#ue4-general

1 messages Β· Page 33 of 1

stiff notch
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if uses it you're learning the wrong way

rustic panther
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there's nothing inherently wrong with using delay nodes

oak patio
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Granted people do misuse them, but yeah, what Qwigs said

spice ruin
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He makes a good point about "using delay node to fix order of operations stuff" is pretty wrong. You should fix the actual order or use events and such.

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But it doens't mean the entire node is wrong.

hidden dew
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I noticed a weird copy paste in my BP, I think.
This isn't meant to be possible, right?

oak patio
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Sometimes it can be handy for that as a super bandaid fix. I remember quite a while ago in ue4 I had a level with world composition, and the player start would spawn the player before the landscape had loaded meaning I'd fall out of the world. I had no idea how to fix it, other than to delay loop activating the character until the world had loaded.

Thinking about it, I have no clue how you'd even handle that now. Probably something in the game mode πŸ˜†

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Or binding to OnWorldBeginPlay somewhere

oak patio
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Nothing there looks out of the ordinary

hidden dew
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Oh, I thought you couldn't have multiple exe paths from one output

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Guess I'm just brain farting

oak patio
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Oh shit I didn't even notice that

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No, that's a bit odd

hidden dew
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πŸ˜„

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I am guessing I did a Ctrl C Ctrl V without noticing. The nodes were hiding beneath each other

oak patio
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Ahhhh

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That makes more sense

hidden dew
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But yeah, now I can add stuff to each exe path and do whatever

hidden dew
oak patio
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I do know you can do some funky things with the node graph in such ways.

You used to be able to break it in certain ways like connecting execution pins to variable pins and such.

hidden dew
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ah heh

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I know you can force it to break to VS just by making a segment on a line then deleting it (UE 4.27)

tough thicket
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yeah thats how you do it but if i recall i set bone groups and had only that group inside that path

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it worked even better but sorta forgot

full mist
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I'm not sure if this is the correct channel to ask so let me know if I need to move the question.

I'm in 4.27 and when I have a planar reflection capture (bathroom mirror) it runs totally fine normally, but when I turn on raytracing it severely drops my framerate. I'm very confused.

Shouldn't planar reflection captures essentially be disabled and not actually do anything if raytracing is enabled?

I can't seem to find any settings to fix this and I'm at the point of jut setting up a blueprint to delete the actor if raytracing is enabled, but that seems like a really silly solution here.

hidden dew
rich rain
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I'm making a top-down shooter game and I want to rotate my character with my mouse, but since my mouse rotates according to the position in the 3D world, it doesn't give me exactly the gameplay I want. My camera angle is 0, -60, 45. It works fine at 90 degrees, but I couldn't find how to solve it at this angle. I tried many different methods. Does anyone have a good solution?

hidden dew
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Well... not "something like". That's what I do.

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Gives me this. The laggy camera is a deliberate setting, and maybe not even applicable to yours anyway unless you have the camera childed to the character in some whay.

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The main principle is that I'm just saying "Get me the raw X value from the mouse's movement. Now add that much rotation to the character around its own 'up' ".
I'm avoiding any thought about the camera's orientation.

plush yew
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Hi!
I am creating a global strategy (country governance)

There are almost no necessary manuals on this topic on the Internet.

I have a pixel map with regions of countries and seas.

1.How to make sure that when uploading my pixel drawing, a map divided into regions and borders is automatically created.

  1. How to set a certain color value. For example, Black is the border, white is the regions, and blue is the sea.

  2. How to make sure that all white regions are not 1 model, and each region separated by a black border is an unrelated object

spice ruin
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1/2/3: you code this yourself?

livid token
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yesterday forcaset was great

foggy marten
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is this where u can ask to have a person to work on a game with me?

real heath
foggy marten
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cool thanks

hidden dew
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Starting to get this really frequent issue in UE4.27. When editing a blueprint, eventually things like right-click, or dropping in a variable, stop working. It just flicks onto the screen for a split second then disappears. Tooltips do this too.
Getting to the point where I have to restart UE about once an hour. >_<

real heath
hidden dew
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Odd that the first pinned message is "Don't use UE4 over UE5 for performance reasons"

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UE5's physics is buggered. Need UE4 for performance reasons. The difference is gigantic.

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The message should note that exception

worthy elbow
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Hi, I'm a newbie. Anyone knows why the blender "root" is different when I upload the character to unreal engine?
apparently, there's another root bone appearing in my skeleton "rig" thus I can't create root motion animations.

real heath
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Try renaming the rig

worthy elbow
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I successfuly renamed the "rig" to "Armature" and this is Unreal's Error

worthy elbow
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I'm thinking if I should buy Autorig PRO or Eufy for automatic rigging so that I don't have to use Rigify.. Is it worth it? Can anyone tell me if I should get it?

hidden dew
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Anyone know what I'm doing that causes this change, and why/if it matters?

acoustic coral
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Hello, I'm having trouble with game instance not updating the default values during runtime.
I tried compile and save, but nothing works.
Any help would be much appreciated.
edit: problem fixed

hidden dew
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What was the solution?
Always good to put answers to your own questions you put on the internet.

old sun
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yo, once i found the solution but don't remember it. I cannot interact with my editor view (below), what is the reason? any clue?

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google is not helping at all 😐

broken stream
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How can I force the editor to pack a mod even when there is an error? It incorrectly thinks the text parameter Name is constant when I know it's not.

oak patio
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You don't. It's an error for a reason.

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The code won't compile, that means it won't compile, which means it doesn't work or package

broken stream
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Are there any guides on how to automate the "save to mod" (copying a file and it's path into ModOverride folder) in an editor utility blueprint?

storm lake
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hello, my ps4 controller no longer is detecrted by unreal engine, how do I fix this?

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I used to be able to move the camera with the controller, but not anymore

oak patio
plush yew
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how can i turn a texture cube file into just texture

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so i can use the texture in a material

thorny narwhal
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Hi, when i use the Anim Dynamics node, my mesh decreases drastically

hidden osprey
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Cool character

thorny narwhal
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thxxx ^^

valid raven
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i'm in ue4 on the top down shooter template. i want to replace the character with a cylinder but the game doesn't wanna go easy on me

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i can't have a movement component if i don't have a character

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and if i add a character i am given these things. the first 2 aren't really an issue but the third one just requires me to have a whole mesh in there and animations

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until i find a fix the mesh will just become invisible and i shall ignore it

thorny narwhal
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Does unreal engine 4 support Dualsense ?

steady siren
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where do I ask questions related to Perforce issues with ue 4.27?

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nvm I asked in source-control

hidden dew
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Hmm. I have a BP function I wrote in C++.

When I run my project, the function is fired but execution doesn't make it back to the BP that called it. Return value (just an int32) looks good in the debugger, but then the game closes before BP execution continues. I can continue stepping through the engine between the end of my function and the closing of the game, but it's out of my depth. Appears to loop for a long time.

The function itself does some line tracing. Runs fine with other meshes. Only 1 mesh causes the problem.

The problem mesh works fine in a different project using the exact same function code, to the character.

So I feel like it's not the mesh, or the function that has the problem, but something else I've done wrong.

But with the way it just closes, I don't know how to debug it.

sturdy star
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how on earth do you supress the "errors" message in the editor - like yes i'm aware there is an error, i am not the one fixing it so i don't want to see a giant fkn box every time i test something, holy

plush yew
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Hello i need someone who can make a game trailer for my game htmu

wary sentinel
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i got problems with unreal engine 4 and i dont know what else i can do

wary sentinel
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i have updated my graphic drivers ive done the TDLR ive allocated virtual memory ive downgraded from dx 12 to 11 in render and i still get this

wary sentinel
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guess no one knows

fringe drift
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Ok, so, random optimization-related question:

I have heard that running C++ is more performance-friendly than running blueprints. I have also read around and found people offering to build custom blueprint nodes.

If I have 'a relatively large amount' of vector math and float shenanigans running in EventTick, then would encapsulating all of that in a single custom-built node be better for performance?

If so, I should probably be organizing and commenting this eldritch monstrosity of a blueprint that I'm building.

wary sentinel
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i give up with UE4

grim flame
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They seem to be errors related to the GPU, your machine might be too low spec for Unreal

wary sentinel
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I'm running 32gb ram i7 3770k Asus p8z77 with storm x pc gtx 1650 4gb

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GPU drivers and directx up to date I can do blueprint after a few mins it crashes

frigid mauve
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Hey guys! Can you please help me with packaging?
I'm testing html build of 4.23. First, the size of the Puzzle template (very simple project) had size 900 mb, what was a nut :) I changed building type to shipping and exclude startet content folder and specify a map to build. So the size of .data file dropped from 500 bm to 20 bm. But there is still .bs file that keep it size of 230 mb. What is this file? How to make it lighter?

livid token
wary sentinel
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i think i sorted it caused by gtx 1650 have to undervolt it so it was stable due to bug in hardware with unreal engine software

livid token
wary sentinel
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if i had the money i would brother i cant even afford an rtx 2080

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😒

livid token
wary sentinel
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i know gotta use what i got i guess

livid token
wary sentinel
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im struggling to get this model meshed

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dx11 works fine its hates dx12

livid token
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okay

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i cannot help with that

wary sentinel
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gtx 1650 says it supports dx12 but the driver for it is buggy and hates engine

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so it runs dx11

livid token
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so that is good and fine nothing worries about that.

wary sentinel
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nope

livid token
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model meshed

wary sentinel
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i tried to find a real life version of the model and i cant mesh it O_o

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tried import as image came up blank on plane

livid token
wary sentinel
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i might use blender and manually build it take longer

livid token
tiny zodiac
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I imported a fbx with a skeletal mesh to unreal.
Then later imported it to blender and made some changes on the material.
Now i imported it to unreal, and it says the skeleton is not the same.
So I said to "No to All" use the skeleton.
But when i clicked this new imported mesh, it asked me to regenerate the skeleton.
I clicked yes, and it screwed all my other meshes.

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This should come with a warning that it can screw all the other meshes

nimble gust
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unreal engine at its finest

near vine
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Can anyone tell me what maximum resolution should be used for texture atlases?

simple hemlock
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I have a plugin that is disabled in the uproject. I need to enable it only when building for a specific platform. What's the proper way to do this? I tried adding PublicDependencyModuleNames.AddRange to the Build.cs but doesn't seem to work. I have seen that you can do a DisablePlugins("PluginName") but I can't do the opposite (as in leaving it on by default and disabling for other platforms)

spice ruin
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This should work in your uproject: { "Name": "...", "Enabled": true, "SupportedTargetPlatforms": [ "Win64", "Linux" ] },

simple hemlock
spice ruin
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Create a fake plugin just so it can be disabled? 😦

velvet thunder
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how to make decal receive light on mobile ?
I already made r.mobile.ShadingPath = 1, opened DBuffer, and changed decal material's Blend Mode to Color, Translucent, Normal
When I open android preview, decal rendered with light, but it doesn't work on real mobile device

onyx viper
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When i put "BSS HaveMelee" and "BSS HaveGun" in lower Selector they don't give any value and so things not work, but when i put them in upper Selector they work.
So the problem is solved as i can put them in upper Selector but i don't want them there cuz BB Service will run even when there is no use of it, so i want to put them in lower Selector to save CPU usage.
Any suggestion

wispy relic
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Hi all... does anyone know how to reset your landscape material and painted layers back ... in essence to start over?

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without having to rebuild and recreate a whole new terrain?

broken stream
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How do I limit resource usage of UE4 Editor when packaging? I can't have it pinning my CPU to 99% for 30 minutes.

oak patio
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You can and should want that.

Short answer is you dont

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Why don't you want it using CPU while you package?

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It's an intensive task that takes resources, if you don't want them being used at that time don't do it, or do it on a different machine

spice ruin
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You could use task manager to set the process to a lower priority... but yeah.

mental parrot
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I have some inputs set up. When I hold down shift (which I have set up for sprinting), I can't turn on the flashlight which I have mapped to F. But I can turn it on just fine and move around with WASD without shift being pressed. Is there a checkbox I'm missing somewhere?

eternal ledge
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got an annoying issue that makes no logical sense... looking at nothing but the sky in my world, other than uds, frame rate is just as bad as looking at everything else... if i hide levels then the framerate goes up even though not actually changing what can be seen.... what on earth causes that behaviour and whats the best tools to try and work out what is causing it?

bronze adder
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I dont know how your level looks like and what device you are doing this on, but if you have other objects in the scene you might be able to figure out if they impact the performance although they are nog directly seen by the player camera by using the freezerendering command to see if these still get loaded in

bronze adder
# eternal ledge

Next to that maybe, I am not that good with UE, soo dont trust me too much with this xD but look at how the performance works out in an empty level to know the max that would be possible, then compare with your level and use stat commands to look at how specific parts of the level are performing/how much time and ressources the different tasks need

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Then you could go in and see if you can find the bottleneck, which task is taking up the most time per frame

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Thats probably how I would try to figure that out

eternal ledge
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a 5950x and a 3080ti, so 120 in empty is simple... not player cam this is editor, and nothing is running as its not in play mode...

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once i hide levels then it goes back up, start adding, even though nothing is in view, it goes down

eternal ledge
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this is why it doesnt make any sense and cant get across that its litterelty looking at nothing in the world, there littertly isnt anything in that area, so surly it shouldnt be high, what would cause all the meshes that are in competly the opposite direction and not visable make the frame drop,

bronze adder
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Hmm that is very weird, not sure if I can help much there, Id say again, try to figure out what aspect of the performance seems to be causing the issue/s with the stats command or other performance tools

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Also not sure about this one, but I realised that when testing for that, that at least for final performance of the game, it is way more helpful to test in play mode, that resulted in much more reliable information for me to work with when optimizing performance stuff

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could have been for my specific performance problem, but Id say it could deliver more clear results

errant kindle
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hello, hoping someone has any idea how to fix a random issue. in UE 4.27 I have two VR projects from the template, one I got stuck on and the player couldn't move anymore so I started a new VR template and began migrating the assets over. the assets are very simple, grabable objects. they don't do anything, you just can grab them drop them and throw them.

the drop part wasn't working in the new project, I checked all the settings and they seemed the same, simulate physics was all I could think of (except it was off in the old project but dropping worked in that one) but turning it on worked. however, after this the project started** "flashing"**.

the flashing is hard to describe, it's like flashes of the scene I'm looking at. I thought it was textures at first but the flashes are "flat", they're not warping out of objects or anything I can tell. just a flat, 2d flash of imagery.

it also started flashing in the old project. the flashing occurs regardless of where I'm looking, where I move to, or what I do in the project. it just randomly flashes every however many seconds.

the only settings I have changed are turning mobile multi view off, and changing anti aliasing from MSAA to Temporal AA, neither did anything. I also tried turning simulate physics back off on the placed asset, which also did nothing.

I can't find any videos that show any similar issue or any forum discussing an issue like this. I've found flashing and flickering but none are like what I have.

additionally, laptop specs are AAA worthy, headset is oculus 3, and software used to connect is virtual desktop. never had this issue previously and just updated all drivers, so probably nothing to do with my computer.

viscid grotto
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Has anyone here done the Tom Looman Tutorial?

serene plinth
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uhhhh what if i already made like half a game in ue4.27 and wanna transfer it to ue5 would it still run on potatoes like it already does? would i even be able to put it on ue5?

eternal ledge
wispy escarp
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Anyone used the customized Homeworld 3 editior and if so how was your experience with it ?

oak patio
pulsar ruin
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i really need some developer that have experience with ue4.27.2plus "GitHub source" and android (google play).

oak patio
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Post to the job board then or ask your question

tough thicket
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Why does it say im missing 1 file

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why cant i see the missing file

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oh i think im still being trolled

grand hill
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I have a question what's the difference between unreal 4 and unreal 5 with the blueprint I'm trying to create a 2d game but my computer runs only unreal 4.27

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I'm trying to do an RPG 2D game

thorny narwhal
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Why my character is glowing in a dark scene like this?

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the material

strange lily
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Anyone know how to fix this issue with manny 4 and the blender rigify rig?

flint moon
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Does anyone have any recommendations for what version of unreal I should download?

jade surge
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4.27 was good, I wouldn't recommend 5.0 - 5.2.1 at all

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It's been long enough that most if not all active marketplace plugins have also updated to 5.4 by now

flint moon
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Thank you!

muted ether
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Anyone got a good yt video on how to make a ai rag doll the main character?

muted ether
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I have a question if anyone knows so I’m making a football game and I’m trying to make it so when the ball goes in the net it resets back to the middle so I tried making a collision so when the ball hit the collision it would delete the ball but it won’t work?

latent warren
onyx viper
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hey ! i was wondering which one should i use BeginPlay or OnPossess in AI Controller.

weary ember
#

im 7 years late but thank you! My OBS recordings were super choppy without setting that

last loom
#

The 7-year @ one can truly appreciate

spare trench
#

is there a way to recover the corrupted ue project files?

thorny narwhal
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My game use the left shift key in keyboard to character sprint in, i want to add a joystick (dual sense) input to run if the player press the L3 key, but with no need to hold this button, how can i do this?

spice ruin
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Or check your Saved folder.

spare trench
spare trench
spare trench
charred agate
#

Morning. Still new to UE and learning as I go with all of it. I'm trying to figure out a weird import export issue. I have a Texture that I'm trying to export from one kit then import it to another. It's a texture in one. When I export it only gives me HDR as an option. Which is importing as a Texture Cube. I'm trying to figure out how to prevent that and to get it in as it originally should be. A Texture. Anyone have any ideas on this?

oak patio
#

Or you can host locally

spice ruin
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Now get some source control set up!

spare trench
spare trench
spice ruin
#

Up to 5 people.

spare trench
spice ruin
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Yes

oak patio
#

Post to the job board

lilac cipher
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I released my own game a few days ago and encountered a strange problem. Some players who have computers with iGUP and dGPU are reporting a problem that the game only uses iGUP. With some the speed is OK, the game starts on dGPU and with iGPU it only uses VRAM(?) and with some it uses ONLY iGPU.
On friends' computers in this configuration, the former is the case, and I have no way to check this version using only iGPU.
I tried forcing the card by adding r.GraphicsAdapter=-2 or r.GraphicsAdapter=-1 in the configuration, but it doesn't do anything.
I am using UE 4.27, have any of you encountered a similar problem?
I don't like to bother people, but I've been sitting on this for a few days now and can't find or advise anything.
You are my last hope.

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This is a link to a discussion on steam about this error (the display itself I solved, earlier I read the first GPU in the system, now I read all - patch 0.1): https://steamcommunity.com/app/2096030/discussions/0/4351121256518956352/

So, I have an RTX2060 and when i start this game it says my graphics card does meet the minimum standard, graphics card installed "Intel UHD Graphics". Has anyone else experienced this and/or how to fix this issue? Thanks

onyx viper
#

is "Chaos Editor" plugin used for chaos destruction ? or is it something else ?

onyx viper
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and ye one more
how can we generate new thumbnail for particle system (cascade) ?

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i clicked thumbnail which is on top of ribbon when BP opened but doesnt work

dark bough
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Hey guys, does anybody have info on this bool? Seems to be little to no documentation on what this means and what is best practice?

pine glen
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Hi, sorry maybe dumb question but my viewport start lagging when I reach the 6000 assets for the mapping and finally freezing each time I move the cursor or anything when I reach the ten thousand and more, is it necessary to upgrade the pc or is there something to unlock or to activate to ease it?

grim flame
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@pine glen you are most likely running out of Vram, a better graphics card would help.

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the only other option is to optimize, make textures and meshes just high rez enough

tired matrix
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Randomly all of the windows that show when you click or hover over something just start flashing and not showing up. Once it happens the only solution I've found is to restart the engine, which is extremely annoying. Anyone know what the issue is?

vagrant eagle
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i want to make a clicker game but making a blank project still has a player controller and stuff how to make a true blank game?

vagrant eagle
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made a new gamemode and player controller and its still the same, you start the scene and theres still a player controller

rustic panther
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oh right you can't have no playercontroller... you need a playercontroller to mouseclick though

vagrant eagle
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yeah but how to have it not use the default actions? i dont want that free cam mode

rustic panther
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you don't need a pawn, you can bind actions in level blueprint if you wanted

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and for a clicker you could just use On Clicked event on an object

inland socket
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Hi all. Sorry, if this is wrong place to post this. I do not know where to post it. I did not see an animation section.

Anyway. Hi all. Hope everyone is okay. πŸ™‚

Question: what is happening and how do I fix this?

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Background:
I successfully πŸ˜„ import a Mixamo animation onto 5.3, onto the SK_manniquin but I get that.

And I do not know what that is called so I do not know how to fix it or what to research to fix it.

thank you.

inland socket
rustic panther
#

this is also UE5

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we';re in UE4 channel atm

inland socket
#

I don't see it. Sorry. Kinda new to Discord

inland socket
rustic panther
#

must be the morning for you

vagrant eagle
#

Thanks

inland socket
lament locust
#

I was watching a video on how to wall slide (so you go down slower) but when i am for example sliding and the wall is to my left when i press A (the side of the wall) I slow down, which is what is suppost to happen, but when i press D i am still stuck on the wall and i can not move of the wall. Anybody who has some time to help me?

spark spruce
#

The only working packaging option for testing in iphone is project launcher is (do not cook)

Cook by the book does nothing it just load a bit and says canceled

While Cook on the fly just loads forever

surreal ether
#

How do i extract Dragon ball fighterz models and put them into blender?

spice ruin
#

You don't.

hidden osprey
#

It’s only copyright if you were to repost it I wouldn’t bother tbf

broken stream
#

How do I limit resource usage when packaging a plugin?

finite bison
#

How exactly can i add the color4 to the mask?

real heath
finite bison
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i also fixed it

real heath
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so you need to add same and same

finite bison
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i needed to add it to RGBA instead of rgb, whoops

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wait that still doesnt work

spice ruin
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You can't add a float 2 (RG) to a float 3 (RGB)

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You have 3 choices:

  • Get rid of that mask node (use the RGB from teh texture)
  • Use the append node to add a float to teh float 2 (making it a float 3)
  • Use another RG mask on the color4 output
severe glacier
#

i need help with a ue4 glitch

kind dew
#

any reason why a packaged android build would stretch some image widgets? Only happens on android packaged builds. the images are in a scale box

hidden dew
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Meshes are importing without colliders. What am I doing wrong here?

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Found it... it's this little mofo:

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If I untick that, it generates no collider 😐

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So clear, Unreal. Thank you

hidden dew
#

Just some random shapes I feel like sharing...

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I have an Actor that moves around a sphere, and the sphere changes shape beneath it.

The sphere is a hexy icosahedron, so everything's a hexagon or pentagon in there.

The purple planet uses a few levels of subdivision within every hexa/pentagon. I call it Smooth Chunky heh.
The reshaping is smooth, but every tri has its own normals causing its lighting to be distinct from its neighbouring tris, so you can see the triangle chonkiness.

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The khaki planet uses the minimal tris necessary for its hexa/pentagons. I call it Chunky Chunky.
The reshaping is as chunky as it gets, since there are only 4 tris per hexagon. And while the tris inside each hexagon are admittedly sharing normals and thus 'hiding' some harsh corners, it's still just a chunky sight to see overall.

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But the green planet is actually smoother (ie., more subdivided) than the purple planet, yet looks like this: πŸ˜„

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I call it Chunky Smoove.
The reshaping is smooth; smoother than the purple planet even, with more subdivision. And yet the hexagon borders appear super crisp and chunky, while the internal tri borders are basically invisible.

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I just like howit (the green planet) gives this impression of an icosahedron that starts off looking exactly as chunky as the khaki planet, yet morphs around with a smoother shape than the purple planet... while maintaining that chonky look.

Achieved by simply using Simple division in Blender, instead of the default Catmull-Clark, so it leaves the shape in its chunky hexagon-ey form, and it sets all the tris' normals to maintain that lighting even as two neighbouring hexagons smoothly curve the same way.

I did something like...

  1. Create hex-based icosahedron with Blender's included plugin
  2. Edge-split all edges first while still looking like a bunch of hexagons.
  3. Then subdivide, Simple, 3 levels.
  4. Then Triangulate Fixed or Fixed Alternate.
  5. Then select all tris and UV unwrap so that every tri is its own island in the UV map.

The last point is necessary so Unreal doesn't bin vertices it thinks are identical during import.

torpid pivot
slender bramble
#

Hello I am a 3D Artist and an Animation student. I will make a game for my thesis project. Which is a game that has stylized graphics and a small map. I also want to develop it to a point where I can release it in the end of it. I want it to be playable for some lower spec pcs. Should I use Unreal 5 or stick with Unreal 4 for that kind of project. Are Unreal 5 games can be optimized like made in Unreal 4?

hidden dew
#

I use UE4 specifically because it uses a different (faster) physics system than UE5. Otherwise I'd be on 5.

hidden dew
#

As for styles... I wish I could think of more but the only things I can think of that kind of avoid the mainstream visual styles are things like Antichamber (minimalist look), Breath of the Wild/RIME (elegant cartoony look), No Man's Sky (gaudy retro sci-fi), Journey, ... there's also Tearaway (everything looks paper), Yoshi's Woolly World (everything looks woollen)...

#

Ufff there's so much more but I can't think of any.

hidden dew
#

Also this is free atm:

#

There's an indie game called... Screen Cheat or something... where the character is the same colour and shading as many of the backgrounds, so the gimmick is that you can often hide in plain sight (so two players playing split-screen have to screen cheat to succeed)

fleet granite
#

where can i get help in here?

#

with making uassets into pak

spice ruin
fleet granite
#

that

#

ty

spare trench
spice ruin
spare trench
spice ruin
#

Some of them are definitely wrong!

#

But okay.

spare trench
#

πŸ˜‚ I added the part when you helped to recover my corrupt ue file

#

It worked btw

spice ruin
#

Nice!

spare trench
#

you wanna see?

spice ruin
#

Why not?

spare trench
#

ah where I'll share the link?

#

dm?

spice ruin
#

Here is fine, I guess?

spare trench
#

I think so

#

We are making Thief and Police Multiplayer Game for Mobile / Android. Where thieves have steal items and escape from the city successfully, and Police have to handcuff or shoot down the thieves.
We are Adding mechanics in the game like Grabbing System, Item Pickup System, Dropping System, Stamina System and Weight System. This is Devlog Episode...

β–Ά Play video
spice ruin
#

Hah.

#

I like that you got my sass in there too.

spare trench
#

Does anybody know how can we setup control rig for our own character in ue4?

torpid pivot
#

Mulitplayer

nova canyon
#

Does anyone know if it's possible to use noise to break up the blending on a Landscape Layer Blend?? The same way you would use it in a vertex blend shader

ashen jackal
#

Hi guys, I'm planning to make like this wall in unreal engine. Does anyone know which way should I approach to make like this wall shader?
I'm make this wall using unreal engine 4.27. is this possible?

I think wall feeling like subsurface scattering and little bit of translucent
I have no idea how to make it.

#

This is what I've tried.

warped violet
#

Does anyone have an older version of advanced locomotion system? Alsv1, 2 ,3?

oak patio
#

why?

obtuse stump
#

Does anyone know a full video to localization? I've no idea on how to do it

tall tinsel
#

I use ShooterGame from UE4 Legacy Samples. Compiling even small changes takes 10 times longer than usual. What could be causing this?

real moon
#

So, I am an absolute beginner

#

Are there any yt tutorials that can help me jumpstart making games?

#

I think I need c++

tall tinsel
real moon
#

I know a lot about java and making apps and guis from it, but I have no idea about making actual games

dawn heron
real moon
#

thank you

spice ruin
solid holly
#

There any difference between Maximum Quality and Scalable 2d or 3d?

quick grove
#

Out of interest does anyone know what could cause the texture over budget warning to appear. I've noticed within the TSW editor after couple of start and stops of PIE it evetually appears and textures then appear blury. Is there something that can cause memory to build up at all to point where it's too much ?

digital anchor
#

if you already increased it, there is the stat streaming and listtextures commands which may be useful to see what textures are mostly being used

cunning dew
#

Hello all of you.
I am facing some issues when trying to load a pak file during runtime into my game.
The code works with desktop build but when I do the same in meta quest 2, everything loads up except the shaders/materials for my uassets/blueprints
I am following this tutorial :

https://dev.epicgames.com/community/learning/tutorials/7Bj8/unreal-engine-example-project-loading-pak-files-at-runtime

Epic Games Developer

The PakDemo project demonstrates a standalone application created by an Unreal Engine Project that can load assets from a .pak file from the local files...

tall tinsel
hidden osprey
#

You could of asked him to join this server he’s literally in another server I’m in and helps loads of people πŸ€¦πŸΌβ€β™‚οΈ

oak patio
#

?

hidden osprey
#

I was referring to @tall tinsel

spice ruin
#

He's in this one too...

oak patio
#

And it wouldn't have answered the question anyway. He isn't going to give a user a personal foundation, that's kind of the point of making a youtube channel

fossil thorn
#

Hey, My pc doesnot support UE5, is UE4 still viable to use in 2024 for small scope projects?

spice ruin
#

Yes

bold forge
#

Question :

Do I need to have internet in order to package πŸ“¦ ad exe. In unreal?

covert sky
#

I have a source build project. Whats the best way to share my project with a team. Will they all need the source build to work on it?

spice ruin
spice ruin
covert sky
#

what would be the may work scenario? Do they just use for example 4.27 vanilla?

spice ruin
#

If you have a similar version of the engine, it may work. If you don't, your assets will be incompatible.

covert sky
spice ruin
#

What have you changed and what do you have checked out?

#

If you just checked out thr same version as them from git (using the tag) then changed a few things, it should be fine.

#

Unless you changed anything crucial.

oak patio
#

Could always distribute the precompiled binaries via a rocket build if no one else needs to modify the source

severe glacier
#

i need help with animation

#

i can't add keyframes

stone lion
#

Hi, mi games suddenly start to crashing on Shiping mode after changing some assets, when I package on Development this message apears, what can I do? Thanks

next echo
#

Hey everyone, is there a way to unload a texture 2d that's been imported at runtime? After importing lots of textures they are never removed from memory, even when they're no longer used, and my texture pool runs out.

tough thicket
#

Whats better for performance

#

20 small models with 1 large texture

#

or 20 textures for 1 model

#

i guess once its baked inside unreal it doesnt matter

#

??

late girder
#

How do I mod unreal engine games?

oak patio
late girder
#

a modkit?

oak patio
#

Yes. Like Ark does. A custom build of Unreal Engine used specifically for that game

crystal musk
#

Hey, does anybody know why my game looks completely different when run in standalone compared to in the editor window, and how I might go about making sure this doesn't happen?

(Left is standalone, right is what its supposed to look like, ignore the outdated copyright date on this screen).

hasty epoch
#

Hello. I'd like to ask you a question. I'd like to make a simple VR mode in our game. With the player using VR instead of a monitor. Otherwise, the game would be controlled via keyboard and mouse. Is that possible?

hasty epoch
crystal musk
hasty epoch
#

You need to add Post Process Volume to scene and set up manual exposure to similar light like Standalone.

crystal musk
#

That did not work

#

The game is still completely washed out while in standalone mode

#

What's even weirder is that if I go into standalone, then fullscreen the game, it fixes the problem temporarily, but restarting always has the game start off washed out, it's bizarre

crystal musk
hasty epoch
#

Full UE4 Quick Tip Playlist: https://www.youtube.com/playlist?list=PL_c7yiTIRI8rPQfsNytgjgJh-bssWUczX

Learn how to quickly disable auto exposure, also known as eye adaptation from your scene. This is especially important to do when you are working on creating your environment and not on lighting, as exposure is too distracting in the scene by d...

β–Ά Play video
#

@crystal musk

crystal musk
hasty epoch
crystal musk
#

Already did that but I'll do it again

#

Did not change anything

#

I don't think its a problem with the level lighting or post process because it looks fine when the game is played in any other launch mode, the problem is that the standalone launch mode seems to randomly alter the entire games visuals in every level.

#

Like even "New Editor Window" is 100% correct looking

hasty epoch
#

Oh, sorry.

#

Sorry, that I can't help you.

crystal musk
golden sundial
golden sundial
#

Moved my issue to #umg since its a widget problem~

drowsy turtle
#

honestly, I feel like c++ in Unreal Engine is a mess, because you still mostly need blueprints to set assets, create an UMG widget etc. πŸ˜”

hidden osprey
#

RAM ISSUE

drowsy turtle
serene plinth
#

you know code wise, the brain is the while true loop, and the spine is just the referencers to the body parts that connect it to the brain

crystal musk
# crystal musk Nothings changed ):

For anybody curious, I did end up fixing this!
I had to have the game automatically set the "Visual effect quality" setting to 2, I have no idea why.

cerulean pine
#

I need help. My water plugin isn't working, to the point where the example buoyant object doesn't float in the example water map

#

How do you reinstall or update a plugin?

eternal ledge
#

if its the project files then just delete and re add them to the project (assuming you havnt made any changes to the files within the folder that you need to keep)

#

if its an actual plug in, then go to the unreal engine market place folder, delete the plug in in there, then redownload to engine

cerulean pine
#

@eternal ledge i fixed it. It turned out that the buoyancy simply doesnt start with auto-activate on

eternal ledge
#

ah makes sense

cerulean pine
#

That said, my next challenge is figuring out how to make a 2D harpoon sprite fly straight. But that shouldnt be hard to figure out, I just need to watch a video about arrows. While I'm here I'm gonna skip ahead to a more complicated thing, which is: How can I make a rope sprite that extends, and how do I make it so my poncho sprites remain connected when the arms move

#

I think I can kill two birds with one stone by learning this: How do I make a sprite stretch between two points?

marble kayak
#

Is there a safe link where I can download the Unreal 4 mennequin? I have a vehicle project and the 3rd person template is not in it. Thank you πŸ™‚

#

I just need it for scale reference

#

Never mind I just added the Animation starter pack to my project issue solved πŸ™‚

frail river
#

Hey, does anyone know how to enable "stat gpu" on a game running on UE4 ? I'm playng Conan Exiles, and there's a map that runs at 14 fps, and I got curious what's eating up the ms, but stat gpu isn't working, and r.gpustatsenabled=1 didn't help

#

Funnily, stat gpu works on other Ue4 games, like Mordhau πŸ˜„

spice ruin
#

We don't really offer support for specific games.

#

However it's entirely possible they just disabled all the stat commands.

gilded mason
#

I'm getting these very weird error messages when I try to build for HTML in 4.27 and google/stack overflow is giving nothing - anyone has any ideas? No errors come up in any of the blueprints either

oak patio
#

How are you building for html in 4.27 when it was dropped after 4.24?

spice ruin
#

Some brave souls did try to carry it on.

oak patio
#

oh no

toxic lily
#

got a question,

Im using a cel shaded outline post processing material, and i have a Exponential Height Fog in my scene with volumetric fog enabled,

Is there a way i can adjust the rendering layer for the fog? like apply after the post process material, or is there a way i can get it to blend with the post process, as you can see here, objects further away have the outline when they should be occluded by the fog

hazy rose
#

So I'm making like a boat system where an AI can get ona boat and move from A to B you know.
I am lookign for constructive feedback / alternatives to the following method:

I have a AI Character who, enters the boat by setting collision to query only (img1) and then setting a variable "on boat to true"

Then every tick I do this BS (img 2) just tping the plakyer to the boat location

And to exit the boat I just teleport the AI to the nearest navigable location (img 3) and he can resume walking to his destination

My main worry in this strategy is the need for tping the player to the boat location every tick. I will be having multiple AIs and i'm guessing its gonna be laggy af.

#

I have tried attaching to component / actor but for some reason No idea why but the attachment always ends up with player A on one half ot he map and player B on the other half of the map.
😭 and i disabled collisions.
Now the nodes are unattached but essentially I've tried every combination and to no avail

#

Solid 2 hours on this πŸ’€

noble olive
#

I'm a passionate 3D character artist, illustrator, sculptor. I have experience in 3D modeling, UE, sculpting, texturing, rigging, and rendering. for games, movies and animation etc. I make use of software like Zbrush, Maya, Blender, UE. I can model 3D Dragon 3D Character model 3D Environment for you base on your ideal with Affordable

#

Kindly inbox me now

solid holly
#

How long does it take you guys to compile about 5000 shaders?

oak patio
noble olive
oak patio
#

No worries!

shell wren
spare trench
#

sometimes when I bake lightning, it doesn't bake properly, some assets looks black or different color compare to if I switch light source to movable. How can we get the same light result when baked?
Also sometimes some assets needs to change thier lightmap values. How can we know how much lightmap value a particular asset needs?

grim flame
#

@spare trench this mode helps you visualize the lightmap resolution, each square is a pixel

solid holly
#

How can I make it so that when I change the text, the slider doesn't change size

plush yew
wild flame
#

Hi, Im making a multiplayer game with a dedicated server. I normally built my server and launched it and I can perfectly connect to it. When I implement Advanced Sessions Plugin for steam I cant connect to my server it gives a PreLogin failure: incompatible_unique_net_id. How can I fix this can anyone help me? Thanks.

covert sky
#

Has anyone experience this bug where delays don't work print screens don't go away?

tough bear
#

can anyone help me - figure why i have this third screen coming at (0,0,0) spawn location.

i have only added 2 player start

candid sparrow
#

can anyone recommend an fps tutorial without using templates?

#

kinda sucks to look up a tutorial for ue4 and they end up using the template

surreal cedar
candid sparrow
surreal cedar
candid sparrow
#

i only installed the core engine

#

plus

#

i wanna learn how to make it

#

and not just use a premade one

surreal cedar
#

well whats a better way to learn then look at how others have made it

#

and you know the people who made the engine seems like pretty good teachers

candid sparrow
#

like as a zip file or whatever

surreal cedar
candid sparrow
#

network limits

surreal cedar
#

well just download the templates then

candid sparrow
#

3gb

#

sucks

#

well im gonna try to find the template

#

as a zip file or whatever

surreal cedar
#

the template is not going to be any smaller

#

its still going to be a large size

#

also how tf do u have network limits in 2024?

candid sparrow
surreal cedar
candid sparrow
#

had to split up the ue4 download into 2 days lmao

surreal cedar
#

also is there any specific reason u are using UE4 over Ue5

candid sparrow
#

ue5 would take 4 days to download

surreal cedar
#

if u care about download size why did u go for the most advanced public engine that is never goign to be small

#

especially if theres updates etc

candid sparrow
#

im not gonna update it

surreal cedar
candid sparrow
#

its not like other engines dont have large download sizes

surreal cedar
#

godot is less than a gig

candid sparrow
#

in all honesty

surreal cedar
#

no it doesnt

#

its a very capable engine

candid sparrow
surreal cedar
#

what is your use case

candid sparrow
surreal cedar
#

and have u ever opened ue4 before and made smaller working projects?

candid sparrow
#

well i have used unity for a year now

#

but not ue4

#

so im just trying to get a working fps controller

#

and see how the engine has its own ways of creating certain things

#

wouldnt downloading a template ruin that?

surreal cedar
#

not really

#

as the template uses the engine as its made by the people who made the engine its an extremely solid starting point

#

and any tutorial that doesnt use the template just remakes the template anyway

surreal cedar
candid sparrow
#

im just testing things with the engine

#

and when i have enough experience i will start making that

surreal cedar
#

yeah so ur probably about 5 years off

candid sparrow
#

its as if i cant apply my years of experience into this engine

surreal cedar
#

well put it this way i have multiple qualifications in epic partnered unreal courses at my college and multiple university years and i still am learning

candid sparrow
#

but seriously, this argument is about an fps??

#

an fps controller is one of the simplest things to make

surreal cedar
#

who said its an argument

candid sparrow
bleak zodiac
#

is okay, got both unity and unreal user here

candid sparrow
#

well i got everything in control now, got the hang of pawns and visual scripting..

#

didnt need to download 3.5 gigs of data

#

and my fps controller works just fine

bleak zodiac
#

what else?

candid sparrow
#

wdym

fierce tinsel
#

hey I have one problem when in the video the character and the camera are in correct position but when I play the game the every thing is mixed up please help

solid holly
#

There is no way, grass only spawn at >High Engine Scalability. For the last 2 days I've been trying to figure out why my grass just stopped working

iron folio
#

Hey, I have a problem when packaging my project. The Output log shows:
PackagingResults: Error: begin: stack for UAT PackagingResults: Error: === Critical error: === UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffd3edf71b1 UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: Fatal error! UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffdbee438c2 UE4Editor-CoreUObject.dll!UnknownFunction [] PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 PackagingResults: Error: [Callstack] 0x00007ffd3edf0ff0 UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffd3edfd79d UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffd3edefd39 UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffd3ede4169 UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffd3ee2824b UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffd3edf71b1 UE4Editor-Niagara.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ffdbee438c2 UE4Editor-CoreUObject.dll!UnknownFunction [] UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffdbeb9549d UE4Editor-CoreUObject.dll!UnknownFunction []

#

I've tried updating my graphics drivers, verifying my engine version, disabling and re-enabling niagara.. is there any way to tell further information about what could be causing this?

#

engine version 4.27.2

ashen jackal
#

I'm testing the playback of a streamable media source in Unreal Engine using the VLC plugin. I'm using this RTSP URL: rtsp://210.99.70.120:1935/live/cctv001.stream. However, the VLC plugin isn't working with RTSP, although it works fine with RTMP. Does anyone know why this is happening?

Engine version is 4.27.2
Error message : LogVlcMedia: Error: mmdevice: cannot initialize COM (error 0x80010106)

azure shore
fierce tinsel
#

Bro In this video when I make our own animation class my animation our not working I have also send the photo of my blueprint please help

tough thicket
#

1 idk is velocity default? is Vector length correct? what are you trying to do

#

what kind of animation is it

#

also

#

thats the wrong anim graph

#

theirs no way the default manequin is using 3 node to output pose unless thats a pose driver thingy but doesnt look like it

azure shore
#

can I get some help with a light building bug, Ive asked in visual effects and on the reddit but both have been completely silent and this is really slowing me down

azure shore
azure shore
#

Ive asked in visual effects

oak patio
#

Not the best strategy to have people scroll through a different channel every time they need to refer to the original question

azure shore
#

I said a light building bug, if anyone here saw this and knows anything about light building, they could help, if they dont, thered be no point me describing the whole thing here

#

Ill just send the link if its easier #visual-fx message but didnt wanna send all the same messages in 2 different channels

#

and I mean because itd look spammy, not out of laziness

spare trench
#

isn't there a official way of exporting video of sequence in unreal engine4?

tough thicket
spare trench
tough thicket
#

i think this is the most informative thing you could read on the subject

#

some plugins in marketplace too

#

tldr you cant

spare trench
last current
#

Hello everyone) I have a question. When I import a model with a skeleton into UE4 in .fbx format, everything is fine in normal viewing. But as soon as I apply animation the model becomes invisible (most likely it changes size to very small).
P.S. I noticed that this only happens with models that are bound to only one bone, for example head.

tough thicket
last current
# tough thicket blend issue in anim blueprint or you have messed up keyframes

No, the animation is fine. It works fine everywhere. I found a similar problem online but couldn't figure out how to fix it.https://forums.unrealengine.com/t/skeletal-animation-mesh-disappears/314641

Epic Developer Community Forums

Hi, I made a rigged character with a skeletal animaton in Blender 2.7.4, and when I import it into Unreal Engine 4, the mesh disappears when I try to play the animation, either as a preview in Persona or in-game. I’m using Unreal version 4.7.5 from the Epic launcher, and importing the mesh as an FBX. The animation seems to import, since it dis...

last current
tough thicket
#

nah you made a mistake

#

it might look fine in Maya

proven monolith
#

Hiii I'm making some render target stuff and I wanted to redraw RT with new values using material and drawing to render target. The problem is I can't seem to use render target in material, that ends rendered intu this same render target

tough thicket
tough thicket
#

sry ppl trying to kill me 1 minute

proven monolith
#

Don't worry I got plenty of time, hope you'll stay alive

quasi jackal
#

Is there a visual studio channel?

oak patio
#

We have a C++ channel but it's not for IDE questions

tough thicket
#

Known Limitations

#

You cannot draw to a render target that is being sampled as a Texture by the Material you specify. Either use alpha blending to modify a render target in-place, or go back and forth between two different render targets.

#

right at the bottom

proven monolith
tough thicket
#

you would need to set up 2 cameras i guess im not sure if theirs a node for it, says right there you cant change render targets so im assuming that means theirs no node for it for camera component

solid holly
#

Anybody know any tutorials on youtube
About:

  1. Change a character's outfit
  2. Changing facial expresions
solid holly
#

Thanks

gilded mason
iron folio
# gilded mason did you manage to figure it out?

Yes, it was an issue with a specific particle system. I had to manually go through each niagara system and try to perform operations on them. Eventually I found a system that crashed the engine with the same error. I had to remove this problematic system using Windows Explorer as I couldn't take any actions on this system in the engine without it crashing. Once I deleted it I was able to build successfully

gilded mason
fierce tinsel
#

Hey when I try to drag our blueprint interfaces in by blueprint class an error is coming this function was not marked as blueprint capable and cannot be placed in a graph

sullen star
#

hey there all! hope everyones day is good and cool. does anyone know of any tutorials (i dont care what lanaguge its in) about how to get a cloth door to work and a blanket for ue4 i have looked at the internet i saw someones tutorial and there was two balls going around hitting cloth and making it move then i down load the example map to find they have removed that information from it now they spin which is great if you need that lol ive tried to figure it out i have tests they fly away or do strange things so i thought i would ask if anyone can help me that would be awesome πŸ˜„

low kiln
#

hello dumbdumb here. was wondering how to make this work? i want to measure basically clicks per hour but delta time is super fast and i thought that was normal speed? thats what it sort of says when i hover on the green part

oak patio
#

that looks like farts per hour not clicks πŸ€”

oak patio
#

You use it to normalize things

#

If you wanted something to move 10 units a second, you'd multiply 10 by delta time, and use that as the movement value

low kiln
#

i didnt really understand sorry

#

anyone who could explain to a beginner?

oak patio
#

everything in a game moves in frames. That what fps is. The delta time is how long it took the last one to execute. You use it when you want something to move in a specific amount of time.

Say for example, every second you want something to count up by 10. You can't just stick this on a tick itself, as you might be running at 20fps, 100fps, etc.
So instead, by taking the delta time, you can modify that amount to tell you how much you should move up per frame.

You multiply your 10, by the delta time. Say you stay at a stable fps, you take the 10 units per second, then multiply it by 1/60, to know how much you should count by in that single frame. Then all is well when you've counted 60 of them, because you've counted up by 10.

#

as for the actual maths of counting a certain amount of something per hour, might be better off in #game-math

low kiln
#

my jaw actually dropped for 30 seconds

tough thicket
sullen star
#

yeah i know the settings are easy but it just didnt work when i tried it

sullen star
fierce tinsel
#

bro one problem is coming when I change my ue 4 mannique with the character asset and set the animation class the animation is not working in character but working in unreal 4 mannique help please I am a beginner in unreal 4.27

plush yew
#

do i need to put the reflection captures in the map with the geometry or lighting?

bitter elm
#

I'm running into an issue where anim notifies on replicated enemies do not trigger if the host is far away from them (it triggers for clients but not the host). The enemies are still replicated (always relevant) and can move, but no longer receive the anim notifies like usual. As soon as the host moves closer everything starts working again. Is there some kind of net relevancy distance for anim notifies? (UE 4.27)

bitter elm
wraith wadi
#

hello, i was wondering has anyone here got any experience with the RTS plug in available on github?

spice ruin
#

The RTS plugin?

wraith wadi
#

yes

neon bough
#

the one and only... RTS plugin

#

1.) provide a link to the plugin
2.) provide more information about what problem you got

#

this channel isn't very active, and adding more information to your question may raise the chance of getting an answer at all

wraith wadi
#

its this plugin and i am not able to see any of the assets it says will be available, do i have to start using the assets, or will the assets already be ready in place to edit?

spice ruin
#

How were we meant to know it was that one? 😦

#

The assets may be in the plugins folder.

#

And that plugins folder may be hidden in the content browser. There's a settings button on the right... I think. Can't remember where it is in UE4.

neon bough
#

Show plugin content is what it should say in the content browser options

wraith wadi
#

where is the content browser option?

neon bough
#

can you show us a screenshot?

spice ruin
#

Should be a cog {o} icon somewhere.

neon bough
#

most of us didn't use UE4 for at least 2 years

wraith wadi
neon bough
#

your content browser in UE

spice ruin
#

Don't use your phone.

wraith wadi
neon bough
#

bottom right maybe

#

view options

wraith wadi
#

i checked it, but once its enabled nothing shows up

#

ok, i found it lol

spice ruin
#

I highly suggest enabling the folder tree too.

#

Whatever option that is.

neon bough
#

i highly suggest removing UE4, installing UE5 and getting familiar with it, and then trying to port that thing to UE5

#

which should be possible

#

you aren't doing yourself a favor with UE4 (as beginner)

wraith wadi
#

i did start a project in unreal engine 5, but came across an issue where i was trying to spawn players with random player colours that were assigned to UV maps in imported models

#

but unreal engine 5 only allows me to use up to 4 UV maps on imported skeleton mesh

neon bough
#

and UE4 allows more?!

#

also i don't think that you need UV Maps for that

#

sounds like a job for dynamic material instances and/or primitive instance data

wraith wadi
#

and i wanted to basically port the game to new a new engine due to stability issues

#

i know i am new and it can be tedious to teach new people, but a little help would be very appreciated

wraith wadi
neon bough
#

well, you have to learn to provide the necessary context to your questions

#

as with THE RTS Plugin question, we can assume a lot of things when context is missing

neon bough
#

you don't even have to change UV for that, as all color data is pretty much in one texture, this can be "easy" done in the material

wraith wadi
#

this is what i have in the material

neon bough
#

and to pick a random color, that depends on how random you want it to be, e.g. can colors be used multiple times or only once? if only once you want some global manager which manages the color

#

yea that's overkill

#

you can just remap the UV.x range for anything where UV.y is > 0.5 (as all the color stuff is in the lower half)

wraith wadi
neon bough
#

to make it easier you could split it into two textures

wraith wadi
#

and on the male version its on the chest arms and legs

neon bough
#

in the begin play of the player you would create a dynamic material instance where you set the scalar parameter of UVIndex to a random number

#

or you would use custom primitive data which you can also update on beginplay, they don't require a material instance

wraith wadi
#

this is what i have in the parent unit class

neon bough
#

yea the set scalar node is the wrong one

#

that one is for a material parameter collection, which you don't want to use for that

wraith wadi
#

like this?

neon bough
#

yea, there's also one which set's it by Name

#

and as target you have to plugin the instance that you created

#

and then you also have to assign the instance to your mesh

#

that also applies to UE5

#

and at this point you may want to bring the convo back to some UE5 channel to leave this out of #ue4-general

wraith wadi
warm hill
#

Good day everyone please I have a question to ask
Have any of you recently uploaded a game on the Google playstore? I am having issues packaging my game with API 34 and 35 which is Google's requirement right now but if I use API 32 or 31 I will be able to package my game but Google console doesn't support any API lesser than 34 please do you have any questions on how to package a game to support API 34 or 35
I am using UE4. 27

cold vessel
#

Hello Guys

#

Am new here Best regard to everyone

noble olive
modest ice
#

Hi i am having problems with character movement

Basically my character moves fine, then i enter a car, unpossess the character, and possess the car (which also moves fine). I then exit the car, and repossess the character. Now the character no longer can run/walk or jump but for some reason my punch and dodge inputs still work.

Has anyone seen something like this before? I checked if it is still attached to that car (it was not), I checked whether inputs were being ignored (also no), so not sure what to do.

Thank you!

crisp moat
oak patio
#

That's just not true though. To be inactive you need to be over a year old, have less than 1000 installs combined, not used the play console in 180 days and have unverified credentials.

And you can easily keep your account too. First they email you to warn you, then you just verify credentials and push an update

#

That fee is also a one time fee of $25

finite bison
#

Is there a limit to how many active widget indexes there are for the widget switcher?

#

i can only go up to 3

toxic lily
#

got a question

#

working on a save game state, and im trying to store a weapon BP actor store in a player slot

#

here is the save, pardon the mess

#

ive tested extensively and it does accurately save the item, it even lists its BP name in a print string, however when i load the save it cannot load that item and acesses none.

#

im not sure i understand this, how can i get a reference to something that seemingly exists but cant be called?

raw oak
toxic lily
#

I wager i probably had set it up wrong

#

I saved the struct and try to recall it with a spawn actor, but its still reading as a none value

#

it did get rid of nearly all those errors except that one though so its progress

toxic lily
#

been able to nail it down to here, or atleast i believe so

candid sparrow
#

anyone knows why its blank? when i first made it there were some stuff on the right you could edit camera tilt, yaw, etc

spice ruin
#

Go to the window menu at the top and see if you can open stuff again.

#

Failing that reset your layout (at the bottom of the window menu)

candid sparrow
#

interesting, it worked, thanks a ton!

fierce tinsel
#

Bro when I open unreal 5 and make a project and when project is about to open these error are coming anyone can help me

azure shore
covert sky
#

Is there a way to update the ue4 browser in 4.27. Websites hardly work now....

sharp marten
fierce tinsel
sharp marten
#

Most laptops have two GPUs. One integrated, that is really only good for watching 1080p videos and doing basic work tasks and doesn't use much power, the other is discreet (i think the term might be wrong), which is for hardware accelerated tasks (such as gaming) and uses more power

#

UE4 is probably using the integrated one. Depending on the laptop vendor, you might be able to set it so that it turns on the discreet GPU for UE4

fierce tinsel
#

I have an integrated gpu

#

Bro I'm using ue 4.27 I am using enhanced input action but it is not working help me

oak patio
#

jesus, can you not spam your question

#

you've already been asked

oak patio
#

It doesn't work well, you're lucky if it works at all

ocean pumice
covert sky
#

anyone's editor freezes up and wakes up if i maximize another window? Its a clean windows 11 and a new ue4 project.

summer elk
#

I know it's been a while, but have you had any chance to figure this out?

blissful girder
#

Has anyone ever worked with static VBDs to make a cloudy environment and all of the sudden out of nowhere they go from nice fluffy clouds to being sliced up into pieces and rearranged like some sort of weird tiling?

FIX: Not sure what the problem was, must have typed in a weird command because I created a new project, migrated the level, and all the VBDs were how they were supposed to be again.

warm hill
#

Good day everyone please has anyone figured how to package unreal engine 4.27.2 project for android using SDK 34 or 35? I can perfectly package my game with SDK 32 but Google console says I should upgrade my game by packaging with SDK 34 or above. Right now I am just stock and confused I don't have any clue on how to make this work please does any one has a clue on how I could package my game with SDK 34 or 35 in UE4. 27.2 please I need help πŸ™πŸ™πŸ™πŸ™

past oxide
#

is there anyway to connect two integers to one create session node?

candid sparrow
#

i imported this scene from blender and its too dark.. its as if the sky is not emitting any light and the only source of light is the directional one.. what do i do?

candid sparrow
tough thicket
#

if your scene has a skybox like a mesh for the sky then it can obstruct lighting

#

you can turn culling on and that works but

#

dont remember exactly

hot arrow
#

I just discovered the One File Per Actor in UE5 🀣
Is there a way to implement it for UE4 πŸ‘€ ?

#

I don't see how complex it is

kindred creek
#

hey, im trying to import 2 skeletal meshes, and 3 anims. it's been about 1 hour and it's still doing this stuff. i exported as an fbx from blender. any help would be good

#

each anim is 2000 frames

candid sparrow
#

i actually fixed it, while importing the meshes i also had to check lightmap uvs

tough thicket
#

jesus you can reduce those keys somehow but it will reduce anim quality

spare trench
hot arrow
#

Hello guys, for the ones that use the 4.23, do you know if virtual textures are supported by the HTML packaging ? πŸ‘€

leaden hawk
shy nebula
#

I know this is a dumb way to do it but im just trying to figure out how to pass a variable to the server. So heres my issue. I am working within a widget and im trying to pass text to an actor that's in the scene. But its not replicating from client to server

#

and in theory it should heres my setup

#

when I pass that text variable to the actor which contains NewVar 1 text which has replicated selected in replication" It will only show on the client not the server

rustic panther
# shy nebula

not a multiplayer expert here, but user widgets don't exist on server... you need to have the widget interact with a controller or something else that is replicated and have that actor execute to server

shy nebula
#

I added an actor that contains the variable to the map

#

but ok ill go there thanks

hushed moat
#

Hello, i was new here, and i wanted to ask something about my project, i want to make a hole for my window at my wall (i'm using mesh for window and wall), sorry for my bad english and thank you πŸ™‚

green acorn
#

you need to create wall where the window will be. Typically done in your 3D software.

#

If you are using BSP, get fammiliar with the boolean operator, that's pretty much how to make a hole when using BSP.

hushed moat
hushed moat
green acorn
#

BSP can be used for "sketching" but in the end, you need static meshes

hushed moat
finite bison
#

Hi, Im trying to do the classic thing of having a 3d mesh in my widget so i can customize the object. So far, i cannot seem to get my 2d scene component to capture every frame. As the mesh is playing an animation that i need it to capture. help!

spice ruin
#

Don't scene captures have a 'capture every frame' option? Is it checked?

finite bison
#

Yes, its checked

spice ruin
#

Then I'm out of ideas! 😦

finite bison
#

I only see the animation playing through the preview

spice ruin
#

Maybe it's your ui that isn't updating, rather than the render target.

finite bison
#

How could I update the ui?

spice ruin
#

Assuming you're using UMG, that is.

finite bison
#

Yeah

covert sky
#

anyone know how to add luoshuang on 4.27.2 source build?

fierce tinsel
strong lake
#

you got no skeleton in this "object" or mesh

#

you exported it wrong

#

Can someone remain me,how evnt tick works? If I dont activate event tick, it will tick in parent actor? and how to call parent tick ?

strong lake
#

i can't get parent tick to run 😐

regal mulch
strong lake
fierce tinsel
fierce tinsel
spice ruin
regal mulch
#

I have lost hours to others not calling Parent :')

strong lake
#

check in blender if this file is ok

blissful latch
#

Can someone tell me why, as listen server I can see the camera rotation, but as client the character doesnt change

#

the first image is playing as listen server

regal mulch
#

Use GetBaseAimRotation for the Anim instead

blissful latch
#

It made it stop working ?

#

Nevermind, it was just a mistake i made

#

It works now. Thanks a lot!

fierce tinsel
strong lake
fierce tinsel
fierce tinsel
#

Bro please suggest me a best video for retargeting Mixamo animation to unreal engine 4.27 please

fierce tinsel
strong lake
#

What is launch for ?

oak patio
#

Packaging the game

strong lake
#

oh f

#

abandon

#

πŸ˜„

#

im only making mod haha

#

i can't tell if its squad editor so clunky or just eu 4 things

wise mist
#

I tried to install the editor (win 10), uninstall, reinstall, change directory, verify files, with Epic launcher but I always get the error of lights that do not rebuild. how to fix? tnx all

obtuse stump
#

How do I localize fonts???? I've put a font for this specific language but the game still runs the default one. Am I missing something?

tough thicket
#

Anyone know why their is so many 2d 2.5d visual effects in JRPGS, i doubt a couple of artists got together for a mediocre game and made thousands of unique effects.. Anyone know what im talking about? thanks

#

im just wondering what i should use to make the sprite sheets for flames and like magic

#

must be an easy way to do it is what im saying

#

i dont have the slightest clue

#

Years ago i went outside at night with a torch and made my own flames but that cant be it....?

solid holly
#

Uhhh, which file do I use to publish my game to itch.io?

oak patio
#

Well you need them all. Games don't just get built into a single file.

solid holly
#

Where is the option to do that

oak patio
#

?

#

Well you clearly have the option to upload multiple there given it says "upload files"

#

Alternatively you could just zip them up

solid holly
#

Ok thanks

solid holly
#

Yes
I love zip files

valid raven
#

hey gang, it's me again. i'm trying to move an object using a set relative location on component node. the object is having collision issues. i don't understand why it has collision issues. during level building i can move it into and through objects just fine.

#

ok nvm fixed it with the right collision settings oml

oak patio
#

Github

#

Not sure if they host binaries, probably means a source build

valid raven
finite bison
#

hell yeah

hot arrow
# finite bison hell yeah

When I started using this back in the time (2013) I understood nothing lol, 1 year later UE4 was released with BPs, I should have keep tryharding this lol

strong lake
#

How do you get value from map by key, to not play with index and looking for it ?

#

i just want to increase number per key

#

nvm its find

#

😐

fierce tinsel
#

Can Anyone help me when I try to import mixamo animation into unreal 4.27 this error is coming help

valid raven
#

is there a way to take 2 vectors (xyz coordinates) and turn that into rotational data?

#

so like lets say point 1 is at 0,0,0

#

and point 2 is at 1,1,1

#

a line trace will draw between the 2 but i was wondering if i could use that data to rotate an object to point toward the second point

strong lake
#

or maybe just subtract and get forward vector

fierce tinsel
#

Can anyone tell me how can I use the character animation into unreal engine 4 Manniqueen

eternal ledge
#

no idea if this will get an answer but how do draw calls go up when looking at a blank space? as can be seen with levels hidden and levels visible, the draw calls of a blank spot in the sky which doesnt change between just the levels goes up and fps goes down and i really want to understand how to stop it as its dropping the whole project down a lot.... the only thing i can think of is either the way shadows work upwards maybe, or as a lot of the objects are based at origin to put them in the right place in the world based on plan data (so placed at 0 0 0 but could be 180m high, 350-700m in x and y) but i dont get why that should cause draw calls, unless its a very weird thing in unreal thats never been documented....

spare trench
#

how to I lock the Constrain in Physics Asset for one direction only?

#

if I limit the constrails, it limits the angle for both forward and backward direction

spare trench
#

Oh I got this, just by rotating the constrains hold ALT

strong lake
#

Construction script for my actors, seems not to work when I switch level.
It triggers(ring material goes to starting point of line tracing), but actors can't find level to properly place itself. so they float way too high.
Its UE4, it has multiplayer component, so I tried enabling replication,
I also have put initial code to BeginPlay, but that did not solved my problem.

I am doing LineTracing by Channel Vision to snap to ground.
I don't know how to apporach this.

chilly sable
#

replication is only for networking

#

your trace isn't long enough and or there is too big a height difference between your levels and your trace fails

marble kayak
#

If you create an emitter class BP and place a particle emitter in there, it seems to activate with the set activate node in the node graph. However is you set it to not active or deactivate, the particle system continues to be active.
The only way I can get the particle system to turn off or on seems to make it visible and invisible.
Does anyone know what the deal is here?
Fake nodes?

strong lake
strong lake
#

Also Actor is fine when I compile it. Or move slightly and put back, so it kinda refresh itself

#

but on load it just freaks out

#

Also levels are different, that are not sublevels

strong lake
#

hit was detected.
Circles on ground was set to not offset, rest should snap, but it goes way too high πŸ€·β€β™‚οΈ

#

this is after loading level

#

oh wait, i know what could be the cause πŸ€”

#

i move plane

#

not material

strong lake
#

fixed BeginPlay, constructions does not work, but thats fine

steep solstice
#

Hello can any one help me?? i downloaded character and animations from mixamo and when i played it in animation sequence the character is floating in air and i need it to align it to ground i tried to retarget animations,skeleton but no use . Thanks for Reading ...

tough thicket
#

i might be wrong though

chilly sable
#

yeah I think the mixamo rig does not have a root with UE nomenclature in it which might cause those problems

strong lake
chilly sable
#

make the traces longer, solved

#

the trace node has a start and end point, modify that

strong lake
#

they turn green, after hiting

chilly sable
#

yes that is what I'm saying

strong lake
#

and as I said, this happend only on loading level. When I move actor, it hits properly

chilly sable
#

they are all uniform red, so no hits

#

well thats why I spoke of landscape height... maybe this new level is lower no ?

#

looks like the traces are not long enough

strong lake
#

whats lower?

#

I don't follow you

chilly sable
#

you said you had two levels

strong lake
#

2 separate levels

chilly sable
#

I see that, thats why I said not enough details

strong lake
#

with 2 separate actors

#

I sait its not sublevel

#

you can find this

chilly sable
#

ok... but they spawn procedurally ?

strong lake
#

no

#

I placed them manually

chilly sable
#

so you think the traces just don't work because its a new level ? makes no sense...

chilly sable
#

I know ! but something is wrong in the setup

strong lake
#

I don't need to think

chilly sable
#

your traces seem to traverse the landscape

strong lake
#

they should work right ?

chilly sable
#

channel not set to block ? do a test with another trace BP &

strong lake
#

No need for further testing

chilly sable
#

well no need to yell... trying to help you

#

no its not normal at all

#

never had this behavior after loading a map

strong lake
#

trace is way bigger than needed. Actors are spawned on ground

#

and tracing is around 10k above to bottom

chilly sable
#

well then your landscape is not blocking the hit, something must happen on construction script that shouldn't be there

#

indeed it will refresh if you move them or recompile

#

put the trace on begin play instead... anything construction script is only for level or game designers to make editor changes, its not meant for gameplay

strong lake
#

thats what I was suspecting, its my only guess, its either something changing level, or landscape is not available for line tracing in first few frames of loading

chilly sable
#

yeah probably your construction script fires off before the landscape even exists πŸ™‚

#

simple

#

you could pull a landscape ref in the actor and then test if valid, if valid then trace

#

or just change the logic flow on begin play

#

what happens when you move or recompile is that they will retrace, and then of course it works because landscape is fully loaded

strong lake
chilly sable
#

sure, you mean if it does the same thing ?

tough thicket
#

am i doing this wrong

#

the bullets go to the X like coded too but the flash is straight from the barrel

#

uhhh i guess i can change it but dont think the bullets will hit the X point...

tough thicket
#

well its a bit better but still fucked dont think much i can do without alligning the camera down the middle and aiming over my head

spare trench
#

How can I change the root parent? I want the Box to be the parent of Static mesh comp

#

dragging box to mesh doesn't work

tough thicket
spare trench
tough thicket
#

i also remember being able to change it

raven nest
#

check the parent class maybe

spare trench
#

maybe I have to use cpp to assign the root component to box

raven nest
#

just put an empty transform [scene component]

fierce tinsel
#

Hey when I add enhanced input action plug-in in unreal 4.27 and make an input action the input action is not working please help

strong lake
#

Question UE4: Why after adding new parameter to base class, extra sound effect. All child classes have "None" value, and I have to recompile like 4 classes. Is it intended? or its fix in ue5 maybe?
There is arrow to reset to default, a bit confusing behaviour, it took me a while to fix cause its super weird.
https://cdn.discordapp.com/attachments/1074682143344705597/1275469867222437989/image.png?ex=66c60161&is=66c4afe1&hm=aade3c07be2d65efd9dcd1dc17faf78a428f75ed29aea3393ebd501250c2e007& https://cdn.discordapp.com/attachments/1074682143344705597/1275469867851448413/image.png?ex=66c60161&is=66c4afe1&hm=b8e942e095cb0f6b897441058003080fde8b01d1529ff0ee48426f6d73d4f8d2&

loud berry
#

this god damn discord does not have the channel I need!!!!! where is rendering help 😭

loud berry
#

does anyone have experience with pre-rendered backgrounds?

west cedar
#

I have a Steam+UE4 question- I have a project that I've reworked the .inis and people returning have to delete all local data (often thinking it's a control bug) is there a good way to reset that local app data .ini for all users?

solid holly
#

Is there a setting in which I can tell unreal to not load anything on x distance?
Because my game has a constant fog that won't allow you to see far anyway, and it would be better for performance not to load the entire landscape forest

grim flame
#

@solid holly distance culling

solid holly
#

Thanks, I will look into it soon

grim flame
#

you add a cull distance volume

#

and adjust it there

loud berry
#

okay now i have to find the channel i posted in

solid holly
#

Ain't nobody told me foliage also had cull distance πŸ˜‚

valid raven
#

fellas i did a thing

#

rocks that spawn moving forward X amount of times, alternating left and right, slightly random rotation

#

funnnnn

oak patio
#

We don't help with data mining

strong lake
#

What was the name of BP block to play animation graph? And can be used in widget

#

TimeLine is in eu5 right ?

#

i don't know how to define animation for that

barren adder
#

ummmmmmm

#

help?

strong lake
barren adder
#

wdym?

strong lake
#

its unsupported

old yarrow
#

a quick question, i understand that some things will be different but can you use the bluepritns froma UE5 project in UE4?

strong lake
#

you maybe could use bp4 in 5, and its called backwards compability, but I never heard of opposite way

old yarrow
#

okay, better question then, is there any reason to use UE4 over UE5?

#

me and a buddy are starting to draft a game project and ive got expeirence with UE4 but not UE5

tough thicket
#

'id imagine you might get better performance on a lower end system

#

i dont see anything about so its up to you

#

if you look at like old bioshock thats just how the engine looked

old yarrow
#

aside from extra options there doesnt seem much difference truth be told

tough thicket
#

no idea im just gonna finish my game on 4.27 then maybe move up

old yarrow
#

fairs, cheers for the info though

#

good luck with your project

tough thicket
#

thx

frail pecan
# old yarrow okay, better question then, is there any reason to use UE4 over UE5?

*no. UE5 has more features and optimizations, and for the most part only benefits over UE4, UE5 does perform slightly worse due to the additional cost of the newer fancy features ofcourse, but you can manually turn all of those off and get similar performance to UE4 with all the added features and options of UE5 still available to you.

* unless you have specific requirements like 32bit support or you make use of code or features that "significantly" changed between UE4/5 and reworking it is too much work for instance.

spice ruin
#

Don't forget the scalability settings in ue5 are defaulted higher than ue4.

old canopy
#

is there a way that i can make unreal 4 use my blender nodes?

cunning rune
#

Tfw your Steam account turns old enough to vote CattoCry

tough thicket
#

my steam is like level 7 and had it for 20 years too

spice ruin
#

My steam level is over 9000.

vital ether
#

Quick question is it normal that textures in UE looks a lot more grayish that they should?

tepid haven
#

(skip to 28 seconds) Does anyone know what would cause the head to lose collisions when setting all bodies to simulate physics? It works on one skeletal mesh but not the other. They both use the same physics asset and skeleton all settings are the same in the details panel of the skeletal mesh

plush yew
#

how can i zoom in the editor

tough thicket
#

i think shift makes you zoom zoom faster

west cedar
#

So one issue users are having is a screen going to black bug in full screen mode (not in windowed) any suggestions on causes? (Drivers?)

#

It’s using camera controller fade in and seems like only some systems have it β€œstuck”

neon isle
fierce tinsel
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When I am packaging my project and when the packaging is going to be finish this error is coming help me in unreal 4.27

green sphinx
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I need help with something that I think is pretty simple to accomplish but i cant find anything helpful online for it specifically. I have a widget blueprint, and I want to "tie" the opacity of it to the player's health (opacity of the image increases as the player's health decreases).

green acorn
patent quarry
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Hi. I am trying to create an ai vehicle for my mobile game. I've tried traces and nav mesh volume but still not getting the results i want. If anybody knows anything on this matter i would be greatly appreciated. Any tips would help. Just give something to create a decent ai vehicle.

tough thicket
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uh yeah look at the turning lane on right hand side and top left

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hmm just on right

spice ruin
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Ah yes.

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can't see them turning to cross traffic, though!

tough thicket
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i dont drive so idk lol

spice ruin
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πŸ˜›

tall osprey
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Games made with UE4 are more vulnerable compare to UE5?
focusing on security from all sides

patent quarry
tough thicket
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1 sec

tough thicket
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if theirs no roads just use the simple navigation

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Like twisted metal? i mean id imagine you would add the logic like waypoints maybe goals and strategies

patent quarry
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By"kind of random path" i meant there would be two direction that ai could go and it randomly chooses which way

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And I've already

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Experimenting with splines

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I need a way to avoid cars which for that i used trace lines but I'm looking for a batter way

tough thicket
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lol it would probably end up looking like sphegetthi either way so dont get bummed out

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its what your doing really

jolly zodiac
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Yo guys do you know why the Sky light doesn't seems to work when the exposure is turned off?

fair meteor
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Unbeleivable, just spent a few hours working on a tutorial level and duplicated it. I went into the duplicate and delete abunch of stuff, and it also deleted in the tutorial. Why and how do I make duplicates that dont share properties?

tough thicket
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Epic version of my game then the Steam version

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How hard would it be to like set up tradable Crates like in tf2 on an indie game on Steam?

solid holly
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Yo
Is ue4 customizable? Like the nodes and panels?

sand wyvern
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I'm trying to refactor all my character input logic from my class based on ACharacter to the PlayerController but need access to a bunch of bools from the character itself ...what is the best way to access this. I feel like a cast in each indvidual function in ther playerController will be problematic

tough thicket
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but yea do what you want man

solid holly
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Hmmm, I hoped there was something build in
I don't wanna break anything so no

tough thicket
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if you mean "can i set up equipment slots and an inventory with just unreal?" then no that would require dozens of custom functions and widget intergration

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you would have to buy or find a free template like this

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this is the sad reality of unreal

pallid widget
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Is it possible to export a particle system(cascade or niagara, by selecting the emitter object in hierarchy and clicking export selected as for example gltf or fbx or whatever) from ue5 and import it in webgl so the particle emitting is continuous?
If not is there a way to change the particle system into a mesh with animations of those particles emitting?

plush yew
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Hiya, dumb question but
How would I go about making a simple head bob system that only moves up and down?

tough thicket
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idk could use a timeline, a timer a looping animation tons of ways

strong lake
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2 player game with proof of work

marsh ocean
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N/m Problem solved.

solid holly
#

Hey, can someone send me a youtube tutorial on how to make the player detect on which material he is touching (landscape)

manic pier
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Our team recently upgraded from 4.26 to 4.27.2, previously there were no issues using the Water plugin, but after the upgrade there's a persistent message log warning across all our levels that I've had no luck in tracking down a solution for:

Landscape_WaterBrushManager Water brush Landscape_WaterBrushManager in package ... is out of date and needs updating for water to render properly.

This message has a little "Update Water" button next to it, clicking it does nothing as the message still persists and the button returns after saving/re-opening the level. Does anyone here know a solution for this?
I'm aware the Water plugin was still very experimental in 4.26 and 4.27, however we've been using it for 2+ years without issues.

valid raven
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hey all, i've got a very small game i'm making in ue4 and it's done entirely in the hud. i really only need 4 widgets to be made i think, where each one does something different

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the others are pretty simple, but the hardest one is the dialogue/choices widget

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it's not hard it's just that i'm not sure how to have 4 different "presets" in the widget working

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idk how to change the layer order, or disable a layer, etc

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for example i have these 2 (i have 4 total but these for now)

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how, in my code, can i either change the layer order or disable layers i'm not using while still allowing the player to click on the right layer?

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also, for some reason only the dialogue cloud texture is invisible, when i change the texture to literally anything else it's visible again, does anyone know what can cause this?

reef thunder
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Does anyone know the base size for BP_Manny or BP_Quinn?
X,Y,Z?

oak patio
fierce tinsel
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Bro help me to solve this problem

toxic lily
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approx 6 foot

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handy chart