#ue4-general

1 messages Β· Page 743 of 1

teal tulip
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probably needs to unlick the first one from his account ?

fierce forge
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idk

unique kraken
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anyone got a sec? im trying to place sockets very pricice using snapping but i cant seem to make it work

fierce forge
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ask him to try to activate on a another account

teal tulip
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yeah is seems like will need to disable the first one

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but no idea how this guy will disable the other key xD

fierce forge
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you will need to revoke the key and give to him another

gilded eagle
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Still trying to make sense of game instance and game mode

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Why is not a good idea to store everything in gameinstance?

jovial palm
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@fierce forge did you get the volumetrics to work?

fierce forge
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i enabled the plugin but idk how to use it

jovial palm
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added the timestamp

gilded eagle
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Why game mode and game state exists?

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Why should I pue game logic in there instead of game instance?

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I understand that when I save the game for example I need to do it from game instance

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I have to pass all the info I want to save there.

jovial palm
gilded eagle
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Why can't I just use game instance?

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It's because it's local for every player?

jovial palm
glacial pecan
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@gilded eagle store everything in game instance... game mode is a useless piece of shit unless you want multi player

jovial palm
gilded eagle
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Ok

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Is interesting that there's almost no info about game instance in the docs

versed yarrow
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thank you @glacial pecan, i should have looked to the marketplace but i got dazzled by loads of third party stuff

mortal quarry
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pivot doesnt act the way it should when I move it and Set as Pivot Offset (when animating, the pivot gizmo is correct, but the path it follows is not)

molten cairn
merry gazelle
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I'm creating a cyberpunk game that uses a particular sign material in the character and building BPs spawned in the map. I was wondering if UE4 has a built in node that would allow me to reference all actors with a specific material? The idea being (Get all actors with material X > Dynamically change to material Y), this would allow me to update all the sign materials with a flash alert when the player is detected.

I can think of some less performant options to get this done, I'm just curious is there's a "get all actors" equivalent for materials?

kindred viper
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@merry gazelle you could use an Interface for that. Add the interface to the models you want to check, then check if it implements the interface. You could use the interface to both return the material and change it

wary wave
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build it into one material and use a material collection parameter

merry gazelle
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ok thanks, I'll look into both options πŸ‘

plush yew
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Hey.

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Silly question but:

Does Epic Online Services give free VMs to host the dedicated server too? Just heard about it and it seems like a gift from god but a horrible business model.

floral arrow
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ive never heard of that

plush yew
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You haven't?

merry gazelle
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I also heard something about Epic offering free online services, not sure about VMs

plush yew
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It's great

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I am not sure about VMs either :/

astral phoenix
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Hello idk where to put this but can some1 help me im trying to make so i can switch characters with a button but i can only get 1 part to work on the new char, i have different parts of the char (head,hair,shoes and stuff like that) i want to combine it to 1 full char if that makes sense? πŸ™‚

ember shadow
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Anyone willing to test something out for me . It’s a UE4 project

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Dm me!

short geyser
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Hello. Anyone has info regarding GPU lightmass baking? I keep seeing these videos about 4.26 render dev branch but can't see any official post about it nor on the trello board

spare sun
short geyser
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@spare sun no. Me as well

candid falcon
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is it just me or was there a biplane able to be used in the landscapemounts project?

fossil ore
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Does anyone know why Console button doesn't always works in Engine ?

plush yew
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yooo

deft nebula
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How can i get the camera from the player pawn

plush yew
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bro im gonna make a kick starter for a game, use only purchased assets, take 100,000$ from teh kickstarter then disappear and leave the dev center as an apartment complex

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free money?

fossil ore
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Totally legit

plush yew
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RAW moment

cold venture
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I was watching a video about water surfaces by unreal engine and he demonstrated two types of surfaces. Lake and ocean. Now I was using the lake one and there seem to be too many ripples. Can someone help me with that?

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Also at the start of the video he said he used a simple plane mesh to use for water but with a lot of tesselation so that waves are visible. What is that?

topaz loom
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try: Z: 101.43 kappaross

plush yew
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any ideas on how to fix this tessellation weirdness?

topaz loom
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try offsetting your tessellation overall back to 0, it looks like you're adding a lot with "crack free displacement" but only a guess

tacit moon
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@jovial palm are those clouds from the volumetric cloud plugin in 4.25?

jovial palm
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yep

tacit moon
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That looks incredible.

jovial palm
tacit moon
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That's some professional looking work.

jovial palm
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thanks, this is my first personal project in ue4, been using blender entirely in the past but hearing about the volumetrics got me here

plush yew
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@topaz loom how would offset the tessellation?

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i used SetMasterPoseComponent with GetMesh on some skeletal meshes but when i change the anim in bp it doesn't change all of the meshes, any ideas? in 4.25

high flax
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guys what kind of performance do you get on exported project vs play in editor?

topaz loom
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@plush yew right before World Displacement do a subtract by a scalar parameter and play with it until it goes back to normal

plush yew
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that just moves the whole mesh back and forth

topaz loom
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try subtracting from the texture sample then

plush yew
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what do you mean? base color?

topaz loom
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no like in this example pic i posted

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my idea is that your values are too high so it's moving the verticies too far in your displacement

plush yew
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yeah but theyre not high lo

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lol

topaz loom
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so try subtracting before you multiply by the vertex normal WS

zenith lily
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Are there any tools out there to convert CableActors to StaticMesh?

plush yew
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that stops the stretch effect but ive lost a lot of the tessellation factor, lemme see how I can add the tess scalar i had back into the mix

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ok that helped, but now it goes opposite direction

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and the walls overlap

topaz loom
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it sounds like you just need to adjust the value you're subtracting now

plush yew
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oh wait youre right

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gotta finesse between those two, dam thanks man!!

topaz loom
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no prob!! hope u get it

plush yew
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I did is what im saying

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now i gotta figure out how make this work on the landscape

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because that was the issue, so i thought lemme do a test on a mesh

frozen pond
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fast question, in standard empty top-down project, i can't find any control actions? blueprint is empty

tawdry sigil
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Someone Ideas how to sucess this ? I know how to tile grid stuff but how to get the height ? If Noise is a Option then how i difference between the edges corners and all ?
https://i.stack.imgur.com/rzqj8.jpg

blazing pumice
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I want to reference the current level to decide whether or not to run a script. Currently I have 'Get current level name' and then 'Branch', what goes inbetween?

plush yew
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all hail nanite

blazing pumice
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The final boss

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boss music starts playing

tawdry sigil
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Paper and Pencil

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Get a Concept and write eeeeeverything down πŸ™‚

thick herald
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start with the official Unreal Learning hub, learn how to use the engine, figure out what you need to learn to make your game. Asking "Where to start" is incredibly vague, but you have to know how to do some of the basics first and the only way to do that is to follow either tutorials or documentation.

fervent nacelle
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Or what I did which was dive in head first and start dissecting already available content

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I've gotten pretty far with that method tbh

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requires a lot of work for sure tho

thick herald
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all of them

fervent nacelle
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Any avaiable on the market and/or other with a proper license from external sources

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They can

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they cant be used outside of unreal

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yeah, its coo

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speaking of monetization, anynody know when the minimum earnings for royalties starts?

thick herald
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Anything available through the marketplace can be used for any game or project in Unreal or any other game engine with the exception of Epic Games and Megascans assets which can only be used in Unreal.

stray smelt
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$1 mill was announced last week

fervent nacelle
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yeah, but has that kicked in already or is there a date that starts?

thick herald
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it's retrospective to 1st Jan this year

fervent nacelle
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ohyhh

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okay

stray smelt
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I have a BP that is being spawned x amount of times. That BP does spawn decal, then create dynamic material instance and edits texture parameter value (texture).

problem: once I change the texture for that instance, it's changed for all the BPs spawning that decal. How do I make it unique to each instance of the BP?

thick herald
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you need unique instances

fervent nacelle
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^

stray smelt
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how do I make them unique?

fervent nacelle
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Probably an array would be my first appraoch, havent done it much myslef tho

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specifically wiht dynamic mat instances that is

stray smelt
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so what exactly would be in the array? the decal itself? or an array with the material instances?

thick herald
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once they are spawned, you should be able to cast to that actors materials and change it there I think.

stray smelt
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so spawn like this, then when changing the texture i get it from the array?

fervent nacelle
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@deft salmon have you baked lighting?

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same things, that'll stay until the lighting is changed or invaliudated. moving the object should change it

earnest charm
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I'm sorry if this is a dumb question. When I exported a model from maya as fbx and imported it into my unreal engine. All the body parts from the character model are separated. How do I make sure the parts aren't separated?

fervent nacelle
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by building it

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they're more or les interchangeable in this context

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do you have emissive in your materials?

midnight gate
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anybody know how can i lock my camera to only move on the x axis?

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its very important

fervent nacelle
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Mind postring a screeen of the material?

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@midnight gate is it on a boom or on the char?

midnight gate
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on my 3rd person character

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any way

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just how do i lock the moveent and only allow it to go on the x axis

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and still follow the player

fervent nacelle
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Hang on, I'll post a screen, this is something easier shown than said. JUst gotta wait for my engine to load up

midnight gate
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thank you

fervent nacelle
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@deft salmon HM.. Do your meshes have a metalness value more than 0 and do you have reflections captures in the scene?

thick herald
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@earnest charm in the import options pop window there's an option to have them combined

midnight gate
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im waiting for help

fervent nacelle
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sorry, its gonna take a few minutes to load, ill let you know when it does

earnest charm
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Thanks @thick herald

midnight gate
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thank you

fervent nacelle
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@deft salmon My thought is that the captures are retaining older lighting data and metalness is influenced almost solely by reflection captures without rtx on

midnight gate
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hmm

cursive hare
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Anyone who have made there game with unreal engine and uploaded it on steam?

I needed some help

fervent nacelle
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you can adjust the needed depth via the boom arm length

exotic thicket
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Is it a bad idea to use Map types in variables? The editor seems to crash every single time I try to add default values into a Map :P

midnight gate
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AAAA

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yea i tried disabling all of these it didnt do much

fervent nacelle
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hmm, can you send a screen of the char bP?

midnight gate
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my camera still moves along with the view

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yes just a minute my ue4 crashed

fervent nacelle
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wasnt that what you wanted? Or do you want the world x-axis?

midnight gate
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i want to lock the camera on all axis execpt x

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and it moves in all the axis

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i need it to stay stragiht

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im making an infinite runner thats why

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the camera is always locked on those games

tacit moon
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Are the open world tools still experimental? I see they were first released in 4.8.

fervent nacelle
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@midnight gate so you dont want the camera moving inward/outward and and not allow it to rotate correct?

tacit moon
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@plush yew I'm still reading the docs

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But ifyou want to play with it, it's in the experimental section of the editor preferences.

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To turn it on

midnight gate
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@fervent nacelle i want the camera to be locked on everything exepct moving forward and backward in x axis

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i dont need to lock the rotation

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i need to lock the movement

thorn fog
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Pls what software is that next to the unreal icon

exotic thicket
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Open Broadcaster Software or OBS

thorn fog
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Thanks

midnight gate
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obs

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obsly

marble sparrow
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Hey, anyone can tell me what the debugging symbols are for ? Looks useful but that's quite large (27GB when the size of my engine is 35…)

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(By "what is it for" I actually mean "is it that useful / necessary" ? )

fervent nacelle
tacit moon
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How do people make flying games where you can fly close to the ground and see high detail, but then fly high up and see the curvature of the earth? Just stream in/out levels?

fervent nacelle
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ditch the boom and constrain movement to the x_axis

midnight gate
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hm thank you i will try

fervent nacelle
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@tacit moon thats part of it, but then you have distance based shader modification, HLODs, proxylod, Clustering, distance and occulsion culling, draw call density, etc

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yeah np

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@tacit moon youll likely be overwhelmed starting there

tacit moon
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@fervent nacelle What is proxylod?

fervent nacelle
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Its essentially a feature built-in that creates a distance mesh representation of a certain segment of assets in a level. It allows for more objects in the distance by merging and consoolidating things

tacit moon
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In Unity and WebGL I've done shader based terrain LOD and implemented my own quadtree LOD's. But Unreal seems to have so many built in tools.

fervent nacelle
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far-distance mesh

tacit moon
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So proxylod would merge assets automagically?

fervent nacelle
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it does, however open-world is still a challenge do to how much information is being handled. And yes, but the reduction in quality is usually quite severe, so I would only recommend it for very far away meshes

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the merge actors tool can help with things closer up by merging them into a single asset

tacit moon
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Yeah, I've never had any luck doing large terrains that look anything close to good.

fervent nacelle
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Theres a good starting example for HQ landscapes in the learning tab.

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photoreal landscape or something like that

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Id start disecting whats going on in there

tacit moon
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It might as well be rocket science. The only time I got decent results, everything was done in shaders, leaving me an overwhelming amount of work to get the physics and collisions to line up with what was in the shader.

frozen pond
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how i can get input action key ?

fervent nacelle
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that's fair, unreal has a lot of useful tools that help workflow, which I very much appreciate

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@frozen pond in what context, like in a bp?

tacit moon
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I'm on day 2 of reading docs and so far I can't believe what I've been missing out on. So far Unreal seems amazing.

frozen pond
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nvm found it, now i need to make loop with delay in component blueprint

fervent nacelle
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I hopped ship from Cryengine in like 2015, and havent looked back

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even spoken at an IGDA meeting for ym use with the engine, which is certainly a nice accolade on my side

clear cave
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WorldofLevelDesign has plenty of UE4 landscape tutorials you can look at @tacit moon

fervent nacelle
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^

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I recommend their maya tutorials, too. Not half bad for beginners

tacit moon
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Oh wow, that's a full site for open worlds

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nice

fervent nacelle
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yeah, been around for some time, too, and Im pretty sure its still run by the same guy its always been, but dont quote me on it

cursive hare
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Anyone who have made there game with unreal engine and uploaded it on steam?

I needed some help

rocky radish
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Anyone who have made there game with unreal engine and uploaded it on steam?

I needed some help
@cursive hare with what exactly?

cursive hare
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@rocky radish When i add advanced steam sessions to my project the overlay isnt showing up and it isnt working i tried doing it several time but dont know why it just dont work

rocky radish
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what version are you using?

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in 4.25 steam is broken

cursive hare
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ohhhh i see

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i guess that is why it isnt working

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can you recommend me any version that would be just good for that

rocky radish
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4.24.3

cursive hare
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i see thankyou so much

rocky radish
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you're welcome!

hidden bloom
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Morning peeps

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Question: I Finally got megascans export feature working but when it exports to Unreal do I still have to click to invert green channel on the normals? or does it do it automatically

tepid dragon
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Has anybody got EOS to work with UE4?

astral spindle
grim egret
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Hello, I just build a test, and Werer the heck is it? XD :)) i mean i expected to get a executable to test the game, or i'm missing something?

brittle tundra
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Question: I Finally got megascans export feature working but when it exports to Unreal do I still have to click to invert green channel on the normals? or does it do it automatically
@hidden bloom that’s is auto for me

hexed dagger
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hey

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when I go in a pointlight area

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it seems to make a bigger area lighter than the area shown before entering it

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is there a way to stop that?

thin tendon
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Whats a good way to determine if a widget has already been added to the viewport?

somber moat
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Hey just a quick question. Im trying to use the Quixel assets but everytime i import one I get this Warning / Error

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(Im new to unreal so im kind of lost)

grim egret
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@somber moat Yo hey did you did the Bridge set up correct?

somber moat
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I think, I selected the unreal engine installation in the bridge

grim egret
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I downloaded the Bridge yesterday, and tested it with a material and everything worked perfectly

somber moat
vocal topaz
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how can i make a joystick for mobile like mcpe's

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i am so confused

clever arch
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Hi can any one give me advice on why this won't move the enemy character. Im trying to follow one of Epics tutorials on their website and have got stuck on this. That character won't move. I feel I may not have enable something to make the character move or something

vocal topaz
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thanks

atomic forge
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what's the culling of models after a certain distance called?

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Like when the tree disappears after you walk X feet away from it, and reappears when you come back to it

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Thank you!

clever arch
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@plush yew Sorry didn't see your reply! If i attach a print string to the end of the simple move location it will fire the hello message every 1.5 seconds so I assume it is happening

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if i attach the print to the random location of the point in radius it shows now value. If i attach it to the get actor location it shows a value there

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so it appears that nothing is happening or the Enemy characters movement is locked

hidden bloom
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I got bridge to fina;lly work and get the fbx export error too but everything seems to come in fine. only took me 2 months to get bridge working lol

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when they did the fbx they prob didnt check the smoothing groups it says have to do

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I just wished you got the master material instead of just the instanced so that I can see how it was built and learn from it

hexed dagger
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which one is the height map in the material editor

somber moat
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Is there a way to have unreal not jump to the message log everytime

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?

vague sable
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anyone know where in the source the free flying camera code for the editor is?

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I guess it's CameraController.cpp ?

worthy flame
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is there a way to add a keybind to change tool in sculpt?

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nvm

outer saddle
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@clever arch did you set a navmesh volume?

hidden bloom
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@hidden bloom that’s is auto for me
@brittle tundra Thanks Max Had to run to get my meds hehe

plush yew
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Hi all, anyone know how to remove these seams between these 2 modular walls? I'm following a tutorial and he didnt have this problem

mortal escarp
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oh finally i found a unreal engine server

hollow night
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lmao

clever arch
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@outer saddle Yes i did but I must of done something to it. I deleted it after your comment and readded and its all working again! woooo thanks

outer saddle
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Glad it worked

silk lintel
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Hey, has anyone here used ray tracing?

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I've tried literally everything and I can't get it to work. 'Ray Tracing' enabled (so 'Support Compute Skincache' is also enabled), reflections set to 'Ray Traced', compatible gpu (rtx 2080 super), compatible windows version (1909), compatible engine version (4.25), default values in 'Path Tracing', post process volume set to 'unbound', default RHI = dx12.

vital cosmos
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is it possible to store some unreal project content in another directory? My main ssd is gettin kinda full

silk lintel
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@vital cosmos Unless you want to go into the source code, I think you have to manually set your project directory to something other than (ue4 installation drive)/User/Documents/Unreal Projects, but it might carry over when creating projects.

vital cosmos
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@silk lintel My project is a c++ project so I want some parts of it on my ssd for faster compile times and others elsewhere on my other hdd

astral sundial
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how do you install mega scans plugin?

silk lintel
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@astral sundial you need bridge first

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@astral sundial when you try to export something you download, it will prompt you to install the plugin

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@astral sundial It hasnt been working (for me, at least) for the last month. If it's the same for you, you'll have to manually copy files over from Documents/MegascansLibrary/Custom or Downloaded

astral sundial
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with the prompt where are you supposed to put it?

silk lintel
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@astral sundial I don't think it asks for a directory, if that's what you mean.

astral sundial
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@silk lintel

silk lintel
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@astral sundial It looks like the plugin is already installed. Try exporting?

astral sundial
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@silk lintel it says it succesfuly installed but when i open the project it does not show up and it fails to export.

silk lintel
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You have to have the project open while you export. It sends data over a specific port, so you can only have one project window open at a time.

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@astral sundial Is it working for you?

astral sundial
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i had the project open and it says sucessfully installed but it still does not show.

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@silk lintel

silk lintel
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@astral sundial Yup, same for me. Incredible that they haven't fixed this if it really happens to everyone else. You're gonna have to create a support ticket for quixel bridge since it's on their end. I've been looking through forums and I haven't found a fix. If you do, I'd appreciate if you told me lol.

grim ore
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that install location doesnt look right, the root folder seems odd to have installed it into (epic games), it should be more like epic games\4_25. Sorry didnt see the 2nd screenshot, the first was wrong the 2nd looks ok

split tundra
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Is there any way to change a DataTable's structure?

unique kraken
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anyone knows a way of smoothing the capsule movement over, for example stairs?
(i know about the different collision for stairs)
i specifically ask "is it possible somehow smooth the movement of the capsule ?

grim ore
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I just tested bridge with a new install of it and 4.25, works without issue here.

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does the mega scans plugin show up properly in UE4 for you?

silk lintel
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@grim ore I tried reinstalling both bridge and live link, still get that issue.

grim ore
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there is no reason to install link

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download bridge, install bridge, setup bridge, launch UE4, export

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when you run UE4 does it show the mega scans plugin on the toolbar?

silk lintel
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No. It used to, but not as of 4.25.

grim ore
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then it didnt install the plugin correctly so yep that would be why you have the error

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without the mega scans icon the plugin is not working, so no connection

glacial pecan
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why would DrawPrimitive calls triple when I move my pawn?

astral sundial
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@silk lintel i was struggling with this for a while in the past and somehow got it to work. but i had to update versions and it broke on me. now i cant figure out how to fix it again. But i did just find a work around. if you check your megascans download folder you can grab the raw file and import in project manualy.

glacial pecan
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(first person, btw)

silk lintel
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lol i said that question mark

grim ore
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after you install bridge, you set the export options up to UE, then 4.25, then you choose your epic games\4_25 folder? after that it should show epic games\4_25\engine\plugins and in the top right it should say it is installing the pluing.

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if the engine is open during this you will get an error

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at the worst you can do the last steps again, choose export to UE, choose engine version 4.25, point to the 4_25 folder and it should say installing and 5.7 on the top right

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and of course when you installed bridge you allowed network access right?

unique kraken
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anyone can reccoment a good anim starter pack? i just want a bunch of walks and what not

deft nebula
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Can i set an actor tag to an blueprint pawn thing

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Is that possible

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To set a actor tag in a blueprint pawn

hidden bloom
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Guys this morning I got UE4.25 installed but when I start a project I dont have the icons etc for creating and editing landscape like was in 4.24 how do I get them to show back up?

deft nebula
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Maybe click on basic

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You're in recently used

hidden bloom
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yea I used to have it up next to place actors tab I cant even find the landscape tab in any the things I was scrolling through them

grim ore
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@deft nebula it should be, a pawn is an actor so yes

deft nebula
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@grim ore thanks

grim ore
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@hidden bloom the modes panel has changed to a button in .25, click the Modes button

hidden bloom
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@hidden bloom the modes panel has changed to a button in .25, click the Modes button
@grim ore where do I find the modes button? lol i was new in 2.4 just before the chancge so not familiar yet with uE

grim ore
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Look at the top of the viewport, It is in the main toolbar above the viewport

hidden bloom
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in window editor modes they both greyed out thats the only modes thing I can find

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ignore that

deft nebula
#

When will 2.26 come out

grim ore
#

never?

#

4.26 should be later this year

plush yew
#

These were old engine I wiped months ago

hidden bloom
#

I had to start over cause my project crashed earlier dagnabbit

#

so I am guessing megascans doesnt come with a master material only an instanced one?

silk lintel
#

@plush yew Have you tried opening the .uproject file with UnrealEditor.exe? It should create the association then.

plush yew
#

I did but it didnt automatically assign it

#

it still thinks that it is the broken file path

silk lintel
#

hAvE yOU trIEd rEstArtIng

plush yew
#

I dont even have a fucking G drive wtf?

#

Where is Unreal getting this info lmao

silk lintel
#

@plush yew Go to Control Panel -> Programs -> Default Programs -> Associate a file type... then try removing the existing association for .uproject and adding it back manually

grim ore
#

@hidden bloom you have to have a master material to make an instance from so yes it has a master material

plush yew
#

@plush yew hmm even starting there as a base cpu and upgrading to 32gb ram when felt needed?

hidden bloom
#

I know that Matthew but when i open the exported files from Quixel they only send their instanced with it they hold on to the master

grim ore
#

@plush yew my current machine is very similar to that with the exceptions I have a 2700x instead of that 3700x. UE4 performance is good enough πŸ™‚

plush yew
#

to UE4Editor right? @silk lintel

hidden bloom
#

but I figure when I learn things I can take all the adjustments that is in their instanced material and recreate a master

silk lintel
#

@plush yew yeah

plush yew
#

Wait do me a favor

#

What does it say for yours?

grim ore
silk lintel
#

yeah just a sec

plush yew
#

Because when I do ue4editor it removes all of my options

grim ore
#

You can see the parent material there, you can see the master material in the content browser there.

silk lintel
#

@plush yew This is the path: C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\Win64

hidden bloom
#

im exporting one now to the new project ill look but the only one I was showing was instanced

plush yew
#

Whats the .exe?

silk lintel
#

'UE4Editor.exe'

plush yew
#

Shoot

#

what the hell?

#

Yeah it isnt giving me any options when I set it to that

#

You know when you right click on the uproject? No options

grim ore
#

even if the item coming from bridge has an instanced material assigned to it, it still HAS to have a master material that it is instanced from and that master material HAS to be in the project somewhere

silk lintel
#

I hate to say it, but you might have to reinstall the engine.

deft nebula
#

Does anyone know how to save and load the player location while using world origin shifting from world composition?

silk lintel
#

@plush yew I've never heard of something like that before. Maybe you have a non-default installation location?

hidden bloom
#

ok I will look again Matthew its almost done importing into project

deft nebula
#

Have askt it alot of time never got a answer even on the forums and answerhub

plush yew
#

ugh SO STUPID all because I downloaded a build from another project Im working on

#

No, its normal install location

#

C:\Program Files\Epic Games

grim ore
#

You need to use the unrealversion selector executable to tell the OS where the engine install is and to register it.

plush yew
#

@plush yew @grim ore I understand it can be more $$ on NZXT but i think bc of the shipping and build fees. Y’alls input helped though! Thanks πŸ˜„

grim ore
#

@plush yew ignoring the cost, as thats a personal issue for you to decide, the parts would work fine for UE4

plush yew
#

Does anyone here have ue4.24 installed?

#

Itll save me the hassle of redownloading 20gb

deft nebula
#

No had 4.23

plush yew
#

I just need the versionselector

deft nebula
#

But has anyone a answer on my question

#

Does anyone know how to save and load the player location while using world origin shifting from world composition?
@deft nebula this one

grim ore
#

you don't, use the one that is in the launcher binaries folder. They moved it there at some point. Copy the file from the launcher Dir to the engine /win64 folder and run it.

plush yew
#

got it thanks

deft nebula
#

Someone

#

Does anyone know how to save and load the player location while using world origin shifting from world composition?
@deft nebula anyone

inner cloak
#

Does UE4 support mesh deformation with splines ? ... like making a water hose

astral sundial
#

How do you adjust sky parameters like horizon falloff and zenith color? I change the value but nothing results of it.

hidden bloom
#

can I just copy and paste all the stuff from one project content folder to another project folder?

plush yew
#

Whats the command for showing vram usage?

hidden bloom
#

man this uses a ton of online data usage just to get stuff into a project lol

astral sundial
#

@plush yew where would i find that setting? thank you by the way!

hidden bloom
#

is it just me or does 4.25 seem to act buggy

glossy scaffold
#

Does anyone knows why FloatCurves from animation files disappear once the project is packaged? Any solution to this issue?

astral sundial
#

@plush yew thanks found it

dusky hound
#

Hey all, so does anyone know where I go to publish a game on the unreal game market? I found https://publish.unrealengine.com/ but that appears to only be for market assets and not finished games.

thin tendon
#

@dusky hound There is a form you fill out. Then you just wait for an answer from them

dusky hound
#

Oh oh

#

sorry

#

Just saw link you linked

#

I'm blind

#

Thank you πŸ™‚

thin tendon
#

All good mate

dusky hound
#

@thin tendon Annnnd summited. Much much appreciated Slim

silk lintel
#

I need a straight answer. Is Chaos available in the 4.25 official release, or do you still have to manually compile a fork of the source code?

#

And when I say 'Chaos' I mean the Fracture Editor.

grim ore
#

Chaos is a source compile only right now

#

it should be included in the binary in .26

silk lintel
#

yet geometry collections and chaos solvers are available?

#

@grim ore Do you know of any tutorials for compiling a fork of the engine?

grim ore
#

its not a fork, its the source version. any of the source versions will work, you can do the .25 source. you just need to enable chaos

silk lintel
#

oh

grim ore
#

and the instructions are in the chaos doc pages

silk lintel
#

oh, ok thx

#

i assume i can just recompile an existing project in the .25 source

late verge
#

hello! in what "practical" scenario would i be better off using individual mouse events (TOP) rather than just an event tick with mouse values (BOTTOM)?

grim ore
#

yes you can open your project in the source version as long as its the same engine version

late verge
#

it seems to me like event tick + mouse values is always the way to go

#

less code

grim ore
#

@late verge neither is optimal, the engine has input events used for handling input

late verge
#

oh, alright. i've been following a tutorial. the top is the first way he did it but then he created the bottom part to show a more efficient way of doing it.

#

rotating the floor, that is

grim ore
#

for just testing or learning, they are fine but for final product the input system should be used

#

personally I dont see why either is more optimal or efficient tho

#

both run on tick, the mouse event and the event tick

late verge
#

he actually had two rotation functions and plugged one mouse event into each function, so the bottom was obviously more efficient.
however, i "optimized" it myself by simply having one rotation function.

grim ore
#

having one or two wont really matter, the code is going to end up the same

#

you have 2 code paths on the top one

silk lintel
#

@grim ore why cant I just recompile the release with bCompileChaos changed?

grim ore
#

recompile what release?

silk lintel
#

the official 4.25 release

#

that you install through the launcher

grim ore
#

the launcher version without all of the source code?

silk lintel
#

nvm

late verge
#

got it. i'm just trying to wrap my head around why i would ever use mouse events when i can just use an event tick. i guess the mouse event would be more efficient for workflow if i'm only tracking one axis? @grim ore

#

cause for tracking both axis, using a simple event tick is a cleaner per se

grim ore
#

well using a tick and using the mouse event would give you the same result, both are basically ran per frame

#

assuming you are using an axis event for the mouse, which you would

#

and using the event tick might be "cleaner" except your now tying your input events and process to the general tick event

#

soo.. lets say your checking for mouse X and Y right now on tick, what if you want to add gamepad support?

late verge
#

and using the event tick might be "cleaner" except your now tying your input events and process to the general tick event
could you elaborate a bit on this?

grim ore
#

well maybe you want to change your tick to be not every frame but every other frame? now your input will only fire off every other frame

#

or say you want to do other things on tick, now your input events are somewhere in your tick chain

#

its less clean

#

but back to the other question, with your code how will you look for gamepad left or right to rotate?

plush yew
#

hey

#

can anyone help me with something

#

im trying to fix a bug

#

and i have no idea how

late verge
#

@grim ore im not sure at all. it's just a tutorial i've been watching haha.

thin tendon
#

@grim ore@late verge The system I'm using for game-pad. Is having a cursor widget that is always focused. Then using over ride functions to move it around.

grim ore
#

input event let you use more than one input in the event. so you could have one called say RotateX and it would check for the mouse X and the Joystick X at the same time so you hook up your code once and it would work with joystick and mouse

thin tendon
#

Then you just remove it when you don't need it

fresh oasis
#

Is anyone familiar of any existing UE games where it included an in-game editor for asset creation?

#

And I mean like full assets, like being able to import FBXs or similar for example.

hazy widget
#

I have a problem with procedural meshes. It wont show when I try to launch it on desktop but it works fine when playing on editor.

hidden bloom
#

@grim ore took a screenshot of imported files from quixel and there is no master material only the instanced

somber moat
#

Hey any suggestions why the shadows are messed up?

(New to unreal don't hate me)

#

or do meshes cast shadows in a weird way? Or am i just bad :3

calm sphinx
#

Does anyone know why Epic stopped issuing badges on forums?

late verge
#

@grim ore understood. would it make sense to say that Events are what let the engine know how or when something will occur?

#

rationally, i'd assume this would allow me to rotate the floor, but the engine doesn't know how or when to do it

#

the event tick is telling it to rotate every frame essentially

fresh oasis
#

They really need to catch up with Unity on documentation.

grim ore
#

@hidden bloom You might have had the master in there from before. Open the instance, scroll down to parent, that is your master material

patent fjord
#

Does anyone know any tutorials going over the basics/fundamentals of UE4?

tiny sonnet
#

@patent fjord tons on youtube, just search up basics of ue4

patent fjord
#

I did but they are all going over basic c++ or blueprints

#

I mean like what actors, pawns, and characters are and how components work

tiny sonnet
#

there is a lot of components

#

just follow a lot of different tutorials

#

or

patent fjord
#

or?

tiny sonnet
#

what i did was try to make a game, and search for tutorials when i need help

patent fjord
#

ooh, that might help

#

Thanks

tiny sonnet
#

yh

patent fjord
#

did it help you learn quickly?

tiny sonnet
#

uhh

#

i wouldnt say that

patent fjord
#

(I mean, if it was a year, I would count that as pretty fast)

tiny sonnet
#

ok

#

yh

#

a year

patent fjord
#

Okay, thanks

#

cya

tiny sonnet
#

πŸ‘

#

I'm trying to network dropping a sword. This worked yesterday on both the client and server yesterday but for some reason, the client still "shows" an outline of the a sword in its hand like it isnt being replicated (replicates is on) and you cant use it so the character technically isnt holding a sword. both events are "run on server"https://blueprintue.com/blueprint/k5_q_unq/

patent fjord
#

ONE SECOND, YOU CAN PUT BLUEPRINTS ON HERE!?

#

Mind putting some functional ones you dont use so I can read them?

#

(and try to understand them as practice)

tiny sonnet
#

thats a copy and paste from #multiplayer, im not on my pc rn lmao. i can do it later

patent fjord
#

oh alr, thanks

safe swallow
#

can I copy input mappings and axis mapping from one UE4 project to another, via file or do I just have to reset it all manually in UE4?

grim ore
#

you can export them at the top on that page, and import them in

tiny sonnet
#

@safe swallow import/ecport

#

wut matthewW said

safe swallow
#

Thank you

static sparrow
#

Is anyone else having problems getting their open tabs to stay put?

#

I'll be working... looks something like this

#

And then I'll switch to a different tab, and then I look up and the order of one of them has completely changed, moved a few spaces to the right or something

#

A few times, it's even closed all other tabs that I didn't have open (I checked to make sure they weren't in the background... they just disappeared mysteriously)

#

It doesn't happen all the time, just randomly, maybe a few times a day

tiny sonnet
#

thats a weird one

#

you might just be blacking out lmao

#

either ways you can try verifying ue4 as a starter

quiet token
#

im compiling shaders for a giant folder im deleting... cmon ue4...
i had to end process ue4 and delete the folder from explorer

grim ore
#

it sounds like its not installed correctly

#

is it showing up in the plugins list in the editor?

#

and it is installed in UE_4.25\engine\plugins\megascansplugin?

cloud stream
#

How does Nanite work guys?

grim ore
#

what version does the plugin says its compiled for? the UE4Editor-Megascansplugin.dll?

#

yep then its not installed heh

#

when you set the export directory in bridge it says sucess? what version does it say

#

damn. and the install folder is showing engineversion\engine\plugins in bridge ?

marsh swallow
#

So is there a way to read the .txt file in a directory when the game is packaged?

#

it works in editor, but when we package the file no longer is read. We do have it added to the "cook additional directories" as well

grim ore
#

@plush yew yep find your temp folder and grab it from there, for me its at "E:\MegaScans\support\plugins\unreal\5.7\latest\win\4.25"

#

my only thought is it doesnt like the folder you want to install in, or the anti virus is causing a failure. I install my engines to c:\epic games not program files

marsh swallow
#

ohhh wait. i think i had it in the wrong place

grim ore
#

~10mb

#

the plugin in the megascans folder or in your engine?

#

in the megascans/temp folder/download folder the entire plugins folder with all versions is 260mb, the individual 5.7 4.25 latest plugin i only 10mb.

#

maybe delete your temp directory, set it back up again in bridge, and try again

#

or just change your directory to something else in bridge, for the temp directory

#

shouldnt be too long, edit -> settings, change the local library path, and uh... profit?

#

ok so I did that, made a new folder, now in export settings in the asset it doesnt show the plugin info but has a new Download Plugin button... so if yours says that you have a clean download folder

#

and yep fresh download about 260mb for the plugins folder

frank iron
#

Are your positional (x,y,z) vectors the same as longitude and latitude?

grim ore
#

yay, and good to know about the possible problem as other people have had it recently as well

hidden bloom
#

@hidden bloom You might have had the master in there from before. Open the instance, scroll down to parent, that is your master material
@grim ore Nope and used exploreer in all my folders only the instance. I guess they dont gove the master material only the instance and the textures

marsh swallow
#

If i move things around while inside it goes black, then if i move around, back out and come back it looks like this again

grim ore
#

@hidden bloom which item is this so I can test it. Also what does your instance show for the Parent material?

hidden bloom
#

It is from the quarry set on megascans I bought the entire set as it fit my theme

#

is it the parent that I highlighted? Im new to all this but the folder with the asset itself has no thing but the texture maps and an instance

grim ore
#

that is your master material

hidden bloom
#

so that default displacement?

grim ore
#

you can also click the eyeglass icon under the name and it will navigate to that folder and item

#

that is your master material, the material that is used for the instance for the item

hidden bloom
#

ok cool i got to it now i have something I can study

#

thanks for being so patient today

grim ore
#

you can also double click that item in the instance, the Parent material there, and it would open it up directly

hidden bloom
#

I been in and out of bed resting feeling so tired

#

3 more days til cancer surgery

grim ore
#

eep, hopefully it goes well

hidden bloom
#

prostate cancer its full 12 of 12 points 8 on the 1-10 cancer scale they going to take it all out and cancer at the moment they believe is just in prostate but its been 4 months waiting for hospitals to let me in

silk lintel
#

@grim ore I've done everything up to GenerateProjectFiles.bat, I'm getting this error. I've installed all the .net packs for core and framework, including the developer pack, still doesn't work.

candid brook
#

Trying out the atmosphericFog component, but after pressing ctrl + L I managed to get it stuck, spinning around the up axis. I can't seem to change its direction. It just spins.
Anyone know how I can reset it without completely replacing it with a fresh one?

grim ore
#

@silk lintel show me the VS installer for the individual components section? like this

silk lintel
#

yeah, just a sec

digital geyser
#

Hi guys I’m new to the unreal engine and was wondering if anyone can help me get started on creating a tactical turn based game like XCom. I am comfortable with c++ but I am also learning blueprints. I am also quite familiar with the design basics regarding turn based systems. Just not sure about the approach within unreal.

candid brook
#

@digital geyser People here are very helpful, but I think you might be better off asking specific questions as you work

#

I would start off learning the class hierarchy from AActor down to Components

digital geyser
#

Hmm I am more of learn as you fail kinda guy. Anyway so here’s what I think I understand - The GameModeBase should be used as a container for the turn system. I would have to create a turn queue (maybe just an array?) and have custom events for begin turn and end turn for the members. But what should the members be? A custom pawn class?

I understand player controller is used for input but for a game like XCom maybe use the UI system for mouse inputs?

lucid socket
#

Are you planning to do multiplayer?

digital geyser
#

Not necessarily just learning so might think of adding it later or not. But I want to do a simple prototype first.

lucid socket
#

You can use either GameMode or GameState, but I would make a state machine.

lament breach
#

What's the best place to report bugs and crashes ?
Im getting this when i try to retarget whole skeleton to another or even when assigning a new one to the mesh.

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 54 from an array of size 54"

Anyone had something like this happen?

hidden bloom
#

Anyone Know is there a way to flip an asset horizintally in UE like a landscape peice

digital geyser
#

@lucid socket would a state machine work when characters can join and leave the turn queue? Also isn’t GameState (as the name suggests) used mainly for storing data?

lucid socket
#

If you're doing multiplayer, GameMode only exists on the server. So if you want to replicate the state of the turn, you'd do that in GameState.

#

Should work fine if the state is more "broad" like "PlayerTurn" etc

sinful osprey
#

Anyone know why my Input in Project Settings would be showing default (breaking current BPs) when the file shows the correct settings when I open in Notepad?

#

Shut down UE for dinner, came back and all my input mappings were broken. No idea why.

digital geyser
#

Okay cool thanks.

grim ore
#

@lament breach where did the new mesh come to that you are trying to retarget to?

lament breach
#

@grim ore Im not sure what you mean exactly.

Im basically retargeting to the same exact skeleton, they were just imported under different name from two separate content folders. One is running my Animatiom blueprint and im trying to retarget everything to it but it crashes the engine every single time.

I figured direct skeleton to skeleton retargeting crashes the engine immediately, but when i assign a new skeleton to the mesh it starts rebuilding animations and then crashes like 3 seconds into that. Maybe this helps.

half turtle
#

good morning everyone!

late verge
#

posted this in #blueprint but i found a more concise way to explain my confusion here.

the top pic is code that allows me to rotate a floor. however, the problem is that there is yaw.

the bottom pic is code that allows me to rotate the floor and eliminates yaw.

my two questions are: how is the bottom code allowing me to rotate the floor? how is it eliminating yaw?

a plain english step by step explanation would be ideal as i am brand new to this haha

toxic prairie
#

is there a command in UE4 like in zbrush where you can focus on an spot/vert/mesh etc. I know its F but then pivot/rotate the camera around it?

grim ore
#

@toxic prairie the default controls after you Focus on something is to hold ALT and left mouse then rotate the mouse to orbit around the focus target

toxic prairie
#

oh my god

#

thank you

grim ore
#

@late verge the main difference I can see between the 2 is the first ADDS rotation to the current rotation directly so any existing Z that is already on the object will be there. The 2nd one SETS the rotation based on the current rotation BUT removes the Z completely by setting it to 0 every time

scenic merlin
#

@digital geyser if you want to implement a turn order then i'd recommend giving each player unit an initiative score that determines their priority for taking a turn and a boolean for whether theyve taken a turn or not
this means you'll be drawing up your turn order every time someone wants to take a turn, which means you don't have to maintain an array
at least that's how i did it

next drum
#

Hey, I was wondering, is Unreal more efficient on Windows or Linux?

#

Is it a big difference?

tacit moon
#

Are unreal units generally in centimeters?

#

As compared to Unity where the units are most commonly used as meters.

toxic prairie
#

I am very beginner also so hopefully this helps @late verge , This was from a marble/maze game where you tilt the floor to get the marble to the exit.

First need to get the current rotation of the actor which would be the floor. You then want the values of the current rotation such as roll and pitch.

From there you would also want to get the value of your mouse X and Y, It is clamped because up is positive and right is positive while left is neg and down is neg. You would add them both together with a clamped min and max so you wont get too far in rotating the floor.

From there you would make a new rotator and assign that as a the new rotation for the actor.

late verge
#

the main difference I can see between the 2 is the first ADDS rotation to the current rotation directly so any existing Z that is already on the object will be there.
what is the "current" rotation and how much rotation is added? and if the Z is at zero in the beginning because i'm not moving the floor at all, how is there any "existing" Z? @grim ore

#

First need to get the current rotation of the actor which would be the floor. You then want the values of the current rotation such as roll and pitch.
what is this information needed for? @toxic prairie

toxic prairie
#

because its constantly changing

#

so you need its current status

#

like @grim ore said

ADDS rotation to the current rotation directly so any existing Z that is already on the object will be there.
late verge
#

oh boy haha

#

hmm

toxic prairie
#

in english its like , Ok I want to move this, but first I have to figure out in what position it is

#

ok I moved it, do I want to continue moving it from the position i left it in or let it reset back to how it was

#

oh nah I want to continue where i left off

radiant fable
#

anyone ever realise the mannequin is just the eset smart security guy

toxic prairie
#

?

#

no thank you, this is one is fine

#

thats a bad move there.. I wouldnt do that..

#

you just pinged everyone...

dapper shard
#

He didnt

#

it didnt work

toxic prairie
#

oh ok phew

dapper shard
#

It's disabled :)

toxic prairie
#

noice

marble star
dapper shard
#

Since im talking to you, Ive got a blueprint related question, its pretty simple, would you be able to answer it?

restive eagle
#

<@&213101288538374145>

toxic prairie
late verge
#

i'll meet you there also henry

#

you did the same thing im doing

#

the marble game thing

snow crown
#

@plush yew don't advertise discord servers here

narrow meteor
#

Does anyone know why my replication in my game isnt working right when i package the game and run a host and join server but it works perfectly in the editor when im testing it?

little falcon
#

Hi guys, I am new to UE4, while playign with UE i met some problems and after doing some google search, still not find any helpful info, so i posted here. BTW, what are some other great UE4 forum that i can find some great resource? i would love to go check it out(except the offical forum)

My problem is whenever i place my mesh in the level, it wont be place on the ground. it would always offset a lot, sometimes in the sky, sometimes into the ground. the Location sometimes were at (10000,-10000,-10000), all the mesh were form package i download from marketplace or Megascan asset. which should work fine. I have no idea where did i messed up, how can i fix it?

BTW, i cannot move the mesh with gizmo(though i can rotate or scale it with gizzmo), but i can adjust the location in details panel

Thanks, hope you guys doing good!

#

Here is the gif

quasi lynx
#

@little falcon Cam you take a couple screens of the BP itself?

#

Can*

#

The viewport and event graph

restive eagle
#

its a static mesh, not a bp

quasi lynx
#

Ah right

#

Yeah that's weird... I don't know right off the bat but it can't be a coincidence that'

#

s just where you happen to have the directional light

restive eagle
#

yeah somethings fishy, havent encountered anything like that

#

maybe the landscape is below allowed Z. just a guess

modern sinew
#

Can someone help me find why my Join Session node isn't working?

#

I'm following along with the UE4 Blueprint Multiplayer tutorial, and got to episode 11, where at the end, they were able to join in with two different computers. My guest computer was able to find the match, but not connect, and with print statements, I found that it got as far as the Join Session node but didn't connect

acoustic crag
#

Once we report a bug, how long does it usually take to hear back?

lost reef
#

@acoustic crag depends, believe my last bug report only took a day or two

acoustic crag
#

Do we sometimes not hear anything at all?

lost reef
#

@acoustic crag i havent had that issue so not sure. The possible solutions didnt work for me however. Ended up spending about a month figuring out a fix on my own.

acoustic crag
#

I cant open up any large scenes, on my desktop and laptop, which is why i think it could be an operator error if im the only one experiencing it lol

#

like instead of a bug

#

Which is what im kinda afraid they're not gonna answer if it is somethin im doin wrong lol

lost reef
#

Whats exactly happening? A crash? And nah im sure theyd still give you solutions to try

acoustic crag
#

Ive tried everything i can think of, and find on google

#

completely lost

#

updating drivers, changing my page file size, clean install of windows, lowering the engine scale to 1 percent, lowest possible resolution, always the same result

#

I hope they answer lol

lost reef
#

Whats your gpu?

acoustic crag
#

AMD radeon pro duo on my desktop, and a gtx 1060 on my laptop

#

i tried on both, same result

lost reef
#

Have you tries a fresh project and adding the content to it and opening that level on there?

acoustic crag
#

Yeah, i create a project, then close it, go to the marketplace, add it to that project, then open up the project then try opening the map

#

The main solution i found on google was to increase the file size, but that's not workin for me

restive eagle
#

i might have had a similar issue when i tried opening a specific texture. removing it fixed the issue

#

you will just have to find which one

fluid stone
#

is .uproject the only file that actually changes when switching the project over to new engine version?

wary birch
#

Well, you could run a little diff to check that

#

I'd expect plugins to change metadata too

fluid stone
#

my perforce didn't detect anything at all until i checked everything out and reverted unchanged files. .uproject was the only file left on the list

astral summit
#

Can anyone help me? I have a top down project in ue 4.19.2 I want my character facing towards the cursor how do I do it?

restive eagle
#

use that to set your characters rotation

#

start is actor location, target is your cursor

brave pebble
#

Hey, does anyone knows how can i fix this? I'm trying to run Unreal Engine on my Oculus Quest but I keep getting this error

raw tusk
#

@brave pebble do you have the latest version of NDK?

candid falcon
brittle tundra
#

Hello Slackers :), did anyone would know why I have a freeze eachtime a level is loaded in my World Composition... mini freezes it loads and after it's fine but if I go out of range and reenter same freeze 😦 ?

candid falcon
#

its a heavy load

brittle tundra
#

how can you smooth this? Smaller world tiles?

hexed dagger
#

is 8k max that ue4 can take?

#

as textures

pale pumice
#

Ive been working on a project and just jumped to 4.25 , only i cant seem to get unreal engine to register my valve index controllers anymore, does anyone have any ideas what might be wrong wrong?

restive eagle
#

@brittle tundra theres a chance that in packaged game you wont feel the lag

#

atleast in my case i had those hickups only in the editor

brittle tundra
#

oh really ? that's really not reassuring

restive eagle
#

just try packaging and see for yourself, maybe your level is too big. but as I said for me it only happened in the editor

brittle tundra
#

9 tiles of 64x64 with 505 resolution... with a powerful PC I doubt that it's too big

restive eagle
#

then i think its just an editor issue

#

atleast from my experience

plush yew
#

Hi I want to do a line trash from a skeletal mesh with an animation to a landscape, what is the best way of achieving this? My blueprint is outputting that the length of the line trace is 0. Is there a 'landscape type' I can check for? Also I suspect my line trash is hitting the skeletal mesh (I have the trace checking for 'world static') and I'm unsure how this works, is it the physics asset that is registering?

hexed dagger
#

why is my material having film grain

restive eagle
#

its still compiling shaders probably

hexed dagger
#

could it be because it's a 12k texture? should I download the 8k version

#

nah it completed the compile

restive eagle
#

yeah then 8k is max that can be supported

hexed dagger
#

hm ok

#

let me get the 8k version

restive eagle
#

Unreal Engine 4 supports texture resolutions from 1x1 up to 8192x8192

brittle tundra
#

@restive eagle is you "world compositor" sometimes super slow?

restive eagle
#

by slow you mean loading/unloading levels?

brittle tundra
#

nah just to use it... changing layers.... sometimes it's freezing for a while without consuming that much CPU/ram

restive eagle
#

oh yeah, for sure

#

theres too much stuff on the creen

#

try unloading other levels maybe and just keep the one that you are working on

brittle tundra
#

yes yes I don't know if it's my virtual texture setup which is slowing everything down

restive eagle
#

i've used world comp before virtual texture became a thing, so dont know much about it

brittle tundra
#

No one really using it... not that much documentation on the matter but figuring out myself it's quite fun...

restive eagle
#

i think its still experimental

brittle tundra
#

when you have no more red on your screen due to shader complexity

hexed dagger
#

@restive eagle the problem is gone

restive eagle
#

yeah so 8k max?

queen geode
#

you can go way higher with texture resolution using virtual textures and UDIM's on a model

hexed dagger
#

hm yeah but it still lets you import

#

it warns you though

queen geode
#

255k was max I think

restive eagle
#

i dont work with textures so basic google result returned 8k max by default. i guess there should be ways around that limitation like kubab mentioned

hexed dagger
#

nevertheless the problem is fixed

queen geode
#

You can import bigger standard texture to UE4 but maximum displayed resolution will be 8K

restive eagle
#

and yeah kubab you are right, my level designer used a single texture for the whole landscape which was more than 8k

queen geode
#

only UDIM approach will give you higher resolution

restive eagle
#

i remember even his photoshop could barely handle the res πŸ˜„

queen geode
#

Epic has a video on YT and virtual textures and they touch up on this problem

restive eagle
#

but at that time there were no virtual textures, not sure how he accomplished that

hexed dagger
#

@restive eagle do you know why, before I go into a spotlight, the lighting is normal, but if I go into it, the lighting area gets bigger and lights more things

#

is that HDR?

restive eagle
#

um i dont really work with that kind of stuff so my only suggestion would be try playing with these settings https://prnt.sc/siu32h

Lightshot

Captured with Lightshot

#

it looks like it only happens when you probably are inside the inner cone, but as I said i dont know much about that stuff. its better if you ask in #visual-fx (maybe?)

#

also it might have to do something with auto exposure, you can set min max to 1 inside your post process just to see if theres a difference or not

queen geode
#

check exposure settings in post process

modern sinew
#

Can someone please help me figure out why my Join Sessions node isn't working?

astral summit
#

I'v​ ​just test my charactor facing by cursor in top down template

restive eagle
#

thats not what i told you to do

#

target needs to be your mouse cursor in world space

#

but the other part is good, just change the target

fierce forge
#

hi is there a option to make cull distance for actor ?

#

like for trees ?

restive eagle
#

there is a cull distance volume, but i dont think you can use it within a bp

#

but you can place on top of that actor inside your level

fierce forge
#

i want it for a foliage actor 😦

twin orchid
#

Worked yesterday. Al fine. Started UE4 today. It's I have pitch black.

#

Browsed ineternet. Many have the problem Nobody solved it.

#

Wtf?

restive eagle
fierce forge
#

it is not working

restive eagle
#

hmm strange, you sure you clicked on the correct instance when setting the cull distance?

fierce forge
#

yes

#

i didn't clicked on a other one

restive eagle
#

if you click on it again, does it show 0 cull distance or the one you entered?

fierce forge
#

the one i entered

restive eagle
#

ok, no clue then. sorry πŸ˜„

#

if your normal foliage works fine then it has to do smth with instanced actor. tried googling but couldnt find much

fierce forge
#

me too 😦

#

then how i can make cuttable trees ?

#

without actor

restive eagle
#

you can always try restarting your editor. its a long shot but sometimes it helps

fierce forge
#

i did

#

i tried this yesterday also

#

with ue4 4.24 and 4.25

restive eagle
#

i dont think theres a better approach for cuting trees than the instanced actor

fierce forge
#

yep 😦

restive eagle
#

you could manually placed them inside the level, but thats just a lot of busy work and it wont be culled

fierce forge
#

😦

half turtle
#

i hate array shifting...

wet lance
fervent marten
#

hi all, I'm looking for a Niagara VFX artist to do some paid work, specifically creating a magic fire effect that can be spawned from specific points on a skeletal mesh. I can provide more details. Please PM me if interested

boreal yarrow
#

does anyone know how they make the planet in this video?

hoary locust
#

they don't

boreal yarrow
#

?

#

what do you mean

#

@hoary locust is it just a mesh?

#

not a landscape?

hoary locust
#

it's a landscape

boreal yarrow
#

then how is it curved

#

like a sphere

hoary locust
#

he's literally showing you that?

#

he's setting the radius of the "planet" and it curves the landscape based on that

boreal yarrow
#

OHHH

#

thank you very much!

hoary locust
#

he even replied in the comments how exactly this one is made to look like this

#

his username is Hourences

#

"In short the central part of the world, where the key detail and foliage is located, is a large 8k generated landscape from World Creator. Beyond that it are gigantic (millions and millions of units) staticmeshes. Also made in World Creator.
The far off landscape is actually merely a tiling gigantically large square mesh but due to the extreme scale and the fact that the planet is an actual sphere the tiling is not very apparent."

boreal yarrow
#

I see

#

I found his comments, thanks again

dusty marlin
#

Hello guys! Can someone help me understand the Hierarchical Instanced static meshes? Do they cull or always render all of them ? (like Istanced Static meshes)
Is it useful to use them in an open world game? Thank you so much

hoary locust
#

they cull, and they're very useful

#

any foliage you paint on are HISMs

severe meteor
#

hey'all, quick question. How can I ship my Windows build to require admin rights on-boot?

#

our game gets installed to Program Files (x86) and requires admin in order to generate the Saved folders and its content. Without it it can't run the game properly :/

zealous cloak
#

can someone give me tips on how to script a level scene?

#

basically if that happens the user is allowed to do that, after that happened the user can pick up that and so on

dusty marlin
#

they cull, and they're very useful
@hoary locust tysm!

fresh bay
#

I don't know where to ask this but i downloaded bridge and i clicked on "install plugin" for exporting to unreal engine and now it's been stuck on "Downloading latest" for like 20 minutes now

plush yew
#

If I was to make a game my self how long would it take?

#

It’s gonna be kinda like metro 2033

restive eagle
#

depends, can be done in 1 week or 5 years

#

but be prepared to put atleast couple of years

plush yew
#

Yes I’ve already stared working on it

#

Only done making the first couple levels

restive eagle
#

in any case your first project will be a learning one. i doubt that you will reach a point were you could start selling it

#

its very easy to start a new project, but only few % of devs manage to finish it

plush yew
#

I was gonna make a test level like The division but nah

restive eagle
#

working on large scale maps comes with a lot of challanges

#

and working alone wont help much

plush yew
#

It was a small map like a road, buildings on each side and cars

restive eagle
#

well I mean if you are just starting, then dont focus on making a full game.

#

better spend time experiencing bunch of different methods/approaches

plush yew
#

Every time I play divison 2 whenever I see someone unique I jot it down and try to recreate it

restive eagle
#

after you have some experience under your belt, it will be easier to plan out stuff in the future

#

i've only released my first game after using unreal for more than 5 years

plush yew
#

I even tried making a mountain level but some bits are way off

restive eagle
#

just dont try to focus much on releasing the game, have fun experimenting with stuff if its not your full-time job

plush yew
#

I’m experimenting with different assets and mix and match. Might stay with the road level

#

Also I forgot to mention I use unreal engine on the weekends and sometimes on weekdays

drifting geode
#

can someone help me to understand how the replication in the Collab Template works?

not quite understanding whats happing here or when these events get called

plush yew
#

Can anyone help me, I'm trying to do a line trace from an animated skeletal mesh actor down to my landscape and checking the impact point to measure the length between the actor and the landscape but something is going wrong. If I use 'hit actor' it correctly returns the distance between the landscape ORIGIN and the skeletal mesh which is little use but it means it is the landscape getting hit. However the debug lines have a red square on my skeletal mesh and a green line underneath when the red square is supposed to be the impact point.... if I measure distance between skeletal mesh and impact point it gives me 0. I have set skeletal mesh to 'world dynamic' in editor and only trace for 'world static' doesn't help. Maybe something to do with physics asset? Unsure.

half turtle
#

which of the two impact points?

#

the one on the skeleton or the one in the world?

#

(landscape)

plush yew
#

Well I just took 'impact point' from the out hit struct

#

I am confused because the red square is at the start of my line trace which I thought was supposed to stop when it hit something

half turtle
#

are the collision channels properly set? usually collision issues are related to collision channels

plush yew
#

Well I am trying now with the 'visibility channel' thing, my landscape blocks visibility

#

and my skeletal mesh doesn't (when I edit from editor, maybe I am supposed to edit the physics asset somehow)?

#

still not sure why my line trace is displaying anyway it should stop when it impacts as the red sqaure shows

half turtle
#

is the landscape mobile on any way? could be an issue with the collision geometry in the mesh

#

also check your skeletal mesh collision, did you make the proper convex shapes? or are you using just complex collision

plush yew
#

I thought only the physics asset controlled collision

#

I just realised I have very large meshes in my level with simplified collision and I tried to apply gravity to a cube and it spazzed out

#

May be that

#

yeah it is that lol

candid brook
#

Anyone know why UE4 makes my blender model look like a plane crash? (and how to fix it)

#

Or, Blender exporting. Whichever is at fault

half turtle
#

your model normals and triangles are wrongly sided

#

blender is rendering both faces thats why you are not seeing the issue in blender

#

tell blender to render a single side

frail sail
candid brook
#

I've recalculated them in Blender

frail sail
#

its only me or

candid brook
#

I did "normals -> recalulate outside"

fierce tulip
#

@frail sail for me as well, might want to report it

half turtle
#

doesnt mean blender is going to be flawless, make sure to show them manually and verify that they are correct

plush yew
#

@candid brook you can also visualise normals

frail sail
#

can u report ? i dont know how to report

wary wave
#

anyone have any experience creating a custom editor within UE4? Specifically I'm looking to create a tree structure, something not entirely unlike what Dungeon Architect has

fierce tulip
#

the link for it pinned in this channel. (for bug reports)

#

not sure hwo to go about docs-reporting though

candid brook
#

yep, sure enough the normals are pointing inward. I can see the faces rendered if I clip the camera inside

wary wave
#

I'd google for information on such a thing, but well, good luck finding anything with generic terms :/

fierce tulip
#

ill nudge em

frail sail
#

i was reported about bug for ue4 but didnt get reply back. and still cant see on issues site

#

idk it doesnt work for me, anyway thank you

fierce tulip
#

i dm-ed the community-peeps, they'll take a look at it once they are at work

heady quartz
#

Is UE5 going going to have a new UI? I know this is not Ue5 but damn, i wish this is a thing

wary wave
#

so much wasted space in that

#

UE4's editor window is bad enough for that as it is

rocky radish
#

hopefully there will be a flat design option

wary wave
#

still looking for more up to date info

#

(it's also 4 hours long, which is much less than ideal)

pale raven
#

Please help me out how to fix this error

wary wave
#

that error says your GPU crashed

#

it's a hardware problem

plush yew
#

Hi everyone, i want to install ue4 vaults to somewhere else. If i change vault cache, will location change? or should i do something else?

pale raven
#

I change my GPU

#

1080ti to rtx6000

#

Still same issue

stoic yew
#

hello all. Im in need of help before i can switch from unity hell to unreal heaven. I have some character skinned meshes that i need to combine. in unity i have the third party tools to combine them but when i export them out it produces a messed up mesh. The characters individually have over 30 parts... not just armor ect.. its a performance killer without combining. so my question is how can i combine them inside or outside UE4 without losing data? i know there is a feature in UE4 where you can combine at runtime. but its a c++ only feature and im not familiar with C++. also i prefer to combine in editor.

#

prefer to combine in editor instead of runtime.. is what i mean

sleek bone
#

Hey! Im new and I was wondering, how much better is a c++ game compared to blueprint only?

stoic yew
#

the EU4 forum answers that question many times

sleek bone
#

I learned blueprint and unreal and the only thing left is c++

#

oh ok

restive eagle
#

if you know bps then it will be easier to move to cpp

steep ferry
#

Hey guys i wanted to ask

#

what are Encryption keys for?>

sleek bone
#

ok thanks!

plush yew
#

@heady quartz is that a reskin?

calm sphinx
#

Tell me one thing not broken in documentation

#

lol

plush yew
#

@calm sphinx wdym

calm sphinx
#

Someone removed his message back

#

He was asking why images are not appearing in texture streaming documentation

fringe orchid
#

why do I get this error when try to change material to the landscape. It happens with every material I try and I cant find a fix online :((

ember shadow
#

Hey guys, just a general question, should i build my level out of static meshes or BSP boxes. The base level will just be walls and floor as its a istrometric game

fierce tulip
#

static meshes

clever arch
#

Hiya, does anyone know of any good lessons on Unreal AI and behvaiour trees etc. I have followed the simple ones on Epics site but i want something that can explain it in a nicer way and not so hand fed

plush yew
dawn kelp
#

Hi
I just came Back to Unreal from 4.19. Updated to 4.25
Did they remove the "Run dedicated Server" checkbox? How do I achieve something like that now?

serene birch
#

@plush yew this is totally a FAQ πŸ˜„

plush yew
#

I have googled this so much yesterday, still no answer

serene birch
#

mostly, you either merge your modular geometry in a single mesh, or you stick to dynamic lighting, or you hide seams with other models, or you can try the GPU based light baker

plush yew
#

But I'm following a Udemy course and when he builds the lighting he instead gets what you see on the first image

serene birch
plush yew
#

In his case it seriously goes from 2nd image to 1st

serene birch
#

never tried that last solution myself though

plush yew
#

Unreal has GPU based baker???

#

Or is it third party

fierce tulip
#

luoshuang's gpu lightbaker is inside the engine as of latest few versions

serene birch
#

though it's a version that requires RTX card isn't it?

plush yew
#

I actually have, RTX 2060 in my laptop

fierce tulip
#

iunno, never had the opportunity to play with it

plush yew
#

If I wanted to use fully dynamic lighting, I just don't build the lighting right?

#

I'm new to Unreal, decided to switch from Unity

serene birch
#

rather you make the lights non static

plush yew
#

Yeah that's all right?

serene birch
#

there's also an option in your project to flat out disable lightmaps

#

so you cannot have those baked by mistake

#

or maybe you can set it on a per map basis too

plush yew
#

How do I add epic's gpu lightmapper?

#

https://forums.unrealengine.com/development-discussion/rendering/1729277-epic-s-gpulightmass/page2 they're talking about it here, he works for Epic now and says epic's one doesn't use his old algorithms

restive eagle
#

on the first page they have steps on what to do

If you want to test the GPULightmass prototype:
`

  • Download dev-rendering branch from GitHub and build it.
  • Enable ray tracing (including switching default RHI to DX12 and check 'ray tracing'. And having a DXR capable graphics card with Win10 version >= 1809).
  • Enable virtual texture and virtual texutured lightmaps in project settings (optional, yet without this realtime preview in editor will be unavailable).
  • Enable GPULightmass plugin and restart the editor currently no UI has been setup, so just a bunch of console commands r.GPULightmass.xxxx controls parameters and finally, ToggleLightmapPreview to start GPULightmass in editor.
  • GPULightmass throttles itself when the level editor viewport is realtime. To make it run at full speed, uncheck 'realtime' in the viewport options.
    `
plush yew
#

I see

#

Will this be a part of 4.26?

#

I have an RTX 2060 laptop with an i5 cpu, man this will be such an improvement haha

hallow compass
#

Does anyone use World Creator?

potent veldt
#

@hallow compass yep a bit, why ?

restive eagle
#

@plush yew i think yeah

covert pollen
#

is there any benefit to using an emitter for bullet casing ejection on weapons, rather than lets say just a static mesh component?

serene birch
#

cheaper overall if there's many of them?

covert pollen
#

if i have to spawn one manually on every shot though, would it matter much

#

are emitters more optimized in terms of meshes like that

lucid socket
#

You'll be paying object overheads if you use components.

placid arrow
#

it was working, now its not

hallow compass
#

@potent veldt Have you used heat maps etc to add material layers within unreal?

covert pollen
#

@placid arrow i get similar issues when my editor crashed and i leave the crash reporter open

dusky hound
#

Anyone seen any actual in depth explanations of how the few features in UE5 work?

fierce tulip
#

not yet

maiden swift
#

Epic will release tech talks about it soon.

fervent nacelle
#

The info seems to be slowly coming out, too

placid arrow
#

i solved it, im not sure how it makes a difference, but if i launch the process with AutomationToolLauncher.exe instead of AutomationTool.exe, it works

fervent nacelle
#

just gotta be patient

placid arrow
#

i guess one of them is a simple wrapper around the other that lets it replace itself

fervent nacelle
#

I'm trying to adjust my work flow on preparation anyway

placid arrow
#

but ive not upgraded or anything and it worked before, must have just been getting by thru some fluke race condition

dusky hound
#

Okidokis, it makes me twitch when they show things without explanation, I shall waite

placid arrow
#

automationtool seems to not be particularly well documented tbh

fervent nacelle
#

Tell me about it, been perfecting my development pipeline only to have it completely changed XD

twilit hill
#

so many years and still no proper road package on the marketplace, only outdated stuff or things without proper intersections or spline setups kappaross

#

is there any kind of package outside of the ue4 marketplace for roads?

#

i remember there even was a plugin at one point, but it was outdated before i searched for roads the first time like 3 years ago

tender flume
#

the more LODs there are, does it use more memory?

#

example: 8 LODs for an object

plush yew
#

if you do now what you can add to your DefaultEngine.ini or DefaultEditor.ini or DefaultGame.ini go to the Unreal engine folder and check the .ini files under Engine/Config/ to see a hint of what all the ini-files beginning with Base is doing πŸ™‚

lucid socket
#

@tender flume Yes.

dusky hound
twilit hill
#

that is literally one mesh, no intersections or anything

dusky hound
#

oh right right

twilit hill
#

ive checked the marketplace up and down today for 3 hours and looked into the packs

#

:/

dusky hound
#

you need actual proper road tool thingy

twilit hill
#

its a shame, thats something alot of openworld games could use, and people (including me) would pay good monehs for it

vital cosmos
#

how do you vertex paint on spline meshes

#

I can only select static meshes

twilit hill
#

yeah, i mean i know how to make one, but i also know it will take me a good 2 weeks to finish it properly, with exit ways etc.

#

always better to pick up on something and customize it πŸ˜„

dusky hound
#

I wonder how hard it might be to build a spline tool that would join, repeat, and fade blend meshes...hmmmm

twilit hill
#

not too hard, you keep an array of these things

midnight gate
twilit hill
#

@vital cosmos yeah, these are city roads with bus lanes and one huge intersection, but with the default spline tool (not a customizable bp with exits/to snap on etc.)

#

everybody can use the spline tool, but what do you do when you need to make an exit lane πŸ˜›

#

you have 2 snap points suddenly, so you need some functionality behind that

tender flume
#

@lucid socket so whats the recommended amount for LODs?

#

3?

plush yew
#

Can I get worldposition of skeletal mesh instead of capsule component? Is there a difference?

lucid socket
#

@tender flume It doesn't have to be uniform, it depends on the asset itself.

pulsar badge
#

Has anyone used the Extile asset on the UE4 marketplace before?

midnight gate
#

how do i stop my sprite from rotating?

#

every time i go left or right it rotates

#

but i want to play 2 other sprites when this happens

#

i just put a flip book on a 3rd person template

potent veldt
#

@hallow compass I don't know because I use it with maya :/

little falcon
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@quasi lynx Thank you, i am not using any blueprints, just a very basic scene.

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@restive eagle my landscape has some part below 0, but isn't that common since the landscape always have some displacement?

restive eagle
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hmm, never had this issue so cant give you any other suggestions. its just weird that all the stuff goes into the same place

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maybe create a new map and see if the same issue persists

little falcon
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it seems to stick to some specific position

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i will upoload a new capture

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all floating in the same Z level

restive eagle
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same issue with a clean new map?

strong grove
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Hey did anyone mess around with the demo project for VR in unreal? Im trying to get the trigfer button to do things but no luck

little falcon
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sorry i am pretty new to UE, do you mean using a new height map for landscape?@restive eagle

restive eagle
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no, just make a new empty map

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and test it there

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in worst case scenario you can move everything to a new map

little falcon
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OK, let me try

restive eagle
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theres also a trick moving objects to the ground. press "end", but in your case they still might stay stuck in the air. no idea why this is happening

little falcon
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the end key not working

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i have tried it yesterday

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Well. seems i messed up my project for now.... LOL

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πŸ˜…

restive eagle
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yeah happens sometimes, if its works in a new map. just move everything there πŸ˜„

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other than that, no clue

little falcon
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so a new map is a new height map right? not a new level

restive eagle
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im talking about a level

little falcon
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oh.. i will try a new level

grim ore
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look at your grid snap level in your viewport, its set to 5000 units @little falcon

little falcon
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Oh!!!!!!!!!!!