#ue4-general

1 messages · Page 34 of 1

toxic lily
#

those XYZ dimensions are accurate, imported directly from UE

#

the cube is 2x2m

toxic lily
#

Is there a way i can have collission enabled on a skeletal mesh without simulating physics?

#

i have a flaying character and im trying to prevent him from phasing through walls

toxic lily
#

guess not?

violet portal
#

Hey,
Anyone who could help me set up some API calls from a game to my website to retrieve a image and some text from it?
I have VaREst plugin, just not sure how to setup the calls and the Wordpress page that would hold the data.

finite bison
#

How do i make the lighting in ue4 better? The lighting im getting is very bland and just overall unrealistic. There are some very good games made with versions as low as 4.25, and their lighting is surprisingly good compared to what im getting

rigid yacht
#

can anyone help? My main level isnt showing in my main folder, but i can find it in file explorer? I had a fix in the past, but now cant remember…

spice ruin
#

Search your output log for the level name. It will tell you why it didn't load.

crude tulip
#

One message removed from a suspended account.

solid anchor
#

does anyone know if theres a way to copy spline paths you already created but just the spline info from one actor to another

#

so like the lenght and all the spline points and translations of each point etc. just a clean dupe of the source spline

spice ruin
#

<@&213101288538374145> missed one. 😛

manic pier
#

We recently upgraded from UE4.26 to UE4.27.2, and now have problems with the built in Water plugin.

I've been wanting to delete the old water and add new water, however adding new water deforms the landscape and we don't want to lose the landscape sculpting we've done in the past.

To fix this I've tried to untick the "Affects Landscape" tickbox which should cause it to not deform the landscape.
This works; however when unchecking this box the water stops rendering entirely, is there a workaround or fix for this?

#

As a sidenote I'm aware the Water plugin was experimental and unstable in UE4, I'm just looking for a solution to this new issue as we havent had issues with it in 4.26

solid holly
#

what do these errors mean?

#

too much fooliage?

#

and what about the benches?

hollow dragon
#

I'm a paid artist / developer and I do 2D/3D, web, software & game development and much more. If you're interested so can I make something dope for you, Dm me to have a look on my portfolio.

hidden osprey
#

Do not post that here also don’t post it into multiple channels either just get out of here

plush yew
#

how do i enable SSR in UE4?

cosmic zealot
#

is this the place to ask high level game design problems?

#

i have a game idea but I have no idea on how to even ask the right questions on google

tough thicket
#

im about to set up a large game world similar to Skyrim and Oblivion just wondering;
Is that just 1 single landscape?
Will it just be a landscape material with 20 layers?
so i guess ill use Level Stream to seperate the "regions" of the country...

#

i guess i could make islands

#

any guides on open worlds?

hidden osprey
#

Do a small game first not an open world one

tough thicket
#

ill try my best the first time

#

i guess

cosmic zealot
#

so... the game loop should be...

  1. Player goes to central unit (Fabrication Unit) to get a turret to place
  2. Place retrieves turret and walks to where they want to place it
  3. Held turret should appear green when within range of the other turrets
  4. Held turret should appear red if player carries the turret beyond the range
  5. Player places turret if all conditions are met
#

i am struggling with what questions to ask the internet

#

*2. player retrieves

#

but like... how do I determine if the player is inside the green area?

#

if I use "collision spheres" and do a "on overlap" event.... then I have areas where multiple collision spheres are overlapping each other. so Id be pinging three or four onOverlap AND onEndOverlap events all over the place

tough thicket
#

you mean getting the nearest turret and finding if your in its range should be easy enough with distance to vector node

#

those spheres are weird so idk your choice a few ways

cosmic zealot
#

i haven't started testing yet, but the 'in between' areas are gonna throw some weird logic errors

tough thicket
#

if your only checking for the nearest turret, and only accepting its range then i dont see the problem

cosmic zealot
#

that may be the solution i need.

#

but each turret has a different build range. Fab unit might be 100 meters. Level 1 turret might be 10 meters

#

i do appreciate your help. good to have someone to toss ideas with

cosmic zealot
#

if I were going to treat this like a "stealth" type game and the green circles are the "lighted area" and the player needs to stay in the lighted space....

#

how would I do that?

#

im' just trying to look at this problem from different angles

#

ok, I think I have a solution. Think I'm gonna do a "event Tick -> Sphere trace (custom collision with Turret collision sphere channel)"

#

lunch break time

lost mantle
#

can someone help me with something

fallow dawn
#

small question regarding unreal 4. what skin weight limit it had?

quick grove
#

anyone able to help me with what can cause a stack overflow error please ?

#

I'm getting the error on a scenario i'm testing in the TSW public editor and the error seems to come up a bit random and well I can't work out why

timid trellis
#

hey guys i got an issue

#

i imported a model into my project and it worked just fine but everytime i restart my project, all the textures for the model dissappears

#

it says "failed to load" and then it says the name of all the textures of the model

#

how can i fix this or like save all the textures into my project?

toxic lily
timid trellis
#

Yup

#

When I just import them it's fine but after I restart my project all the texture slots are there they just don't load

fickle prawn
#

Random question for you guys " what makes a game unique ? "

solid holly
#

.
Can I adjust the size of my mesh directly in the mesh and not have to create a BP for each mesh to do that?
(Ping pls)

solid holly
#

Man, they need to add more tips in the tutorials :(

mental ravine
#

when I duplicate my projectile bp, duplicated one doesnt hit main character

#

how can I fix it

tepid dew
#

Hi i wanna ask about a problem in UE4

#

"Access none trying to read property CallFunc..."

oak patio
#

You're treating a reference as valid when it's not

toxic lily
spare trench
#

does UE4.27.2 supports Web based game?
If it does then how difficult it is?

toxic lily
#

Depends on the complexity of your project.

fickle prawn
timid trellis
#

guys i have no lights in my scene why is it still bright?

#

i deleted all the lights in the outliner but shouldnt this be pitch black?

light verge
#

Is there a way to access the legacy documentation pages for 4.27?

#

I am trying to get to the Skeletal Mesh Sockets page on this document but it fails.

finite bison
#

also is there a way to prevent trees spawning on rocks and such?
i have inclusion landscape layers enabled too

fierce tinsel
#

Hey can some one help me when I create an input action to open our flashlight in horror game and when I try to use the enhanced input action it is not working please help in unreal 4.27

tough thicket
#

how do i fix this without a higher resolution mesh?

tough thicket
#

i fixed it by making the map resolution more dense so

edgy quest
#

Hey. Got some serious problem

#

I am making an action combat racer. My game project settigns are set to fixed framerate ( 25 ), everything else is at default

#

When I am increasing the framerate option, then the game speeds up like it was somehow accelerated or fast-forward ( imagine like it was a radio song played with 150% pace )

#

There is very scarce data covering this topic. I've tried to tweak delta time options, but still my game runs like it was set to "global time dilation 1,5x ), but I wanted to make everything run more fluently, but the normal game pace must be ket

#

*kept

grim raft
#

hey guys, is there a way to stop emitter spawn when its too far from player pawn?
without a blueprint

manic pier
#

Anyone know why my landscape sculpting isn't going above ~100 Unreal units and won't go below by about the same height on a perfectly fresh and flat landscape? No heightmaps involved, just a new landscape straight out of the box

I've recreated it twice now because this happens, I tested to make sure I could use the sculpt brush to raise it as high and low as I want when I first recreated it and it worked fine no problem, now when I come back to it to do the same it only goes to a certain height again.
I think it seems to happen after I paint foliage on the landscape or something like that?

#

The strange part is that it also only happens on this level, the level is freshly made and has barely been touched. On older levels I've made in the same project this issue has never happened at all

manic pier
#

Update on the above: I figured out it's because of the Water plugin that affects the Heightmap of the landscape, disabling it for the Water edit layer fixes the issue. I'm hoping there's a way to fix this without disabling it though

Aaand the solution seems to be to create a layer that is above the Water layer, this new layer doesn't have this strange height limit for sculpting

odd swan
minor plover
#

Would this be the correct (or best) Discord server/channel to ask for help w/ modding unreal games, or should I be somewhere else?

oak patio
#

It's not. We don't support unsupported modding, and even with officially supported modding (ones with modkits on EGS), we normally aren't much help there either

minor plover
#

Gotcha'. I guess I'll keep looking, then.

#

Thanks.

oak patio
#

Hope you can solve your problem!

karmic seal
#

I hope this is the right place to ask for help with this sort of stuff otherwise i apologize:
in ue4 im trying to add a feature where a player can pick up another player and use them as a human shield.
I'm making it so that when you are behind another player you can trigger and event (on the server) on the other player which triggers a multicast event. In this multicast event this player attaches to a specific socket in the other players hand. It works well when the server host picks up a client and when a client picks up a client, but the rotation of the picked up player is messed up when a client picks up the server host. Any idea what causes this?

minor plover
# tough thicket What game?

Gundam Breaker 4 (which uses UE4.29, iirc); the English translation is really bad, so I'm looking to fix some things.

tough thicket
#

i would ask there and modding is illegal so

minor plover
#

modding is illegal? what?

fierce tinsel
#

Guys my pc is not opening unreaL engine 5.0 if I will upgrade my ram will it work please tell me the error is this

tough thicket
broken geyser
#

Hi there, just curious why ppl still use UE4, cuz it's faster than UE5 or something else?

echo eagle
#

Is the uk really built like a souls like?

echo eagle
#

But tbh you can get unreal 5 to run lile unreal 4 if you know what your doing.

And if your on some serious potato hardware theres other engines out there.

dense plover
#

Hello, can I ask questions here or should I go elsewhere? My question is about editing engine.ini in an UE4 game. I tried reddit sub first, but got denied for some reason by automod.

broken geyser
toxic lily
#

I’m getting a lot of spam DMs coming from this server specifically

prime tulip
#

Anyone know why nothing happens when I press create on landscape tool?

#

Is my engine FUBAR? peepocry

#

aaaaah nvm I found it. I accidentally had a hidden level selected as current level.

#

A little popup saying that would be handy though ngl 😅

#

Like "Can't create landscape in current level because it's set to hidden"

dense plover
#

Hello, can I ask questions here or should I go elsewhere? My question is about editing engine.ini in an UE4 game. I tried reddit sub first, but got denied for some reason by automod.

spice ruin
#

If you're trying to modify an existing game, we don't really do that. We don't provide support for released games either.

dense plover
# spice ruin If you're trying to modify an existing game, we don't really do that. We don't p...

What would you suggest for me to do? I can't address my issue to developers of the game I'm intetested in, because they pointedly provide no support for potato lowend pc users. I'm exactly that, I have no other options but to deep dive into engine optimisation. I tried my best (as a total stranger to the whole UE thing), I had some positive results, but I need further help with more indepth analysis. If here is a wrong place to seek such help - could you give kindly advice on where to seek help?

oak patio
#

The modding community for the game in question is a good start

oak patio
#

Nothing says "hire me" quite like: joining, not reading the rules, posting your message, then leaving

spice ruin
dense plover
# oak patio The modding community for the game in question is a good start

There's no modding community, it is a multiplayer game like cs:go but it's called "Dark and Darker". It is kind of a fresh game on early access stage, devs don't care about potato users, and there's no indepth optimisation guide yet. My only hope leads me here and I don't know where to go next 🙂

spice ruin
#

It's not really a fresh game, it's been around a while. 😛

oak patio
#

Seems like a common issue that's already been mostly solved.

That being said, .ini tweaks won't fix everything. At a fundamental level support needs to be in game for this. There's no way to hit the magic config button for most cases.

dense plover
grave aspen
#

@raven riverUse the job board, do not advertise, self promote, solicit for work, or hiring outside of the appropriate channels. #instructions will tell you how to use the job board.

oak patio
# dense plover Thanks. I saw that guide, I've used it as a start... but meh, there's such a mes...

Bah, I don't know why I'm surprised 😆. Seems par for the course for tech support in games.

Since this is not really underground modding and thus not against the rules, you might want to try reposting it over the coming days.

The annoying part with it being a shipped game is there is no way to tell what they may have stripped out of the config files, or changed :P

A quick Google search does reveal mods for the game do exist, albeit not exactly thriving due to the nature of the game, so you might want to try and track down a discord server for it.

As mentioned though, the only guarantee you can get for this is for the devs to fix the game, .ini tweaks can only get so far if anywhere. It's a frustrating one, especially given their preference for content than patches.

cosmic zealot
#

question for anyone who can answer.
How do I make a "Version 2" of my game? Like, I want to make a drastic change to the files and I want to create another version of my game to mess with and I want to be able to revert back to the previous version (Version 1) if I screw things up beyond repair

velvet drum
cosmic zealot
#

thank you so much!

#

sry, i'm getting confused here. Apparently I have a ton of versions already. how do I know which is which?

#

none of the "Date Modified" dates are lining up with when I last worked on the game

#

i think I figured it out, but my way is very 'round about'. I selected an asset in the content browser, then I "Opened in Explorer". this gave me the file on disc location. Now I know which folder to copy.

solar stone
#

Those are the same guys who got fnaf security breach running on the switch so they know quite a bit about optimization

golden sundial
golden sundial
#

Where can I ask about a Custom Nav Mesh? still in Ai? geometry-tools?

spare trench
#

I have a collision box attached to a cube and I move it in the world where the camera is watching. This issue is that it doesn't detect the any collsion except the other collision boxes in the world. All the collision settings are correct

onyx viper
#

It is weird please help.
When i set "Speed" inside AI's animation blueprint to => lesser than 10
then i throws an error of "access none for Enemy_Ref Variable"
but when i set value greater than 10 and then run game it works fine.
like how is it not getting value for Enemy Ref when lesser than 10 ?
It is weird please help.
When i set "Speed" inside AI's animation blueprint to => lesser than 10
then i throws an error of "access none for Enemy_Ref Variable"
but when i set value greater than 10 and then run game it works fine.
like how is it not getting value for Enemy Ref when lesser than 10 ?

#

and here is Run transition logic

patent kelp
#

Can you do something like "set all bodies below simulate physics" with an exposed bone name to input, but on a rigid body setup and not on a simulate physics setup?

#

Like the first picture, but compatible with the second pic setup

foggy marten
#

ever want to try a game but sick of trolls, now u can with Visual Quest

#

ddm me for info since updates here and their

oak patio
clear warren
#

I don't know a better place to post this, so I'm putting it here.
I'm trying to localize a texture, but it's not working. (Other textures are localizing, but not this one for some reason)
When I right-click and go to Asset Localization->Edit Localized Asset I can see the correct languages, and the right textures open when I click on them, but in-game that texture never seems to want to update. Any suggestions on what I should check?

foggy marten
manic pier
#

Using UE 4.27 and Epic Games' Water plugin, is there a way to hide this translucent plane of water that sticks out past cliff edges like these? It's not part of the actual river spline mesh but renders independently from it, I'm not sure why this extra plane is needed

The river splines end way before the open space and is hidden inside the rocks, but this translucent plane is causing this undesired visual effect

solid holly
#

How to stop the lighting issue on the fence? This problem wasn't before, it just appeared and I had these fences for a long time

solid holly
#

||I am going insane with this engine||

azure shore
#

congrats robert

spice ruin
#

But you can't read.

#

Key skill, I feel.

prime tulip
#

Can someone tell me why my standalone game always starts in VR despite me having disabled everything VR related I could find in project settings and plugins? Like what must a man do to turn VR off around here? 😅

#

Is there some hidden setting or something that still sneaks VR into your project? And if yes, then why? blobshrug I don't really get it. I love VR, but I mean, I'm making a non-VR game, isn't that allowed or something? lol

spice current
#

Is this the correct channel for help with broken plugins? I enabled GLTFimporter, now I get the error message that 2 modules are missing

finite bison
#

so epic games launcher specifically uses ue4.. nice

oak patio
#

Yes, it's a slate app

spice ruin
#

I think he means as opposed to the ue5 code.

velvet drum
#

Does anyone know why it could be that my physx vehicle wheels are spinning when i accelerate but the car is stuck in place?

#

also they dont have a collision for some reason even though there is one in the physics asset

harsh orchid
#

does turning off cast shadow off good for performance ue4

worldly trout
harsh orchid
worldly trout
harsh orchid
spice current
#

<@&213101288538374145> this guy is spamming DMs as well

round knoll
#

Anyone had any luck with bringing inputs into Unreal in a 2110 environment?
Got everything up and running with the Bluefield card on Windows, Mellanox switch, monitor and a 1080p5994 camera source - monitoring and output out of Unreal works, but i can't seem to get a proper input into Unreal, the picture from the camera does arrive, but looks very scrambled and distorted.

pallid latch
#

If anyone has a quick moment to help, I'd appreciate it. I'm trying to remember how to setup my textures in Unreal for a material that's for a character model but cannot for the life of me get this thing to work properly. The Emissive and Metallic textures are not functioning as they should. These textures are genericly exported using Substance Painter's Unreal 4 Packed export template, so I have an Emissive, Base Color, AO/Rough?Metal, and Normal textures to use. would anyone know how I can set those up properly or give me a reference to steer me?

plush thicket
#

hello, i'm working in ue5 with a chaos vehicle. how do i make it so that the vehicles wheels turn evenly even at high speeds?

#

it's almost impossible to turn my vehicle at high speeds

manic pier
azure vault
#

Is there a way to select multiple folders and do an asset actions -> migrate rather than having to go into each folder, each subfolder, and select assets like that

#

oh i can probably just copy the folders in explorer nevermind lol

hidden dew
#

Hi all.
I have a camera/spring arm whose pitch is somehow bound to 180° of rotation, but I don't know why/what I've done.
(The small rotation overshoot/undershoot I'm not so worried about.)

#

Oh, I found that this solves everything.
So I guess the 180° limit is just a default that's built in until you override it with this.

rigid yacht
#

Does anyone know how to make a noise play inside a box, and then cancel when u leave it?

#

I tried searching myself but didnt know what to look up, im a bit new

pallid olive
rigid yacht
#

Can someone help? I see my level in the content files, but it does not show up in unreal

rigid yacht
#

Nvm fixed it from an autosave, twice now its disappeared randomly on me…

plush yew
#

guys where can i learn unreal engine 2d for free?

royal arrow
opal zealot
#

Guys I want to get all actors in the scene including static meshes, how can I do it?

#

I can only see actors

oak patio
#

static meshes in the scene are actors

#

anything in the scene is an actor, it's impossible for it to be otherwise

#

when you drag and drop a static mesh it creates a "StaticMeshActor" which is just an empty, non ticking actor with a static mesh component. That's it

eternal wave
#

Will tweaking engine.ini [SystemSettings] for fog override the density, even if a BP with exponentialheightfog as a component makes changes to it?

hollow sinew
#

how do i see the fps after packaging the game

scenic bolt
#

Hey guys, is there any method to ignore "r.ViewDistanceScale" for specific actors? I want to make it so that some actors have the same culling distance regardless of scalability settings.

jade surge
#

Put it in a UI somewhere, Unreal doesn't have a built in feature to show ping in game for shipped games

hollow sinew
#

What is f here @jade surge ?

jade surge
#

if you're using cpp then the f in 1.0f just further declares the number as a float, you really don't need it since I already declared FPS as a float at the start

#

not adding the f there would make 1.0 a double rather then a float but it's really not a big deal

hollow sinew
#

Oh ok

drowsy turtle
#

what should player controller actually do? Right now I'm using it only for showing pause menu and HUD, but I kinda feel like that's not its only purpose

tough thicket
#

matters if you are playing with multple gamemodes

thick tiger
#

Hello, I am thinking of learning UE, but as far as I know. UE5 is heavy and needs high spec PC, so I was thinking of starting to learn from UE4.

My question is, is investing time to learn ue4 worth it? like will it lay foundations for me to use ue5 in the future if I get more powerful pc?

oak patio
thick tiger
oak patio
#

No, that's why I said to read the top pin

thick tiger
oak patio
#

No worries!

wanton river
thick tiger
thick tiger
#

I see

spice ruin
#

Probably because the default scalability settings were increased.

tough thicket
#

and live icons

surreal steppe
#

Hello everyone,

i wonder what causing this crash in my packaged game. Sometimes it happens after moving from 1 level to the others, unpausing game from UI, or something that make a 'hitch' in the game. Does anyone have any idea/solution for this issue? any help will be appreciated 🙂

spice ruin
#

It's impossible to track the error down with just those errors.

#

The third one, for instance, is just a pointer set to -1.

#

Some random pointer

surreal steppe
#

@spice ruin is it like something wrong in the c++ plugin? A behaviour in the game? Most of those crashes are happened after hitch or moving to different level. Idk does it from GC problem or did i not unload the streamed maps correctly?

queen wasp
#

After upgrading from an ATI RX580 to a Nvidia 4060 Ti, the blueprint editor bugs out frequently, suddenly no context menu works, nor linking any variables. I enabled DPI scaling, it might be an issue, last UE4 version. I have to restart the editor every time, like 2-3 times in half an hour..

worn bluff
#

My mind was blown when I found out that it's still the same

neon aurora
#

Not sure where to put this so I'll ask here, I'll gladly move it if its not fitting:

Anyone ever had the issue of a Shipping build not generating Crashdumps? I'm trying to debug a crash on shipping which only happens sometimes, so having a crashdump to check out would be nice. I managed to reproduce the crash once so far, but for some reason the Crashes directory is empty. And for the past 20 minutes I wasn't able to reproduce it again... Very frustrating

green acorn
fierce tulip
#

enough tuts for it on youtube.
UE is just a canvas, like many other engines. check them out, watch a few people trying to make games with em on twitch/youtube and decide for yourself. making a 2d game in ue is entirely feasable, but the other options mentioned are just as fine. It mainly depends on your capability to learn, solve problems, perseverance, and how much fun you have while doing so.

frosty veldt
plush yew
# green acorn but why do you want to use Unreal Engine for a 2D game? While it's possible and ...

you know, im in a team in our school and we gotta make a game for a competition for abt 5 months later and i thought it would be good to use unreal engine to make it, do u know any good tutorial for ue 2d or unity 2d? we already have the story and we will buy 2d models but we dont have enough money to use udemy tutorials and also we dont know any good tutorial to make 2d games with any engine

plush yew
#

hey guys I'm looking for someone to help with changing some of my vehicles, specifically tweaking their turning sharpness, navigation skills, etc. I'm already using a plugin so hopefully it wont be too difficult.

solar stone
cunning dew
#

Hey guys,
Is there a way to debug packaged unreal apps, deployed on meta quest? By attaching a debugger to it.
I have done it for PS4 but I do not know how to do it for quest

arctic plover
#

Hey there, don't know where to put this: I want a large "robot crowd" cheering my player. What would be the best way to do this in UE4? I have robot skeletal meshes and animations but I doubt I can put 50 of those in a scene and still have the game playable. What options do I have? Thanks in advance!

spice ruin
#

Try it. Don't use Character.

arctic plover
#

Yes it would be just skeletal meshes with animations (no BPs). Do you think it would work?

spice ruin
#

Might do.

#

Try it. Profile. Etc.

drowsy turtle
#

anyone has any idea what's wrong? Logs don't show anything useful. Game works in standalone mode

spice ruin
#

The Steam OSS is missing.

wary whale
#

I'm working on skeletons, but now when I try to use IKs, they don't work and when I rotate the armature inside the skeleton window I noticed odd stretching, this has not occurred with previous skeletons that have the exact same structure/heirarchy/IKs/weight paints etc. Any idea on what could be causing this? pic for reference.

#

The stretching issue also occurs on the hands (IK points) when trying to rotate entire arm. But again, has not occurred on the older armatures so not sure what's going on.

restive venture
#

we are group of game developer

thick tiger
#

Whenever I try to compile a cpp file for ue4, it gets stuck on "collecting data...". I do have MSVC 143 installed, does anyone know how to fix it?

thick tiger
#

ok I don't know what I did, but I uninstalled and reinstalled MSVC, and somehow it fixed the problem

plush yew
#

Hello guys, i was searching for a free combat system for unreal engine 4 and chatgpt sent me here

#

does anyone know any free combat system for UE4 ?

#

(searched on github, seems to be down for a moment, searched on unreal marketplace, didn't find anything for UE4)

solar stone
#

I've seen some games use particles or just animated 2d planes for distant crowds

spice ruin
tacit knoll
#

Hey, I'm having an issue where characters seem to be freezing when outside of the player's FOV. It wouldn't be much of an issue except that it seems to be messing up anim notifies.
So for example, a character can start a projectile attack, but if they freeze before the anim notify for triggering the projectile occurs then they don't throw anything until the player looks at them again.
It seems to freeze about half a second after the character leaves FOV judging by the preview window on the animation blueprint. Does anyone have an idea what I'm looking for to turn it off?

plush yew
#

you can find it by going to unreal engine marketplace and searching "combat system" with a tag "free"

#

I want an easy combat solution since i am new in unreal engine and i mainly focus on 3d models (using blender)

sick escarp
#

Just curious, why use UE4 over UE5 if you are new?

plush yew
#

Computer specs

sick escarp
#

Oh I see

vast anvil
#

Is there a setting to route all gamepads to PlayController0, for single player games?
Default behaviour seems to be for only one gamepad to work?

cunning dew
#

Hey Guys,
Is there a way to debug packaged unreal apps, deployed on meta quest? By attaching a debugger to it.
I have done it for PS4 but I do not know how to do it for quest

drowsy turtle
#

are actors placed in a level owned by server by default?

opaque seal
#

hi guys how you doing?
I have 2 problems in my project, can anyone help me?
the first problem is the client that joined the host is moving glitchy
and the second problem is when the client attachs, other clients dont see the animation even though I setup RPC changing flipbook on my character :(
and sorry for bad english guys :D

regal mulch
#

The multicast is basically wrong there

#

And the logic where you call deal damage should only run on the server. Clients shouldn't deal damage

raven nest
#

has anyone built Android APK from 4.26.2 using Android Studio Flamingo? Flamingo is required for 5.3+, and I'm wondering if it works fine to update Android Studio 4 to Flamingo and it still works

light verge
#

I'm on 4.27. How do I limit this thing from popping up each time I hop out of PIE? I'm testing minute changes and if I don't take the time to dismiss it each time it can take up the entire right hand side of a monitor.

I know the only real way to get it from showing up is to fix the errors/warnings, but that's someone else's responsibility on the team.

hidden dew
#

Hi all.
Using a breakpoint in a blueprint, what does this mean? (The way the lines are taking 3 branches.)

#

OH... a loop, right?

drowsy turtle
hidden dew
# drowsy turtle I don't understand what you're asking about

Ah sorry. I was confused as to why a break in the simulation was displaying 3 paths of execution, not just 1. I realised that it is 1 path, there's just a loop inside that tick.
In hindsight I also realise the reader had no way of telling this was actually a break in the execution, not just a screen taken while running.

zealous belfry
#

Hello, everyone.
I have a project in unreal engine and joomla.
If anyone is interested, please dm me

drowsy turtle
#

what's wrong with these shadows

worldly trout
onyx viper
#

can i promote my project here ?

oak patio
onyx sorrel
#

Has anyone ever encountered issues with using Bink to play movies with render to texture? Using the Bink Movie Player to play the raw bk2 files is fine, but when I open the uasset in Unreal, the playback is slow (duration says it's 3 seconds but takes 10 seconds to play)

onyx sorrel
#

so I spent half the day on this, and I still don't know why it's happening but I suspect that the rate at which Bink updates is different to the rate at which the UI updates. To fix this, I paused the Bink video and maintained my own ElapsedTime which I incremented in the widget's Tick(), and then used that to set the frame of the video with Seek()

solid holly
#

need help, followed a tutorial on how to have stuff move at the same speed no matter the fps, and it doesn't work

#

ping pls

solid holly
#

Issue fixed

oak patio
solid holly
#

Yeah I don't think I'm using the tick for that, too much code so it will lag
(Maybe)

#

@oak patio is this method valid?
Edit: yeh seems valid

hollow sinew
#

Working only on one side

solid holly
oak patio
solid holly
oak patio
#

Doesn't matter

solid holly
#

Ok...

solid holly
edgy quest
#

Hey!

#

I am desperately calling for help

#

The package game started to crash

#

It did not happen before. This does on one map only

#

Unfortunately I have pitch session incoming and I have some meetings set up, where I am expected to show all 3 maps working

#

😦

#

Publishers expect me to show all 3 maps

#

Fatal error appears when loading the level

#

I have attached the error decoding into a package game, so that's the stuff I get

#

"<CallStack> (mygamename)_Win64_Shipping!FLandscapeComponentSceneProxy::GetStaticMeshElement<TArray<FLandscapeBatchElementParams,TSizedDefaultAllocator&lt"

#

Dunno if it's trying to find some static mesh element, that doesn't exist anymore ?

#

Please help me out!

#

The destiny of whole project is at stake if I don't figure this out before the friday

edgy quest
#

Full error below:

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

TURBOBullets_Win64_Shipping!FLandscapeComponentSceneProxy::GetStaticMeshElement<TArray<FLandscapeBatchElementParams,TSizedDefaultAllocator<32> > >()
TURBOBullets_Win64_Shipping!FLandscapeComponentSceneProxy::DrawStaticElements()
TURBOBullets_Win64_Shipping!FRayTracingDeferredReflectionsRGS::FParameters::operator=()
TURBOBullets_Win64_Shipping!FDeferredShadingSceneRenderer::PrepareSingleLayerWaterRayTracingReflections()
TURBOBullets_Win64_Shipping!TRDGLambdaPass<FVisualizeShadingModelPS::FParameters,<lambda_72265747c8d69c710a699e31e0be7953> >::ExecuteImpl()
TURBOBullets_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit()
TURBOBullets_Win64_Shipping!FTaskThreadBase::Run()
TURBOBullets_Win64_Shipping!FRunnableThreadWin::Run()

raven river
#

Are there any mod makers here who are familiar with UE4-UE5? Please DM me🙏

plush yew
#

i wouldnt blindly copy any code it generates but for troubleshooting it might help

charred spire
edgy quest
#
  1. The Ray tracing is disabled in project settings. Weird
plush yew
#

i just spent 40 minutes trying to figure out an issue
it was throwing random errors that didnt make sense

finally i copied and paste both my header and source file into chatgpt and it told me i forgot to capitalise an M in GameMode

🤦

charred spire
#

hello everybody here

arctic plover
#

Is there the option for "Translucency Pass" in the material details of Unreal Engine 4.27.2 materials? Or is it an exclusive UE5.x feature?

summer pine
#

Hello, have a problem. When I'm importing skeletal mesh into UE4.18.3 it imports mesh fine but animations becomes empty and root bone rotated.
I've tried to export mesh by standard fbx exporter of Blender and BetterFBX exporter.
If i'll try to re-import skeletal mesh into blender, it works fine, all anims are fine too, but can't import anims into UE. It happens only with one single skeleton mesh, every other mesh imports without such stupid issues.
Animations in Blender in NLA tracks.

warped elk
marble kayak
#

Just have a quick question. Working in Unreal 4.26.
Can you string "or" and "and" bools together like this when you run out of pins?
Good idea or bad idea?

#

I don't know why there are only a limited number of pins on them.

magic gale
#

I was wondering if someone could possibly help me figure out why my blueprints and Niagara systems and emitters won't pop up when moving them via file explorer into another project?

#

I need to zip up the specific folder to turn it in for a class, but whenever I export the folder and open the level in another project my BPs and stuff won't show. 😦 I have 30 mins to turn it in

marble kayak
#

I don't know the sure answer but it might have something to do with the particle systems that are just clones of the engine components.
or this might work:

To migrate assets between projects in Unreal Engine 4, you can use the Migrate tool to copy assets, references, and dependencies:
Select the assets you want to migrate from the Content Browser
Right-click any of the selected assets
Select Asset Actions > Migrate
Select the project to migrate the assets to
Click OK to confirm

#

You can also try just having both Unreal projects open and copy and paste from the one to the other. I think that worked for me once.

magic gale
# marble kayak Answer above

Thank you, I will try this, and hope for the best. I ended up just leaving a note for the professor in-game lol. I really appreciate your help!

marble kayak
#

Remember to right click on the folders afterwards and do a "fix up redirectors" @magic gale

green acorn
solid holly
#

If there's is no lag it's good enough for me

green acorn
solid holly
#

Ah

green acorn
#

you will be executing your code more than you want to

#

which can break things

#

Don't worry about performance too much until you hit the bottle neck. You are already using bp anyway, so performance isn't really a priority.

solid holly
#

Im at school
Ima find out when I get home
Thanks dud

green acorn
solid holly
#

Ok

spice ruin
#

Then join me in the rage at the terrible kerning.

tough thicket
#

How do you launch your game in windowed mode

#

my built game is fullscreen

#

do i add steam commands -w ?

#

or something else

solid holly
#

Or press F11

#

Else idk

tough thicket
#

Anyways it was only possible with a console command

#

idk why i didnt try that first but i was hoping i wouldnt need it

oak patio
tough thicket
#

on packaged build

#

it didnt work idk

#

i did it in Gamemode bp though so

left cipher
#

hey! im fairly new to all this but its definitely been fun. Uhh when importing textures ive been getting a stretched look on the textures and i cant seem to fix it 😅 😌

tough thicket
#

thats impossible unless you scaled it

steady dagger
#

Hey everyone! The replication of the pawn that the client possesses is facing an issue. When the server possesses the pawn and flies, everything replicates correctly for the clients. However, when the client possesses the pawn and starts flying, it only appears to move for the client. For other clients and the server, it stands still. I would appreciate it if someone could help resolve this issue. All necessary checkboxes for movement replication are enabled.

solid holly
#

How do I align my meshes perfect next to each other?

#

(Same mesh, example: walls)

solid holly
#

That's the only option? :(
Fine, I won't be lazy
Thanks

#

Ima stick to the grid
And I will stop being a perfectionist

toxic wagon
#

Did Epic purge all their UE4 documentation?

slender egret
#

Hey everyone,

No matter what I do, Level Streaming Volumes do not work. I have everything set up properly, and no mtter what, my levels will just alwaays be loaded even if im not in the volume. Whats the deal?

hidden dew
#

Attempting to press Play with a 5 million vertex collider for fun...

hidden dew
#

Surprisingly worked... so yay

opaque obsidian
#

Hello everyone! I need help with Blueprint. I tried to create a Blueprint myself, but I realized that I can't do it without help. I'll tell you everything in more detail now... I'll be grateful for help!

opaque obsidian
#

Well. My problem is that I wanted to make a Blueprint of a box that I can put any item in, and when I pick up the box, the items should stay in the box. And I also have Unreal Engine 4, not the regular one, but the one for making mods, so if anything, most of the items and Blueprints are already made. I just need to make a Blueprint of a box that I can put items in.

shell ridge
#

You can also make an Actor Variable of Type Class Reference (using the button beside the bp variable) and save the class but then you have to spawn the actor when removing from the Box. If you store the Actor Object then you can just show or hide this when putting in the box.

opaque obsidian
#

Well, I tried my best and I couldn't do it. And another problem is that since I have this version of Unreal Engine 4 created for creating mods, everything works differently there. Now I'll send a video of what my problem is.

#

For example, I have 3 apples as shown in the video. And I put them in a box, but when I pick up the box, the apples are not in the box, they are on the floor. And I realize that I don't need just a StaticMesh, so I need to add nodes or something else in Blueprint to my box that will make the apples stay in the box.

#

And the idea for the player to be able to put items in the box was not invented by me, I borrowed this idea from another mod. And of course I looked at the Blueprint of the box from another mod, but there was one big problem in that there were no nodes in the EventGraph, absolutely none. And as far as I understood, that Blueprint was created as Child_Blueprint.

#

So I will send another video in which I will show that box from another mod, or rather Blueprint, and how it works, and perhaps you will understand how I wanted to create Blueprint.

rancid nymph
#

anyone know how to keep contraints when welding / attaching to other components and simulating physics?

#

i turned off auto weld which helped but it made it float

#

im basically trying to make a building vehicle like game and everytime i weld the vehicle together and simulate physics, the wheels fall off

opaque obsidian
cunning rune
#

Does anyone happen to know a place to get all the Metahuman hair grooms? I don't wanna download a million custom metahumans to get it all 🫠

teal tulip
#

is there a way to cleanup all references in a created material instance lets say ?

#

old created ones reference textures that aren't even in use by the master anymore, without slots or anything

#

made a new instance and copy pasted all params, but feels like an overkill

tough thicket
#

Whats the cap on switches

#

like 256...?

#

or something stupid?

oak patio
#

for the enum yes

#

an enum can have a max of 256 values

tough thicket
#

Ah thats super lamers and will require a huge rework

#

thanks

tough thicket
#

This is also fucked up but this is like beyond fucked or something

#

if i set it focusable, it doesnt work but if i leave it unfocusable but use SET FOCUS it works

#

but then i get a warning

#

my mouse fucking teleports if i miss a button without it...

#

any alternatives?

mint tendon
#

I use it for my browser project

grim raft
#

when exporting to Unreal Engine from Blender, shadow artifacts appear, tho UV is good

worldly trout
#

nothing to do with the uvs

grim raft
worldly trout
grim raft
#

that worked, thanks man, i spent the whole day joining calls and asking for hlep

worldly trout
#

np

gray basin
#

Have you managed to use Microsoft Access to orangise your game assets ?

#

Or use MS Access to do anything game dev wise

oak patio
#

No, Microsoft Access is database software, and not particularly great database software at that.

I'm not sure the relation to asset management

tough thicket
#

i need help with a few things

#
  1. when a character is inside a sphere/cube, the overlapped areas change to a translucent material
#

2)im looking for a guide on a few materials for the world offset and positioning for simple animations like wind

grim pivot
#

Hi @fast verge

lilac zinc
#

Have unreal 2FA emails stopped working for anyone else? I haven't gotten an email for the last week; can't log into the launcher.

honest stone
last current
#

Hello everyone) Does anyone know any lessons on creating a damage area using anim notify? For example, so that I could set a damage zone at a certain moment in the animation, in a certain place and size.

thorn mountain
#

Hey there, i'm trying to set up win condition so that when the player character overlaps with a component in the BP_WinCondition actor it wins, the problem is that the big ass hitbox on the front of the player character is triggering the win condition (and any other overlap events including the player character) how do I fix this?

north belfry
#

not really sure where to ask this question, im editing static mesh and no matter what I do I can't save the changes. There is no error, no message, nothing, "save" button just doesn't do anything.

grizzled field
#

Hello 👋

#

Can someone help me with my Unreal engine game prototype

magic gale
#

Does someone know how to export a folder with a level and all the things in it onto another project? I need to turn in an assignment, and it never works for me. 😦 My professor says to just zip the folder via file explorer, but whenever I try importing the folder (after unzipping) into another project (like he does) it never works for me. Idk what I am doing wrong.

green acorn
#

content migration

rose cloak
clear osprey
#

is this the right place to go if im looking for help modding a game?

oak patio
#

No, we don't really do modding support. You're probably better off in a modding community for your needed game, or for unreal engine games in general

clear osprey
#

yeah i couldnt find one

magic gale
rose cloak
solid holly
#

The animations are missing. Anybody know how to export corectly from Blender? I have a simple gun mesh with 3 animations in one blend file (it only has 1 bone)

#

Please ping

plush thicket
#

why doesn't this work?

#

it's impossible to change the default pawn class, it doesn't want to update

oak patio
#

By the time that's ran, it's probably too late

#

If you want to change the player pawn class, override something like GetDefaultPawnClassForController

wet pond
#

hii everyone what can i disable for increase fps and not heat my pc?i don´t care for realistic graphics, of course i sill want light and shadows for my project

thin forum
#

Just learned about the Game State Integration API for CS2 after talking to some mates, and it got me curious, is there an equivalent for UE4/5?
CS2 seems to make game state information readily available to consume, so got wondering if there was something similar existing for UE4/UE5?

Edit

Example, can do the same using BaseUnityPlugin (looking at some examples online, pretty cool!) for Unity games

foggy marten
#

if the server make the running motion while servertravel does it mean thus is really online?

#

auto traveling which brings the other connected user to the world

#

do have a reference video but sadly discord do not support mkv

rigid yacht
#

Are there any good tutorials on how to make a horror game where u serve customers?

rose cloak
plush thicket
#

am I the only one that thinks one of the most stable versions of UE was 4.27?

#

I still find myself using it

#

PhysX is just faster

rose cloak
plush thicket
#

@rose cloak /s ?

unkempt furnace
#

I need help with unreal engine 4.27 (custom engine) but there is no channel that I see fitting. I want to add jiggle to a character. Weightmap is setup, Skeleton too, Physic asset as well. Everything works perfect in the Engine simulation preview. None of it works in the game

foggy marten
#

@unkempt furnace saying that nothing works far as functions or am i mistaken?

unkempt furnace
foggy marten
#

@unkempt furnace oh my bad i do not know anything about that

#

so anyone know in what way instead of just testing a way to tell if its gonna work, the ue4 network i am refering too

#

other words i am asking if there a easy method to tell if multiplayer going to work across the country/ or other state

#

next question is can anyone tell me what photon data mean

tough thicket
#

it means

foggy marten
#

but @tough thicket what does it mean?

meager sedge
#

Hey all, I'm working on a JRPG combat system and am incorporating a screen shatter transition screen from the overworld to the gameplay. I'm currently stuck on having it shatter and still having the overworld underneath before it hard cuts to the battle game map without letting the effect finish. Any ideas on how to improve this?

brisk jackal
#

Hello everyone, I have a problem with the widget, when I click on the buttons, they simply do not respond, they do not work, but when I click on other buttons outside the widget, they work, what am I doing wrong?

magic ether
#

my character for my horror game I’m making

brisk jackal
#

Nice Work

foggy marten
#

@brisk jackal this happen to me when u overstacking

#

or if it a mutiplayer game then u simply need to replicate them

modest whale
#

Help idk how I got ue4 standalone to freeze just cause I tortured it by making every object simulate physics and the whole room rotates?

#

(idk if this helps but each object is using apex destruction thingy)

royal arrow
#

I'm making a datatable of a bunch of sublevels I need to load in. Obviously these need to be soft object references, but I can't seem to figure out what variable type I'm looking for. Any ideas?

#

Oh, and this screenshot is a variable I promoted from the OpenLevel (obj ref) so I could see what the variable was called, but I just can't seem to find that type in the list of variables.

#

I guess I need to use soft object path? Can anyone confirm?

oak patio
#

You cannot make variables of the world type manually, no

royal arrow
#

Name ID's*

#

And yeah. I think using the soft ref ptr works, but I don't know how to translate the ptr to a world ref and don't think I can. Any idea if this will work?

#

I assume the path will give me like... game/levels/levelToLoad which clearly isn't gonna work.

#

I'm testing now and I'm thinking I can probably just parse the string and get the last index, but we'll find out. lol

valid raven
#

friends

#

is it possible to attach a particle to a moving object

#

a single particle

#

but as you can see the lasers (there's 2 of them) stay in place

tough thicket
# valid raven friends

hmm with animtrail data or use a slot or parent it to the root of something that moves

valid raven
#

how do i parent a single particle?

#

right now i spawn the emitter attached to the object

#

but it doesn't seem to take the particle itself

restive ingot
#

Where would be the best place to ask about problems with animation blueprints working with multiplayer

brisk jackal
#

Please help me, there is a problem with the game packaging, when I packed the game and launch the level, the mouse movements do not work, I simply cannot control it, but in the editor it works fine even in (PIE) and in (Standalone Game) I have already looked for an answer in Google but did not find a solution to the problem, how to fix this?

dawn sapphire
#

Hello all, ive created a retro pixel effect i wanna apply to a game in UE4 as a mod, and someone said make an persistent actor to make it active all time. I cant find a tutorial around to do so, could someone assist if possible?

tough thicket
spice ruin
#

Plus we don't support modding released games.

#

Find the game's modding community.

tough thicket
#

Why is it when i set up an animation bp with my walk and run

#

before i scaled my world and character down, now i need to walk slower to compensate for the smaller world

tough thicket
#

nevermind... i just have too much crap

dawn sapphire
modest whale
#

plz help ue4 keeps crashing upon startup

#

helllllp ive tried everything

#

idk how it's just like this out of nowhere

modest whale
#

nvrmind it works

#

I opened it thru the ue4 launcher

#

then opened the project

snow sinew
#

Hi there y'all! I encountered too with the same issue "Exporting Lighting Data 33%: Done" and the engine freezes when I start to build the lighting. Is there still no solution?

#

I also tried the same on a blank project too but no difference.

subtle fable
#

hi all, i'm trying to package my project for XSX, but i'm getting this error:
Failed to compile global shader FClearReplacementCS_LargeBuffer_Uint_Zero . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
anyone has any idea how to fix this?

old ice
#

so i don't really know who to ask this question. i'm literally grasping at straws here and im hoping you guys can help.

#

im trying to randomize a 3ds game. style savvy. there's a file in the romfs called ItemDatabase.bin

#

the magic bytes in the hex editor tell me that this file was compressed in unreal engine

#

this is all i have to go off of

#

how would i go about using this file in a randomizer? i just want to open it up to read it for gods sake

rustic panther
#

this is an Unreal Engine server, not a hex editor server

#

also discussing unofficial modding is against the rules

tough thicket
modest whale
#

plzz help its urgent

#

Every time I try to open my project it crashes upon loading

#

or once it's done i mean

#

It just started this after it crashed on it's own awhile ago

#

and it's done this yesterday too

#

to which I fixed it by opening it in the engine startup page

#

but it wont work either way now

#

hellllllpppppp idk what to do

#

there's no tutorials for ue4

grave pollen
#

without any further info my best guess to at least get ur project opened is to open ur config folder, open the DefaultEngine.ini and change ur Editor startup map to None

#

but more ideally u open ur project through vs debugger and/or go to ur saved -> logs folder to see what the last real error was b4 the crash

modest whale
#

also it didnt work'

grave pollen
#

;

#

have to debug/launch ur game through VS then or look at ur saved/logs folder

modest whale
#

I hit the play with debugging button and it doesn stuff

#

it sure is loading alot of things

grave pollen
#

im off 2 bed gl

modest whale
#

oh ok gn

#

it think that helped thx

#

ok can anyone help me

#

I got the error!

#

Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node_FunctionEntry.cpp] [Line: 364]

[2024.11.21-04.08.09:638][ 0]LogOutputDevice: Error: Ensure condition failed: !FindPin(FFunctionEntryHelper::GetWorldContextPinName()) [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node_FunctionEntry.cpp] [Line: 364]

[2024.11.21-04.08.09:638][ 0]LogStats: FDebug::EnsureFailed - 0.000 s
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UE4Editor.exe.

#

help

#

oh wait theres more

#

I hit continue

#

and it threw another error after doing things:

#

Assertion failed: IsValid() [File:D:\RocketSync\4.27.0-17155196+++UE4+Release-4.27\Working\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]

A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UE4Editor.exe.

#

more:

#

Exception thrown: read access violation.
this was nullptr.

#

The thread 0x43cc has exited with code 0 (0x0).
The thread 0x1320 has exited with code 0 (0x0).
Unhandled exception thrown: read access violation.
this was nullptr.

#

and it goes around in a loop

#

so the two files it throws exceptins in are:

#

K2Node_FunctionEntry

#

SharedPointer

#

and'

#

Set

#

None of it cam from the content folder that I was working in btw

grave pollen
#

those errors dont help u too much, u will need to check ur saved -> logs folder to see if it points to a specific blueprint

#

if not, out of ideas, and may be worth trying a different engine version or backtracking any recent changes u made on ur project

modest whale
#

ig a good restart worked

grave pollen
#

lol

tidal venture
#

Hey guys

harsh orchid
#

should procedural forest be on persistent level or it own level?

finite bison
#

hey, why is my model looking like this compared to the viewport of my 3d modelling software?

dry jacinth
#

ban this bot tyvm

lethal breach
#

is this a bot or human being

low vale
#

so i have .psa and .psk files how can i import them into my unreal project

oak patio
#

Especially since it's fairly safe to assume you've extracted some assets from a UE3 game and are attempting to get them into UE4

low vale
#

well i did some exracting from an ue 4 project

#

could i change it to an .fbx

oak patio
#

.psa and.psk isn't a format in UE4

#

but we aren't going to help you reverse engineer assets here

tough thicket
bleak wharf
#

Hello.had an Question as an Gamer, Not a Dev:
had an UE4 Game and wanna unbind the Default Key of the Command "Fire" which is binded by Default on the RightMousebutton. The Problem is, the Game also Had an Mouselock on RMB(Hold RMB for Camera Movement)
I used These Commands in the Defaultinput.ini :
-AxisMappings=(AxisName="Fire",Key=RightMouseButton,Scale=1.000000)
+AxisMappings=(AxisName="Fire",Key=Q,Scale=1.000000)

The Game itself recognized the Fire Command on the Q Key Fine this worked flawelessly but its also binded on the RightMousebutton which was Set by Default on the Game but what I need to remove or to even unlock the RMB Mouselock?

Someone had an Solution for this Problem ?

spice ruin
#

We don't really do game support, but good luck!

frail leaf
#

Hi here are my specs:
8 GB Ram
i5-7 GEN @ 2.71 Ghz
HD Graphics 620

So unreal engine 4.27 or 5.0 and above , which will perform better for me after I disable features like global lighting, all those lumens, virtual shadow maps , nanite and so on ?
How can I increase my performance on unreal 5 even more , what can i do ?
I know my device is weak but still what’s the best I can develop on ?
Also I ran 4.27 on device weaker than this for around 60 FPS.
Please be a bit clear with your answer too.

spice ruin
#

If you disable all the extra stuff, 5.0 should run just as well as 4.27.

#

Don't forget, the default editor viewport scalability is higher in 5. So you should turn that down too to match 4.27 performance.

#

Your mileage may vary, of course.

frail leaf
spice ruin
#

I cannot.

frail leaf
spice ruin
#

That's a part of it. I did specifically mention them.

swift juniper
#

Hey!
anyone who has experiance with upk and xdb files here?

#

they are unreal engine model/texture files from Heroes of might and magic 5 and 7.

spice ruin
#

If you're looking to mod those games or re-use their assets, that's not something we support here.

graceful oracle
#

Hi, I'm new here. Where do I go to find help with Unreal Engine 4.27 not cooking any content after integrating Wwise?

gray mesa
#

what's the fastest way to move a project from 5.1 to 4.26?

kindred creek
gray mesa
kindred creek
gray mesa
#

I do know

kindred creek
# gray mesa I do know

also, if you copy a bp from 5.1 and paste it on ue4, it disconnects everything, variables don't work more than half the time 😅
if you find anything, please do tell me. everyone tells me it's impossible...

gray mesa
#

ok 👍

bleak wharf
#

Just Had an Question. Did someone know how to fix: If the Host Type "Open MainMenu?listen" - the Clients joined over the IP fine with the "Open IP" Command. Then the Host use "Switchlevel Mapname?listen" as an Command to start the Game/Map and The Clients automatically Join - this worked fine but the Host would overwrite its settings to the Client (Skins, Character...) - If the Host use "Open Mapname?listen" instead of "Switchlevel Mapname?listen" the Clients would be kicked Out of the Server automatically, then Reconnect but all Clients had ITS own Settings (Skins, Character) . Someone know what this is caused ?

still kayak
#

Guys, could someone please explain me why enabling cloth sim ruins shading? 4.27.

Thanks in advance!

burnt ermine
#

Hi, where can i ask for a crash issue?

restive basalt
#

is there a simple way/checkbox to disable to the left click setting input mode to game only that allows you to pivot the camera, during play-in-editor?

spice ruin
raven river
#

Company of Heroes 2
Will anyone modify this game? I need to mod this game
It is a game developed by Essence's Entity Engine 3.0

spice ruin
#

We don't support modding games. And it's not even unreal?!

tranquil crown
#

Hi, is there a way to sort placed cameras in that selection window? (in folders, groups etc)

Also cinematic cameras will always stay underneath normal cameras which sucks so u even cant sort with the naming

amber compass
#

uhm so how do i ask for help here? simplely im new to the whole game making thing and unreal over all and i wanna make a souls like game only issue there is no tutorials for the version i got (4.0.2) only 5 and even bigger issue not evreything is the same and the starter issue i stumbled is the sk_mannica how do i implamented as a option of skletons mesh to choose from not just the tpphero one or whatever its called (could someone help me)?

spice ruin
#

Why can't you use 5+ where there are actually tutorials?

crisp palm
#

Is there a specific place to ask for help here? I'm new to unreal engine and this server

keen lance
#

Hello, how can i build 4.27-HTML5. When i tried to build i got an error on build like this ss.

spice ruin
crisp palm
#

Oh okay

crisp palm
#

I decided I’d try my hand at making a Hello Neighbor fan game and I was wondering if it's possible to extract the game files of the Pre-Alpha and Alpha 1 and open the projects in unreal to edit. I did manage to extract the files but I have no idea where to go from here and if it's even possible and any attempt to open the project files has crashed the program, any help would be appreciated! (Also I know about copyright, I won’t be selling anything I make because it’s a fan game)

oak patio
crisp palm
#

Yes I know all that but given that I’m basically gonna try and make remake of the older games I’m ready to bend the rules a little bit-

oak patio
#

Even as just another dev, why would we help you rip someone else's work?

crisp palm
#

Well I just don’t think it’s a big deal, I will not be profiting from this at all and I’m doing this out of love for the old games themselves. And almost everything used in the old games were abandoned in the final version of the game. The developer of the old art style has even worked with other devs for their fan games

oak patio
crisp palm
#

Well thank you for responding regardless, I shall find another way

oak patio
#

No worries, I hope you can solve your problem, it's just not a method we can discuss in this server

crisp palm
#

Yeah I get it, worth a try

amber compass
amber compass
hollow flame
plush yew
#

does anyone know if its possible to make static lights work with IES?

plush yew
#

i tried to crank up the lightmap resolution for the wall up to 2048 but still nothing

worldly trout
left shuttle
#

Hi everyone!
I have a folder full of hundreds of 3D models, and I want to spawn models out of this folder randomly in different random locations on the ground.
So far from every tutorial I’ve seen, they had to add static meshes one by one in an interface, which I can’t do because I have too many models.
Would love to hear what you think I should do, or if you know any tutorial that would be helpful 🙂

worthy anvil
#

hola necesito ayuda

#

Hello i need help

spice ruin
#

.. With?

tender pecan
# left shuttle Hi everyone! I have a folder full of hundreds of 3D models, and I want to spawn...

Import the assets into UE.
Drag and drop as many models as you want from Explorer/Navigator into Content Browser, and ensure they exist
in the content browser.
OR
You might also be able to use the importAssets commandlet ( this supports multiple assets )
https://github.com/EpicGames/UnrealEngine/blob/4.27-plus/Engine/Source/Editor/UnrealEd/Private/Commandlets/ImportAssetsCommandlet.cpp
Example usage: https://forums.unrealengine.com/t/importassets-commandlet-examples/104213

Then random spawn from a list of assets.
You can use line tracing to find a spot to spawn, and choose a random actor from a list.
Couple ways to do this, you could load and spawn from the content browser ( editor scripting ), or have your imported assets
referenced in a list in a blueprint for example, then choose from the list at runtime depending on your needs.
editor: https://forums.unrealengine.com/t/dynamically-spawning-actors-in-the-editor/475764
runtime: https://forums.unrealengine.com/t/spawn-random-actor/457603

keen lance
#

How can i fix this? I need to build for android

plush thicket
#

What am I doing wrong here?

I have a timer that counts down, and then when it reaches 0, it loads the next map. However, since there's a check to see if the countdown > 0, it loads the next map and the countdown does not reset even though I'm setting it before executing the servertravel command, I've tried everything, setting it after, with a delay, etc. What am I doing wrong?

#

It just loads the next map over and over again because it constantly thinks the round is over

night birch
#

Out of curiosity. Excluding things like old projects that would be very hard to update to UE5, what are the reasons people still using UE4?

plush thicket
#

@night birch PhysX is faster than Chaos

#

its been around longer

magic trout
#

nevermind i got it

fading magnet
#

Any ideas on how to fix this?

finite bison
#

Anyone know why this is happening? Its really annoying when Im trying to look at my materials

spice ruin
#

Looks like the near clip distance?

finite bison
#

No, because it happens when you almost look away from the character as well

finite bison
#

whole editor crashed and i come back to this:

worldly trout
finite bison
#

Incorrect bounds scale? How can I edit it?

crisp palm
#

I edited a model in Blender and now some textures are all screwed up when I apply them, is there anyway to align the textures in unreal or do I have to do something in blender?

oak patio
#

You'll need to UV unwrap the model again

crisp palm
oak patio
#

Not if you do it properly

crisp palm
#

Any advice?

oak patio
#

I reccomend taking some basic tutorials on UV editing

crisp palm
#

Alriiiight

tough thicket
# crisp palm Alriiiight

uhh in blender should be able to select by material, then uv unwrape cube/square unwrap should do it

crisp palm
#

Thanks, I’ll try that

restive ingot
crisp palm
crisp palm
tough thicket
#

looks fine

hazy schooner
#

Anyone mind messaging me and helping me create a basic layout for a game ? I’m new to this but have a very good idea for a simple effective yet addicting game

plush yew
#

6 years later and it's still drawing a cube..

green fern
#

Have you guys ever made a case about floating boats? I watched a few tutorials, but the posture of the boats I made was very strange. The back half sank, and the bow floated. I wonder if the water plug-in has any requirements for collision bodies?

quick grove
#

Anyone know if in UE 4.27 theres a way to auto generate various LOD levels?

keen bramble
cosmic zealot
#

i need some help on where to learn something

#

I'm making a turret with interchangable child components. Kinda like a character with interchangable armor peices.

#

but my current question is, where can I learn how to integrate this 6 degrees of freedom type animation to a character? the turret will act as a character. but the pistons section will be able to be swapped out

#

can anyone point me in the right direction?

#

each one of these colored objects will be a swappable component.

inner steppe
#

Everything is marked as poor rendering optimization, I tested it on an empty level, with meshes from the Starter Content package, basic material without texture and without lighting.

#

For those who don't understand, this on the screen should be painted green by the debugger since they are meshes with just over 10 triangles and material without texture.

#

Does anyone have any ideas?

toxic wagon
#

Then you have the choice of using object blendspaces, or using code to manually set the aim of the object

cosmic zealot
#

Sweet! Thanks!

#

Are there any key words or stuff I could search for to learn more?

tough thicket
#

it has bouancy

marsh galleon
#

Guys. I've written a piece of UE4 CPP code to copy the level lightmap data, and save it as another texture (inside another package).
This seems to work while the editor is opened, but when I reopen the project (where the copied lightmap texture is referenced), I get a BulkData compressed header read error error.
Here is the code I use to duplicate and save the lightmap texture:

inline UTexture2D* DuplicateTexture2D(UTexture2D* SourceTexture, FString NewTextureName, FString& PackagePath)
{
    check(SourceTexture);
    FString PackageName = PackagePath + "/" + NewTextureName;
    UPackage* Package = CreatePackage(*PackageName);
    Package->FullyLoad();
    UTexture2D* NewTexture = NewObject<UTexture2D>(Package, FName(*NewTextureName), RF_Public | RF_Standalone | RF_MarkAsRootSet);
    if (NewTexture)
    {
        NewTexture->AddToRoot();
        NewTexture->Source.Init(
            SourceTexture->Source.GetSizeX(),
            SourceTexture->Source.GetSizeY(),
            SourceTexture->Source.GetNumSlices(),
            1,
            SourceTexture->Source.GetFormat()
        );
        int32 NumBlocks = SourceTexture->Source.GetNumBlocks();
        for (int32 BlockIndex = 0; BlockIndex < NumBlocks; ++BlockIndex)
        {
            void* SourceData = SourceTexture->Source.LockMip(BlockIndex);
            void* DestData = NewTexture->Source.LockMip(BlockIndex);
            FMemory::Memcpy(DestData, SourceData, SourceTexture->Source.CalcMipSize(BlockIndex));
            SourceTexture->Source.UnlockMip(BlockIndex);
            NewTexture->Source.UnlockMip(BlockIndex);
        }
        NewTexture->CompressionSettings = SourceTexture->CompressionSettings;
        NewTexture->SRGB = SourceTexture->SRGB;
        NewTexture->MipGenSettings = SourceTexture->MipGenSettings;
        NewTexture->PowerOfTwoMode = SourceTexture->PowerOfTwoMode;
        NewTexture->LODGroup = SourceTexture->LODGroup;
        NewTexture->UpdateResource();
        NewTexture->PostEditChange();
        Package->MarkPackageDirty();
        FAssetRegistryModule::AssetCreated(NewTexture);
        FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension());
        UPackage::SavePackage(Package, NewTexture, RF_Public | RF_Standalone, *PackageFileName, GError, nullptr, true, true, SAVE_NoError);
        return NewTexture;
    }
    return nullptr;
}

Any idea of what might be wrong?

grave kettle
#

what is a CTSD file?

#

what map is it?

lone pebble
#

guys for some reason since some days i have massive fps drops in editor (max 20 fps) no matter how high or low my graphics are. the project is almost blank and i cant find any solution for this. Anyone had this aswell and knows the solution? My version is 5.4.4

hidden dew
#

Hi all. I've brought my project onto a new laptop and can open it in UE4 just fine, but I'm struggling to get the "Generate Visual Studio Project Files" option to appear in Explorer's context menu.

#

I've tried the approach of opening with the UnrealVersionSelector, but no dice

hidden dew
#

Ok just posting here for posterity. I couldn't find the Unreal Engine Visual Studio Integration Tool on Fab (and found a November post saying to keep waiting for it)

#

But out of desperation, I just made a brand new C++ UE4 project

#

That project gave me the context menu option, and that appeared to wake up the whole system because it then appeared on my project's files too

#

tldr - I made a fake UE4 C++ project and that did it

coral crag
#

PLEASE CAN SOMEONE HELP ME IM STRESSING OUT I HAVE TO SUBMIT THIS THING FOR SCHOOL IN 35 MINS AND MY PROJECT IS ALL OF A SUDDEN SCUFFED AF 😟 ok lemme calm down. basically what happened was, my pc crashed while i was working on it and now when i started the project back up, everything is pitch black and its not because the textures arent loading or whatever bcs when i put a point light (as seen in second image) then it lights up that area and the textures are fine any help would be amazing

earnest prawn
#

why is this 4 second delay taking 12 seconds

terse solar
#

greetings, so i packaged my 4.27 game, it works fine on Win10, but there's no sound at all on WIn7, log says "maybe you forgot to cook your files" or something which can't be true of course

thick socket
terse solar
inner steppe
#

Try activating the "Include prerequisites installer" and "include app-local prerequisites" options

#

It will include a module installer like Microsoft NetFramework, Visual C++ 2015, VbNet Runtime... something like that.

#

And you will need to install Directx 11 manually, if your project uses SM6 shader model which uses Direct X12, it will not work on Windows 7, using Direct X11 on UE5 will disable features like Nanite.

pulsar ruin
#

i have a question i need move player on specific point if only point is available how i can do this with built in ureal node system

hidden dew
#

Merry Christmas everyone 😄 🎄🎄🎄

cloud geyser
#

Hello,

We are seeking a skilled Blender animator and renderer to create high-quality animation videos showcasing product renders. The project involves working with multiple CAD files and creating animations for various product categories, such as rings and earrings.

Key Details:
Workload: Bulk project with multiple videos required. PAID WORK.
Timeline: Urgent, with quick turnaround needed.

If you're interested, please share examples of your work, specifically 3D motion animations of any product or object, at ishanraut@bigmiles.in.

Looking forward to collaborating with talented professionals!

Best regards,
Ishan Raut

terse solar
#

so i cut all the textures in half before

#

and this action broke the sound somehow

sullen star
#

hey where can i put an animation i have created for christmas?if its okay to post it? <@&213101288538374145>

sullen star
#

@rustic panther I can't find it and I'm on my phone (can't get the link thing to work buddy but once I find it :p

tough thicket
#

i red that actor autokills when far from origin of level

#

sure disable world bounds check fixes that

#

but my AI NPC ZOMBIES, outside that greenbox no matter what their animations are all spazy, playing 1 frame and whatever the blend track is

#

even proper level streaming doesnt help

#

what do??

tough thicket
#

oh is that the 4km2 playable area

#

Wow i already set my scale to like 0.03

#

could probably go lower but damn

frail leaf
#

Can a macbook air 8 gb ram with m1 run unreal 4 for medium size stylized projects ?

#

I ran it on 4 gb ram with 30-42 fps

quick grove
#

can someone help me please I need to disable a plugin I enabled which now I can't disable cause I can't get into editor

#

so i seem to have broken the editor as I tried enabling Groom and Alembic Importer thing for editor and now I get error when trying to run editor as it's can't find HairStrandCore module

quick grove
#

out of interest is there a rule at all about people sending freind request that aren't asked for ?? just wondering

frail leaf
#

there is no such rule

quick grove
#

was someone telling me about their services they could offer, I ignored their freind request as I no offence to anyone but wasn't looking for what services people offered so their freind request served no purpose to me

#

Only asking if there is a rule because other discord servers do have a rule roughly like the where trying to sell services directly to people randomly isn't allowed etc

quick grove
#

starts with one and then increases

frail leaf
#

i know him , i too got a friend request from him

#

i dont know what he is trying to do with friend requests

quick grove
# frail leaf i dont know what he is trying to do with friend requests

I think it's their way of getting visibilty for what they can offer with their services which I don't mind, it's more so it's the direct messinging without any message. Cause they waited for me to ask him what he messaged for before he actually then sent his message so just be one of them

oak patio
quick grove
frail leaf
#
Epic Developer Community Forums

Hi all, Another problem that I have with my new project : When I change the resolution or switch off/on fullscreen mode, the mouse cursor can’t reach all the area of my window game. To illustrate this I made a little video capture : the issue is visible at 00:09 when I change my resolution to 1920x1080. I have another question :...

#

by the way
Can a macbook air 8 gb ram with m1 run unreal 4 for medium size stylized projects ?
I ran it on 4 gb ram with 30-42 fps

potent smelt
#

job freelance

coarse turtle
#

Where is the sample project for this? "Immersive, true-to-life audio | Feature Highlight | Unreal Engine"
https://www.youtube.com/watch?v=1cgN5pLG8Rs

New to Unreal Engine in version 4.25, we’ve added Convolution Reverb and support for Ambisonic Soundfield rendering. Both features allow for the importation and use of audio samples captured from real world spaces to enhance your Unreal project's environmental sound. With these additions, designers can bring their projects to life with more imme...

▶ Play video
jolly mason
#

Anyone know a voxel plugin that allows me to add a voxel sphere to an actor? Bonus if I can actually move it around as well

opal depot
#

hi i just finish my game and packed it it is working soo smooth in ue5 editer but in a actual game i have my main map as main menu and have play butten to my game map from there just like normal game but when i press play it did not do anything its playing the audio it plays on click but its not loading the map well in editter its working soo fine. idk why its only happening but if anyone does know please tell

fallen geyser
#

Could anyone tell me why my guys eyes are so light and have no shadows? He looks so weird

fallen geyser
#

Well yes ofc they have a different material 😭 but there’s no emissive so they shouldn’t be that bright

grave nexus
#

Maybe it's not about the emissive

#

but how it works with the shadows

#

or how it's influenced by lightning

regal kernel
#

Quick question. I have a Game.ini I've downloaded from Nexus Mods for Lord of the Ring Return to Moria, to change the controller icons. It changes from Xbox to PS5. How do I change it to PS4? Is that something you guys can help with?

unreal parrot
#

idk if this is relevant but does anyone know if rl sideswipe uses side scroller functionality

#

This is how it looks like

#

Ik it uses paper 2d

hasty epoch
#

Hello. I have a problem. The text in another language is not aligned like the original. Do you know how to fix it please?

charred agate
#

Any ideas on how to fix this?

white spruce
#

Hi, I am having a problem with 4.27 version. when I toggle anti aliasing method to none in rendering settings it does not make changes and I still see the ghosting behind moving objects, nor does it do anything when I set it to TAA or FXAA. All edges are jagged as well. Does anyone know how to solve this?
I'm on deferred rendering with motion blur turned off

inner steppe
#

Does Steam provide an email system? Some kind of messaging between player and publisher / developer within the API?
In short, I want to create a bug report form within the game, but avoid creating my own third-party server to receive the messages

short vector
#

i need help please and im begging
doesnt let me import psa and this pops up please help

prime tulip
#

Am I blind, is there no widget / UI channel to ask questions? 🤔

#

ah nvm it's under a seperate category

keen bramble
#

Why don't people's questions get answered most times in the channel......it feels like the channel is just for questions and no solutions

#

I think a community manager is needed for this

oak patio
winged notch
#

This is NVIDIA FleX, part of the GameWorks SDK, running in Unreal as part of my GameWorks Revival Project.

#NVIDIA_GameWorks #UnrealEngine #NVIDIA #Gaming #CES #GeForce #GeForceRTX

▶ Play video

This is temporarily stable volumetric lighting and light shafts utilizing the NVIDIA GameWorks SDK in Unreal, running at 120 FPS.

#NVIDIA_GameWorks #UnrealEngine #NVIDIA #Gaming #CES #GeForce #GeForceRTX

▶ Play video

This is an early look at restoring NVIDIA HairWorks, a part of the GameWorks SDK, in Unreal running at 120 FPS. The art assets need to be updated, but the core technology is functioning.

#NVIDIA_GameWorks #UnrealEngine #NVIDIA #Gaming #CES #GeForce #GeForceRTX

▶ Play video

This is a small showcase of NVIDIA GameWorks Flow running at 120 FPS in Unreal Engine. Flow is a real-time dynamic fluid simulation solver, allowing for interactive real-time fire and smoke effects without pre-baking anything.

#NVIDIA_GameWorks #UnrealEngine #NVIDIA #Gaming #CES #GeForce #GeForceRTX

▶ Play video
prime tulip
#

Random question. Does anyone know why the Epic Launcher always closes when you launch an Unreal project. Here I am browsing the Epic store while my project launches and boom project opens up and launcher closes? Like, lol why the f is that? 😂

tidal dune
#

Hello, I'm trying to import a skeletal mesh into Unreal (in FBX exported from Maya), and I get a shuffle of the vertex IDs (indexes), has anyone encountered this before? If so, how can I fix it? Thanks

tidal dune
frail river
#

Hey all, does anyone know how to enable Landscape Edit Layers, when doing Tiled Import with World Composition? The Wiki says; " To use Landscape Edit Layers, check Edit Layers under the Manage tab when creating a new Landscape. Layers cannot be added retroactively to an existing Landscape; you will always need to create a new Landscape to use them in your project. " , and yes when making a new terrain I see that option, but when using Tiled Import, I do not. So does this mean there's no way to use Landscape Edit Layers on a Tiled Import-ed landsacpe?

mossy ravine
#

HI, Does anyone know how to lower the strength of a UE4 mannequin please? We reskinned one to make it look like an enemy but somehow it can lift a 1500kg vehicle, which is what the player uses to get about - the player can't explore while the vehicle's in the air
Thanks!

keen bramble
oak patio
#

Of course, but it checks out that it's gonna have much less interaction, because vastly fewer people use it :P

boreal shadow
#

hi everyone I’m a skilled and creative 3D modeling artist with a passion for transforming concepts into high-quality, photorealistic . i create 3d game character, game building, game environment

brittle gulch
#

Hey guys, I have a troubling problem : When I change level, my pawn doesn't have any collisions anymore, I fly through walls. I don't know where it comes from, any idea how I can debug that?

distant junco
#

Why the Shadows became distorted after building lights?, i tried playing around with the settings for 2 hours and nothing worked

strong lagoon
#

Hi all , so i was just wondering , is 4.27 considered to old an engine to use? I mean is there problems with using that old a version? thanks

oak patio
# strong lagoon Hi all , so i was just wondering , is 4.27 considered to old an engine to use? I...

Yes it's considered old.
No, there's no problems in using it.

However, there's not much reason to use it for a new project, or if you're new. The main reasons for sticking with an older version are:

  • Modding a title that used that engine version
  • You have a bunch of custom stuff requiring that engine, and upgrades would be too much time cost
  • You need a feature specific from that engine that is now removed or deprecated (people still use 4.24 to make web games, for instance)
  • You're still maintaining an existing launched title in that version, or have one near release.
strong lagoon
oak patio
#

It's already lost "support", it stopped receiving updates as soon as 5 came out. In the traditional sense at least.
It will always be available however. The source is on GitHub if you have a linked account, you can still get it in the launcher.

Personally, I'd say if you had a couple of years left, there's no reason to not try an upgrade unless you're on a small team with a heavily customised source build of the engine. It's just making sure you've got a safe point to revert too, then biting the bullet.

I'm more talking about "We're releasing in a month" type of stuff.

#

FWIW the engine is still viable. There's just no reason to use it if you don't already depend on it, considering the latest versions are basically "4.27 with active bugfixes and new shiny things"

strong lagoon
#

Well there is some assets that are not available in 5 , thats one reason , another is lot of characters with UE4 skeletons , that don't jive well with manny , and from the playing around trying to get them to work , i have not has success. Fails to merge bones.

oak patio
#

Honestly, assets are probably your weakest reason to stick with it. After all you could migrate a UE4 skeleton to UE5 and import the assets as well

#

You can upgrade, just not downgrade, and most assets have options to export to their raw form anyway

#

Now if it was like "I've modified thousands of lines of engine code, and have 12 other projects with the engine", it'd be a much more valid reason.

#

Not that you need one of course, use whichever engine you want to obviously :P, it's just that there's little justification for it, even from a performance standpoint.

strong lagoon
#

Right , thanks

tardy bronze
#

can someone help me trouble shoot PackagingResults: Error: Unknown Error pls idk what to do

spice ruin
#

Look at the rest of the log.

tardy bronze
#

thx srry

grim vector
#

Hello friends! Can someone please direct me to the appropriate location to ask a question where I can get some direct advice about making adjustments to my procedurally generating hexagonal static mesh grid, I got my cube grid blueprint working but I can't get the hexagonal tile staggering math to work, thank you? (oh right, im using UE 4.27.2)

#

*Problem resolved. Did not actually solve for the pentagonal row staggering... But actually needed a more modular approach down to individual rows making it actually unnecessary

warm meteor
#

Hey guys! I was wondering if this was the spot to ask for help with an issue I’m running into on some of my levels in UE 4.27.

warm meteor
#

The issue is that, on some maps, all actors within the map become unclickable. Selecting the actors in the world outline selects them, but the transform gizmo doesn’t detect my mouse.

When attempting to click on a static mesh, it selects the instanced foliage actor. When I delete the foliage actor, clicking selects the background (AKA nothing).

The issue persist when leaving the map, and seems to effect all viewports. The only way to resolve the issue to restart the editor. The issue will re-appear when I work on one of the maps with the issue after about 2-5 minutes.

grim vector
#

LIGHT FIGHT: A fast-paced Parkour Platformer 3D Danmaku (弾幕) adventure beyond reality.

Deep dive looking at some of the Light Fight lore & game mechanics.

Featuring Music By: Karl Casey @WhiteBatAudio

Unreal Engine 4.27.2, Solo Dev, Video Games, Fractal Geometry, Sacred Geometry, Polytopes, AI Conversation, Platonic Solids, Keple
r-Poinsot p...

▶ Play video
shrewd widget
#

guys can we access fab with ue4 ?

#

i don't see the plugin on 4.27 vs on 5.5 it's there

#

how to access my assets if i don't want to use 5+ for various personal reasons

brittle gulch
#

Hey there! I have a bug with UE4, sometimes the right click menu flickers and I can't see it anymore. Is there a way to fix that?
(If it happens again I'll capture it and post a video)

#

Ah, and when it happens, any YT video playing in my browser in the background becomes black. When I close unreal the YT video works fine again

#

I believe it's a GPU problem. I have a 4070 Super and win 11 (Everything up to date. The problem occured before and after the latest update I did)

tall escarp
grim vector
# shrewd widget guys can we access fab with ue4 ?

I am also with 4.27 for various reasons. Unfortunately, based on my current information, the official FAB plugin for direct asset import is primarily designed for Unreal Engine 5 and later versions.
While there might be some workarounds or unofficial methods to potentially use parts of FAB with 4.27, it's not officially supported.
Here's what I've gathered:
Official Focus on UE5: Epic Games seems to be concentrating their development efforts for FAB on Unreal Engine 5, likely due to architectural changes and new features in the engine that FAB leverages.
Quixel Bridge as an Alternative: If you're using Unreal Engine 4.27, Quixel Bridge remains a viable option for accessing and importing Megascans assets. Although Epic Games has transitioned to FAB, Bridge still functions for older engine versions.
Community Workarounds (Limited): There might be community-created solutions or methods to extract and use some FAB assets in 4.27, but these are not officially supported and may have limitations or require manual adjustments. / you might consider using UE5 as a tool giving you access to fab, completing the work you need to do there and then exporting the work for use in 4.27 if possible

shrewd widget
brazen aspen
tough thicket
#

anyway i can make the game screen this small

#

like do i just use a render target?

#

or is there a real way

#

well i guess i can just use an overlay but still would be nice to cull out what isnt on screen

#

no that doesnt work because the character isnt centered

#

rip

stable granite
#

Hi, I’m downloading UE 4.27.2 git files to build it. Which files do I have to update to be able to publish android games ?

urban kettle
#

anyone have experience using Unreal 5 on a linux machine?

lyric apex
#

Kindly check your DM

spice ruin
#

Why ask that in the UE 4 channel instead of #linux ?

plush yew
#

Hi, i am having this strange bug where UE4.27 just freezes randomly until I alt-tab out and back in, it seems to happen every couple of seconds, im not sure if it happens when i PIE though

brazen dove
#

Hello everyone, can someone help me with some tips about how can I determine the minimum system requirements for a game?

oak patio
# brazen dove Hello everyone, can someone help me with some tips about how can I determine the...

You don't. It's a common misconception. You don't develop the game and then find out what it runs on.

What you do is you identify what the minimum hardware you want the game to be able to run on actually is. This is normally informed by market research and things like the Steam Hardware Survey.

You then build a machine or find someone with access to a machine with those specs or similar and test the game on it.

oak patio
#

If you don't have access to such things, which can be understandable, you can kind of emulate things with maybe an older PC you have lying around, or a laptop or a virtual machine. Though the VM option ain't the best.

There is the option of making it up, but I'd reccomend trying to find people with some average hardware to test it out.

oak patio
brazen dove
#

So I assume that the hardware on that is too outdated

azure shore
stable granite
#

Hi, how can I modify UE4 to be able to publish android games compiled with it to play store ?

thick tiger
#

Hi, can someone tell me how to use Megascans for UE4 after the Fab update? I did get the scans, and it's available in my library, I downloaded one grass asset, but extracting the zip file and dragging it into the project makes the fbx files miss the textures, so I was wondering if there is better efficient way of doing this?

placid dirge
#

Anyone know if using the Cable Component is a good idea in a large scale open world environment? Is it fairly efficient or is there a better way?

strong lagoon
#

Hi , so wondering , can Lyra be used as a base template to create a single player game ? Or more specifically , can it be used to create a regular open world shooter or is it confined to the game modes it shows? Like control , elimination , etc...........? thanks

oak patio
#

There wouldn't be much value in using it for one

placid dirge
#

you wouldn't get much more out of it than just the base FPS template

tough thicket
#

how do you fix the alpha

#

like i can clearly see through my plants completely to the other side

oak patio
#

Are you using transparent materials or masked ones?

tough thicket
#

ill look it up

strong lagoon
#

So being not new to Unreal 4 , but new to Unreal 5 ( been away from the engine awhile) . What is the story with animations these days , do the UE4 animations work with UE5 skeletons , or are they completely different or require extensive retargeting? thanks

lost mantle
#

is there anyway I can merge my landscape actors so this dosent keep happening?

restive ingot
tough thicket
#

actually the method is reversed unfortunately

#

and it requires level streaming

#

build landscape then go to landscape edit

#

hit select and chose where you want the landscape to be seperated

#

then in level streaming pick new level and then go back to landscape edit and click "move" next to "add select"

#

then click on the selection and swap levels

#

sucks though no turning back

#

good luck!

hasty mortar
#

Is it possible to add a second details window? I'm making custom versions of widgets and need to copy over details from the old ones. So having 2 parallel detail panels would be handy to compare the new widget to the old.

strong lagoon
#

Hi , just wondering, if i retarget anims to the Manny simple , then when i click find skeleton , why does it show this skeleton and the other Manny skeletal mesh's? thanks

summer sundial
#

?

strong lagoon
# strong lagoon Hi , just wondering, if i retarget anims to the Manny simple , then when i click...

So i am out of the loop on Unreal 5 , last when i worked with skeletons it was UE4 , so what i am asking in the pic above is . Is the SK_Mannequin skeleton the base skeleton of the Manny's? Or are each Manny or Quinn actual skeletons themselves , or are they just skeletal mesh's based on the SK_Mannequin skeleton? What is the actual default skeleton for UE5? When people say it uses the UE5 skeleton , what skeleton exactly is that? thanks

tall escarp
lilac cipher
#

Hi, I am trying to receive on my server the data sent by Report Crash and I already have a backend reading the data and it works. However, I don't know how to extract the information, I understand that Report Crash sends the data as UE4CC (?) which is zipped in zlib. And I don't know how to extract this UE4CC data on a Linux server?

fading fog
#

Hello, I need help I’m making a bow game, and I need some help. The arrow should lerp to the location where the line trace hits. The line trace starts from the camera, and I want the arrow to move smoothly (lerp) to the point where the line trace hits. However, since the line trace starts from the camera, if I do the lerp, it will start from the camera position

fading fog
fading fog
#

Right now im just Spawning the arrow

tall escarp
#

You have to program an offset that accounts for the arrow world position/transform. Everyone who does this with projectiles has to make the same adjustment which is why so often games just do camera spawn. It's a matter of coding it.

paper island
#

Hi everyone, building a pc soon (waiting for the full release of upcoming GPU's), wondering is it worth it to buy a ryzen 9 9900 or just a ryzen 7 9700x?
Is there a dramtic enough difference in how unreal performs when it has access to more cores and threads on a cpu? Is it worth the price difference in terms of shader compilation, packaging builds, dealing with large data sets ect?

oak patio
#

Compilation is always going to be worth the extra cores if you've got enough RAM to feed them

onyx viper
#

hey guys my map is very simple with cube and textures on it
but the size of map is 56mb, i don't know what i cause it

spice ruin
#

Static lighting data?

onyx viper
frail river
#

Hey all, Does anyone know where this option is

#

Right clicking in the world composition menu gives me this

#

How do I reimport the heightmap for all tiles?

#

When I google it, I only see people searching for it 😄 Did this option disappear and no one noticed xD

onyx viper
spice ruin
#

What is set to dynamic?

onyx viper
spice ruin
#

It's the individual geometry that has the static lighting data.

dire roost
#

Are there any ways to increase ssgi's samples?
I realize that noise is normal in these rooms, but are there ways to make it less?

tall escarp
onyx viper
spice ruin
#

Not a clue.

#

Set every mesh to dynamically lit and rebuild lighting maybe?

dire roost
onyx viper
oak patio
#

there's no reason to use unreal 4 for that purpose

#

no

#

there is no purpose in using it unless you're activaly making something in it, or modding something that used it

#

nope

#

unreal 5 is unreal 4 with bug fixes and optional extras

#

ue 5.5 is essentially ue 4.32

#

nope, just someone with a lot of free time 😆

#

I'm on the lower end compared to some of the regulars 🤣

#

I'm not surprised, the pfp is something that was spat out of an image generator when I was bored :P

#

there's no beating unity in terms of a smaller package size, but honestly you can get extremely good performance from either

#

possibly a slight hit in unreal, but with the benefit of having things made for you already

oak patio
#

If it's not modding that's officially supported, I.e. you don't have modtools, or the author hasn't shipped a build of UE that functions as a modkit, then nowhere in this server. Reverse engineering and underground modding is against the #rules

#

You should probably look into a general UE modding community, or a community around the game in question

clear moat
#

I'll delete my messages to stick within the rules

oak patio
#

good luck with your hunt!

wooden heath
#

big cercular landscape with road path (12 m widh) only 10k tris, static lighting, good for multiplayer mobile.

past carbon
#

Hi, I need your help to finish my game. I started making it. What did; map, Day night system, customers, some cooking mechanics

azure shore
haughty harness
#

for compiling shaders on a first project bootup, my system gets through about 800-1000 shaders and then ue4 just freezes. in the past the CPU and GPU were never an issue with this, and i've already tried goingg into task manager to give the shader compiler workers higher priority. Any ideas?

brittle gulch
#

Hey there! How do you get the playing sequence, is there a way to do that?

wise trail
#

On my older pc I had similar issues after letting it sit project eventually loaded for me.

lilac cipher
#

Is any way to hide crash report windows but send the report to server background? Builded shipping version.

lilac cipher
violet pilot
#

Hey, my game currently gets random crashes, and I'm trying to find the source. It's not super frequent, but frequent enough to be annoying and cause loss of progress. Any guidance on how this would be debugged? The entire game is blueprint driven, and I'm trying to find the source of the crashes. Having looked in some crash minidump files, this is what I could find.

It appears there are two different types of crashes happening? Any thoughts on how to debug?

violet pilot
raven wraith
#

Hey, can anyone point me in the right direction for getting dynamic shadows to be displayed onto a transparent mesh? I've spent a couple days and understand the limitations of blend mode and how shadows work, but just looking for maybe a work around.

I have a post process displaying a pre-rendered image and want the characters shadow to be displayed over this dynamically.
Good amount of half-solutions on the forums but none seemed to have worked for me, or aren't really performant

Thanks!

rose cloak
violet pilot
fringe kestrel
#

Hi guys, me and my friends r making a game. Its abt horror and we js need 1 more dev for our game. We know this game will go big. Anyone wanna join us pls dm me

tough thicket
#

I dmd you though i could use something to do

prime tulip
#

Hello. Does anyone know why the line [Engine.LocalPlayer] AspectRatioAxisConstraint=AspectRatio_MaintainYFOV does not work for my project? After adding the line to the DefaultEngine.ini relaunching my project it still uses the XFOV scaling method 😦 Please help

#

Using 4.27

#

nvm found it

#

had to add /Script/

tall escarp
weary patio
#

Anybody still around from the UE3 days? I have a very UE3 specific problem I'm working with, and I'd love to pick your brain if you've got a few. Can't offer too much by way of cash, but can offer a little if it would help. Feel free to add me, DM me or @ me here.

keen bramble
finite bison
#

is it possible to have animbp templates in ue4

tall escarp
finite bison
#

It won't break if I edit the skeleton in the animbp, right?

tall escarp
#

i don't know what you mean by "edit the skeleton in the animbp"

#

you would set it up for two blueprints that use the same skeleton, but for which one animbp needs overrides

#

it inherits most of the functionality from the parent animbp except for whatever it plays different animations for etc. but it still uses same skeleton

finite bison
tall escarp
#

i never found another method

finite bison
tall escarp
#

Yeah I'm in the same boat I just find balance by continuing to learn UE5 concurrent with my active UE4 development. UE5 has some improvements but nothing ground breaking imo unless you have complex input schemes or something

finite bison
#

I had a friend that told me you could get some sort of template animbp if you use a custom editor

tall escarp
#

if he knows just have him show you lol

finite bison
tall escarp
#

It's pretty bad, i remember trying to learn from the matrix demo and being shocked at how poorly it ran in editor

#

5.5 seems better though

finite bison
#

I have a terabyte of unreal engine versions actually

tall escarp
#

my personal view is ue4 could be like gz doom or whatever where people use it for a long time due to it being good enough for a full gaming experience even if it lacks some features

#

i just think epic made a lot of mistakes with UE5 and the fab rollout personally but we'll see

finite bison
#

Which is to be expected, it's old

#

But the tradeoff right now is still not worth it

tall escarp
#

the dynamic lighting issues are defintely a problem but i think we can get buy with less great lighting if it means people don't need 5090s to get 60 fps. the overemphasis on graphics is weird to me.

#

I do really like the new path tracing graphics i'm seeing though

finite bison
finite bison
finite bison
tall escarp
#

I'm optimistic that solo devs and small teams can create an interesting niche with people who have good but not cutting edge pcs and still want value priced games

#

people with families etc.

finite bison
#

Yeah

#

That's fair reasoning

shrewd maple
#

hello guys, is anyone using Vsc for unreal engine 4.27? i already talk about it to ai and it says it can ! im just making sure here......🙏🙏

oak patio
#

VSC is not something you should use with unreal engine. Use Visual Studio instead

shrewd maple
cobalt wadi
#

or shall I ask where should I ask ( which channel should I seek advice about this? )

spice ruin
#

Have you been hot reloading?

#

Or live coding?

tranquil crown
#

I would need that level streaming volumes work camera independent.

I have a debug mode where I can zoom out with a second camera on a spring arm but of course I come outside the streaming volume.

is there something I have missed to achieve this, so that level streaming is based on the first person camera although it's inactive or based on the character/ pawn?

So that I can just observe more easily with the debug cam what happens around the player.. so the debug cam dosen't affect any stuff

cedar peak
#

So I have a question about Vertex Culling. But I'm not entirely certain which chat to post it in. Can somebody tell me where to post it or is here fine?

tall escarp
#

Post here if it's a ue4 question lol

cedar peak
#

Yes it is a UE4 question, at least in the sense that that's the version I'll be using for this, UE4.24 to be exact. So essentially what I'm looking to set-up is basically a method of masking out underparts of a base mesh using Vertex Colors. Then, when the base mesh has its outfit swapped out I'm planning on using the Alpha Channel of the Vertex Color to mask out anything I don't want to be visible underneath the clothing and then paint those vertices dynamically either in blueprints or somewhere else. I'm not sure of all the specifics of this yet but I can easily look up tutorials for a lot of this stuff so that's not the issue.

The issue is what happens after that, where during runtime, I'd like any transparent vertices to be either culled or in some way removed from the mesh so that they don't mess with draw call calculations. I don't have the first idea of how to do this second bit and if anyone has any recommendations of, if not what to do, at least where to start looking for what to do, I'd greatly appreciate it. Because the trouble with transparent vertices, as far as material data goes, is that to my understanding vertices that are masked out via a transparent material are still being calculated in the draw call, they're not showing up in the final frame. What I'm looking for is to try to cull those vertices that are being masked out so that if they are being masked, the draw call calculations are simplified just a little bit further.

distant junco
#

how can i fix this error?

#

i get it when i try to import this model /\
here i have another screenshot

cedar peak
# distant junco i get it when i try to import this model /\ here i have another screen...

My guess is that if the Armature listed below pose is not being added as the root, you've got 3 separate bones in that hierarchy that are competing for the top spot. So taking two of those and parenting them under the third will probably fix your issue. If it doesn't, something else is going on. The bones I'm referring to look like they're named Bone, Bone7, and Bone8 in particular.

distant junco
cedar peak
# distant junco i fixed that but now i get this

That error is literally because your bone naming convention is not the same as Unreal's. This is likely happening because you're attaching the animations to an existing skeleton with a different naming convention. I get that all the time with my Akeytsu Exports because I use Unreal 4's Mannequin with some custom Akeytsu IK Controllers. As long as the bones are in a relatively safe location, it shouldn't affect your stuff too much but if it does, your options are to either select the no skeleton option when you import so it creates a brand new rig, or go into blender and change the naming convention manually. The latter you should probably do either way because calling every bone just Bone + a number is horrible for organization.

frail river
#

Hey all, so if I have a physics volume, how do I make a prop float on it? It doen't affect objects with simulate physics at all

#

Because I feel like I've seen that done, and I was wondering if it was an entirely custom coded solution, or is there some built in feature I can't find 😄 I feel like floating objects have to be built in right?

#

And if possible, I want is to have the waves of my displacement shader affect the physics

frail river
#

Oh ok I found it, and it really is a custom blueprint script to add boyancy, nvm

distant junco
azure shore
#

just enable root motion and root lock itll probably be fine shrug

grand ravine