealEd be compiled with the project, it shouldn't be trying to referencing any sub-classes or methods from the UnrealEd class in the html5 packaged build
I'm running into an issue where right clicking on a blueprint empty graph to type for a node, the submenu turns invisible. I think i might be a nivida driver issue, but my drivers are up to date. Anyone else ran into this?
Only fix is restarting which kinda ruins my workflow
when i combine multiple meshes
how can i get rid of duplicate materials?
like if i combine 20 leaf meshes all with the leaf material instead of having a mesh with 20 leaf materials i only have 1
any easy to follow guide on ue4 multiplayer? specifically where one player acts as host+client (like escape the backrooms)? having my problems going in blind
this helped
This shows you how to replicate an object simulating physics across all clients, and how to make a blueprint class out of one so you can call events on your replicated physics object.
was using actor instead of staticmeshactor before
i mean it does work with actor too but i didnt have the correct settings
Trying to install UE4 via Epic Games Launcher but it's not showing as an option. From what I see on google, guides and posts suggest it should be an option here.
I want to open a .uasset that I believe is v4 as its not showing up when I put it in my projects content folder while running UE5. If there is a way I can open it in UE5 maybe that's better
That is a list of your installed versions if you want to add a new version click the plus button on the left next to the installed version
Im not seeing where the + is. Closest I can find is in the Library tab, and v4 is not listed
thats because your already installing a version, click the drop down to change the version to install
the one next to 5.2.1 with the down arrow @fiery parrot
I see, thank you
why my build fails
well its some compiler error
but ive done everything like they said on github
some virtual memory error
yeee
do i need more then 120 gb
free space
Severity Code Description Project File Line Suppression State
Error C4668 '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' UE4 C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl\event.h 211
what is this
so it should work after this
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(211): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(211): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(371): error C4668: '_NOEXCEPT_TYPES_SUPPORTED' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\winrt\wrl/event.h(371): error C4668: '__cpp_noexcept_function_type' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
1>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
now it returned this
Still going strong in 2023, literally can’t undo inside any blueprint editor
Is there anything I can do to reduce crashes caused by pressing control z
Wow 5.3.1 already
Here's me in 4.27 still...
Need to crack on with my project so I can start learning ue5
Hey guys, is this a good gitignore?
Where is it located in the files?
And this is when you link unreal with your github account right?
I use this one, but with # *_BuiltData.uasset commented out
Thank you, I used the gitignore template that github comes with
It seems to work well
might want to comment out SourceArt ones too if you do want to commit source assets and/or change it to whichever folder you do use
Why should this one be commented out?
Is this specifically for art assets?
up to you, my builtdata assets are tiny so I like to commit them
It's because it can just be rebuilt. It's not technically important to the history of a project
It can be useful to share the built data with the team so it doesn't always have to be rebuilt, but also, if size of the repo is a concern, it's an easy thing to drop
Is there a way for me to make the Epic Games Launcher detect my Unreal Engine installation? I recently reset my PC and I have Unreal Engine installed onto an external drive and want to utilize my marketplace items.
Id assume the paths are saved into an edible file but thats just based off other programs
not sure if tha's still a thing, but if you load your project, the launcher should find it next time. (make sure launcher is running) @still reef
Destructible mesh is invisible on client until fractured. any ideas what's going on?
https://forums.unrealengine.com/t/apex-destructible-mesh-invisible-in-standalone/509839 Same as here
I have migrated my project from 4.22 to 4.27. Since then, my Apex destructible meshes (with a simple, single material) are invisible UNTIL they get fractured, only in standalone or packaged game. In PIE they are always visible. In standalone game they only begin to appear when they get fractured. I have tried to change their material but it di...
Hi guys just a question I would be thank full if someone answer it please :
Is there way so that AI ignore certain actors in world ?
btw i am using behaviour tree not pawn sensing or AI Perception
hi what channel would i put a issue about folliage in?
i'm having an issue where the foliage is texture is floating above my ground, even tho the mesh is on the ground
idk where i would put that
thats my opacity mask
had something to do with world position off set and a clamping node i had that affected it
heyo, how can I get an FBox that represents the bounds of an actor in world space??? I've tried GetActorBounds() on my actor but the maximum Z point is at least 150 units below the top of the actor in the world so any IsInside() testing is not returning accurate results :/
What is the most stable version of UE5?
How can i make the black outline in the background objects less jagged?
I see, thanks
hi it is getting out of my mind. why is it still going in that tree when the "CanUseMelee" is set to "true". right ?
It should go into second tree but it is going in first
Maybe use the first node you set but put it in the second tree
#gameplay-ai is gonna be your best bet for that
hi there, I need to use CalcBounds(FTransform& LocalToWorld) to get a bounding box for a component, but I dont understand what the LocalToWorld parameter is asking for, can anyone explain?
ohhhh, so something like Component->CalcBounds(Component->GetComponentTransform());? That would make some sense. And then you can pass in FTransform::Identity to get bounds in local space right?
i'll have to give it a try, i wish there was an easy way to visualise the bounding box without having to set up a whole thing with SpawnActor or something. unless there is and i just havent found it yet?
oh I can maybe look at that, during testing I can just draw the boxes without having to worry about deleting after and tweak til I get the box I want.
thanks a bunch for the help tried a few places for suggestions and got no response :D
@oak patio
Thank to both of you
Anyone explain why this is popping up instead of the add components
Ignore, I found it
Hello, does anyone knows how to make a transparent material? The problem is that I have a transparent material already but when applied to meshes I'm not able to click them in the editor viewport
press "t' in viewport, allows you to select transparent ones.
Oh! it works, thank you so much
why wont the SceneCaptureComponent2D let me set a TextureRenderTarget2DArray as the Texture Target?
anybody knows do you need houdini indie licence (paid one ) to run houdini in ue 4.27
use a construction script??
no???
if you are trying to take a snap shot that is not how you do it
then how do i do it
need to set the texture render assest inside the component
sorry was distracted
ik how to capture a scene into a render target, what im wondering is how do i capture it to a render target ARRAY
so for example i could capture a video
(except its not for a video)
im using an array to keep all my icons
not sure if your joking
but you could add them all to an arraay
you would have to put a loop at the front of that script or whatever
whats wrong with using the red one half way down?
the 2d array is optimized to contain multiple textures
if i use a different object texture per frame its very slow
hmm no idea
Is there a way to find the GUID of a package or object?
Help, "gpu lightmass requires ray tracing support which is disabled" all of a sudden in one project. RHI 12, RT on. what's going on?
What's the console command to delete actors?
how i can improve my game Lampy steam page store please
I'm not seeing a release date for one.
Other than that, the main part of your steam page you haven't shown us
Where's the banners and descriptions etc
Lol um id make a banner or 2 and maybe some dlc content
my character rotates to where my camera is looking, how can I fix this?
ok thanks for review
orient rotation to movement, and disable control rotation
somethings really bugging me, why does unreal say hit events only happen when both colliding objects have hit events enabled, yet this is inconsistent? at least I think for traces anyway, sometimes they just work regardless on things that dont even have hit events, which is a problem when I want to disable that
in this case, some parts of a physics asset (ragdoll) that I dont want a trace to hit but it does anyway
under the camera settings?
anybody had problem with chaos in ue 4.27 where it suddenly stops working and doesnt brake anymore
anyone knows some great tutorial for card deck builder game ?
do you no him?
Are the graph/node viewports just horribly broken if you have windows mouse sensitivity on or is there a setting to make the panning make sense?
I read that scrolling in these doesn't use the windows sensitivity settings by design, which makes sense in a 3d viewport but no sense when you're moving a cursor around in one of these other graph views. It mean while Im dragging my mouse move barely at all and when Im just hovering it moves fast. My mouse gradually moves across the screen if I'm just dragging around in position.
Please tell me there is a setting to make this sensible. xD
Or is my only option to use a different mouse where I dont need increased sensitivity?
Apparently also an issue for people with increased sensitivity rather than reduced like me. https://forums.unrealengine.com/t/unreal-engine-ui-does-not-respect-windows-cursor-speed/376269
Hello, this is my first time trying out Unreal Engine and I’ve already managed to discover a quite severe bug. When I opened a blueprint and tried to pan, the panning speed felt absolutely out of control. I am using quite high DPI mouse, so I am reducing mouse speed in windows mouse control panel. It seems that Unreal Engine absolutely ignores ...
hi is anyone here good at game dev in UE4?
im a total beginner so if anyone can help me that would be greatly appreciated
im trying to make it so that i have a cameraActor which is a first person camera and it will smoothly follow the mouse with a little lag behind
its like a fnaf style game
no movement
just point and click
also how do i switch between two cameraActors with a smooth transition?
honestly i'll make your work easier
does anyone know a good youtube tutorial to watch?
as a beginner to ue4
If you're a beginner why are you using ue4
But also a lot of the answers to your question you can get by googling the question
i've heard from a lot of people that ue5 crashes alot
So does ue4
You aren't going to fix crashes by staying in an engine that will never receive a bugfix
Sadly we don't escape crashes in unreal :P
i have two cameraActors rn
how do i make it so that when i hover over my button it switches from one cam to another with a transition
this is my widget right now
Hmm i think you could just do this GetAllObjectsofClass then select the camera, and set some tags on them should be enough
Or just have a ref to the cameras and use the set view target with blend node
No need to getallactorsofclass
And use tag hacks
Did Unreal Engine 4 supported 60 fps on 8th gen (?
in widgets yes
what, no?
regular references still work in widgets
for example you could pass the cameras on construct
or store the camera refs in an easily accessible location
thats not what you said
what i just said doesn't conflict what i originally said
no it makes it right
lol
if u just add a camera component variable and set it to your scene thing you will just get none every time if it wasnt referenced properly
inside a widget
that's why i said "have a ref" not "make a variable of type camera"
making a variable is not having a reference
well you may be able to use inputs from your character with the cameras
I'm still not exactly sure what I said, but I apologize if I upset you at all
Why you getting salty for @tough thicket he’s trying to help you
Why block him as well
hey guys, anyone experienced with niagara?
Does anyone know why it takes forever to open the output log? The problem becomes worse the longer you have the editor open. Isn't there like some sort of max output limit you can set that auto deletes old outputs so it stays relatively fast? It's an absolute pain to work with this as it sometimes literally takes several minutes of the engine just locking up while opening the output log. I have experienced this in all projects I've worked in so far. Even super simple project with barely anything in them will eventually run into the issue when the engine is open for 30 mins+
Run the editor from an ide and you can use the ide's output log instead.
That's pretty instant.
hi guys i have problem in 8 way directional movement
as you can see in the video, when i move backward my animation bugs
can someone help me about it please?
and sorry for bad english :D
https://cdn.discordapp.com/attachments/728552296908193843/1174714288301166612/image.png?ex=656898ef&is=655623ef&hm=ecc5d5651abfce72ca8aa4d90fcc71a30b38b8040496fa0d133b6d75f89fa4ce&
https://cdn.discordapp.com/attachments/728552296908193843/1174714288951267490/bandicam_2023-11-16_17-26-46-128.mp4?ex=656898ef&is=655623ef&hm=e02b58a0c13c01937ea226eeb18c773b861a60fa2eb9eae3143da2a8fb107ed4&
Which is more common, Scalable 3D or Maximum quality
Also can all these settings ber toggled on and off later on?
why my actors suddenly unloaded? Does that has to do with World Partition?
I didnt change anything as far as I know . I dont intend on using WP at all
Any idea why I'm getting accessed none error here for fade in/out? I'm trying to set up day/ night sounds. It actually works though, just getting an error.
what does it say in Message log?
It should show you where it accessed None
well it is missing Night Sound
Yeah, idk I set the variable for night sound and got it. Weird. It stops the sound too.
You unset it somewhere or the function setting it is not running
Nah I redid it another way too. For some reason it still thinks it isn't referenced. It still stops it though which is weird
yes
no, i don't think so
after packaging a fully empty project with the compression settings shown above, i didn't get any satisfactory results either
the resulting game size sucked ass, to put it simply
@oak patio
they do?
i've checked the docs as well as some other resources and it seems the min is around 150MB
(which sucks ass)
@oak patio
this 4.27 example, a lot of which is still applicable got the match 3 sample to 50MB
i literally did everything shown here
- more
and it still didn't get me below 150
on an empty project
got it to go much lower on ue4.25 though (24 MB .pak)
but im still unhappy about the size
@oak patio
if you're looking to go ridiculously tiny then unreal isn't the engine
yep, i should probably go with unity 🙂
godot might honestly be your best bet
/jk ...?
no?
ah, sarcasm then 🙂
also no?
yesssh
I don't recommend it
Heard of the Unity Runtime Fee?
They're charging people that use Unity for enterprise/professional s
You've left a lot out of that tidbit
Well you were not reccomending it to someone who is likely never going to need the professional or enterprise
Well making money off it?
Making money, and making 200k a year are two very different beasts
If your game revenue reaches 200,000 USD you have to upgrade to Pro
So if your game becomes popular
try keeping it on sale
Even "popular" indie games, 200k is a lot.
You know Genshin Impact is made on Unity
It'll also affect the game
Might as well switch to a better engine
Yeah, I also know it had one hell of a Dev budget to gross as much as it did.
Plus the runtime fee never exceeds 2.5% of monthly revenue
Don't get me wrong there are reasons I wouldn't reccomend unity but that isn't one
The mods typically allow it as it's somewhat related to the conversation 🙂
You shoulda seen the #ue5-general when the first change was introduced :P
It was chaos
really?
Yeah
LowLevelFatalError [File:Unknown] Line: 2915] RecastNavMesh *MapLocation*:PersistentLevel.RecastNavMesh-Default was found in memory and is an export but does not have all load flags.
Posting this here in case anyone else ever has this issue and searches for it since it was bugging me for a good time, it appears to be related to having the NavMesh assets inside a sublevel, instead of the persistent level. It only seems to occur in a full build, not in the Editor.
If you move the NavMesh into the persistent level it should prevent the issue and allow any save files with this issue to load correctly.
Hi, sorry to bother you, I have a question. I would like to create an interactive Cinematic in Unreal Engine do you know how to do that ?
By interactive Cinematic, I mean so that the player can look, move and do some action during a cinematic and that the cinematic continue. Something like in the campain mode of COD
Ty
How can I get values for count , total inclusive time etc in unreal insights for ue4?
anyone know how i can move my project from my old laptop to my new pc?
Hey guys anyone ever encounter this? No SkeletalMesh for Component()
We don't do modding here
hi guys
i have problem, when i try to build my levels (my parent level and 2 sublevels), everytime i get this error
can someone help me about it?
Are line traces or collision engine more performant? I'm going to use one of em for the 1000 bullets imma have flying around.
line traces ofc
bump
just dock them there? perhaps u can also save the layout
hello i want know how can i retarget from ue4 skeleton animation to ue4 skeleton . like i have two different animation pack from marketplace and they both use ue4 skeleton but . one has different pose which making retargeting broken
Hi there, im new with unreal bps, and im trying to do a simple thing, but ima getting some errors, im not sure if is here to ask things so let me know
ive commented in the image, what might be wrong?
thats I was suspecting 🙂
lets see
yeah just want to show this timerseconds and timer minutes
omg
Hell we even have users here that still believe it's better and more performant
hmm
ok thanks, but how can I set the acotr in the widget?
with get all actors of class?
ok thankyou, it worked! 🙂
and I will try to enhance the timer
u dont need to retarget them if they use the same skeleton
Can anyone help suggest a fix or workaround for this issue? #ue4-general message
guys, is there an option within the widget/canvas where I can blur the outline?
Hey! Can I zoom the viewport of the game while in play mode. Specifically I want to zoom on UI to have a better look. (In Unity for example there is a slider on top of game view which you can you to scale everything to desired view scale)
I found these console commands:
r.ScreenPercentage
r.SetRes
but they do not seem to do anything. At least nothing visually changes
Here another suggested approach is to use Settings > Engine Scalability Settings > Resolution scale. But I dont see this option in Settings. I'm using 4.27
https://forums.unrealengine.com/t/how-to-change-the-editor-viewport-resolution/231657/2
Resolution of the viewport is exactly tied to screen size, but it can be scaled. Hit the ` key and type r.ScreenPercentage followed by a number. So if you have a 1080p monitor and your viewport is full screen immersive mode, r.ScreenPercentage 400 will scale 400% to 4k. If you monitor is 4k in immersive mode, r.ScreenPercentage 25 will scale it...
I also tried this. But this does not seem to work either
https://i.imgur.com/dpciMQr.png
Can someone help me test my game rq it will only take a second 🙂
Like in Unity there is this slider that just scales everything in viewport
https://i.imgur.com/zEEERFD.png
don't think there's any easy way to do this
I'm not sure what the hard solution would be, but would be interested if anyone had one
I'd also like to know
when a commercial game is made with UE4 but does not have modding enabled. What does it mean? Are the game files encrypted? I mean, the editor is the unreal engine itself no? If they have disabled modding, then the files are encrypted?
There's no 2d zoom feature in UE. All the options you're trying adjust the resolution of the image, not how it is viewed.
It's not hard to write one, though. Not sure if the methods we use apply to game viewports, though.
You don't enable or disable modding like that, it's not some magic button.
If you add explicit support for it then you'd normally ship a stripped down version of the editor, like ark does, or implement your own system, like custom user made content, lua scripts, whatever.
If you dont, and leave the settings default, then it's very easy for people to mod your game and root around in it. You can enable encryption, but again, easy to get around.
If you want to be more secure against modding you would fork the engine, and alter parts of it, like the encryption it uses, so that the default tools for cracking that stuff doesn't work. That will eliminate most of your script kiddies, but if someone wants to mod your game, nothing will stop them, provided the executable is on their system.
guys how can i fix this light bleeding in my level?
I'm hoping someone might be able to clear something up for me. Or at least point me in the right direction to understand what's happening here. We're optimizing our levels currently and changing a max LOD for a mesh/combined mesh etc doesn't seem to drop the VRAM usage. Only taking the mesh out of Unreal, manually dropping how intense LOD0 is and then bringing it back in seems to work. It seems like Unreal is still loading the full mesh into data, even if it isn't rendering it. Is this normal? If not could anyone offer any advice as to what we might be doing wrong?
Hello, good afternoon, does anyone know why it crashes? When I'm playing EA Sport WRC in the middle of the section or at the end, it gives me a screenshot and it gives me a crsahed ue4 error. I've tried many things and there's no way for it to go well.
We don't really support released games...
hey! i was wondering if someone could advise me whether or not developing a 2d game in ue4 - ue5 would be a pain in the ass? If not, would it be better to make it in ue4 or 5?
Hey all, has anyone had problems with their foliage like this before? https://www.youtube.com/watch?v=99SLFcljg60
Only happens when I PIE
Would it be possible to use a character model set up for Unity and use it instead for Unreal4?
https://graymoreplus.booth.pm/items/3927902
GraydOS of the Graymore+! グレイモアのグレイドOS! Unity .pkg file containing: - .spp - FBX model - materials - textures - Animations - Blendshapes 次のファイルを含む Unity.pkg ファイル: - .spp - FBX モデル - 材料 - テクスチャ - アニメーション - ブレンドシェイプ Requirements to operate: - VRChat Avatar SDK 3.0 操作の要件: - VRChat アバター SDK 3.0 Detailed
Hi guys I've encountered a weird problem where I can't test a certain level because UE4 instead loads the game default startup level
ANyone have any suggestions as to what i should look at?
search for the level in your content browser, if you cant find it then try filtering the content browser to levels only
if all else fails set the default level in your project settings to the level of your choice
It was actually caused by the level crashing but ty for advice
I seem to have found a solution. In most of the static mesh foliage types, mobility was set to moveable instead of static. For whatever the reason, that seems to have fixed it.
yes of course. however you will need to rig it yourself, or u can rig it to the UE4 mannequin
guys, someone help me, why do I create an Anchors, in this widget resting in the center, but when I run the game sdk, the information appears on the right side?
