#ue4-general

1 messages · Page 29 of 1

eternal ledge
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generate vs files, by right clicking the project file and choosing the option?

coarse jetty
eternal ledge
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yeah when i try that, it comes up saying need to add c++ files

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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

coarse jetty
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and which crash is? D3D device removal?

eternal ledge
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nothing, thats the problem...

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nothing comes up,

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no crash report, no black screen, no windows pop up,

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already have the tdr set to 60, using studio nvidia drivers that i was using before it decided to do this...

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and even then its had a complete windows format, starting fresh, and it was working for a couple days, now decided to start again

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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

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this is why iv had to resort to trying on here coz its not a question that can be googled..

eternal ledge
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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?

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ah output, ok thats at least showing its doing something

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itll be interesting if it shows up anything coz makes no sense as to why it can just spontaniously close

grim raft
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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.

peak salmon
# grim raft Thats what i tried to do on a first screenshot. When I download the Bridge, it a...

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.

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just make sure to copy the version of the plugin for your UE version (4.27, 4,26)

grim raft
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Correct. Thats what im trying to do

peak salmon
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maybe quixel doesn't have folder write permissions

grim raft
peak salmon
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or maybe it's windows 11 😄

grim raft
peak salmon
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there is also the Export settings option. This one feels sane (it is described on their website)

eternal ledge
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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.

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although the first was when i was looking at some bink videos, which i normally dont do

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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

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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

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will try that first

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and here is where it starts to get even more complicated.. vr was already turned off

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well openxr was enabled

grim raft
peak salmon
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restart your PC, and your router.

grim raft
eternal ledge
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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

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thanks for the help

lone pebble
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Yo guys where can i contact the support?

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Like a discord mod

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Thanks !

tough thicket
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why cant i add a second virtual bone like in the blueprint im copying?

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pretty sure 2 on foot and 2 on knees

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but cant place 2 on 1 bone

lone nebula
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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

ancient obsidian
# eternal ledge as of right now, having... not really changed that much other than disabled open...

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.

eternal ledge
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it wasnt even as a built game, it was the editor

ancient obsidian
eternal ledge
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no idea but what ever i did today has made it work so im happy

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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

azure shore
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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

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I checked and the pc isnt even dusty or anything

peak salmon
vapid plaza
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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.

plush yew
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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.

grim raft
pastel spoke
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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.

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showing blueprint execution flow is what i want *

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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)

split aurora
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i am going FUCKING INSANE, how do i package a plugin with a certain pakchunk

tawdry harbor
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Did someone succeed to convert this Platformer Game template from 4.24 to 4.27.2 or 5?

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Only reason I'm keeping 4.24 version is this project

karmic seal
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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?

spice ruin
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Define "simple"

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Anything marked as replicated will be replicated.

karmic seal
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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

spice ruin
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Well, okay, so that's not quite true.

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Components, for instance, are objects and they can be replicated.

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But if you want to replicate something other than components, they need special set up.

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Stick to components.

rotund kernel
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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

rotund kernel
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ok swaq

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what about SpecPower?

digital anchor
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probably specular

glacial osprey
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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

hearty notch
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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 👍

glacial osprey
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@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.

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Any of you guys have an Idea on how the shoulder armor could simulate physics?

covert basalt
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Does anybody know how to disable vignette, and dirty lens effect with .ini tweaks in Deep Rock Galactic?

restive ingot
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what audio is compatible wit ue4

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i know .wav is but are there any others

grim ore
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if you right click in the content browser and choose import, the dialogue box will give you all supported formats.

neon grove
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anyone knows why my draw count is low (500) but the render thread is taking 20ms?

warped violet
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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.

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You can see it on the lego guys and the trees.

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Again, if anybody has a workaround, I'd be more than thankful.

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By the way, I did try this in a project, however it's faked, looks kinda weird, and doesn't interact with lighting.

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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.

warped violet
grim ore
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I am not an art person so I wouldnt, but #graphics might @warped violet

vapid karma
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I need help with something. When I attach weapon to my socket weapon scales down to almost invisible

plush yew
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is there a way to have a relative path to a bink file after cooking?

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seems the result of cooking has an uexp which holds the absolute path

ancient obsidian
hoary geyser
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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

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is there a way to check/clean this?

plush yew
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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

hidden osprey
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Bettter picture would help

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And show code

plush yew
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yyea sorry

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@hidden osprey

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ignore the printtomodloader i guess, just put that to see what happens

rotund trellis
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i imported my character from unreal engine 4 to mixamo but the skeleton look like this ( wrong rotation ) how to fix it ??

modern sluice
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First import it into a 3d software like Blender and rotate it there?

coarse jetty
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hi i want to hide an actor from the scene capture, is there an easy way?

spice ruin
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There are settings in the scene capture to hide specific actors.

coarse jetty
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better scene caputre or skeletal mesh?

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i've just found it sorry

late girder
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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)

digital anchor
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just ignore this

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also check UGameInstance::OnInputDeviceConnectionChange

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(its BP assignable)

limber mantle
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My supervisor wants to set up a GitHub for Unreal Engine 4. Does anyone have any recommended source for me to look at

true ridge
true ridge
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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.

foggy marten
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so i don't no if i already wrote it in the right spot or not but i have an unreal engine 4 question

coarse jetty
acoustic gazelle
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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.

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mind you, I am NOT a programmer, and have no time to learn the complicated code needed to write one from scratch

spark heath
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Does anyone knows what I should do use Custom Sensor Replacement head mounted display sensors position and rotation?

limpid coyote
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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?

dapper stream
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hey I am having a issue where unreal editor is losing perfomance just by opening it and keeping it open

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even if my editor is doing nothing at all its fps would drastically decrease over time

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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

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perhaps it can be because the cpu is heating up but the cpu usage while idling editor stays below 5% but still perfmance decreases

pearl hemlock
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do vectors contain rotation data or just xyz position?

static flicker
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If no, dm :)

limber mantle
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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.

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The material blueprint I'm using is working fine for other characters but not for one in particular

dapper stream
peak salmon
# dapper stream 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).

dapper stream
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this doesn't happen in unreal 5 its only a 4.27.2 thing maybe

peak salmon
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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

hidden osprey
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Not the place delete this now @lunar vector

dapper stream
spare trench
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how can I do a smooth transition of Morph Target without using Timelines (because I can change timeline values in runtime)

young kayak
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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

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and tips ?

arctic plover
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Is it possible to use a .ueasset from Unreal Engine 5.1 in Unreal Engine 4.27.2?

spare trench
grim ore
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you cant go backwards, only forwards @arctic plover

spare trench
arctic plover
spare trench
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I did that many times

arctic plover
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Ah that's a good idea, just in .fbx for example, might work! Thank you!

neon grove
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if i accidently created an infinite loop in the construction script how can i open the blueprint to undo it?

oak patio
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You cant

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Roll back in source control

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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

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I see you've managed to fix it.

In which case read the #rules on crossposting. Also still set up source control

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Your near miss doesn't make you immune

normal kraken
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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.

lament basin
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Any method to use blueprint to see if a level streaming volume has finished loading?

wispy thistle
oak patio
coarse flax
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how can i change that to toggle?

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i need to toggle between right click fly mode in editor

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so i dont need to hold it every time i need to rotate camera in editor

normal kraken
coarse flax
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to give more idea, its like hammer/blender flymode, what i want to achive

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so toggle fly mode by button, cuz holding rmb is annoying af

dapper stream
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and then there was this epic stan saying epic is the best company lmfao

grim ore
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Unreal is on linux, but that is not their issue.

warped violet
wispy thistle
cold ermine
coarse flax
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So no engine support out of box?…

young kayak
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which method is better to get agrip on overall draw calls in a scene ?

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stat rhi?

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or stat scenerendering

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because rhi gives me much more

toxic lily
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DOes anyone know how i can fix this light bleed with a direct light for this scene?

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My lightmap resolution for the meshes are all solid,

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cant seem to fix this

late girder
gleaming ocean
sweet aspen
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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?

prisma gust
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anyone have experience with unreal and steam achievements?

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i added them to steamworks but I can't see them ingame

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do i ahve to cache them so they show up in the steam in game ui?

hollow sinew
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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

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im using lerp rotator but when it comes to 1 the value then after my ship start making wierd rotations

limber mantle
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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

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It could be how the fur is generated, I honestly don't know because I've never seen this problem on the internet.

fathom lodge
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my unreal run at very low fps when on background but we i click unreal its run at super smooth fps

cunning gust
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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

tough perch
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I have couple questions about World Composition

  1. 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?
  2. 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?
  3. 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
  4. If blueprint is in sublevel and player are close to it -> it loads. Does it call beginplay to all blueprints?
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Also is constructor called from loaded bleurpints?

celest viper
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Thanks!

lost mantle
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Hello, I'm trying to have only a specific area of my texture be emmisive. Is this possible?

spice ruin
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No? Probably.

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Though meshes (I'm not sure in UE4) have a double material system, so you could overlay them.

oak patio
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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

frail ridge
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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.

obtuse tangle
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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)

livid egret
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Packing is taking more than 8 hours on small project. Is it normal?

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I have a ryzen 7950x, it is powerful

livid egret
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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

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I`m having this error

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it never go more than 11289

unborn nimbus
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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.

oak patio
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A stable network connection would be much more important I imagine

lost mantle
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im having a problem where im pressing reimport with new file and its not doing anything

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or opening the folder to do it

lethal wigeon
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i explained ue performance to someone today any suggestions to my explanation?

quartz blade
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Please I put unreal engine 4 but I need help in 5?

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What I need assistance in is that my map that is an FBX file map i placed as my game map

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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

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The collisions are correct

raven nest
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any favorites for an easy way to bring fbx in at runtime in 4 these days?

vocal viper
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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

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I want to try looking for it myself but I don't know the name of this system

rotund trellis
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does virtual textures improve perfomance or cost some of it (talking about mobile devices )

pine glen
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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

rugged dust
misty surge
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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.

lost mantle
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Is anyone else having a problem with models imported from blender appearing broken in unreal?

oak patio
lost mantle
lost mantle
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heres the model in blender

oak patio
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Have you checked all your geometry and applied modifiers etc.

lost mantle
oak patio
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Check your import settings then. It could be if you're using generated normal and tangents, it's screwing it up

lost mantle
oak patio
lost mantle
oak patio
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Normal Import Option

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And Normal Generation Method. When I have similar issues playing with those sometimes fixes it

lost mantle
lost mantle
flint ermine
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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?

lost mantle
oak patio
lost mantle
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Alright so it seems that only the skeletal mesh is being corrupted like this, the static mesh is fine

hoary geyser
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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

lament basin
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skeletalmesh can't be set not visible in planar reflections in ue 4.27, a bug?

pliant tangle
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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!

opaque rivet
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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?

oak patio
opaque rivet
pliant tangle
oak patio
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no problem!

opaque rivet
# opaque rivet I'll download UE5 then

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)

Epic Developer Community

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...

Epic Developer Community

Unreal Engine is a tool for professionals and can be a lot to take in, which is why understanding its foundations is so important when starting out. Beg...

oak patio
#

i can't fault any of the paths on there

opaque rivet
misty surge
rotund trellis
#

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

dim dragon
#

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.

quasi merlin
#

anyone know of a way to disable cascade shadows, but keep contact shadows?

ancient estuary
#

Has anyone had experience with Xsolla plugin?

oak patio
#

for the sake of you and your customers

#

it's an awful service

ancient estuary
# oak patio don't use xsolla

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.

oak patio
#

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

raw trout
#

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

limber mantle
#

Still need help solving this problem with the groom material/ texture

scarlet galleon
#

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?

verbal gull
#

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.

random forum
#

@cross I would start with the Unreal learning series. You'll learn to do the same and more.

tawdry raptor
#

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

simple hinge
#

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.

tawdry raptor
#

cant you leave it over night

#

also were you forced to upgrade to UE5?

simple hinge
#

No

tawdry raptor
#

I might be forced but I want to try to stay on 4 just need some EOS alternative

simple hinge
#

I have many, many maps (over 100) so I couldn't switch between them overnight

tawdry raptor
#

yeah but if you had to use another PC you would have to rebuild engine and also shaders

simple hinge
#

wdym

#

I could just transfer over the derived data cache

tawdry raptor
#

I dont think so

simple hinge
#

I've done it myself

tawdry raptor
#

because the lighting is different

simple hinge
#

huh?

tawdry raptor
#

I dont really know but I think baked lighting dont work in 5

simple hinge
#

With world partition it doesn't, but baked lighting itself works

#

I'm pretty dang sure

tawdry raptor
#

you need to do a bunch of stuff

simple hinge
#

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).

tawdry raptor
#

why are you upgrading to 5

#

its a nightmare for me too

simple hinge
#

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

tawdry raptor
#

oh yeah then you will have no choice, you must rebuild shaders

verbal gull
keen venture
#

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

candid iris
#

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

limber mantle
#
#

I posted a form for my Groom problem, if anyone has a solution, you can post your ideas on here

sturdy matrix
#

hello everyone. Is there a specific channel for questions/help for beginners?

oak patio
#

No, all of the channels are for help at any level :)

sturdy matrix
oak patio
#

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 :)

sturdy matrix
#

thank youuu

coral shore
#

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

karmic seal
#

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?

signal zenith
#

Hi folks, anyone got tips on smoothing player capsule movement over rough terrain/steps?

signal zenith
oak patio
#

I mean that's what the refining process is for.

lost mantle
#

Any ideas how to fix it

oak patio
#

The only thing I can suggest with the landscape collision is playing the collision mips

#

But that will reduce accuracy everywhere

signal zenith
oak patio
#

Playing with the collision mips*

#

YMMV though

signal zenith
#

Ah, well, my landscape is not landscape, it's meshes

#

Nice, heavily improved it by deselecting this option in the movement component:

#

Substantially better

lost mantle
turbid wharf
#

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.

hidden osprey
#

There’s only an FPS template in ue4 which isn’t 2D

full grove
#

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?

stable needle
karmic seal
high bolt
#

FluidFlux causes this. I deleted all my FLuidFlux objects from the Outliner and now FPS went up by 20.

upbeat spruce
#

is it possible to display level bounds in play mode?

forest valve
#

You use VM for unreal engine?

restive ingot
#

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

simple hinge
#

Not that I know of, I have asked several people already and I haven't seen a way

marble basalt
#

hello guys

#

how can i create an arena in unreal 4

mortal jacinth
#

Hitman 2 Expansion Pass: XCVV3-YM72D-0022D

#

on steam, bought it then forgot I owned it

hidden osprey
#

What’s that got to do with ue4 @mortal jacinth

winter parcel
#

hey guys, is ue a bad choice for someone who only has experience in scratch and microbit with micropython?

oak patio
#

Not particularly. You can still learn ue, you might just need to learn a few more of the fundamentals

mortal jacinth
#

once it’s used i’ll delete the message

quasi merlin
#

it there a way to disable dynamic shadows on a pointlight but keep the contact shadows?

lyric spear
#

Hi, I'm having a strange problem. pls help me
how can both work differently? (the anim montage is have default settings)

lusty carbon
#

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?

oak patio
#

Sounds like an engine plugin

#

Go to your engine install and try to find it in the plugins folder

lusty carbon
#

I swear I did, it's not there xD

raven nest
#

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

#

😛

jaunty cedar
#

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

opaque seal
winter parcel
#

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

raw trout
#

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.

prisma gust
#

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

spice ruin
#

What's the callstack?

obtuse stump
#

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

long flax
#

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

peak hare
#

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

oak patio
#

Right click the uproject and you get an option to generate project files

peak hare
#

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

oak patio
#

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

acoustic belfry
#

anyone's familiar with particle system? My first 2 emitters were skipped/missed due to low framerate

peak hare
#

Is this normal uasset format?

tough thicket
#

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

tough thicket
raw trout
# tough thicket yea its cause of the play rate

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

cunning gust
#

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

tough thicket
raw trout
tough thicket
#

yea i dont remember exactly how i fixed it but i remember it being really annoying

raw trout
#

-_- thats what im stuck with at the moment

spice ruin
#

We don't really support that here.

slow yarrow
#

Where is it supported, then?

spice ruin
#

Google?

#

This server is for people making games, mostly, not for dissecting other people's.

slow yarrow
#

okay, sorry.

strong abyss
#

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 ?

simple hemlock
#

is there a way to retrieve the original (aka english) value of a localized Text?

pallid eagle
#

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 :")

fickle barn
#

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.

pallid eagle
#

I found this and it helped me although it didnt save any of the plugins i had installed...

https://forums.unrealengine.com/t/the-launcher-doesnt-recognize-versions-already-installed-in-requested-folder/389917/7

fickle barn
modern sinew
#

Any reason why 4.26 is updating? I thought that UE4 was done with development

#

Sure is taking its time tho

modern sinew
#

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?

modern sinew
oak patio
modern sinew
blazing arch
#

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

hidden osprey
#

You have to convert them

blazing arch
#

How would I do that?

#

Sorry, new to this

hidden osprey
#

Where did you get the animations from

blazing arch
#

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

hidden osprey
#

You need to convert them with mixamo

blazing arch
#

I can upload these uasset animations to mixamo?

hidden osprey
#

I’ve not tried it that way before you could have a look at it

blazing arch
rugged dust
#

what are the naming conventions of Blueprint HUDs?

dusky sparrow
#

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.

real heath
#

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.

dusky sparrow
# real heath It's worth noting that, realistically, it's not your fault or responsibility tha...

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.

real heath
#

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

dusky sparrow
#

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.

real heath
dusky sparrow
dusky sparrow
real heath
# dusky sparrow If my understanding is that the GPU will always try to pump out as many frames a...

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.

real heath
# dusky sparrow Yeah well that'll be a big problem then cause 144hz as a cap will very frequentl...

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

blazing arch
#

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

young kayak
#

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 !

sleek spear
#

can someone with 4.27-chaos installed make me a simple fractured cube geometry collection asset?

sleek spear
#

i need a geometry collection asset for 4.27, any asset, where can i find one?

ripe apex
#

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)

vague sedge
#

here i have all my blueprints

bronze compass
#

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

daring schooner
spice ruin
#

Probably more the HUD classes that you create to manage them.

#

I would imagine just HUD

rugged dust
daring schooner
#

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

oak patio
#

i always use the hud personally

#

i know a fair amount of others do as well

daring schooner
#

idk I was under the impression it was like soft deprecated or something

oak patio
#

no not really.
most of it's actual use was replaced by UMG, sure, but it still remains useful and utilised

daring schooner
#

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

wicked seal
#

Is it still possible to submit UE4 games to the Epic Store? What would the royalties owed in that case?

wicked seal
#

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

real heath
wicked seal
#

Many thanks!

lusty carbon
#

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?

tulip delta
#

im using 4.23 but imported material functions are merging together for some reason

faint wagon
#

guys

#

how do i tint a white texture to look a certain colour

autumn flame
spice ruin
#

If it's white already, do you even need the multiply? Skip the white texture and just use hte vector3.

tidal lance
#

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

gentle tendon
#

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!

merry jacinth
#

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?

tough thicket
merry jacinth
tough thicket
#

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

merry jacinth
#

i seee

#

ima try

gentle tendon
opaque seal
gentle tendon
#

awesome, thank you

gentle tendon
#

got it working after using a timeline with a bit of trial and error

raw trout
#

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

cold smelt
#

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

oak patio
#

thats a comment

#

hold c and click the graph

#

you can also drag select nodes and press c iirc

cold smelt
#

I created it

#

What is it used for

oak patio
#

commenting

#

quite literally

#

a short comment about what the piece of code does

cold smelt
#

So it just points out what does what?

#

Does it matter where I place it

oak patio
#

well you place it wherever the comment is relevent, so yes

cold smelt
#

Where exactly do I place the reload function

oak patio
#

wherever you want

#

it doesn't matter

cold smelt
#

have you got an idea what this is called because when I typed in Sequence quite a few constructs and fan sequences poped up

oak patio
#

that is indeed called a sequence

cold smelt
oak patio
#

the top one

#

look at it, it has the same symbol

#

a really bad rule of thumb in any case but this one

cold smelt
#

I am a retard

#

Sorry

oak patio
#

no apologies needed :P

cold smelt
#

What is this called again

#

I cannot find this specific one

oak patio
#

that's an input action, you must set it up yourself in the project settings

cold smelt
oak patio
#

by going into the project settings, going to the input section, and creating a new input action called "fire"

cold smelt
#

Why is there so many inputs

#

Which one do I do exactly

oak patio
#

Engine - Input

cold smelt
#

Yeah I found it

cold smelt
#

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

pastel aurora
#

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!

cold smelt
#

What kind of node do I need then

#

What is this node called

spice ruin
#

Reload.

cold smelt
#

And how can I continue it

#

Make it like this

#

How do I make it blue and what is the blue called

oak patio
#

you should really move up to ue5 and follow the "first hour in unreal engine" course

cold smelt
cold smelt
oak patio
#

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

cold smelt
#

Will I be able to save my current work and continue it on UE5

oak patio
#

you should be able to, but bugs from upgrading aren't uncommon

gentle tendon
#

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

candid verge
#

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).

timber minnow
#

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

worthy saffron
#

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?

plush yew
#

it is what it is

#

there are some ways to speed it up tho

worthy saffron
#

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

plush yew
#

they will be always slower tho

#

and u can't do everything with bps

worthy saffron
#

I heard thath there is some way to automatically convert blueprint code to C++ code

plush yew
#

bad idea

#

there is, but don't do it

#

not only it is unreadable

#

but also the code is overly stupidified

robust sluice
#

hi. is there any way to change Joystick (Touch Interface) parameters dynamically?

arctic plover
#

Can I disable all procedural generation of foliage temporarily for testing when playing my project in the editor?

tough thicket
#

so if you set the visibility of everything to 0 does the ai and foot steps and stuff still going on ?

dry magnet
#

Are there any cool complete guideline(s) / pathway(s) for UE4 from one source, like Unity one has?

oak patio
#

Honestly there's no point learning ue4. Check the pinned message

dry magnet
hidden osprey
#

Some lady on the internet told you not to download ue5

#

UE4 could be phased out eventually

plush yew
#

def not in the current "early" ue5 engine state

oak patio
#

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

plush yew
#

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 kappa

#

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...

oak patio
#

none? 5.3 was buggy for a lot of people

#

i just want my kebugcheck in user-mode 😭

plush yew
#

yeah that was the bluescreen cause

oak patio
#

guess it's time to learn how to write a driver so i can play with the fun part of the windows api

plush yew
#

something with the directx or whatever

#

but i'm too foolish to fix it

#

updating the driver didn't work

oak patio
#

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

little star
#

what's the best way to approach trying to make this using a spline component procedurally?

peak hare
#

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

little star
flint ermine
#

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?

modern sluice
#

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?

honest moth
#

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

modern sluice
#

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

honest moth
modern sluice
#

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

spice ruin
honest moth
#

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

plush yew
#

cube has replicate on, the actor also has replicate movement and replicates on

granite creek
plush yew
honest moth
modern sluice
civic yew
#

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

spice ruin
#

HTML output was removed a couple of version before that.

civic yew
#

the creator seems to say that it's working, and it worked with a blank test project

civic yew
#

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

civic yew
#

@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

near pebble
#

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.

civic yew
#

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

steep steeple
#

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

neon grove
#

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

plush yew
plush yew
#

hmmm i'll check that one

#

ty

plush yew
#

this helped

#

was using actor instead of staticmeshactor before

#

i mean it does work with actor too but i didnt have the correct settings

fiery parrot
#

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

grim ore
#

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

fiery parrot
grim ore
#

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

fiery parrot
#

I see, thank you

vapid karma
#

anybody had issues when trying to build from source on 2022 vs

#

do I nedd 2017 vs ?

vapid karma
#

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

vapid karma
#

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

vapid karma
#

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

rare bolt
#

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

peak hare
#

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

raven bane
#

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?

rustic panther
raven bane
#

It seems to work well

rustic panther
#

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

raven bane
raven bane
rustic panther
#

up to you, my builtdata assets are tiny so I like to commit them

raven bane
#

Ill keep it in for now just in case

#

Thank you

real heath
#

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

still reef
#

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

fierce tulip
#

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

lusty carbon
#

Destructible mesh is invisible on client until fractured. any ideas what's going on?

#
Epic Developer Community Forums

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...

onyx viper
#

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

broken violet
#

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

raw trout
#

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 :/

worthy saffron
#

What is the most stable version of UE5?

onyx viper
#

lol

tough thicket
#

How can i make the black outline in the background objects less jagged?

onyx viper
#

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

gaunt quartz
raw trout
#

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

onyx viper
placid tree
#

Anyone explain why this is popping up instead of the add components

#

Ignore, I found it

hollow acorn
#

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

fierce tulip
hollow acorn
neon grove
#

why wont the SceneCaptureComponent2D let me set a TextureRenderTarget2DArray as the Texture Target?

vapid karma
#

anybody knows do you need houdini indie licence (paid one ) to run houdini in ue 4.27

tough thicket
neon grove
tough thicket
neon grove
tough thicket
#

need to set the texture render assest inside the component

#

sorry was distracted

neon grove
# tough thicket

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)

tough thicket
neon grove
#

im using an array to keep all my icons

tough thicket
#

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

neon grove
#

this is what im referring to

tough thicket
#

whats wrong with using the red one half way down?

neon grove
#

the 2d array is optimized to contain multiple textures

#

if i use a different object texture per frame its very slow

tough thicket
#

hmm no idea

earnest prawn
#

Is there a way to find the GUID of a package or object?

spice ruin
#

GetPathName()

#

Beyond that, they don't have one.

lusty carbon
#

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?

split aurora
#

What's the console command to delete actors?

humble sonnet
#

how i can improve my game Lampy steam page store please

oak patio
#

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

tough thicket
little star
#

my character rotates to where my camera is looking, how can I fix this?

humble sonnet
azure shore
#

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

little star
vapid karma
#

anybody had problem with chaos in ue 4.27 where it suddenly stops working and doesnt brake anymore

vapid karma
#

am suffering here honey

vapid karma
#

anyone knows some great tutorial for card deck builder game ?

tribal hornet
#

do you no him?

runic glen
#

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

Epic Developer Community Forums

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 ...

sharp pond
#

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

sharp pond
#

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

oak patio
#

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

sharp pond
oak patio
#

So does ue4

#

You aren't going to fix crashes by staying in an engine that will never receive a bugfix

sharp pond
#

fair enough

#

i installed both ue4 and 5

#

so

#

we good

#

💯

oak patio
#

Sadly we don't escape crashes in unreal :P

sharp pond
#

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

tough thicket
# sharp pond

Hmm i think you could just do this GetAllObjectsofClass then select the camera, and set some tags on them should be enough

oak patio
#

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

bronze compass
#

Did Unreal Engine 4 supported 60 fps on 8th gen (?

tough thicket
oak patio
#

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

tough thicket
#

thats not what you said

oak patio
#

what i just said doesn't conflict what i originally said

tough thicket
#

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

oak patio
#

that's why i said "have a ref" not "make a variable of type camera"

#

making a variable is not having a reference

tough thicket
#

ok well do it your way

#

blocking you now

oak patio
#

its having something that can hold a reference

#

lol

tough thicket
#

well you may be able to use inputs from your character with the cameras

oak patio
#

I'm still not exactly sure what I said, but I apologize if I upset you at all

hidden osprey
#

Why you getting salty for @tough thicket he’s trying to help you

#

Why block him as well

modern sluice
#

hey guys, anyone experienced with niagara?

prime tulip
#

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+

spice ruin
#

Run the editor from an ide and you can use the ide's output log instead.

#

That's pretty instant.

autumn totem
#

Which is more common, Scalable 3D or Maximum quality

#

Also can all these settings ber toggled on and off later on?

carmine hare
#

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

gloomy orbit
#

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.

carmine hare
#

It should show you where it accessed None

gloomy orbit
carmine hare
gloomy orbit
#

Yeah, idk I set the variable for night sound and got it. Weird. It stops the sound too.

carmine hare
#

You unset it somewhere or the function setting it is not running

gloomy orbit
#

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

plush yew
#

is it even possible to get the packaged game size below 200MB?

oak patio
#

yes

plush yew
#

no, i don't think so

plush yew
# plush yew

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

oak patio
#

the docs even show it is

plush yew
#

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

oak patio
#

this 4.27 example, a lot of which is still applicable got the match 3 sample to 50MB

plush yew
#
  • 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

oak patio
#

if you're looking to go ridiculously tiny then unreal isn't the engine

plush yew
#

yep, i should probably go with unity 🙂

oak patio
#

godot might honestly be your best bet

plush yew
#

/jk ...?

oak patio
#

no?

plush yew
#

ah, sarcasm then 🙂

oak patio
#

also no?

plush yew
#

yesssh

gaunt quartz
#

Heard of the Unity Runtime Fee?

#

They're charging people that use Unity for enterprise/professional s

oak patio
#

You've left a lot out of that tidbit

gaunt quartz
oak patio
gaunt quartz
#

That's why I said pro and enterprise

#

why can't you read

oak patio
#

Well you were not reccomending it to someone who is likely never going to need the professional or enterprise

gaunt quartz
#

Well making money off it?

oak patio
#

Making money, and making 200k a year are two very different beasts

gaunt quartz
#

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

oak patio
#

Even "popular" indie games, 200k is a lot.

gaunt quartz
#

You know Genshin Impact is made on Unity

#

It'll also affect the game

#

Might as well switch to a better engine

oak patio
#

Don't get me wrong there are reasons I wouldn't reccomend unity but that isn't one

gaunt quartz
#

I think we shouldn't be talking bout unity here

#

this is unreal engine 4 chat

oak patio
#

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

gaunt quartz
#

really?

oak patio
#

Yeah

gaunt quartz
#

Lemme search up unity in that chann

#

looks fine

oak patio
#

:P

tacit knoll
#
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.

pine glen
#

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

bronze compass
#

How can I get values for count , total inclusive time etc in unreal insights for ue4?

plush yew
#

how do i make the graphs open up there by default

#

?

past oxide
#

anyone know how i can move my project from my old laptop to my new pc?

wary furnace
#

Hey guys anyone ever encounter this? No SkeletalMesh for Component()

oak patio
#

We don't do modding here

opaque seal
#

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?

merry jacinth
#

Are line traces or collision engine more performant? I'm going to use one of em for the 1000 bullets imma have flying around.

modern sluice
hollow sinew
#

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

wide lintel
#

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

oak patio
#

Hell we even have users here that still believe it's better and more performant

wide lintel
#

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

modern sluice
runic glen
vestal sandal
#

guys, is there an option within the widget/canvas where I can blur the outline?

outer spruce
#

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)

outer spruce
#

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

Epic Developer Community Forums

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...

magic warren
#

Can someone help me test my game rq it will only take a second 🙂

outer spruce
rustic panther
#

I'm not sure what the hard solution would be, but would be interested if anyone had one

plush yew
#

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?

spice ruin
#

It's not hard to write one, though. Not sure if the methods we use apply to game viewports, though.

oak patio
# plush yew when a commercial game is made with UE4 but does not have modding enabled. What ...

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.

opaque seal
#

guys how can i fix this light bleeding in my level?

celest hill
#

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?

plain marsh
#

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.

spice ruin
#

We don't really support released games...

sonic pebble
#

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?

dim finch
#

Only happens when I PIE

high wasp
#

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

peak hare
#

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?

restive ingot
#

if all else fails set the default level in your project settings to the level of your choice

peak hare
#

It was actually caused by the level crashing but ty for advice

dim finch
modern sluice
vestal sandal
#

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?

tired matrix