#ue4-general

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midnight gate
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does this include advanced rigging?

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OMG IT DOES

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DOES IT WORK WITH SHAPE DRIVERs?

ornate forge
plush yew
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found it, it's a button called create static mesh

ancient tangle
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Setup pixel streaming in order to stream your app from the cloud with an AWS Gpu instance. Every step will be explained, different info, tips and tricks will be uncovered. https://youtu.be/3krhgo_LAAA

Setup pixel streaming in order to stream your app from the cloud with an AWS Gpu instance.
Every step will be explained, different info, tips and tricks will be uncovered.
Check below for different useful links.

๐Ÿ”—

โ–ถ Play video
clear cave
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How big is the UE4 engine source from Github?

barren flume
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help please

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oh wait nvm fixed it

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never seen that before

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i was tabbed out of it

plush yew
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uh, when I zoom in, there is a problem, I can't see the pivot anymore

barren flume
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always does that to me

humble crow
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@plush yew you might be at too small a scale

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like 10x everything in scale

plush yew
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in top view. I zoom in to see if it's snapping to the grid, but the pivot falls off window limits

heady quartz
dusky gate
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can u run unreal with 8gb ram

humble crow
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@dusky gate just try. It will work, I'd bet it just gets slow for some operations.... slower I should say

dusky gate
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ok

plush yew
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I have 8 GB

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how do I snap a brush not to the grid, but to a vertex?

vast pine
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Anyone have a best method of capturing and replicating your input vector?

brittle adder
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I used to run with 8GB with no problem

vast pine
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i mean I was thinking of just using the events and if the input float is more then 0 recording a variable and a do once at zero to set it to zero kinda thing just dunno if osmeone has a better method

plush yew
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in unrealed 1 brushes would snap to nearest vertex

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you could place the pivot on some vertex and drag the brush, snapping to to edges or corners, which is helpful for snapping cylinders

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overlapping edges

plush yew
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converted bsp to static mesh. It's not being lit and there is no collision

dim merlin
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Hi, so is it possible to manage foliage in ue4 and merge to reduce drawcalls?

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cant really find a good workflow for that hhm...

slate basalt
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if a C++ property has a setter and is also editanywhere. If i modify the value in unreal editor world outliner... shouldn't it call the setter?

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BlueprintSetter= <-- talking about this

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and UFUNCTION(BlueprintSetter)

ornate forge
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@plush yew You need to set up lighting and collision manually afaik

plush yew
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lightmass override did the trick

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but collision is still off

vast cloud
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hey all im a fim/tv production person, not a coder, but i am learning unreal for its virtual production qualities, particularly livelink. I have started the tutorials and i am making progress, materials and actors still kinda boggle my mind but, i'm getting there. Anyway, i was wondering if you could point me in the right direction as afar as livelink, and character setup. I have FBX with skeletons, but some tutorials on connecting them to iphone facial capture and basic mocap gear would be AWESOME...
thank you

plush yew
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no, lightmass override changes what I see for the moment. But as soon as I rebuild, lighting is gone

uneven fractal
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it needs to be called 32768 times

lament saddle
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Nativize it, and/or spread the work over multiple frames, use one of those spooky multithreading blueprint plugins... idk

uneven fractal
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is the 3d array problematic or would it be better to do coordinates paired with data

modern ginkgo
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can someonne tell me how to runn ue4 on slow computer?

pliant echo
lament saddle
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@uneven fractal unless you're using certain high-cost nodes, the main way to think about BP performance is in the no. of nodes executed in any given frame. Most of the cost goes into the overhead of executing nodes in a VM. (And then updating actors and all their scene components.) Nativizing the BP alone will give you something like a 10x speedup cuz it removes the node execution overhead.

jovial flame
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If I make my game free what will happen

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Because it's supposed to be 5%

somber quail
jovial flame
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for epic

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?

pliant echo
jovial flame
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Hello?

plush yew
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found it, the default lightmap res is 4. Need to change it to 32

lament saddle
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@somber quail I'll give that a vote. Seems like a really basic thing to be broken for so long

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@jovial flame engine is free unless your game makes a significantly large amount of money

jovial flame
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Oh

lament saddle
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For more info, Google it

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Idk the details

jovial flame
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What is a large amount in unreal?

ornate forge
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If you make less than a million USD, you don't need to pay Epic anything

jovial flame
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Ok

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all good then

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xD

plush yew
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what's the fastest way to do collision for hollowed cylinders?

hollow raven
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Is there any recommendation tutorials for me that you guys know of on how to make combat animations from scratch?

plush yew
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the collision generator is pretty bad

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it doesn't get the hollowed cylinder shape right, it's missaligned

lament saddle
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"simple" collisions are incapable of concave shapes afaik

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Have to use complex

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Or build a tube out of collision boxes alex

wintry silo
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the reason why we have to do the gymnastics with the engine is because of the unfixed bugs that are in the blueprint system.

Like the following error.....

Can't play in editor when performing edit specific Color edit.

And I can't get rid of this message so I can play the game. I can shut down the color picker and save, and its still popping up this error.

modern ginkgo
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can someonne tell me how to runn ue4 on slow computer?

grim egret
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@modern ginkgo there is this, idk other options but by default they are like in the image maxed out, so open the engine and put everything on low

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Hello guys, i have a problem with file management,i mean i want to have my own Template or my own Starter Content and to save there my blueprints , materials, more of my own stuff and regularly to add more content that i want, and wen i create a new project to start with that, or to add it like the starter content. Is there a way to do that?

wintry silo
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how do we get out of the color error ?

modern ginkgo
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ok thaanks

wintry silo
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I can't run the editor.... The error message won't go away.

grim egret
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did you restart the engine?

wintry silo
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no but you should not have to just because the color editor can't recognize that its been shut. This engine has got bugs in it. How can a world class engine have simple bugs in it that have not yet been fixed up is mind boggling.

grim egret
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Just restart the engine and get done with it :)) it has bugs cause is 4.25.0

wintry silo
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All I see with each release of the engine is the bug tracking list getting longer like watching Centipede.

grim egret
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:))

wintry silo
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LOL

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the engine runs pretty slow on my machine. But I found out if I take all the code out of my player character, remove the melee fighting combat system, the engine picks up 70% of speed. Yet if I leave the code in the player character, the engine runs sluggish..

frozen pond
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i converted mp3 to wav and i can't import it to unreal ?

wintry silo
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I find these blueprints are slowing down the engine more than the landscape or meshes. The more blueprint nodes you stick in the slower the engine seems to run. Which seems strange as the whole thing is heavily interfaced and is not using tons of casts.

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Wav must be in 16 format for unreal engine to import it in

vivid hawk
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hye guys, I already have visual studio installed on my pc and set up for C# programming, do you guys know how I can change it for C++ coding?

wintry silo
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i wish I could C++ code but i can't, so I'm stuck with blueprints.

vivid hawk
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why not

grim egret
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there are options wen you instal it, like to chech a lot of chechboxes ๐Ÿ˜„ and there is UE4 and shit and that will give you c++ no?

wintry silo
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because I don't know that advanced language

vivid hawk
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i already have it installed

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and it is set up for C#

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I just want to change it

wintry silo
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i made my game with batch code instead and converted it to blueprints.

modern ginkgo
azure shore
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hey just wondering, do we have any screenshots of the ue5 editor yet? I couldnt find any

cold sluice
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Guys, how to save the application scale?

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Anyone?

wintry silo
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what is wrong? Unreal Engine Crashed again.

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I had 8 crashes yesterday. We kinna get used to these screens. The game I'm talking about is sluggish when I run it... But I think its because of the graphics card. as my card is 2017 dated.

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its an hp machine and it don't like unreal engine.

modern ginkgo
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i havve lots of crashess

wintry silo
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i'm using a gforce card and that might be it.

modern ginkgo
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i used it a lot last week and now it is crashiing for no reason

wintry silo
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I can't put 100 meshes in themap without experiencing slow down.

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so what I tried to do since i knew i had this problem, was to try to switch over to a procedural mesh spline generation system. But I had to install 4.22 to get the editor utilities, soon as I switched engine versions when I did that, it broke the sword collision code in the game, i could not get it back to normal again.

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What is quixel? I used simple static meshes..

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the engine scalability settings are set on low and medium. Hold on looking up quixel.

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no not using anything like Quixel Scans in the game. My machine can't even handle loading in a 8192 skybox landscape without taking 670 seconds to load it up in the editor. And was too slow in the game.

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So I can't use the normal sized skybox landscapes.

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Ram 16 mb, HDD 2 TB, but the graphics card that's in this machine can't handle much.

inner cloak
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Quixel is a large library of assets

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meshes, materials and more

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those are free for ue4 users

wintry silo
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Ok, So looks lke because of the limits of my machine i may be limited to turn based rpg. I can't put in all the animations of the player characters without getting slowdown issues. Yet at the same time track all the characters of their level progressions and track inventory and other things. Maybe too much for my machine to handle.

inner cloak
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what kind of system you use ... what are the specs ?

dense hatch
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so OBS studio has an option for recording a game with "Allow Transparency", anyone know if there is a way to have that work with an Unreal game?

wintry silo
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its an hp machine, 16 gb ram, 2 tb hdd, 810A geforce card which has been causing flickering display issues with the engine editor windows. the windows not always functioning properly. windows getting stuck behind each other. ect. Its running windows home version 8.1.

solemn orbit
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hello

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can someone please help me?

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i want to package my project but i get this error

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UATHelper: Packaging (Windows (64-bit)):   ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing.  Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing.  Install a version of .NET Framework SDK at 4.6.0 or higher.
dense hatch
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have you installed the NetFxSDK @solemn orbit

solemn orbit
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and yes i installed .NET Framework SDK at 4.6.0

inner cloak
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@wintry silo seems like your biggest issue is the video card

dense hatch
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o

solemn orbit
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but not NetFxSDK i dont know how to install it

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i only installed .NET Framework SDK at 4.6.0

wintry silo
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16 gb of ram is high as it will go.

inner cloak
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16 GB should be a good starter value .. can do a lot with that

dense hatch
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you installed the .NET sdk in visual studio right?

solemn orbit
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i only installed .NET Framework SDK at 4.6.0 nothing else

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i dont know how to use visual studio

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i dont even know this programm since now

inner cloak
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as i said, the video card is your issue: "The GeForce 810A was a mobile graphics chip by NVIDIA, launched in July 2014."

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we are now in 2020

wintry silo
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MOBILE GRAPHICS? What you mean suited only for Cell Phones !!!

inner cloak
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if you can buy a new video card, go for it

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you have a laptop or desktop ?

wintry silo
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Are you telling me that HP had sold desktop home computers with Mobile Graphic Cell Phone Chips in them.

solemn orbit
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you installed the .NET sdk in visual studio right?
@dense hatch how can i install the net sdk in visual studio?

inner cloak
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not sure of the specs .. but what i am sure is that its old and probably slow

wintry silo
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I could not upgrade to 32 gb of ram. 16gb is all it could go to.

fierce hedge
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Good evening everyone

pliant echo
dense hatch
open wadi
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Apologies, I'm having a moment - What is the key again to release control of the mouse but keep the game playing while in the viewport?

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so you can examine the World Outliner objects and actors while the game is still running?

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Some of these things are hard to Google when you can't explain the concept properly, pages of unrelated results show up.

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Escape doesn't work, that quits the game.

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Or stops it, rather.

wintry silo
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that's because not all the knowledge is listed up on google to different problems we encounter with the engine. That's why we have these forums.

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I use Alt Tab to switch between the game and the editor.

open wadi
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Oh interesting, yes it appears you can alt+tab after hitting play to shift focus to another app, then come back to the editor.

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That appears to be one way to do it, thank you @wintry silo .

wintry silo
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With many different small tedeious problems we encounter when making the game, half of the knowledge you need to know to resolving those small little problems is missing from Google and that is really frustrating..You expect google to have the information and when you look on google, its not always there.

fierce hedge
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Apologies to if i'm jumping in but had a simple quick user interface question. Does anyone know how to keep the active code orange lines after restarting gameplay? Everytime i reset gameplay in game the orange lines stop showing and I have to press ESC and restart

open wadi
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Oh, it looks like shift + F1 is the default "object" key sequence.

wintry silo
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i have 10 party members in my game, but i dunno if i can pull it off in this engine with my machine.

lapis bronze
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@fierce hedge at the top of the editor, there is a "Select Debug Object" dropdown

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you can only see the code lines flow if you have one selected

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that is in-game

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run game -> select a object using that blueprint

dawn gull
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Hey, how can I convert the data from a UMG slider bar into a float? Sorry if I am interrupting.

fierce cloak
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Just a quick question for everyone using UE 4.25. The Quad Overdraw and the Shader Complexity and Quads in the Optimization Viewmode sub-menu in the View Mode menu shows me only green and blue, is this a bug? Obviously in the Lit Mode I have on screen different meshes with various amount of polygons. If someone nows something about it, please let me know!

wintry silo
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so dialog and playing movies is not the problem.... But MESHES and textures seem to be the problem with my machine...

fierce hedge
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@lapis bronze I see what you mean and it helped me figure out that each time i restart gameplay in game without using ESC Debug Filter resets. Is there a way to lock it to a target?

inner cloak
wintry silo
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i don't think there's been a whole lot done on the 2d paper top-down head systems in unreal engine in the engine versions...

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i think most of the focus of the engine has been on 3d systems

plush yew
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Hi guys, I'd like to know what do you think about Character Creator by Reallusion ? Can we talk about it in this section ?

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The software seems to be really cool but some other soft like MakeHuman, Fuze, etc.. seem almost good but they are free... and I'm afraid that Reallusion isthis kind of company which close their software and force the people to buy tons of plug-ins and, extensions, assets, etc.. to have more interesting stuff... ๐Ÿค”

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What would you advise ? I've just seen that there is a special offer at -50% until 15th June... And I think the license is perpetual. Does Character Creator worth it ??

wintry silo
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I could not load in a custom made FBX file with Crazy Talk they only support Crazy Talk 3d model Files with only their software package programs, so you would have to buy their 3d crazy program package to use it or IClone. Its a closed system. I don't like closed systems. But that's the way they do things, they closed the FBX pipeline so only those who buy their programs can use it.

plush yew
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Arf... So just what I feared... Damn it ! ๐Ÿ˜ฆ

wintry silo
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Which is why i think to use your own 3d meshes, you have to buy the full crazy talk system not just buy one of the programs.

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so with the crazy talk version that I have, I only have access to load in my own pictures. But not your own 3d models. So you have to buy the Crazy Talk Model Software which I don't have.

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Which are CTI model files so yes this company has closed off the FBX pipeline to the purchasing public to manipulate the pipeline all for themselves. They are very Selfish people to do that to a paying customer of their own software.

plush yew
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Ok, I see..

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I presume it is the same thing if for example, I want use a character created in Character Creator in blender for customise him with some elements that I would not find in Character Creator... ๐Ÿค”

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or if I want to import the character in another software or I don't know...

wintry silo
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I think with character creator you can export it out from charcter creator and make the modifications in blender, but you will have to check with their licensing rules to see if they will allow that to be done with any meshes created with that system.

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I got to figure a way to get my model here which has particle hair in Blender to export out with proper Mesh Hair. Its annoying when he exports bald headed in Unreal Engine without his hair.

plush yew
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On their website, I'm seeing there is 3 versions of Character Creator : the first two seem closed with iClone and another software to make conversions to export it, but the 3rd seems not so closed, they say that we can use it without iClone and we can export on any others programs so I really don't know... ๐Ÿค”

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Mh, yeah... there is also the licensing rules, you're right...

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arf, complicated ^^

wintry silo
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it gets more complicated and the licensing rules have to agree with Unreal Engine EULA licensing as well.

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So I'm thinking I might be better off with Godot than to go through all the headaches of licensing. If you're making a commercial game, its worse, you have to pay out all the licensing fees to turn all the game assets to make them available for commercial use. .. Licensing gets complicated.

frozen pond
plush yew
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I have just downloaded unreal engine 4

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But it is stuck on 18%(initializing)

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Should I increase the ram?

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I have 4gb rn

wintry silo
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So if you have a big project, and you don't have the millions to pay out for all the commercial licensing fees that are needed to cover all the thousands of game assets to pay all the artists, pay all the sound people, pay all the voice dialog people, ect, you're screwed.... And can only make the game non profit if you don't have the fees to pay them. That's why people make freeware games. And why the big companies who have the millions to afford all the licensing fees for covering the big projects make the big AAA games. So the only way to do a big project and avoiding paying out all the millions in licensing fees for commercial use is to make the game non profit and use CCO assets.

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is that on installing unreal engine from the launcher that its stuck ?

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when running the engine for the first time, it might have shaders to compile.

plush yew
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Yep, CCO assets FTW ! ๐Ÿ˜„

midnight root
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@plush yew ya if you can to at least 8

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O-0

plush yew
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will not work on 4

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?

midnight root
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never tried but pretty sure 8 is min, MAYBE if you stick to 2d

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again , never tried

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8 is recommended

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as minimum pretty sure

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ya , positive

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window takes 2 of it

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assuming win 10

late kraken
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How much would it cost me if someone would make me a high quality drivable classic car?

midnight root
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I'd ask in modeling

inner cloak
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you can get some in the UE marketplace .. no ?

midnight root
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assuming your need ;0

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I doubt it, but 'maybe

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thats a highly selective NEED

inner cloak
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i know, just suggesting looking there

wintry silo
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I use mainly CCO or royalty free assets to stay out of trouble with companies.

midnight root
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yup

inner cloak
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what is CCO ?

wintry silo
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CCO is a licensing Term for Creative Commons

inner cloak
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oh, ok

midnight root
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actually its just CC

plush yew
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I'm just seeing that MakeHuman is under GPL license. I don't know the difference with CC0 ๐Ÿค”

midnight root
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all you need to know for using app is the gpl part I believe but its been a while since I had to worry about such things

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of course there are variations

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@plush yew what is the nature of your concern

wintry silo
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There's six different licenses I think under Creative Commons. CC0 is the public domain license.

keen moss
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is there a problem with HDRI images from CGI Backgrounds and using them for IBL in unreal?

gilded plinth
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Could anyone tell me if I use this to check for a command line argument in a shortcut to the project executable, or packaged.exe would i use has launch option or has option and would the string be -command or just command?

proper quiver
wintry silo
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whoa

still moat
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I need that

plush yew
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wow x)

keen moss
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is there a problem with HDRI images from CGI Backgrounds and using them for IBL in unreal?

lyric verge
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Ultrawide monitor for blueprints feels good
@proper quiver Wow, but is that practical?

ionic oxide
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What is the brand of this monitor?

plush yew
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@midnight root I'm searching some character's generators software. I was saying that Character Creator 3 from Reallusion seems pretty cool but the company has a closed system a bit like Adobe. Tozan35 told me that he has compatibility problem with Crazy Talk especially... And I should check their licensing rules also because maybe they are very restrictive on that side too...

proper quiver
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@lyric verge practical? yes I think so

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I'd say it's not as good for if you like coding C++ / other languages, because the vertical space isn't great. I suppose you can turn it vertical like a crazy person

lyric verge
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Wtf๐Ÿ˜‚

plush yew
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... or how to make the scroll bar useless ...

lyric verge
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I never used ultra wide monitor, I really want to try it, I think that would work better in multiple windows, view window for the lift, and the right blueprint

proper quiver
keen moss
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any idea why some HDR images are not working as a lightsource in my skylight

errant basin
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Question, if I create a level, and all I want in that level is to start on a specific camera with a menu to click on (start screen essentially) what do I have to do to prevent my main player character from also spawning? I've deleted the player start but that hasn't stopped it

frozen pond
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where you find models for your games? i mean we got megascans, but what about buildings etc?

inner cypress
plush yew
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hey

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i need a scripter

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blueprints or CPP works

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royalties

inner torrent
plush yew
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thanks

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is there a commands channel?

inner torrent
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what do you mean "commands channel"?

plush yew
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How do I use the bot

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!help

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@plush yew, Sent you a DM with information.

inner torrent
plush yew
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Whats the differece between Permanent, Contract or Freelance

frank oar
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Random thought...
Loading in levels is so much faster when doing so in the editor then it is when you are in the "play" preview mode (it does for my VR project anyway).

My levels are small with around 150, not overly complex meshes and only 1 stationary light.

Is this the case for all project types ?
And is there a way to fix it ?

I know this is an obscure question but I would like to show some people my project and that would greatly improve the experience.

wanton lotus
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@plush yew Permanent: Do you need a full-time/part-time employee? Contract: Don't need an employee, but looking for someone you can also count on for future work. You would make terms with them for their work. Freelance: You just need the work done and don't care who does it.

plush yew
#

oh

dawn gull
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Hey, how can I make a skysphere have the sky at the top and bottom?

plush yew
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oh god

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my post is so bad

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because they only give you 30 secs

whole quarry
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lol

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use copy paste

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write it out first in notepad or something

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then speak with the bot

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:p

winged crypt
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Widget combo boxes do not work if they're in a widget that's placed inside another widget. But this is only the case in packaged builds. Anyone know why?

uneven fractal
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I hate pentagons now

hybrid sparrow
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How do I fix the unreal engine lag?

uneven fractal
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your going to have to be more specific

plush yew
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@hybrid sparrow thats your pc

hybrid sparrow
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Ok

alpine laurel
uneven fractal
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you gotta go back to your 3d modeler to fix the uv mapping

alpine laurel
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i did and its correct in the model

heady moon
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Unreal can't find an InputComponent even though I did an action mapping, and did this

      InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();

Now when I try to do this

InputComponent->BindAction("OpenLight", IE_Pressed, this, &UOpenTheLight::OpenOrCloseLight);

It won't work. Am I doing something wrong?

uneven fractal
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hmm that only really leaves the material that could be causing issues

alpine laurel
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is there a way to flip it?

uneven fractal
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you could flip it in blender and see if ue4 flips it back

alpine laurel
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no such luck

terse hornet
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hello is there any way to copy all the objects at once from the left side and duplicate it to the right?

wary wave
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select them, copy, paste, right click, mirror in axis

fallow cedar
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Has anyone been able to get a 4.25 empty packaged build for Windows under 100 MB? The smallest I've been able to get is 109 MB

cloud ingot
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hello friends
anyone know how to make UE4 open 2 client windows of same size each one in a fix position????

terse hornet
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select them, copy, paste, right click, mirror in axis
@wary wave thank you, do you mean "mirror in axis" as in Right Click -> Transform -> Mirror in Axis 'X/Y/Z'

wary wave
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that's the one

terse hornet
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ah okay yeah it mirrors successfully however i still need to manually adjust the 'Y' value for each single object

wary wave
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I have a trick for that

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place something like a basic cube at the point at which you want to mirror the objects - select it after you paste, then right click on that cube when doing the mirror

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it will mirror it at that location

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it always mirrors around the translation / rotation / scale widget

terse hornet
#

place something like a basic cube at the point at which you want to mirror the objects - select it after you paste, then right click on that cube when doing the mirror
@wary wave im sorry but I don't think im following this well :(( its a little confusing

wary wave
#

when you mirror something using that transform option, it will mirror it around one object you have selected

#

if you place a cube at the point where you want to mirror, you can deliberately select it last and transform around that object

terse hornet
#

ahh i've got it now

#

i have an object in the centre of my map and im using that as a placeholder to mirror the objects

wary wave
#

bingo ๐Ÿ˜„

terse hornet
#

thank you so much!

wary wave
#

no problem

plush yew
#

Hey ! Just to be sure : I've just downloaded the "Mr mannequin" addon for blender because I'd like to have a character with the exact same skeleton/rig that the UE4 mannequin. I've installed the addon and just clicked on "Load Rig" then "Load Mesh". Is it all what we have to do ??? I don't see any bones on the model so that's why I'm a bit confuse and prefer ask to your guys... ๐Ÿ™„

carmine garnet
#

whats a reasonable price for this building system

#

scrap mechanic type

acoustic wraith
#

I'm working on a map / maze generator where each tile is an actor that is spawned and stores variables. Some methods required some weird tricks to make them work without running out of memory.

#

Should I rework my system to use a struct for each tile, then spawn tile actors after the maze generation has been done? Would this be more performant?

modern sinew
#

It sucks that I have to take half an hour to move all my stuff to my laptop every time I want to test it. This is proving tougher than any technical aspect of multiplayer so far

heady moon
#

Why is Unreal crashing from the same line in the .cpp file even when I change it and even when it's an empty line??

#

yes, i didn't forget to compile each time i change the .cpp file

#

nvm it changed now

keen moss
#

Any idea why certain HDR images are not working as a light source in my scene skylight? Downloaded images from HDRI haven work great, ones provided by CGI backgrounds are not working...

vast cloud
#

im sue this is a common noob question but i have a level that will not load i get a memory error, out of mvideo memory trying to allocate texture, my computer is not being overly taxed (i have the task manager open and am watching) what do i need to do to get it open and what do i needo remove or change once i get it open

#

i increased page memory,

#

of course i've rebooted

#

im trying to copy the project to a faster hard drive right now

#

it opened while it was still compiling and i erased a bunch of stuff now it takes longe to run out of memory but still does while loading

#

i feel like theres probvably an easy solution i do not know

wispy kraken
spiral island
#

where's the IDE?

blissful trail
#

3rd time its done this in 20 minuites

winged crypt
#

@blissful trail I get that as well, in 4.24

#

I right click my content folder > properties and make sure ReadOnly is false

#

That usually fixes it for a while

#

I think the problem is UE doesn't have perms to write to a specific file and so it shits itself

blissful trail
#

im using 4.25 i just happened again :<

winged crypt
#

@wispy kraken that's dope, I have the same mouse, love it

#

what keyboard is that?

wispy kraken
#

sorry, its hyperx alloy core rgb

solemn drift
#

When the server calls ServerTravel to load in a different map, the constructors of GameMode and GameState run, or does it work differently?

wispy kraken
#

@spiral island no VS IDE, just blueprints for now

mint wave
#

I personally feel that I learn the best when following along with someone teaching a project from start to finish. Having a pretty heavy series that goes in depth over a project that I can do myself is what I am looking for.

Does anyone have any suggestions in the form of part of game development that worked well for them?

wispy kraken
#

@blissful trail I also use 4.25, never crashed on me..

#

@winged crypt the mouse rocks, both keyboard and mouse arrived today with one of my monitors

#

the packaging was something..

winged crypt
#

@mint wave The best way to learn (in my experience) is by making bad games. You'll make something work, maybe with the help of tutorials or google searches, but the more you explore UE, the more you'll understand how things interconnect and you'll start to understand why your games were bad. I would recommend coming up with a relatively simple idea and then making it work however you can (even if it means finding tutorials on each mechanic individually). Run into problems. Stress out, a lot. It's hard to explain but things will sort of -- click.

mint wave
#

Appreciate that, thank you for the advice, I can see that being beneficial.

wispy kraken
#

@mint wave someone told me, if cant make a game, make a mechanic.. so I did.. small things, I made a passcode PAD mechanic.. now working in a door opening like in spaceships

wintry silo
#

making bad games? .

wispy kraken
winged crypt
#

Most people's first attempt at game dev ends poorly, I imagine. But it's the only way to learn

keen moss
#

Any idea why certain HDR images are not working as a light source in my scene skylight? Downloaded images from HDRI haven work great, ones provided by CGI backgrounds are not working...

winged crypt
#

@keen moss Check your reflection captures

wintry silo
#

hmm i'm trying to figure out how to fit 10 party members in the screen without making everything look cramped..

winged crypt
#

You need to set the HDRI there as a specified map

uneven fractal
#

how do you make a for loop with a delay between executions?

winged crypt
#

@uneven fractal You have to make the loop manually

#

Use your own integer to track index

uneven fractal
#

well yeah I'm just curious how to do that

wintry silo
#

yes with a macro that's what i did with my dialog system.

winged crypt
#

One sec, will whip up an example

keen moss
#

@winged crypt there are no reflection captures, im using raytracing and its not working as a light source

wispy kraken
#

@uneven fractal timelines

#

look my sencond video

#

to change X and Y I used timelines

wintry silo
#

sometimes you need a delay that's not fixed as dialog text has different delay times. So it has to be put into the data table.

winged crypt
#

Leave index at 0, set LastIndex to whatever you need. Once done (on True), set Index back to 0

wispy kraken
#

or like that..

wintry silo
#

it might work with a timeline through reading delay times from the data table, not tried that yet.

wispy kraken
#

timelines are great for animations

#

I mean objects animations, not characters

wintry silo
#

ok

uneven fractal
winged crypt
#

(a bit clearer)

wintry silo
#

i've been animating widgets

uneven fractal
#

is that the circuit nodes plugin I spy?

wintry silo
#

how many nested loops can you have in blueprints?

winged crypt
#

as long as there aren't any infinite loops, should be infinite I think

wispy kraken
#

@uneven fractal I think you need to also set the coordinates with indexes, I think thats the whole purpose, right?

wintry silo
#

oh ok , for console batch code only allows me about 4 nested arrays levels inside of each other...

uneven fractal
#

yeah that got torn off on accident when I moved the code from a function to the main graph

keen moss
#

@winged crypt this is using raytracing and there are no reflection captures

winged crypt
#

oh with raytracing ..

#

can you use custom HDRIs with raytracing? you might have to disable raytracing reflections to see the baked reflections you're setting

#

r.raytracing.reflections 0 I believe

wintry silo
#

which is better a game with tons of interfaces, or a game with tons of casts. or neither.

keen moss
#

the problem isnt reflections, the problem is im not getting any light

wintry silo
#

is your light direction and skylight set to movable?

keen moss
#

yes

#

with HDRI have files i get perfect light and shadows, with HDRs from CGI backgrounds i get darkness

#

HDRI haven*

wintry silo
#

and its using srgb?

keen moss
wintry silo
#

whats the trouble with this image?

keen moss
#

first one is correct

#

second one is using an HDR from CGI backgrounds and i cant figure out why its happening

wintry silo
#

is the road material lit or unlit?

keen moss
#

default lit

wintry silo
#

so when you changed the scenery this happened

keen moss
#

when i change the HDR image in the skydome

#

err HDRI backdrop

wintry silo
#

you might have to twek the skydome settings if something in there is not working right

keen moss
#

any ideas?

#

i am stumped

wintry silo
#

is there a reflection capture actor where the road is?

keen moss
#

no, this is using raytracing

wintry silo
#

and light direction does nothing?

keen moss
#

the only light in the scene is the skylight using the HDR, i do not have a directional light

wintry silo
#

what happens if you put in a directional light in the map

keen moss
#

then i get light and shadow from the directional light, but i want the light to come from the dome, which works with some HDR images and not others

wintry silo
#

there should be something in the sky box settings of that hrdi to allow that.

keen moss
#

ive compared the working HDR to the broken one and the settings are the same

wintry silo
#

i don't know much about hdr or their settings, it could be the texture properties, i don't know

keen moss
#

ok thanks for trying

#

i appreciate it

quick breach
main widget
gleaming needle
#

Did they remove use dedicated server in the editor?

#

Oh nvm Iโ€™m dumb

dim arch
#

no you can simulate a dedicated server in the play tab

dense knoll
#

how do i compile for mac?

plush yew
#

Can any one help me play a video

rich helm
lapis bronze
#

depends on a lot of things

#

but TGA is probably the better one

#

easier to work down than up

rich helm
#

Ok

#

I should download the texture in EXR right?

lapis bronze
#

What is this from? Quixel?

#

i'd just download it as a TGA

rich helm
#

Yeh

#

Ok

#

Thx

lapis bronze
#

EXR is only necessary if you wana do a HDR image

#

iirc

#

skyboxes, etc

rich helm
#

I can only download it as EXR or JPEG or both

#

I guess I'll download EXR then

plush yew
#

Can anyone help me?

marsh swallow
#

Post your question and we can

#

Also... Nav Mesh, does covering the entire field with it cause a performance hit?

plush yew
#

How do I play a video in unreal

marsh swallow
#

we are deciding if we want to have our horse "callable" with a whistle or something.

#

Also, @plush yew you import the MP4 or WMV into UE4. Its gotta be in a specific folder called Movies iirc, then you can make a new media player, refer to that media player and go from there

plush yew
#

I got to there

#

But idk what to do after

marsh swallow
#

create a media texture and apply the media player to it, or in BP code your going to get a copy of that media player and then Play Media

plush yew
#

Okay

wintry silo
#

Darinius, do you know how to get different videos playing on the same screen at the same time? I keep getting the same video playing in the different widgets which is annoying. This means I can only have 1 video on the screen at a time until I resolve this problem..

lucid geyser
#

Hey anyone looking to learn Unreal engine together ?

everyone has their own strengths and weaknesses so itโ€™ll be great to put our knowledge together about what we know to advance quicker to our goals .

Who wants to be game dev buddies ?

uneven fractal
#

Is it possible to use the procedural foliage system during runtime?

rich helm
#

Can anyone tell me where visual studio is saved if I downloaded it from pressing the button in UE4 when I create a project for C++ without vs

#

Nvm'

rich helm
#

Is there any good tutorials cos im starting out

plush yew
#

hello guys I have little problem with the note model

#

this is the note model

#

I have alpha map texture but idk where I need to put it

#

cus I want these dark pieces to disapear

plush yew
#

anyone?

#

really?

#

7k online and noone ....

soft panther
#

anyone?
@plush yew I would have help but i know nothing about textures

#

but i will be glad if someone can come to GENERAL talk so he can help me at my bp problems

safe rose
#

@plush yew switch material to transparent or mask

#

use opacity/mask

whole quarry
mental swan
#

Hi! DOesn anyone know why the material reflects black?

#

not everytime, only if I am looking down and it changes when I rotate the camera

#

for example, If I am on the ground and I look up it is good, but if I am up and look down it is that

#

the material is the glass building one from Free For The Month buildings

spark niche
#

Hey all, does anyone know if you can change the material of a geometry brush at run time? I tried setting the material brush but it doesn't actually change. It works with a static mesh though.

spark niche
#

@plush yew I dont think you can either, I ended up finding the convert to static mesh. And that works. So I'm okay with that (just sucks not being able to change the shapes later but ah well)

#

Yeah I know, I was just trying to prototype switching a material when something happened as a game mechanic was the goal. Hoping the BSP allowed material switching since it gave me access to the material slots xD. Ah well.

#

Yeah, that was the test I did to confirm it worked on static mesh. Because I was changing the floor I also wanted to see how the atmosphere looked overall. ๐Ÿ™‚

#

On a different note, since I've just got the question - is there a way I can check when a sounded being played at a location is done?

#

Haha no worries, thanks anyway! ๐Ÿ™‚

ember raven
#

is it easy to transform a normal open world game something like minecraft(no survival, just building) to Vr game? and available for both Vr and Normal?

plush yew
#

okay, will check now @plush yew I will check in the documentation that Remco sent me upper

late stag
#

Hi I'm trying to get into game development

#

Well @drifting geode you should make sure you are spelling the levls correctly and yes launch is a realiable way because it's like creating your own little game for testing purposes

keen hinge
#

Is there a fix to unreal not finding/setting up the C++ files properly? Through the wizard I set a class up in

MainC++Folder/private/PlayerBase/Component.cpp```
But doing so the new folders or the new component doesnt show up in the editor, and it failed the compile due to the header not being found. I tried correcting the path to the header in the .cpp file but it doesn't work
tight dagger
#

Guys is it possible to open another game in unreal? like i have the files for the whole game and wanted to see how they have made something to learn from it. i open my unreal engine created a blank game and in the file browser i moved all the uassets and unreal engine does see that they are there but dont show them. is it even possible to do would love to open the blueprints to see how that might have been done ๐Ÿ˜„

late stag
#

@keen hinge probably because one is private I think they would both have to be public for unreal to read them

drifting geode
#

the level name is definitely spelled correctly. but i had i many times that the oculus quest just got stuck at black screen.

#

i tried "cooking on the fly" and this worked but it seems slower and kind of messy

late stag
#

@drifting geode try adding break points to ur code to see exactly where it's stopping

#

Or ur launch might be glitched

drifting geode
#

i checked the log, it said something about missing maps or directories

keen hinge
#

Hm, but seems it can read the .cpp just fine, which is in the private folder. When I changed the include from "Component.h" to "Public/PlayerBase/Component.h" it reflected that in the error message just fine

drifting geode
#

i will try again and check

late stag
#

@tight dagger no you would also need the original ue4 project with the assists

tight dagger
#

@late stag so i got all assets but not the uproject file and that is what i need i guess because its there it knows where everything thing needs to go and so on?

late stag
#

Did you create the class in the editor then it brought you into vs or did u make it in vs @keen hinge

keen hinge
#

In the editor WIzard. Ill try and see if I can do it if I make a new project from scratch. If I remember correctly the new wizard ask you if you want a public/private setup initially

late stag
#

Yes @tight dagger also u just have the asessts mean while the project has the blueprint

#

Oh well i only coded c++ in 4.23 so it might have changed

keen hinge
tight dagger
#

@late stag well i hae everything the blueprints and the umaps and the assets everything except the uproject file

keen hinge
#

Seems to be a general issue

late stag
#

@Pultz oh ok but u still need that original file for it

keen hinge
#

Yea, and it works for me if I include PlayerBase/Component.h instead of saying Public/PlayerBase/Component.h

tight dagger
#

@late stag goddamm it there is no way to make Blueprints into code ? like i have seen a website where you can past bin it ๐Ÿ˜„

late stag
#

Oh if ur doing that you won't need to add public or private bc it's already reading it I the code @keen hinge

#

@tight dagger there is but you would need to know blueprint really good and c++

#

And idk if the BP is in the c++ format

tight dagger
#

@late stag how? might be the time to get really into learning it then ๐Ÿ˜„

keen hinge
#

@late stag Honestly I just did it out of curiousity, was looking into a component guide on youtube that did it <.< Looks so fancy now though

late stag
#

Probably a month or two bc you would really need to understand both @tight dagger

keen hinge
#

BUt it does seem that the editor does not have the private/cpp folder show up, so maybe thats the main reason to do it

short stirrup
#

if you follow a tutorial and someone uses a node you don't know in blueprints, how do you find which node it is? node in question:

tight dagger
#

@late stag ahh okay but still how do i make the blueprint into code then ๐Ÿ™‚ ?

late stag
#

@keen hinge well unreal engines c++ is different and it changed too do might have been the problem

supple totem
#

@short stirrup thats just a variable access

#

you must not have a variable called Is Dead

late stag
#

@short stirrup that is a reference to the IsDead boolean variable to it only spits out true or false as a return value and u probably was casting to one of your player characters

astral phoenix
late stag
#

@tight dagger look up yet tutorials bc u never did something like that before

short stirrup
#

still not sure how to add that node to the graph

supple totem
#

@astral phoenix do you have 2 editors open?

late stag
#

@astral phoenix press cancel and see if all of ur code compiled just incase unreal is complaining

tight dagger
#

@late stag i been looking for so long on google. I know how to make blueprints and i understand a C# and a descent amount of c++ but cant find a convert of any kind or program to open my blueprint as code ๐Ÿ˜ฆ

astral phoenix
#

@late stag i allready did that and its fine

lyric smelt
#

Anyone know what is this it keep showing when I am packaging my project.

late stag
#

@tight dagger look up blueprint tutorials that explain it to you if you are able to understand blue and you already know c++ you should be able to convert just fine

#

@lyric smelt it says that ur server is not returning data so probably check something with ur server

tight dagger
#

@late stag think we might have been talking past each other i can't open the blueprint file because of the project file is missing, but have the uasset of the blueprint file so need like a online tool to convert the blueprint to c++ or even just open it. ๐Ÿ™‚

whole quarry
#

you cant open a bp as C++ afaik

lyric smelt
#

@late stag I don't have any server I am just trying to build my game for a game jam and this libcurl error keep showing

plush yew
#

how to ue4 on 4gb ram

#

?

late stag
#

@tight dagger to even open it you would need the original project file so try getting that first

#

@lyric smelt check ur build settings then

whole quarry
#

@plush yew by doubling it, ue4 recommends 8gb

astral phoenix
#

is ther anyway to go back so a previous save? like a save from yesterday?

whole quarry
#

Sure, check the <Project Folder>\Saved\Backup folder

coral shoal
#

Usually when you have a faded papery outline around the editor viewport it's because shaders havent finished compiling iirc. But i just have it permenantly since upgrading engine version. Anyone know whats up?

whole quarry
#

a what?

coral shoal
#

that weird brown outline is something from the engine

whole quarry
#

thats uhm, post processing

coral shoal
#

huh

#

PP shader failing to compile after the upgrade then maybe

whole quarry
#

looks like you did something with post processing, either by post processing volume in the map, or on the players camera

coral shoal
#

that outline can appear even in a fresh project so i think it's the fallback default

whole quarry
#

i've never had it unless messing with pp

coral shoal
#

yep, it was a PP shader silently failing to compile. Relatedly anyone happen to know the new hlsl variable name for CustomDepthTexture offhand? :p

whole quarry
#

what is hlsl?

#

ah, shader stuff

coral shoal
#

Yeah. its weird but the name for accessing the CustomDepthTexture appears unchanged in the source code so im not sure why im not allowed to access it there anymore

balmy rose
#

hey guys - are there a good resource for trigger events? i want to let objects fall down when my third person character moves in a certain zone - like a floor is breaking down

austere scroll
#

is it possible to attach geomtry shapes to characters

whole quarry
#

@balmy rose "trigger volumes"

#

@austere scroll "attach to"

austere scroll
#

?

whole quarry
#

Thats what youre looking for

austere scroll
#

is it like a node ?

#

or a component

whole quarry
austere scroll
#

i searched it up tbh

whole quarry
austere scroll
#

its a little more than that but thanks anyways

balmy rose
#

@whole quarry that would mean i make a volume trigger and from it create an blueprint with an overlap event and then connect my staics to it and enable physics?

midnight root
plush yew
#

i buy photo realistic asset. and i see this ocean ground . this is not water. how to make this ocean ground.

balmy rose
#

@whole quarry thanks mate, i've done this now but when i close the game i get a runtime error regarding the destroyactor node linked to my cube

#

any ideas how to fix this?

whole quarry
#

got anything behind "DestroyActor" node?

balmy rose
#

no

whole quarry
#

whats the error?

plush yew
#

anyone know any good UE tutorials ?

#

like the UE equivalent of the donut tutorial type good?

balmy rose
#

its onactorbeginoverlap (trigger volume) and this goes into the destroy actor and the targer is a cube

#

mh.. i compiled and save it again and now the error is gone

#

mh... ๐Ÿ˜„

#

@whole quarry what would i need to add in the blueprint to attach sound and vfx to the trigger?

wheat hare
#

@balmy rose I don't remember exactly, but it's pretty evident under Add Component, you just point the audio component to your media file. Same with your cinematic component, you add the sequence component in the blueprint editor. If you set them both to autoplay you can use one line of pseudocode to spawn the actor, immediately play its own cinematic and audio, and destroy itself when it's done. An axe flying across your path in a dungeon when you step on a pressure plate for example

balmy rose
#

ok

wheat hare
#

If you don't get a better answer, @ me later and I'll find a PC and screen shot it for you

balmy rose
#

what i used for now is a play sound at location

#

and spawn emitter at location

#

and it workes so far

wheat hare
#

Sure
My project is a puzzle so for me everything goes through the ui

#

Which would also work but probably not what you want if you're using the directional sound options

short stirrup
#

@plush yew check the pins

balmy rose
#

ok thanks i'll check

plush yew
#

i buy photo realistic asset. and i see this ocean ground . this is not water. how to make this ocean ground.

granite heron
#

This might not be the right crowd for this but does anyone here have experience working with geometry cache in maya for game engines?

plush yew
crisp bear
#

Hello could someone help me, i have a very DUMB and small problem, i need to work today on my game and progress ok?, but well... i was wondering if some of you have the same problem that i have, when i am working on the Unreal Editor my windows Task Bar that auto hides just WONT go over the editor, i need to press the window button, is this something that happens to everybody?, how can i fix it.

#

could someone help me please? i know its very annoying.

plush yew
#

Is displacement and heigh map the same in the material?

karmic mason
#

Any news on 4.25.1?

#

๐Ÿ˜„

heady moon
#

if UPointLightComponent inherits from AActor, then why doesn't it have an InputComponent for me?

proven shuttle
#

o boy unreal engine on mac

pale viper
#

Hi! I am new to this Discord and hope to be on the right channel. I have a few questions about AnimBp. I have a few problems with this. First, I want to know how to reset an animation. I have a problem when I equip my weapon, an animation plays. As soon as I equippe another weapon during the equip phase, equipping is canceled and carried out for the other weapon. However, if I do this very often in succession, the character suddenly has two weapons in his hand or none at all. This is because the weapon is executed via AnimNotify and the animation when it is called does not start from the beginning but starts from its last position. Of course, this does not call all AnimNotifies. I also wonder how best to add a hit and death animation. I use layer blends to play my animations. I wonder if there is a Physik Mothede for Hit Animations. How do you best make hit and death animations? I thank you in advance. ๐Ÿ˜…

modest tree
#

Its clearly running to the right of ue

proven shuttle
#

you need the c++ tools and such

#

if you download the installer you can get it, but there is a package specifically for game development with unreal and others

covert coral
#

I'm having a problem where I'm trying to cast to the boss (Darius), but it's not casting. Anyone know why this is the case?

covert pollen
#

should/can virtual textures & virtual runtime textures be combined?

covert coral
granite creek
#

should/can virtual textures & virtual runtime textures be combined?
@covert pollen by logic they should cause some far or less detailed objects dont need virtual textures

covert pollen
#

Like I guess i don't quite understand the technology behind it, im just trying to optimize my scenes

#

I'm not entirely sure when to use it, and what the ultimate benefit will be

midnight root
#

hm busy weekend ey..;0,,I know that from a regular terrain texture makeup, but honestly tho I've heard of virtual texture, I've no idea what they are actually for...performance ?

granite creek
#

I'm not entirely sure when to use it, and what the ultimate benefit will be
@covert pollen its used when you need to load a high res texture smoothly (i guess more than 2k ) .benefit will be no lag at load time and less memory consumed by texture .

mystic holly
#

can someone help me with finding out the ue4 version I have in this file?

whole quarry
#

Doesnt it say in the uproject file?

covert pollen
#

if its the uproject, you can open it with a text editor and it will say

mystic holly
#

ty

midnight gate
#

does anybody know if i can use world creator without unity?

midnight root
#

unity has its own discord channel

mystic holly
#

sorry to ask this too, but it says this

#

but I'm using the correct engine

midnight root
#

that means the speicifc 'version' of unrealengine

#

4.24 , 4.25

mystic holly
#

mine says 4.23\

#

and I'm using 4.23.1

#

any other reason?

midnight root
#

missing as error says

mystic holly
#

but there in the file tho

midnight root
#

the error isn't saying which version, just that its from a different one, or missing in the current one

mystic holly
#

I got this from someone else who has been working on it

midnight root
#

ask them

mystic holly
#

ask them what?

midnight root
#

prob. the easiest path for you

#

show them the error

midnight gate
#

does anybody know any free comercial use terrain-world creators to use? like plugins software etc

#

i dont wanna create mountains etc manualy

#

i need enviorment

hard ruin
#

The PlayStation 5 will have one selling point Sony thinks might be important to fans who are on the fence about upgrading to a new generation of gaming console: exclusive titles, playable only on the new hardware. Speaking with Gameindustry.biz in an interview published Friday, PlayStation boss Jim Ryan said his companyโ€™s upcoming device โ€” which, as of today, has its first official reveal event scheduled for next week โ€” will have games you cannot play on existing PlayStation 4 devices.
read more here

What will this mean for UE? & game dev in general?

The Verge

Marking a departure in strategy between Sony and Microsoft.

dreamy lake
#

Is there a way to make the sphere multitrace only being able to hit the same object once ?

storm terrace
#

my project is stuck loading after making a couple of project config changes.
I tried restarting and it went form a stuck 39% to a stuck 45%.
Any ideas? Also, I forgot to start up git (early project) so I can't rollback either.

dim arch
#

its building shaders will hang there for a while on a new engine version

storm terrace
#

engine version didn't change, was created on 4.25 and still is on 4.25

#

any other ideas?

dim arch
#

launch it as a cpp project and check the vs output log

#

its probably building shaders

storm terrace
#

you were right, C++ project failed to build.
Does that error mean shaders?
If so, what is the solution?

plush yew
#

hello guys I have problem with the level

#

the landscape gone

#

how I can recover it?

#

I pulled the last update that I pushd that was with the level but again nothing

#

how I can fix it?

dim arch
#

@storm terrace you dont need to build it, open the .sln file for the project (if it exists) right click the project in the solution explorer, click debug -> start new instance

#

then check the output window which should appear

signal holly
#

Can I make a single shard mmo in unreal engine
and can any recommend any c++ and unreal engine tutorials?

dim arch
#

make sure your project configuration is set to development editor

storm terrace
#

@dim arch I did a full wipe of binaries, generated files, etc and it got my project up and running.

dim arch
#

so it launches now?

storm terrace
#

yes

dim arch
#

ok, it was probably building shaders

storm terrace
dim arch
#

yes, it needs to build shaders before it launches the editor and then continues to build them once it's running

#

when you install a new engine version

#

@signal holly there is a UE4 MMO project, you can check that project, it has its own discord server with mmo resources too

#

they also have a mmo framework and documentation on it

icy mulch
#

Hey I bought a pc with 2 tb and 64gb with rtx 2060 graphics card i7 processor will I able to add a lot of grass or trees cause on my old pc which was a i3 couldn't able to handle to much

hard ruin
#

@hard ruin absolutely nothing, that's how consoles have done business for ages
@plush yew thats interesting, glad there wont be disruptions

#

for UE at least

fair goblet
#

is my life just going to be "Compiling Shaders" forever? D:

hard ruin
#

Im new to UE, I know in web space browsers have slightly different standards making it terrible for webDevs

#

I agree

#

been doing it 6 yeras

icy mulch
#

I just hope my new pc will be able to handle it since I got the one with right requirements

#

Cause my old one had majora issues with unreal engine

hard ruin
#

@plush yew thats very helpful, thanks

icy mulch
#

How big can the map be

#

Yeah

plush yew
#

someone can help me with my problem upper?

icy mulch
#

I'm trying to make a open world map about bigger than hyrule botw

#

Ah okay cause I'll be using world machine for the landscape

#

I thought it does to be honest

#

World machine is easier for me I can do some landscaping

#

I'll be using fuse for the character models

#

Ah okay I'll be mostly like looking at more videos it

#

Cause I knew as soon I got a better pc unreal engine 5 comes out next year

#

Ah I cause on my old computer I'm just working on animations etc right now I'm building the game world last

#

My pc I have right now cant even run a big map cause it crashes alot

#

Ah okay I'll be doing that mostly last cause I'm working on wall running etc

#

Animations

#

Yeah I been doing very small landscape like a river a spring for testing I just can't add to many objects like trees or grass or buildings

#

For right now

exotic thicket
#

Is there some trick to reparent a blueprint so its parent is Actor? I'd hate to have to copy paste all this manually...

supple totem
#

@exotic thicket class defaults menu

#

one of the top options

exotic thicket
#

does not work for objects that are not already actors somewhere in their hierarchy

supple totem
#

ooooh interesting

#

uh..... can it be a component?

exotic thicket
#

sadly it cannot because I can't spawn components dynamically

#

the construct object from class node errors out even though you can wire it to it

#

I'm basically being bitten by trying to keep my objects not inheriting from random things :P

supple totem
#

i mean, could you reparent it as an actorcomponent?

exotic thicket
#

you can't spawn those from a class in BP's

#

I read it's somehow possible in C++ but all the info I find about it seems to just point to methods that don't seem to exist as far as I can tell

supple totem
#

yeah in c++ its just NewObject<>

#

then you like register component or something

exotic thicket
#

hmm maybe I'll give that a try before I start copypasting the BP manually into an actor bp lol

#

it's a kind of complicated thing so that wouldn't really be quite that straightforward :D

#

it's a bit annoying Objects seem to have a bunch of random limitations to what they can do vs. Actors and Components (ie. no spawning, no linetraces, no bp func lib calls...)

#

if I had known this up front I would just have made it an actor in the first place even though it really isn't lol

signal holly
#

Are there tutorials without blueprints? I want to learn to do it without dragging and dropping so I can actually understand it all.

static sparrow
#

Anyone know if there is a plugin or something to enable this always-greyed-out "View Documentation" option?

signal holly
#

dragging and dropping is not programming

#

._.

#

its scratch

#

lmao

static sparrow
#

It's kinda programming. Blueprints really are just a visual way of coding. Not as powerful, but still coding.

#

C++ is like a pen and paper. Blueprints are like using those refrigerator magnets with words and phrases already written on them.

exotic thicket
#

tbh as someone who's been programming nearly 20 years, I'm perfectly happy with blueprints except for a few lil niggles here and there lol

hard ruin
#

@signal holly I thought so too, I wanted to go "straight to it" and just do C++, but BluePrints are essential to the workflow in UE, you should get familiar with it

signal holly
#

that doesnt sound fun

#

k

static sparrow
#

@exotic thicket my biggest complaint is the lack of variety of data structures

signal holly
#

So blueprints are just for beginners, right?

hard ruin
#

no

static sparrow
#

Not really

hard ruin
#

Im a beginner but I asked people around

signal holly
#

I don't really want to see myself making games by dragging and dropping. Anyone can do that.

hard ruin
#

they say its crucial to understanding how UE works

static sparrow
#

I've been writing C++ for a good 10 years. I wanted to learn blueprints so I can teach my little nephews how to make games, ease them into software dev

signal holly
#

okay.

exotic thicket
#

trying to figure out how to do something in C++ in UE seems to be an endless pit of despair lol

static sparrow
#

@signal holly You still have the problem of what exactly to drag and drop, just as a person writing code has the problem of what exactly to write. It's still programming.

signal holly
#

dragging and dropping is not programming

static sparrow
#

I disagree.

hard ruin
#

you have a big ego I have to admit

signal holly
#

you might aswell say a 5 year old playing scratch is programming

hard ruin
#

getting the job done is the desired outcome

exotic thicket
#

the sooner you drop that silly notion of "drag and drop is not programming" the better lol

static sparrow
#

So, no one knows how to enable this "View Documentation" option?

signal holly
#

dragging and dropping is not transferable

#

or whatever you cal lit

static sparrow
exotic thicket
#

neither is typing UE-specific C++ function calls

static sparrow
#

I figured I am missing a plugin or something, but I can't find any documentation-related plugins, nor much on Google about it

hard ruin
#

Im getting to know UE myself, I have asked around why do I need blueprint, I come from webDev, 6+ years of programming exp, it seems weird to me to use blueprints since I have extensive experience writing code. People that have been using UE for years advised me to get familiar with blueprints for couple of reason. first to understand how UE works in general, second to be able to quickly prototype gameplays and then you can move in with C++ for more complex things @signal holly I know, we tech people have quiet a bit of arrogance and pride in our intellect. Learn blueprints, give people that have been working with UE for years a benefit of a doubt, Im learning it too

exotic thicket
#

Blueprint "programs" have a very similar structure to actual written program code

signal holly
#

@hard ruin Okay, thank you for explaining that.

static sparrow
#

Yay blueprints! I like em. There are just certain things you can't do with them.

exotic thicket
#

the main difference is just that it's nodes and not lines of code

static sparrow
#

Like use a Priority Queue or a Red-Black Tree, for example. Lol. I wish there were more data structures.

exotic thicket
#

Right now all I want in BPs is being able to reparent an UObject to an Actor lol

#

I'm slowly accepting the fact that I'm going to have to manually recreate a bunch of stuff because of arbitrary limitations in the BP editor

static sparrow
#

Reparenting is kinda broken. Be careful. Reparenting from more-specific to less-specific caused me to have to recreate a whole BP class once.

exotic thicket
#

Yeah, I mean I have git so it's fine if it breaks, if it would at least let me try that'd be fantastic but sadly it won't :D

static sparrow
#

It was reparenting from Pawn to Actor. Permanently checked the simulate physics checkbox. Grrr, that was frustrating.

exotic thicket
#

I wonder how badly would it break if I use a hex editor to just manually reparent it lol

static sparrow
#

hex editor? um... why lol

signal holly
#

In unreal can you use free assets for building?

grand scarab
#

Question on cooking on an upgraded 4.24->4.25 project:
Anyone seen this one on 4.25 during packaging? Packages without error on 4.24:
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp] [Line: 149]
UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: A FRenderResource was deleted without being released first!

frank oar
#

Hi guys,
I am using enable physics etc to create a ragdoll, but it is bouncing off the walls and around my map for like 30 seconds, instead of falling into a heap on the floor.
Any suggestions ?

dim arch
#

probably not enough mass, or some force is acting on it

neon bough
#

is there some way to run studio in some kind of safemode if it crashs on start?

frank oar
#

@dim arch its is animated to travel up to a point, then the animation is stopped and physics are enabled, so its possible the momentum is effecting them ?
I think it is more likely the mass like you said.
But that is the first I have heard of mass in objects, is it easy to turn up the mass ? Ill google it too

scarlet birch
#

Can anyone explain why an instanced static mesh created in a BP would show red on shader complexity while the same material on the same mesh when dragged into the scene is green?

dim arch
#

@frank oar yeah, Need to modify the mass of the mesh, Make sure your objects are scaled correctly, Otherwise you can check some of the other mesh physics parameters

frank oar
#

@dim arch I am just poking around in the setting at the moment, because i dont even know what terms I would need to google so sort it XD
I have found a setting on the physics mesh which I am going to turn on to test, each body weight has a mass, but for some reason it is greyed out...

dim arch
#

you can override the calculated mass by checking the box and entering a value

frank oar
#

I tried, checking that box gives you a default 100 (of whatever unit it is) I upped it to 1000 and it didnt help, I have even tried to up the gravity in the project settings...

I am about to test bounce threshhold too

scarlet birch
#

create a physics material and reduce restitution.

frank oar
#

Ill look up how to do that now, thank you for the info @scarlet birch

scarlet birch
#

It might only be part of the problem. The volumes themselves could also be creating some forces between each other.

frank oar
#

it is basically the unreal mannequin, and when i endable physics etc, it behaves like a ball in a pinball machine and bounces off the walls continually...
@scarlet birch gonna take a while for a simpleton like me to suss XD quite enjoyed the process so far but is is grating on me now

scarlet birch
#

I haven't messed with ragdoll stuff much but usually when things like that happen it's because two or more physics bodies are hitting each other too often and causing massive forces. I'm not sure if there's something that reduces the forces or something with the physics bodies on a mesh or something similar.

#

Some setting to add a bit of angular dampening or reduce restitution or cap forces is what I'd look for. But I'm sure this is a common enough problem that a web search would find something.

frank oar
#

I am watching a video now and looks like restitution can reduce bounce, so I wonder if i reduce it on every body party in the physics asset, then the floor which it falls onto also, that might eliminate the bounce.

#

thank you

hasty osprey
#

help how would i go about making a material like this one

#

where the ball completely reflects the environment and there is a star in the middle which does not. Any tips?

hallow compass
#

Anyone used World Creator? I need help so bad

plush yew
hasty osprey
#

thanks for the help guys

plush yew
#

ok

#

i have an overclocked GPU

#

i cant

#

and idk how

#

it came overclocked

#

when i bought it

#

oh ok

#

its not

#

i built it

#

Ok

#

game ready

#

or studio

#

ok

#

wait it is

kind dew
#

Happens when I try to play in mobile preview

#

okay thanks anyways! I have no idea how else to get support for this

#

it's specific to my project. But it happens in completely blank levels its so frustrating

#

no

#

It's gotta be a setting right?

#

assets just sitting in the content browser won't affect anything...right

#

but a material would only break it if it was in the level right?

#

hmmm

#

or only something that would help epic

#

i dont even know what that is lol

#

a post processing benchmark?

#

I know like a post process volume, but I don't have any lol

#

i logged a bug a while ago but I haven't heard back

#

its like halted development for me idk what to do

#

yea okay that's probably what I'll have to do

#

but UGH lol

#

damn

#

ah

gilded plinth
#

Am i losing my mind or is this a typo in the nDisplay docs?

#

The Epic docs say there are two component which they outline with the same name for both : /

#

Think it clarifies in the next paragraph, must be a typo

storm terrace
#

Is it just me or does "Box Brush" take along time to compile shaders

#

or am I doing something wrong?

#

Like I am supposed to convert it to a static mesh

azure shore
#

we dont have any screenshots of the ue5 editor yet right? is it safe to assume itll mainly work in the same way as ue4, like blueprints for example? Id like to be able to start using ue5 without having to relearn everything

distant totem
#

don't scale BSP brushes with the scale tool, can cause problems @storm terrace, use the box extent settings in the details panel

#

and yes, when your done with a BSP brush and don't want to shape it any further, it would be best to convert it to a static mesh

#

but I always duplicate the bsp brush, and then convert it to static mesh, because if you just convert it you will lose the BSP brush you assembled, and if you wanted to change it, you would have to start from scratch

muted trail
#

quick question,if i wanted to promote my game where should i do it cause i don't really have much of a following ๐Ÿ˜ซ

supple totem
#

anyone here have tips for good feeling xbox controls for an FPS game?

#

I mean like specific UE4 stuff, I've got controls in but they kind of feel rough

#

I'm wondering where to begin polishing

solemn orbit
#

hi

#

can someone please help

#

i want to cook my project but i get this error

#

LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/GameplayHelper/Blueprints/Decals/BP_LaserDecal' is not a standard unreal filename or a long

#

it says it doesnt exist thats because i deleted it and removed it from my project

wary wave
#

how did you delete it?

#

something still references it, most likely

hollow trench
#

or just add it again, if its available somewhere

wary wave
#

that might be an option, depending on how it had previously been modified or deleted

solemn drift
#

Anybody know how to access the input axes of the character in animation blue prints? I need the MoveForward and MoveRight axes

hollow trench
#

The "WTF is" YT channel also has some videos about.

#

(Question): I am using "dynamic inset shadows" on a character (world is having fully dynamic sky and 24h cycle, nothing baked) and wonder if there are the settings for this specific "dynamic inset shadows".

They are not getting affected by the sun's distance shadows, which is fine. But I would love to give the character model itself some higher real-time shadow resolution.

solemn drift
#

@hollow trench I don't have access to axis events inside the animation blue print

grand scarab
#

Check your project settings under input

hollow trench
#

If its animation blueprint specific, I would say try it inside a regular BP and use a sub-anim BP instance? Yeah I am not sure if the question is pretty advanced or @grand scarab 's solution may help. But I think you already setup your controls right?

solemn drift
#

Yeah I am trying to access the default MoveForward and MoveRight axes. They move the character fine--I just need to connect them to my animation blue print

hollow trench
#

phew.. never tested or tried. Idk!

#

oh wait uh.. ok maybe its too late at 1:40am hehe.

vast cloud
#

i need some high level advice, i am trying to setup Mocap for unreal, and i've been trying to do livelink to do it, but now i realize i may be barking up the wrong tree.

#

What iam trying to do is record myself with a combination of mcap and IOS facial capture, then move to another charcater and a nother and create a scene

#

is that live motion, or is that recoding animations?

#

then use the AR function and built in cameras to shoot it.

rancid lynx
#

one area of this terrain never updates. every single time i "play" it resets to "compiling shaders 30". laggy, gets to Zero, no lag, terrain never updates. any idea what may cause that ?

lilac lantern
#

How do you implement the Epic Games Online Services SDK into the engine?

midnight root
lilac lantern
#

I already did

#

I have no idea

#

how to implement it into the engine

midnight root
#

explain

lilac lantern
#

the documentation shows no way to implement it in any engine

#

it just tells you to download it

#

and add it to engine

#

like wtf does that mean

midnight root
#

I've not looked yet , I have other priorities, is it open source ?

lilac lantern
#

the sdk?

#

i think so

midnight root
#

free but..dunno haven't looked,,am now

#

Im SO sick of having to authentic ;0- same browser, same OS,,ugh!!

#

๐Ÿ˜‰

#

I don't get the feeling its integrated but I could be wrong, more available and epic manages it so to speak

#

again its a lot of legal docs to look at

#

oops that didn't work as INTENDED

#

2.2. Epicโ€™s obligations under Section 2.1 are conditioned upon (a) your ongoing, good-faith cooperation to perform all tasks necessary, or reasonably requested by Epic, to integrate the SDK and ensure that your Video Games are compatible with the SDK and Services, and (b) your compliance with all applicable terms of this Agreement.

lilac lantern
#

what does that mean?

#

i really dont know how to implement the sdk

#

I need help

midnight root
#

what have you read

#

I doubt its a sunday read ๐Ÿ˜‰

#

I mean...

#

what have you read, whats not working is the form

lilac lantern
#

I need help implementing the SDK

#

Not legal quoting

midnight root
#

so

#

whats not working

lilac lantern
#

like how tf do you even get it into your project

midnight root
#

Is where I'd start, will start, I just don't have time in this moment ,. sorry I can't aid you, so IF you are there, what isn't working

sharp kindle
#

I need help with android packaging

midnight root
#

whats not working

#

what docs are you using if any

rancid lynx
#

one area of this terrain never shows landscape material. every time i press play, it resets "Compiling shaders 30" only 30. i waited 2 hours. restarted, waited an hour. didnt help. I turned "forward shading" on for my VR game, and disabled static lights. any other ideas what may cause this ?

mystic holly
#

can anyone help me with replication?

plush yew
#

Is displacement and heigh map the same in the material?

polar bobcat
#

Probably a simple question... how could I stop a physics object from rotating? Basically resetting the rotation value to 0 on a specific axis?

tired lynx
#

howdy. desperately in need of some help. i can no longer log into my epic account in order to access either unreal engine or quixel. it keeps coming up with the error message 'sorry the credentials you're using are invalid'. i've reset my password twice now to no avail and am unsure what else to do?

polar bobcat
#

I had to contact support regarding that. Basically an old GitHub account was linked on my account and it had some out of date information. I had to have it removed, and then add it again, and everything worked perfectly

#

That was answering @tired lynx , btw!

pulsar dove
#

Does anyone know how to import spine animations/sprites in Unreal engine? I can't seem to get it

dusk fern
#

ue4.25 doesn't respect DerivedDataCache setting, and automatically generates the DerivedDataCache folder in the project folder
https://i.imgur.com/ad67PT4.png
in previous versions of the engine there was no such problem, how to fix it?

thorny locust
#

Would anyone happen to know how to scale a material but not tiling? I just want to adjust the size of a mask

rancid lynx
#

one option is, open it in krita, paintbrush, MSPaint, and manually rescale it.

thorny locust
#

yea but theres noway to do it in UE huh?

rancid lynx
#

very probably yes. maybe someone will answer once they notice.

thorny locust
#

๐Ÿ‘

scarlet birch
#

@pulsar dove You can't. You'll need to export a sprite sheet.

pulsar dove
#

That... sucks a lot. >.>

scarlet birch
#

You use flip books in UE for 2D animation

pulsar dove
#

Yeah but it looks way too choppy for what I'm going for

scarlet birch
#

Can't you just increase the number of frames?

pulsar dove
#

I guess. It would just take a metric buttload of time. TT-TT

#

This is more of what I was thinking of. Something similar to how Fran Bow moves

scarlet birch
#

Should be doable. I haven't used Spine in a while but can't you tell it to export an animation with so many frames a second?

#

There's like 3 apps like Spine that I tend to get mixed up with each other.

pulsar dove
#

Yeah but what file type should it be then?

scarlet birch
#

PNG?

pulsar dove
#

Okay I'll try it and see if that does anything

#

Also, are there any other programs easy to use and incorporate into UE than Spine?

scarlet birch
#

It's been a while for me but maybe Dragon Bones.

#

I think the other one was called Spriter

#

Although seeing that Spriter 2 is still on preorder for what's been a really long time now it might not be a great choice.

blissful trail
#

im having an issue where one sprite goes behind another sprite if i move the player higher

modern sinew
#

Do you know why, even though the player taking damage has their health variable decreased (which this function does), the damage effect comes up on both screens?

quick kelp
#

@modern sinew looks like you are creating a damage widget every time the player get damaged

#

Does the widget destroy itself after the effect is done ?

#

Also what do you refer by โ€œboth screensโ€?

modern sinew
#

@quick kelp The tutorial I followed did it that way so it intensifies. I originally had it as just an image in my HUD widget, but changed it when I realized why they did it that way

#

Also, yes, and I mean all players (this is multiplayer)

still hemlock
#

Does anyone know how to save a skeleton in skeleton tree after editing with it

fallen marten
#

Anyone here know much about calculating the alpha value for leg IK?

#

Didn't think so -

still hemlock
#

Hey

civic cobalt
#

hi guys can i select which gamemode i want on my level via blueprints?

#

i'd like to open certain level with different gamemodes

rancid lynx
#

when painting terrain, is there a way to limit where i paint sand, based on height, so that no sand gets painted over say +100z. I know how to do it inside the material editor, but surely the stupid paint tool could handle the same thing.

runic fern
#

Hi Guys i've Cloned the UE4 from Github but i still have missing plugins i've tried to copy it from the normal engine and its still not working

honest vale
#

did you run the setup scripts?

hollow wave
#

is it just me. or did ue4.25 just disapear from all your instalations?

uneven fractal
#

whats the TArray equivilant to the length function for arrays in bp?

coral shoal
#

this is a pretty small annoyance but anyone know if its possible to get "show in content browser" to always use a specific content browser tab rather than messing up whatever tab you last touched?

honest vale
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@uneven fractal Num()

uneven fractal
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thanks

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somehow it's different from both the blueprint length and the standard cpp .size

honest vale
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yeah it is a bit weird sometimes

runic fern
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@honest vale if you asking me yes i've installed all the .bat scripts and the engine works good but i have plugins in my project i cant add it to the source copy

uneven fractal
leaden dust
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how do I optimize umap files for git?

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is there a workflow to follow for my team to make sure the huge umap files are not pushed and pulled often?

runic fern
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i've tried to copy the plugins from the 4.25 launcher version to source version i got this

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its same version but the source one 4.25.1

civic cobalt
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how do i override gamemode in a level?

half turtle
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level settings

civic cobalt
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not that

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i'd like to play same level with different gamemodes

sinful pier
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you can setup a GameMode Alias in the project settings

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and then open the level with the additional flag game=[Alias]

civic cobalt
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awesome

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thank you

sharp cloud
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How do I remove this (preview) writing all over my levels ? Everytime I insert a mesh object I bought. Reflection of (preview) shines everywhere. Does anyone know how to remove this or for it not to happen ?

dark depot
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build lighting.... or go to the top left where it says show there is a box to uncheck under that called show preview indicator or something

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@sharp cloud

sharp cloud
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Can you be a bit more specific whereabouts is the box to uncheck the preview indicator? Can you take a picture of it on screen

honest vale
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just build your lighting

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or switch to movable lights

sharp cloud
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But the sun in sky is the overall light on this level. ? How can I leave the sun and objects to remove that (preview) prints everywhere. I use movable lights but that sun I want there but notice either way I canโ€™t get rid of the preview stuff. Any specific ways to get around this ? ?? Please.

dawn kelp
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Where can i find the landscape hole material slot?

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It's not in my details panel