#ue4-general

1 messages · Page 747 of 1

fierce tulip
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O_o nothing to do with roguelikes, so that.. is truely a weird naming choice

wary wave
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...turn based?

digital anchor
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Some people say only tile based games are roguelike

fierce tulip
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(not your fault Dunamis)

digital anchor
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ofc most people dont follow it

fierce tulip
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some people call the material editor "material blueprint"

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and they are wrong

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:p

thick herald
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must resists the red jokes

fierce tulip
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true, but its more about the gameplay aspect itself over the tile-based movement

maiden swift
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Anyways, getting away from the point.

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I've never done instant tile-based movement, but if I were to do in Blueprint I would assume two things:

  • You need to create a tile system
  • You need a way to map the WASD input to that system
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For example: when you press W/Up, you want to check if there is an available tile before moving the player X units.

thick herald
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There was a template that was given away in the monthlys a while back.

maiden swift
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Maybe even have a vector in each tile that the player is moved to instead of moving x units.

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Oh, OK. Well good luck! Hope the tutorial teaches you what you want.

thick herald
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@plush yew you'd need to actually explain the error.

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Have you tried rebuilding your navmesh?

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Just move it a little bit, and it will rebuild

heady quartz
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Can someone tell me what’s the difference between hud and umg widgets? Is using the hud still useful?

worn granite
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Lots will say HUD is pointless. I agree unless you're doing really complex UI that needs to run fast

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If you don't know, just use UMG

rancid lynx
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does anyone know how I can get a very sharp edge between my grass and my dirt, like this, in ue4 ? I will try using Mask, but i dont think that will work

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i cant find any tutorials or videos talking about this.

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its probably just a unique layer X_x.

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i literally just copied my folder to google drive. but i dont use cpp

cunning bolt
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Hello, im sorry if this is the wrong place for this. I have been playing around with Unreal for about a year now and will be going for Game Design and Production in college starting in the fall. I am wondering if I can find the UE4 mannequin, plug it into maya, and edit it for my game. I do not have enough experience to make a person so I felt I could use this to work with annimations for a game I am working on. I tried to look around google but could not find anything on how to do this or if it is possilbe.

rancid lynx
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you mean like, manneg

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mannequin to maya youtube /?

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rigs deal with animation

dense hatch
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I'm getting a very strange error when trying to launch for android

LowLevelFatalError [File:D:\UE4.25.0-S\Engine\Source\Editor\UnrealEd\Classes\ThumbnailRendering/ThumbnailRenderer.h] [Line: 70] 
Pure virtual not implemented (UThumbnailRenderer::Draw)
steep ferry
cunning bolt
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@rancid lynx Thank you! I think this should work

rancid lynx
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ive done it with blender. it should work : )

fierce tulip
steep ferry
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oh k thank

red prairie
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Guys, anyone know how to create a material with transluceny? Kind of like those chinese paper doors? Whenever i choose Translucency i lose the ability to input normal, roughness and so on.

grim ore
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Scroll down and you need to change your lighting mode, the default doesnt take direction into account hence no normal input

red prairie
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@grim ore Thanks!

floral mesa
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so my engine keeps crashing when i paint a material on the landscape layer. at first i thought it was naming conventions of the layerinfo. i made sure there were no duplicate layerinfo in the project. it seems to paint down fine now unless i try and paint too much then I crash the engine. Could there possibly be something I have wrong here?

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im using the brushify landscape material from the marketplace

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i seem to have more issues after enabling edit layers, but i wanna use the layers so i can dedicate one to spline and one to material and sculpt if possible.

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Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 581] CommandList->Close() failed at D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12CommandList.cpp:134 with error E_INVALIDARG

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this is the error upon crashing

tawdry basin
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what the fuck, ue4 4.24.3 has a major bug with landscape, adding tesselation to your landscape material will increase the compiling shaders to 60k - 120k etc etc

mint umbra
floral mesa
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what do your collisions look like on it

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it looks like the hair mesh has no collisions in the video

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some games allow that on purpose

ancient otter
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Sup guys

floral mesa
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never mind i see at the last second the hair like pops.

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hi

ancient otter
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Anyone knows how to fix the "assertion failed" problem?

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literally crashes unreal

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I open the project and it automatically closes

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apparently the issue is "Assertion failed"

floral mesa
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was it like a fresh project? what u have in it before

ancient otter
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not a fresh project

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i accidentally turned off my computger while opening the project lul

floral mesa
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lol

ancient otter
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what should I do?

floral mesa
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and it doesnt ask you if you wanna rebuild anything when you open the engine again?

ancient otter
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no

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if i open the project

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ue crashes

floral mesa
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im pretty green but send me a pm with the error you get

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ill help u look around

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because i dont want that error ever either

ancient otter
floral mesa
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im tired or restarting lol

grim ore
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I would start with deleteing your temp files. The Intermediate folder, Binaries folder inside of your project. See if that helps, you can also delete the Saved folder

mint umbra
grim ore
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you might want to delete everything in Saved but the Config folder as that might have some settings you wont want to recreate

ancient otter
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binaries folder?

red prairie
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Does anyone have a good tutorial for creating chinese screen doors that have translucency? I cant seem to get it right.

grim ore
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You may not have a binaries folder if you are not using C++. You may also have a DerivedDataCache folder

ancient otter
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Oki

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I have been trying to learn the c++ api to make a plugin

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But I cant find any good info

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the docs kinda help but they are horrible

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they dont actually explain some stuff

grim ore
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Config and Content and important. .uproject is important. Source is important if you have it. The rest can be regenerated. Intermediate can cause problems

ancient otter
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alright fixed

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thank you

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you know where I can learn the c++ api to make a plugin?

floral mesa
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@mint umbra can you take the mesh back to a dcc and manipulate the geo a little. lift the hair card further away from the body slightly and then redo the constraint

bold aurora
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Hi there , can someone explain how can I change the Capsule Half Height Adjust value in crawling mode ?

floral mesa
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@ancient otter ive learned some programming with courses on udemy. when they have sales i get them cheap. most places on teach basics. you really need to talk to or see what other people are doing. especially with advanced mechanics because some things are inventive and brilliant. some things i swear i couldnt have thought of on my own.

grim ore
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learn C++ in general, or the specific stuff for making a plugin? C++ in general just learn C++ there are plenty of courses on YT and Udemy and uh pluralsight and learncpp.com. As for the API the docs have the plugin structure and you can tear apart an existing one

ancient otter
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specific stuff to make a plugin

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I know that learning c++ is "easy" (because you have a lot of resources)

floral mesa
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ive seen tutorials by MathewW for instance. people like him are pretty much free college

grim ore
ancient otter
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I am not a pro, but I am intermidiate. I had expirience with other languagues too.

floral mesa
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that goes for anything learned

ancient otter
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I mean, the docs are fine but not really

floral mesa
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i like a mix of docs and audio and visula comnined

ancient otter
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look at this for example

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there is not much info

floral mesa
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it seems simple

ancient otter
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it does not explain what InClass, InParent, etc is

floral mesa
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there is tons of info there references

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vlick the links

grim ore
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You also have the ScriptPlugin folder in the Plugins folder which is a sample base plugin

ancient otter
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I alredy have a "basic" plugin

floral mesa
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you know. i bought some books for blueprints and c++ from a website called pakt

ancient otter
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its the plugin that open in the editor

floral mesa
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or packt

ancient otter
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I am not looking to use blueprints btw

floral mesa
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its a book seller site. some really good stuff

grim ore
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and if you want the docs on the API you open the source and look at the code, unfortunately thats just how it works 😦

distant totem
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(gonna check that out)

I understand that unreal can hang, and go not responding when doing intensive tasks, but at what point do you throw the flag in? It's safe to assume that as long as crash report hasn't appeared in task manager that the engine is still thinking right?

ancient otter
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Yeah, I have tried it

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And actually that kinda worked

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But there should be more info, you know?

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Instead of having to open the file and check

mint umbra
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@floral mesa Hmm, I'm not the artist of the mesh unfortunately, no clue how to go about that 🙂 Marketplace asset

ancient otter
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Slate for example seems super weird

grim ore
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you learn C++ as a language, then you implement what you want. In the case of a plugin you look at an existing plugin and look at the code and learn from it

ancient otter
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For example, i was checking this guys's code

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He had like 1,000 lines worth of code

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for a slate thing

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And its kinda hard to understand it

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most slate tutorials are visual, in the editor

floral mesa
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@mint umbra i feel yeah. thats kinda where i shine the most is the visual end of things. one piece of advice i will give you is not to let that detail hold you back from developing. keep working and have it fixed by an artist for 5 bux on fivver or something

ancient otter
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i actually havent found a sinlge slate in c++ tutorial

hoary wedge
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@ancient otter what are you trying to achieve?

winged crypt
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anyone know why images render much darker in widgets at runtime?

ancient otter
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an editor plugin

grim ore
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well slate is C++, UMG is in the editor. they are not the same and most people dont mess with slate as you dont need it

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now if you are using C++ and need ui for an editor plugin or mod then yes you need slate, but slate is just a wrapper basically for ui

ancient otter
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In this case I will need it, sadly haha

grim ore
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and in that case you open up an existing editor window or plugin that looks like what you want and use it and learn from it

ancient otter
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Yeah, im trying.

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Im just saying the info is not as available and I though at first.

grim ore
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there is a point with what you are trying to do where it's less hand holding and more learning from experience and the existing code base. What you want isn't a basic thing which is why the resources are limited.

ancient otter
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Yup, I noticed.

floral mesa
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yeah you seem to have an idea what you want too. i believe in you.@ancient otter

grim ore
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people with the knowledge to make the tutorials or docs that you want don't have the desire to do it because they are using that knowledge to make stuff heh

floral mesa
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@ancient otter eat that frog

ancient otter
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I tried to get someone to give me some lessons of the basics, made an offer here and like 2 people sent me dms

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When I asked they didnt know what they were talking about lol

mint umbra
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@floral mesa Alright, thanks for saying that haha, I tend to get stuck up in little details that bugger me haha 😉

floral mesa
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maybe they misunderstood your ambition

distant totem
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@plush yew to my understanding multitouch isn't supported within html5, if that is applicable to you

ancient otter
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I asked the two of them, do you have expirienced with editor plugins?

distant totem
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on mobile

ancient otter
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The first one didnt even know what i meant by editor

floral mesa
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@mint umbra as do i! lol i have to slap myself sometimes

ancient otter
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the other one said no

plush yew
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hey guys

floral mesa
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hi

ancient otter
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@floral mesa thanks man

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I alredy did most of the stuff I had to outside UE

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I even had to learn Linear Algebra

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it was fun still

grim ore
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There is a 5 part course so far on http://wlosok.cz/ for Editor plugins, cant hurt to check it out

plush yew
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the luncher is messed up after i downloaded gta 5 , any help ?

ancient otter
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nice

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thnnks!

grim ore
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but honestly you are in a crummy place where you just have to learn to learn what you need to learn to learn what you need to do what you want 😦

floral mesa
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@plush yew whats going on?

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@grim ore story of my life hahaha

ancient otter
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yeah

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I will try to make a tutorial series once I finish my plugin

floral mesa
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ill watch it. i dont have friends cuz all i do is watch tutorials

hoary wedge
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btw any chance does anyone know where I can find more info on what the difference between PCH headers mode and UnityBuild Mode is? I've read all the ue4 documentation on the subject, but it doesn't really god into detail

ancient otter
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hopefully no one care about my voice lol

floral mesa
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i suffer alot. some ppl make me laugh. hahaha

ancient otter
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how old are you?

floral mesa
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30

ancient otter
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ah yes people would not complain if you did tuts

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im 15 i have a wack voice

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currently i have a small devlog, no one has complained yet

plush yew
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@floral mesa

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this is epic luncher after i downloaded gta 5 !

floral mesa
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whoa thats weird

grim ore
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thats a web connection issue, try rebooting your pc

ancient otter
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yeah lol

floral mesa
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glad i saw that today. i hadnt seen that happen yet

grim ore
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the entire launcher is just web pages, that looks like the css didnt load

ancient otter
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There is this this thing btw guys, called UnrealEngine Python

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it adds python to the editor

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you can make plugins with it and stuff

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i know there is an implementation of python alredy btu its trash

floral mesa
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isnt that a built in plugin?

grim ore
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yep its been in for a while and the docs have examples

ancient otter
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no

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the one built in is shit

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compared to the one rn ofc

floral mesa
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good to know.

ancient otter
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I alredy made a plugin with it

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but i wanted to learn c++

floral mesa
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my goal for code is to learn what i need to make specific game mechanics. thats all. im more an artist. but i gotta know how to handle all things in my production and pipeline alone.

ancient otter
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so I did

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I see, interesting.

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makes sense

spring ether
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I'm about to start my first couple test projects in UE -- should I go with .24 or are things pretty well worked out in .25?

floral mesa
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i have three engine versions for ease of asset migration

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i am using 4.25. but i keep crashing when i paint materials on the landscape layer

spring ether
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yeah, i've got both installed, i just know .25 is pretty fresh in some cases. since it's my first real project, I just wanna try for smooth as possible.

floral mesa
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i think its because raytracing is enabled maybe

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some plugins arent updated for 4.25 but will son be

grim ore
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use .25 or .24 or .23 or .22 if you are just learning, wont really matter unless there is something specific. With that said .25 does change the modes panel and the animation editor window so those wont be the same if watching older tutorials

floral mesa
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id say 4.24

spring ether
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okay, I'll go .24 and move up sometime in the next couple once I'm a little more confident. Thanks!

floral mesa
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@grim ore do you use multiple versions of the engine?

grim ore
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just depends on what I am doing, as most tutorials are focused on the latest I do them in the latest.

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but I keep a few versions installed as needed for work

floral mesa
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thanx thats kinda how i manage that. i just use the three latest versions

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i think ill try disabling ray tracing and see if my issues with crashing persist

plush yew
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@grim ore hey

tawdry cliff
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Hello ya'll.

plush yew
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still same issue after rebot

grim ore
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you just might have a bad connection to the epic CDN right now. It's a connection thing. You could try reinstalling the launcher or cleaning out its temp files or just waiting

plush yew
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you think its due to heavy load on epic servers?

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cuz of gta5 ofcourse 🙂

grim ore
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it might be but I have no issues here in California, USA

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but it cant hurt to clean out the cache, close the launcher and delete "C:\Users\USERNAME\AppData\Local\EpicGamesLauncher"

steel osprey
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@plush yew no, civ6 is on, it’s no longer gta v

boreal wadi
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Hello ppl, I have an issue with collision/Overlaps (I think) is there a dedicated room for support/help ?

plush yew
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@steel osprey what ?

steel osprey
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gta v is no longer free on the egs

plush yew
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it dont mater i owned the game cuz i dowload it befor 21

steel osprey
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I don’t care

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what you said was there was a heavy load on the servers due to GTA V

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I said gta v is no longer free

plush yew
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@steel osprey well do you know that when you lunch gta it lunch egs soo ?

steel osprey
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but goes into the rockstar launcher as far as I’m aware and even if they were on the egs, not all millions who purchased it would be on at the same time

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they’re not buying anything and the servers won’t just go down unless ALOT of people go on

plush yew
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@steel osprey well you some how right cuz maybe epic is changing some stuff cuz gta is no longer free.

steel osprey
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gtafan, are you alright in the head?

severe glen
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hey there, Is anybody using ue4 with VSCode?

fierce tulip
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GTA convo's can go to #lounge please, this is a server for ue4 discussions, not EGS

mild charm
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Whoa Mathew's here?? Love your tutorials man, extremely helpful for a newbie such as myself GWovoRaphiXD

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Thank you for your hard work GWunuWakaOK

fierce tulip
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@boreal wadi #blueprint miiiiight be where you want to ask

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@severe glen and for you proooobably #cpp

severe glen
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👍

ancient otter
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@grim ore do you think you can help me figure something out?

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I am trying to use the OnClicked thing

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But I have no idea on what I have to give it

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and yes, i tried looking it up ont he code and it showed that it needs this c++ const FInputDeviceRay& DeviceClickPos

grim ore
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I am assuming you would bind to it since it is a delegate

agile lynx
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@polar dome - Hey I just saw your message on the Maya camera issue. Did you ever find an easy fix for it? I am super noob with Unreal coming from Maya, but can't figure this out. I know it's something to do with the offset and a weird rotation but f haha can't do it. I know there is a script out there somewhere but can't find it. Any ideas?

ancient otter
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First time i hear the term delegate, i gotta look it up.

grim ore
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if you look thru the ue4 source code you can see examples of how its used. You are basically saying "hey when you are clicked, call this function"

ancient otter
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I alredy have the function set up

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I have to find how to tell it to use the function

agile lynx
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Anyone using PFTrack and taking your tracked camera into Unreal? I am in the VFX industry looking to slowly move over from Maya to Unreal for product shots etc for commercials. But yeah having a hard time exporting from PFTrack into Unreal using FBX. If anyone knows a bit more, I'm super noob to Unreal by the way - please @ me thanks!

slate vessel
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this questions probably been asked to death but did the ue5 demo use ray tracing or not?

ancient otter
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im pretty sure they said what it is using

grim ore
ancient otter
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they never specified if its ray tracing

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they said "dynamic lighting"

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interesting

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@grim ore I am still getting erros

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name followed by :: must be a class

wheat sphinx
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Does anyone know how to lower VRAM usage in a project?

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Is it these values adding to the VRAM?

glass rapids
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Should I use the built in crouching or make my own?

civic portal
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okay.. so why has geometry creation suddenly stopped working. I try to drag a box or anything into a viewport to place it... and I get a point object that can't be scaled.

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I feel like this worked yesterday

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Also super frustrated with maya, if anyone knows about how to use that. It seems like theres no snap to grid, only snap to grid center, and there's no y axis display option

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these seem like super basic things that are crazy hard

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aaand insertying geometry magically started working again once I switched to basic and back to geometry

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buggy af

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I've got a project started, largely because of quixels stuff, and I havent done much modding or level editing since the source engine, but .. basic things. stuff that worked back in the UT and WoT era is just plain not there anymore

lavish perch
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is there a way for 2 people to work on a project?

lethal peak
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hi, i have problems playing video in a IOS Shipping package IPA i tried mp4, wmv , change the fps to 30 to 60 and nothing. only work launching the app from the editor and mp4 in 60fps. any advice, code configuration etc...

static sparrow
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Is there such thing as conditional breakpoints in UE4?

dawn kelp
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is there a way for 2 people to work on a project?
@lavish perch
Yes.

lavish perch
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how

dawn kelp
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Is called multi-user editing

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If you mean that
If not and you just wann to Share the Project. Use a version control software like git

fierce tulip
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@civic portal bsp/brushes are kind of outdated, if possible blockout with meshes instead.

grim ore
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@lethal peak open the ipa up and make sure the movie was actually packaged

lethal peak
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how to

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which software?

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or command

civic portal
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@civic portal bsp/brushes are kind of outdated, if possible blockout with meshes instead.
@fierce tulip What does that even.. I can't,...that's compltely unrelatred

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That has no bearing on my issues

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None whatsoever.

grim ore
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@lethal peak you can open it up with compression software, its a compressed file basically then you can examine the app and resources. There re tutorials on it out there. My thoughts are you dont have the movies in an included folder or the default folder and its not being packaged

civic portal
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If I click a button, it should work. It should not magically stop and start working, regardless of "best practice"

lethal peak
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ok thanks @grim ore

grim ore
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@civic portal they are saying the geometry stuff really isnt intended to be used anymore and it might be better to use something else so you dont have the problems

fierce tulip
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true it should work, but I personally am not surprised its buggy. that is all.

grim ore
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and as for scaling or moving not working perhaps you adjusted your snap settings on accident in the viewport so its too large to snap now

ashen ermine
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And another weird question: Which is cheaper? float>Round]plug into text (for widget) or float>ToText>plug into text?

civic portal
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Snap in maya is the issue

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It works fine in UE4

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Maya snaps to grid centers, not eedges. UE4 snaps to edges

grim ore
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ue4 snaps to where you want it if you set it up like that

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same with maya

civic portal
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I like edges

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I can't find a way to change it in maya

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I've looked at every tutorial and bit of snapping and grid documentatyion

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It just seems to work for some people, but no one explains how to switch it

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nothuing in display->grid, preferences->interface...

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I wish someone would do these tutorials from a fresh install, without cuztomization out the wazoo, so you could actually match their setup

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This is stupid that the most trivial things aren't trivially configuranble

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why doesn't it act like that on mine

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Mine snaps to the middle.

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Not the least bit useful.

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Everything says theres a checkbox for on/off, amd you press the X key. Well, that doesnt account for why some peoples' snap to edges and mine snaps to the centers

tiny dome
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Hi is it possible to export animated lights from Maya into Unreal engine. Maybe a way to get the lights transformation data?

hoary lodge
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Hello. Whenever I set the sg.EffectsQuality to anything below 2 it freezes the game. Is there any way to fix this?

next badger
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@hoary lodge you need to compile shaders...you can do that by switching scalability in ue4 menu

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@tiny dome no afaik, but you can import many cameras and copy their transforms to lights

hoary lodge
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ohhh I'm assuming it freezes because the shaders for that setting were never compiled?

next badger
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@hoary lodge most probable reason

marsh swallow
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Is there ANY ideas on how i can sort the save slots by Date/Time saved?

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i am saving the UTC Date/Time to the save file but i am not quite sure how i would sort it.

next badger
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you read it back and sort based on this data?

tiny dome
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@next badger Thanks, I'll try that method

next badger
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afaik it supports cameras only, tried on light and it did nothing

hollow zinc
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does anyone know how to copy and paste keyframes along multiple tracks in sequencer?

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I can copy and paste onto a single track

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but not across multiple tracks

rancid lynx
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Sorry to ask again. I still havent found a way. is it possible to paint terrain so that the blending between grass and dirt has a very sharp edge, like the grass and dirt in this example? maybe a mask? but i cant get it to work yet.

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i can get this effect on a landscape mat, but i dont want the mask effecting areas that are not blending between two layers.

deep stump
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Does anyone know how to fix it where when I open an actor I can't "zoom" or go close to my actor without it disappearing?

neat forge
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Anybody know any good tutorials on animating a mesh that is a particle effect?

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Or what I would look up to learn about that

vapid venture
#

I have a question, Ive been doing lots of tutorials and such, and some have used "Player Controller blueprints" while some do not. The official unreal starter projects dont seem to use these, is it a thing I should have or is it only for games with multiple playable characters

deep stump
#

You should have and use a player controller

rancid lynx
#

cascade is the easy particle system, niagara is a little extra powerful and time consuming to learn. just attach those to sockets maybe, on a mesh. idk.

neat forge
#

Yeah I haven't used Niagara yet, I've used Cascade a bit

rancid lynx
#

both are easy if you study youtube for a few hours. cascade maybe even moreso

#

actually i only make very basic particles, so idk so much. but ive made afew

frozen heron
#

guys I just installed 4.2 and it asks me to install visual studo 2019 when I already have VS 2020. Should I just relocate it instead?

vapid venture
#

i mean i figured, but like most of the default ue4 presets (first person, third person, ect) just use inputs on top of the character object

grim ore
#

@frozen heron the latest version of UE4 is compatible with VS 2019, if you are using the latest version, .25, then you should have 2019 installed.

#

@vapid venture You don't have to use a player controller, you might not want to depending on your project. The player controller is designed to take input first and then it passes it onto any controlled pawns that it might have. In the case you might have say 1 control scheme and different pawns having your controls in the controller instead of in every pawn might make more sense.

fallen marten
#

Can anyone tell me how I can see what the engine is doing in the background? My fps is rubber banding and freezing as well as being low, even with a fresh blank level. -BUT- if I right click and bring up the menu, or switch to a BP window, fps goes to normal, no freezing or stuttering

#

Still on 4.21

#

Had no problems like this until a few days ago

grim ore
#

you can profile, but that sounds like something else is causing the issue like a gpu overlay or something else taking over the 3d rendering

fallen marten
#

It's only the main editor window that does it

#

No other programs are running

#

Stupid thing is almost un usable

grim ore
#

so nothing gpu related running, nvidia shadowplay. geforce gsync, msi afterburner?

#

running on a laptop in power savings mode

fallen marten
#

Nope. It's a laptop but it's plugged in, it's amd Radeon software, no screen recording, no afterburner

#

Gpu is at 2% utilisation

grim ore
#

I had that issue on my laptop due to the power mode being set to energy saver, it would limit the cpu and gpu

fallen marten
#

Cpu says it's constantly 60%+ Ram is at 70

#

Engine is just sitting idling on a blank map

grim ore
#

whats the cpu speed tho

#

like right now if I enable energy saver it caps the cpu to 1.5ghz rather than the normal 4

fallen marten
#

It's 3ghz

#

But using 2.7

grim ore
#

so what laptop is this? if it has integrated and discrete gpu's it might not be using the discrete

fallen marten
#

It's an aspire with A9 and R5

grim ore
#

oh, yeah uh... good luck with that

fallen marten
#

Has been great for ages until a few days ago

#

Its just something I take to work so I can work on my breaks

grim ore
#

well thats a low power APU but if it was working fine then it sounds like its not using the gpu properly anymore

marsh swallow
#

@deep stump from my experience that usually happens when your scale is really small on import or when there is LOD issues.

grim ore
#

set task manager to always on top and see if the cpu and gpu change when you have the editor focused and when you have the menu up which works better

deep stump
#

It's a bullet so it is pretty small lol

fallen marten
#

If I could see what was happening in the background I could do something about it. The task manager just says the exe is running. No compiling

#

Ok I'll try that

grim ore
#

its weird tho the only times I had that issue was when say MSI afterburner was loaded up in overlay mode and it would take over the gpu 😦

rancid lynx
#

how can i control the blend between grass and dirt? i cant remember. i would really love to use a mask, but im not sure if thats possible.

fallen marten
#

@grim ore when I did that, CPU didn't really change, but frames went to normal and the GPU use went from 1% to 23%

grim ore
#

so with the menu up you had more GPU?

fallen marten
#

Yep. It's like it releases the engine from whatever it's thinking about

#

And says hey, gpu can work now

grim ore
#

thats super weird, for me it's the opposite. 100% gpu or 45% when the menu is up. How are you testing FPS? or does it just feel slow

fallen marten
#

I have the fps up in the too right corner with memory usage

#

When menu isn't up, it's like a slide show

#

Menu pops up, 60fps

grim ore
#

yep opposite of what it should be. I assume you didnt cap the fps? open the console and do "t.maxfps 200"

fallen marten
#

No change

#

And no I never capped the fps

#

Lol my lappy would never need a cap

#

If you aren't sure don't worry about it

#

It's a shit of an issue

grim ore
#

nah the default cap is ~120 or so so calling the t.maxfps 200 pretty much resets it to 200 which means no real cap for most machines

#

disable this and see if it helps, it shouldnt but

fallen marten
#

It just sent the fps up and stopped the stuttering

#

Well shit 🙃

#

Nope spoke too soon - I must have had the editor prefs selected

grim ore
#

yep something else is conflicting with ue4, like an overlay program

fallen marten
#

Ok I'll dig a bit more - thanks for your time Mat

grim ore
#

😦 wish it was an easy answer but we tried them all lol

fallen marten
#

Champion 👍

plush yew
grim ore
#

You've got to pump up those numbers

patent vortex
#

Impressive numbers lol

plush yew
#

it was 82k

patent vortex
#

So my game compiles fine...but the crash logs report unknown function worried_mercy

deep stump
#

I'm about to flip lol

#

All my maps are like this

grim ore
#

did you mess with the near clip plane? I think you messed with the near clip plane

#

@patent vortex install the launcher debug symbols and when it crashes you should hopefully get a function name

deep stump
#

Oh yeah I did lol

#

Thanks @grim ore xD

patent vortex
#

I thought they were automatically installed with a custom build @grim ore

grim ore
#

a source build of the engine?

patent vortex
#

correct

#

I see the option for the normal engine which ironically is not ticked but Im not using that 😛 so I doubt it would impact visual studo

grim ore
#

and this is for a packaged build somewhere else or an editor build? I think the default is development editor not debug editor so that might be an issue

fading tendon
#

Hi

grim ore
#

if its packaged you might still need to move the debug pdb files into the packaged folder so it has them

patent vortex
#

Its just the editor build but Ill figure with my compile.. I think

#

Actually I think it might've derived from be accidentally being on a debug build type! Will report back. Thanks Matt!

fading tendon
#

Does anybody have videos or tutorials for ue4? I'm completely new to ue4.

patent vortex
fading tendon
#

Thanks

grim ore
#

also check the pinned list at the top

fading tendon
#

Ok

#

Thanks again

patent vortex
#

Oh how I wish things compiled faster. Time to twiddle my thumbs.

near ibex
#

can I ask questions here?

grim ore
#

You can ask yeah

hollow zinc
#

Is it possible to edit material parameters in an embedded actor sequence?

near ibex
#

Ok so i have an issue with making just a simple material for painting
when i change the preview weight to .5 in the layer blend node it errors. i get some sc's 1 sec

#

In stats it says [SM5] (Node LandscapeLayerBlend) Arithmetic between types float3 and float4 are undefined

#

I only changed one node just to show

fading tendon
#

So im watching a tutorial but idk how to import assets

#

it doesnt show how

near ibex
#

@fading tendon what kinda assets

fading tendon
#

like props ig like stuff for a map

#

i got it in my cart but idk how to import them

near ibex
#

@lmce in your cart? as in from the epic games store or something?

fading tendon
#

well i got free assets and i got the email saying i got it but idk how to import them to my project

near ibex
#

go to your library in the epic games program

fading tendon
#

ok

near ibex
#

is it the megascans assets?

fading tendon
#

no its the free for month assets

#

the building one

#

Sorry im really new

near ibex
#

ah well yeah just go to the library tab find the stuff you just got and add it the project your working on

fading tendon
#

ok thanks

hollow zinc
#

does anyone know how to open 2 sequences at once with seperate windows?

winter hollow
#

Having an issue with bringing in my char from blender to unreal. Been battling it for a couple of days now. My mesh is significantly smaller once i import to UE4 but when I import the UE4 char to blender they are pretty much the same size

grim ore
#

what scale and units are you using when exporting?

winter hollow
#

Metric units and my scale is 1

#

my dimensions are pretty small on the armture for some reason

#

but I can't find a way to scale that up without destroying the animations

#

Applied scale

#

Hard to see in a screenshot but the feet are completely messed up now and so is the ani

grim ore
#

seems like it was fine before in terms of the dimensions wasnt it?

winter hollow
#

I'm not sure if it's fine. Once it's in Unreal I have it in the player controller just fine, it works. but when I started trying to create sockets they were huge and unusable. So I checked the approx size of the mesh and it was much lower than the UE4 skel

grim ore
#

but anyways when you export change the unit to centimeters as that is the unreal unit and see if that helps

fading tendon
#

Im so dumb i still dont know how to import it wont show up even after i watched yt vid

winter hollow
mint sequoia
#

I think I use cm when exporting 🤔 Actually its set to "automatic", but if I uncheck that default is cm... but this is from Maya

winter hollow
#

real small

#

gonna switch it to cm and see what happens

patent vortex
#

sigh still cant figure out the symbols and debugging this crash log 😦

winter hollow
red raven
#

@near ibex try removing the preview weight

#

I've never had that issue with landscape materials and I leave all preview weights at 0

near ibex
#

I changed to weight blend and that actually worked

#

but is there a reason to use height instead of weight?

red raven
#

Never had that error

near ibex
#

😳

red raven
#

its sorted up close but afar looks like spaghetti

#

too bad we cant use reroute nodes outside of material functions

near ibex
#

hmm i dont get why its not working then do you know why the height is standard?

#

i tried painting with the preview weight at 0 but i never saw anything

red raven
#

Honestly ive never used anything besides height, i believe weight is a more detailed option? like if you wanted puddles

cold venture
#

Hello.
When I tru to import a tiled landscape into UE4 it says no landscape configuration found.

#

Whats going on

near ibex
#

hmm i mean i do want to paint at small scales so i might just stick with weight then :/

rancid lynx
#

How do i control how thick the blend is, between two landscape materials on a flat terrain. I know how to do it with heigh or slope. But no idea on flat terrain. Not brush smoothness, material blend thickness hardness softness inside the material

near ibex
#

Id like to know too👀^

rancid lynx
#

I figured it out last year but it actually looks terrible due to zigzagging vertex patterns on the terrain mesh. But i hope i can add a mask that will hide how bad it looks

bitter siren
#

Is anyone good with material shaders and can help me?

#

I'm trying to do a basic butterfly wing flap sort of thing

#

It works great when oriented a certain way, but when I rotate the mesh, I can't get the world position offset to change in a local way

red raven
#

@rancid lynx im not exactly sure what your question is

#

This is how mine paints on

bitter siren
#

Thank the good Lord. After struggling with this for an hour, I figure it out 5 min after posting lol. For anyone interested, I added a transform node (world to local space) after the divide node

vagrant iris
#

For those who test their games with a gamepad can anyone recommend one to me? I'm looking for a decent one doesn't gotta be too fancy and one that windows and ue4 will recognize out of the gate. Feel free to @me as well

red raven
#

xbox one controller

vagrant iris
#

Thanks for the recommendation. you use it yourself?

red raven
#

yessir, every day, you can fly around the viewport with it aswell

vagrant iris
#

ah that sounds awesome! thanks again

red raven
#

No worries

near ibex
#

Does it matter what resolution i set the landscape to too get good tessellation?

spare dust
#

Anyone know why the Set Filter node would potentially not be working correctly?

plush yew
#

Can behavior trees only be used on characters? I'm trying to use AI on my turret actors but I've just realized that I might not be able to do that

grim salmon
#

Question: How do I make my mesh emitter emit in the direction of the green arrow on the emitter sprite? When I manually rotate the emitter I want the particles to fire off in the direction that I rotate it.

leaden dust
red raven
#

@grim salmon youre probably looking for lock axis under orientation

#

and just select the direction you want it to point in

grim salmon
#

yeah, i eventually found that setting

#

it -mostly- works

#

ideally i wanted to just use the rotation widget on the emitter in my level and change the direction it emits the mesh particles

red raven
#

i had just set one up like that maybe an hour ago but already forgot what the tick was as usual

#

it is possible

lapis bronze
#

@bitter siren you cant use world position for that
you should use vertex color instead

timber mountain
#

check my question, maybe u can help me

honest vale
#

@red raven why didn't you use material functions there? 😄

golden niche
#

Guys help
Whenever I try and follow a tutorial I fall asleep

red raven
#

Because im not that cool

#

lmao, i probably will on the next one but i just was not processing anything at the time

honest vale
#

it really helps with organization imo

golden niche
#

Im having troubles keeping motivation up

lapis bronze
#

@timber mountain that sounds like your computer is just overheating in general

#

when is the last time you changed the thermal paste on your CPU? if its been a couple years that can be it...
Get a hardware monitor to help determine what is overheating

timber mountain
#

but this just happens when i building the lights ... i hadn't this problem until 2 days before.
its wondering.

bitter siren
#

@lapis bronze why can't I use an world position there?

timber mountain
#

monitor is turn offed ... i can't see hardware moitor program

lapis bronze
#

@bitter siren the second your model rotates the effect is destroyed

plush yew
#

soo

#

is there a way to override functions like event receive draw hud?

#

or do u need a the source for that

modern sinew
#

Is it possible to build objects from a set of points, instead of importing a model? Can I tell UE "I want a point here, here, and here" and make a solid object from that?

#

I've been looking but I haven't found how

lucid socket
#

ProceduralMeshComponent

modern sinew
#

@lucid socket Thanks, I'll look into it. Also, I ended up getting Multiplayer working, one of my nodes wasn't connected right

lucid socket
#

Cool.

modern sinew
#

Is "ProceduralMeshComponent" C++ only btw? Or possible in Blueprints?

#

And is there a way to get what key is bound to a current action in Blueprints? I've only found for C++

lucid socket
#

I believe it is both

modern sinew
#

ok

lucid socket
#

That one is tricky because there can be many input components

#

More than one input component can bound to the same action name, just depends which one has more priority and whether it allows input to fall through.

modern sinew
#

currently my plan is just, when the player remaps the keys, it'll change a key struct variable as well. But if it's possible to get it directly then that will be much cleaner

lucid socket
#

I believe that you can look up that in a config.

modern sinew
#

Lastly for now, in an inventory tutorial I'm trying to follow from January of this year, the ui widget he is working with has an Interfaces panel, and a Class Settings/Class Defaults button, and mine doesn't. Do you know why this may be?

lucid socket
#

Unsure, it should have it.

modern sinew
#

(found it)

surreal laurel
#

is a light set at 0 intensity being calculated at all?

#

I want to have a light turn on then fade in, and the only way I can think to do that is have it set at 0 strength during runtime and then when it gets triggered use a curve to fade in how I like

#

or should I have it invisible, and the custom event make it visible first and THEN fade in?

leaden dust
#

if I am using procedural mesh component how many verts is healthy for the scene to run smoothly?

#

can it handle 200000 triangles?

jolly slate
#

Anybody have a clue as to why I can't see volumes I place in my level? This is across ALL my 4.24 projects, show volumes is enabled and I'm not in (G) mode.

ruby folio
#

@jolly slate You tried using defaults?

jolly slate
#

Yeah, these are the defaults

ruby folio
#

Are you trying to view level streaming volumes?

jolly slate
#

Blocking/Trigger volumes

ruby folio
#

And have you placed any in the world?

jolly slate
#

It's like, ALL volumes, can't see post process ones either.

#

Yes, I can see them if I select them in the outliner

ruby folio
#

Ahh.. I think I've seen this before.
Do you have the same problem on other projects?

#

Or different levels?

jolly slate
#

All projects on 4.24 yes

ruby folio
#

I'm not suggesting anything. But 4.24 has been one of the roughest releases I have used in a while.

jolly slate
#

Yeah it has been a little jank not going to lie haha.

ruby folio
#

Are you using any plugins?

jolly slate
#

On a few of the projects yeah, on this specific one no

ruby folio
#

Well if you have space, test the project out on 4.25.
4.25 weirdly fixed all the crashing issues I was getting with world composition in 4.24

jolly slate
#

Aah, yeah may need an update/reinstall! Cheers, will give it a shot.

modern sinew
#

what's going on?

frank oar
#

Hi, where can I go to ask questions regarding performance/ fps etc..
this discord is all I have and I am struggling to find resorces..

I have gotten mostly through making the demo for my app so I really want to start thinking ahead but
I could use some guidance or someone to bounce a couple of questions off.

maiden verge
#

does anyone know how to fix this "the map specified on the command line could not be found "

plush yew
#

whats the best free world creator to make maps? I wanna import it to UE4

#

also whats the best way to learn UE4? I'm new to this and would like people or a playlist to teach me

thick herald
#

Use the official Unreal learning hub it's good, and you'll quickly learn the basics.

barren flume
#

I thought I'd learn a lot more in the learning hub

vivid spindle
#

hi all, I'm wondering if someone knows what the hells going on for me, i wasn't sure where to ask - I've been creating a mod for a game using UE4. the editor we were given was updated and it wiped my folders out - i have tried copying my backups back over but for the life of me i cant get it to find my stuff again an keep getting these errors.

#

ive tried making a new mod of the same name and then pasting over - it loads all the assets in to the editor then - but it still doesnt really work as i get async errors on run then

pallid sage
#

Hey there, apologies if this is the wrong channel, but I was wondering if there are any cons to using both blueprints and C++ in a project?

#

I've heard that it's done a lot, but I also hear that people think using both is a bad idea which I don't really understand

thick herald
#

Naa, do what you feel is right for you.

last surge
#

hello, how can I see the epic store? I always used the launcher for unreal engine and now I would like to add the epic store

#

Do I need to reinstall it?

midnight root
#

the store is directly under 'epic games, maybe you accidentally HID it in settings ?

lucid socket
#

@pallid sage Using both is just fine.

pallid sage
#

Yeah I thought so , I don't really see a problem with using the two, guess I was misinformed

plush yew
#

i was wondering what are the first steps to creating a game

last surge
#

oh yea, it was hidden lol

midnight root
#

its happened to me so

last surge
#

thanks 🙂

midnight root
#

yw 😉

plush yew
#

does anyone know a good youtube playlist to learn from?

#

or a channel

tame cosmos
#

Heya, just for anybody that may know. If I have 2 landscapes, the same size and resolution, L1 has larger, but less tiles, L2 has more but smaller tiles.
All tiles from both L1 and L2 share the same streaming distance, and have 1 LOD, again at the same distance.
I assume that L2 (green) is better optimised, because at any given point, the players distance requires less of the total landscape to be streaming, as shown by the blue radius.
But I don't really understand the engine enough to be sure of this. For example, the extra computational power to handle a larger number of landscape tiles may have an impact.
So I'd just like to hear from anyone with an understanding of this. Thanks

midnight root
surreal laurel
#

is it a good habit to add components at runtime in BP, rather than adding them as part of the BP itself? I have a bunch of lights with emitters that toggle on and off, but i'm not sure If I should add them to the BP and have their visibility get triggered, or be dynamically created and destroyed..

lucid socket
#

Dynamically creating and destroying things has a run time performance cost, where as pooling them has a memory cost.

surreal laurel
#

so there's a trade off, got it

#

i'm assuming certain components are better off being dynamically created more than others

plush yew
#

thanks man

midnight root
#

anytime 🙂

patent apex
#

hello, is there a way to make light functions affect the performance of the lights? because if i set it to emissive 0 i still have the cost of the light

balmy rose
#

hey there - i messing a bit around with the new sky atmosphere - it workes until now but now i got a problem - moving it is ctr+l+mouse as it also is written down in the documentary - but right now its not moving any more - any ideas?

midnight root
#

Ya I'm getting that too, we can suffer together ;0-09

#

not sure when it started occuring but ya, it'll work once say, then a minute or so later and I try it again, and nothing

#

restarting engine/computer and it continues occuring , so I dunno

#

for me 4.25, so I'm going to start 4.24 in a bit and see if the issues is there also

balmy rose
#

yeah its on 4.25

midnight root
#

go fig

#

is always something isn't it ;l))

#

it's

balmy rose
#

yeah unlikely ^^

midnight root
#

you 4.24 is prob. not affected

#

yoou mean

balmy rose
#

what i've done now is create a new level and adding it to the scene

#

then it works

#

maybe sloppy but its a kind of work around atm

midnight root
#

its ok whatever works I hope somebody has done a bug on it

plush yew
#

BTW egs is still messed up but only for the store, not sure why!

surreal laurel
#

I have multiple copies of a light BP that i've made in my scene, but only the first one I drop in actually works..

#

it's reference a BP interface, so I feel like that might have something to do with it?

knotty grail
#

hi can anyone tell me how to make an ability spawn in front of u??

vagrant stone
#

hey folks, do you know how many time it takes to be aproved on the Unreal Forums? My post is pending aproval for 2 days now 😦

fierce tulip
#

should be somewhat fast normally

vast fossil
#

why cant I see the variable stats in a function ? this makes functions useless

#

its always "variable not in scope"

opaque plover
#

Is it possible to have a graph of FPS over time in the editor?
EDIT: I found the profiler with the FPS histogram, but Data capture and live preview does not seem to connect with the Editor

sinful pivot
#

hi guys, please dont ban me because of my name - im a legitimate ue4 user! lol. let me know if i'll need to change my username. I'm hoping to get some help on an issue I'm having with importing megascans assets from quixel bridge. is this the right channel for that?

fierce tulip
#

yea, change your username please

sinful pivot
#

sure

#

should be changed

fierce tulip
#

and this might be the proper channel to ask those questions

#

(please explain the issue)

sinful pivot
#

great thank you!

#

most 3d assets imported from bridge import on a 90 degree angle the wrong way, so they're lying on their side. I usually fix this by changing the import rotation in the mesh editor and then clicking 'reimport base mesh' however when i do it now all of a sudden it doesnt fix the rotation

#

can include a screenshot if needed. dont want to clog up the channel

fierce tulip
#

kinda odd though, they should not be rotated wrongly

#

screenshots are fine

sinful pivot
#

one sec

#

I was doing the same thing on a previous project and it worked perfectly. not sure why it would have stopped working all of a sudden

#

im using them for foliage, so its better the main mesh has the correct rotation lol

fierce tulip
#

what happens if you set em to 0

sinful pivot
#

same thing. theyre at 0 by default. that screenshot was after manually correcting the angle and reimporting base mesh

#

my last resort is opening the source file in another program and fixing it there but i'd rather not. very tedious lol!

fierce tulip
#

hmm, have you double-checked the import settings on re-import?

thick herald
#

^

fierce tulip
#

Edit > editor preferences > search for "show reimport dialogue at reimport"

#

under general - misc

sinful pivot
#

cool tip! there doesnt seem to be anything that stands out though

#

ah!

fierce tulip
#

hehe

sinful pivot
#

import all changes it lol

fierce tulip
#

no clue why they nowadays hide the reimport menu, its frustrating

sinful pivot
#

awesome! fixed it. thanks so much

fierce tulip
#

np :)

sinful pivot
#

dont know why it wasnt an issue on my first project. what an annoying inconsistency

fierce tulip
#

had the same issue a while back, could not find out why meshes imported wrongly, spend 4 hours or so before realizing it was the reimport menu with a 90 degree rot

sinful pivot
#

haha glad to hear im not the only one. quixel should probably be fixing it on their end lol

fierce tulip
#

it shouldnt be rotated in the first place though, at least, not seen it happen on my end

sinful pivot
#

oh well. thank you again 🙂 look forward to being able to ask for help in the future here

plush yew
#

hi everybody

tiny dome
#

Hi guys, does anyone know a quicker method of bringing animated lights from Maya into Unreal. My current process is creating creating multiple animated cameras in Maya then exporting them individually as fbx files and then importing them individually unto multiple spotlights in unreal Engine. This can get very time consuming as you can imagine when you have a grid of lights. I am working to create multiple animations like this using Maya Mash:

royal orchid
#

Is there a way to disable ragdoll in UT2004? and have death animations

sweet relic
#

@tiny dome you could probably use python to automate the process a bit.

tiny dome
#

@sweet relic I figured as much, only thing is i have no experience with python 😩 I was hoping someone might have a hack around this.

#

I might have to learn some python then...

sweet relic
#

@tiny dome if you are more comfortable using blueprints you may be able to achieve something using Editor Utility Blueprints; although they are a bit more limited than the python api

tiny dome
#

@sweet relic thanks for the tip, i'll look into it 🙂

lucid socket
#

@royal orchid Ahh , my knowledge of UE2 is super rusty; but pretty sure you can find the bit of script that enables ragdolls and remove that to be replaced with death animations. So yes, I'd say so.

solemn orbit
#

helloooo

#

i have a question

#

i just downloaded unreal engine 4.25

#

i was using 4.24

#

but

royal orchid
#

@lucid socket I sent you a DM

solemn orbit
#

i am very confused for example how can i find the settings on foliage i only see which foliage i have selected

#

where are the settings fpr brush size?

#

i cant find it

thick herald
#

underneath the main icons, top of screen.

#

maybe

eternal rain
#

Shy wave hi ah..is this a good place to ask and learn from the pros?

thick herald
#

maybe, if any are about 😄 post in the appropriate channel if you can 🙂

eternal rain
#

ah hello there! I guess my first question is about making the concept I have in mind come together.

timber mountain
#

my epic launcher doesn't detect installed UE4 ... 😐
is there anyway to set it manually ?

near ibex
fierce tulip
#

select all the texture samples, set to shared: wrap

hollow fjord
#

Anytime I do something Suppose to be "Simple" then you try to compile and it fails and you have to go through everything looking for the failure

inner cloak
#

Anyone know if UE4 new sky system supports all 4 seasons .. like depending when i am i could have shorter days

serene birch
#

that's just a matter of positioning correctly the sun in the sky

#

so yeah, it should

inner cloak
#

ok, thanks

serene birch
#

but to go further, the "realistic sky" plugin thing available already, you can set the sun position automatically by entering the current date, hour and geo position

#

unless bugged, this takes into account seasons for sure

#

already

inner cloak
#

ok, thank you very much

near ibex
#

@fierce tulip Thanks, that cleared the errors when changed the albedo's should I change all the normals rough etc...?

fierce tulip
#

all of em

near ibex
#

aight thx

void sinew
#

Anyone has Custom Render Pass problems in 4.25.0?

I want to export Ambient Occlusion pass and it only exports first 3 frames.

brave pebble
fierce tulip
river silo
#

Everytime when I try to compile my C++ code this error occurs: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000050 Does somebody know why this is happening?

grave nebula
#

This is happening because something is writing somewhere something that something should not be writing somewhere.

river silo
#

How can I fix this?

agile basin
#

Hey guys, anyone know what could be causing this? Appears after rendering. Ive built the lighting and re-rendered, ticked lights on off. Only have a spot and directional light in the scene.

near ibex
#

Is it normal to have a texture streaming pool over when painting landscapes im at 725 MiB?

graceful grotto
#

@near ibex happens to me if I’ve been setting up a material with tons of textures

#

Open console and type r.Streaming.PoolSize 3500

#

Usually fixed

near ibex
#

Thanks that works 😄

near ibex
#

If i dont have to id rather not have to open photoshop and pray i did it right

#

NVM NVM albedo tint intensity :0000

ocean elk
#

Does this shit happen to everyone all the time?

vast fossil
#

has anyone ever had this problem where you get a variable and pin it to another set variable, but it sets a totally different number ?

plush yew
#

Hello

#

How well will ue4 run with a i7 2600k and rtx 2060 with 16gb of ram on a 1tb SSD?

fierce tulip
#

good enough for a general dev with a little patience

near ibex
#

ive got a i7 8750h and a 1070 and i run fine till the assets start to pile up

plush yew
#

so does it compile the shaders fast?

fierce tulip
#

hence the "little patience"

plush yew
#

so no

fierce tulip
#

but before this turns into a big hardware convo, for any additional hardware convo please use #lounge :)

deft nebula
#

What is the recommended size of terrain in ue4 for max performance

south ridge
#

Five

deft nebula
#

?

#

Someone

light vigil
#

six

whole quarry
#

None

#

Everything cost something, so nothing uses nothing and offers the maximum performance

lucid cave
#

hey, does anyone have this issue? certain levels for me automatically crash on load with the error message "Out of video memory trying to allocate a texture!"

#

tried changing pagefile settings in OS, no avail

deft nebula
#

Everything cost something, so nothing uses nothing and offers the maximum performance
@whole quarry know but from what you can get

#

The best performance

rain relic
#

Dear Community, I have a quick question; Can I use Unreal Engine to creat an App for an Companie and they put it into the Playstore? I mean Licensing and that Stuff?

plush yew
#

are there any staff of unreal engine in here ?

fierce tulip
#

yes, why do you ask?

plush yew
#

i submitted a asset and got a email back that i have questions for Xd

#

and i thought maybe asking directly is quicker Xd

fierce tulip
#

have to reply in the email, or if something is unclear you could ask anyone in #fab

plush yew
#

yeah but the email said the asset didnt contain anything of extra value for developers and the link was broken

#

but i replied to it with the correct link and a question Xd

fierce tulip
#

then you'll have to wait for them to reply

#

nobody from the marketplace team is on this discord (as far as I know) and regular dev's dont deal with that topic

plush yew
#

aah okey then ill wait for the email
btw are you dutch ? you have a dutch last name Xd

#

im dutch thats why i ask Xd 😄

fierce tulip
#

we are far from the only dutch peeps here

plush yew
#

yeah i get that Xd

rain relic
#

Dear Community, I have a quick question; Can I use Unreal Engine to creat an App for an Companie and they put it into the Playstore? I mean Licensing and that Stuff?
@rain relic So I need to write an email too?

fierce tulip
#

its probably best to read the ue4 eula about it, yes you can but depending on specifics there might be costs involved at some point.

opaque plover
#

Why does the initial "Play" from Editor takes more time than the subsequent "Play" once you stopped the game? I guess something is computed only once but what is it?

digital anchor
#

loading the map?

#

and every other needed asset

frank oar
#

There is a setting which makes the lighting adjust depending one what you are looking at in the scene...

how do I toggle this off/on ?

#

please @ me

digital anchor
#

Auto exposure

strong fossil
#

i have been watching the UE5 demo video and it got me thinking 1. will my UE4 project work on UE5 and 2. is there a poly limit to what a model should be or is UE5 going to be that good on performance?

fierce tulip
#
  1. they'll try to make the move to ue5 as smooth as possible.
  2. nothing is well known enough to answer that, but generally polycount wont be much of an issue
frozen pond
#

question: i got array of 10 actors, if i remove actors from 3 to 8, array lenght is still 10 or its ammount left inside ?

grim ore
#

depends on how you remove them and if BP or C++

frozen pond
#

remove index

#

bp

grim ore
#

should say that on the tooltip as well

frank oar
#

thank you @digital anchor

frozen pond
#

k thanks

whole quarry
#

@deft nebula are you dutch?

deft nebula
#

Yeah

errant magnet
#

Is it possible to make a material parameter that is a material ?
I have 2 quixel material and i want to make something like that with them : https://www.youtube.com/watch?v=AOivbkcyMKQ
But in the video it use a color and what i want is to use the already existing material

#

Thanks in advance

solemn orbit
#

hello

#

can someone help me?

river silo
#

How can I fix this error? Assertion failed: World [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 3594]

strong fossil
#

thanks @fierce tulip

solemn orbit
frozen pond
#

got physic problem, my actors instead of falling down is flying around

#

mass in kg does nothing

errant magnet
modern ginkgo
#

what is the best ue4 c++ youtube channel

midnight root
#

prob epics own

modern ginkgo
#

what?

midnight root
#

epics own tuts

#

youtube

#

there are many

modern ginkgo
#

ok

#

thanks

midnight root
#

np :

#

Its on my todo list as well, but knowing about epics tuts isn't a bad shot either maybe both

bright plume
#

quick question

#

is it possible to create a custom hit box for overlap events?

potent veldt
#

Hello, I have a problem. I wanted to use quickel on UE4, but when I use the "livelink" plugin, I get this error when importing : "No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing." PLZZ HELP

midnight root
#

no idea havent used any of that yet, is there ho help in doc for plugin or did you check alreazdy

potent veldt
#

no, nothing :/

#

It's a very hard answer to solve... nobody know !!!!!

midnight root
#

no response but ya

potent veldt
#

Thanks anyway, but nothing to help me 😭

#

After, is not a problem, I haven't see any problem on the mesh, but Always when I import a fbx file, it's show it

lucid cave
#

hey, does anyone have this issue? certain levels for me automatically crash on load with the error message "Out of video memory trying to allocate a texture!"
tried changing pagefile settings in OS, no avail

#

@ me if u know fix haha

midnight root
#

@potent veldt good to ignore maybe they know and are working on fix no idea,,I get same thing importing stuff from blender into ue4

potent veldt
#

Yep maybe..

#

It's a famous topic in blender yeah

mint umbra
#

Hey guys 🙂 How do I make the end of my animation loop? I.e holding an arrow and I want the bow to be pulled until I release the string.

midnight root
#

ho clue not using anims yet, did you try in #animation

cloud mortar
#

hey, is anyone that is on willing to pop into a vc and help me and a friend understand a few things about capsules for player characters in unreal?

river silo
#

How can I fix this error while cooking? Assertion failed: World [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 3594]

patent apex
#

hello, is there any event called when a actor is made visible again with level streaming set visibility?

plush yew
#

EPIC IS THE BEST ❤️

#

for these free games they throw at us.

surreal laurel
#

is a rectangle light more expensive than a point or spot light?

errant magnet
#

Is it possible to make a material parameter that is a material ?
I have 2 quixel material and i want to make something like that with them : https://www.youtube.com/watch?v=AOivbkcyMKQ
But in the video it use a color and what i want is to use the already existing material
In other word it means getting these value as input : https://cdn.discordapp.com/attachments/225448446956404738/713487659380506634/unknown.png
Thanks in advance

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river silo
errant magnet
#

Did you have any exemple ? I'm starting with Unreal (was on Unity before) So exemple help me a lot
Thanks in advance

#

Oh perfect thanks 🙃

#

You're too quick

surreal laurel
#

I think I figured out my issue, I have a node set up that automatically cuts off the execution after the first pass through

toxic prairie
#

Anyone into building their own computer specifically for ue4?

south ridge
#

Nope, I'm only interested in building computers for UE3

toxic prairie
#

You know what I mean 😂

south ridge
#

@toxic prairie what's your specific question

#

It's easier to figure out building a computer for a speciality, not for an engine xD

#

What do you wanna do? Programming, tech art, etc?

surreal laurel
#

I feel like a computer specifically for ue4 parallels a typical gaming rig

south ridge
#

Get the AMD threadripper thing with 64+ cores and at least 16 GB of RAM probably

toxic prairie
#

my i7 6700k is starting to chug along

#

i have 32gig ram

#

i want to convert to AMD

south ridge
#

That's a good amount of RAM. You should just get more cores IMO

toxic prairie
#

yeah definatley

#

limit is pretty high due to covid reasons

#

so i have some extra money

south ridge
#

I don't know what you do, but for compiling shaders, compiling code, photogrammetry, baking and so on those cores might make your CPU faster than the GPU solutions are 😄

toxic prairie
#

GPU is GTX 1080

#

I do all except photo stuff

#

I like to make models and environments

#

so compiling is killing me

#

zbrush seems fine

#

but 5k shaders ughh

south ridge
#

5k
Wow, you've got it all optimized heavily! 😄

#

I get like 12k - 15k

kindred viper
#

my i7 4790k is starting to chug with UE these days. But a developer works around limitations right? checks empty wallet ...right?

toxic prairie
#

thats just a small area 😦

#

so I was looking for a good AMD + Mobo combo

#

Im sure anythign now is an upgrade for my 6700k i7

#

but threadripper sounds cool

plush yew
#

threadripper gen3 seems quite exciting tbh, tho maybe considered a bit overly expensive like intel has been for the past few years

toxic prairie
#

Max Id do would be 400-500ish

#

so im assuming 3900x ?

#

1st and 2nd gen threadrippers seem affordable ?

plush yew
toxic prairie
#

difference between 1st , 2nd gen threadrippers vs 3900x?

viral herald
#

hey guys, anyone have any tips on making mixamo or custom rigs work with the unreal mannequin in 2.25?

#

ive been trying for the apst 3 days. ive used the mixamo animation retargetting plugin (doesnt want to work), uefy (same here) and even custom retargeting in the engine but that is only aprtially sucessful as i dont know the exact numbers to get a duplicate A pose

ruby folio
viral herald
#

thanks, will take a look there

plush yew
#

dunno any major differance tbh I jsut have a 1500x

ruby folio
toxic prairie
#

Cpu question was regarding specific ones for unreal engine

#

Not just in general

#

For lounge

plush yew
#

tbh I need to figure out why unreal runs abnormally heavy unlike the ancient source engine in garry's mod still before I could even do a comparison 😦

kindred viper
#

@viral herald I would import the mannequin into your DCC first (blender seems decent). Second I would retarget manually unless you can find the Blender Mixamo to UE4 plugin with a version that works (https://github.com/enziop/mixamo_converter). I would also not waste time making things work exactly with the manny rig for custom rigs. Its not worth the time and effort to get right when you can just make new anims, or bring the anim in and edit it. The workflow is kind of crap in that sense.

ruby folio
#

@viral herald Might be worth taking a look at Mr Mannequins tools
https://gumroad.com/l/MrMannequinsTools

Gumroad

Mr Mannequins Tools (v 1.3) - Third major update of the add-on for Blender 2.8+ that gives the ability to export animations and weighted meshes that are directly compatible with the third person mannequin without re-targeting anything in Unreal Engine! Even more bugs and issue...

kindred viper
#

That gets a good rep but I never had good results with it

viral herald
#

its just been so annoying to work with

kindred viper
#

tell me about it. Im current trying to figure out why UE4 doesn't read my armature from Blender properly, and puts my bones at the base of the bone when Blender puts them at the head of the bone

#

but only in some cases

#

usually its with the "crossroads" section where the clavicle stems from the spine_01. Instead it looks like its coming from the Pelvis, but its not parented to that at all. Which completely messes up my arms and IK setup

viral herald
#

tell me about it

#

i thought i was pretty decent with rigging

#

until i tried to recreate the mannequin

#

it either flips the axises and makes it seem like a fish "swimming" in the air, or has errors while importing

ruby folio
#

Only issue I really get with rigs is the extra root bone... Always.

mild charm
#

I have a quick question about how actors are deleted and ID names, could I dm someone quickly about this? Don't want to take away from the rig conversation

lavish perch
#

for the Multi-user do we need to portfoward?

regal mulch
#

It's adviced to copy the project, to make sure 4.25 doesn't break it and you lost your work.

#

But for that you should theoretically use Source Control in the first place.

#

Point is that if you save your project on the repo and both are basically the same

#

Then you can upgrade in place

#

If it fails, you can always just delete your local stuff and pull from repo again

#

@mild charm Just ask away

plush yew
#

hi everybody

mild charm
#

Ah okay cool! So I've noticed that this one actor of mine has an _# after it, and I'm kinda confused

#

This may be why my character decides to go from path node to path node 3, instead of path node 2 lol

#

but what does that _23 imply? And how can I set it to just...path node 2? The others do not have such an ID

regal mulch
#

Are you using these names?

#

Because you shouldn't.

mild charm
#

I'm just following a tutorial on ai basics I posted in #gameplay-ai , and this is just getting the basic logic

little falcon
#

Hi, guys, i have some question for Blender-UE4 workflow,.
For example, i have a complex car model(with 20 objs) with materials. whats the best way to import to UE4?
if i export them all together, all 20 objs will combined together. so should i export every single obj one by one?

mild charm
#

Oh I should note that PathNode also has an ID of _17 ...so there seems to be something else being stored...

regal mulch
#

But why do you care about these names?

mild charm
#

I'm just wondering why it is PathNode2_17 and not just PathNode2

#

I deleted a couple versions of pathnode2 earlier so it might be storing the previous versions?

regal mulch
#

Not 100% sure why. UE4 might add some instance index to it so the name stays unique

mild charm
#

To clarify, I did not add the underscored number myself

regal mulch
#

But these are debug names

#

They aren't meant to be used

mild charm
#

Ah okay gotcha, I'm just glad I wasn't accidentally making like...child versions of the same actors accidentally lol

regal mulch
#

No, these are instance related

mild charm
#

Not sure if this helps my annoying issue in #gameplay-ai tho...that is the character skips pathnode2 without fail on the first time around lmao

regal mulch
#

You will want to post your code to #gameplay-ai then, not just the tutorial

#

Cause the tutorial might be doing it correctly (:

mild charm
#

omg oops, i got caught up with the Id hting and forgot to post the code lol

lavish perch
#

for the Multi-user do you need to portfoward?

regal mulch
#

Not sure, do the docs say anything? could also just try forwarding :D

open wadi
#

I have a question - I'm relatively new to UE but have been coding for years. I've gone through some Udemy courses on UE4 so I have the basics on operating the engine.

I'm attempting to build a UI that's similar to the UI present in the pre-game section of the Valve game DOTA 2 - can anyone point me towards a video or guide that teaches something at least in the ballpark of this?

#

I've found dozens of basic guides on "how to build a pause menu" and the like but they're incredibly basic and nothing like what I'm trying to build. Perhaps any guide or tutorial on how to build any form of initial UI where you have a top nav, bottom nav, etc?

Seems like there would be something out there for an initial pre-game menu where you have a top nav with options (where clicking on a nav option changes the "middle part" of the screen with new options, a bottom nav, etc.), but I simply cannot locate one.

regal mulch
#

Well, UMG is container based, so you basically just stuck container into container

#

There is no concept of "NavBar" in that regard

#

You put a HorizontalBox in place and then buttons into that

#

Instead of searching tutorials I would suggest reading the info on the native widgets in the widget tool box and try to construct it step by step

kindred viper
#

@open wadi Thats a tough one because you have two options here. 1. You can buy a pre-made and do the copy/paste shuffle, which can be harder than making it from scratch. Or 2. You learn what each widget does, how to use it, then apply your design with the knowledge of what you can use to do it with in editor. then you apply 3. Learn to create new widgets, first in blueprints, then in C++, then with Slate. Then you are golden.

regal mulch
#

If you run into an issue with formatting, check #umg

#

Yeah, you can also just not do the Slate part though and stick with UMG for now haha

kindred viper
#

for sure. Its daunting at first

open wadi
#

@kindred viper Thanks for the solid advice. Yes, in my case, I'd prefer option 2 / 3.

#

I have a C++ background so I'm not worried about coding in that.

kindred viper
#

there is only a few main widgets to learn really.

regal mulch
#

First of all: You won't setup the UX in Code.

#

UMG has a graphical editor

open wadi
#

Ok

regal mulch
#

While you can do certain things in code, like adding /removing etc. runtime, you won't create a menu with that

open wadi
#

Right.

regal mulch
#

To learn, all you need is to create a new UserWidget in your content browser

#

and start moving native widgets around

open wadi
#

Hmm, ok.

#

So basically, to start, just create new user widgets and start learning / messing with them?

regal mulch
#

Yeah, best you can do

#

Read what each widget does

#

Check how they behave

#

Go through the options on the right

open wadi
#

Fair enough. Any particular widgets you recommend starting with?

regal mulch
#

CanvasPanel as a base, check what it does, check how other widgets that are place on it behave

open wadi
#

Pardon my lack of knowledge on this, I've coded for decades but am a UE4 noob.

regal mulch
#

Then Vertical and Horizontal Boxes

#

Size Box to limit size. Buttons, Text.

open wadi
#

Ok

regal mulch
#

Just go through the list of them when you are in the Widget editor

#

I would also not care about graphics at the start, just use Epic's default

open wadi
#

Because I'm doing this for experimentation purposes, I've ripped the assets from Dota 2 to use as initial graphical placeholders.

#

I can integrate these I trust.

regal mulch
#

I would stick with native textures until you know what is going on

open wadi
#

Ahh, ok

regal mulch
#

Test how padding works, how the fill options behave. how the Anchor works etc.

#

You won't learn this by following one random tutorial that builds one example menu :D

open wadi
#

Right, that's what I gathered re: "random tutorials" 🙂

#

I found like 15 on "How to build a pause menu!" and I'm like "this is nothing like what I am trying to accomplish here"

#

Figured I'd talk to you guys.

#

I will say the paid Udemy courses were decent for familiarizing me with the UE4 framework at least.

regal mulch
#

It's good to have some menu you want to recreate, but don't try too hard. Try to get it similar. Cut it into smaller portions

open wadi
#

Ok

regal mulch
#

And if you get stuck, ask in #umg

open wadi
#

Ok, so that's the channel for UI-specific dev.

#

@regal mulch Thanks man, I greatly appreciate the quality advice. Very helpful.

signal jetty
#

Why is UCX_ custom collision not working on UE4

#

With blender

open wadi
#

@regal mulch Quick question - If I was interested in manipulating graphics, I trust that blender is the most popular app?

signal jetty
#

Sorry got it

obtuse egret
#

Guys I’m very bad artist

signal jetty
#

Guys I’m very bad artist
@obtuse egret ur not alone

heady moon
#

wew unreal bugs the hell out of intellisense

regal mulch
#

@open wadi Blender is for 3D. It's popular cause it's free and for that actually pretty good

signal jetty
#

I’m more into sculpture

regal mulch
#

Can we not go into offtopic here?

open wadi
#

Ok, so what specifically is the purpose of this channel, so I know for future reference?