#ue4-general
1 messages · Page 30 of 1
hi guys i have question about lightning
can not merging cubes with together cause light bleeding?
i have a house and when i increase attenuation radius of my light, it causes light bleeding under my wall
and sorry for bad english :D
Anybody have any ideas why my navigation mesh bounds would build paths fine in editor, but in a packaged dev build only some of the bounds are actually building?
My entire world is filled with a bunch of navigation bounds, but only these few seem to be building. I've fixed this before but I don't remember what I did.
Hi there, I'm Danilo nice to meet you.
We are developing a virtual assistant powered by AI in unreal engine but when building got this message:
UATHelper: Packaging (Windows (64-bit)): LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
https://forums.unrealengine.com/t/help-with-microphone-not-working-on-build-audio-capture/1373649
Anyone can help?
Hi everybody, I’m working on this project where I’m building an interactive 3D avatar able to chat with me. Now the problem is this one below: While everything is just working properly in the editor, when I build the project I noticed that can’t get Google STT working. After some debugging I found that the problem is not google service but the...
Sooooo any way to recover a lost Unreal Engine Project File? I only delete the entire folder to delete a map too, so I cant explain why only that file seems to be missing.
Create a new project in a different location. Copy the uproject to that folder. Edit it in a text editor to make sure it's correct.
Thank you! That worked. Its funny how simple a solution can be sometimes. Have a great day, and Thanksgiving if in the US.
Hello guys!👋
Does anyone know how to change the Waves Assets (from the original UE's Water Plugin) dynamically in blueprints?
Thank you in advance!
Quick question: i made a big map for my game but everytime i make slight changes to the terrain the nav mesh rebuilds from scratch. Is there a way to not have it reset each time?
yeah i believe theirs an option for it to only rebuild nav when you click the build all button
Disable automatic navigation in project settings. Search after selecting all settings
@opal steeple i'll give it a go in the morning!
I am getting crashes because of moving files (adding & deleting) in windows (inside the project folder) and now scripting functions for example are not working and result in crash, importing assets is showing issues, my question is wheter there is a way of resetting without losing much, by for example deleting some .ini files or some save states or intermediate states in the project folder.
Thanks
Seemingly found culprit files, functions seem to work now, however I want to mod these files and everytime I try to add them the function breaks again, need to reset the UE cache or memory somehow? Which file do I need to delete?
Assertion failed: Owner->IsMeshDescriptionValid(0) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp] [Line: 2569] Bad MeshDescription on /Game/Inventory/Bear
why cant i pass through here?
Because you probably imported that as a single mesh, and unreal doesn't do concave hulls.
What you would need to do is import it in pieces and assemble in engine, or make the collision in the software you made that in
You'd still run into the issue with that front wall, because collision cannot be concave
I.e. no holes or dips
Does anybody know if a blueprint loaded sublevel has to be loaded at game start, even if it's not loaded until later?
You can pretty easily create some simple cube collisions in the static mesh editor for this. Or if your polycount is pretty low, you can just switch it to "complex as simple" for the collision mode. Just keep in mind that that's pretty expensive and you don't want to do it everywhere.
here?
Nah. You have to change it in the static mesh editor. Open the mesh file by double clicking it in your content browser.
Sorry. "Collision Complexity" is what you're looking for.
Don't use that
That will treat every single polygon as a collision primitive
Way overkill when you can do it properly
Very expensive too
Ah I just read you pointed out the drawbacks already :P
I would say it's definitely worth the time to learn how to do collisions in your modelling software. It will be useful when you make more complex meshes
Hey I'm magma, Apologies if this isnt the right channel to ask but im interested in game development and ive been looking at different engines, Unreal came across my rader and I was wondering what would be the best play to start as a beginner. Unity quick starts werent really helpful to me and godot im still iffy on.
I dont know anything about programing or programing logic but im willing to learn that to, just looking at making hobbiest games as a hobbyist artist.
nothing complicated like
Why not start in ue5 then?
find a template in the market and read it a bilion times
I’d rather learn how to make something rather than just do a mindless template
YouTube videos kinda help? But I’m tired of juggling through them cause a lot of them are from years ago and use older versions
Market templates are mostly well known to be awfully written so good job avoiding them :P
So what are my options for learning, I’m not against YouTube videos or learning to code but I’m just tired of getting bad advice about game engines
the best astarter advice would be to look into the official pathways on the epic dev community, like the first hour in unreal engine.
they also have guided projects like stack-o-bot.
once you have a feel for those, just jump in and try and make things, you can watch tutorials when you get stuck, but keep in mind it's a 80% chance that it's a bad way to do it
Ok. I’m just setting a goal atm to make a Mario 1 platforming level. Nothing complicated
yeah ok show us your game then
hmm you can try following someones video series if you prefer but they move pretty quickly through the tutorials and might be a little hard to follow
What is a Struct in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
how is that even an argument?
telling someone to read well known bp dumpster fires a billion times requires you to have made your own game. odd
as you can see some people dont want you to learn the secrets of Unreal and will try and stop someone slightly helpful with troll comments
are you serious? 🤦
though i will most definitely point out that MathewW's channel is a gold mine @inland dagger
it's a great reference for specific nodes, or engine concepts if you get really stuck
I’ll check it
thats not what you said
Thats right I only took the gait system from ALS
and a few calculations for acceleration/decell and rotation
I’ll shop around for game engines. See which one is right, I’ll check that first hour in unity
I’m torn between Godot and unreal atm for different reasons
Hi all is it not possible to have a child actor component assigned to a layer for composure?
hey guys, could anyone help me out with the IKS element in UMG? I'm having a weird issue, described thoroughly in this link that i've posted to the forums:
https://forums.unrealengine.com/t/cant-change-no-key-specificed-text-of-input-key-selector-on-4-27/1420868
Hi. I am working on a keybind system for my project. Everything is working as intended, however I wanted to create a “Revert to Defaults” button which will set the input keys back to the default values AND update the visual “No Key Specified Text” of the IKS element. The button does its job ONLY if the keybind hasn’t been changed and I have no ...
Heya, does anyone know if it's possible to use a low poly material / change the default into low poly with the water plugin? I'm creating a prototype game for my college project and the buoyancy capabilities of the plugin seem perfect but it wouldn't fit the visual style im going for currently - I've tried winging making a custom material and such but with no luck, thanks 🙂
Hello. I am once again having some problems with getting my rigged mesh imported into Unreal.
How can I fix it?
Your bone hierachy don't look to be correct even in the 3D software
Unreal just reflect on what you have.
I suggest to fix the rig in the 3D software first
how do i make ai go backwards when i hit them ?
btw i can already hit them but just don't know how to make them go back while facing me ( i have also set a backward animation in negative in 3d Anim graph )
so insort i just want ai to go back while facing me.
Does anyone know why this is happening? When I import the 3D model, the shape key looks different in Unreal, it looks like this and I have no idea why, does anyone know? ??????
@honest moth if your vertices are super-dense, they might be merging.
there's an option for that on import you can disable.
thats all I can think of with just those two images.
what is the name of the option?
Hey, does anybody know of any good ways to make pathfinding work without a navmesh?
I have a situation in my game in which an enemy is meant to be able to crouch down into a vent the player is hiding inside of, then follow them whilst crawling, but it seems like both the vents with and height is too small for the navmesh to be able to properly generate a path for. Does anyone have any tips that might help me solve this?
I still don't know what it is, does anyone know what this option is?????
Hello, is there any material on how to optimise, or make trees that perform halfway decent in a game, I've been using lods on trees from megascans, but they are still demanding a lot from pc-s
should one download 4.27.2 or 4.24-chaos?
Those are completely different versions?
Chaos was super experimental during the 4.x timeline too
I think the general idea is that eventually they become 2d flat planes rather than trees. Do your lods go that far?
Hey guys, I have a question regarding materials in UE4 and Substance Painter
I have been working on texturing a modular stylized castle wall kit for the marketplace for a while now, but no matter how the texture looks in Substance Painter or as a plain PNG, when importing into Unreal it becomes low quality and pixelated. This is occurring in UE4.
I have been working with a new Substance Painter product I purchased from Gumroad, that being this stylized diffuse material ( https://nhanceschool.gumroad.com/l/SimpleDiffuse?layout=profile&recommended_by=library ). It is advised you work within the base color channel in Substance Painter while using this material. It might have something to do with it, but I doubt it, as importing into UE5 does not generate this issue. It looks fine there.
I have tried exporting with every single possible setting I can think of, and nothing really helps or changes it aside from disabling the gradients I have on my materials in Substance Painter. This changes the pixelation, but does not solve the problem- only changing the pixelation pattern. This leads me to believe it could perhaps be a lighting issue, but I am not entirely sure. Exporting at higher resolutions does not help either. UVs are seemingly fine, materials are seemingly fine. Just can't quite figure it out. My texture map is 2k, and I am only exporting the base color map as an 8bit png, dilation infinite. Any advice or help is appreciated! I have attached photos that I think would be helpful, but if you need more photos, let me know. I am happy to provide more context and info as well.
Here are the photos.
1st photo - Without gradient in Unreal Engine 4
2nd photo - With gradient in Unreal Engine 4 (what I would like to have eventually work for me)
3rd photo - Substance Painter file, general
4th photo - Model with gradient in Substance Painter
5th photo - Model without gradient in Substance Painter
6th photo - Model in Unreal Engine 5.2.1, with no pixelation issues whatsoever
For extra context, I am working in UE 4.26 in order to maximize my customer base upon completion of the modular set. That is why I am currently against working in UE5 for this project, although it seemingly fixes my issue by default (Lumen maybe?).
@charred bramble You can't do it from blueprints, but I made a custom function in C++ to expose it to blueprints 🙂
Thanks for your reply @quasi creek ! 🙏
I see! Im very glad to know that at least you someone found a solution!
Can you please share any useful information or sites that will help me with creating one as well? 🙇♂️
I would appreciate it a lot!
I will share some information next time I’m at my computer, but that might actually be in a couple of days 😄
Thank you so much!
No worries, I can wait!🙇♂️
Hi! someone knows any Unreal engine modding discord?
No, and we wouldn't be allowed to discuss it
ou
well that was a short stay
...
This should be the stuff needed 🙂
I didn't know they are used that far, that's pretty smart, I'll give it a try. Thanks
That looks like a good read. Thank you
I'm more into unreal 4, as my brother uses mostly blueprints, which I came to understand are better converted into c++, and run faster
From visuals, I'm guessing 5 can be better optimized, but I don't have that much experience
Yeah, that's the one
I'm spending most of my time doing 3d models, so the issue really came when I tried to get the trees to run well
From what I gathered, nativization does well when you work with it long enough to know which things are buggy, so it cuts down on troubleshooting
But once again, I'm doing more of the environment so I don't know where does which code run faster.
Nativisation does not work well
That's why it doesn't exist anymore
Nativisation also won't affect your tree performance :P
I have virtually been able to mark out compression settings out of the potential causes
As well as mipmaps
i have deduced that it is an AO and gradient issue.
Involving either of those in Substance before exporting will cause the pixelation to happen in Unreal.
From left to right
- Gradient enabled, AO disabled
- both disabled
- both enabled
exporting at 8k even doesnt help (just tried to see if it was linked to resolution, it isnt)
Has anyone messed around with faking dynamic shadows? I got a chain link fence where the shadows alias too quickly and too much with cascade shadows, so I thought I could try to fake it with shadows that blur out, but it doesn't look like what I was hoping for. Left is what I was hoping for and is just a texture, right was going to be the "hidden" shadow casing mesh and you can see what the shadows look like
how are the texture packed? what compression settings? care to show, just in case?
even show the material :)
Yeah I can tomorrow for sure, I tried going from 4.25 to 4.27 and it ended up working better after that. Still has some of the issue, but most of the pixelation cleared up after that
great!
@fierce tulip
just default. I tried switching it up to each other preset and checking all the boxes, changing values, HDR settings fixed it, but made it significantly more bright. Changed the colors entirely it seems as lowering the exposure doesn't help.
Im tryna setup Steam Cloud for my game and since UE4 saves into the LocalAppData on Windows, it also saves on the drive_c proton path for it on Linux/Steam Deck. How would I point the path to there on the Steam cloud page
How do you exclude a material or mesh from all postprocess/tonemapping so it just looks like the base unlit texture?
looks like a more saturated color, dont see any pixelization but maybe try setting your scalability settings or anti aliasing types
yeah lighting issue but maybe check aa settings too
hmm not sure exactly but maybe this node will help you
Hi, I want to implement occlusion hightlight using materials. When my character is occluded by some objects it can still emit some color rather than being totally invisible. Here is my material blueprint: and here is the result: where I use an infinite post process volume and set my character’s Render CustomDepth Pass to true. Now ever...
iirc custom depth worked but dont know the specifics
👍 I will try that out
Hi guys, I was wondering if it is possible to use TWO or more keyboards which are connected with USB.
for example: Player1 uses a keyboard and Player2 a different one - both are connected to the same PC
Means: How do I identify which keyboard pressed the key?
Can I get any device information out of the key events?
How to get this Blueprint code? pls
Hey, gang. I have a first person character (no meshes). I know how to implement head bobbing, and I know how to implement footsteps. How can I get these two things to work together? I want the headbob to match up with the footsteps properly
hey everyone, was having trouble and looking for advice
any insight on how I could attach this Get Copy from an array to a boolean to see if the npc im interacting with is the the 1st index on that list
I've tried to find out what the problem is, everyone says it's related to LOD, but even when I deactivate it, it still gives me the error, does anyone know why this is happening? I've been trying to solve it for weeks...
some people here have said that it's an Unreal option that merges the mesh vertex, I just want to know what that option is.......
well, I can do this "animation" in another way, but I don't know if it will look good......
If there is no solution, is there an alternative?
more than just using skeletons
Im pretty new to ue, and im trying to make a timer that after a random amount of seconds activates something, this is what I have right now
that was me. Just didnt have time to open the engine at the time.
"Remove degenerates"
Hello. The game ive been working on for the past 2 years is in its alpha testing stage, and whilst almost all bugs so far have been fixiable there is but one that remains a reccuring problem, for which I cannot find a solution.
The bug is this - Sometimes, for reasons I cannot discern, nav meshes stop working. If i'm in editor, and I enter a level, everything will load but the nav mesh will still be calculating on load, however, once in play the loading of the nav mesh gets stuck and will only finish loading when play is closed.
in my game there are 60-70 areas, and one thing ive been doing is loading them all up one after another before a project packaging to try and make sure all the nav meshes are loaded... however, this is a laboureous process and does not guarantee they will all work.
Is there a way to force nav meshes to load? Maybe a box to be ticked in project settings or a node of some kind which references the navs in the level blueprint?
Thanks - I use blueprints only and work in UE4.6
Thanks, what would this process of 'backporting' entail exactly?
Even when you started you were super out of date
Do you suspect that updating from 4.6 to 4.7 would cause significant problems?
indeed, ideally what i'd like is a workaround. a way to load nav-meshes in real time, or force the level not to load until the nav mesh is calculated
I have this option
Its been set to static, perhaps setting this to dynamic might work?
I'd really try to make sure everything is in source control, and even another safety backup and try a hail Mary upgrade to 4.27
You're really shooting yourself in the foot by using such an ancient version
Okay thanks, one thing I'm not really familiar with what source control is
Then you're shooting yourself in the foot even more with a 2 year project :P
No idea if 4.6 has the built in integration, but you'll want to look into a provider like Azure DevOps.
I do hate the integrations as well, but they seem to make the setup easier for people to get their heads around from what I've seen :P
luckily, your previous advice about dynamic generation seems to have worked.
where should i start looking into it?
whats the best approach
You can even run perforce locally
okay, thankyou very much, i'll look into all of these when i return home from work
Though I do reccomend pushing to a remote occasionally, it's basically a free backup
thanks a lot, but that's in the import settings, isn't it?
yuz
Im trying to set up proximity chat and this is my setup as of now. For some reason it works fine for the server host but the attenuation settings dont work for players that join, so they can hear every other player from anywhere in the map. Any idea how to fix this?
can I use Ik power plugin in UE 4.27 anyway?
Thank you so much Ted! 🙌
I will try to test things out with this! I will let you know how it goes! 😉
Hi, I'm having trouble with an old project "Try rebuilding from source manually" can someone help?
I am having a weird problem where a part of my mesh is invisbile from inside but visibile when I go outside
how can I fix that?
you'll have some reversed normals. fix it in the modelling software
also fwiw importing rooms as one like that, when you plan to go inside them aint great
idk but my model does not shows any normals and even after recalculating it, it doesn't fix
@magic marsh I love Perforce so much and use it almost exclusively for my unreal projects. I'd definitely recommend it, it's not hard and it's a life saver.
@spare trench if you can't fix your normals you can make your material "two sided" as a band-aid (unless you want a two sided material)
and cuppa is right, you should break it out into modular pieces, your collision will thank you
okay thanks bro!
any1 know how to use geometry collection cache and how it differs from chaos cache?
Why is my lighting just unamusing to the eye.
I messed around with the auto exposure but it gets pretty dark at night and I do need it to change brightness
I'm using UDS
I rembemer being able to uncook a mesh and open it up in editor, changing it's materials collison etc. However when I try to run the uncook editor utility blueprint it crashes unreal engine.
This all started after I had deleted, added stuff to the content in windows. I suppose causing some desynch. Then i started having corrupt fbx crashes, not being able to see uassets in the engine, tangent errors, smoothing errors, failed imports.
I have tried reinstalling UE several times, different versions, what is going on, can someone help?
my first instinct is that there's way too much skylight in the scene compared to the directional sunlight's intensity, in fact are the cloud shadows on or something? Needs more direct lighting, bit less skylight and no cloud shadows imo.
Hello
Has anyone here worked with UnrealPakTool here?
If yes, reply me cuz I want to share my question in your DM (for it to not spam over the channel)
We generally aren't allowed to discuss that
Okay I had read the rules and the main red flag regarding it was piracy
(I'd guessd it'd be sketchy, but AFA it didn't involve piracy it was fine)
Sorry again
To expand on it, it's mainly because the same techniques are used for cracking games, as well as their legitimate uses :P
(also only for explanation)
My particular usage was for "ripping" image and text out of a pak for an Android game, which is free on Google Play
Thanks again for respond
Ah yeah, that definitely isn't allowed to be discussed here :P
Hello, I made this model in maya, but when I import it into unreal parts of the mesh are missing
anyone know a fix?
My problem is resolved
Anyone got any tips on this?
Might be the normal, or maybe how your material is setup (alpha)
can someone help me, I made first person camera in maya and exported arms and camera to ue4. it works well in maya but when I import models into ue4, it camera clips. ofc I changed near clipping plane on project setting
rlly? I have a rtx 3050 4gb. In ue 5, my vram it's full, in anyone project!
What I resolve this problem with 4/4 vram on the default project in ue 5?
Idk what docs you're reading. The 4.27 docs do
Is there a reason Physics isn't showing up here? I'm trying to add Kinematic physics to a static mesh. I set up collision and I thought I would be able to set the physics for the static mesh without having to put it in the level, that way I wouldn't have to add it for every mesh in the level
I feel like I'm asking a really stupid question here but is there literally any way to deal with the backfaces of a two-sided material being black after a gpu lightmass bake?
my context is im making an office environment with a ton of papers, manila folders, etc. that need two-sided materials to light properly and have decent shadows, etc.
the only real solution i can find is literally duplicating the mesh itself in maya/blender/etc. and then flipping the faces and rejoining into a single mesh. you end up with double the geometry but now have separate geo/lightmaps for each "side" of the paper. it seems insane to do this and i have no idea if there's an easier/smarter/overall better solution im not considering.
If some people are going to play my game on lower end pc's should i create a graphics menu ? thanks !
I'd check the lightmap resolution for that asset and try increasing the value
Its physics constraint
If you still need that lol
Well if they got their answer, why would anyone else need to know it?
She said UE4 supported DX12
https://forums.unrealengine.com/t/dx12-command/341375/5
Hey so this is sort of a preliminary question before I put some work in getting a video out which better explains what I want, but if anyone could give me a rough estimate on what I should reasonably pay for someone to make a combination deck builder fps, where you collect "scans" (functionally cards) that represent a few things from creatures to items to locations, the developer would handle everything from the items themselves to things like the deck builder, the creatures individual attack decks, the battle board (what you might call a play area in MTG), trading, a shop, acquiring the items, storing them, and otherwise extracting data from variables in the items themselves for use in combat or exploration
They'll be making the base items and systems that use them, as well as maybe the first few items, but after that the individual item creation will largely be on me
I'm mostly just looking to see roughly how many thousands I'm looking at
Also, similarly, I'd like to get an estimate what you all think would be reasonable to spend for someone to work on movement for things like crouching, sliding, wall running, jumping, mantling, wall climbing, wall/ceiling walking, swimming (again, I'll post details when I have the money in hand) but I was hoping to have the movement be momentum based, like Apex or titanfall
Does anyone have any novel ideas how to solve the following:
I am using browser widget to show a drawing program that is hosted online (machine learning, don't ask, has to be online).
I have buttons written in java that can be clicked on the widget - but I also want to get a mouse click event in that same space (actually a touchscreen, but it is acting as mouse so that's fine).
However, the widget always eats the click and always takes the focus of the mouse when its clicked on.
Has anybody ever tried something like this and found anyway to get two click events when clicking on a browser widget?
Taking a general on mouse click doesn't work (widget eats the focus, doesn't return a click).
Firing a trace has the same issue, as far as I can tell.
it's a really minor thing but does anyone know why hitting the focus hotkey for blueprints always seems to go really far away? like i have some small props set up in a blueprint and when i hit f to snap the camera over to them its really zoomed out?
not a gigantic deal ofc but i wanted to know if there's a way of changing those settings somehow
Do you mean in the viewport of a blueprint? Not the event graph, yeah?
Are the objects you're zooming to parented to anything other than the root?
Hello. Im trying to get a boolean from another blueprint. I cast and I can get it but after I compile, it says that the property associated with the boolean cannot be found in my other blueprint
compile the other bp
then compile that one
also if you're new, read the first pin and switch to ue5
can i use my ue4 projects on it?
yes
back them up though, in case something does break
look into source control
preferably Git
is 16gb good enough? to make games with?
depends what games you wanna make
if you're looking for a dedicated server multiplayer rpg then no
if you're making a platformer then yes
ok thank you
got a question if any one could help me
Im trying to make a "AOE Buff effect" (think of like, a cleric, emitting a healing aura for allied NPCs near him)
ive able to grab information on all actors that leave and enter the sphere collission, but i cant seem to reference those specific actors when inside the collission to change their stats, (health, accuracy, etc...)
doesnt anyone know how i could actually get to that information from here?
if the blue pull off from the event isnt specfic then you will need to use a cast to node to that class
let me try and clarify
I need to get the instance of every NPC that walk's in that collision, and change their values, (health, armor rating, etc...) to higher values, and when they leave the collisions, change those values back to what they were before.
The problem i'm having, is that i don't know how to get the reference for each individual NPC that walks in that collision, in order to adjust those variables.
I can make a cast to node, for the class, but i cant edit its variables with that node
why are u casting to the class for that? here is quick messy demonstration of how u can do that
So I have a parent class for a base AI enemy, and a dozen child BPs, for variants, using different weapons, gear, etc… but using the same Behaviour tree.
Okay, that should work
And I was following enas example as an explanation
Interesting, would it make sense to add a “do once” and a sequence to both the begin and end overlap? I suspect that it could just keep looping if more then one enters that collision
No. What happens here is that when a child of the parent "BP_AI_Base" enters the collision, the stats of that specific child "actor" will be divided by 2 and a boolean will be set for that specific actor. When it leaves the collision, the stats will be reverted and that boolean will be set to false so that it can enter again and have the same effects
When a child actor of the parent AI class overlaps the collision, all you need to do is cast to the parent and then you can use the variables that you've setup there. However if you're not working with a parent (base) class for your AI, things will get harder and messier.
I whipped this out real quick so there might be some issues however this is a decent foundation for what you're trying to do :)
This is tremendously helpful and your explanation was very clear and precise, thanks for taking the time man I appreciate it 🙏
trying my hand at devlogs on yt for more exposure https://www.youtube.com/watch?v=S3wG8d-pH9s Anyone got any tips for making them better?
In devlog 1 of my new parkour game, Don't Touch Grass made in ue4 , you play as a character who must navigate through a series of obstacles and terrain in order to escape alive. The game is made in UE4 or in other words Unreal engine
In this devlog, I'll be detailing the development process of this parkour game, from ideation to the current st...
hi guys i have question about draw distance for my object
i set desired max draw distance of my object to 10000 and when im on high graphic its ok but when i get into low graphic my draw distance get on something like 200 or 300
how can i fix this? i mean i want both of graphics have same draw distance but they are not
and sorry for bad english :D
Hey, just wanted to ask why https://unrealcommunity.wiki/ is almost dead? There are so little edits its literally abandoned. There seems to be very little documentation on so much themes. Why docs are not developed in unreal community? Also why original wiki was shut down? The official unreal forums are not very active either. This discord though appears to have so meany users. How come?
Welcome to the Unreal Engine Community Wiki; a community-driven resource for educational content pertaining to the Unreal game engine.
I have better luck asking Chat GPT unreal questions than I ever had with the official forum. I’ve never had a question answered that I’ve posted either. I don’t know why it’s so dead but I hope their support gets better through AI in the near future
QUESTION: Is there a way to specify data table rows instead of the names?
huh im curious how is chat gpt able to learn about unreal when theres no documentation 🤣
but yeah i agree u barely get any answers anywhere about unreal
not their forums, not the discord, not the reddit,
its either some youtube tutorials, maybe some forum question that maaaybe got answered 8 years ago, sometimes 1/10 someone will answer your question here, but most of the time you have to click on random buttons in unreal to see what it does, or reverse engineer the code if you are using c++.
Does anyone know if there is a way to bulk name assets? For example if I want to create 100 assets and name them all based on data in a json or text file I have
Guys I am using a package but I want to use all those functions on my character. Keep in mind my character has a different skeleton. Just give me keywords for what I need to look for.
-
what do you recommend, I swap skeleton mesh and how do I do it. I know about retargeting but it only retargets animations but what about the blueprints.
-
Copy paste Animations and blueprints on my new character and how?
If you retarget your Mesh onto the one you want to use, you should also be able to simply use the AnimBP
Cause those are matched to the skeleton
Hm, or maybe not retarget but assign Skeleton
i have a problem with my interface
somehow its not working?
the first pic is from thirdpersoncharacter
and the second one is from a another blueprint
and the damage is not setting?
Also you are calling that interface on self?
You might want to check #blueprint and it's pinned messages. There is a post with a video called "Blueprint Communication"
Might have to scroll a bit
then what should i do?
Please check the pinned video I told you about
Just watch it. You're missing fundamentals those two hours cover. Gamedev is slow, and not all of it is fun sadly, but this is something you need to know
Telling you to watch the video is helping you.
What isn't helping you would be telling you the sequence of nodes to solve this problem, as you will only encounter it again and again.
Might as well bite the bullet and get it right
Though if you're new, read the top pin, there is basically 0 reason to be on ue4
Not sure if anybody is familiar but I am using the airsim simulator on a custom environment to fly a drone. I am trying to edit the json file in order to change the resolution of the drone camera however no matter what I do its stuck into the default values of 254x144 or something. Does anyone have any similar experience? No matter what I change I cant seem to change the camera resolution
hey-a folks 🙂
any tips and tricks for selecting the empty actors in the world outliner?
I deleted an asset from the content browser, but its "empty ghosts" are still wandering in the outliner though
↑Left Rolling
huh?
Hey guys, I have a question. When should I use blueprints and when should I use C++?
I know it's recommended to use them together but for specifically what should each be used for?
Hey so...
Ya know how Smash bros games like Smash 4 and Ultimate, the character models have alot of different meshes for stuff like their Face?
Each being multiple experessions as seperate meshes?
I've been wondering how to "Animate" them in UE ina way
It's something I notice in some of Nintendos games like 3D World or even Mario Galaxy for the Hands
I saw a video for smash modding doing a thing called Mesh Visibility editing...
So..How would I make it work in UE?Or will the FBX data has it in and I don't have to worry?
Hey everyone I need help I need help I want to make car reverse when it's stuck and get unstuck how do I do it? I'm also using pawn sensing please help me
Someone sent me a text file with code inside it that I'm supposed to open in UE, so that it will spawn me assets that are already in the Content. Where do I put that code into? A BP?
Starts with "Begin map Begin Level Begin Actor (data) Begin Object (data) End Object etc."
It is supposed to spawn BPs in the level, any idea?
Im working on a shield bar system and the way im updating the shield bar is by getting a reference of the owning player, then binding the progress bar to the shield variable of the owning player. This seems to work well for the player hosting the game but for the client the bar doesnt update. Anyone know how this can be fixed?
Hi I have specific actor1 that has overlap collision (player can interact with him when aiming at him). I am attaching this actor1 to another actor - actor2, but i loose those overlap collision - interactions. Can I make this somehow work?
I mean I want to have thoose overlaps on actor1 even when attached to actor2
erm, how do you get the current system IP?
quick question, ive got a camera on a spring arm component for this over the shoulder shooter project.
THe collission is working but im trying to figure out how to get the camera to move offset to the right a little bit as the boom length shortens to it doent just shove the characters shoulder into the camera. but i cant seem to figure out how to do this
does anyone have any pointers?
add a scene node and put the offset there
(im walking back up against a wall)
oh if you want it to be dynamic you have to raycast and get the vector length and adjust it by that, I think
it does have a built in probe that can reference an arbitrary channel, so if your collisions are set up right, that should do it
kinda looks like that's already working
you could use the raycast to control the offset to one side
I see, im not sure though how to have it dynamic though with the raycast, for example, setting it up like "as camera boom length shortens, move to new offset location", i can make the raycast but how would i plug in for it to dynamically change to that location as it shortens?
sorry im just now getting into camera management and its totally greek to me
one way is to make an animation or event loop, get the vector length, then use that to set the relative position of the node used for offset
okay i think i understand
ive added a scene component (Coom Collission Offset Location), and placed it about where id like for it to be, ive plugged it into my function that shortens that boom length
how's it work?
I guess the target arm length isn't really the current arm length, so you'd need a raycast for that, but that might be another method
whatever works
what for? I can't think of any reason you would need to manually get the user's ip
to display it to the user for troubleshooting, to add it to reports for logging, to direct services or events that aren't built around native replication, etc
Didn’t work, the way I set it up, I’ll give that timeline you posted a try 🙏
hmmm, still not doing the trick, gonna have to dig around deeper,
Did you substitute the raycast vector length for the target arm length being input to the remap?
The component heirarchy would have to be similar too
Hey! i have a problem with high-resolution screenshot. When i do screenshots with viewport angle it renders a custom dept mask and alpha is ok but if i use the camera it leaves a green color in place of alpha? what am i missing? 😦
found solution. i was using default viewport instead of cinematic! 🙂
That did the trick!
thanks a ton for the direction 🙏
glad you got it working 👍
hey guys , how do i execute more than one on only one node
Hello, currently thinking about installing Unreal 4.X. What versions do you guys recommend? Been using UE5 for a while but It runs poorly on my PC (UE4 ran okay)
Huh, true
thanks
what game genere should i make??
i was thinking about beyond my BETA
maybe another genre of game would produce a more impressive line up of code and features
._.
Hey question do game devs or people still use unreal engine 3 or no, because I don’t see it to download for free?
Retro zone?
Unreal engine 3 is not free either
UDK is, but is not for commercial use
I'm sure epic would be more than happy to take your money for a ue3 license
question, ive got a "bullet impact" deferred decal with a slight glow that im trying to get the glow to fade using a scalar parameter,
however, it cant grab the value for some reason and im unsure what im doing wrong
Material
error
then it sounds like it isnt create a dynamic material instance
as that should be the variable its referencing
Why did they not import mass effect to UE4?
Oh but, if they made another mass effect in the UE4 or UE5 will it still run fine and look good?
Oh no I’m just wondering because unreal has different engine versions and wondering which one will work for making games with better gameplay, cintamatics, cutscenes, graphics all that, but yeah would a new mass effect would run fine in the new versions of unreal engine?
What about a call of duty game or something similar?
ue would be capable of anything if you bend it to your will enough
well, technology permitting
no vr space mmorpg that accurately simulates the universe, all planets being fully fleshed out with bespoke content
I want to make an auto save and load meaning when I play around and stuff and I close the game and open it it will load exactly where I was And it can save my location and time of date cars that I drove and that I bought money system all this stuff And I don't want one that makes you press a key to save game and stuff
What was it?
Hello developers! I am a beginner using EU version 4.27. I have a simple game (actually, like an art gallery) with multiple audio resources in the virtual space and also video. After packaging, the sounds work but the media player does not. Actually everything works on my PC, but not on other PCs. I tried copying my movie files to the content\movies folder and changing the URL patch, I also put the movies into 'Specific Movies to Package' in the Project Settings.
Any idea? Please 🙁
Thanks!!
Hey. How out of date would a 2016 book on UE4 C++ be, and would it be easy to swap out anything that would have been deprecated?
Extremely put of date, and no it wouldn't be easy, and will be full of bad practice for modern ue c++
Dont get a book for the unreal API, it moves too quickly for formal publications
(especially seeing as you should be in ue5 :P)
honestly, i wouldn't bother much with that. so much has changed, even unreal c++ tutorials from yesteryear are causing problems
you're better off focusing on a few select up to date tutorials that are simple. it will take less time to hit the ground running and getting out of tutorial hell, which is what you really need.
Curious question if anyone knows but is the youtube music library music actually allowed to be in a unreal engine commercial use game throughout the levels for it?
Ask a lawyer
Ty Anywhere you guys go for commercial use video game music
Ty noted
can someone help with getting a reference to a material instance that is not attached to the player character through the player blueprint?
I've used Adobe and SoundSnap and have no complaints.
Where does the material instance live/get created/get applied to?
it is applied to a particle system that runs on certain animations (pretty standard sword trail thing) through anim notifies.
It's one of these. I have added a color parameter to the material and it looks proper when I change it manually, but since the material / instance isn't used in the character BP, I have no idea how to reference it to change the color parameter inside that blueprint
The YouTube Music Library terms of use state that the music CAN be used outside of YouTube, BUT you specifically have to request permission from the author of the track/s you wish to use in any project outside of YouTube. Probably not the answer you were hoping for, but it's better than "no."
Hey all,
I need help figuring out what third party notices I need to include in my iOS game (using UE 4.27).
I’ve run the UAT command “ListThirdPartySoftware." Though this did seem to narrow down my search, it seems like there will end up being 30 to 50 unique notices I’ll have to include? Not to mention I found some viral share-alike licenses, though maybe those only apply to the editor itself? I’ve read and re-read the forums, but proper documentation for this is non-existent (and Epic's lawyers say that they legally cannot help).
As a side note, it seems like basically no one is complying with this requirement. I’ve checked the terms and credits of several UE4 games (PUBG, SpongeBob BFBBR, The Baby In Yellow) and at best they only have the trademark notice for Unreal itself 🤔
I've never heard of needing to disclose every single third party thing used. I'm dubious as to whether you've interpreted this "requirement" correctly.
However, I'm not a lawyer, so go speak to one :P
We can't give you legal advice
I suspect you're right, though it seems like Epic's staff has said otherwise in the forums: https://forums.unrealengine.com/t/third-party-ue-components-in-our-final-product/389442 ; https://forums.unrealengine.com/t/eula-and-third-party-licenses-questions/376917
And I was hoping someone could at least provide technical advice (like what the first link is asking)
sorry only red first 4 lines but wondering
wtf do you mean by third party software everything becomes a uassest after imported?
Notices like the ones Epic provides at the end of this sample EULA: https://www.unrealengine.com/en-US/html5/unreal-match-3-unreal-engine-4-eula-android
server?
sorry, I don't understand the question. I'm not using any servers or backend for my game, I'm fairly sure (unless you count Apple's store stuff)
do you even know what your asking?
I'm just trying to follow Epic's release checklist and the Unreal EULA, which /seem/ to require including a dozen text-notices in my own EULA
Figuring out exactly which notices is dependant on my target platform and other engine settings. But the method of "figuring out" is obscure to me, and I doubt a lawyer could help with that (even if they specialize in IP, contracts, etc.)
apache is related to multiplayer and if you arent using id imagine epics dedicated server you would need to provide information of yours
Ah, that makes sense for that one
can anyone please guide me
Im using DynamicCombatSystem package. When I package it for webgl and run the game, it plays well but when I try it with my character, my character wont show. I can still see the bow on the back and move but cant see the character.
things I have tested
reduce the vertices count
reduce the size of the character
use basic materials
Image is the what I see in the console.
and I have also tried using different skeletons. I have also used the mannequine's skeleton but it wont work
The Apache license is not related to multiplayer. It's just a software license
It's literally just an open source license
Hey may mean it's related to part of the software which details with multiplayer.
how does collision work in unreal?
I mean on a low level
does unreal check every collision mesh against every collision mesh per frame or what?
I'm very curious
and I couldn't find any resources about it
That sounds extremely inefficient.
...So maybe?
In UE4 it's probably physx. So check that out. In UE5 it'll be chaos.
What is the best file format for a main menu background that has a looping animation?
How do I uninstall Universal Unreal Engine Unlocker?
https://framedsc.com/GeneralGuides/universal_ue4_consoleunlocker.htm I installed it from here following a website guide for a photo mode in Hogwarts Legacy, basically I don't understand how to use the plugin and it also uses far too many hotkeys that some of my mods are also connected to, so I can't use my mods properly. I looked through the readme and googled, but I wasn't getting answers that made sense and they seemed to be talking about the launcher, not this plugin.
thank you for that btw did not go unnoticed and i took it into account and made a decision accordingly based off everyone who answer thanks for all your combined efforts
wanted to check this part of ue's aswell
lets see
You won't get help with that here
I'll let you know once I find something
wondering if anyone knows how to avoid the momentary black screen while the game is starting? I'm seeing a sequence like:
custom splash screen shows (~1 second) => black screen shows (4 seconds) => game instance initialized (probably earliest time I do anything) => streaming level shows my custom loading screen
what I would like is to either:
- show the custom splash screen longer, until the loading level has opened (just text)
- add a user widget over the top of the black screen
does anyone know how to do either?
you would be best off using a real solution for the loading screen in this case, rather than a streaming level
most real loading screens do not suffer from this issue
check out the CommonLoadingScreen from Lyra
Async loading screen also has support for this
I just tried CommonLoadingScreen and it suffers the same problem, you can see in the logging timestamps there's a full 7 second gap before commonloading screen is even initialized:
during that time it's just a black screen
looking through engine source I think there is something like a PreLoadScreen, and EPreLoadScreenTypes::EngineLoadingScreen is the phase I'm interested in
How do I add game instance to a map
you don't
what are you trying to do
(also if you're new, read the top pin, there is no reason to use ue4)
I have to use ue4 because the game I am trying to mod is built in ue4
that makes sense
though you don't add a game instance to a map
a game instance stays for the duration of the play session and is configured via the project settings
Why does the map so dark? I just copied it from the game.
my guess would be that you didn't copy anything over like the skysphere and lighting
u are right, I didnt copy other folders
So for example if I want to add thing to a map as a mod, do I just copy the map from the game, or I link it in other way
Unfortunately, not something I particularly know that well. The only thing I semi knew about it, is you package it into its own chunk which the game can use.
Modding isn't my forté
Hi everyone! My team and I are building a UE4 game packiging it as HTML5 and I'm looking for advice/solution to my problem. I need to find how to mute/lower the volume of the game when the client minimized/non-focused the game tab/window in the browser. What would be the easiest soution to do this? Thanks in advance!
wow so is the old apex destruction just broken past 4.17? whatever you do, you CANNOT use a different material for the inside of the mesh, the newly created geometry to fill in the gaps of the fractures. this is ridiculous. I just want to break apart a damn cube
i got back to ue after a few months and well
for some reason quixel bridge does not detect my UE
maybe i have the wrong directory or something?
(tried searching in plugins)
Any help will be appreciated. Thanks
I found for 1. you can use the command line flag -NoLoadingScreen and for 2. you can use FPreLoadScreenManager with EPreLoadScreenTypes::EngineLoadingScreen, although it requires a separate module/plugin with "LoadingPhase": "PostSplashScreen"
Anyone have any idea how to fix this? I'm trying to convert my ue4 to ue5 and this appears
PhysX isn't a thing in ue5 any more, so you can't really use it?
Ue4 don't launch, When i launch he says can't launch shadercokpilerworker.exe, I tried reinstalling, don't working.
Please help
And you're cross posting? <@&213101288538374145>
Hey guys, I have a question, I’m trying to figure out how do friendly NPCs rapidly respawn when one or more NPCs die in the game? https://www.xbox.com/play/media/fyFpfrxdLH
Is there a respawn blueprint that makes NPCs respawn when one or more die?
Does anyone have a tutorial where I can make a multiplayer game with the use of steam?
Because I searched everywhere and I could not find a tutoria
*tutorial
Hey did anybody got my message ?
If you're in the tutorial phase you don't want to.
No one will make a good tutorial for that, it's too complex and lengthy of a process
Avoid multiplayer until you know what you're doing
Especially avoid shipping multiplayer until you really know what you're doing
so if youre trying to create a config file for a game. are the variable/keys (like "r.DefaultFeature.LensFlare=False") the same for every game? or could fog be defined by something completely different in a different game.
and how would you find out the section name for a specific game? (like "[/script/engine.renderersettings]")
could it be just one of these?
actually yeah i think i just need to know how to find the section names
i have no idea what im doing
Hi, sorry to bother you I would like some advice on how to do a Call of duty similar weapon system I mean with primary, secondary, melee and throwable class.
Is it better to create a general weapon master before creating each other or I create Melee Master, Secondary Master etc..
Why would the primary and secondary have separate master classes? They're basically the same class, just in multiple slots.
Well maybe with enum since the weapon list will not be the same
I mean like the old Call of Duty one
Why does the weapon class itself need to know about the weapon list?
a string variable ?
Hello,
I keep getting this crash when trying to take a high resolution screenshot in my scene or use a cinemacamera. Any ideas what can cause this and how to fix it. I have the newest version of the graphics driver and uninstalled the old ones. Any help is appreciated.
Yeah no, you aren't going to get help cracking games here
💀
ah very sorry.
Change it to overlapped actor instead of other actor
How to port a project from ue4 to ue5? I can't install ue4, I wanted to explore an old project, but when I try to open it using ue5, it shows a bunch of errors
has anyone integrated in-app payment system in unreal engine for mobile without any plugins using in-built unreal engine blueprint? google pay for android and apple pay for ios.
Hi, so my team and i built and packaged(shipped) our HTML5 game. Opening it with the UEWebHelper works like a charm. But put it on Xampp makes this error pop up and the game won't load. Any tips or guidance would be really appreciated. Thanks! (And no, we didn't change any of the files after Unreal packed the project)
No, because that's not possible
Either use a plugin, or dive into the c++ sdk
Hi there, it seems as though certain inputs have stopped working for me. Numerical inputs seems fine, but keyboard letter inputs are not working. I was trying to use my Interact input ( E ) for something, and since it wasnt working, I created a fresh input that's not used elsewhere ( B) and that didn't work either. I created an input action within my character blueprint with a breakpoint, and clicking B didn't even toggle that. So I don't know what's up!
Oh, I should note, my movement inputs on the keyboard are fine ( w, a, s, d, )
hi
anyone have any advice of an API or way to get links to images in Unreal based on a keyword
e.g. egg
and I get a link to an image of an egg
egg
e.g egg
(which is then used on a widget image)
pretty sure you already got help with this one, in the form of using the google api to perform an image search, and use the first result, into a texture 2d
granted, you really don't want to do this
because you have no rights to use the images as such
and, you'll be footing the bill for the api calls
so yeah, tl;dr, don't
you can't just go around violating copyright left right and center
your actual best way would be to have a large library of images you hold the rights for, associated with some keywords, and perform the search on your images, with your own method
have u guys never heard of clearview AI????
you dont need rights
they didnt
it's like saying google is violating copyright as images they dont own can be seen on google images
(that was their argument)
that is pretty limited
yeah IK
but that is the hard part lol
your only option is limited, because you don't have the rights for the non limited option
why?
my game is basically acting as a search engine
search engines are not illegal
the game is
it's really that simple
no it isn't, you said it yourself, it's a game
No, you don't
If you think you have the same rights that google does with it's huge legal team, and myriad of licenses, you are sorely mistaken
ok so best case i download like 1k images
then I need some vodoo C++ that convert a keyword to find the best match
you download 1k images *you have the right to use
not just going to the front page of google and grabbing whatever
hell if needs be, pay for a subscription to a stock image library
one that covers commercial usage
and some are incompatible with commercial projects
this sort of task is going to be landing you in some legally troublesome waters.
Make sure you've got the budget to consult a copyright attorney
ill represent myself
your lack of knowledge of copyright law thus far ensures that this will not end well for you
seriously, before this ever catches wind to the public, pay for a consult with someone versed in IP law
You don't want to step on the wrong toes, and some company decide they want to make an example of you
Purchasing an appropriate license to a stock image library will likely be your best, and easiest bet.
The downside of course, being they are stock images
how do i report potential scammers?
but if the images arent downloaded
is it technically infringement>?
ok technically they are
but they arent like downloaded as in like downloaded outside the game
not in the game files
so you can say they are being streamed
ill ask chat gpt
to be my lawyer
is this like hotlinking
YES
I can do it!
why not
fuck
I'll make this real easy for you. Pay for an applicable license for an image library, or give up on the idea entirely
You don't really have another option.
i might just ai generate them all
So I have a weird issue thats been bugging me, I have a simple sprint system however the player will still continue to do the sprint anim and take stamina away if I let go of the W key but continue to hold the left shift, Tried setting a small code to check the players velocity on the X which I think im heading in the right direction but it still only will do anything after the left shift is released, Prob the best thing I can think to do is somehow make the bind only trigger and release if both keys are down. Any suggestions?
need to add some sort of bool Is Running
So ios build crashes (SIGSEGV) when it load slot anyone how to fix it? or encountered similar problem?
Hey I am having some lightning problem in my level where my Island looks okay with some wiered dark patches and when I build the light it becomes completed darken Idk why
I tried changing the Light map resolution but it doesn't work, I faced this problem before also but changing resolution does work but in this case it don't
Is there a way to determine whether a specified location is included in a certain trigger box?
I'm creating enemies that fire line traces randomly and teleport to that location, but I'm having trouble because they sometimes fall into the underworld. I would like to implement this to prevent this.
maybe somewhere navigatable?
The box will have a 'is point in' or something method somewhere.
EQS would probably be good for something like this where you can do a query to check find the safest spot to teleport without relying on line traces
It'd also be pretty hard to fall out of the map assuming you set your queries up to make sure it only generated possible outcomes in areas where navigation existed
thank you. I certainly forgot about EQS and "only generated possible outcomes".
Try immediately.
I apologize for the continued questions. Due to development circumstances, I cannot use the behavior tree, so I would like to use EQS in a Blueprint macro. Is it possible?
Currently, I can only find a way to use custom events, and I am having trouble using macros.
does anyone know how to add a sound only playing in one place and not on the whole map?
look up attenuation
Hello
How can i change als (advance locomotion system) camera spawn location??
/job freelance
I haven't checked in a while but I think it's in the camera's ABP
So um...I'm trying to learn blueprints atm
And wanting to make a player with fps and third person camera and make a doom and quake like
Hud with armor hp,weapon slots ,and item inventory.
Also give it quake movement
I'm told should roughly follow the quake movement file to translate in blueprint
https://github.com/myria666/qMovementDoc/blob/main/Quake_s_Player_Movement.pdf
So how can i make camera ADB and also use ALS camera system
yo does anyone know how to make a procedural reptilian scaly skin material in ue4 cuz i been searching but cant find a tutorial
Try Ultra Dynamic Sky, it's a plug in that can help with that
hey guys im a massive noob and im desperate for help
someone. anyone
i have spooled through tomes of lore and cannot find the answer
What's up?
So, the issue im having is quite basic apparently. Ive learnt how to make a WASD movement system for an fps. my issue is that when i move forward and sideways the player moves faster than it should
apparently i need to normalise the vector but i have no idea how to do that
Okay well the thing is I have no idea how to "normalize a vector" but I have another way
You can just cap the walk speed if your character to a certain amount that should stop it from going faster than normal
Give me a moment
Okay
You have to get a reference to your character movement component which has a max walk speed variable that you can change
hm
Yeah, that also works
so, does sprinting mean it changes dynamically?
again, im a massive noob i barely know anything
Yes, your gonna have to change it if your sprinting
what do you mean by getting a reference to my character movement component? what is a reference?
: (
Basically getting the properties of a blueprint inside another blueprint
Kinda like casting
?
@untold reef Try this for reference: https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/ReferenceAssets/
A How To Guide for Referencing Actors in Unreal Engine 4.
ah, thanks ill look at this now : D
Okay but why then can i cast to a actor in my level and pull a variable from there?
Yeah and I can get it from the right one
Okay that makes sense
Thanks for clearing it up for me
Well following a Fps tutorial but some reason when I tried to follow one part, the mouse input locks me in a 90 Degree rotation kind of mouselook
How do I choose the default camera actor??
Does anyone know why search is so unreliable in 4.27? And what I can do to get better results? Oftentimes I'll select a variable, do a search on it. What comes back is a single set or nothing. So I think "Ok, this doesn't seem to be used, I can remove it". Then later suddenly, a compile error "Variable is missing". So the variable WAS used somewhere, but it didn't come up in the search results. This is incredibly frustrating from a cleaning up point of view and it also makes me super cautious and sceptical when using the search function. The result of this is, is that I more often than not just leave variables even if I think they're not used anymore just out of fear of breaking stuff. :/
Other times I'll get an even weirder issue where the search just keeps searching endlessly and seems to get stuck at like 90%. Only fix is restarting the editor.
Is there some kind of setting or certain philosophy I can follow to work around this or get more reliability? Or is search in 4.27 just really buggy?
Myeah
I know
Eventually I'll make the jump to UE5, but for now I'm still too comfy with 4
5 is basically the exact same.
It's the same engine, just with a UI change and more features
I am getting this error when I try package my UE4.22.3 project for Android. Do you know the solution? UATHelper: Packaging (Android (ETC1)): ERROR: C:\WINDOWS\system32\cmd.exe failed with args /c "C:/NVPACK/apache-ant-1.8.2/bin/ant.bat" debug -Djava.source=1.7 -Djava.target=1.7
Iam having a wierd issue my stream level are not loading after clicking on button. On editor it is working successfully. Also some materials turned black idk why
Been fighting with this for a few days now and I think I am just not searching the right terms or something. I have a weapon trail fx asset from marketplace that works as I want it to, but I cannot figure out a way to change the color at runtime.
The trail fx are set up on the animations with custom AnimNotifyStates, as one would expect. The fx themselves are Niagara particle systems with a “start” and “end” variable that are sockets added to a mesh at the tip and base of the weapon. I added those sockets to the mesh of the character (not to the weapons themselves), if that is relevant.
The particle system uses a material that I have made an instance of in hopes of changing the color of the material itself at runtime, but I couldn’t find a usable way to reference that within the character blueprint. I also added a User Parameter to the particle system directly called “UserColor” in an attempt to change it directly, but I cannot find a way to reference that within the character blueprint, either. I have used this approach on some other particle fx within the character without issue by having the other particle systems parented to the character, but the weapon trail fx are not inside of the character blueprint so that approach falls short for me, again, because I don’t know how I would reference that from within that blueprint.
There is also a blueprint for the notify state, if that would be something I could reference within the character blueprint, but I don’t know how that would work or if that would even help. If there were a way to get a reference to the player character from within this blueprint and assign the color, that would definitely solve the issue, but trying to cast to that blueprint gives a node with a “world context” pin that I can’t figure out what to plug into.
So if I wanted to use a plugin thats made for UE5...long as it isnt nanite related It work?
Im using 4.27
Not necessarily, minor API changes occur between that.
Plus it may be another new ue5 specific feature.
For example anything using UE_LOGFMT wont compile outside of 5.3
I see.
It's kinda irksome ya know?Compatiability problems and what specific thing is made for what version
Sigh.It kinda bugs me
Maybe if known Ue4 by now Id of had modified these things abit myself.
Im still struggling to get basics of blueprints and such in my brain.
So long as it dont have those specific exlusive things it will work?
All I tbh currently want to mainly acheive and start foolin with is have a Smooth quake like character movement for a SP character with a first person for guns and third person for melee weapons.
And thr Third person would be akin to older games like Jedi Knight academy,Enclave,etc.
If you're in basics just use ue5
You're limiting yourself for no reason
If it's performance concerns check the first pin
Sigh. Alright then.
I tbh didn't want to given I been investing to fooling with Ue4.27...
But fine.
By "performance" you mean the in-game performance or editor performance? Because UE5 is mostly unusable on my PC, it just runs worse than UE4 (+ it takes 100GB storage instead of ~60GB for UE4)
Are u good with liquids?
Hi guys! I can't package my little app for Android in ue4.27, because of a graddle issue. Anyone familiar with it?
Both
Can someone confirm this for me.
- Any non soft object reference variable reference in/on a blue print actor is automatically loaded into memory when that actor is created not when the variable is used. Correct?
Ok, that's what thought. Thank you for confirming that.
Makes sense 🙂
Is it possible to load an entire structure in an asynchronous fashion? I assume its only possible to create a structure with soft object references within it that can be loaded asynchronously.
They do have issues. To which are you referring to? Just curious.
Structs in Unreal https://tenor.com/view/jenga-ouch-ow-gif-7383094
I have a structure checklist of all the things you cant do in order to safely use a structure when modifying it, and it feels like a joke, because it is.
I loved the atomic waffle gif.
This is why I come here.
And it still might. Thank god for source control.
Unfortunately source control doesn't save you if it won't build
Source control is great, but it doesn't fix a fundamental engine flaw
I am currently using Unreal Engine 4, but I encountered a problem. My characters were created based on ue4 mannequin skeleton, but some characters were wearing skirts and some were wearing high heels, so I added extra bones to those characters and imported them. When a new skeleton is generated. Then I encountered that I couldn't use the animation of ue4 mannequin. The bone level and bone name were obviously the same. I saw the skeleton-compatible function in Unreal 5, which solved my problem very well. But I don’t want to upgrade my project to Unreal Engine 5. Is there any way to port this function to Unreal Engine 4?🙂
Hey how can I add a locomotive system from marketplace to my new project where my city is in ue4 I'm having trouble importing it into my city folder
By the way the assest is a create a project not add to project
In unreal engine 4
create the project. migrate the assets over, with the migrate tool
hi there never used the volumetric clouds at all until now, but noticed that when look from top view to landscape or other actors, the clouds render under them, someone knows how to solve this ?
I dont know where to post this but - My characters weapon dosent appear when playing, all visibility settings are correct, but the weapon isnt visible. Ive checked with other meshes and none of them show up either.
can anyone suggest me a landscape tutorial
No.
Hey I've downloaded an fbx model from sketchfab but I'm not sure how to texture I don't know where everything goes
are there keyboard shortcuts for any of this? and any way to click another brush surface and immediately apply the previously clicked material
cant believe I never even knew this existed, Ive been making new material instances this entire time 
just so hard to get advice for specific things like this
also when I select a face I just. cant see it
Can someone please help
doesnt sound like its related to unreal so much as modelling software
just add the texture into base colour then
Okay
you'd be hard pressed for that one, becuse you shouldn't use brushes outside of greboxing
your actual textured level shouldn't be BSPs
ok so, for example, if I want to apply the same material to lots of faces (for example, the left onto the right) do I have to manually-
well
then how else?
because modelling it all in blender is hardly practical
I was asking in reddit the best way to actually build maps, and was recommended unreals brush tools actually
yeah your mistake there was asking reddit
I've seen people there say hot reload is fine, that bp structs are wonderful, etc.
That is how you do it. You make a modular kit in blender that you snap together
it's 1000x more practical than not doing that
modular can only take it so far. I mean, Ive been trying to make modular meshes but how would you make an area like this, Id be restricted to making everything on a grid based on how big each chunk of wall or something is
its so limiting for every use Im thinking of
that looks insanely grid friendly
it's not uncommon by the way to have 1 unit and half unit walls to break up the "grid"ness
most of what you've done there is aligned on a grid. You can see the grid on the things :P
I see what you mean, I just still cant help but feel like itd be really limiting
although ironically Ive been wanting my maps to be as modular as possible so that I can get them done quickly so
Pretty much every game is made that way, and the non grid elements are static mesh props
so it's not all grid based, just things like interiors, and sometimes even city buildings (though houdini procedural gen is good for those too)
say those pillars, those could be a split up into a base, middle and top mesh, then to get your varying height, you make a spline bp.
The walls and slopes and things could all be a modular kit, but maybe have the pillars as manually placed props
yeah, maybe Ill start working on some modular chunks then, thanks
Find your balance between the two, and what works best for your modularity. 🙂
now I dont know where to start though
because most of it could theoretically still just be textured cubes, when its nothing important
A good start is to go through the level, and define what you might want to make things up as. Define your asset list, imagine what can be broken down into a grid and what can't
Though if you're going for really low definition assets, textured cubes can work
You could probably even get away converting the brushes to static meshes
but I wouldn't reccomend it, it's generally a bad workflow
tbh I thought the unreal reddit was the better place to ask for specific things since a lot of questions I see here seem to be mostly beginner stuff, although theres some there too
it seems that a lot of my problems are too specific somehow
I rarely see anything super useful on reddit, and not much from the new posts
you find that a lot with unreal
Anyone know how to rotate physics body? The X axis is stuck the wrong way on my buggy
Same skeletal mesh in UE5 (top) and UE4 (bottom) - imported from the same file and same settings. I tried changing normals settings in UE4 but it doesnt help. What is interesting, I have 3 more skeletal meshes from the same project and they work fine.
Hey I imported smart locomotive system but why are there errors in its event graph
it seems that you dont have these input actions in your project setting
and the third picture is not an error its color of the comment
Okay I've got rid of the advanced locomotive system now I'm doing it manually
I have one problem I placed the gun right in my characters hands and in the in the skeleton socket I added it and I am following tutorial series on YouTube and I have to use the ue4 animestarter pack mannequin and despite doing that it's like I have 2 mannequins one is the one I'm supposed to set as default pawn class it's not holding a gun but the blendspace animation I did with the mannequin is working he holds the gun perfectly he runs jogs sprints but what will happen with the one I'm supposed to set as default pawn class
Why isn't that one showing the same result holding the gun like every other one
Hi I was installing a source build of UE 4.27, and now whenver I launch it, it says "Failed to launch editor", can someone help with this?>
I watched a youtube video on how to do it
Does anyone know of a way to make a hollow static mesh solid besides doing it in blender? I've got some rocks that are hollow on the inside and has no bottom to the mesh. Reason it's an issue is that I want to use them as mineable rocks, so when they explode it looks like a bunch of 2d planes. I tried merging a plane to the bottom of the mesh but that didn't work either, and the solidify tool in blender didn't work either for me.
Anyone have any good resources on Saving/Loading across Levels? Im having a hard time with it.
Why not do it in blender? That's the only way I personally am aware of, however I don't have much info on this topic
cant you use the destructible mesh thing for this
Any idea on how to make this level less laggy? I'm at 15 fps right now
Thanks legend
This is super weird to explain, but how can I move an object so that its child is in the same position as another object? For example, I have a grabbable object with a hand pose visualizer. I want the static mesh (root of grabbable) to move to my hand. The only issue with this is that my hand pose visualizer isn't at 0,0,0 relative to the root. I want my hand to be lined up with the visualizer.
Hey I've been wondering how viable it is to ship a UE4 game using experimental plugins. I'm wondering about using the whole water setup unreal's got going but I've heard Experimental Pliugins don't package well and therefor are unusable in a real, finished game
I'm talking specifically about the experimental version of the water plugin in Unreal 4
testing and debugging. one could argue that any game gets shipped in a very experimental state XD
Sorry if I was unclear. I have been told by some co-workers after a lot of trial and error on both my end and theirs, that the built in water plugin in UE4 specifically is a no-go because of its experimental status. As in the engine cannot package or build it correctly, or something.
This plugin specifically
Has anyone in here shipped a UE4 project using this plugin before, did it work? Were there any major issues? I'm being told it's not usable in its entirety
you have a high chance of running into strange packaging errors that might only show up when you're making your final build the day before it's supposed to ship
I see
so the more foolproof route would be to make my own water setup, more or less?
what kind of water do you want
looks like that plugin is just surface water
easy to make a material yourself
interactions and simulations are a bit more fun but u can script ur own ripple simulator
dont think you need any c++ code changes
it really depends on what you want to achieve
Give me a second I'm gathering my references
im not saying you can't use the plugin, just make sure you have a backup solution and u can easily remove if it doesn't allow you to ship and u have to test that everything still works a bit more
11 seconds · Clipped by VidyaLizard · Original video "Super Mario Odyssey - Lake Kingdom Walkthrough [HD 1080P/60FPS]" by GamersPrey
The main thing we're after is rather standard surface ripples created by characters and objects
All boss fights and ending in Pikmin 4 on Nintendo Switch.
0:00 - Foolix
2:01 - Puffy Blowhog
2:16 - Arctic Cannon Beetle
3:37 - Crusted Rumpup
4:46 - Masterhop
5:26 - Groovy Long Legs
8:10 - Waterwraith
9:39 - Porquillion
10:42 - Emperor Bulblax
12:04 - Gildemander
14:12 - Snowfake Fluttertail
16:02 - Grubchucker
17:07 - Hermit Crawmad
18:19 - ...
Second example is literally unreal 4 on switch
seems like this guy does it in 6 minutes https://www.youtube.com/watch?v=Rj7Tkw-QweY
This part of the series is where I add ripples around objects that emmit distance fields.
when i was doing water stuff in unreal people were scripting their own ripple solvers with the custom HLSL node
there's many ways
I will check this out, thanks
But I have more to explain
https://youtu.be/AfU9uibdSa8?si=VNTzCcO_XpmVqgqP
Here was my first attempt, porting over the render texture waves from the content examples and learning how they work
basically u just have a material with a signed distance field that can influence some render targets
seems like that's a solid base, u can add more layers to the effect
https://youtu.be/0qViVFQ2qKk?si=pGswracyezqGW7XW
My second attempt was done using the water plugin and had much more straightforward setup and worked over any size of water
Then we looked into it and found out that the water plugin is unshippable
why, does it not package
Also have expeimented with my own render texture solution
this is what u need
I could ask our programmer to discuss if that would help
I'm interested in this too
why is it unshippable ?
Get a peek at the upcoming experimental Water tools releasing in UE 4.26! Ryan Brucks will start with a breakdown of the new Single Layer Water shading model and then show how Water Bodies create cohesive water features. We will then go over new features such as Gerstner Waves, Fluid Simulator, Caustics generator and how they can be connected to...
it has been experimental for a long time 😂
If fortnite uses it in production then it should be shippable, as fortnite is a shipped game
Right?
I do not know, that isn't my area of expertise, I'm asking the guy who told me it can't be packaged about this right now
im just wondering if u get any specific errors when packaging , it might work better then 4 years ago 😄
it's just my own experience that it was working fine for our project
until we decided to try a build that wasn't developement but shipping and then it refused to package
u should consult with your local programmers to see if they feel like being experimental
hmm, I see
Aah apparently it packages seemingly fine, then when you play the water is either invisible or the visual of the water is higher up than the actual interactive water level. That's weird
OH that's fascinating
Very interesting, thanks for letting me know there's a bunch of weird X factors that are hidden, I didn't know that at all!
!
I do appreciate all the help, this has been the most straightforward breakdown of the water plugin's caveats I've gotten so far, it's been a huge help
I'm going to look at the stuff you sent and see if I can create my own water material for this. The big hangup when I was doing it manually was making the effect work on arbitrarily sized bodies of water and making the ripple projection area follow the player so players couldn't "leave" areas where ripples can happen
there's a lot of other plugins in the tsore for water
yep, I'm aware, there's a big one that a lot of folks use
im sure there's ways to solve that or work around it but those are the traditional issues, you can try to figure out how other ppl have solved those issues
Yeah I spent a lot of time looking into those when I was making my own and found out along the way that the included water plugin can do that stuff out of the box, which is why I started checking it out
This tutorial goes over a method using Grid 2D to draw locations to a render target. This is a very cheap way to get this effect compared to alternative methods using camera capture actors.
If you found this useful and are interested in creative music games, I would be very appreciative of you giving Mix Universe a go!
https://store.steampowe...
Considering this as well to let me make more involved and stylized ripple behaviors
you can take this very far https://www.youtube.com/shorts/bLldOj9V48A
Fluid Flux 2.0: https://www.unrealengine.com/marketplace/en-US/product/fluid-flux
Learn how to make beautiful trees, fluffy grass, and sweeping landscapes with my brand new Unreal Engine for Beginners course: https://bit.ly/3k5xCNH
I really appreciate the help, I'm going to check out the vids provided and see how far I can get
sure seems that way!
I'm sure I'll figure something out knowing that the included plugin is off the table
Thanks again for the pointers!
considering that
Choose TAA not TSR in UE5 and it should be the same. UE5 defaults to TSR
you can try a console command, i think it's r.aa.algorithm 0 or r.temporalaa.algorithm 0
something like that
autocomplete in the console should show it
tested the experimental aa algorithm a bit… all my tests were done in vr. I believe that it is selectively smoothing edges- putting the aa where it needs it most, leaving a sharper image where no aa is needed… in theory this is great. it is very expensive. at least for vr. cooking may help… still images look great. things that move get ...
yeah this one
How much smoother does ue4 run in comparison to ue5, and would y'all recommend ue4 over ue5 for beginners?
Running while creating in the engine
theres no direct answer since it depends on your hardware, your use of the editor and engine, and uh.. the time of the day when you work in it. For me I have no difference in the engine except higher end stuff runs better in UE5 due to nanite
and if you plan on using UE4, then learn UE4. If you plan to use UE5, then learn UE5. Most info you learn from 4 or 5 is interchangable at the core level.
I noticed it ran a bit better in my, admittedly very limited testing. Were also smaller maps
Good to know, thank you!
The base requirements haven't changed, but some of the default settings have increased in UE5. You can get most/all of that performance back in UE5 by changing scalability settings and tweaking render settings
Thank you!!
NP. Search for a message by Laura about it in either #ue4-general or #ue5-general . She's documented most of the important changes
I appreciate it, thank you!
Hi guys can anyone help me? Im getting this error when Im trying to export my Unreal Engine 4 Android game.
"A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade"
Does anyone know how to clear the cache of data loaded with soft references in UE4?
Since the editor only displays data that you've seen once (e.g. icons), I can't figure out the load timing issue until I package it.
Does planarreflection work the same as the other reflection captures, and sets the reflection on nearby faces?
hello, i'm having a weird problem, in my fps game in 4.27 when i look down and make the mouse go either to Y = 0 or Y = Screen Res Y i stop being able to use RMB and LMB, like it loses focus. I believe this only happens in borderless window and not fullscreen. Any idea what could cause this?
Anyone know of a way to export my UE4 landscape as a mesh for blender? I've tried converting to a static mesh but the mesh was empty for some reason, then I tried exporting the heightmap but the scale is wrong in blender...
I keep finding things saying the i can go "file-->export" by clickingthe landscape but I dont see that option anywhere...
Figured out the export but the .obj is 15gigs and wont open in blender....
hey so i have a problem
I use my character but his animation blueprint is not being used
Guys does anyone know how to create UI (User Inteface) Sway in Unreal Engine 4?
Put all your widgets in a parent widget. Move the parent widget?
this is a info post for people that are going to search for it ,
If you have problems building your lighting because you cant connect to swarm
if you have problems like this
Starting up SwarmAgent ... ... registering SwarmAgent with remoting service ... registering SwarmAgent network channels ... initializing SwarmAgent ...... checking certificate ......... certificate check has failed ...... initializing cache ......... using cache folder 'C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET/SwarmCache' ......... recreating SwarmAgent cache staging area ...... initializing connection to SwarmCoordinator ......... using SwarmCoordinator on RENDER-01 [PingCoordinator] Determined that we couldn't ping the coordinator [PingCoordinator] Coordinator ping failed ......... SwarmCoordinator failed to be initialized ...... initializing local performance monitoring subsystem ...... local performance monitoring subsystem initialization failed
then change this two options to the things you see on the photo
tags(swarm,lighting,build,shaders)
then it will use standalone mode and it will build it
had problem with swarm for a year now, couldnt bake any lighting because of this , now that i changed this small thingy it works, and no, reinstaling ue4 DOES NOT HELP
and for a fact i switched drives and it didnt help so , yea here is the anwers on how to fix it
Could someone help me understand my "dumpticks" log? I get like 100fps when I start my game, then in slowly lowers to like 20fps over time. I'm hoping to be able to identify the issue. Also, does anyone know if actors in unloaded streamed levels would effect my fps if they are using tick?
Right now it seems like my particle systems are the issue but most of those get loaded via level streaming so there's not too many at a time, i think...
theres lots of there
they say "Persistent Level" but i have all of the blueprints that include them in a seperate level so maybe I'm missing something?
Update: figured it out, I had some heavy niagra system that weren't included in the streaming levels.
silly question. how do I get the yaw and pitch offset from a line trace's hit result? I'm setting this to the rotator on the projectile.
I've been experimenting with grabbing these vectors and converting them to rotators to no avail.
cant you "get look at rotation"?
what is the best channel to ask questions about steam
cheers
HOW TO FIX LIGHTING BUG???
Hi there, been working on an open world game, didn't realize that world composition isn't retroactive, as in, landscapes that are created prior to enabling it, won't work.
I'm wondering if it's possible to enable it, copy my landscapes, delete them, and then paste them, kind of tricking world comp? Will this work?
I'm probably just going to try it but let me know.
Looks mostly just like post processing and stuff. Also non-dynamic lighting, vertex shading, etc.
This video kinda runs through how to get those PS1 kinda graphics, but more importantly why PS1 graphics and that era looks like it does
"D.va (256fes)" (https://skfb.ly/6USYR) by the_regressor is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
2nd Channel: https://www.youtube.com/c/GarbajGaming
Twitch: https://www.twitch.tv/garbajcan
Twitter: https://twitter.com/Garbaj2
Discord: https://discord.gg/GFZKKUdEwb
Please describe the problem?
The light looks terrible, even with build light it didn't fix the terrible shadows on the walls 💀
Why am I getting this bug where decals don't show without light and if they do they are transparent?
thanks og i preeciate it
No problem yeah check out that video its pretty dope, definitely highlights all of what ur looking for
Is there shading on your material? It looks to me like the edges/corners of your material have painted shading
Do you have any lights in your scene?
Tell me what you're trying to achieve then we can diagnose the issue from there
I'm trying to achieve what I've always had. Which is this.
But now the decals decided to become transparent without touching anything. Last time I fixed it by building lights in production but now it doesn't work
Yes and decal always worked
When you go to the material for your decals, has it changed? Is it like a blank grey material now or is it still showing your blood material?
The decal as you can see it's there. It's just transparent. And totally invisible without lights
Im unsure, sorry
if you don't want to do it yourself, you can check this out: https://marcis.itch.io/psxfx
i love you gang 💋😘
I'm wondering if someone might be able to help me understand something as for the life of me I can not understand what's going on here.
I've been trying to set up hair physics and the ponytail section is all working as I would expect it to. The main bulk however seems to have a life of it's own.
I would expect to have to rotate the constraints downwards (2) but when I do it then rotates everything 45 degrees in the opposite direction. Instead the default rotation (1) seems to give the results I'm after. Is this something I'm missunderstanding? UE 4.26.2 is the version we're using.
Thanks for any advice it's greatly appreciated.
Hi guys, Is there any way to turn off "Auto Save" in unreal engine? Thank you
Hello. Im trying to rotate valve handle, which is constrained to 1 axis., by moving my phyiscs handle on player BP. The handle doesnt quite rotate all the way. any suggestions?
Hello. How to get rid of ghosting behind the car? Somebody know? 🔥
Test 1, raw numbers:
Both ISM and sprites have similar performance.
With ISM showing a bit worse performance in the first test, because it appeared the instances were justaposed, and when zooming in (probably quads overdraw).
The spritegroup clearly taking more time to spawn new instances.
Basically the more sprites you have the harder it wil...
made a small performance comaprison between Sprite Group and ISM
it seems ISM beats Sprites
While packaging/building
Building n actions with 12 processes...
Is there a way to limit count of processes (threads)?
cpu is burning
It’s i5-12450h
Laptop one, so I can’t increase cooling power
While compiling it’s from 89 to 102 according to aida64
Yeah, wasn’t sure about it
“MaxProcessorCount”, not really obvious naming, imho
If it’s even about logical processors, not sure
Anyway, thank you
What is it for my model that doesn’t make it able to use new skin textures, doesn’t show up in play test, maybe i forgot to uncheck or check something
Any help?
Both when building a project and building the UE4Editor I cannot find a way to limit the number of parallel jobs that clang uses. So I get: Performing 351 actions (4 in parallel) I tried compiling the editor with make -j2 UE4Editor but the build tools completely ignore that. My problem is that my cpu shows 4 available cpus (2 + 2 hyperthre...
yes your cpu definitely is burning...
hope this works but not 100% sure
I'm in 4.26 and when my players go from full screen to windowed mode, the game is missing it's title bar so they can't drag the window around. Anyone know if there's an easy way to fix this?
I’m thinking of making a game like Wii sports, do you think it’s worth it
In VR or using motion controls of some sort?
I think there's a market for it in VR for sure. Not sure how big motion controls are these days. I haven't seen any hype around them in a long time, personally. But I'm really out of the console market loop.
I was looking to use just controllers, like Xbox or PlayStation. I have an idea for it, and it’s not perfect or similar but I just thought of the idea of a bunch of sport games like Wii sports together
Not sure if it's the right place to ask but if a game is not allowing you to swap buttons, how hard is it to make a mod that swap those buttons? Is it also possible to edit keybindings (the ones you do in Project Settings) without having the project files?
There are controller mapping tools that do that for you already
You mean tools like DS4W that make you swap buttons?
They work, sure, but if you swap buttons on your controller the UI will not change and it becomes confusing.
Could someone help me out with something?
I'm having some trouble trying to get videos to get exported when packaging my game. This is where I have the videos currently.
Any tips?
Right now when playing the packaged game videos play properly on my pc but not on other peoples PCs
Hi fellas, how are you? Where can I ask a quesion regarding Microsoft AirSim plugin?
Hi guys, i need, help, how to make the View Distance changer with slider?
Like this
I have a setup like that on my project, i can show you when i get home
Sure, thank you
i actually have it set up with buttons on the widget, but i assume you know how to change it so its a slider instead.
Depending on the value of the slider you execute the command 'r.ViewDistanceScale 1', but you can change the '1' to whatever value you want. I believe if its '1' its jut the standard value that you have currently, so if you set it to 0.5 for example it'll be half the distance, and if you make it 2 its twice the distance
Thank you!
anyone have any ideas how to fix the lighting here? UE4, white-boxing as part of my uni project
How do I change that?
How hard would it be to make an endless walking sim of the Poolrooms?
Decently hard
Where am I going wrong here? I swapped lighting quality to high
Project has been "coverting map to world partition" for about 3 hours now, and based on my CPU and memory, something is happening, but the progress bar has stayed at zero. I'm able to hover my mouse over cancel and see the button change, so it's not frozen. Any ideas?
It's an incredibly large level, something like 240sq. km of landscapes and stuff
Not really hard at all to be honest. Procedurally generated environment + custom locomotion if needed + some post processing if you want
the procedurally generated environment is the hard bit
endless generation with streaming the cells around you.
it's clear the person asking has relatively little experience, which makes a task like this very hard for someone new
Search " Endless Random Procedural Worlds (With Level Streaming) " in the marketplace, it's available for $50, or if you want to learn how to do it, there's a lot of tutorials like this one out there https://www.youtube.com/watch?v=9ASgfwzNvL8&list=PLyL5ZNukfVqskz_OkMdrLamiYg1sITyic
To create procedural terrain (landscape) in Unreal Engine firstly we need to learn how to generate mesh. So in this tutorial I will show how to create mesh in Unreal Engine Blueprints using procedural mesh component. Enjoy the video)
Next episode: https://www.youtube.com/watch?v=1NAFvW_WhIM&list=PLyL5ZNukfVqskz_OkMdrLamiYg1sITyic&index=2
Source...
If your game primarily is focused on just being a backrooms walk sim, you could have that game done in a few hours
"The UnrealEditor.target file does not exist. Would you like to build the editor?"
I'm following the tutorial of unrealsensei, and at the blueprint part for some reason my manequin does not trigger the death event on collision, how could I debug that?
Breakpoints
You can right click on any node and set a breakpoint, when the breakpoint is triggered, the simulation will focus to it, meaning your nodes are being activated. If a node with a breakpoint does not cause the simulation to focus to it, it means the node is not being triggered
Make sure if it's a collision event, that it's casting to your character. Feel free to show your blueprint I'd be glad to help you.
set a collision box around the cylinder, and set that as the "On Component Overlap" object
your player and the cylinder may touch, but not be overlapping, so it's likely the collision isn
isnt happening and isn't being called
ohhh, I added the on component overlap bp on the object not the collision cylinder
thank you!
Yeah that should do it, but also what's with the F input as well as the custom event?
I ask because if F enables collision on your character, does that mean collision is disabled before hitting F?
I'm just following the tutorial, he just made that to show buttons work as well I guess
F just kills the character
I will test it in a bit, thanks !
Im assuming you're setting up a system where your character dies if it touches certain objects?
A better way to do this would be to do it within your characters blueprint exclusively, setting tags on ANY enemy as "enemy" and then in your character BP, having an "On event overlap" "get all actors with tag" "enemy" and any enemy you touch will kill you
then you dont need to rewrite the code in every enemy, you just tag enemies as enemies
and within that you could have branches for different enemies etc.
just my two cents 🙂 )
that's a good point, I will keep that in mind when I actually start making a game, but for now I'm just learning basic concepts
right on
appreciate the advice :)
Making it with tags is a much worse way of doing things.
Instead have an enemy base blueprint that implements the damage logic, rather than the player checking
Then any subclass of this base will inherit the behaviour
Work with OOP, not against it
True yeah that is better!
Also I moved my unreal project files/folders to a different harddrive and recieve this error now
"The UnrealEditor.target file does not exist. Would you like to build the editor?"
I edited the unreal local app data notepad document to redirect where it should look for files, and it only seems to find some of my projects but not all? Despite them being in the same file location?
Any help would be appreciated
Did you move the engine or just the project
I moved my Unreal Projects folder
From one integrated HDD to a second integrated HDD
And if I click Yes on "The UnrealEditor.target file does not exist. Would you like to build the editor?", nothing happens, and if I click No, it does start it (seemingly) normally?
Odd to me. This stems from me upgrading to UE5.32 from 4.27 and making a copy of my project, didn't have space on my # 1 Integrated drive so moved my projects to # 2
You should just be able to reopen the project if you've moved it
Verify the engine perhaps?
I'll try that thanks!
why dont my animation montages ever work?>
Hello, I need help solving a crash I'm experiencing in U4 😭 can I post it here?
[HELP 😭 – Unreal 4.23 crashes at 18%]
I'm receiving this error (https://i.imgur.com/JnvizWM.png) and I have no idea how to fix it. It opens a tall pop-up that doesn't let me copy the text or even see the entire error – it's super weird.
I wonder if anyone went through the same.
Flow:
- I'm just trying to open the Unreal 4.23 editor
Specs:
- Macbook M2 Max with Ventura OSX
- Code 15.2
- Visual Studio 2022
Thank you so much!
`Error
1688 Shader compiler errors compiling global shaders for platform SF_METAL SM5:
/tmp/
UE4_3872_2681970534_119041_1205138208_2723/2219_4252214381.me
tal(0): Shader TSlateElementPSFontfalsetrueA, Permutation 0, VF None:
Failed to compile locally to bytecode /tmp/ UE4_3872_2681970534_119041_1205138208_2723/ ShaderOut3F2F3DF3A643DD2EBDEE80AC491A30A9, code: 1, output:
error: PCH was compiled with module cache path '/var/folders/_9/ gnl65d217bl1_9p3dnm1tf200000gp/C/clang/ModuleCache/ 3HCX0RA9I484W', but the path is currently '/var/folders/_9/ gnl65d217bl1_9p3dnm1tf200000gp/C/clang/ModuleCache/S524E9NAF4L' 1 error generated.
/tmp/
UE4_3872_2681970534_119041_1205138208_2723/2481_2092719843.me
tal(0): Shader TSlateElementPSLineSegmentfalsetrueA, Permutation 0, VF None:
Failed to compile locally to bytecode /tmp/
UE4_3872_2681970534_119041_1205138208_2723/
ShaderOut01B61307604F96CF1ADF77BA429088BE, code: 1, output:
error: PCH was compiled with module cache path '/var/folders/_9/ gnl65d217bl1_9p3dnm1tf200000gp/C/clang/ModuleCache/ 3HCX0RA91484W', but the path is currently '/var/folders/_9/ gnl65d217bl1_9p3dnm1tf200000gp/C/clang/ModuleCache/S524E9NAF4L' 1 error generated.
/tmp/
UE4_3872_2681970534_119041_1205138208_2723/2853_3018639672.m
etal(0): Shader TSlateElementPSDefaulttruefalseA, Permutation 0, VF None:
Failed to compile locally to bytecode /tmp/
UE4_3872_2681970534_119041_1205138208_2723/
ShaderOutB7B76A3D704F6E55CD2978B1410EC5C9, code: 1, output: error: PCH was compiled with module cache path '/var/folders/_9/ gnl65d217bl1_9p3dnm1tf200000gp/C/clang/ModuleCache/ 3HCX0RA91484W', but the path is currently '/var/folders/_9/ gnl65d217bl1_9p3dnm1tf200000gp/C/clang/ModuleCache/S524E9NAF4L' 1 error generated. `
