#ue4-general
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@sharp crest here is the crash report from before could u look at it? https://pastebin.com/RGzjtQdC
and even projectiles are.. well. not cheap at all
hmm ๐ค
@sharp crest here is the crash report from before could u look at it? https://pastebin.com/RGzjtQdC
@jolly jungle can u add context?
it happened when i put a completely normal landscape blend material on a completely normal landscape
btw, at 1000 KM!!!.. that's 100000000 cm........ I start having issues.... haha... the camera is shaky a bit
Maybe send me your project files if it's small and new? I will test on my side @jolly jungle
this is really surprising
If not then Idk how to help rly it can be a lot of things
ok
but at 1000km the shaders seems to still work.. and collisions mostly work too
tb, its uploading to google drive, will send a link after
in Unity I had some ugly rendering issues past 5 km
it's odd, since the numbers are just numbers
the number limit is supposed to be exactly the same, no matter the 3D app
@copper flicker hey maybe try posting ur rant in one msg, when it's between all of our msgs I dont think anyone will bother reading/helping
@sharp crest go play fortnite already
you should come too
I would never play that
why?
haha... it's... not my kind of game
klol
not to me
following on from my thread earlier I finally heard back from support and
I just??

I just have a problem with the idea and the graphics
@tired lynx looks fun
in fact I never play any royale games
save the world is not battle royale
for context I emailed about a fatal error w/ unreal causing my system to crash. they replied asking me how I would like to fix my connection issue with Fortnite. this is now their reply to my reply saying 'what are you TALKING about'
well I was talking about save the world rly
but ok if it's not related just a general point Ig
literally got uni deadlines relying on unreal and I'm getting no support. everyone I've spoken to in here and on Reddit have looked at my crash logs and been like 'yo yeah this is beyond my scope contact support'
for context I emailed about a fatal error w/ unreal causing my system to crash. they replied asking me how I would like to fix my connection issue with Fortnite. this is now their reply to my reply saying 'what are you TALKING about'
@tired lynx it literally says 'epic games player support'.. u contacted the wrong people ๐
plus u cant rly email them on these type of stuff.. there is answerhub maybe.. try to figure it out yourself? what is the issue?
everybody I've spoken to about this issue has told me it's beyond their scope. I don't see how yet another forum is going to help
when you say I should start with answerhub you make it sound like there's a next step beyond that. is there nobody I can contact directly?
have not heard of anyone emailing ue4 for support lol
man. I get better customer support for my fridge.
when you say I should start with answerhub you make it sound like there's a next step beyond that. is there nobody I can contact directly?
you should have started with answerhub then done all of the other things so the answerhub post can be there to get answers during that ime
man. I get better customer support for my fridge.
well ur fridge is not ue4

aight dude there's no need for sarcastic emoji. I'm under a stupid amount of pressure here and am just looking for help.
will post on answerhub if there's literally nothing else to do but it'll likely be too late by the time I hear back.
kk gl, dont think u will get any direct answer from epic
@sharp crest heres the project files: https://drive.google.com/drive/folders/1X_gEF3ykkvk8k9zll17Y7crOZQ2XnRwO?usp=sharing
looking at it
k
man. I get better customer support for my fridge.
@tired lynx Your fridge comes with that service. The equivalent for UE4 is UDN, and you have to reach out to ask about getting access to that.
No idea what you mean but I agree with the point u r trying to make lol
ok sorry, was just saying okay
๐
its like answerhub, but it gets engineering support from epic
sounds epic
@sharp crest does it crash for u?
ok cool
when i assigned the landscape blend material, named BlendMaterial to the Landscape
actually thats the wrong one
thats the vertex paint one
thers another material in mspresets
are there 4.25.1 relesease notes available yet ?
ok
we get it
how do u get into it
๐
you get access to some nice projects
tell us more ๐
theres was a forums post from 2014 saying the landscape blend node crashes the game but i only started unreal recently and have used that node before
@jolly jungle it actually iddnt crash, just froze a little, maybe u were a bit impatient?
nah, the editor literally closed and opened a crash window
@tired lynx Gonna be hard to diagnose without a minidump. You might try asking over in #engine-source and ๐ค you might bump into somebody more familiar with this stuff.
This looks like you might have corrupt data. That'd be my guess. Totally a guess.
thats still the wrong one
then how about tell me the right one, for the third time maybe we will get it right?
the project folder is a mess

im opening unreal rn
its the one in the base folder called LandscapeMaterial
or the full source to UE2, 3
sounds helpful lol
sounds elite
anywhere else, sure you might bump into somebody from epic helping out on their own time
@jolly jungle it still doesnt crash
wtf
il keep messing around and see if i can get it to not crash
huh, still crashes
Feel bad for the guy just trying to work around that crash for his uni project though. It won't be worth it monetarily for one crash and it sounds like he can't wait long enough to go through the process
well he didnt even try posting his crash ๐ @worn granite
seems like he wants support he doesnt deserve
Nah he did, just not what all is needed.
i dont think its a problem with my pc not being able to handle it cuz i have an rtx 2060 and a 16 thread 10th gen intel i7 and 16gb ram
He gets a D3D11 crash because a query fails. That seems like the code assumes the layout of everything should be assured.
it is, when we had ours the barrier to entry was a couple hundred thousand dollars
@plush yew
This doesn't sound like a viable path to resolve anyone but a AAA studio's problems
i dont think its a problem with my pc not being able to handle it cuz i have an rtx 2060 and a 16 thread 10th gen intel i7 and 16gb ram
@jolly jungle if you're using rt then it's gonna put a ton more load in your pc
alright. i guess all i can do now is wait. here's the answerhub post if anybody fancies having a crack at a particularly stubborn issue and helping a brother out: https://answers.unrealengine.com/questions/964049/ue4-ui-urgent-freeze-followed-by-system-crash-how.html
Oh well that's not so bad
Also I know it doesn't help you, but contacting fortnite player support for a low level RHI crash in a UE4 project is 
@rocky radish ik but its had absolutely no problems doing anything until i have done this landscape material
About on par with a Unity enterprise licens
(an upvote would also be hugely appreciated. i really don't want to fail this module over technical issues)
Did you see my pings?
@rocky radish ik but its had absolutely no problems doing anything until i have done this landscape material
@jolly jungle you may be running out of ram/vram when doing so, just a guess, i'd recommend posting the crash on forums first
Hey guys, does anyone know if there's any way of enabling Rootmotion in AI?
sounds like a question for google @rapid ridge
@jolly jungle I have made a nice mountain
still no crash
still no crash
@sharp crest i think that his pc is struggling to do that but idk its probably not that
oh ok
but like he has a 2060 and RT on so thats a ton of load
and shaders are probably compiling nonstop
so
@plush yew heck, yeah i just noticed that it's waiting moderator approval. i'll repost it once it's through.
If we're not going to get a dump for the crash... I'm not of any more use here.
that's not a crash dump
Didn't you just get onto someone for abbreviated communication?
I don't mind, just sayin'
not the same as saying just k
in my view
well also I said vs before so that comment was pointless anyways
lol
I think he died
While there's a little more activity here than there was in early morning US time... has anybody done much with the Blackmagic Capture plugins? I think I'm trying to use an input device that has the wrong colorspace capabilities for Unreal but I wanted to verify that there wasn't something obvious I was missing. If not, no worries.
@jolly jungle are you alive

he's dead
lol
it's ok he isnt afraid to ping later
I'm sure he will ping the blue guy with that file when he is back lol

I like this blueprint brush thing
ok im back
hello again
how do i turn off ray tracing on an alredy created project
in the project settings @jolly jungle
ok
u should send that blue guy the dump vs file
is there a way to use shader complexity view in a packaged development or debug build?
I like this blueprint brush thing
@sharp crest How do you do that
@coral shoal there is supposed to be, but it doesn't work
wireframe doesn't work properly in packaged either
What is the "supposed to be" method zeblote? how would you try to enable it and have it fail to begin with i mean
i dont even know where to find the command/func to call
@sharp crest How do you do that
@white relic https://www.youtube.com/watch?v=gbj1qgPOl3E
In this presentation by Epicโs Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality...
why does moving a folder copy it instead of moving it?
@alpine sand right click and fix redirectories, then delete the old folder manually
isnt it to hold Shift so that it moves the folder ?
isnt it to hold Shift so that it moves the folder ?
@inner cloak well u should first choose u want to move lol, just drag it and select move
For the "Building Natural environments in Unreal Engine", i heard we must get some texture packs somewhere, anyone know where i find them ?
Abandoned Apartment ?
hey so im trying to make a 3D main menu. I got the buttons down and working in the scene, the only thing left is making the settings. For this, i want the player camera to smoothly rotate towards another direction, how do i do that?
like for the lerp, what do i put in the alpha?
nvm
hmmmm .. why would landmass plugin not show in 4.24 or 4.25 ?
it kind of was there, i restarted engine and now its gone
@inner cloak Idk it works for me in 4.25... havent tried other versions
Where does Epic Launcher store the download cache at?
hey guys i need some serious help, since i cant use timelines in widgets, how can i use the lerp?
@cerulean sandal Depends, but usually if you lerp from XYZ to X1Y1Z1 with a lerp, just think that alpha is "over time". So, you can tell it to go from point a to point b based on alpha which in your case can be 2 secs, 10 secs or whatever you need it to be.
thanks
@cerulean sandal Depends, but usually if you lerp from XYZ to X1Y1Z1 with a lerp, just think that alpha is "over time". So, you can tell it to go from point a to point b based on alpha which in your case can be 2 secs, 10 secs or whatever you need it to be.
@ashen ermine ik, but idk how to do that without a timeline
@cerulean sandal why w/o a timeline?
What's the best way for someone new to 3D to learn terms like 'lerp', 'occusion', etc?
@cerulean sandal why w/o a timeline?
@ashen ermine im in widgets, and i cant use a timeline there
@cerulean sandal tried anim?
@cerulean sandal tried anim?
@ashen ermine what?
sec, lemme think/check@cerulean sandal
Okay
@plush yew ok ty
xD
ok tyvm will look into that
yep found it - so it covers the terms I mentioned too?
@cerulean sandal try fInterpTo, see if you can play with that a little bit
mostly don't know the terms used for textures, lighting, etc
@cerulean sandal try fInterpTo, see if you can play with that a little bit
@ashen ermine Okay thx
@ashen ermine rotation not working, nothings happening
but i need to call it only when the button is pressed
yeah
so it shouldnt rotate before the button is pressed
but tick runs everytime
@cerulean sandal did u plug in the delta time?
@cerulean sandal
But for rotation you probably need to break and make rotation and run the finterp for each of them.
it works now
๐
but one more thing, how do i make it Ease?
xD
lol
@cerulean sandal Or use a custom curve just like @plush yew said
lol help its rotating infinitely
I'm new to UE, what built in audio-importing modules if any are there?
Okay thank you for all the help guys
ok i found the problem
the FInterpTo is always 0.007
how do i add a landscape to a scene ?
so it never reaches 1
how do i add a landscape to a scene ?
@inner cloak theres a landscape tool on the top right
select size, and create
Thanks, but was not top right for me
Thanks, but was not top right for me
@inner cloak top left, sorry lol
@plush yew my folder structure looks kind of like this all the time:
no problem, we all make mistakes once in a while
Hi guys, any idea why I cant see additional meshes?
hehe, managed to make some basic multiplayer functionality - I understand a bunch of it's not being copied from server to client and v/v though as stuff isn't replicated ๐
Any of you know where to find the materials that are used in the tutorial for building natural environment?
@inner cloak can you link the tutorial?
In this presentation by Epicโs Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality...
lol I asked them in the comments for the project download, no response
The tutorial is nice but materials not included .
It's probably all Quixel stuff, from here probably https://www.unrealengine.com/marketplace/en-US/profile/Quixel+Megascans
ok, thanks
so i have static mesh on spline, but i can't enable collision on it?
aka spline mesh component
๐
the code is the same for the going forward except it goes - instead of + on the rotation
but for some reason it tries to stick back in place
i found this for landscape materials ....https://docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html
Setting up materials to work with Landscape terrains
@cerulean sandal u need to post the code...
@inner cloak it's a tutorial for how to code it, it's not assets
When you download Quixel bridge, you can choose a material, and it will install Unreal Link automatically (giving you the green megascans M in your editor) and then Quixel bridge will automatically create a material for you
Yes, i have it
choose a material, maybe down it to 4k, make sure you originally had your license set up to unreal, then you should be able to export it to unreal and it will generate a material for you
@sharp crest posted the code
anyone here using a 3rd gen TR with ue4?
TR?
@toxic surge See the UnrealBot in the #looking-for-talent and type a dm in this bot
thx
You understand?
ah, that would make sense
Hello
@vague spire Incredible work!! That really is a AAA menu, Congratulations! Great detail everywhere, I love the tiny dust particles, well I love everything about it lol. Very well done to you all, very inspiring
How do i cast to a widget?
Is it possible to add more landscape to a current landscape
@still hemlock Yes
Is it possible to add more landscape to a current landscape
@still hemlock wdym
If someone could tell me how to do this It would help alot
If I can't it's gonna be pretty hard...
@distant totem Dude, you really made our evening, I just read your message to our team
thank you so much for your kind words
@cerulean sandal you know how?
OMFG
I deleted my terrain
and i pressed ctrl+S instead of ctrl+z
What can i do??
Undo
bruh
In edit
I cant undo after i accidentally saved
Oh
How lorash?
lol nah i just need opinions
how can anyone just let there cat roam free
with the hard facts
they kill billions
not for fun
cats just kill for the fun of it
no
domestic cats (mostly unowned) are the top human-caused threat to wildlife in the United States, killing an estimated 1.3 to 3.7 billion birds and 6.3 to 22.3 billion mammals annually
this is a fact
Im alone on my project
the rape and torture induced by NATIVE species is a natural cycle
introducing a domestic animal as an invasive species is not responsible
and it is you directly making that choice to affect the wildlife
so yes, its a selfish one
you are responsible for the lives you pet takes
you can run away from facts, but they still remain
@plush yew always cute to see something hide away when they cant easily win a discussion
@jade rivet dude, you're in the unreal engine forums, no one should care about your cat, I think it's a decision only you can make, since you have a very strong opinion about it
nah you're fine man, takes a lot to apologise for past mistakes, you're a good person for doing it
Rofl, a few things here, First, @vague spire, I really do mean it, it's really inspiring, Im still going through it over and over and observing details, techniques, object placement and lighting styles.
@jade rivet, definitely chat for #lounge, but while we are here, I have 3 cats here where I live in the middle of a pacific north west city, some wildlife here and there. These cats literally just like to go outside and wander around for a few hours, but they always come home. In the course of 6 years, there probably have been a total of 3 times that any wildlife has been brought in, once was a baby bird, it got away fine, once was a baby bunny, we released it back outside but it died a few days later. Animals are animals, but in MY VERY BIAS OPINION, as long as they always have food and lots of comfortable cat spaces available throughout the house, they won't be outside hunting for wildlife, I live next to a forest and near a golf course both with a decent amount of wildlife. This neighborhood in particular have cats roaming around everywhere, there are a few that will follow people walking around for blocks and blocks. You said your looking for opinions, and my opinion is that you should just go for it and let it happen, if it actually does become a problem there are things that you can do, (like harmless little psychology techniques)
Hey guys once i finished a game how can i advertise It? Because im pretty sure even if i create GTA 6 no One would even notice it
If you have GTA 6 you just put it on Steam and that will do @cerulean sandal
If you have anything less then it's recommended to work a little harder like email youtubers/streamers/press keys and post it on reddit/imgur/twitter etc
But putting stuff on steam costs 100 bucks
Just google 'steam game marketing' 'game marketing' etc
.
Then ask your parents for 100 bucks
I don't even think its legal to publish a game on steam underage
Well you can just ask your parents to sign the stuff
They just need someone they can sue if you put porn on a child rated game

Was just trying to make a point
Lol ik
But if i email youtubers they are gonna Ask for Money 
Which i don't have
I'm extending a weapon from UT2004, I wish to make it that when firing firemode[0] it turns bheavy=false, and when firing firemode[1], it turns bheavy=true for the weapon
no idea what u r talking about @royal orchid
first thing that came to my mind from that sentence was UE3
Yeah it's UT2004
If your game is good they might play, you need to give a key ofc
@sharp crest ye, giving them a Key Is kinda like giving them Money to buy the game
I think Unreal tournament
ah
'heh, only played the 1st UT back in 98 or 99 - can't remember. That was before motion sickness really kicked in hard which ended shooter games for me ๐ - yep, no HalfLife or CS. Ever
Thats sad
idk...Shooters were pretty much the only games which also made me pretty angry which beats the point of playing a game ๐ So it's like my beer allergy - seems tragic but it's not quite so for me xD
Lol
<----weirdo ๐
Idk how much "devs" here have my Age, but im pretty sure It everyone had, this community Will explode in a moment xD
Because im quite stupid

I'm 34 atm so...idk, many ppl around here seem younger, also, others aren't. /offtopic btw ๐
wow, that's amazing! ๐ GJ!
Gj for doing what lol?
just for trying to learn/do stuff in UE while others at 25 only know tik-tok and fool around with selfies/other (many) useless "skills" coughs parkour & stuff...
xD
im 54
I actually know c# and VB, and some PHP, HTML and CSS bc its Easy haha
But really nothing more
Now an actually Channel topic related question, how do i improve Volumetric Fog performance?
Rn its taking 5ms per frame
@cerulean sandal afaik, you don't atm - the volumetric fog thing
oh, that's not good
check out your material instructions and try to look 4 help in #graphics - some if not most boys there are PRO
Alright dw thank you! :P
alt + drag the last point
thanks!
Is there a help channel because got some issues?
Is there a help channel because got some issues?
@terse cradle i got millions ๐คฃ
HAHA true
what's your problem?
What's the best method of creating floating islands that is playable area? I'm thinking between two possible solutions:
-
A landscape as the ground of the island and scaled up cliff/rock meshes covering the sides of it and seams between the landscape and cliff meshes.
-
Huge rocks that make up the whole island (as seen in the photo for my block out) and landscape placed ontop of the rock meshes. Is there any way to make the landscapes "wrap" to a mesh and delete remaining components, or are landscapes nailed down to equal components X Y?
-
Is there a better method? ๐
The problem is that when i render a image through the CineCemeraActor i get a blured image
i tried turning off depth of field didn t solve the problem
it happens when i rotate the camera to the light in the scene it strange
I had a similar issue that I solved up changing the manual focus distance. I don't know if this can help, but you can try to check
is lightmass on by default?
i am pretty sure yeah
hey Iโm trying to cook/package a level, when I do it for default level for third person it works. When I do it with premade assets it wonโt work? Any solutions?
ok got it to work for some reason the first frame get so blurry for some reason after that its fine
There are no errors, when I open file it wont open at all. When it compiles it says stuff like "cannot find asset" or "rebuild and Rebake" in yellow text in the output window
but when I try another level with the same asset sets its fine?
Does anyone know how to make a smooth blend transition in the cinematics as shown in the timestamp here? https://youtu.be/2xa_P1KrQvQ?t=7
This is a real time Architectural Visualization of a Loft Interior created in Unreal Engine 4.
Created by PIXELBRAVE.
http://pixelbrave.com/
Longing by Joakim Karud https://soundcloud.com/joakimkarud
Music provided by Audio Library https://youtu.be/wSL0sGLTgLQ
IIRC from a forum question I saw online it wasn't added in 2017 at least
I hope its there in UE5 though ๐
@plush yew how do I run a map check?
There are no errors?
do you know anyone else that could help?
alright
@kindred crag, it's not possible to blend 2 shots like that together in unreal natively, what is happening there, is that guy has small shots rendered in sequencer, rendered meaning its been exported to a video file, so he takes all hit shot files and uses another video editing software to blend the shots together
yeah so it seems
I really hope UE5 gives us that good stuff such as that since its literally running on voodoo magic
adding a new feature to sequencer like that, is like adding a new character to smash bros or dota 2, you have to test it with/against all 119 other characters, including kirbys copy ability. I'm sure it's not there because it's not easy enough to implement, and it's much easier to take a finished shot file and blend it with another one externally, then to try and blend 2 scenes while simultaneously rendering the scenes, I think I remember seeing somewhere a few years ago it was just too much performance cost, imagine if you have level streaming and you are trying to load 2 extremely heavy RTX environments at the same time, for a split second your rendering fps may drop and ruin your shot
If I put my multiplayer game on steam or another online store for games they should both sync when playing online right?
The servers?
It won't be separate I hope
Motion something, it's a VR hand controller
Does anyone know how long it usually takes your first post to get approved in the moderation queue on the forum? I think it's been like almost 3 days now.
apparently the forum software is broken so posts don't actually show in any queue
they have to manually find and approve them

@distant totem thanks, is there a way to render your cinematic with audio? having a hard time finding a solution
oh nevermind found a way
Anyone know if it's possible to aadd a background image to a TabButtonBar?
I cant somehow render my cinematic despite this option selected, any help? It captures a different cinematic altogether with no audio (this is in 4.25)
hi guys
anyone know how to implement parry system in close combat swordman?
Is it possible to make a good game using this pc (i7 7700, 16 rams, gtx 1060 3 GB)
Not really sure which specific section this question belongs in, but how can you get axis input from mouse without having a mouse button pressed? For example, I want to rotate camera around character with mouse while holding a keyboard key, but it won't give me any axis input.
Without changing input mode to game only, it should stay game and ui
Is it possible to make a good game using this pc (i7 7700, 16 rams, gtx 1060 3 GB)
@steep sandal
help those little things on the corner disappeared
with the perspective and viewmode
fixed it
how to fix this error
I'm guessing you would make the material you are working in a post process or transparent material. @plush yew
Hey guys!
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
Does anybody know what last line of code mean ?
if i will set it to true, it will work same as false case
@kind dew what kind of structure are you using?
@kind dew
its 4.25. in other versions there was a way to change the name. But it must have moved
when filling the table, you have in the upper side the "RowName"
I changed it to "HERE"? See?
can you take a screenshot of where you change it? I'm sorry
lol
thank you
double click
lol
yeah that took me a bit
but the new DT editing tools are just amazing.
im seething rn im so mad hahaha
our game uses about 35 DTs
and management was a pain
i had to export to excel to organize the damn things.
now all in editor ๐
nice
I wasn't using any till now I figured that to help Green, now I'm making one for NPC spawn
Nice, all my three npcs are not dinamically spawned ๐
Plug for an asset I found on the marketplace. it allows you to remote access uassets and pull content out of it, only taking what you want in your current project (automatically pulls dependancies as well) its really good, it even access uassets on my network server. https://www.unrealengine.com/marketplace/en-US/product/uasset-browser#
Hello guys I want to make when I click on object to popup 3 variations of colors: blue red and green, but now I am looking in the docs of ue 4 for this interaction but I can't find it, hmm
are there tutorials for doing water in unreal for games (like lakes, rivers, ocean)?
yeah
Hey there, quick question. I'm trying to compile my project into a .exe file, although whenever I press Launch the editor just freezes. Any ideas?
where you press launch?
when you choose to package for windows 64 bit you choose flder and you stay and wait
in the top menu bar
show me screenshot please
why you click launch not on Play?
Because I'm trying to make it a .exe to send to other people
ooh holdup something it happening lol
It finished! nvm lol
How to open .uproject file in UnrealEditor?
??
you go into your destination of the project
and click on the .uproject file double click and wait untill it loads
@plush yew it says unknown file type
If I go to Open with and select UnrealEditor.exe, it does not show up
show me screenshot
guys when you want to show problem don't describe it only, put one screenshot to get idea what is going on, lol
*UE4Editor.exe
Have you tried just opening unreal first and then using "open project"?
It sounds like the file association for .uproject files is missing for some reason
It was not in the list of projects to open
I opened the Epic Games launcher and it asked to associate uproject files now its working
omg I think I messed up good
I followed epic game's guide on how to make an aim offset but now the animation pack mannequin has replaced my SideScrollerCharacter help!
someone pls help me
PLEASE! I am talking about 2 days worth of work here!
Does anyone know why this isn't making my character go down?
Oh well thx for trying to offer help
oh ok found out how to change back to the og player
Guys any help? I've changed the mesh on my third person character and moved its location to a new folder and now when I hit play it runs from a spectator camera?, do I need to change a path or something?
How can I exclude SoundWaves, SoundCues, DailogueWaves from my dedicated server build?
I've checked the game mode default pawn class and it's correct so idk what else it could be?
is it normal to not feel like doing anything in your game for like 2 days
@modern sinew is the event you are calling add movement input in an input firing event? or are you calling it one time?
the nature of that call is the scale should usually be a joystick input. in your case I'm assuming you are trying to use it as a dive mechanic, maybe based off a button press. You need to ensure it keeps firing that event as the button is pressed down
i would suggest adding a print call after the add movement event, and if it only fires once, your problem is that it isn't being called over and over
if you are trying to set up some sort of reaction, where the pawn is moving down as an impulse, you are just going about it wrong
@fiery moat I strongly suggest you hook your project up to some version control to ensure you don't lose multiple days of work.
its ok I fixxed the problem
version control is still good for any project you are working on. github offers free private repos. really no reason not to have a remote backup and versioning on your project
how could i get rid of the "extra" lightning in the tunnel?
im new to ue so if its something related to material reflectance then im completely lost
@gritty zinc yea it's called when the crouch button is pressed
@modern sinew is it called when the button is pressed and only once? or is it refired every frame it is held down?
I should probably have it on a loop, yea?
no
you should not have it in a loop
you should check in tick, or in some event that is fired every frame, if the button is down
Well it's supposed to keep going down when they have the button pressed
a loop wont do that
So it should loop until they release the key
thats not how a loop works
Which I already have a boolean for
make a custom event called move down
But it's not adding any input, or at least doesn't seem to
if it's fired only once
instead of 60 times a second
its going to look like nothing
Oh
make a custom event called move down
in that event, check the bool for the button
if it is down
call that input down
call that move down event in tick
how can I make muzzle flash come out of the muzzle of the gun and not the center of the character? I tried making a socket but it won't work
I set the name for the rotation and the location to that socket but the effect still shows up at the character's center
Hello guys I created cinematics for the level and i want to render it but when i click on render it doesn't render moving the cammera, what to do?
@modern sinew yeah i told you that's not how a loop works
I can't teach you how flow control works or blueprinting basics. I told you the solution earlier if you read what i told you to do. otherwise, i'd suggest a beginners tutorial for blueprinting
@plush yew did you add the cameracut sequence?
Assigning it to the key event would take more effort
wut?
I have these stuff
I made door animation
and I want to capture it
also I did change color of cube and I will want after this to can render it too but idk why it doesn't render it
Important question : how can i stop my character from pushing another physics based pawn?
No, I just dont want my character to be able to push the vehicle with force
cause when i walk into my car pawn, my character tends to push it and the car moves slowly
rise the mass of the vehicle
but wont that affect othe propeties of my pawn? like if i increase the mass wont it get too heavy to move iteself?
like acceleration
@plush yew that's weird, try to ask on #cinematics maybe someone can help there
increase Mass scale or MassInKG?
okay, hmm
I usually set massinkg, you just have to try.. I'm quite new to unreal, but I would like to be helpful as I can
the other option is make your player lighter and make the move with less force
so they dont shove as hard
if you are moving the char that way they will be able to push any physics object of any mass
if they collide with it they can move through it or move it, if it can be moved
so either the car needs to lock when you exit it
and become immovable
or you need to rethink your approach
where is the setting to turn off raytracing on an already made project
nvm found it
What might be the reason that switching levels while in the editor take 2-4 seconds but while in VR preview,
using a widget with an "On clicked > Open level" setup,
takes nearly 30 seconds ?
i know that the message is simple but why did this start happening only a few days ago , i even updated my drivers and nothing is running on my pc except blender and it exits out suddenly after 30 mins of normal work
did this happen to anyone else
I am looking to rotate ingame actors when interactions with my umg widget are made. Does anyone have a direction I can start looking to figure this out?
What was added as 4.25.1 feature
is looking for a short and wholesome LIGHTING documentation where everything is explained up to ue 4.25. From DF Shadows to GI to Distance Field to anything else.
@austere scroll mine does that randomly sometimes.. happened also with 4.23. I suspect there's some type of graphics memory leak issue with the UE tooling
HI! anyone have good tutorial to make UI animations? I only find translation and very basic things. I'm trying to do a celebration widget to unlock stuf, like chests, skins new worlds etc.
Anyone that can help me figure out why my foliage are spawning on my spline, and not the layers it's meant to spawn on? The spline paints a layer onto the terrain and it's supposed to not be spawning any foliage:
I'll try adding them to an exlusion layer aswell I guess
I think you need to paint that spline using specific layer paint to make it work. It doesnt regonize layers that are made with landscape automaterial thing.
Oh really? that blows o_o
Whats the point then haha
The ground procedural foliage -does- get triggered and removed by the mud though, as it's minused from the mud layer. Soo that would be a weird exception
And its also like that spline is attracting nearly all of the foliage Im spawning instead of adding them to the grass around
ok
my answerhub post got approved
if anyone feels like taking on a particularly stubborn bug with the engine and helping a brother out here you go https://answers.unrealengine.com/questions/964049/ue4-ui-urgent-freeze-followed-by-system-crash-how.html
i've got some uni deadlines up in five days depending on unreal (including work that still needs doing) and i'm reallyyy desperate to get this fixed asap else i'm quite screwed
or if people can just upvote it so it's seen by a dev or something that would be super appreciated
thank you all!
niagra โค๏ธ
hello
InputAction Event references unknown Action 'Sprint' for InputAction Sprint what does it mean?
You need to define 'Sprint' within project settings ->Input.
oh
it didnt save
thanks @thick herald ! it works really great!
i just switched from unity and i see unreal is much more easier
You'd have got there yourself ๐
Every engine has it's pros and cons, good luck with your UE4 adventures ๐
I have scenes in unity I can't even navigate in the editor, and ue4 handles them with no effort
At least for my uses, datasmith is the next closest thing to direct imports.
ue4 has longer build time, that is only one con i saw.
Sorry if I'm not in the good section but I don't know where to anwser this... I'd like to know the difference between iClone and Character Creator (both by Reallusion). Somebody knows ??
I love the free stuff
any ideas how to resolve this error?
it shows every time i turn on unreal
the program works but this error comes
@austere scroll @exotic thicket I saw someone else post about that previously and got curious enough to look into it. The error message says video memory, but the issue can apparently also be caused by system ram/paging memory issues as well
src: https://www.reddit.com/r/unrealengine/comments/72xt9o/out_of_video_memory_trying_to_allocate_a/
sounds plausible, I usually get that error when I've had a ton of stuff open most likely bogging down all the ram :D
plausibility aside, i suspect it's just how the exception is handled, resulting in a slightly less than accurate message, heh.
trying to make some sort of gravity system
any ideas on how to fix this ?
https://gyazo.com/1e8042e113d2a7aa7b58fb456f4b738b
I think you need to paint that spline using specific layer paint to make it work. It doesnt regonize layers that are made with landscape automaterial thing.
@flint ermine This is for certain or? I'm not using landscape automaterial, I'm using splatmaps. The layer I made the spine paint is Mud, which is not meant to spawn the foliage
Has anyone worked with HLOD's before? im trying to use HLOD Volumes but its not working at all and yes i have read the documentation and it still doesnt work.
Im using splatmaps too and my foliage spawner only knows to spawn foliage to all layers or separately painted and specified in foliage spawner settings. Im not sure if i have made mistake somewhere im new to unreal engine. Sorry my bad english.
So this is meant to move the camera to the left or the right of a third person character, but it seems to move it into the position relative to the level instead of the character
How would I go about making it stay behind the character?
So this is meant to move the camera to the left or the right of a third person character, but it seems to move it into the position relative to the level instead of the character
@alpine sand that's because you should use relative locations if you want it to be relative to the owner(the third person character)
world locations are relative to the level
SetRelativeLocation
Got it working, thanks :)
you're welcome
how to fix it
hello can someone help me I want to implement a SpawnActor to a pickup function that pulls data from a DataTable but I don't know how to do that. The functions are ready I just want to implement when picking up the gun on the floor then appear in the player's hand, I know how to do this function is very simple but I'm using a video pickup system and so I don't know how to implement it
https://www.youtube.com/playlist?list=PLzykqv-wgIQWdaHxxeFvA2z7aDEQFWOJX im using this tutorial
but I'm not using the character Paragon, I'm using ALSv3
this is the pickup function
I mean, it's strange because it's working for the larger trees, but not the smaller trees. #confused @flint ermine
ayy, everybody. found a thread that I want to find more information about.
It's about editing the official ue4 source code (not sure if that is a thing?) in order to create a custom online editor that lets people upload their own models/objects serverside. If you know something related to this that I should read about, then please let me know. Here's the thread.
Tl:dr - trying to make a sims3/secondlife type of game. Newbie needs help finding info b4 doing it all from scratch. Want to c if theres some tips/guides b4 i start.
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/93087-is-there-any-tutorial-do-create-a-builder-game-or-the-sims
This is the place to show, share, and link to your stuff!
how to fix it
@plush yew install it with the visual studio installer (open the installer, press modify installation, go to components, select that component and install)
Tl:dr - trying to make a sims3/secondlife type of game. Newbie needs help finding info b4 doing it all from scratch. Want to c if theres some tips/guides b4 i start.
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/93087-is-there-any-tutorial-do-create-a-builder-game-or-the-sims
@stray notch https://www.ue4community.wiki/Building_engine_from_source
This is the place to show, share, and link to your stuff!
For what you want to do, no idea how would you do it, your best bet is to google, if can't find then good luck, probably not a very common thing people try to do lol
Surely it is possible tho, everything is - the engine is open source
It's a start and now I know about this wiki too. Looks like a good learning resource too. I'll be jotting that down. I've just been googling and searching around for various things. Having gotten through my unreal bootcamp, I'm just eager to work with some rl friends on something.
Appreciate it.
There's a few limitations that may exist down the line based on the research I've made so far. But I'm certain they can be worked around for a while. Will take a year or more to get to that point frankly...
Im confused a bit, i'm trying to get assets from Quixel Bridge to UE 4.25.1 but quixel is redirecting me to quixel subsriptions ...this is the asset im trying to get
Anyone know why it does that ?
is there an indirect link through marketplace to quixel?
if you can load it through the store (mycart > purchase), then you can probably get around that. if not, hopefully somebody else canh elp.
i dont think so .. it was working normally yesterday
time to hit support at quixel again i guess
its back to working .. no idea why
dumb question. what's the best way to get collision event in blueprint between player and doors?
the door has a collider on it and when the player overlaps/hits with it, the event happens?
Ya, that's like the standard way
im newbie, whats the name of it in blueprint and should it be on doors blueprint or player blue print?
i think its a collision volume
in unity it was OnCollisionEnter2D()
Something like Trigger Volume
Tigger Volume has Entered and Exited events you can handle
almost sure Trigger Volume trigger an event when an object touches it
What is the Trigger Volume in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
thx ill watch
@grim ore wanted to thank you for all your tutorials !
good tutorials indeed
@grim ore Did you make tutorials on Landscape with Edit Layers yet ?
can just google there are a lot of tutorials for this
He was a short n sweet way of explaining ๐
@inner cloak nothing on the new landscape systems ๐ฆ
ok, has to be me that is late lol .. been stuck on Blender for a while
Can someone explain how UE5 will have billions of triangles on a mesh but in UE4 it starts lagging hard when I use a couple million?
Just better optimization orrrr?
It will work mostly due the new hardware that nvidia/amd have worked on
ah so having an older graphics card wonโt do the job then
Also, there's a difference between cooked data and data being actively authored.
That's why you can run a game that looks better than UE4Editor will handle on the same machine
I agree, but the new hardware will account for 60 %to 90% of the performance gains
so my variable type is color... but in the mat inst its a 3vec... how do you even set that from the object?
Copy required values in a 3vec ?
is there a "Set Color Parameter Value" function?
you can try directly connecting the color variable and vector pin. there are some common conversions that do a thing called "auto cast"
yeah doesnt do that
doesnt cast obj to vec3
which makes sense... whats strange to me is that theres no set Color Parameter function as you mentioned
oof i think i found it
Hi so i'm trying to "Fade In" when the player is spawned and completely ready to move around. i have everything set up but idk how to make the player start with a dark screen? every time it lags a little then it goes dark.. How can i fix this issue?
nope. heh thats for dynamic mat instance
how to set
this text to be center horizontally
i set anchor point
but it's a little on right as object X starts from left to right
change the aligment to 0.5 in x or -0.5
change the alignment and it more or less handles you changing the size
if you just change X, it's very hard and tedious to line up
unity was better in that task
I guess I will try anyone want to be a developer for my arrowverse fan game itโs no Iโm guessing dm if so
Have they seriously not added any lighting method for the destructible mesh editor
@plush yew Look into blue print interface tutorials for interaction via line trace its much easier once you see how to set it up and add the interfaces
Email: Mrfantasticghost@hotmail.co.uk
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any clue why my character is floating ?
when using a regular cube as plane this issue doesn't occur
however when using landscape, the character is floating :/
@solemn goblet that's useful vid, but id like to make collision interaction (showing hud) not a ray interaction
How can I fix this reflection? The repeating:
@plush yew check out videos from the one and only Mathew Wadstein https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ Casting, blueprint communication, UMG, widgets etc he covers them all.
ok
so my variable type is color... but in the mat inst its a 3vec... how do you even set that from the object?
@dark stag did you try "tocolor (vector)"
finally got working collison ufffff
is it possible to reduce a plane's size and have the objects in it snapped to the new size boundaries?
Everything is possible, the engine is open source @tight prawn
There is a snap node, you can snap the location of the actors on the plane to the plane
@dark stag if that latter node you found works sweet. Otherwise you could right click on the Light Color variable pin and break it open since it may be a struct variable by the color of it. Not sure what it has but if it's floats you can then drag one out to make a vector or break the vector on that set vector param function and connect the pins
Hey sorry if I am interrupting, but when I use the Spawn Actor Class node and I spawn in an AI character it does not do anything. I have the Nav Mesh and when I drag it in through the editor it moves.
@dawn gull did you check the settigns on the character actor?
@sharp crest I don't have that pawn tab
Hey guys, maybe someone can give a hint, I'm just banging my head against the wall trying to solve this for solid hour. I have a main menu widget, which I create on begin play in player character, create only one instance, creating variable referencing to it and adding it to viewport. Later, after start button is pressed, I send "remove from parent" function to that variable reference and widget just refuses to remove in any way. UE 4.25 btw.
@twin adder Have you tried the "Remove All Widgets" or do you need to only delete that one widget
well I can try to do that but removing all widgets is not the best way, I will check it now
k
yeah, remove all widgets works, but this is really strange
๐
Is 4.25.1 completely broken? It started with me missing the details panel on blueprints now all of my meshes show textured but when i open them they lose their texture and it is impossible to re-apply the texture because the texture slot that shows isnt on the model. I tried loading models from 7 different content packs and all of them show one material slot and when i highlight, nothing on the model is highlighted. The editor has also crashed a good 30 times since yesterday
help, i have some actors in the scene that for some reason everytime i play they turn like this
everytime i press play or restart unreal
and "Hidden in game" is disabled
so idk whats happening
....my texture is just showing as a single color..tf
something is completely broken. If i go to the materials folder it shows a material too until i apply it then it goes default and throws failed to load errors
@white relic It's still compiling shaders. Give it time. You can see progress on the top left "Compiling Shaders (3293)"
the number is the leftover shaders to compile
I knew you'd say that..that's not what it is. I thought at first too but when it finishes it does not result in a working texture
does anyone know why I can't debug UE functions and classes?
In my Watched section, it says "Function FString::Len has no address, possibly due to compiler optimizations."
I have selected "Debug Editor" and "Win64" as my build configuration. I am using version 4.25.0 of the source-compiled engine from the GitHub repo
anyone know why swarm isn't using all my cores even though I told it to? it did for a few seconds then switched to using a few of them...rest sitting doing nothing
For the love of god why the hell does the following statement
GetComponentsByTag(UStaticMesh::StaticClass(), FName(TEXT("Tire"))
lead to the following error
Assertion failed: ComponentClass->IsChildOf(ComponentType::StaticClass())
after compiling.
hello engineers, is there a problem with quixel bridge and ue 4.24 and 4.25? plugin doesn't wanna work
even when u install it via bridge, with the right folder settings etc, it doesnt appear in the engine ๐ค
Did you enable the plugin in plugin settings?
it does not appear in there
Nevermind my question I'm a retard who doesn't know the difference between StaticMesh and StaticMeshComponent
quick question ... i'm new in all the developing thingy ... i'm struggling to create a cube as a player character in a top down gamemode ... how do i set the character? i made a new blueprint for it, but i can't set the cube (object) as player character
So, Im not sure where to ask this, but here it goes. I am trying to add some particles to certain weapons and armors in ARK Dev Kit. I can easily add them to weapons via the components field, but when trying to do the same for armors, I get this
Components greyed out. how can I enable them?
it must be the blueprint class
help, i have some actors in the scene that for some reason everytime i play they turn like this
everytime i press play or restart unreal
and "Hidden in game" is disabled
so idk whats happening
Quick Question: If I use GLog->Log("") to print something where is the output actually?
Is there a way to detect if there is an actor below a certain object? If so, can it detect which object?
hey, posting again just bc stuff can get lost in the noise on discord. can anybody help me/upvote my question on answerhub so i can get the help i need? https://answers.unrealengine.com/questions/964049/ue4-ui-urgent-freeze-followed-by-system-crash-how.html
can someone please help me how to make that new character asset? i can't figure out ...
what are you trying to do? @plush yew
i don't know what asset is needed ... i just wanna make a cube as a player character ..
@plush yew I'll try that
Add component -> Static Mesh
@plush yew
then set the static mesh to a cube
also if someone could help me that would be nice ;-;
Ah, I see, one of the blueprints is data only
i can't get that cube being an asset ... and can't find anything on internet either ... ๐ฆ
@cerulean sandal would love to, just dont quite understand your problem. Seems like your having an issue with stuff going hidden when you hit play?
whats the problem there?
finely used linetrace or something, only the line isnt that optimal, how can i set it that the line is more straight and not up straight likely ? :p
xD
can you help me please?
can you help me ? xD and whats your problem ?
its that i have some actors that turn invisible when pressing play
they look like this after i play
they are hidden in game and u want it to be not hidden ?
oke most of the time there is a boolean that is disabled as default check that, also check if there is a node after visibility on that it says visibility enabled
also got some screenshot from the actor class event graph?
its just a static mesh
hmm is it a big map were u use level streaming or something ?
if you have that and you are to much away from the chains then it will be like that ?
otherwhise i dont know
im right close the chains
right under them
and the map rn is very small since its a new project
im on 4.25.1 trying to work on landscape, can't figure out how to make a moutain like in 4.24
why, whats different?
oof thank you anyways ig
when u cant to do landscaping u got file edit window help
np ๐
if you see under help u see modes/ press modes
next to source control and content
@inner cloak
you're right, i dont see modes ...
i send screenshot
hes already on landscape mode
duh !!!
oke in that mode u can leave and change stuff wait i explain more with a screenshot xD
oh btw DevTim i solved my problem in a very original way
ok
haha xD
it worked
did it work?
ยฏ_(ใ)_/ยฏ
yes, i do see
guess there are hundreds of possibilities
actuallly, what i'm looking for is the spline mode for making mountains
oh that i dont know xD
Guess i'll go back to 4.24
Hey, in my blueprint game I am using the Top down example and I made it so when you hold down the mouse button it grabs the object underneath it and drags it, but it goes to the cursor. The problem with that is that it goes to the nearest surface where the cursor is so it starts flinging towards the camera. How can I fix this?
use the mouse position as an offset
ok i will try it
instead of setting the object position to the mouse you do object position + offset idk
how can i use the axis value in order to set some boolean to true or false?
Anyone else having an issue where the editor crashes when clicking something. Seems pretty random and arbitrary in my case
@cerulean sandal I do this and it disappears
f
this is my code
oh wait
hmmmmm
nope it still flings itself when I switch the y to y and put the value in y into z
does this make any sense?
like
i cant really understand this since the axis value should be equal to 1 in this case
it does ig
and if it is? the code runs, right?
yea
Np
@cerulean sandal So they are just static meshes visible is checked and hidden in game is unchecked?
yeah
i fixed the problem just by removing those meshes and i spawned new ones @past pilot
must of been something that got set that you didnt notice then
Hello, I'm new to this and have this problem.
I placed a drawer, placed a key inside it but when I open the drawer the key stays there without moving
Now it goes straight to the ground
hey all I have a quick question for anyone that can help, if you have a block type Enum is there a way to use a struct to set its different parameters based on the block type (block strength, tool required, material etc.)?
make sure the Drawer has proper collision
hey all I have a quick question for anyone that can help, if you have a block type Enum is there a way to use a struct to set its different parameters based on the block type (block strength, tool required, material etc.)?
@keen holly i think so
any idea how?
Nope, never used structs or enums.
ok thanks
you dont have to attach the key to the drawer @whole tartan
i have a call in editor event. an it works just fine, but for some reason. print strings are not being shown? any idea why
c++ or blueprint?
bp
show code
the line trace fires just fine. but the print string on any of the branches dont show
but i have a print string on begin play in the level bp and when i simulate the level that print string fires
the second branch, the comparison is null
so thats always gonna result true
so it will never print
What should I change in the drawer's collision?
it should be a "complex as simple" collision
it returns true, unless this variable is set to none. the bp event works as intended, but the print strings just stopped showing all of a sudden? it was working earlier on today
hm
i tried to restart the editor an same issue
It works now thx
np
just baffles me how every branch output is connected to a print string and it just stopped working
also how can i improve performance? i have 200+ static meshes with 2k triangles each and in the future i will have like 3000 of those meshes
also how can i improve performance? i have 200+ static meshes with 2k triangles each and in the future i will have like 3000 of those meshes
@cerulean sandal
Make use of Hierarchical Instanced Static Mesh components.
The engine can auto generate LODs.
run time print strings work just fine. editor time print strings dont show up
but it shows in the output log???
does anyone know how to fade in camera when the player is loaded?? (Multiplayer so using "Start Camera Fade" will give a delay before it becomes dark and fade to 0)
@cerulean sandal
Make use of Hierarchical Instanced Static Mesh components.
The engine can auto generate LODs.
@copper gulch I already implemented LODs, and instancing stuff with the "Merge" tool seems a good idea
found a fix on answer hub!
Finally, some results ๐
had to close the project, delete intermediate and saved folder and reopen the project
Improving performance is highly dependent on your scene. Since you mentioned possibly having thousands of these 2k meshes I assume you're worried about geometry being the bottleneck.
If you have reasonable LODs and create HISMs that should help a lot.
A scene I'm working on has this exact scenario. Where I have a 2.3k mesh at LOD 0 and there are thousands of this mesh in the scene visible at any moment.
On a mid range CPU I'm getting roughly 80-90 fps so that should work for your situation.
The issue with merging all the meshes is you lose the ability to change between LOD levels in reasonable way.
For example in my scene I have stadium seats. They change LODs individually based on camera distance.
If I were to merge large chunks those chunks would have to LOD collectively. Making it less flexible.
Okay, thank you @copper gulch , i also added Precomputed Culling so it enhanches performance a slight bit, and i made the lod1 very close because it doesnt make too much of a visual difference
so confused on why the level sequence keeps breaking every time i open the project
i'll fix it and save and it works fine
then when i open my project again later in the day
it's broken
the camera is weird
I'm having a problem, when I walk a certain distance from an area my FPS camera crashes
curent version of unreal engine is compatible with visual studio 2019?
I'm having a problem, when I walk a certain distance from an area my FPS camera crashes
@still hemlock Wdym?

