#ue4-general

1 messages · Page 36 of 1

spare kernel
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thanks for letting us know

quick grove
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it is right for building lighting to sit on 0% for a while ??

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i can see the green thing in corner pulsing so it's doing stuff just can't remeber if it being on % for a while is it doing stuff

echo horizon
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Hello guys I'm new to unreal engine,I installed unreal engine 4.27 version because of my laptop spec.my job is cinematography,I want to learn unreal engine for mainly previsualisation & lighting possibilities I can try out with as much as realistic as possible without crashing my laptop.so my doute is how can I learn it, please don't say see yt ue4 tutorial because they are saying to many things which are complex for me, I dont want to create too much detail things like texture, reflection like that I just simply able to change objects if a object is non reflective then change it to reflective kind of.mainly why I need is I want to see how reflections & spill works also what are contains I may face that why I ask so please guide me how can I learn it

compact pulsar
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Hey! I'm a creative professional with expertise in:

3D Art
Modeling (characters, props, environments)
Rigging & Animation
Texturing & Rendering

Web & UI/UX Design
Professional website design and user experience solutions

Let's collaborate!
DM me for 3D art or web design projects!

slender egret
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Hey everyone, I have a plane with a Media Texture on it playing a video. This is all working but when I hit play, the media stops. Im sure it's a simple fix but I can't figure it out! Thanks for any help.

midnight vector
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Is there a means to limit the number of cores used by UATHelper, as can be done for UBT? I build on the same system I work from and when it reaches the packaging step, UATHelper seemingly ignores BuildConfiguration.xml and spawns 16 processes for all 16 threads I have. This causes Windows to repeatedly hitch (cursor lags, audio stutters, etc.) until it is done which is very irritating.

tough thicket
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i use Open Source node and it works fine with multiple clips even on timelines

oak swan
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Trying to package an UE4 game to mobile, but when I do I get this Error, not sure what I need to do

rancid kayak
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Hi, Need Favour. New In unreal devolopment. i have 4.20 ue i want to learn how to drive bike and related.

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Please Inbox The Detail. [ I cant pay money so paid worker please stay away ]

compact pulsar
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hey guys are you looking for a professional ui ux designer kindly send me a dm

rancid kayak
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No one Here To Help..?

hidden osprey
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What does drive bike and related even mean that makes no sense

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Also ue5 is probably better than ue4 now

brittle solstice
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i think we should change the tag name to be sr6 with gold s sign

grave osprey
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switching UE 4.19 to 4.27.2 resulting failed to open project

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searching google and discord doesnt give answer

hasty epoch
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And for some reason, the launcher lags terribly when I install Unreal. No, it's definitely not my internet or my computer.

trail saddle
# grave osprey switching UE 4.19 to 4.27.2 resulting failed to open project

Did you follow this conversion process?
https://dev.epicgames.com/documentation/en-us/unreal-engine/updating-projects-to-newer-versions-of-unreal-engine

As a note, many years ago Epic said that the best method of upgrading the engine version for a project, is doing conversions incrementally from one version to the next. Jumping from 4.19 all the way up to 4.27 may very well be causing the issue.

It will take some extra time but converting it from 4.19 > 4.20 > 4.21 and so on till you get to 4.27 should be the stable route of converting you project.

Epic Games Developer

Learn how to update projects to a newer version of Unreal Engine.

grave osprey
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... WHAT THE FUCK

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its not like i have time and storage space to install all engine version

grave osprey
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back then its normal

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😭

trail saddle
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It is a painful process. I've done it before.

grave osprey
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so if i make asset from create project then apply 4.27 version no issue then ?

trail saddle
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Was the project for a single asset you are making?

With what I wrote, that incremental process is what is ideal for a bigger projects. If you are making an asset, doing that may not be necessary.

grave osprey
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otherwise the asset not work

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for now i can only open project via launcher

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for some reason

trail saddle
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So it's a complete game? For converting your project, did you right click on the Unreal project file > click on Switch Unreal version, and then choose the version?

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Also, depending on what your project consists of, migrating from 4.19 to a fresh 4.27 project could work. Say if it's all 3D models and textures instead of a full game.

grave osprey
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yep

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right click switch version accordingly then error

trail saddle
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Okay

grave osprey
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i wanna test again tommorow

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today just too much of pain

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i cant just click the project but i can load project from launcher

trail saddle
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Is it loading properly from the launcher?

grave osprey
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yes

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i camt double click the project to enter

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but i can enter via launcher

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i scared if i get another problem later if i download 4.27 again

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the error happen after i finished download 4.27 then change version of the game files to 4.27

trail saddle
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I do believe if you change the version like that, you have to rebuild the visual studio project files.

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Not remembering 100% since I haven't done that in so long

grave osprey
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generate visual studio from project files generate other error like C++ something

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next time i make next project from 4.27 instead of 4.19

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it said the project does not have source code. you need to add C++ source files tp the project from editor before you generate object

trail saddle
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Interestingly, 4.19 was the first version of Unreal I worked with back when it was release.

grave osprey
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if i ise generate visual studio lroj files

trail saddle
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Yeah, I had that error come up for one of the projects I tried that on just before I told you about it.

grave osprey
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this is first time inencounter it

trail saddle
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I'm doing a test real quick on a copied project of mine

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I just recreated the problem you had.

grave osprey
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so what happen

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what do i do to fix this ?

trail saddle
# grave osprey so what happen

Same thing that you described. I changed the version of the project, fails to open, and can't generate the project files.

Not sure yet, but I'm trying something out. Give me a moment.

grave osprey
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crying i hope its fixable

trail saddle
# grave osprey <:crying:1316599219188011038> i hope its fixable

With that test project, It was at a point where I had to open 4.27 1st, then select the project from there to open. Could not even open it from the project list from the library.

I migrated everything over to a fresh project, and the problem with opening the project now exists with the fresh migrated version. I can open each project if I open 4.27 1st

grave osprey
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🤔

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soopen from launcher. then open project files after that

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double open ?

trail saddle
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I have no real fix from that test. I can open the project but only If I open the engine 1st, and then select to project.

grave osprey
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ye

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i guess its UE fault in this one

trail saddle
grave osprey
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yea that too

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i cant open other project normally like usual

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😭 must use launcher

trail saddle
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I'm not having the issue with UE5 projects...

grave osprey
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so its UE4 issue lurkin

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i hate UE5

trail saddle
grave osprey
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project folder ?

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where

trail saddle
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From where the unreal project is saved in windows

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for me it's windows.

grave osprey
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u mean shortcut ?

trail saddle
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mmmh, not exactly a shortcut. Uproject file inside the folder.

grave osprey
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i cant open it

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there

trail saddle
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and that's what the fix is for 🙂

grave osprey
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what do i do

trail saddle
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Answer coming. I noticed the unreal symbol looked like UE5, and so it seems like it's trying to open UE4 with UE5

grave osprey
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i dont use ue5

trail saddle
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I right-clicked on the UE4 project file, choose the app, and reconnected it with UE 4.27, as the default app.

grave osprey
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🤔

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where is the exe

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the 4.19 in C

trail saddle
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Okay, when you open the install folder which would say 4.19. You will find the exe by clicking on

Engine > Binaries > Win64 > UE4Editor (near the top)

grave osprey
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found it. now waiting

trail saddle
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after setting that to the new default app, I've been able to open any UE4 projects that I tried opening from their project folder, including different versions of UE4

grave osprey
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its working 🥳

trail saddle
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Welcome, I'm glad I was able to figure that out. Mine were broken too and didn't know

oak swan
reef lava
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UE4 is now broken for most projects thanks to some random issue someone, somewhere is responsible for I and many others are apparently having now. Does anyone know what is actually going on here?

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For many projects, I am going to read what you guys were discussing above to see if that helps.

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I thought it was my engine that was the problem but turns out its a widespread current issue for anyone using UE4 rn. I can reproduce this on nearly every PC I own. Projects only open when using the launcher. I have to open the engine version then choose the project from there to open these projects. So far it occurs on engine versions; 4.26.2 and 4.27.2 (launcher versions).

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So the default app works, issue with that is it will set every .uproject to run on that specified editor. Breaking all other project shortcuts that aren't that version of UE4. Open with also works but that means you have to do that every time you want to open a project from a shortcut so - extra bs you have to do to open the project. No idea why some work and most do not. Edit: I think it may only be C++ projects that work? I have thoroughly tested this yet but it seems that the two projects I have opened so far that were C++ projects have opened with no issues. But I could be entirely wrong about this as it's only two projects.

cold vine
oak token
toxic berry
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guys, has the "Generate visual studio project files" thing broken for anyone after the latest windows update?

lilac zinc
toxic berry
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yeah @grave osprey

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started happening to me yesterday

toxic berry
reef lava
# toxic berry did you recently update windows 11?

Nope, I don't think it has anything to do with Windows though tbh. Epic has been messing with the launcher a bit this week and it appears so far that the main issue is with launcher versions of editors. I haven't tried any source versions yet but I probably will later just to check.

lilac zinc
oak swan
fierce hazel
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guys is there any IO utility in 4.27?

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like read write to a text file

toxic berry
oak token
cold vine
lilac zinc
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Looks like new projects made in 4.27 from the launcher load up. but all the old ones are dead/fail to launch.

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for me anyway, seems like not everyone is having the exact same problem.

toxic berry
obsidian veldt
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Hey. I'm having a weird issue where all of my unreal projects gives me this error whenever I try to open them. Literally all of them do this. I can't open any of my projects. I mean, I can, but I have to actually launch Unreal Engine by itself, and open the projects that way. If I try to open them through the Epic Games Launcher, or even if I try going into the project folder and use the .exe to open it, it gives me this error. I tried uninstalling and reinstalling the launcher, uninstalling and reinstalling Unreal Engine, nothing. I guess on the one hand it's not that big a deal since I still have at least one way of opening the projects, which is a relief because that means there isn't anything wrong with the project files themselves, but on the other hand I'm just very confused why this is even happening to begin with. Any help and insight would be appreciated. Thank you.

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Wait a minute, are a bunch of people having the same issue?

toxic berry
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yeah dude

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I started having this since yesterday

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it's extremely frustrating

obsidian veldt
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What in the heck did they do to break it this badly? That's crazy.

toxic berry
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dude, I wasted so much time figuring this out

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I uninstalled all UE versions + epic games launcher

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even deleted registry keys and all local files and stuff

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only to find out this is epic's fault 😭

obsidian veldt
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Are people letting them know this is going on? Cause if it's a widespread issue, surely they'll start working on a fix for it.

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I'm just glad it's nothing to do with my project specifically honestly. I was worried I might've like corrupted it or something.

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I have back ups saved on other hard drives, but still. Doesn't make it any less scary. 😛

toxic berry
cold vine
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✨Opening via Unreal Editor works fine ✨

toxic berry
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"generate visual studio project files" also fails

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need to do it through the terminal sadly

oak swan
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Man trying to port my game to Android and I keep getting this Error and having trouble figuring out what I need to do to fix it

stuck pecan
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Can anyone recommend me some nice cel shaders? So many options and so many tutorials each with a shortcoming though ...

oak token
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hi guys im trying to compile and build UE4 from source due to this but im getting this issue:

dreamy moth
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Me and the team I'm working for are also fully locked out of using UE4, we have the "Failed to Launch Editor" error and we can't regenerate project files either

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Only one team member is able to open it, and he is the only one that never opens the epic games launcher, so he hasn't downloaded the latest update for it

dreamy moth
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We found two work-arounds, but one of them requires that you have someone with the project that hasn't opened Epic Games Launcher.

Workaround 1:

  • Open UE4 without choosing a project
  • Once opened, pick the project from the list
  • If it asks for rebuild, press Yes.
  • If it says you must rebuild from source, try workaround 2.

Workaround 2:
Requires someone with access to the project, who hasn't got the latest Epic Games Launcher update.

  • That other person must regenerate project files and perform a rebuild.
  • Zip and send "Binaries" and "intermediate" to to those that need it.
  • Delete your "Binaries" and "Intermediate", add the ones you downloaded.
  • Perform the steps listed under Workaround 1.
toxic berry
toxic berry
toxic berry
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then run this in the command prompt

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this will generate the sln file for you, regardless of whether you have downloaded the update or not

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hope this helps :)

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(ps: this will only generate the .sln file for ya, you'll need to build from your IDE after that ofc)

whole sparrow
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Hey everyone, a bunch of us got the same error - AutomationBuildTool.exe missing. We were using a custom 4.27 meta fork. Here's another solution we found in the forums:

https://forums.unrealengine.com/t/unreal-egnine-4-all-of-them-stopped-working-failed-to-launch-editor/2672744

Basically, uninstall both Epic Launcher and Epic Online Services then install speicifcally 18.8.1, and do not let it update to the newest. Then, your project should work again.

digital eagle
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Since the last update, I can no longer open my Unreal Engine 4 projects in the Epic Games Launcher. I get a "Failed to Launch Editor" error. I always have to launch Unreal Engine itself and then open the project. Does anyone know what's going on?

nova compass
# digital eagle Since the last update, I can no longer open my Unreal Engine 4 projects in the E...

I think there was an update in Epic launcher which delivered (deliberately?) broken UnrealVersionSelector.exe and/or UBT. Now my custom engine build doen't want to assign new compiled editor version to the project, also MSBuild is found at the wrong path due to me moving vs22 installation to other drive.

As can be seen in the switch version log, it tries to find UBT under DotNET/UnrealBuildTool/UnrealBuildTool.exe directory, which doesn't exist in UE4

Running: E:\programs\vs22\MSBuild\Current\Bin\MSBuild.exe /nologo /verbosity:quiet "E:/ue/ue-4.27-html5-es3-mob/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" /property:Configuration=Development /property:Platform=AnyCPU
Missing E:/ue/ue-4.27-html5-es3-mob/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe after build```

Also on the forums: https://forums.unrealengine.com/t/unrealversionselector-exe-no-longer-works-with-ue4/2672673/2

https://forums.unrealengine.com/t/epic-broke-unreal-engine-4-failed-to-launch-editor-on-nearly-all-ue4-projects/2672917/17
Epic Developer Community Forums

Hey! Thanks for the information you shared. We’ve been having the same issue since yesterday night, I guess after an Epic Launcher or Unreal update. We fixed it by renaming the “UE4Editor.exe” to “UnrealEditor.exe” in our Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64. It looks like the update broke the link between UnrealVer...

Epic Developer Community Forums

Found a temporary solution by downloading an older version of the launcher from Softonic, but I agree, Epic NEEDS to know about this.

oak token
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I see some users recommending downloading the 18.8.1 Epic Games installer version from Softonic, is there any other sources where we could download this installer ver?

oak swan
oak swan
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I restarted my PC I got that Launch Error as well with UE4 projects

glad orchid
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E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat “D:\MyProject\MyProject.uproject”

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Should fix you up temporarily until epic works out whatever jacked up the "unreal engine" pointer

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UE4 is "magically" setup to look for UE5 Editor.exe and UnrealBuildTool directory structure

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since the launcher update

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but there are ways around this via cmd

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call the UE4Editor.exe followed by your uproject from cmd and create your own bat shorcut

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same thing with the generateproject files.bat ... create your own instead of relying on the right click context

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hopes this helps guys 🫡

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Luckly at least the engine "association" for the uproject registry still works as expected

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just nothing else does

glad orchid
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Look right above this

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you don't need to go through all that

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Just run the above cmd in cmd prompt

glad orchid
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Also remember if you run into building for dev or shipping you can also call "buildcookrun" and pass parameters from cmd line also

lyric eagle
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I hope they fix this soon, can't even package my blueprint game.

grave osprey
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for people want to fix failed to launch editor. open with unreal engine with black U icon

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you can find it on files with UE version

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or launch UE the open project

glad orchid
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Opening the project is only half the battle

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unfortunately 🤦‍♂️

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you'll need to rely on cmd prompt for most build functions, compilation, generate sln etc until epic resolves

digital eagle
formal phoenix
#

Hey everyone! 👋 I’m Teslim – I’m really into indie games and helping devs get their projects in front of the right players. I’m not here to sell anything, just excited to learn, share, and see what creative projects people are building. If you’re working on something story-driven or indie, I’d love to check it out sometime!

glad orchid
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an awesome renderer and hardware is only catching up fully take advantage of it

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throw RTXGI/DDGI on top and its pretty freaking breathtaking at insaine performance/quality balance

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so yeah ❤️‍🔥 UE4

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Can pretty much supersample and getter better performance than UE5 at 550p upscaled 🤣

analog spade
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Hey, just wanted to check since I've been using an older version the launcher for the last few days.
Have they fixed the UE4 launcher issue yet? Can I safely updated the Epic Launcher?

upbeat turret
analog spade
safe saddle
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they fixed it yay

lyric eagle
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still not working for me

oak swan
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This just happened last night, but Unreal 4 and not sure what I can do. I guess maybe Unreal 4 is loading cause eventually things work but only for a bit and then it goes back to this issue.

lyric eagle
oak swan
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Interesting

lyric eagle
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Did it work?

oak swan
# lyric eagle Did it work?

Yeah surprisly it did, so some weird issue with discord, luckily using the web browser version of Discord doesn't cause a issue, but annoying that an app I used to talk with people that work on my projects is now causing issues with me using Unreal

upbeat turret
grave osprey
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what the best UE 4 version

ebon marlin
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I miss UE4. I just booted up 4.25 and am getting 1000 FPS in a blank level, the most I could achieve in a UE5 project (with all the UE5 tech turned off) was only about 350 FPS

grave osprey
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oh

digital eagle
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I think we should send some emails, I don't think Epic Games even knows about this. Or they simply don't care enough

digital eagle
# ebon marlin I miss UE4. I just booted up 4.25 and am getting 1000 FPS in a blank level, the ...

That's one of the reasons I'm sticking with UE4. Not only that, but UE5 is twice the file size of UE4. On top of that, I find the new UI design more confusing because the colors all look far too similar; it gives me a headache. And thanks to UE5, Unreal Engine has gotten a really bad reputation in general, since almost every UE5 game released is extremely underperforming, because A) they don't know how to optimize it properly, and B) the engine demands significantly more resources anyway. Aside from the fact that they've improved the FAB Marketplace, I really miss the old one. At least you could write a decent review there. I assume that they've made very few sales on the Marketplace due to the whole transition.

toxic lily
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Any word on a potential fix for the failed to load issue?

Also has anyone using 4.27 had any issues with perforce because of this?

I haven’t but wanna make sure there’s nothing I should look out for. A bit scared to touch anything atm lmao

grave osprey
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UE exe that black background

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or open 4.27 from launcher. then, load project there

lyric eagle
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Yeah these things work but you still can't package the game. I have a game set to release on steam at the end of the month, UE4 has been broken for a week now and still no word from epic, so stressful!

grave osprey
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damn

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i scared if UE forcing you to use UE5

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because UE6 rush

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its been a week ?

lyric eagle
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Yep, it's been 9 days. I don't think they did this on purpose but they sure aren't hurrying to fix it.

digital eagle
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I'm currently having the problem that UE4 won't even start anymore, and I have several UE4 editors running in the task manager that I can't close, which has never happened to me before. The only solution is to completely restart the PC. Epic Games has really ruined UE4.

odd swan
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Can I avoid these problems by using UE4 source?

slender arch
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I have an issue where I use the telepot function on my 3D top down character and when he teleports he can't move?? why is this??

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I really need to fix it, this is for my school project

grave osprey
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is UE4.27 problem fixed yet ?

clever pawn
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I wanted to ask how common are crashes, sometimes I open my project and it just crashes, then the next attempt it works fine. (v4.27.2)

grave osprey
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it happens

plush yew
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Does anyone know how to unpack a UE4.23 game, LifeIsStrange remastered in my case and unpack the Uasset and modify the Tga or Dds correctly and then Repack it back into a uasset and into a pak? Its the, for example (LISM_P.pak) type modded file Anyone?

plush yew
burnt cosmos
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how much can u pay for ur task?

plush yew
burnt cosmos
oak patio
oak patio
grave osprey
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do UE fix failed to open project yet ?

strong nest
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Anyone heard of a recent framerate killer when switching between levels in editor? Anytime I load any level, it has a good chance of getting stuck at 7 frames per second. ChatGPT says something about Swap Chain problems but has no solution.

brittle gulch
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Hey guys! Do you guys have this issue with obs when you use window capture, it shows the tooltip only sometimes when you hover something instead of showing the full window at all times

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This is ridiculous XD

brittle gulch
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Hey! I recorded a short video to show you the bug in action cause it's hard to describe.

wooden sand
brittle gulch
dreamy moth
brittle gulch
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Hey! Is there a way to find what BP is printing on the screen?
It seems like I've unchecked the option print to log because there's nothing in the log. And the string is numerical only so I can't search by what it's saying

oak patio
nova depot
primal condor
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Is ue4.27 still relevant I just downloaded it

soft kernel
# primal condor Is ue4.27 still relevant I just downloaded it

sure, it's not cutting edge, but you can do tons of stuff with it too.
there are a bunch of great plugins on the Marketplace for UE 4, which will speed up your workflow.

couple examples:
Pivot Tool: https://www.fab.com/listings/848d64ea-188d-494a-962f-21ed56955bc2
ProInstance Tool: https://www.fab.com/listings/68d92f15-d5c0-4f9b-8c09-64f3065030d6
Freezer: https://www.fab.com/listings/d7beb9a7-fe89-4f1b-aa59-cc87983ce2a8
Multi Objects Renaming Tool: https://www.fab.com/listings/c82ac6ec-34d1-48b3-ad18-f841fc652f94

primal condor
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Is there a way to get pixel art textures working, and how should o go about placing foilage and assets on terrain

soft kernel
oak patio
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honestly for a beginner there is little to no reason to lock yourself into an older engine version

soft kernel
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that's true too

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which UE 5 version would you recommend ? (being the most stable ? )

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5.2, 5.3, etc. ?

oak patio
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eh, they've all got their downsides. personally I'd probably go for 5.6, i personally try to keep 1 minor version behind.

it would either be that or 5.3 for me

primal condor
oak patio
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by default sure, that's not the case if you put some work into optimization

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ue5 is more performance intensive because it has newer features, those newer features are going to be more costly.
you can turn them off, as well as a lot of other features.

primal condor
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I'll compare both, I still don't like all those effects like the TAA stuff since it just looked bad in the ue5 games I have

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(The finals)

oak patio
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You don't have to use them

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They're options :P

primal condor
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Eh I'll take my chances

stray pewter
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wish you could select the amount of bloat before creating the project. I assume most people don't need all the fancy perf hog features in UE5.

zealous bone
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does anyone know how i can make a object be placed using the mouse position

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?

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i have been trying for the last 1 and a half hours

soft kernel
zealous bone
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ok

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thanks bro u saved my life

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i forgot to put the object in scene

stuck pecan
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Tryna remake a bouncy ball game for assignment. Collisions behave erraticaly, sometimes the ball will get stuck in the platform, other times it will bounce away correctly. Any tips?

zealous bone
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i am no specialist but i will probably try to make the ball’s collision box a bit bigger or put another slightly smaller one inside the normal collision box to be less likely for ir to pass through walls

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or maybe just make the ball a bit slower

zealous bone
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but by using a slightly smaller hitbox to detect when the ball gets stuck inside a plataform and apply a force in the y vector maybe it can make the ball get stuck less times

stuck pecan
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These two nodes will sometimes return a -1 if the player resizes the window to a smaller size.

bleak root
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Im trolling rn.

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Ban

bleak root
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Ban me

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Please

uneven bear
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jesus f christ. I just went back to 4.26 and it is just heaven. EVERYTHING is faster. especially physics.

#

and all normal people things are included and not hidden in weird places

stuck pecan
uneven bear
#

from top of my head, not really. Maybe some arvr stuff and small optimizations in compression of some assets. Mainly came from 5.4 back to 4.26 from a long pause without touching 4.26.

stuck pecan
#

Hmm, I'd like to run some tests, unfortunately I'm in the middle of my first solo project with 4.27. Downgrading to 4.26 to test would probably be a huge hassle.

#

I'm crazy for legacy stuff. I'm so disappointed with UE5 I don't want to touch it anytime soon.

uneven bear
#

Amen to you brother/sister/whatever.

stuck pecan
uneven bear
#

It can be done

#

I think there is a plugin for bp downgrader no?

stuck pecan
#

I'm not 100% satisfied with my current performance cus I'm using volumetric fog and I must put the cvars really low to get the project above 60fps. I'm tryna remake some 2d flash games with a 3D look but I'd like to play them in 1080p60fps

#

But first I gotta find a way to set the scalability group settings since I implemented a quality switch button in the game. The default settings crank up the volumetric fog cvars in Maximum lagging the game

#

I'm not sure how that is done, it's in some sort of .ini file isn't it?

stuck pecan
uneven bear
#

you could also just run a manager bp or something like that and execute r.volumetricfog.xxx whatever you need if you know what cvars are affecting your performance.

stuck pecan
uneven bear
#

kinda wild that es3.1 supports v.fog 😄 But i guess its ok.

#

i looked at the list, its not many. Interesting ones prolly the grid ones with size and scales and then pixel thingys

#

r.VolumetricFog.GridPixelSize could be one

#

and also the gridsize..

stuck pecan
#

It pisses me off how Epic never separated a miserable 1million dollars out of their billions to dedicate into a lightweight UE version. Like Unity's URP/HDRP.

Instead of all of this 4.xxx / 5.xxx thousands of version bullshit. Why not just two eternal branches. like UE Light / UE Pro.

#

No more thousands of deprecated plugins. Everything is cross compatible, no version stress, maximum performance for lightweight ports, maximum graphics for AAA ports.

uneven bear
#

atleast you have 4.2xx 😄

#

if you can also code a bit with c++ things get more manageable

neon bough
#

because unreal is modular, and you can turn off what you don't need. Also a million won't get you far

#

thats max. 10 devs for a year (can't math today...)

spice ruin
#

People have already made versions of unreal that compile to sub-100mb.

#

Why not find one of those?

stuck pecan
#

Have you seen any recently? Pls share sparkle

#

Oh, totally forgot about the Github Forks. The only issue is clicking one by one and trying out via luck?

cunning swan
#

Hi I have a doubt about unreal FChunkDownloader plugin, lets say I have a widget A and widget B, both of which references texture T, if I make chunk of A and B, will T be downloaded twice or how does that work considering if I want to download and mount pak files selectively instead of all at the beginning.

spice ruin
stuck pecan
#

The finished node from timeline nodes seems to be bugged in 4.27. It executes twice or more for no reason, I had to use a bool to enforce it runs only once.

analog spade
#

So, hypothetically, say I wanted to mess around with fluids in UE4, just mess around, so I don't wanna spend money on this.
What are my options? From a cursory look, doesn't seem like I have any.

stuck pecan
#

If that's what you meant, then your options are tutorial hunting. Not like it would be different with plugin hunting anyway.

#

I've seen an awesome jello material last week, I'm 100% sure you can find a nice fluid shader on youtube.

analog spade
analog ridge
#

Ahh lovely

tacit knoll
#

Hey, I'm currently trying to load in a skeletal mesh with some cloth physics, it's working but there's a noticeable lag spike whenever the character loads. I've tried spawning the skeletal mesh component through the construction script, and I've tried having an instance of the mesh in the world when the character loads in. It seems to only affect skeletal meshes that use cloth physics.
Any ideas on what I can try?

stuck pecan
#

I've no experience with traditional cloth physics, but I did use Kawaii physics last year, it could be more performant for you.

tacit knoll
#

Thanks, I'm not the one who set up the cloth physics, just trying to figure out some hitching in the game really. These are the stats for the item I was specifically testing with. Basically an armour piece with some draped cloth attached.

stuck pecan
tacit knoll
#

Yeah, I'm using Optick Profiler so I know it's this mesh in particular that spikes, taking about 40ms to initialize.

#

Unfortunately it doesn't show where the lag is happening beyond just setting the mesh.

stuck pecan
# tacit knoll Yeah, I'm using Optick Profiler so I know it's this mesh in particular that spik...

Might not be the simulated drape but the other rest of the mesh. The 3d artist might've left too many polys in the other parts of the model, the textures could be too high res, the shader complexity might be costly in some of the materials.

Try importing this same mesh as a static one, try importing just the simulated part of the character with the armor and the drape without the body to isolate the culprit.

tacit knoll
#

I'll try it but it's not the only mesh with the problem, and it seems to be anything with cloth physics.

hasty prawn
quasi sage
#

Yo yo

#

I need some tech helppp

quasi canyon
#

I think I can help you

tranquil crown
#

Hi, is it possible to control the size via blueprint?

neon bough
#

search your editor installation and in the binaries directory there should be something like UnrealEditor-Windows

#

rightclick it and you should be able to make a create desktop shortcut somewhere in the contextmenu

nimble axle
#

Is there a particular reason why ue4 is suddenly looking for UnrealBuildTool in DotNET/UnrealBuildTool/ instead of the DotNET root folder? Is there any way to fix this?

I'm familiar with how to use it through terminal but I'm confused what I did to cause the change in the first place.

I do have a ue5 installation, is that the problem?

#

Ah. Its an epic launcher problem. Thank you, Epic.
I'm seeing this is from november though, I wasn't having issues until last week.
Anyone else?

nimble axle
#

Had to make my own .bat file to generate projects as a workaround to running in terminal.

Does UnrealVersionSelector.exe from Epic Games Launcher use a hardcoded MSBuild path?

harsh storm
#

Does anyone know how to mod UE4 games and their pak/sig files?

oak patio
#

modding games that don't ship a build of unreal as a mod kit is against the rules for discussing here. You're better off in an unreal modding discord 🙂

regal coral
#

Hi, is there any way to package/publish a html5 game as a static web page?
I'm using the ver. 4.23.1.

nimble axle
regal coral
#

thx for reply, I will try it later!

regal coral
#

Zip the package folder and upload it to the itch.io
no need to modify too much
works fine

serene flame
#

hey! can anyone here help me with a true first-person system? the camera component is attached to the "head" bone of my character mesh. my animations have a headbob effect baked-in, but I also want to have an option where the players can turn headbob off in the settings. can anybody tell me how I can do that..?

I've been told I should use the "Transform Modify (Bone)" node for this and fix a value (in order to stop the headbob) for the bone in the animation blueprint but it doesn't seem to work correctly. any help would be greatly appreciated.

spice ruin
#

Personally, I'd remove the headbob from the main animation and then apply it as a montage based on whether headbob is on.

#

Or maybe you can do something with raw bone rotation in the anim bp to cancel it out?

serene flame
spice ruin
spice ruin
serene flame
#

the only difference would be the built-in headbob effect would be gone

#

but it'd still have the movement caused by the animation itself

spice ruin
serene flame
#

ye but

#

I want smth like Resident Evil 7/8

spice ruin
#

The simple answer there would be not to attach it to your skeleton at all.

serene flame
#

Idk how to explain it- 😭

spice ruin
#

Just give it a static offset from the root bone and be done with it.

serene flame
#

the hand doesn't follow correctly, the cam's rotation

spice ruin
#

Welcome to the issues with true fp cameras.

serene flame
honest dust
#

Hello, Ive been trying to have delay nodes inside of a macro (which is in a macro library based on object) and I cannot get them in for some reason, but also, I have a template that has a macro library ALSO based on object but it somehow has a delay node?? (screenshot attached) but for some reason the delay node has a "world context object". I also searched online and people say you can only have delay nodes in macro libraries that are based on actor, but then if thats true then how does this delay node even exist in the object based macro library? Its pretty confusing and I would like some help

surreal edge
serene flame
#

even if I remove the headbob , like I previously stated, the animation of the character itself will still make the camera have a bob

#

as the camera is attached to head socket of the mesh

surreal edge
#

Fair

serene flame
#

yeah

#

I'm thinking of just detaching the camera from the head bone, and for the aim offset situation I'm just trying to recreate the same method used in RE7 & RE8 by CAPCOM, they make the hand follow an offset relative to the camera using TwoBoneIK

#

far from perfect rn as it's just for testing, I'll improve upon this system and see where things go ig

surreal edge
#

How about you use a virtual socket like a scene component and make the camera inherit it's rotation only during item inspect

#

Does that make sense in this context?

serene flame
#

what does item inspect have to do with it lol

regal mulch
# honest dust Hello, Ive been trying to have delay nodes inside of a macro (which is in a macr...

The AActor requirement comes from the World Context Object. The node requires a UWorld internally. AActors are guaranteed to have a UWorld. Generic UObjects don't. Functions and Nodes that require a WorldContextObject (a UObject that the user supplies to retrieve a UWorld from) usually hide the pin if "self/this" is known to provide a UWorld. In the image above, it's inside something that is not based on an AActor, so you gotta supply something as a WorldContextObject, like some AActor instance, UAcrorComponent, etc. "self" in this case refers to the Macro Object, which is strange it would lead to a valid UWorld.

honest dust
analog spade
#

Hey, is there really no way for me to get a widget with rounded corners in UE4?

analog spade
#

I guess I'll do it myself then.

spice ruin
analog spade
#

Already made a rectangular PNG and used that as a background.

#

Man, this is the only UE5 feature that I wish was in UE4 so far, pretty good.

hoary granite
#

hello

#

anyone uses arc gpus for ue4 ?

finite bison
#

mmmmmmm

serene flame
#

hey y'all! I need some help with my project: basically, there's a SpringArm attached to my Camera, and there's an object (A lighter mesh) attached to the SpringArm. Camera Rotation Lag is enabled on the SpringArm. Now the entire intent of this setup is to have a lighter mesh attached to the camera and follow the camera; staying on the same position on the screen, and the purpose of the rotation lag is to make it sway a bit instead of it being stiff, now, when I play in the editor or the PIE window mode, everything works as intended, but the second I play on Standalone mode or in a packaged build, the lighter mesh jitters around. Another thing I noticed was this only happens when I move the camera with the mouse, everything works fine when using controller. When I tried disabling the Rotation Lag, that fixes it but I mean I need the sway, that's the whole purpose of using the SpringArm, I also tried increasing the Rotation Lag Amount, but it still has jitter and it appears more stiff so that's even worse. Is there any fix for this pls?

lethal bronze
#

hello,I want to use UNREAL 4.27.2 to do this Robot act game, some one could follow with me please?

#

I have all assets we need

woven schooner
brittle gulch
#

Hey! How would you go about breaking things in the environment like light poles, street signs, etc... like in GTA?
I tried with doing the following on hit event, what do you think?

#

The problem I notice is that I can't really make the light pole "fly away" when I hit it, it kinds of stops my car first, then it falls down.

obtuse stump
#

Ccleaner deleted some stuff from my project.. now how to I restore that second thing? I'm pretty sure the first one can be fixed by reimporting the asset

fossil socket
obtuse stump
winter shadow
#

Hi, is it safe to store my ddc on a hard drive? Is there any performance/loading downsides?

spice ruin
#

Safe, sure. Performant? Probably not.

open vigil
#

@lucid cliff where are these assets from?🤔 they remind me too much of Naruto Shinobi Striker and Naruto Storm

open vigil
#

also the sound effects @lucid cliff

restive ingot
#

Something about the graphics RHI, I switched to 12 and Vulkan and the issue still happens

clever pawn
#

bruh, unreal gives my pc a freaking heart beat, like literally, even if I close the engine my pc still stops every now and then
this is so weird, it doesn't happen if I don't open the engine

#

I think I should reinstall the engine

spice ruin
#

You might be running out of memory and it's swapping things to the swap file.

wheat canyon
#

Hello everyone

clever pawn
#

Even so, the lag spikes persists after closing the engine, and resolves after restarting

spice ruin
#

16GM of ram is very low if you mean you're using the editor.

clever pawn
#

Perhaps
But even so, apart from having 2500 meshes in my game and like idk 1Mil tris (didnt optimise yet)
That's about it
But still, its weird that it persists across the whole pc, even after closing the engine

#

It doesn't always happen, it's a weird bug

spice ruin
#

Like I said, if it's a swap file issue, it will take time to sort that out, even after you close the editor.

#

Have you checked it's not just running invisibly in the background?

clever pawn
dire zealot
clever pawn
#

I don't really see how that is my problem

#

I used to have 8 gigs and I was completely fine

dire zealot
#

with the same amount of assets in your scene?

clever pawn
#

Yeah

#

Dude, most of us are indie, we don't make big games

dire zealot
#

on the same patch version?

#

of unreal

clever pawn
#

Maybe 32gigs for ue5 is a standard, but for UE4 different story (depends but still)

#

The title of this chanell is ue4 general

dire zealot
#

it's possible that it's something you added to the project in the meanwhile

clever pawn
#

No, pretty sure it's across the whole engine

dire zealot
#

but if your project is the same, then it should give the same results

clever pawn
#

But maybe it is, although I dont really see anything that could cause this

dire zealot
#

if it also happens in an empty scene then your install might be a bit wonky

#

if reinstalling doesn't fix it try updating drivers or even reinstalling windows

clever pawn
#

Good idea

#

Too lazy to reinstall now lol

edgy holly
#

Hey, do you know how long branch 4.27-plus will be developed?

neon bough
#

they still maintain 4.27?!

worldly trout
#

nope

strong lake
mental horizon
#

hello guys, im using UE4.27 and im in need of functional PS controller support, there are plugins for ue5, but i cant use those cuz im stuck in 4.27, and the only one that i notice requires 5k to access it?, if anyone has any solution, please do tell me, thanks in advance.

winter shadow
#

Does anyone else notice that draw time is significantly worse on windows compared to linux? 0.3 ms on linux compared to 0.8ms on windows. Is there any way to get the time down to linux level?

edgy flicker
#

can someone help me out with something?

dire zealot
#

I vote no

edgy flicker
#

cuz i'm trying to figure out transition rules for left, right and backward movement for my state machine.

neon bough
#

that's something you should ask in #animation since the system behind it hasn't changed much and whatever advice you get there should also apply to UE4

edgy flicker
#

thx u

grave osprey
#

UE4.27 i enable pawn sensing on pawn it doesnt show green lines

#

wtf

marsh pier
#

Maybe its the radius/angle

grave osprey
#

nope. it doesnt show

oak token
#

hi guys, no idea what channel to post this in at this point but i need some help here; I have a control rig project copied from git, in the animbp when I copy the control rig node with it's exposed pins, it works fine. but when I break those pins (like a vector into into 3 floats) in the node itself, and copypaste the node, it crashes
Here's the error shown, ive no idea how to resolve this. help
Assertion failed: NumNewPins == InNewPins.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node.cpp] [Line: 1109]

zealous bone
#

lets be honest nobody have that much off a need to make a game lol

clever pawn
#

what's a command to hide warning and/or printed strings during gameplay?
I need this for my debug panels so they appear on top and are not obstructed by anything

clever pawn
#

DisableAllScreenMessages

analog spade
#

Quick question, probably a stupid one too, does "Scale spawn count" parameter work on spawn rate?

Like, this specific emitter is a ribbon, I was wondering if this reduces the spawnrate as the player gets farther away, or is it just for other stuff like big bursts of particles.

I don't see a difference, I assume it's due to the nature of the emitter itself being a ribbon, but maybe I'm wrong?
I just wanna make sure.

analog spade
#

Also, emitters are not rewakaening when player enters the max culling range.
Is this ALSO because it's a ribbon?

analog spade
#

I decided to use the actor component culling distance parameter instead, it seems to be working, and IS improving my performance, but is that weird?
It doesn't feel right, like this is not how I should be doing it?

worthy hamlet
#

Does visual studio 2022 supports with ue4.27?

analog spade
worthy hamlet
analog spade
# worthy hamlet But why it says 2019 version needed?

Says that for me as well, but VS2022 does work for me, there is a weird issue I encounter sometimes with my C++ project, but I don't know if it's caused by VS or the Epic launcher.
Point is, 2022 DOES work, but if you haven't installed Visual Studio yet, install the 2019 version just in case.

worthy hamlet
analog spade
worthy hamlet
#

Thank for helping me.

#

💚

analog spade
#

Anytime friend!

#

💜

regal mulch
#

Hey, this is an unofficial UE Discord Server. None of us can fix those servers.

spice ruin
#

He already left.

stuck pecan
#

If using Unreal for 2 years and not getting anywhere with it to the point of calling it a waste, then switching to Unity will not make things better either

dire zealot
stuck pecan
#

Now that I think about it this is weird cus I reinstalled 4.27 yesterday trough Epic launcher. 0 issues

dire zealot
#

its probably something local to him

spice ruin
clever pawn
#

wait what, you can't install UE4 from epic games?
hmmm, I mean if the options still here then they ain't broke shi

#

my engine of choice fr fr <3

clever pawn
#

nevermind I hate it

sullen star
#

hey so im looking for some advice about removing multiplayer from project is there any tutorials or forums about the removal of multiplayer systems from and project at all? would be awesome

placid dirge
#

Does anyone here have experience making a nice driving model in UE4? I'm using the "Drivable Cars" pack on FAB and it was good to start with but now I'm wanting to upgrade because the driving physics of those vehicles are not very nice and they start to glitch and lag sometimes. Would be willing to pay someone who has time to walk me through setting up something better.

quick grove
#

in UE 4.26 editor I've generated landscape tiles for my landscape but it's not created the landscape actor and assigned it within all the Landscape proxys, is there a way to do this after the fact or not ?

serene spade
#

Hi I'm new and need to use unreal engine, the only issue is that the size of it is way too large and I'm not sure if my PC can handle it. Is there a version of UE4.27 that doesn't have support for nintendo, xbox, playstation, and VR,
and basically anything that is unrelated to a 3D multiplayer game for windows? I'd like a debloated version of it if that is even possible. Sorry if this is a silly question :,D

analog spade
spice ruin
#

If you're compiling from source.

#

If you're using hte launcher, there may be options (like not installing debugging symbols)

dapper rose
#

Best way to learn Unreal Engines C++ I understand basics, but best to learn it. Would the documentation be adiquite?

stuck pecan
#

You can ask gemini or chatgpt to seek the Unreal Forums + Docs on how to do something and it's likely to get it right.

#

And the most important, practice exactly the type of stuff you want to create. No point in learning everything about c++ and advanced unreal concepts when your game will probably not need those.

#

Oh, and don't waste time doing with C++ things that are as performant and much quicker to create using Blueprints.

oblique scarab
#

you can program ue5's renderer to behave like ue4's using the project settings so i recommend you do that instead of just get 4.27 esp if youre a beginner , youll be able to find more up to date tutorials / ready to use assets etc for 5 than 4

#

clicking on the down triangle next to launch will let you install or uninstall specific parts of the engine

distant junco
#

hi guys, for some reason when i run my packaged game with Unreal 4.27 it shows a black screen, widgets appears but it seems like that lights don't work at all, i tried rebuilding lights multiple times but didn't work, what could be the issue?

marsh pier
#

Have you tried running the game as standalone from editor and seeing if it works

stuck pecan
oblique scarab
#

when it comes to gpu performance it really depends on the content, on some projects 5 will run faster than 4 by default, on some projects the opposite

#

both engines are just optimized differently with different goals / target hardware in mind but in general i would recommend going with 5 for anyone starting out in 2026 then scaling down per project if need be

analog ridge
#

Gng is perforce good for a collaborative gamedev project

dire zealot
#

most projects seem to use p4v in unreal

analog ridge
#

Ok

lament spoke
jade surge
jade surge
lament spoke
#

I've made a lot of progress with building cliffs and rock faces so it's going ok

regal marsh
#

Is using UE4 for new projects a good idea?

#

I basically don't need any new feature released in UE5

lament spoke
oblique scarab
oblique scarab
fresh shore
#

Whats your guys' best advice for moving an entire project from one Hard drive to the other? My current one is corrupted and damged so I need to move my project onto the other drive

I dont want anything to break😭😭

wise trail
#

They skip and continue with the rest of the file.

fresh shore
wise trail
#

Gl!

thorn violet
#

has anyone managed to run mode=generateClangDatabase on linux for ue4? i need it for clang compile_commands.json all my ways and alternatives produce impure copies

thorn violet
#

update I had successfully overcome this issue, i might make a youtube video about it and post it here

open cargo
#

got a question... does NDK r22b work good with android ASTC compression in ue4.27?

open cargo
quick grove
#

out of interest is there a thing in UE 4 as an addon manager or is there just an asset manager ??

untold grotto
#

um guys can someone or team can help me with godot project but for free pls because its fan game

wise trail
#

Have you tried the Godot community discord?

latent stream
#

Hey Im trying to extract these sprites, gotten from sonic mania. As you can see the sprites are not aligned in a proper way for the auto function to work. I recall there is a way to manually drag a box around the images and extract them into indivual PNGs. But I cant remember how to do it. Could someone help me please?

lament spoke
# latent stream Hey Im trying to extract these sprites, gotten from sonic mania. As you can see...

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idle quartz
#

Hey, does anyone happen to have the Ninja Character Plugin (by Xaklse) for UE4.27? It's pretty much impossible to get it the normal way now

chrome tinsel
#

Is unreal 4.27.2 still holds up cuz i want to make action RPG game ngl i chose this Verizon cuz performance better than ue5 so is it worth it

digital basalt
winter shadow
lament spoke
#

Uh can anyone help me figure out why my previews and stuff are suddenly all broken for this model?
It's fine in the viewport

#

It was all fine like 2 hours ago, I opened my project and its invisible now

analog spade
#

Quick question.
Am I the only one who can't generate project files unless I reload an older version of the Epic launcher?
This started to happen after than one issue where we couldn't open UE4 projects, they did fix that one, but now there's this issue.

analog spade
#

Just me? That's a good sign, means this is a me issue and not an Epic issue.

sullen harness
oblique scarab
oblique scarab
#

does the girl in cam support metahuman rig and nanite skeletal mesh? if yes i join if no i report

restive ingot
#

<@&213101288538374145>

oak patio
#

Nah this server isn't really for modding

#

Unless the game ships an official mod kit (which you're still better off elsewhere for help for), and bl3 doesn't

pseudo trellis
sudden wind
#

What's BL3

#

What Engine version does it use

pseudo trellis
#

LOL

sudden wind
pseudo trellis
sudden wind
#

Oh jackhook 😂

#

From Monarch

#

And you?

pseudo trellis
#

whats that

sudden wind
pseudo trellis
#

ik him from sea of thieves, like hes in cheat community

sudden wind
#

Oh yeah he's in a lot of those

pseudo trellis
sudden wind
#

Found it, I DM'd you

worn frost
#

Discussing tools for PC mods is OK if they're permitted by the game's creators. In this case they are not.

wise trail
#

The devs don't support modding that title.

noble tapir
#

Check your DM

analog spade
#

Hey my font list is empty all of a sudden, realized this trying to set up some rich text data tables, only way I managed to get the Roboto font is by copying it from this regular text widget, if I clear this field, I'm unable to select it again because the list is empty for some reason.

Any idea why this is happening?

#

Just remembered, I have to show engine content.

winged kraken
#

Hello guys, I’m adeola. 3d Character and props artist. Great to be here ✨

cold sentinel
#

how can i check overlapping ui elemtns via widget blueprint

cold sentinel
#

ii fixed it

vocal raptor
#

Is there a way to populate primary data asset in editor programmatically?

tough cloak
#

hello, does anyone know what's happening. I dowloaded some assets but cant export them to UE4, the image does not show up aswell

tough cloak
#

i think my bridge is broken I download the assets but when I go to the files it did not download the model and textures

analog ridge
#

have to plug the hand to the grip, seems like its tougher than what i thought it would be... can someone help??

elfin gate
#

hi i have a question
if i add the player character without animation and i want to add animation aftewards do i need to rimport?

analog ridge
elfin gate
analog ridge
#

but you need to reimport only when you modify the mesh

#

and simple non-skeletal mods are just oneclick reimported

#

i hope it helped...

now its my turnn to

get help

elfin gate
#

oki doki lemme see

  • first step is like add the skeleton you gonna use
  • step 2 .... ye im loss
#

cuz like idk each time there a new animation if there a way to add or it really just rimport

analog ridge
#

drag your stuff

#

into the editor

#

then there comes a window

#

there you click skel mesh drop down

#

there skeleton

elfin gate
#

gotcha

analog ridge
#

there dropdown

#

that one

#

just set it

elfin gate
#

im not familiar with UE4 and i gotta learn for my project

#

so ye it nice to know

analog ridge
#

it took me 5 yrs

#

and yet im struggling'

#

so you see

elfin gate
#

gotcha

mental escarp
#

Has anyone ever seen this? I'm trying to assist a remote developer whose UE4 editor is halting his computer every hour or so, and there's not much to go on.

wind elk
#

Hello. Is it possible to get help here for Unreal Engine?

spice ruin
#

That's the entire point of the server!

wind elk
gray meadow
#

I saw a branch Ue4.27-plus, does it support Apple Silicon?

hybrid radish
#

Looking into making a mod/host for stray that inserts into the renderer (DX12) and adds newer and more stable RT/GI and DLSS functions/hooks so I can DLSS with NVIDIA app. If anyone know much about UE4 (I bet yall do) and this sounds cool, I'd love to discuss if this is possible or if its a dumb idea (or even if itd actually improve RT performance)

#

I would probably have to make it WITH UE, right? as ChatGPT says:

"Why matching the exact UE4 version helps

UE4 internals change constantly between versions:

render graph layout
shader bindings
RT pass structure
memory layouts
class offsets
console variable names
descriptor heap management
DX12 abstraction layers"

idk if any of that is bogus or not but I don't know what version Stray used 🤷

#

Anyone?

#

I gtg, ping me so I can come back tomorrow

#

GN

vocal raptor
#

<@&213101288538374145>

hybrid radish
#

what am i looking at

inner musk
#

Hello/ Bonjour, Est ce que je peux aider pour quoi que ce soit? I can help you for sometimes? I just want to help and learn. Je veux juste aider et m'améliorer.

shrewd swallow
#

Does anyone remember a material function (I think) that would take long thin geo and render it as a rounded cylinder? Wasn’t perfect but held up surprisingly well. I remember using it but cannot for the life of me find it. I believe it came with the engine and wasn’t custom. Anyone remember the name?

shrewd swallow
wind elk
#

Hi guys I have a question. I build the Unreal Engine 4.23.1 with Visual Studio 2017 and made it possible to open cooked assets but the materials are untextured. What do I do here? Is there a workaround with this?

hot gazelle
#

Good evening

wind elk
#

Is it possible to edit the UE4 Source Code to make it possible to view cooked uasset materials and shaders?

fresh lily
#

Hi, i just joined the server and mainly because i was searching if somebody happened to have a copy/backup of this free foliage starter kit made by user fighter5347, this is due to the fact the original google drive link has been left locked and the original poster has deleted all of his media, so getting a clear download to the kit is almost impossible,

weary basalt
#

This Discord Server didnt even exist then.

#

You really are looking for a needle in a haystack.

fresh lily
#

still thx for the answer, ill just keep looking somewhere else,

stuck pecan
#

There's gotta be several other options of foliage kits available

fresh lily
#

thats actually something ive been doing for the past days, both of these packs you see here for example, i have recovered them as they are currently now gone and unavailable as well,

stuck pecan
#

Seems like you're on a quest to find hidden gold, or to put it better. Good luck finding your silver 😜

fresh lily
#

actual perfect timing

stuck pecan
#

Are you archiving specifically for 4.7 or 4.27 serves you as well?

stuck pecan
#

You might find hidden stuff on Telegram as well, people tend to archive this sort of in there.

#

Since I know some 3D modelling and exporting I'd rather archive .blends and .fbx then export them to Unreal. This way you won't be version locked.

sinful condor
#

I could check again real quick

#

Im not for sure if it was an exact match

fresh lily
sinful condor
#

Where will you upload the archived files?

#

When you do find them

fresh lily
sinful condor
#

Ill try to look around on the web for the pack

#

Ive found rare asset packs and games in the past

#

Sometimes it took weeks, but i usually found what i was looking for

fresh lily
#

my most recent attempt at recovering has been attempting to contact anybody privately who had the pack and showcased it,

#

ive left comments & messages in all kind of places, and just cross my fingers someone comes up,

fresh lily
# stuck pecan Have you tried his links?

all his facebook's are locked, the rapidshare & forums links dont work anymore and his caede channel dont have any videos or any other kind of socials attatched,

#

he had a twitter account but it has been deleted,

#

to mention that contacting him is impossible as his last activity (atleast in his ue forums account) was in 2019

vital badge
#

<@&213101288538374145>

narrow hearth
#

Hello every one

clever pawn
#

Hello one

valid raven
#

posted a job in the freelance channel if anyone is willing to save me from the pain of implementing animations. i've suffered enough.

#

i've been trying for months but my brain can't get to a point where it's not struggling.

#

enough is enough i need to make different kinds of progress

ancient bronze
#

Hello, Your game deserves more than average assets.
I create high-quality 3D models and animations that are optimized, immersive, and ready for production.
Characters, environments, props, creatures, animations built to fit your game vision perfectly.

https://www.artstation.com/daglish

ArtStation

Senior 3d artist

steady eagle
#

is there a way to use distance matching in ue4 , i mean Animation Locomotion Library ?

valid raven
night kayak
#

I tried ue4 fps tutorial but the charactor doesn't work

#

it doesn't even show the log-massage

#

so maybe the charactor itself is not initiated?

#

but I wrote the code and I put BPs in default as the tutorial says

#

im using 4.27.2 btw

night kayak
#

I need a help

#

pls

wraith dune
# night kayak pls

Edit → Project Settings → Maps & Modes
Default GameMode -> Default Pawn Class must be your FPS character BP
Also Window → World Settings GameMode Override Set it to your FPS GameMode.

wraith dune
# night kayak I need a help

Open your Character Blueprint. Check: Compile button & Save
If there is even one compile error, the character may silently fail.
Or Open the Character BP -> In Details: Pawn → Auto Possess Player -> Set: Player 0

wraith dune
#

In the level,make sure there is a PlayerStart,not inside floor,not blocked

night kayak
wraith dune
#

If the character spawns but cannot move,go to ->Edit → Project Settings → Input
Check:Axis Mappings
You should have:MoveForward
W = +1
S = -1
MoveRight
D = +1
A = -1
Turn
Mouse X
LookUp
Mouse Y

Without these,
the character exists but cannot move.

night kayak
#

its not if the charactor moves or not

night kayak
#

there is supposed to be "We are using FPSCharacter." but its not

wraith dune
#

MyCharacter.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

UCLASS()
class SUBLIMATION_API AMyCharacter : public ACharacter
{
GENERATED_BODY()

public:
AMyCharacter();

protected:
virtual void BeginPlay() override;

public:
virtual void Tick(float DeltaTime) override;

virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

void MoveForward(float Value);

void MoveRight(float Value);

};

MyCharacter.cpp

#include "MyCharacter.h"

AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
}

void AMyCharacter::BeginPlay()
{
Super::BeginPlay();

GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("We are using FPSCharacter."));

}

void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);

PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);

PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);

}

void AMyCharacter::MoveForward(float Value)
{
AddMovementInput(GetActorForwardVector(), Value);
}

void AMyCharacter::MoveRight(float Value)
{
AddMovementInput(GetActorRightVector(), Value);
}

night kayak
novel kernel
#

Ummm... Is this Server for UE4??
unreal

unreal cove
#

I believe so

night kayak
cold mural
#

Hello everyone
I am looking for someone who can convert a model file from fbx to pak format

if you can do pls dm
I am willing to pay for it

whole wedge
clever pawn
#

Looks legit noted

polar hawk
#

First

#

Also, someone is trying to build an mmorpg again in got skills forum

fierce tulip
#

URL

#

:p

polar hawk
#

Phone copy paste is hard

#

However OP isn't a complete dumbass so thats nice

rain storm
#

Allar is a human mmo

velvet fern
#

Nice, yet another general channel besides lounge & introductions

limpid phoenix
#

I was just about to say something to that effect...

south ridge
limpid phoenix
#

I assume it's general talk about UE4, I think it's unnessicary

feral dirge
#

Editor issues

#

Problems with UE that don't fit elsewhere

#

General UE4 issues

south ridge
#

Help

#

Fix all my UE4 problems D:

astral pond
#

i need help in unity... xD

cursive dirge
#

this is like #lounge but without constant gif spam

#

at least, I hope so

#

channel order is messed up though

#

or is it meant to be first as it's generic channel? all other #ue- channels are sorted alphabetically

#

I have few questions about UE4 profiler though

#

been playing with c++ debugging now

#

is there any way to just pick the stat from group on left bar and do a search on that on event list?

#

it seems pretty unintuitive to need to type the exact search word to find it

maiden swift
#

@cursive dirge Yeah, the order is intentional. I wanted it to be at the top of the ue- list.

cursive dirge
#

ah ok

maiden swift
#

I figured it would make sense to come first since it's a general starting point for UE4 support.

cursive dirge
#

yeh, I guess it makes sense

vale silo
#

Aloha! o/

#

How can I trigger shaders recompiling in the Editor ?

vale halo
#

When you change something I guess

#

Or are you willing to compile shaders without a reason 😛

vale silo
#

I lost power when shaders were compiling

#

now I load the project, switch to ES2 preview and nothing happens (no shaders compiling)

vale halo
#

Odd

#

I'm not an expert, sry 😦

vale silo
#

so even changing stuff doesn't trigger recompile

vale halo
#

Hm

#

Tried deleting the intermediate file? (be sure to make a bacup before attempting anything btw)

#

Or derrived cache files (not sure which ones they are)

#

Basically the files the engine may have hurt/corrupted while attempting to do stuff

vale silo
#

aye, will try

hollow dune
#

Can you not create a static member variable inside of a class derived from UObject? I get strange compiler errors talking about type not recognized

cursive dirge
#

well, wiping intermediate and saved folders is pretty safe

#

they aren't even sent into version control

#

unless you specifically want that

#

I delete mine all the time :p

#

basically because UE4 gets really buggy when something goes wrong there

#

my recent annoyances have been BP debugging freezes

#

the whole thing frozes, debugging, editor, nothing but close from taskbar gets it to respond

#

if I close and restart the editor, same thing happens right away if I try to debug again

#

if I wipe intermediate folder, everything works again for a while

#

when I started with ue4 c++, and used hotreloading, it was common that things just got really corrupted, had to reset all generated files too

#

so that has pretty much grown a habit for me, to just wipe those two folders first thing is anything goes wrong :p it still cures the issue in 1 times out of 10

#

nothing is more annoying than hunting some random weirdness for hours when it's some corruption on cached/generated files...

frozen magnet
#

@hollow dune is it a uproperty? Because those can't be static.

hollow dune
#

@frozen magnet Nope, defined without the property.

no matter what the type is, anything declared static returns a compiler error

frozen magnet
#

Are you initializing the static member outside the class declaration?

hollow dune
#

declaring it inside the class, initializing it in the source file

#

outside of the class

frozen magnet
#

What's the error you're getting?

hollow dune
#

let me get the exact error for you

#

Unrecognized type 'static' - type must be a UCLASS, USTRUCT or UENUM

frozen magnet
#

Where in the class declaration are you declaring this static member?

hollow dune
#

It's within the GameInstance custom class

frozen magnet
#

And you're sure you don't have a uproperty macro above it?

hollow dune
#

100%, it's whats making me scratch my head like crazy

frozen magnet
#

If you comment out that member (and any usage) does the error go away?

hollow dune
#

Since the type is a class, would it help to define it as static class NAME* varName

#

yes the error only exists with that line

frozen magnet
#

Are you able to post the header snippet? You can omit irrelevant parts (though keeping whatever is declared above/below the member would also help).

hollow dune
#

ok so it seems that adding class prior to the type is working

#

but I've been told that in C++ if it works but you don't know why, thats a bug lol

#

and right now I don't

frozen magnet
#

Ah. Didn't seem like type resolving error, but maybe the header tool obscured it or something

hollow dune
#

Thanks for all your help matey, I appreciate it massively

frozen magnet
#

Well if the type of the member wasn't declared/included in the translation unit you're using it in then it would be unable to resolve the type.

#

And np, glad it's working

ashen brook
#

Huh... since when does Detail Lighting no longer show shadows or vertex lighting? Something's broken here

weary hull
#

or is it fixed?

#

nods sagely

cerulean sequoia
#

works fine on my end

#

weird, restart the editor maybe... there are many things that get magically fixed with a restart

ashen brook
#

this is in 4.11

#

hm

#

will try

knotty brook
#

Anyone know how to get unreal front end to force a rebuild of lightmaps during cooking

cerulean sequoia
#

wasn't there an option for that

#

build all maps before cooking or something

#

or was that UE3?

knotty brook
#

yeah i can't seem to find it

tiny island
#

Odd request: Would someone who's working with Unreal on a Mac (preferrably 4.12+) be able to send me their output of which mono and mono --version?

tiny island
#

I'm incredibly jealous if literally no one here has to deal with OSX.

plush yew
#

use it at work, but not for unreal stuff

rough kite
#

I'm on a Macbookpro almost all day what do you need?

plush yew
#

That is a cool project 😄 making shooter games feel really immersive

rough kite
#

ya it's a sweet game, perfect fricking controller for VR too. It feels really good holding it and looking down the scope in VR

plush yew
#

@polar hawk found that mmo thread you mentioned, I like how the Thread starter is always responsible for "Write the GDD" + "GUI Design"

#

not making the gui, just the design of it

limpid phoenix
#

I don't see why not, with actual Matterport data, not sure.

woven cliff
#

@limpid phoenix so if i have a scene done in unreal engine or vray, i can give it that kind of controler?

limpid phoenix
#

It would require some heavy programming to get that kind of control, but yeah, you could do it.

woven cliff
#

@limpid phoenix thanks for clearing things up for me bro!

limpid phoenix
#

Not sure how clear I made it but you're welcome 😄

woven cliff
#

@limpid phoenix do u know anyone made it before in ue4?

#

well it's kinda thinking out loud 😄

limpid phoenix
#

No I haven't, but these controls aren't outside the bounds of what basic RPG or RTS games already do.

woven cliff
#

@limpid phoenix ok cool, i will dig deep till i no longer see the light of the sun 😄 thanks for your time 😃

limpid phoenix
#

@woven cliff of course, no problem man, happy to help when I can.

wet grotto
#

anyone having memory problems on 4.13?

#

for example "has stopped working" when on heavy load?

woven cliff
#

@wet grotto I had that while building a kinda off big scene, on 32 gb ram,
i got it fixed by increasing my page file (+50 gb ) at first i didn't have any , now i have no memory issue

#

u don't have to waste a 50 gb on pagefile but i just have alot of space so i didn't wanna bother testing, if that was the issue anyway

wet grotto
#

(y)

#

sometimes UnrealFrontend or UnrealEditor are getting frozen

#

and sometimes my packaged game too

woven cliff
#

oh i think as long as ur memory usage doesnt go up then u have another issue, srry i didn't get it at first 😄

velvet fern
#

using ue4 reminded me of when i used computers in the 90s where you hit hardware limitations pretty frequently

ashen brook
#

@woven cliff I built something EXACTLY like that for a client

#

minus the photogrammetry part

#

so yeah, it's very well possible. Was a pretty short contract

#

Funny, I see now where they got the inspiration 😄

woven cliff
#

@ashen brook thanks for replying back, so u made a controller like that, inside a scene u made in unreal ? but it is not possible to do something like that using 360 photoes from vray ?

ashen brook
#

If anything I would use a photogrammetric reconstruction of the space

#

which you'll need especially for the dollhouse view

#

no idea off the top of my head how you'd do it with 360 photos

dusty mantle
#

What would cause the Default Pawn class box to become shaded out in the Game Modes Section in World Settings? I'm trying to change the default pawn for that project but not sure how.
All the variables in the Selected Game Mode category are shaded actually
Do I just use RendertoTexture_Game? That allows me to access those variables so Im going with that for now.

ashen brook
#

you may be trying to adjust the settings of a C++ gamemode class

#

instead, make a BP subclass of that gamemode and adjust its defaults

#

You can set the default gamemode in the project settings btw

#

-> Maps & Modes

hollow dune
#

Does anyone know why I'm having this issue while building my android app?

safe shoal
#

@hollow dune unfortunately mobile package errors are a fucking nightmare. Thing I would suggest are clearing out temporary files (seriously), deleting the intermediatte, binaries and what you can in the Build folders too.

#

Also, if you have any plugins disabled, re-enable them. Doesn't seem to like packaging minus some plugins, not sure what the specific ones are but Gear VR is one of them.

hollow dune
#

@safe shoal i tried it already. This is going to be a bloody pain lol

#

Make a game for droid, finish game, learn i cant build the game due to error

safe shoal
#

Tip with mobile is to package often

#

The smallest thing can break it, and half the time it'll just decided to stop packaging all on it's own.

#

Until Epic makes a mobile game (probably never), a lot of the development pipeline issues won't be fixed 😦

#

Most of mine and @tough jungle chat history is whinging about random mobile dev issues haha

hollow dune
#

I dont even know where to begin with this haha

#

What a dam pain

cursive dirge
#

is that using some custom plugins?

#

or like that database?

safe shoal
#

Try packaing out a completely empty project, if that works, the problem is with the project. If it doesn't, the problem could be with either your android SDK install or engine install

cursive dirge
#

I'd start by disabling all external stuff at first

#

well, yeah, templates should build

#

@hollow dune ^

hollow dune
#

@cursive dirge aye matey, it's a custom plugin, SQLite3 one that was forked from a previous github version of it which was supposed to be cross compatible, i guess ill start this arse ache

cursive dirge
#

sqlite may be crossplatform but it doesn't mean it'll package nicely with unreal

hollow dune
#

If this has an issue I don't know how I'll handle it yet

cursive dirge
#

heh, wtf

#

hope people who watch that part have volume turned up

cerulean sequoia
#

Uh lol

hollow dune
#

@cursive dirge @safe shoal Any idea where I begin with this to find out whats the problem? I've tested a blank project and also blank with the only plugin I use, both are fine, next part would be this bombshell of a source code to work out the issue but can I not get any feedback from the tools to determine what it could even be

dusty mantle
#

@ashen brook Thanks, and yes I'm trying to set the settings of the game mode but theyre greyed out and im also working with C++ project but doing everything with blueprints.. Just to see whats different from the third person C++ new project and the blueprint third person and see if things are different which it seems they are.. so you are correct. Ill give that a shot.. Im wet behind the ears with UE so im still exploring it. I made blueprints before but I dont think i made a subclass one before. So looking forward to trying this out. Also the Project Settings Map Modes are also greyed out. So im thinking this is because its a C++ project and if i started out with creating a blueprint third person.. they probably wouldnt be greyed out, yes?

#

I also experienced a crash everytime I try to make a duplicate of the blueprint Projectile which I migrated from a blueprint first person shooter project

cursive dirge
#

@hollow dune no idea, I don't even do mobiledev..

vale halo
#

Could anyone quickly tell me the location of the default cube in unreal? 😉

dusty mantle
#

@vale halo not sure what you mean by that.. you mean like the Modes Tab -> Basic -> Cube?

vale halo
#

Yeah that one

#

But I wanna reference it in cpp

#

By path

#

aka I wanna try and do something in the construction script but it wont work, having suspision its due to not having the cube

dusty mantle
#

Whats the difference between the Basic-> Sphere Static Mesh and StarterContents/Shapes/Shape-Sphere Static Mesh?

vale halo
#

Hm

#

If there is none I guess I could import hte starterconent

dusty mantle
#

@vale halo the question im asking now might answer it.. StarterContent/Shapes/Shape_Cube ?

vale halo
#

I'll see if that works, ty 😃

dusty mantle
#

Yeah im asking that now .. if the Basic Cube/Sphere is the same as the StarterContent/Shapes/Shape_Cube/Sphere

#

dragged out into the scene.. theyre the same size but different materials... but have the same variables in their settings

#

im wanting to know which one do i use to construct a Moon in my game...

ashen brook
#

@dusty mantle Yeah, I'm pretty sure if you use a blueprint gamemode class you can change the default classes everywhere

plush yew
#

@hollow dune No not worked with android, but I am sitting an a quite bad macbook air, not made for gaming and optimal for mobile so I could boot up ue4 and try to help you figure out whatever you need help with figuring out

#

I am also a master googler 😛

hollow dune
#

This is why I love you pand, this is why I love you haha

plush yew
#

haha

hollow dune
#

This is my plea for help

plush yew
#

Ok checking it out

feral dirge
#

I've worked with Android a bit

#

I'll take a look

hollow dune
#

If you could help I would be eternally grateful

feral dirge
#

No promises

hollow dune
#

Thanks fellas, I seriously owe you both a beer for helping

plush yew
#

When we meet up in real life you can take us to a calm bar and drink some beers

#

😃

hollow dune
#

I'll buy you two the bloody bar just for helping or trying to help

feral dirge
#

Can you pastebin your UnrealBuildTool-2016.09.17-18.22.16.txt and the actual UE4 output log

#

(not the saved one, the live one)

hollow dune
#

Where will it be located may I ask? saved folder?

plush yew
#

@hollow dune Are you using any plugins perchance, just a questiong to try to probe the situation

hollow dune
#

I'm using a plugin but I've tried it without it, fine, with it, fine, (on a blank project)

plush yew
#

ok is your project a BP project or code project?

feral dirge
#

Reading this it sounds like there's some C++ in there

#

Also to be on the safe side

#

"IMPORTANT DO NOT TOUCH"

hollow dune
#

It's primarily C++

feral dirge
#

Try to remove spaces

hollow dune
#

haha

#

ok

feral dirge
#

It doesn't like spaces

hollow dune
#

ill try to compile the live version, not the testing version, same thing just different location

#

im sure its the same

feral dirge
#

Yeah I'm more versed to reading the output log from ue4

#

The prefixes on this log is sending me for a spin for some reason 😛

hollow dune
#

this is what I get on the live version

#

the SDK locations are all confirmed correct

feral dirge
#

Hm...#

#

"UATHelper: Packaging (Android (All)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: Packaging (Android (All)): UnrealBuildTool: Performing 1 actions (4 in parallel)
UATHelper: Packaging (Android (All)): UnrealBuildTool: [1/1] clang++.exe IWillSurviveClicker-armv7-es2.so
UATHelper: Packaging (Android (All)): UnrealBuildTool:
UATHelper: Packaging (Android (All)): UnrealBuildTool: Unhandled Exception: "

#

That's when it goes from being happy

#

to being sad

hollow dune
#

earlier which is strange

#

it would go through the entire source

feral dirge
#

Nah that's normal about there

hollow dune
#

before causing the exceptionm

plush yew
#

Are you creating the HUD in c++ also?

hollow dune
#

the widgets derive from the parent classes yes which are C++

plush yew
#

Ok swithc that to BP temporarliy and try cooking

#

Indulge me

hollow dune
#

ok 1 sec

#

ok trying to cook now

#

took some time considering all the menus i owned

plush yew
#

Yeah no issue, I was thinking it could take some time changing everything

hollow dune
#

this is the error given

#

basically the same

#

man, I finish a game and find out i can't build it, this is a nightmare lmao

#

first game, endless time on it

plush yew
#

Can you change traget platform to Desktop and cook too see if you get a more descriptive log

#

to windows pc

hollow dune
#

ok matey

#
UATHelper: Packaging (Windows (64-bit)): xgConsole: 
UATHelper: Packaging (Windows (64-bit)): xgConsole: Error executing C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\link.exe (tool returned code: 1181)```
#

I get this on win64 build

#

ill retry with a clean slate

plush yew
#

Ok good, seems you got some more information from the window build

hollow dune
#

aye clean slate was the same, ```LINK : fatal error LNK1181: cannot open input file 'libsndfile-1.lib'

Error executing C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\link.exe (tool returned code: 1181)

---------------------- Done ----------------------

Rebuild All: 0 succeeded, 1 failed, 0 skipped
plush yew
#

@feral dirge

hollow dune
#

I followed this for the installation of the SDKs

plush yew
#

Are you getting any hints from this linking issue with the lib @feral dirge

hollow dune
#

Is there a way I can force more details out of the compiler ?

#

I noticed this is the library

#
cl : Command line warning D9002 : ignoring unknown option '-x'
cl : Command line warning D9024 : unrecognized source file type 'c', object file assumed
cl : Command line warning D9027 : source file 'c' ignored
sqlite3.c
#

and this is what the plugin uses

#

but..

#

it worked on a blank project with plugin included

feral dirge
#

Back sorry

plush yew
#

Brb 15-20 minutes, my girlfirend want me to call her, but I'll be back soon

hollow dune
#

ok matey and wb

feral dirge
#

unreal-sqlite3 that plugin is causing weird behaviour

#

Seems to be an error that is causing AutomationTool to tell the engine it's failed

hollow dune
#

the plugin uses the .c file from the official website since there isn't a cpp file

#

and makes mention of it, it seems

#

I've found the lib that it complains about, unsure where I would place this for VS to automatically use

#

though there is a dll

plush yew
#

@hollow dune

feral dirge
#

@plush yew

vale silo
#

Has anyone experienced Editor constantly freezing in 4.13 ?

feral dirge
#

@vale silo Yes, yes, yes

plush yew
#

I have SQLite3 working. Im new to c++ and it was not very easy. I am sure its not harder than any other library but as a new guy to all this.. it took some effort to figure out.
This is how my directories look like (you can have it organized however you want):
\ThirdParty\sqlite\Libraries\sqlite3.obj this i compiled myself
\ThirdParty\sqlite\Includes all .c and .h files here
This is what i have in my build.cs:
string ThirdPartyPath = Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/"));
string LibrariesPath = Path.Combine(ThirdPartyPath, "sqlite", "Libraries");
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "sqlite3.obj"));
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "sqlite", "Includes"));
I hope it helps
Edit: To clarify i downloaded sqlite3 source code and compiled it. I dont know what "SQLiteSupport" is. Is SQLite supposed to be included in UE4??

hollow dune
#

I'm here, just trying all i can do

plush yew
#

I found this

feral dirge
#

Wait what does SQLite do?

#

Does it do what VaRest can do?

#

Because I can confirm VaRest works on Mobile

hollow dune
#

Sqlite is just for local databases

feral dirge
#

Ah, shit :/

vale silo
#

How about using pastebin for walls of text?

hollow dune
#

this is the specific version I used

feral dirge
#

That guy looks angry

hollow dune
#

must be a vet programmer

plush yew
#

He looks sneaky

hollow dune
#

or worked for ubisoft

plush yew
#

😛

hollow dune
#

funny thing is, despite that his fork works great, I can't seem to find his build.cs that includes his .lib but if it works in the editor he must do it somehow

#

My apologies, it was this fork

plush yew
#

I feel like when you visit the docs for a given Node that there should be a link to the C++ version

#

because you google a function and the first result is always the BP version

#

so at least you'd be able to go back and forth between the versions of that function

dapper granite
#

is there a reason a rifle is considered a "skeletal mesh", I'm trying tutorials and it wants a "skeletal mesh" rifle

thick ridge
#

Many times there animations for rifles that requires a skeletal mesh

hollow dune
#

@plush yew This is one thing that pushed me away from BPs, apart from most of the official tutorials being BP based, I have to go through extra effort to find the C++ version, not even a link on the wiki to it's counterpart

polar hawk
#

The C++ version is generally the exact same as the BP version

#

just... you have to write it