#ue4-general

1 messages ยท Page 746 of 1

ember raven
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i mean qualities like that

devout gulch
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they got compression working for it

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and it is really good

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I wouldn't worry about size of games

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which are using UE5

leaden dust
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eh I live on 4 mbit internet

fierce tulip
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you just missed the "more polygons doesnt mean a lot more filesize, also you dont really need height/displacement/normal/ao maps (depending on situation) so you save filesize elsewhere" comment

leaden dust
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I would

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4mbit download is so outdated by now

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its kinda insane

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but isps' dont give anything faster here without burning a hole in the pocket

ember raven
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then why is it difficult to make games like tech demo, same question for unreal engine 4 tech demo

leaden dust
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who said it was difficult tho?

devout gulch
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resources

ember raven
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cause people say its tech demo so they said its impossible to develop actual games like that

leaden dust
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and even if you increase the polygon count

devout gulch
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it is always down to time and resources

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with UE5

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it actually

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should be >easier< to develop games like this demo

leaden dust
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animation quality is still not up to par with quality of meshes

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in my opinion

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and sounds too

devout gulch
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preapring content for game just took way to much time

leaden dust
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all areas of realism should be given equal attention

devout gulch
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now it will quite a bit automated

leaden dust
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you can't do stuff with just high poly mesh

wheat hare
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Well I mean... There is a way to get 100% realism, everything else has tradeoffs.

leaden dust
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it will save a lot of time tho

stray smelt
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can someone explain why the SSD is so useful in the PS4 tech demo? what exactly are they using it for? do they utilize the SSD as ram or why is this different now than "regular"/current SSDs?

leaden dust
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tl;dr on my opinion: won't increase graphical fidelity much, but will save a lot of time

fierce tulip
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lol

rocky radish
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ps5 is pssd now

fierce tulip
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@stray smelt its loading and unloading from ram in insane times

stray smelt
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from both video memory and ram?

leaden dust
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consoles use gddr ram for system memory too right?

fierce tulip
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and probably loading onto gpu in insane times as well

leaden dust
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consoles have shared memory if I remember right

fierce tulip
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we. need. more. tech. videos. :p

leaden dust
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for system and gpu

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btw since moderator is on

stray smelt
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so 3d/2d data is stored in ram -> loads to SSD (really fast) which is then processed by GPU (faster, due to said ssd)?

leaden dust
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do you know resources for ue4 modding?

rocky quartz
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hi all ! do you know where we can get the ue5 demo for pc ?

fierce tulip
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not for another year

leaden dust
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how do you plan on running demo without ue5 or ps5

rocky quartz
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not the engine, the technical demo shown a few days ago

fierce tulip
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again, not for another year

rocky quartz
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i saw that someone get it and ran it on a pc for press

stray smelt
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what I don't get is, is there an architectural difference in this ue5 demo? like does it load data in a different order/way than ue4? in terms of relationship between ram and ssd

rocky radish
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we can't really know if we don't have ue5

stray smelt
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does it essentially use the SSD as ram?

fierce tulip
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ยฏ_(ใƒ„)_/ยฏ

rocky quartz
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:p

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I would like so hard to test it but i maybe need to be patient. Dreams dreams dreams

copper flicker
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howdy.

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did you guys notice Unreal deletes the Saved folder after each rebuild?

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is there a way to make that Stop?

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O o

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I have the latest 24 version

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dunno about 25

radiant haven
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Hi, I have an explosion particle, I spawn it with SPawn Emitter at Location and yea it spawns but it repeats itself instead of justone

hollow fjord
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How do I get multiple people on one project?

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(We are not on the Same WiFi)

rocky quartz
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do once ?

vague heron
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can anyone help me add iron belly animation to the fps template?

fierce tulip
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cascade? required module > loop 1

fierce forge
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hi , if i'm trying to use steam on ue4.24 is working but on ue4.25 is not , how i can resolve it ?

hexed dock
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say I'm working in the editor and I have an object rotated, but then I realize I want to rotate it a little more, but relative to its current rotation - is there a way to do that? I don't mean at runtime but in the editor. The annoyance is that if I want to do that now, I have to figure out how much to rotate it on multiple axes.

dim arch
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uh you can type +/- in the rotation fields?\

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or do you mean using world/local transforms?

hexed dock
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@dim arch you could call it a local transform, yes. But at design time. Say I have rotated it on multiple axes, and then I realize "oh crap, it's all at the perfect angle but upside down". So then I'd want to rotate it 90 degrees on the world X axis

dim arch
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well you can use the rotation fields in combination with the different reference frames (world/local) etc

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if you right click an actor in the viewport it has some transform macros like mirror, rotate 90 etc

hexed dock
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how do you change the reference frame on it? I'm a bit of a noob.

dim arch
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in the viewport top right where you control snaps settings, there is a world/object toggle iirc

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also maybe possible in the transform properties

hexed dock
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thanks, that's EXACTLY what I want!

dim arch
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np

plush yew
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hi, how to add this node?

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What keywords should I search for?

neat forge
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Anyone know how I can add a physical material to a landscape with shaders like brushify?

tender flume
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what is culling used for

whole quarry
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For culling meshes

ashen ermine
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Hey, just reorganized my project and cleaned-up a little bit but I've got some "rogue" materials (i guess) It's recompiling ~1700 or something shaders every restart. Any idea on where to start looking? It's a fairly large project with 200+ materials only for particle effects, so going through all mats would b a nightmare...

warm hinge
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Hello there,

I try to place a widget in the world by:

WidgetActor
--> WidgetComponent

The WidgetComponent is configured to be rendered in screenspace.

All working fine, BUT:

I assigned a custom trace channel, which is recognized by getHitResultUnderCursorByChannel, if the widget is displayed in worldspace.
As soon as I activate screen space it won't recognize hits anymore.

Does anyone have a clue what I might be doing wrong? Is screenspace interaction w/ a widget component even possible?

ashen ermine
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@warm hinge what's the visibility setting on your widget? Set it to "hit test invisible"

somber quail
warm hinge
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@ashen ermine Nope.. collision of screenspace widget not recognized

ashen ermine
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This is a floating text widget I also have in screen space, just like you (if i understand correctly). It doesn't get picked up by traces because it's "non-hit testable". Otherwise, yes, interaction with such a widget is possible - it's kind of the point sometimes.

warm hinge
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Yeah, I want it to interact... that's why I had hit tests enabled on it... but for whatever reason those hittests do not work with a custom channel

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Do you also host the widget in widget component on any actor?

plush yew
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@somber quail yes,but i want change it by trigger.

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like this

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i can not create this 'SET' node

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๐Ÿ˜ซ

ashen ermine
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@warm hinge I remember I've had a project in which I did what you want (now I understand). You want it to interact - say, hover over something, it pops up and you can click it or whatever. It will only respond to the visibility channel as far as i know & remember, you can't change it's collision to something else, unless you use a workaround like a collision box around it which moves in worldspace in such way as to compensate for the widget's screen space - but that's alot of work/trial error imo.

warm hinge
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Okay, thank you nonetheless ๐Ÿ˜›

ashen ermine
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np ยฏ_(ใƒ„)_/ยฏ

warm hinge
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Solved it differently now, if any body is interested:

Structure:

ComponentRoot
--> WidgetComponent (Screenspace, HitTest-Invisible, Size To Content)
--> Box-Collider (Adjusted to size, proper trace channel set) 

The box collider handles world space collision and hittest, while the widget component in ScreenSpace is now just decoration.

maiden sundial
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Is there a way to get the thumbnail from particle systems ?

steady owl
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I wonder if UE5 will have redesigned UI or if it'll be mainly the same as UE4 visually with the added features

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I don't think it will be same leap as it was from UE3 but I could be wrong

cursive hare
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Hey,

anyone knows what would be the best management settings for landscape for a battle royale game.

fierce tulip
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there has been some work on the UI in ue4, I do think they'll give it some tweaks. I personally prefer it if things do not change too much, but im an old fart. i dont like change :p

rigid viper
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Any body know how to hide &show bone of weapon clip magzine

mint umbra
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Can I tie a mesh that has no bones to my player's hands? In this case the reins of my horse; I want the player to hold the reins. Using IK, I attached the hands to the reins, but the reins are clinging to the horse (physics) so it looks weird. Any way to attach the reins to the players hands without adding a bone to the reins mesh? The mesh is incorporated with the skeleton of the horse

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The reins would still need to attach somehow, or would adding sockets solve that? I want the reins to hang from players hands

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Hmm, gotta check that

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Think theyre parented to the horse skeleton

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Hmm... okay, interesting. How on earth would I do that? ๐Ÿ˜…

cursive hare
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Hey,

anyone knows what would be the best management settings for landscape for a battle royale game.

final turret
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Why does my camera move way more than the animation of the head when I socket it to the head?

mint umbra
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Oh I just invert the logic? I'll give that a shot

neat forge
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The longer my game runs, the lower the FPS drops, anyone know a good tool that I can use to figure out whats causing this?

mint umbra
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@plush yew So the reins are parented to the horse skeleton. So to be clear, I should add sockets to the reins and in the horse anim BP I should get those socket's location per BP anim update and reference that location in an IK? Then I can reference that variable in my rider's anim BP and attach the hands to that location?

Not really sure how I can IK-move the actual reins when there's no bones to it, I didn't know sockets could alter the mesh's location, but were mere locational references?

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Wait... the skeleton actually has bones for the reins ๐Ÿ˜ฎ

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That makes it a lot easier. I guess I can then just get a reference to a specific location where I attach both reins and hands? ๐Ÿ™‚

digital anchor
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Would anyone know why changing my character mesh, then setting physics enable explodes the physics asset, when otherwise that same mesh would work fine?

sterile idol
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What do you guys think are absolutely critical tools and plugins?

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lol

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I hadn't noticed that at all ๐Ÿค”

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It is a little, but not too bad.

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At least it's ready to roll immediately, just in case.

somber otter
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Hi everyone, I need some help please
In UE4.23 I have 2 screens in the same scene, how to play in each screen a different video at the same time when I press play?
I've already loaded the texture (video) in the 2 screens and made a blueprint for the video but could not make it play at the same time.

sterile idol
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You used the same event and linked to both players/screens?

wheat hare
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Yeah, this ๐Ÿ‘† you can fire both off the same event or use seq

somber otter
mint umbra
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It only happens when running a whole-body slotted animation montage.

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So it works just fine when the rider is moving (in which case the procedural animations run a montage slotted to the neck and up which ignores the reins bones) - but not when running fullbody montages. Any tips on how to prevent that? ๐Ÿ™‚

bold aurora
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Hey there, during the collaboration via Github we encountered an issue, the umap files get corrupted while commiting to master, can anyone tell how this issue can be resolved ? Or any other convenient way to collaborate with teammates ?

lethal briar
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Hi all! I was watching a tutorial when a qoustion hit my face: what the heck is the difference between "GetWorldTransform" and "GetWorldLocation"? Because i read that the transform means basicly, that thats an object reltive space. But now the world transform???

lime sorrel
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is there any way to just copy an .umap file to a packaged game's content folder and load it?

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When I tried to do it a while ago, the map showed up in the list of maps but when i tried to open it the game crashed.

bold aurora
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@plush yew Okay, thanks ^^

mint umbra
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@plush yew Oh, I see... How would I slot out the specific bones? I understand the logic of blending animations to the horse's head to apply animations using slots, but this is unexplored territory for me ๐Ÿ™‚

lethal briar
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Thank you lorash

topaz brook
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what exactly does ERROR: No target name was specified on the command-line. mean? When i open a brand new project in 4.25 and try to package it, i get this error

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Er... Nevermind. It looks like you cant name a project 'test' and package it... Interesting

tired lynx
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hey gang! was wondering if anybody could kindly point me in the direction of some tutorials in unreal focusing more on 3D artwork, environment art, cinematics, and animations? iโ€™m not interested in game dev so would ideally like to skip over that entire part of the learning process. long time 3D artist on c4d/blender and am quite experienced, so itโ€™s mainly the different workflow that i need to learn. just needing the engine for eventually creating some vr environments for my art degree! any help would be greatly appreciated

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also if there are any content creators or livestreamers who share their creative process and do things like kitbashing etc i learn pretty quickly from following along with that kinda thing

lethal peak
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Just learn the basic of UE4 it's enough for basic vr environments, use udemy

wheat hare
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+1 for udemy and +1 for VR

floral arrow
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hey, my ue4 crashed and i lost some work is there a way to load from a autosave

keen moss
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@floral arrow when you reopen unreal if there is any auto save it will prompt you to load from there

frank oar
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Is there an easy way to apply decals ?
I have looked it up on youtube and they all seem so long winded, is there a way to drag and drop them onto a surface ?

patent vortex
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Buildtools.exe is write protected and I cant compile my games source because of it, when I try to disable read only It says I dont have permissions. Any ideas?

mellow pebble
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Is there an easy way to apply decals ?
I have looked it up on youtube and they all seem so long winded, is there a way to drag and drop them onto a surface ?
@frank oar If you have a decal material made you can drag and drop the material into your level and it will create a decal actor

frank oar
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thank you @mellow pebble!
can that be placed on top of another material?
If say.. I wanted a box which already has a material to have a logo in the top left corner ?
lastly, will it take the form of the object if the object is curved ?

mellow pebble
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The decal actor should be able to rotate and scale just like a mesh. I believe it will go on top of other materials just like you'd expect, pretty sure it assumes the surface's normals too

frank oar
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thank you for all the info! i will experiment with that now!

sacred sluice
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Hi Guys! Is anybody know how it made? Leon shooting in zombie body and the body is torn apart and its internal organs leak out. It's done in an unrealistically cool way. I can't even imagine how this could be repeated at least partially in the game.

dusky coyote
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Hello everyone...I'm not sure where to go for this(like which channel) but im looking for some help with cloth and collisions...I'm really struggling and have searched the bowels of the internet >n<

patent vortex
dusky coyote
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thank youu ๐Ÿ™‚

sacred sluice
versed bluff
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@plush yew in any non vr project, open the plugin browser, disable the steamvr and oculus vr plugins, restart
those should really come disabled in non VR project templates

storm venture
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my friend cant run 2 ue4 builds at once, but I can, anyone have any idea why that might be?

frank oar
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I am learning to make decals...
I just made a new one, all I did was choose a base colour..
I chose bright red.
Yet when I use the decal in the level I get CREAM TILES XD
WTF happened ?

grim ore
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@frank oar What does your decal look like?

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the material itself

winged crypt
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Why do images render poorly inside of widgets at runtime? Left is in widget designer, right is during runtime looking at the same widget.

Texture is set to UserInterface2D compression.

grizzled fox
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Guys

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I honestly can't find the shortcut

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What button do I press to see the navmesh in my level?

winged crypt
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@grizzled fox P

grizzled fox
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This one, rather what

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Thanks bro

frank oar
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Must be because the tutorial is old @grim ore Because I changed the opaque to transluscent and it worked seemingly as intended XD

grim ore
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@winged crypt it looks like its being stretched, what is the source image resolution and what is your resolution when testing?

winged crypt
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Image is 819x2304 (thin, tall as shown below). The widget is scaled to 1280x720 and displayed on a 3d widget component

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@grim ore

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The draw size for the widget component is 1410x900

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No additional scaling.

coral spire
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Does anyone know the cost of accessing UDN? I see you need a custom license for it, perhaps that has an NDA... just wondering if it's at all accessible by a small team that can only afford a few grand for it

winged crypt
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I'm not very good at widgets so I may be doing something wrong, but based on this info I'm assuming there should be no stretching that causes pixelation

grim ore
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IF you put that image in a normal viewport widget, not in the game world, does it still look wrong?

winged crypt
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sec

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no

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looks great that way

grim ore
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ok so I want to say its due to the scaling and widget size when using 3d widgets,

chrome cedar
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hey guys ๐Ÿ™‚ I have a pretty newby question. Iยดm still having lightbleed in my scene even though my lightmap density is already red. how am I supposed to setup my room?

lilac swan
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This is my first time using this engine does anyone have tips cause I'm lost

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completely

foggy zenith
lilac swan
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thx

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it also crashes my pc a lot

grim ore
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@winged crypt I can say I took that first image you said was bad, clipped out just the left, put it in an image on a widget (image as the only item in the widget, as the root), added that to a blueprint with a widget component, sized it to 500x500 and put it in the world and it looks fine to me

winged crypt
grim ore
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@chrome cedar You would not have an edge is how you fix it, have a solid blocker more like the 2nd picture or make them both 1 mesh

winged crypt
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Here's the original just in case

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But,

frank oar
foggy zenith
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@frank oar lighting intensity?

chrome cedar
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@grim ore alright! ๐Ÿ™‚ thanks a lot!

winged crypt
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@grim ore Here's how/where I'm displaying that image (along with a few others similar to it). Maybe this is where the problem is, then

grim ore
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no I put that image into my project and the same issue, the one I clipped was fine

winged crypt
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wait

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it's blurry when you use the recent one I sent you?

grim ore
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yep looks fine in the editor but blurs when playing

winged crypt
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hmm

frank oar
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@foggy zenith I was hoping this would act like a sticker.

winged crypt
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maybe because it's a PNG-24? your screenshot may have been jpg or something

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would that even matter?

grim ore
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it might thats what I am testing

winged crypt
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testing on my end as well

foggy zenith
frank oar
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is there a way to stop it interacting with light I wonder...

grim ore
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yep its the image size trying to scale

frank oar
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thank you for the link! @foggy zenith

grim ore
winged crypt
grim ore
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so my widget component has the matching draw size of the image I am showing

winged crypt
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ohh your widget size

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hmm

grim ore
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you can also check Draw at Desired Size

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so with your layout it must be due to you not showing it at a 1:1 pixel ratio

winged crypt
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I'm not sure how to solve this because I have 5 of these images inside this widget. Then this widget is parented to a larger widget.

grim ore
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try checking draw at desired size in the widget component?

winged crypt
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I did, the 3d widget disappears

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sec

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when I set the 3d widget component's resolution to == the resolution of the 5 images, it gets scaled up like this but the 5 images inside stay the same size and are still just as blurry

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But the widget's 'draw size' is modified in the actor with the widget component to make it thin enough to fit the tabs without any extra space

grim ore
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๐Ÿ˜ฆ

winged crypt
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:C

static ingot
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german?

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anyone?

frank oar
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what specifically ? @plush yew

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I see, you lost me at "very advanced" XD
but I am sure there will be someone here able to help you!

static ingot
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How do you do that? when you make a car assembly game. Because the car can be seen wherever you want. is it regulated by BP or? Well, yes, but I am wondering how to play a game like "My summer car" there you also build your car. And how does that work with e.g. to mount a tire with screws if not screwed on how does it work?

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i am new in ue4

little falcon
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I cannot see any light actor in this sample scene, but it still lit up, where i can i find it?

frank oar
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I wish I could help you @plush yew
I have made a few animations in blender but havent even learned to weight paint yet :/

little falcon
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Seems to be i did not rebuild the light...

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๐Ÿ˜…

timber mountain
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i have a strange problem in ue4 lighting build ๐Ÿ˜ฒ๐Ÿ˜ฒ in middle of building when its on 20% my monitor turn off and my graphic card fun works very fast with a strange sound ๐Ÿ˜ฒ๐Ÿ˜ฒ๐Ÿ˜ฒ๐Ÿ˜ฒ๐Ÿ˜ฒ i fear and restart pc ๐Ÿ˜ฒ๐Ÿ˜ฒ๐Ÿ˜ฒ๐Ÿ˜ฒ๐Ÿ˜ฒ is it common ? or its a problem ? should i wait several mins ?

static ingot
#

can anyone help me?

timber mountain
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i have nvidia graphic card. i didn't have this problem until yesterday. its very wondering ... i try to update my graphic, thanks for remember.

weak hemlock
#

Hey, I need to move the entire 4.25 engine installation to another SSD, how should I approach it? mklinks? copypaste and change some settings?

grim ore
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delete the old one and reinstall it on the new drive

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assuming you want it to easily show up on the launcher, if not just move it and run the version selector program

weak hemlock
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Not fun redownloading 68GB of data, ye

grim ore
#

its not 68gb of data

weak hemlock
inner cloak
#

@gleaming narwhal I'm trying to do a cool tutorial made by epic a few years ago and the assets for the tutorial are too old .. is it possible to get a new set of those that works with 4.24/4.25 ? Title is : Using Splines & Spline Components | Live Training | Unreal Engine. And here is link to Tutorial: https://www.youtube.com/watch?v=wR0fH6O9jD8

In this Livestream Tutorial we'll show how to use both Spline and Spline Mesh Components to construct an easy-to-use racetrack generator tool in UE4. Viewers will learn about custom structs, functions with local variables, using for loops, and much more!

[00:00:45] - Google D...

โ–ถ Play video
static ingot
#

How do you do that? when you make a car assembly game. Because the car can be seen wherever you want. is it regulated by BP or? Well, yes, but I am wondering how to play a game like "My summer car" there you also build your car. And how does that work with e.g. to mount a tire with screws if not screwed on how does it work?

inner cloak
#

Guess i was too late ๐Ÿ˜ฆ

grim ore
#

@weak hemlock install size is not download size

weak hemlock
#

Ye I know, but should be like 30 GB. Gonna try changing the .dat file instead

outer saddle
#

@weak hemlock I used mklinks for this on 4.23 and it showed some instability. Fresh install is more reliable.

frozen pond
#

question, there is instancded static mesh, but as i see this can't simulate physic, is there any replacment ?

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i want to spawn multiple static meshes

ashen ermine
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@frozen pond If you are sure ISMs can't simulate physics, then no, it's either ISMs or SMs afaik

sacred sluice
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anybody know how to do something like this? I managed to make tear-off limbs, but they're disguised inside mesh limbs. But how to make the intestines come out when you shoot a shotgun, I don't understand. Can somebody give me some advice on how to do that?

little falcon
#

I have 4 light, and i wanna copy one of the light setting to all the other, is there any way to do it quickly?

static ingot
#

How do you do that? when you make a car assembly game. Because the car can be seen wherever you want. is it regulated by BP or? Well, yes, but I am wondering how to play a game like "My summer car" there you also build your car. And how does that work with e.g. to mount a tire with screws if not screwed on how does it work?

grave spruce
outer island
#

Hello everyone

#

I had a question regarding character animation

timber mountain
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@plush yew my graphics driver is latest version.
i reinstall it and test it again, problem is not fixed.

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can i delete ue cache in appdata folder ?

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or it may corrupt my project

grave spruce
grim ore
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@static ingot you would make it piece by piece. You can attached pieces to another or weld them together as needed in engine. Its just designing systems and using them

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@timber mountain the cache files in appdata are all temporary as needed, if you delete them the engine will remake them the next time it needs them

sacred sluice
#

it is another level of gore system

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it is amazing

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@grave spruce Klian's Gore System or another in Unreal store it is Kindergarten compared to what the Japanese did. I'm just curious, how did they realize the guts? Did they put organs in each mesh in advance?

grim ore
#

@plush yew no you can adjust the parameters on a material on each item independently, it will set the parameters on the instance on that object itself

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assuming you do this at runtime, at design time if you are just editing a single material instance then yes you need more than one

sleek solar
sacred sluice
#

@sleek solar Wow!!!!

grave spruce
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it a very complex technique

fierce forge
#

is there a way to make 2d particles in ue4 ?

#

for 2d games

sacred sluice
#

Thank you, Gyus!@sleek solar @grave spruce

solemn orbit
#

Hello

#

i have a question

#

i have a weird bug

south ridge
#

Please tell us your question and your weird bug

solemn orbit
#

i have this sequence menu screen

#

thats the blueprint so it starts the sequence at begin play

#

but

#

and i deleted all cameras execpt the one for the sequence

#

can someone help me with this problem?

potent dirge
#

try pluging the sequence player into return value

solemn orbit
#

okay i will try

potent dirge
#

oh u can actually skip the sequence player altogether and plug straight into play looping

#

since you're using the create sequence player node, you're doing the same thing twice which may have been the problem

solemn orbit
#

i will try that

#

still doesnt work

#

i am having these problem since 2 days

potent dirge
#

Why are you using the set view target with blend on begin play?

solemn orbit
#

i was watching a video how to do a main menu with a sequence playing

#

i really dont know what this function mean

#

i understand a little bit

potent dirge
#

is that cam, spawncam1, the same one that is in the level sequence?

solemn orbit
#

yes

potent dirge
#

skip the set view target with blend and plug straight into the sequence player and see if that works

solemn orbit
#

like that?

potent dirge
#

yes

solemn orbit
#

nope still the same problem

potent dirge
#

ok then it must be something in the level sequence, because i replicated that and it works for me

#

you have more than one camera in the sequence?

solemn orbit
#

nope

#

only one on the entire map

#

and thats the spawncam1

#

thats the sequence

potent dirge
#

ok that's an easy fix lol

#

your sequence is longer than your camera duration

#

drag the camera until the red line at the end and ur fixed ๐Ÿ™‚

solemn orbit
#

how do i extend the cam duration

#

okay

#

i will try

potent dirge
#

just grab the side of it and drag

solemn orbit
#

yep now it works, thank you!

potent dirge
#

i find it's always just a simple fix after so much effort lol

frosty heron
#

what's the difference between a widget and a hud blueprint? If I can add a widget directly to the viewport, what's the motivation to create or use a hud blueprint?

little falcon
#

My viewport looks quite blury

#

i am following a video tut, and my viewport looks way blurry that the video. We all use preview lighting quality

#

especially the corner

grim ore
#

@frosty heron HUD is the older system, you really dont need to use it anymore but it is a good central object to build your UMG in as you can always "get hud" from most places to easily get at it. Also the HUD system has nodes for doing debugging draw and text which is handy if you need it

feral folio
#

I kind of want to know what the stipulation of using Unreal are. Like is it free to use but if you want to sell you have to turn over 5%

grim ore
hollow path
#

Hi I'm new to UE4 and using some YouTube videos to learn. Been doing brush/geometry stuff and all these videos showing how to use the pen tool to make my own geometry. Sounds cool except I can't even select the pen tool at all... Any idea why? I'm using the latest 4.25

feral folio
#

thank you

grim ore
#

There are a few different things in there so we cant just say one thing, like a content creater or a contractor will have different rules compared to a dev selling thru steam or even the epic store

#

@hollow path the new .25 release moved the modes panel to a button on the toolbar

night bridge
#

Guys

#

where do i see when i made a Project

hollow path
#

@grim ore yep, I found the modes section and went to the edit mode. The pen tool is greyed out. Can't even use it

#

I can plonk down a cube or something then it will let me use the pen tool but it won't let me use it from scratch. I don't get it

crisp sleet
#

So i made walking animations but now i want to use my aiming(right mouse button) animations as well, but i cant seem to figure out how to make the animation blueprint know when i'm aiming or holding right click, does anyone know?

grim ore
#

@hollow path yep its probably a bug since it doesnt know you are in geometry edit mode. Just plunk down that cube and start using the pen, you can delete the cube when you are done

#

@crisp sleet You can set a variable in your character for when you are aiming, a boolean probably, then have your event update in your animation bluprint get that variable and set a local variable in your animation blueprint. If you look at the say default third person template and its animation BP it talks to the character to get it's speed and if it's jumping in the same way

hollow path
#

I did try that but it's not behaving as I would expect. It creates a 3D object even when adding vertices only in 1 plane in orthographic view. Very odd.

The grid will also disappear randomly while working in the orthographic views it's extremely frustrating. Think I will install the previous version of the editor and see how that goes.@grim ore

wintry silo
#

how would i set up dialog menu choices in the widget, i already have the dialog text and pictures all working with the data table

crisp sleet
#

Oh yeah, i've tried somehow getting the variable from my character event graph to my animbp event graph but i hadn't found a way yet

grim ore
#

@hollow path its supposed to create a 3d object, are you trying to make it just a plane?

hollow path
#

@grim ore the videos I was watching they would create vertices in say the Left view and it would create just a sliver piece. Could view it from the top and see it's just a 2D shape. Of course, they were able to start using the pen from scratch, so

grim ore
#

chances are they have the Auto Extrude option disabled, its in the panel on the left when you are using the pen

hollow path
#

Hmm ok. Well, the grid bug is extremely annoying and is enough to make me not want to use the latest version. Hoping I don't experience that in the previous version

wintry silo
#

had trouble with ai human blueprint, AI moves only once then ceasing to move. after that Would it be wise to try to migrate out a previous working copy of that ai blueprint from the old project to try to fix the problem in the new one?

surreal laurel
#

Hi all - I have a BP with an emitter (~10 particles), and there are about 100 copies of it in my scene. Only about 50 of the copies have the emitter actually enabled. Are the rest of them without the emitter active causing more overhead by containing the emitter even if it's not firing off? I'm trying to figure out if I should create two versions of the BP, one with the emitter and one without. Sry if my terminology is off i'm still learning

wintry silo
#

got a problem. OnPerception Update (Hearing) no longer has the Nodes available in Version 4.25...

#

its been turned into an array, i can't access the stimulus nodes.

#

but I need to access these pins on the node. But in Ver 4.25 its been turned into an array, I can't access these pins that Ver. 4.22 shows. What happened to the pins ? No wonder my AI can't function properly in Ver 4.25 the pins I need to connect to it are missing.

tiny sonnet
#

I tried to implement a "hold to attack continuously" but it kept ending with an infinte loop? Is there a suitable fix for this?

wintry silo
#

do once with reset.

shadow ermine
#

hey guys, can anyone tell me why custom created collision types arent working anymore after packaging??
or has anyone ever came across that

tiny sonnet
#

with or without the loop?

wintry silo
#

when i upgraded the engnie from 4.21 to 4.22. the upgrade deleted the socket off my static mesh for the weapons and killed the collision code, I could never get it working again..

#

i did not use a while loop for attack option, i used a do once with reset loop

tiny sonnet
#

@wintry silo i have never used the do once loop, is this wut your supposed to do

wintry silo
tiny sonnet
#

so my code isnt wrong?

surreal laurel
#

Hi all - I have a BP with an emitter (~10 particles), and there are about 100 copies of it in my scene. Only about 50 of the copies have the emitter actually enabled. Are the rest of them without the emitter active causing more overhead by containing the emitter even if it's not firing off? I'm trying to figure out if I should create two versions of the BP, one with the emitter and one without. Sry if my terminology is off i'm still learning
@surreal laurel bumping this

tiny sonnet
#

yh this do once loop is buggy and works sometimes

upper heart
#

@frigid kindle Please read the #old-rules and don't ping moderators for technical support questions

frigid kindle
#

Ok

#

Sorry

#

lol

weary basalt
#

We are here to help you with the Server and its Members, not with UE4.

frigid kindle
#

Ok

#

Yeah I didn't know

#

But I won't do it again

upper heart
#

Thank you

frigid kindle
#

np

rancid lynx
sick granite
#

Does anyone know what this error message means? I am new to UE4 and I am trying to insert a new package into a game but this keeps popping up despite recooking.

grim ore
#

@wintry silo in .25 right now, look at the nodes. look at the names. they are not the same name. not the same name is not the same node.

surreal laurel
#

roasted

dim arch
#

anyone know of a kind of efficient earth simulator in UE? something like google earth which loads in chunks from a server depending on camera position

#

I know the data is available, but idk if anyone made some actor which can load in data like that from the server

wintry silo
#

On Perception updated Array was all that came up in the list. There was nothing else I could find under perception. I cannot find the node I need.

#

what is it listed under then? I can't get the AI to work in the game unless I fix this problem for the ai only moves once then it stays dead.

grim ore
wintry silo
#

That's the problem. I click on the aiperception component and click on the event, and it pops up the event with the Array. The Array dosen't have those pins. Its just one array pin and that's all there is.

grim ore
#

I have 4 events you can see on the right, how many do you have?

#

also you keep saying On Perception Updated but the one you said you want is not called that

wintry silo
#

The problem is The pins ar not showing up on the event node itself. And I'm not sure why except that in version 4.25 they changed it.

grim ore
#

soo.....

#

you are using the On Perception Updated node, the one with the array that is not right and the one you want is the On Target Perception Update node which has the stuff you want but....

#

On Target Perception Updated

wintry silo
#

ok

plush yew
#

Can you sell models using quixel textures on the marketplace?

#

Theyre completely custom models, only using quixel textures in SOME parts

oblique void
#

Do we know if there will be releases of ue4 before ue5? Eg, will there be a 4.26?

dim arch
#

last I heard there will be a 4.26 yeah

grim ore
#

There is a 4.26 on github right now with official mention of .26 being released with updates to existing systems

safe mortar
#

When Iโ€™m on a project and I click the โ€œnew levelโ€ button, where did my old level go?

plush yew
#

hi everyone. just want to ask if anyone has an idea what's causing the dark soften line at the end of my staticmeshactor

dim arch
#

gaps between your mesh/screenspaceAO(postprocess settings)/Contact Shadow(lighting settings)/Lightmap bake

#

@safe mortar did you save your old level? your level will be saved as a file in the content browser, you can find it by filtering level asset type and clicking the content folder

safe mortar
#

Iโ€™m new and In the tutorial I watched he said to click that button to make an empty project and I was wondering if it had deleted the default FPS world. So itโ€™ll prob be in that content folder then.

floral arrow
#

@plush yew prob ambient occlusion

#

not sure though not really seeing it in the corners where walls meet the floor

plush yew
floral arrow
#

seeing a bit on the couch possibly

#

maybe try putting a small mesh behind the crack

#

to block it off

#

also not sure but kinda seeing artifacts on the floor where the kitchen floor meets the living room floor

plush yew
#

yah there's that weird pixelated light

#

okie im gonna explore around AO

floral arrow
#

i dont think its AO

#

but it might be

#

is the cabinet hollow?

#

the black hollow part might be messing with the shadow maps. sometimes i have to put little blocks behind cracks in cabinets

toxic prairie
#

anyway to keep the camera view active at all times or pop it out

#

like unity i guess?

oblique void
#

I'm having trouble seeing a 4.26, can't find it in the branch list on github or on the roadmap

dim arch
#

click on the pin @toxic prairie

toxic prairie
#

fhwhattt

#

LMAo

#

thanks

dim arch
#

you cna pin the view or create a new view window and look through that

toxic prairie
#

thank you

dim arch
#

@oblique void it isnt a brnahc yet will probably get made/branched from master at some point, they confirmed fixes will be added to 4.26 so it will be released

floral arrow
#

when is 4.26 planned to come out

#

like 3 months or something?

#

i heard of an official gpu lightmass renderer

dim arch
#

dont think there is an eta, but usually something like that

#

yeah, they have been working on that for a while, I think its in the dev branch already

floral arrow
#

the new atmosphere system looks sweet as well

#

wonder if the gpu renderer will be able to replace cpu baking

dim arch
#

its good, but the LOD tech to actually make planets isnt there so eh

floral arrow
#

or if its just for visualizing before a cpu bake

dim arch
#

its entirely possible to bake using the gpu

floral arrow
#

yeah, wonder what the quality difference will wind up being

#

with ue5 im guessing baking might even be a thing of the past pretty soon

dim arch
#

not really, you will always need pre-cached data to free up render time

#

if anything more systems will be cached and loaded from disk such as AI models etc

floral arrow
#

they werent using any baked lighting in that tech demo were they

dim arch
#

emm, not sure, probably some AO bakes on the meshes which interacted with the RTGI

#

but the main light source was realtime

floral arrow
#

would be interesting to see what more they have to say about the lighting system down the road.

#

how many lights it can handle at once

dim arch
#

but the thing is, if you have a scene with a static light source, its almost always better to bake that info and calculate how dynamic objects occlude it

#

you will get much higher quality shadows baking than doing it realtime

floral arrow
#

yeah, i know currently thats the case

#

really?

#

i always noticed stationary lighting to have the best shadows

#

also how they are treating shadows now with lumen seems pretty sweet

#

how the shadow blurs as it gets further from the source

dim arch
#

if you are in a room and you move the light, it will slowly refine the accuracy of the realtimeGI/Shadow maps, but if you already calculate it, it will look better

vague heron
#

i cannot figure out how to make the ironbelly animations work in the fps template, would anyone be able to help? I cannot find a tutorial that helps

tight citrus
#

I use AttachToComponent but my weapon I attach doesn't follow the socket rotation, how would I fix this?

#

The rotation stays constant

#

when I click on it, but the weapon follows the socket

hollow path
#

I started learning stuff with the latest version of UE, 4.25 but this thing I'm learning from uses assets that are not compatible with the latest version.

Is it possible to convert the project I started to open with 4.24.3?

#

all it is is a collection of basic brushes and props included with the UE starter pack so there shouldn't be anything incompatible. I just don't want to have to rebuild the whole thing ๐Ÿ˜ฆ

pseudo star
#

hi there i am importing my animation from blender but when i import it says the animation had imported but in the animation file there is nothing

tacit moon
#

How many cores will Unreal Engine use for editing and builds?

hollow path
#

@here
nevermind my previous question, I just opened up both versions of the editor and copy-pasted all my objects from the newer version to the older version

signal jetty
#

Where do I ask for help?

#

Anyone knows?

#

Huh I see I donโ€™t need any help atm but just wanted to know

vague heron
#

hard to find help

modern sinew
#

Will UE5 allow larger map sizes by any chance?

weary basalt
#

You know as much as we do at this point mate.

modern sinew
#

I mean, I just watched one 2-minute video

tawdry wren
#

you guys heard about Jetbrains Rider for UE4?

#

Supposedly supposed to be better than VS + VAX

leaden dust
#

@tawdry wren yeah I want to get more info about that as well, don't like vs much

tawdry wren
#

I'm downloading it now @leaden dust

#

Well trying to :L

leaden dust
#

๐Ÿ˜„

#

let me know if it is fully compatible

tawdry wren
#

Well they claim it has blueprint usages in it as well

#

so if thats the case its going to be hella nice

leaden dust
#

I live on 4mbit internet

#

so I dont download till I am sure

tawdry wren
#

So far i'm getting alot of good reviews from it from my friends. It prioritizes what to index for better response time, and intellisense.

#

i did find usages, and it was 100x quicker than vs, and it found usage in a blueprint

ember raven
#

oh it seems like ive 250 times faster internet than you:0

leaden dust
#

@ember raven sad

#

and its limited too

#

it drops to 1 mbit after 60 gb of usage

short vector
#

can anyone tell me why my character gets dark like that in shadow? i realized its not the skylight i find that its the model texture. but can anyone help me with this?

light coyote
#

Put a dynamic light near the character and see if he lights up.

Is the mesh set to not be affected by dynamic lights?
Is the lighting in the scene only built lighting from static lights?
Do you have a dynamic light, but the outside is covered, so light wont reach the char ?

#

@short vector

wintry silo
#

what the collision be on the sword static mesh I'm having problems with the Sword not detecting any collision through the interface

light coyote
#

@short vector
Is your character not in the scene, and you create the lightmaps, and then press play and he spawns?

short vector
#

its not the map that doing that its the texture of my model in a light with no shadow u will see my character ill show u

floral arrow
#

do you guys know how to get rid of this lightmap noise after merging actors

south ridge
#

Not merge the actors? ๐Ÿ˜„

floral arrow
#

trying to optimize my scene

short vector
#

@light coyote

light coyote
#

Check the mesh of the character

short vector
#

i mean shadow

south ridge
#

@floral arrow I think what's happening is that their UV's get joined together and it tries to pack them in funky ways for the lightmap UV's

floral arrow
short vector
#

i did not shows up

south ridge
#

What do the lightmap UV's look like for the merged actor?

floral arrow
#

another example

south ridge
#

Show the UV's for the lightmap UV channel

light coyote
#

Compare the one that is good, and the one that is not,,,, see if there is anything diffrent

floral arrow
#

uhh they are def really big, like tiny little dots

#

still separated

south ridge
#

How does it look like? xD

short vector
#

looks exact same

south ridge
#

Lightmaps aren't that big, maybe those little tiny dots are simply too small and effectively zero

light coyote
#

@short vector doubble click mesh and compare parameters

short vector
#

ok let me check

floral arrow
south ridge
#

That looks terribad

floral arrow
#

yeah

#

i mean its separated but really big

south ridge
#

I think you should export this model as FBX into 3D editor of your choice

#

And then re-do lightmap UV's yourself in correct ways

#

And then import it back

#

Make them reasonable and not dumb tiny little dots xD

floral arrow
#

is that fairly easy or

south ridge
#

You don't have to pack your lightmap UV's perfectly - so yeah, it can be pretty easy

#

Hmm

#

Although it might not work that way. Well...

#

It might not be fairly easy, but it's doable

floral arrow
#

i wish optimizing wasnt so annoying lol

south ridge
#

You might need to prepare lightmap UV's in blender so you can overlap some of the objects (intentionally) - there is no way you can fit all those pixels on a single lightmap

floral arrow
#

trying to merge stuff in scene to reduce drawcalls

south ridge
#

You will have to make some pieces of mesh share same lightmap pixels

#

Even though that's kinda bad, if you do it carefully it should work out

#

But conceptually, right now with merged actors, you have more pixels required for lighting all surfaces than you have lightmap pixels available

#

You will have to break the actor apart (to get less surface area) or make something overlap with something else

floral arrow
#

yeah

#

some things merge okay

#

and dont get weird noise in lightmaps

#

but curved things and plants etc

#

dont merge well

#

and small round knobs

short vector
#

@short vector doubble click mesh and compare parameters
@light coyote exact same

#

do you think its the emissive color?

leaden dust
#

is 4.25 stable?

south ridge
#

"as stable as a quote" thanks google

light coyote
#

@short vector it can be yes, depending on what is there.
The char that is ok has emisive?
Compare untill you find diferences.

south ridge
#

@floral arrow probably because those things have bigger UV islands

midnight root
#

yes and no, not happy with Ctrl-L sun control OFTEN hangs

short vector
#

ok it work it was the Emissive color but it so bright how can i turn it down?

south ridge
#

But plants have each of their leaves unwrapped to a separate island haha

#

I'm almost certain of that

#

So the lightmap packer tries to allocate pixels to every leaf

short vector
#

@short vector it can be yes, depending on what is there.
The char that is ok has emisive?
Compare untill you find diferences.
@light coyote ok it work it was the Emissive color but it so bright how can i turn it down?

frozen pond
#

Any good place to get character models that will work with unreal skeleton without retargeting?

south ridge
#

Freelancing websites

signal jetty
#

@midnight root whatโ€™s up tech geek

scarlet birch
#

@tawdry wren I'm interested to hear how you like it. I've always liked JetbrainsIDE. I see they've added some stuff for SpatialOS as well.

tawdry wren
#

@scarlet birch man its such an upgrade

#

I would NEVER use another IDE again except for this

scarlet birch
#

Nice. I'll have to try it out. Are you using a source build?

tawdry wren
#

Detects blueprint usages, index prioritizing, ue4 naming convention suggestions, etc.

#

Find usages are insanely fast

#

no false positive issues with macros, like clion had

scarlet birch
#

I loved using it for other stuff. Never occured to me it would work for UE.

tawdry wren
#

i haven't had a single false positive yet

light coyote
#

@short vector you can divide it

tawdry wren
#

they actually did indexing very well with this ide, it prioritizes what to index
and it caches the engines index properly

light coyote
#

Multiply is brighter in this case,, tends texture to white, divide tends to black

scarlet birch
#

Is there a certain download or just the resharper /c++?

light coyote
#

@short vector

tawdry wren
#

Um its not on their website yet, sec ill be a fam and DM you

scarlet birch
#

Nice, thank you. I'll check it out first thing in the morning.

tender gale
#

HI, guys i am new to UE. Are there any tips for a beginner like me

leaden dust
#

is there a function in cpp to copy a string to player clipboard?

random shadow
#

what hapenned to IKINEMA? Anyone know how I can get it?

restive vale
#

Hi! I have a problem I think is related to Fonts. For some reason my print string is not working and i get this message in output log each time a print string shoud be printed

#

recently I have been updating fonts and i might have broken something

#

anyone know how to restore it?

#

Found It

#

For some reason in project settings this was all blank

modern sinew
#

Heya, how would you go about putting a popup next to an object when a player is looping at an object? That wouldn't be widgets I think

cold venture
#

I am sorry I am new to this but what exactly is world composition?

dim arch
#

@modern sinew there are plenty of ways to do it, do you mean looking at it with a crosshair, or when it is visible on screen

modern sinew
#

@dim arch Crosshairs, which currently I'm doing by Line Trace. But I don't know how to have that text pop up

dim arch
#

make a line trace, get the hit result, break hit result, get actor name, then you have the name

#

then send the name/whatever data into a widget

modern sinew
#

but I don't know how to get the text to show

#

since you wouldn't use a UI widget

dim arch
#

yes, it's a 3D widget which would spawn next to the object

#

you can either use 3d text, or a widget component, and add it to the current actor, or spawn it next to it

modern sinew
#

how would you do that

supple totem
#

hi all, is there a way to scroll through graphs without the mouse?

#

I'm on a touchpad now and its a pain

modern sinew
#

How do you bind the text for a TextRender component to a function?

#

I can't find a way

#

also, same for changing the visibility

dim arch
#

by learning blueprint

modern sinew
#

actually, found the latter

#

but not the former

#

found the former now too

modern sinew
#

Ok, I have an object that has a parent class, but when I do "Is Child Actor", I get false - why?

fallen marten
#

What do you need child actor for?

modern sinew
#

Well I want to get the parent class. But for some reason, even tho it has a parent class, the "Is Child Actor" node returns false, and the "Get Parent Class" doesn't return anything

#

@fallen marten

golden niche
#

Is the Modes tab gone?

fallen marten
#

If you know the parent class already, just cast to it

leaden dust
#

difference between instanced and hierarchical instanced static mesh?

modern sinew
#

@fallen marten But I don't, I'm trying to do this for a line trace hit object

fallen marten
#

@modern sinew instead of worrying about parent classes, add an interface to the objects parent class. Then, just trace to the object, break hit result, drag off actor and call the Interface message for it. You can add an Interface event that gives you the class of the actor. If your "is child" node won't work, then make a workaround like this

#

Or there is a "get class" node you can use which may give you what you want - lots of options man

modern sinew
#

ok

#

ok no, the get-class doesn't work, it just returns the name of the ocject + "_C"

fallen marten
#

Bugger

acoustic glacier
#

Hello. Does someone know why I'm suddenly not able to make a simple sequencer recording? Sequencer creates several 'dynamic' tracks and the transform track remains empty...

fallen marten
#

In the object, on begin play, try get parent class and store it as a variable name. Then access it like that? Idk what you are going for here really -

#

Sorry MX not sure on that one

modern sinew
#

Gonna try doing it with Tags

crisp hawk
#

@modern sinew ischildactor will return true if your object has a parent in the scene graph

#

a class that implements a base class will not make that return true

#

that would be more like "implements interface" or something

modern sinew
#

ok

#

how can I get the key that the player has currently set for a specific action?

maiden sundial
#

Does anyone know how to find out on which widget the drop of an Drag and Drop Operation happens ?
I'm really lost at how to detect that widget in my HUD. I don't find anything ๐Ÿ˜ฆ

modern sinew
#

thanks

crisp hawk
#

@maiden sundial i think you need to override the OnDrop function in all the widgets which need to support the drop

#

i'm not a ue expert but thats usually how drag and drop implementations work

maiden sundial
#

The problem is that my mainHUD contains UImage's which are the target of my drops

crisp hawk
#

are those components or something? maybe you need to detect the drop on your mainHUD then check if the drop position is over one of those images

maiden sundial
#

I have now this here, it works to detect if i drop on Image1, but it seems like this is not the proper way of doing it

crisp hawk
#

or create a wrapper widget around those uimages

#

i think you should create a wrapper widget around each of the items that need to get the drop event

#

you shouldn't just have one widget with a bunch of stuff in it, its going to be much easier for you if you create widgets for each individual component

maiden sundial
#

I'll try it agian with wrapping

crisp hawk
#

so you have a widget for the list of your spells or something, and a widget for a single "spell", which might contain an image, and that single spell widget takes the drop event

fierce tulip
#

latter

modern sinew
#

Is there any way, with blueprints, to get the current key bound to an action

quasi topaz
#

Anyone that have any tips on where to learn about blueprints, like udemy, youtube, books etc? ๐Ÿ™‚

modern sinew
#

youtube

quasi topaz
#

Anyone that you can recommend?

crisp hawk
#

@quasi topaz

#

i really like the first person shooter video tutorial series

#

on youtube, yeah, most of the stuff i learned when starting out with blueprints was just going through the tutorials and stuff on the unreal engine channel, just to get an idea of what it was all about

sweet relic
#

tons of free video courses provided by Epic

quasi topaz
#

Thx guys ^^

clever arch
#

Hi, Does anyone know how to linetrace down but then offset it to the left or right of a the chracter please?

fierce tulip
#

@plush yew please read the #old-rules when you have some time. we dont really appreciate it when people keep asking the same question.

#

if someone is around that can answer it they generally will.

#

in the meantime you might want to try to google "UE4 rebuild navmesh"

#

@clever arch #blueprint might be better suited for blueprint related questions

clever arch
#

@plush yew the message means it neds to be rebuilt ๐Ÿ™‚ got up to Build click the little arrow to the right and press "build paths"

#

@clever arch oh im sorry im pretty new to discord... that maybe why i haven't had replies to previous questions! ๐Ÿ˜‚

plush yew
#

Hello, I'm having a problem with Unreal engine 4.25. When I try to edit an animation, I add "add Key" and then "apply" in the animation editor, my Unreal engine crashes. How can I solve it? Please!!

leaden dust
#

is it possible to use the blueprint noise functions for heightmap?

#

I mean just sampling the values

plush yew
#

its the voxelplugin from around 100 euro in the marketplace

hushed oar
#

Hey, i'm trying to make a random sound when my player lose hp, plz help

lethal peak
#

Hi

#

playing movies is not working in IOS ue4.25

#

ue 4.24 the same

#

it work on dev

hollow fjord
#

Anyone good at character design? Need some Pointers

tender flume
#

what are the colours in LOD coloration assigned by in order?

#

red = highest etc?

lethal peak
#

the movies (mp4) work on dev lauch IOS but when exported to shipping the IPA and testing the screen get black

tender flume
#

@lethal peak

#

have you tried .wmv?

lethal peak
#

nop

tender flume
#

try that

#

use .wmv format instead

lethal peak
#

ok thanks

midnight root
#

HMM uninstalled launcher, reinstalled it, still clicking on upper left 'epic games' doesnt' load anything, none of my games, if I have none installed .wouldn't it at least warn me of that ?

runic fern
#

Hello Guys,
i've upgraded my project to 4.25 and i downloaded Steam Advanced Session Pluging 4.25 But when i click on Host in my project the engine crashing did anyone got same issue before ?

#
Script Stack (6 frames):
Online_Steam_inst_C.ExecuteUbergraph_Online_Steam_inst
Online_Steam_inst_C.OnSuccess_C8619AB143401DE38BFC238EB8B28438
Online_Steam_inst_C.ExecuteUbergraph_Online_Steam_inst
Online_Steam_inst_C.CreateLobby
WP_MainMenu_C.ExecuteUbergraph_WP_MainMenu
WP_MainMenu_C.BndEvt__CreateHost_Button_K2Node_ComponentBoundEvent_24_OnButtonPressedEvent__DelegateSignature

[2020.05.21-14.40.34:322][228]LogWindows: Windows GetLastError: The operation completed successfully. (0)

this is the last thing in the Crashlog

midnight root
#

nvm it was HIDING

wary rivet
#

also can't login on marketplace, just redirects back to unlogged in, is it an issue at my end or epics?

rancid lynx
#

how can i stop these terrible zigzags between two layers on a terrain material, besides "more blue - more smoothing - or higher polygon-vertex counts ? can a black and white heightmap solve this ? i will try to learn more about heightmaps in layers now. idk. i dont understand why the default pattery is a zigzag X_x, it looks so terrible.

#

is it possible to remove those right angles ?

exotic cave
#

@rancid lynx : Your terrain resolution is really low

#

Unfortunately, you'll have to remake the terrain in question

#

There is no "default pattern", you're just using polys the size of giant packing boxes in world terms

#

Please don't blame the engine when you don't really understand it yet ๐Ÿ˜„

rancid lynx
#

10x vertex would just make the right angles smaller

#

i guess the blue would hide it more though

exotic cave
#

I can show you a picture of my terrain more or less perfectly interpolating between its layers if you doubt me ๐Ÿ˜‰

rancid lynx
#

what fixes the interpolation? height maps ?

#

or just spamming vertex ?

exotic cave
#

For one, you need a terrain with a higher poly count

rancid lynx
#

thankyou. ill try that also.

exotic cave
#

For another, you need layers that are scaled appropriately and actually blend into each other properly

#

Your brown, tan, and green textures there are all at different scales

#

What's weird to me is that your boundaries for the brown texture are at right angles, but the others have smooth seams

#

That implies to me that while I don't know what on Earth you're doing with that terrain, it's not set up properly ๐Ÿ˜„

#

Unreal terrains are capable of wonderful, super-smooth blending when done right. For example:

#

There's a terrain of mine that has about three or four layers blended there at various points

#

Plus its grass nodes set up properly

rancid lynx
#

thankyou. i can only see 1 rock texture personally

exotic cave
#

That's the way it's supposed to look ๐Ÿ˜‰

rancid lynx
#

and foliage

exotic cave
#

It's supposed to look like a seamless mountain, but there are no less than four layers being autoblended in that picture

#

First I recommend remaking your terrain at a higher resolution. Don't be afraid of high poly counts in UE, they don't matter nearly as much as fillrate

rancid lynx
#

even with VR ?

exotic cave
#

Then, get your tiling on your layers so they match

#

Depends on your target platform

rancid lynx
#

i did notice i could spam copies of the terrain, without much problem. my target platorm is nvidia 1070ti +

#

so maybe its no problem

exotic cave
#

You should be fine

#

It's only on mobile devices that you really have to watch polycount

#

Most decent PC's can run literally 5-10m polys on screen in UE at once with 60fps+

#

I had to remake all my trees a week or two ago because I made trees with 3k polys but huge branch cards ๐Ÿ˜„

#

And it turns out a 3k poly tree with huge branch cards is much slower than a 30k poly tree modeled per-leaf

#

Because the individual leaves are fast to draw and shadowcast, and the branch cards with lots of transparent areas are not

rancid lynx
#

im already running the 256 256 quad terrain. what effects the resolution ?

exotic cave
#

As I've heard a friend put it, do not be polyphobic in UE

#

That's notttttt very high res ๐Ÿ˜„

rancid lynx
tender flume
#

@rancid lynx i'm making a 64km map on a 840m

#

so you should be just fine

exotic cave
#

Hmmmm

rancid lynx
#

ill make a new one. maybe it goes higher if i make a new one

tender flume
#

i'm sure you have better specs than i do.

rancid lynx
#

ok thanks . ill try again

tender flume
#

optimization is your best friend when it comes to a low-mid end laptop

exotic cave
#

This is my wireframe for what I showed you before

patent apex
#

hello, is there a way to trigger overlap events when you start inside them?

exotic cave
#

It's not just the section size that matters

rancid lynx
#

yea, now i see resolution, when making a new terrain. thanks.

#

i tried to edit first

exotic cave
rancid lynx
#

hmm. the vertex per meter isnt changing at all.

exotic cave
#

May I see your settings, please?

rancid lynx
#

im making a new terrain, looking at 7-7- 15 15 256 256. while also trying to up the overall resolution

exotic cave
#

That's not descriptive. A snip is best

#

The terrain engine works. Did you actually go watch any resources on learning UE before you came in here or did you just waltz in and hit a bunch of buttons and now you're going "It doesn't work"? ๐Ÿ˜„

#

Hey look oops I dropped a link. I always wonder why it's so much easier to come in here and have really busy and overworked people teach the most basic things that are like 4-5 minutes to learn on YouTube but human nature is what it is, and apparently I'm really cranky today so I'ma go take a nap ๐Ÿ˜‰

frank oar
#

I have tried to add dust to my scene...
I have messed around with it for a while but I cant see it when I press play.

is it possible to make it more prominent in my scene ?

rancid lynx
#

actually, you answered my question with my own answer. i said "without jacking up vertex count".

#

id be surprised if your game is more "fun" : )

#

it may be though

exotic cave
#

Oh god, another Minecraft remake ๐Ÿ˜„

#

Now I'm definitely taking a nap. Enjoy though! Should be fun

rancid lynx
#

link your FPS first lol : )

exotic cave
#

Against channel policy

#

#work-in-progress is where I'd be allowed to link that

#

You're allowed a certain amount of leeway because you're new, @rancid lynx ๐Ÿ˜‰ If I start using this channel to spam my autolandscape kit, though, Luos will awaken and eat my soul with his next pizza

#

And in any case I'm super not interested in competitions about whose UE project is the most fun ๐Ÿ˜„ Either we're all winners here, or we start competing in that way and we're all losers

#

Anyone who is using UE to pursue their dreams is a winner. Competitions about whose product is the most awesome should be decided by actual users and/or market forces, but perhaps I digress.

tender flume
#

what is going on here hahah

somber otter
#

Any tips on: how to play the video only when it's shown on screen ?

tender flume
#

why are the both of you getting into an argument when its supposed to be both of you helping each other out y

exotic cave
#

Because I'm cranky and tired ๐Ÿ˜„

tender flume
#

thats fine

exotic cave
#

So I'm going to go fix that

#

Everyone have fun!

summer yew
#

take it easy buddy

rancid lynx
#

i made fun of ue4s right angles ^ ^

tender flume
#

can't do that since the engine is free and has lots of tools to begin with

rancid lynx
#

im trying to study about how to remove these right angles, other than ramping up vertex count. his suggestion was , increase resolution, thatll help im sure. is there a way i can do it with materials also ? like a height blend?

tender flume
#

wait, are these right angles

#

or are they shadows

#

i think you just got confused with it maybe

#

select the landscape and maybe disable shadows for it

#

see what happens

bold aurora
#

Hey there, I was wondering if there is a way to make crouch mode transitions more smooth, right now it just instantly changes the eye height. Is there an option to make the transition smooth?

rancid lynx
#

i was just asking if there was a way i can control the zig zag pattern. i know that ramping up resolution would hide it.

#

im trying to narrow down the terrain videos to study. is a height blend what im looking for?

tender flume
#

dont narrow down. let me get something for you to start on lol

#

this does look old but i guess you could put it to use @rancid lynx

rancid lynx
#

thanks. im trying to learn how to make my own height alpha. i thought that may be what i was after

lapis bronze
#

terrain is just a triangulated grid plane in essence
so if you want to get rid of those jaggies 90 degree angles, you'd need to increase the terrain resolution, or just clever tricks to hide them

rancid lynx
#

thanks. i was trying to track down the clever tricks.

#

custom height maps might be it

#

height alphas i mean

#

tricky keywords

lapis bronze
#

yeah that could help

tender flume
#

i'm hungry for UE5

dawn kelp
#

How do I change fbx import settings when re-importing?
e.g. I import a mesh and scale it to 2/2/2.
But now I fixed the size inside my model using a modelling tool. It should now be 1/1/1. Any way to do this?

grim ore
#

double click the mesh so it opens up the mesh editor, scroll down to the import settings in the details panel. adjust them to what you want them to be then reimport from the top

frigid kindle
#

Hi... I know this is a dumb question, but I'm on macOS and I have wine installed. I was wondering if someone could send me the files for UE 4.21 on windows. Thanks!

grim ore
#

you can download and compile them from the git hub, or use the launcher. finding someone to send you the 10+GB .21 files is probably not likely

#

if you can run the program you should be able to run the launcher to get it

frigid kindle
#

hmm

#

the launcher wont work

#

tried that already

grim ore
#

If the launcher wont work, what chance will the engine work then?

#

so far there is no branch or tag for .25.1 in github and no commit notes mentioning it. With that said I would expect it at some point as that is normal

plush yew
frigid kindle
#

Im on the github page

#

can u help me build it... idk how lol

vale silo
#

I am guessing no 4.25.1 hotfix release any time soon because people are busy with UE5 ?

dawn kelp
#

double click the mesh so it opens up the mesh editor, scroll down to the import settings in the details panel. adjust them to what you want them to be then reimport from the top
@grim ore Thanks

frigid kindle
#

oh

#

ok

#

thanks

#

@frigid kindle it literally tells you on the github page how to build it
@plush yew I have no idea what im doing lol

static sparrow
#

Is there any way to flag a part of your game as debug-only? For example, in my BP_Kitty:

#

That CurrentInfluence is a point light that I use for debugging.

#

I wish I could leave it in the game, and switch the editor from normal mode to debug mode, and when I switch to normal mode, it would "erase" the CurrentInfluence light.

#

Does something like that exist? I can't seem to find anything similar by Google searching for it.

#

And it would be nice if I could mark BP nodes as debug-only, so the execution pin (for print strings, for example) just get skipped over in normal mode, without having to reroute everything when I want to insert a print statement

uncut vigil
#

@static sparrow I usually have a Debug boolean to control debug behaviour

static sparrow
#

Go on...

uncut vigil
#

print stuffs, print texts, debug values, etc it's routed to show if debug is true in those respective blueprints

#

off nothing is showing, triggers, arrows, helpers are hidden

static sparrow
#

Hmm... well that is a workaround. Would work. But still kind of a pain in the ass.

#

Nothing like what I described exists?

uncut vigil
#

you can automate it, like construction script to also hide/show stuff that's for debug

static sparrow
#

What do you mean, automate it? Can you provide a link to a page that would enlighten me? I can't seem to find anything on Google.

#

And this Debug boolean you use... It would have to be a global variable. I haven't even looked into where those go.

uncut vigil
#

well it depends on what you want to do, idk. I have it locally on each enviro blueprint (not many) but yeah you could make it global if you need it

#

make a master BP with core variables, like the Debug and derive most other BPs from that, get elements with "Debug" tag and auto-hide them or show them, etc

#

maybe blueprint interfaces to make it global, idk

grim ore
#

There are ways to enable and disable nodes, as well as flag nodes as development only (wont work in packaged/shipped builds)

#

but that wont help if you want to have a debug mode in editor for example

static sparrow
#

Still doesn't remove the CurrentInfluence point light from the scene, though, but it helps. Thanks for helping me think it through

#

And I'd have to go through and check each DEBUG node's flag on or off. Still don't have a global way of doing it

uncut vigil
#

Why arent you using a variable for it?

static sparrow
#

I guess there is my global flag

grim ore
#

You can use something like your game mode to store a global variable, or the game instance. You can make a BP Function Library to easily get it from that location and return back true or false. You can turn that function from the library into a pure node so you just plug it into your branch if needed for example

static sparrow
#

Default value

#

Still, when it comes time to publish the game, I'll have to find all the references to this DEBUG node and reroute everything. Better than nothing, but UE really needs a built-in way to do this

grave radish
#

Hey guys, I was wondering as I am starting to dev in UE4, can you easily build an existing project for Android? I would like to develop for PC than move to Mobile.

grim ore
#

There are ways of flagging nodes as development only and they will be disabled when doing a shipping build

static sparrow
#

Like PrintString?

#

I was wondering what that was all about

grim ore
#

it's a setting in the editor preferences to allow you to enable/disable nodes as well as flag them for development only

#

or you could code up your own debugging system in C++ similar to the wya the print string nodes work

static sparrow
#

cool, thx

#

@grave radish Just build your project normally. You can choose the target platform you want to export to when you're satisfied with it.

grave radish
#

Cool. Do you have to downscale it a lot for android?

static sparrow
#

I am not entirely sure the specifics when it comes to that. Downscale what? The screen resolution? I think that gets taken care of for you upon export, but I'm not sure.

grave radish
#

Like screen res, asset size, stuff like that.

static sparrow
#

Not sure, sorry. Research it! But I do know that what you're talking about is part of the process of exporting and packaging your project.

grim ore
#

that will all depend on your source, making a game for a high end pc then exporting to android will just suck

#

the engine wont magically turn your 1m poly assets into 10k for example

#

stuff like materials can be set to down sample, same with particle systems

#

same with setting up input for pc -> console -> mobile

grave radish
#

That makes a lot more sense. It's going to be a metroid-vaina. So i would assume it wouldn't be extremely taxing on mobile hardware

static sparrow
#

You can probably make different build modes for the desired platform, but yeah UE won't do any magic for you, it would have to be done by hand.

grim ore
#

you can automate alot of it using the built in tools but its not 100%

grave radish
#

Thats good to know that it is possible. I was worried about that

frank oar
#

Is it easy to display the FPS in the viewport as well as when you press the play button ?

lapis ferry
#

I don't like the fact that class names all start with the project name by default. Is there a setting for that?

grim ore
#

Your best bet is to look at the action RPG example and the Match 3 example. Both work on PC and Mobile with the 1st (action rpg) being designed to support PC and Mobile with mobile specific controls and settings

static sparrow
#

@frank oar yes

#

upper left of viewport

#

little down arrow

#

@grave radish I can't imagine you'd have to change any of the settings for a metroidvania game. If it's like most any other I've ever seen, it should be able to run at max settings on mobile as well as any other platform just fine. It's the hardcore 3D rendering with super high-res textures, lighting and shadow, translucent stuff like fog, etc that would cause hiccups on mobile

wispy comet
#

really random question: Anyone know how to run UnrealEd 1.0 on windows 10?

static sparrow
#

1.0?

#

that is a really random question. and I hate windows, haven't used it in 15 years, so I can't answer that

grave radish
#

@grave radish I can't imagine you'd have to change any of the settings for a metroidvania game. If it's like most any other I've ever seen, it should be able to run at max settings on mobile as well as any other platform just fine. It's the hardcore 3D rendering with super high-res textures, lighting and shadow, translucent stuff like fog, etc that would cause hiccups on mobile
@static sparrow Good to know. I will have some 3d stuff, but it should be easy.

wispy comet
#

Interesting

modest scarab
#

Hey guys, New here. What would you recommend program wise for an Character and Blocking Objects.

wispy comet
#

like... modeling them?

modest scarab
#

Trying to create a Character and also some Blocks so they get stuck

wispy comet
#

just use the third person template

modest scarab
#

I'm currently doing that but i would like to customize that Ragdoll figure to more of a Acceptable character to meet the needs for the Game idea

#

Photoshop ?

wispy comet
#

so you want to make a 3d model?

#

You'll want blender 3d for that

modest scarab
#

yh 3d model

#

Blender 3D Thank you

wispy comet
modest scarab
#

Gentleman

wispy comet
#

be warned, there is a learning curve

modest scarab
#

yeah ?

wispy comet
#

like with anything gamedev

modest scarab
#

Okie Dokie

#

I'm a Totally Rookie/Newbie So this'll a interesting one to see if i get it down

wispy comet
#

Start small - first pro tip :p

modest scarab
#

That's okay i'll learn from the best and take any tips i can get

#

Oh xD

frank oar
#

@static sparrow thank you!

fierce tulip
#

lol, blender is like babies first paint app compared to houdini

wispy comet
#

Can't exactly comment on that being too broke to use maya or max

#

houdini is an oof yeah

#

Huge respect to people who can use it

modest scarab
#

@fierce tulip lol xD

fierce tulip
#

those would be student versions though, cant publish games with content made in student versions

#

dude

cold venture
#

Hello.

#

I need some help with world composition

#

Can anyone help me?

tawdry basin
fierce tulip
#

will have to wait it out

tawdry basin
#

ive had nothing but problems during this project on 4.24.3, all i did was apply a landscape material and it froze lol

bitter siren
#

@tawdry basin F

#

Enjoy your week without using UE4

tawdry basin
#

lmao, im at 185k remaining. maybe 2 hours so its not too bad

plush yew
#

oooooooof

#

@tawdry basin I can feel this image

#

heart goes out to you, my guy

tawdry basin
#

hahah, the crazy part is this is ue4's shaders, i only have 10 materials ๐Ÿคฃ

plush yew
#

waitwhat?

#

you import any external assets?

#

usually blank template projects only ever have about 10K shaders to compile, at least from my experience

tawdry basin
#

ah yeah i imported a fog gradients from the store

plush yew
#

yeah I figured

frank oar
#

@static sparrow do you know how to get the FPS in the preview window (when you press play)?

plush yew
#

I know there's a setting for that in the in-editor viewport, but I'm not sure how to get it to display for a separate window

frosty swallow
#

where do i find plugins?

fierce tulip
#

in what context?

plush yew
#

the Marketplace

frosty swallow
#

oh oops

#

like plugins ive installed

#

where do i go to use them?

plush yew
#

oh, I think it's under the File dropdown

#

I'd have to check

frosty swallow
plush yew
#

okay try Edit

frosty swallow
#

aha

#

found t

#

ty

#

x

rancid lynx
static sparrow
#

@rancid lynx you may want to ask that in #graphics

visual osprey
#

blender has a higher learning curve than "anything gamedev" though
@plush yew I could agree if you are talking about 2.79 and earlier.
With 2.8+ though -- they made it even better for artists.
Like, I still can't look at 3dmax interface, at their materials, at their monstrous pricing.
Also, you can try to replace 3dmax, maya and zbrush with blender (although some people use zbrush alongside blender)

static sparrow
#

and be more specific. Strange edges? Looks fine to me

rancid lynx
#

ok thanks cali

silk raptor
#

hey guys, i just started ue4, and i was wondering if anyone had some good starter tutorials that they would recommend, (i have a tiny bit of c++ experience!)

summer turret
#

what kind of tutorials? Blueprint, framework, ui? what are your weaknesses? The epic youtube channel has great learning videos up you can just browse it and you will most likely find something that interests you and watch those.

silk raptor
#

i have zero clue

#

i just downloaded it

#

all ik is that i want to make a game like smash bros or street fighter

maiden swift
silk raptor
#

alright!

#

thank you!

maiden swift
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After that, take a look at the other courses available. They scale from beginner all the way up, so have fun! ๐Ÿ™‚

silk raptor
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thanks, now that we're in quarantine im trying to pick up a good skill

maiden swift
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It's a great time to learn. Hope you enjoy the journey.

worn tree
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I'm not sure what channel this would belong in, so I'm posting it in a general one:
I'm trying to clarify how the GPU memory/Shared memory in UE4 works.
If I have a blueprint that references a few meshes and textures that aren't rendered, would those be stored in GPU memory or RAM ?

runic fern
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Hello Guys

grim ore
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technically both depending on what you are doing? Like for example if you open the mesh in the editor it has to load it to gpu so you can display it and it is in system ram as well

runic fern
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After upgrading to 4.25 i have small issue with Advanced Steam Session plugin when i create a Server or a lobby the engine crash directly when i click

worn tree
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So if I run via command line with -game mode, and an asset references some other things that aren't currently rendered with a hard reference, would it still store on GPU for unused meshes?

runic fern
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i downloaded Advanced Steam Session 4.25 Release

grim ore
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but in terms of using it which I assume you mean it also depends on what you are doing with it as well. the GPU basically holds what you are using and displaying while system memory holds what you are referencing and using but it doesnt have to be displayed

rancid lynx
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is searching the VAULT in the epic marketplace really really baddly done? keywords dont seem to work at all when i search

worn tree
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In a situation like a character has a hard reference to alternate skin textures. Those skin textures wouldn't be being rendered on the character, so would they just be in RAM?

grim ore
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I beleive that would be in system memory, not gpu memory but I don't have enough factual experience to know for sure. #graphics might know better or else someone else can pipe up. You an attach a GPU debugger and test perhaps

frank oar
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Does having lots of assets in your content folder effect a projects performance ?

Do levels within a project have their performance based on they way they are built? Or can they be affected negatively due to having other, lesser optimised levels within the same project ?

worn tree
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@grim ore Thanks for the help

runic fern
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i found the issue was this macro crashing the engine

After upgrading to 4.25 i have small issue with Advanced Steam Session plugin when i create a Server or a lobby the engine crash directly when i click
@runic fern

tawdry basin
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just wanted to update, my shaders are compiled wooh!!! now i can actually do stuff.

fierce tulip
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dont crash it again :p

runic fern
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idk why im investigating since morning

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๐Ÿ˜›

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i was happy with 4.25 ๐Ÿ˜ฆ

frozen pond
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is there way to detect component that i just stopped overlaping ?

digital nova
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End overlap event?

fierce tulip
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youwhatnow? please explain

maiden swift
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What makes the movement "rogelike"?