#ue4-general

1 messages · Page 788 of 1

fierce forge
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like , what i need to search in project settings ?

rocky radish
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of the option
@fierce forge anti-aliasing method

rigid belfry
fierce forge
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got it

rocky radish
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just search anti-aliasing and it will show up

fierce forge
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tnx

rocky radish
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np

fierce forge
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i still have big stars 😦

rigid belfry
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np, they look good anyway

rocky radish
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can't you change their size?

fierce forge
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nope

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it's just a skybox

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with a texture cube

rigid belfry
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what made them bigger? @fierce forge

fierce forge
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anti aliasing

rigid belfry
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what if you set it as it was

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do they appear smaller?

fierce forge
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yep

rocky radish
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i don't think the big ones are part of the skybox...

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doesn't make any sense the AA change the size of a texture

rigid belfry
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yeah

fierce forge
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with temporalAA the stars are small but i have the first problem

rocky radish
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do you have any 3d stars in your level (that are not part of the skybox)?

fierce forge
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nope

rigid belfry
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doesnt anti aliasing smooth stuff basically?

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basically it normally appears as it is, with bright stars, once the AA smooths the image you get not so bright looking stars

rocky radish
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doesnt anti aliasing smooth stuff basically?
@rigid belfry yep, but TAA add some effects too i think wich may be what was causing the blurry stars

fierce forge
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☹️

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userinterface2d ?

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i followed a tutorial and he said to do this

austere scroll
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if you notice, in the top left corner where it says "built -in", i have 297 plugins while you have only 187
@rigid belfry is there a way to get the beta plugins ?

rigid belfry
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i havent been able to find an answer to that

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you should be able to see them technically

austere scroll
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what version are you using ?

rigid belfry
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try searching for.. maybe "chaos"

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4.25 but it should work with any version

austere scroll
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whats the description for the plugin

rigid belfry
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that wouldnt show

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i only finds stuff based on their name

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it ignores the description

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what engine version are you using

austere scroll
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im using 4.24.0

rigid belfry
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64 bit windows?

vernal thicket
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@exotic thicket late reply but nah, I even set which levels to package, ue4 state there's no way for the editor to differentiate. Atleast they've got it set to warn you when you try to delete something otherwise I'd be in a world of shit lol

austere scroll
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yea ofc @rigid belfry

rigid belfry
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searched for the plugin using ue 4.22 and it was missing

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maybe its avaible only for 4.25?

austere scroll
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hmm

rigid belfry
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allthought its a plug in used for static mesh editing and whatnot, and that came out 1 or 2 years ago

austere scroll
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i asked you for description bcz i found a geomtry plugin

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maybe its the one

rigid belfry
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i doubt

rocky radish
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@austere scroll did you build the engine from source?

rigid belfry
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if i could download 4.24 i would, but i currently have 200gbs of engine versions installed

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but i am on 4.25 right now and i can see the polygon editing plug in

austere scroll
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@austere scroll did you build the engine from source?
@rocky radish i dont know what that means

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i just downlaoded it

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can u send screenshot of the plugin @rigid belfry

rocky radish
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if thats what you want

shell jacinth
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Hello i don´t know if im correct here but i got some Problems since today all my Games running un UE are crashing Games not running on UE are working

austere scroll
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i dont think that is what Righy ment @rocky radish

austere scroll
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the one we are looking for is for editing polygons

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as far as he said

rigid belfry
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gpu artifacts'

rocky radish
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oh ok sorry my mistake

shell jacinth
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gpu artifacts'
@rigid belfry only in this game

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every Game works

austere scroll
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well for me , @shell jacinth fortnite and another game that was featured on the front page have these "mising dll" something like that

shell jacinth
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ok

austere scroll
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fortnite launches but the other one doesnt

shell jacinth
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so what can i do`?

rigid belfry
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ask the game support?

shell jacinth
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ok i do thanks

rigid belfry
plush yew
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hey, im trying to export from blender but it comes out as 2 seperate objects in ureal

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anyone know i can import it as one?

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this is what I mean

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nvm i found it im dumb

cyan crater
rigid belfry
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go on your profile and change your language

jovial pollen
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@jovial pollen Thanks for replying, I went into the inputs in project settings but I dont see options to unbind the default Q and E bindings there. The only action mapping that shows there is the one I created.
@devout swift dude. You press the X button on the binding you want to unbind....

storm jasper
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Does anyone have a tutorial for the game like Outlast, with c ++?

cyan crater
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@rigid belfry You mean the "preferred communication language" under "Personal"? This doesn't change the language on the dashboard.

rigid belfry
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are you dutch?

cyan crater
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No.

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I set it by accident

rigid belfry
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well how did you do it in the first place

cyan crater
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During registration for the academy I think

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ahh wait

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I got it

rigid belfry
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how did you do it

cyan crater
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Click on my name top right, as you said, but then not "Personal", but "Online Learning"

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There's a separate language setting for Online Learning

rigid belfry
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i am not finding that

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anyway, good to hear

devout swift
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@devout swift dude. You press the X button on the binding you want to unbind....
@jovial pollen I think you're not understanding. Do you know what the default pawn class is? The only bindings that show up in the project settings are the custom bindings you create. I don't want to unbind the ones I created. I want to unbind the ones from the default pawn class which I use in my custom pawn blueprint.

jovial pollen
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Q and E arent even binded to anything. which template are you using...

devout swift
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When I created the project I just chose "Blank > C++ Game". The default pawn I'm talking about is the one that gets instantiated in the game where you place player start. I replaced the instantiated pawn with my custom pawn that inherits from the default one

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it's not even a character class like from the 3rd person example template, it's just a pawn. It's a sphere that you can move around with WASD, Q, and E

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By default, this pawn can move up/down along the z axis with Q and E, like you can in teh viewport when editing a level. But I want to disable the ability to use Q/E to move up/down

rigid belfry
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is it the cameraActor? @devout swift

devout swift
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@rigid belfry No, it's the Default Pawn that I inherit from in my blueprint:


While the Pawn class provides only the essentials for creating a physical representation of a player or AI entity in the world, the DefaultPawn subclass comes with some additional Components and functionality.

The DefaultPawn class contains a native DefaultPawnMovementComponent, a spherical CollisionComponent, and a StaticMeshComponent. To control the DefaultPawnMovementComponent, as well as the camera, a Boolean to add default movement bindings is also present in the DefaultPawn class, and is set to true by default. ```
turbid vigil
fiery mortar
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guys how do people usually get rid of tiling on the landscape

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I've tried two methods but they just don't work

turbid vigil
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I've tried two methods but they just don't work
@fiery mortar did u try lod?

fiery mortar
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how does that work excatly

turbid vigil
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oh screw i was mentioning sth else sry

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but a multiplier should help mate

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if you have a simple texture get a copy of it and link them to the multiplier

fiery mortar
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like this?

turbid vigil
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yea mate

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dont worry about the blank spot

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it means u have to activate the layer

fiery mortar
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this is how it looks

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left is same with sand right rock texture

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it still looks like a square was put

tight prawn
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does disaster recovery even functions in UE ?

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i never seem to be able to recover changes that get lost to sudden shutdown of pc

plain terrace
vernal thicket
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Just deleted 95000 items from my project equalling 20gb

plain terrace
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dam

vernal thicket
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needless to say next time I think a side project to hold items and need pull what i need from that project into my project next time xD

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That was good English

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*Needless to say next time I will make a side project to store possible assets, and just pull what I need as and when I need it

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There we go

tender jackal
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Today we take a look at how we can set up the health and mana variables to use later on in the series.

In addition to the above, we also create UI bars for both the health & mana and get them displayed on the screen.

Unreal Engine 4 Beginner Tutorial Series:
https://www.yout...

▶ Play video
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The health and mana bar that are made in the video, will I be able to customize the bars later on?

vernal thicket
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So if you use an asset it creates a uasset of the asset too? i,e texture

rigid belfry
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@fiery mortar you can add a constant parameter here called "tiling" and change that in real time untill you find something that looks good

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also why are you using the red channel only for those textures? what are you doing if i may ask

plush yew
fiery mortar
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I did the same things but the result wasn't the same

rigid belfry
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@fiery mortar

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when you click on the text file, its gets automatically downloaded. open it up, press ctrl+a to select all and then do ctrl+c to copy. in unreal, create a new material and call it whatever you like. in there, press ctrl+v to paste the whole material

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i dont have any more pics of this project and i dont wanna change anything since its a WIP, but i am using that exact material in this scene

hearty walrus
rigid belfry
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what are you trying to do

hearty walrus
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this

rigid belfry
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i see

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you want to zoom while using the first person view?

hearty walrus
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third person preset

rigid belfry
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or do you want to zoom in general

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ok

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so

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since you're using third person camera, i wouldnt really mess with the FoV

hearty walrus
rigid belfry
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let me show you something else

hearty walrus
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yeah I learned the FOV one the hard way

rigid belfry
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let me finish one thing real quick

fiery mortar
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@rigid belfry thank you very very much

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ıf I wanna change the texture I just need to change albedos right?

rigid belfry
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yeah

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you can also multiply the albedo with a vector3

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so if you have forest mud for example, you multiply with green and it looks like forest moss

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i do that in the material too i believe

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i got a landscape project full of neat stuff

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i have another small level set up i can show you that uses almost the same material, its compiling shaders right now

fiery mortar
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I would love to check it out lol

rigid belfry
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@hearty walrus this is how i am currently "zooming" in one of my current projects

hearty walrus
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ok zoomer

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sorry

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@rigid belfry that's what I used to do, but it gives me really jagged movement, and it's really disorienting

rigid belfry
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what do you mean by that?

hearty walrus
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so it's stepped

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also, how do I handle panning the camera around the player?

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since each level is kinda floating in the void, I want a way to be able to see other angles that aren't obstructed by the camera

rigid belfry
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well now that you say that it really doesnt feel that smooth

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depending on what you're doing, you could try disabling collision in the cameraboom(SpringArm) component

hearty walrus
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the idea is to have objects that are in the way of the camera go semi-transparent

rigid belfry
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kinda like a top down isometric game?

hearty walrus
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YES

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someone described it perfectly!

rigid belfry
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are you good with maths?

hearty walrus
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I'm good with calculators.

rigid belfry
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nice

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i think it'll be better if i just link a guide

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rather than explaining

hearty walrus
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knowing unreal this is probably going to end up with raytracing

rigid belfry
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no

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its just some math

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and magic

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i recommend watching the whole video as its a very detailed video

azure cipher
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hello

rigid belfry
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i forgot i had static lighting disabled for a project and now i am compiling a crap ton of shaders

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kinda unfortunate

fiery mortar
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uupsi

tender jackal
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If I make a character with Fuse, can I just download it and put it in ue4 after? I already have animations, just need a body

fiery mortar
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I think you should be able to

tender jackal
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Awesome

plush yew
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how do i put a delay inside the blueprint without affecting the rest of it?

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is there some sort of splitter or branch?

exotic thicket
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Sequence node

plush yew
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thank you that worked ❤️

lusty osprey
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Hey guys i need some help so im creating a main menu to my game and my begin play is in my character blueprint so now i want that event begin play be an when on clicked playbutton (from main menu widget) i dont know if i was clear or if thats possible to do Thanks.

rigid belfry
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on your widget, the buttons are variables that can fire events

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such as on un/hovered, clicked and so on

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i think i am misunderstanding

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by a lot

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you have logic in your character that fires on begin play

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and your main menu logic is tied with your character?

bold compass
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I've searched a lot but didn't found any tutorials or examples of menu. I need Lobbymenu like Fortnite or Apex that views characters in 3D. Is there any tutorials for this kind of menus?

plush yew
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shader compiling works fine when i open another window on top of UE4, but when i click on the UE4 window, it stops

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but when i open another window on top again

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shader compiling works again

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how do i fix this?

rigid belfry
plush yew
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@bold compass make a dedicated menu level and widget, with camera facing one position

supple wyvern
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How many collision boxes should I have on average for an AR styled rifle in vr? Nobody is on the vr channel

rigid belfry
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why is this glitching out at the end?

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it only happens when i render a movie

plush yew
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you sure you are using cinematic engine scalability?

tender jackal
kind mulch
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Either scale up the mesh, or shrink the capsule

tender jackal
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How do I scale up the mesh without scaling the capsule aswell

kind mulch
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In the left panel is a property called mesh which should have some properties on the right when selected including scale

tender jackal
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thanks

proper hatch
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How do you make a fixed camera rotate towards a moving actor?

tender jackal
sonic pagoda
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how would you get the spring arm's length value AFTER collision

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printing the target arm length, will just give you the value you set it to before play

bold compass
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Ty @plush yew

tiny sonnet
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can u use a blueprint actor as a foliage instance

unique meadow
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can anyone help me locating this city asset pack seen on this page?

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im about the bottom one, which shows comparsion of night-day scene

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(uh maybe it shouldve been posted in the marketplace topic, but cant find it on the market)

fiery mortar
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lads

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how do people deal with scaling meshes and blurry textures from quixel?

tiny sonnet
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blurry textures? i have scaled rocks from quixel to the size of mountains and it still looked great. the collision boxes were fked up, but it looked great

prime pilot
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Uncertain of where to ask this, but is it possible to split a mesh? E.g splitting an arm off the body? And if so, how?

tiny sonnet
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@prime pilot cant u do this in a modeling software

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and mesh splitting is possible

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in ue4 as well

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fat sec

prime pilot
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Alright ^^

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Well true, I could do that, but that would mean I'd have to throw away other work that I've done and redo everything as well :/

tiny sonnet
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it should work for static meshes, im pretty sure skeletal meshes need to be modular tho. I might be wrong

prime pilot
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But like say if I want to remove the arm permanently off my person. Can I do that in UE4?

tiny sonnet
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i dont think its possible in skeletal meshes

fiery mortar
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for example

tiny sonnet
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@fiery mortar 2 things, are u sure thats the highest res? thats prob 2k. second use the sandstone pack from the ue4 marketplace

fiery mortar
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yeah

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I have sci land

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I tried from bridge and sci fi land

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to try it out

tiny sonnet
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res?

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if its 8k, im not the guy to ask, it works fine for me

fiery mortar
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it says 8k yeah

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is it really high resouliton

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for you

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even when its 100x100x100x

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because it might have something to do with my computer maybe?

tiny sonnet
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i made scale up pebbles from the bridge to be pretty big before, it worked fine

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if your assets look fine when small, i doubt its your pc

fiery mortar
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I think it does

tiny sonnet
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idk then. ask someone who knows better

fiery mortar
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allright thanks

lean nymph
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I'm still new, but from what I've seen when you scale them up too much they're going to be that way regardless, it shouldn't have anything to do with your computer. If you're using these rocks as the landscape or terrain or whatever I'd suggest putting a tileable stone material onto instead. If it's multiple rocks making up the terrain then make sure the materials are world aligned as well so they mesh up correctly.
Once again, new, so might not be the issue you're having.

fiery mortar
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make sense I thought the same thanks

barren flume
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Hi, I wanted to ask again how I could get controllers to work with hovering correctly over the buttons. I was wondering how I could get it to work like how gears of war did it. When I press the down arrow key or move down or up the left joystick the mouse cursor will go to that button and hover over it. I'm not sure how I could do this but any help is appreciated. Here is what I mean: https://www.youtube.com/watch?v=DR_mPZFFdMo

smoky sonnet
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bruh converting a string which contains 1000 to a int results to a 1 why

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how can i fix that

limber mesa
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can someone help me with an issue that im having?

smoky sonnet
#

explain the issue

worn granite
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@smoky sonnet lmao how are you doing the conversion

smoky sonnet
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text widget get text to string to int

thorny coral
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why does steamvr keep opening when i open Unreal Engine 4

worthy flame
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What is the channel for questions about game making?

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And asking for help?

weak harness
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Anyone know where to get a UE4 tshirt? I can't remember the official store link.

marsh swallow
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any ideas on how to change the mesh spawn rotation in Niagara? 😂

weary basalt
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Pretty sure the merch store isnt up at the moment. I remember a comment from @gleaming narwhal mentioning the merch store is being updated?

weak harness
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Ah poop

lucid socket
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@thorny coral Disable the SteamVR plugin

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@heavy lagoon Rotate the static mesh so that the front of the turret faces the +X direction

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@smoky sonnet What's the text?

thorny coral
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ah ok

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thanks

hardy granite
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Had to put your waifu in the trash.

thorny coral
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lmao

sleek tinsel
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guys do you think i can export a simple scene, to html 5 for webgl?

wild cobalt
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I read somewhere that plugins are specific for the engine version I have been working on a project in 4.22 which I have used https://www.unrealengine.com/marketplace/en-US/product/creature-2d-skeletal-and-mesh-animation
Which only supports up to 4.22 Does anyone know if I can update the plugin for 4.25 or will I just need to continue my project in 4.22

fervent inlet
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can someone help me with something easy in ue4?

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im trying to make a hoop type object but i dont know anything about cutting objects as im brand new to ue4 so if someone could show me how to cut a circle shaped hole down the middle of a cylidner that'd be grand

wild cobalt
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@fervent inlet you mean with the mesh editor in UE4?

fervent inlet
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ig

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how do i access the mesh editor @wild cobalt

wild cobalt
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@fervent inlet I have never used the mesh editor in UE4 but have watched a couple videos. I typically have done my mesh edits in blender. However if you are talking about the mesheditor in UE4 here are 2 videos.

This one is for 4.25 - I have only watched the first 5 minutes of this one and he will walk you through how to set it up and how to access and use it.
https://www.youtube.com/watch?v=gBrF8bc6TsQ

This one is for 4.25 - I have watched the whole video and found it to be good
https://www.youtube.com/watch?v=FSzk2osk2Ms&t=506s

This one is for 4.24 - I have not watched this one
https://www.youtube.com/watch?v=7Ff0zZcHmaU

Complex tutorial on how to do 3D poly modeling in Unreal engine 4.25 with new modeling tools.
UE 4.25 is a new update which let you do basic (and advanced) poly modeling in editor. It can be very useful especially for level design or just prototyping levels.
You can use basic...

▶ Play video

With Unreal Engine 4.25 Preview released, there are a full scoop of new features and today we would take a look at a walkthrough on how to get started with poly modelling in unreal engine, we would also take a look at some few tips.

Hey there.
Let me know what you think in th...

▶ Play video

Need help? Grab free art resources here: https://www.artstation.com/mauriccio/store

In this video tutorial I will guide you on how to enable the Modeling tools inside Unreal Engine 4 in the new 4.24 version.

We will go through most of features to be able to:
Create primitive...

▶ Play video
little oyster
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The general consensus seems to suggest using an always-on low-powered windows box for a Swarm Coordinator, however is there any reason to not run the Swarm Coordinator on the main UE4 Dev machine?

wild cobalt
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@fervent inlet I hope the link helps aside from that I have no knowledge of it. You may want to post in the #graphics channel to get more answers

hardy granite
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So i need help, when i build lighting it removes shadows casted by objects, is there a way i can keep this in ?

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that is an image with it built

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and that is from a progress video i made while it was unbuilt

winged crypt
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Doesn't specify

hardy granite
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@winged crypt look at the bottom Boolean, its an option

winged crypt
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@hardy granite that's to destroy owner after fade (it kills the actor that spawned it), not the decal itself

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the owner destroys self after spawning the decal so in my case, that bool is useless

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I just don't want a bunch of faded decals left around without me knowing

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but I doubt they're not being destroyed

cosmic ice
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Hi everyone, I'm using dot product to know if I'm facing enemy, and I want to know I'll still facing enemy if I move to the sphere location. Are there any ways to know before I move? Thank you in advance

wet relic
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i keep getting this error when i try to play my packaged game on android. any help please

glad karma
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Hey guys, I'm import a .wav sound to unreal engine but I can't hear anything.. in windows everything working perfect. Somebody know what is a problem it?

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Okay fixed, I had muted ue :d

wet relic
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ok

sand nova
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@cosmic ice if you're just moving in a straight line then your new facing direction would be (TargetSphereLocation - YourCurrentLocation).Normalize. If you're using navigation you could generate the path and look at the last section, but if the navmesh is dynamic or something gets in the way you could still end up facing a different direction

rigid belfry
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i am trying to move a ball using impulse based on user input, but i am having lots of troubles making it work

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pretty much the W/S and D key inputs make me roll backwards, while only the A key makes me go slightly forward

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i tried using the local location of the actor but it was behaving the same way as with the world location

plush yew
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hey guys im new and this just happened, I should compile these shaders as well but it wont.....any help?

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I also restarted the unreal engine but same issue

cosmic ice
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@sand nova Oh it works! I did what you suggested and also divide enemy location with my new location. you saved me! I am so thankful for you in my life.

sand nova
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@cosmic ice 😄 glad it worked!

storm vapor
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Hi im gonna reset my pc. I copied project file to usb disc, is there any thing that i have to do for protect my project ?

tight prawn
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How can I register an Event in a blueprint Functions Library ?

storm vapor
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pls help im gonna reseting now

tight prawn
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I want to handle a specific Actor Begin Overlap in a BPFL

sand nova
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@storm vapor keep the whole project folder, except Binaries, Intermediate and Saved

tight prawn
storm vapor
#

@sand nova i copied project folder , is it ok ?

sand nova
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@storm vapor yep should be fine. You don't need those folders I mentioned, they'll be recreated. But if you have space to store them too it's fine

storm vapor
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@sand nova ok thanks

tight prawn
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any clues on binding events in a blueprint function library ?

sand nova
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@tight prawn judging by the first error message, it isn't possible

tight prawn
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any workaround ?

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I have an event that happens in every level, copy pasting the code is redundant

sand nova
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@tight prawn without knowing exactly what you're trying to do, my first thought is can you put it in a level blueprint from a shared sublevel?

tight prawn
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it's an actor begin overlap event

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with a trigger box

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a goal, that would execute "level won" functionality

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what's a shared sublevel ?

sand nova
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@tight prawn actually in that case I'd make the trigger box part of an actor that ends the level

plush yew
#

ram usage spikes up to infinity when i save my project, is this normal?

sand nova
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@plush yew I tend to find where the UE4 editor is concerned, 'normal' is relative 🙂

plush yew
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i mean like,

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in most UE4 related videos they don't really lag out as heavy as i do with my project

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and i'm pretty sure that other devs aren't having this much performance issues

#

every workflow action lags out and i still don't have any clues

sand nova
#

@plush yew are you using source control?

plush yew
#

nope, not

#

do i need to use source control?

sand nova
#

@plush yew if you use source control and have a bad connection to the server the editor will freeze whenever it e.g. checks file status, but that's obviously not your problem here. (Though I would always recommend using source control anyway!)

plush yew
#

can source control reduce the lag?

#

currently i'm using 32gb of ram

sand nova
#

@plush yew no

plush yew
#

and it isn't enough for my project

#

oh

#

alright then

#

then what about the extreme lag that comes with every single workflow action?

sand nova
#

@plush yew it's difficult to say without a loooot more info.. when you say workflow action, do you mean saving assets? Anything else?

plush yew
#

i said every single

#

even rotating the camera around causes lag

#

including placing actors, editing BPs etc.

#

literally every

sand nova
#

@plush yew that doesn't sound right... how does the rest of your PC match up against recommended specs?

plush yew
#

my PC is built to handle heavy workflows

#

Ryzen 7 3700x, 32G RAM, Quadro RTX 4000

#

is this not enough?

#

got any clue yet

tight prawn
#

I'm eyeing a quadro RTX 4000

#

it should handle it easily

#

just a curious question, PNY is the manufacturer of your Quadro ?

plush yew
#

nope

#

a genuine product provided by their official Korean partner Leaders Systems

tight prawn
#

if you have a link to the product please share

#

@sand nova sorry to ping you, I went out to get some errands

#

tell me, in a puzzle game with lots of levels, is it better to have a persistent level, and all the puzzle maps are sublevels ?

plush yew
#

in dxdiag, it says the manufacturer is NVIDIA

sand nova
#

@tight prawn hmm... I wouldn't say so, no. It would make it more complicated to load into a specific level, for instance. Sublevels are useful to share small amounts of content between levels. A multiplayer game I worked on a while back had several arenas (different levels) but each arena had an identical area players would go to while waiting to respawn - so we made that area a shared sublevel

plush yew
#

the fun thing is that my Artworks project (which is an RTX-enabled, unoptimized and heavy project i'm using for making 3D art) performs almost the same compared to my game project

#

unless i place 1000 lights or so

#

may this be an optimization problem?

tight prawn
#

@plush yew can you monitor CPU GPU and Memory usage ?

#

also if your UE and project are placed in HDD expect to see performance hogs

plush yew
#

all seems fine, although disc usage spikes up randomly

tight prawn
#

HDD or SSD .

#

?

plush yew
#

both of them

tight prawn
#

where are you placing UE and your project?

plush yew
#

D drive, which is my HDD

tight prawn
#

move them to SSD

plush yew
#

and UE is placed in C drive

#

which is my SSD

#

nope, not enough space

tight prawn
#

Move the project to SSD

#

trust me

#

I had a similar issue, build times extremely slow

plush yew
#

actually, i'd be able to move the project once i clear up my UE temp files but i'm not sure where they are

tight prawn
#

turns out compiling C++ code on the HDD was a nightmarish slow operation

plush yew
#

4.94gb of space available

#

and my project is over 100gb

#

where are the UE temp files?

#

i mean,

#

my SSD storage gets nearly full when i run UE for a while

#

and when i close UE, the usage doesn't get washed away

tight prawn
#

are you using a source build ?

plush yew
#

you mean source control or?

#

i'm not sure what a "source build" is

tight prawn
#

did you use epic games launcher to install UE, or did you build it from source code ?

plush yew
#

EGS

tight prawn
#

hummm

#

temp files isn't something you should touch

#

find another way to free up the space

plush yew
#

imma uninstall UE 4.24 then, since i ported my project to 4.25

tight prawn
#

that would free up around 43 gb

plush yew
#

but again, how does this explain the temp stack or anything that's making UE fill up the space on runtime?

#

now i have 36gb of space available, it cleaned up 31gb

#

and i'm using an ECC drive so i don't really think it's a file corruption problem either

#

just to make it clear, i always delete the Epic VaultCache after downloading assets

tribal citrus
#

This might be a silly question but does anyone know how to fix this weird shadow that shows up when i turn on contact shadow? I'm completely new to unreal engine!

plush yew
#

set the distance to 0.05 or max

#

that'd solve the problem

#

also disable WorldSpace

tribal citrus
#

also disable WorldSpace
@plush yew but that will get rid of contact shadow, right?

plush yew
#

nope

#

CS is meant to be a ScreenSpace Ray Tracing solution

#

so as long as the object is in your screen

#

it'll cast the contact shadow

tribal citrus
#

ooh okay

#

thanks!

smoky sonnet
#

hey is there a tutorial out there where i can create a progressbar which increases smoothly over a specific time period/duration? cant find one

ivory lake
#

@smoky sonnet I need that same thing. I really can't find a proper one where progress bar is filling on button press.

vernal thicket
#

Anyone experienced using MSI Afterburner to record gameplay? was causing bad ue4 editor crashes for me

#

Literally had to uninstall it, even having it on my computer was completely destroying the editor

ivory lake
#

Any preference to afterburner for recording ?

vernal thicket
#

@smoky sonnet whats the progress bar for?

smoky sonnet
#

progressbar for music levels like piano tiles for example

#

there is a progressbar that you can see how far you already got in the level

#

but cant find a good tutorial for that

vernal thicket
#

I'd imagine it'd have something more to do with the information you're inputting, as an example if you're progressing from 0-1, and you go up in 0.1 increments it's going to jump from 0-0.1, 0.2 etc

#

@smoky sonnet you can use this tutorial, just recode it to fit your project. remember just because it says health, health is just an idea, the information behind it is universal in fit

smoky sonnet
#

thats my attempt which isnt as smooth as i want but smoother as in the video dont know if this will work on android because delays are difficult but it works

vernal thicket
#

@smoky sonnet you don't need to loop the set parent to the delay like that, just set the delay after the set parent and then call the event again

proud narwhal
#

in general are tesla cards better for developing with the unreal engine or standard gaming cards?

#

for example I have a gtx 1060 but can swap that out for a k40, would I see better performance when using the unreal editor and compile times with the k40?

oblique tangle
#

Yo, can someone help me out with recreating this mechanic? Might seem pretty simple, but I'm struggling with it, in particular, handling the actual mission logic within the charBP. Essentially, it's a delivery mission based on the player reaching a point within a set amount of time! Any help/documentation would be greatly appreciated, cheers!

short thunder
#

Having an issue where I can not create c++ classes. I created a c++ character class through the content browser. Get error (pics from google cause i closed it)

#

tried rebuilding the thing but still no class, i cant even see it in win explorer or VS

rocky radish
#

@short thunder that happens when there's a compiling error somewhere in your VS solution, fix it and rebuild the c++ code and it will be fixed

#

like wrong includes or something else

short thunder
#

hmm ok, its a mirror from what i thought was a working git version of mine, maybe not

verbal moon
#

I successfully build 4.25 with chaos enabled, but when i run the .exe I get error : Assertion Failed CookedMesh ! = 0 in physxsupport.cpp - anyone have any ideas ?

sinful sage
#

Does someone know what could cause this? My player disappears when it hits a trigger and plays an animation. The animation plays for a second and then the mesh is invisible till i get out of the trigger

short thunder
#

got no errors and the project runs file, thats not annoying at all

eager oak
#

How did everyone come up with their game ideas? I wanna make a unique game but have 0 ideas

ruby folio
onyx glade
#

ive migrated my assets to a new project and my character doesnt move, any advice?

#

The gamemode settings match up to the previous project aswell

storm yoke
#

Hi guys, where can I ask a procedural material question? Can I asked it here?

sleek solar
#

#graphics would be a better place for that question

cosmic matrix
#

Hello,
i got a project where class ref doesn t load when needed so yesterday i tried some correctives and by unknow reason that s work.
The is that i don t save changes to my bp cause that s not the reson od success and today i tried to redo it with a copy of base project (unpatched this one) but just can t resolve the problem anyone know if the engine or editor can do something that can solve that by validate asset or stuff like that i think i soved the problem yesterday by doing something with BPs but can t remember cause i did to much things. if anyone kknow how to load class ref and not class soft ref tell me plz

#

PS: class doesn t load in stand alone mode all run good in editor mode

digital badger
#

Will the unreal fest online webinars be available to stream later after they have aired? Some of the sessions that will be beneficial run at the same time, which is inconvenient.

left citrus
#

Is there an engine optimization to limit the update of material parameters if too many are being used? I've got a whole system of facial animation across several characters, updating around 200-300 scalar parameters through control blueprints. But they're SUPER unreliable..

#

Nevermind.. had all the control values as extra attributes on a control mesh which was being culled when you weren't looking at it, hence the animation doesn't update when it's offscreen, good ol' fashioned Bounds -> 100000000

tight prawn
#

how can i fix this animation which changes the Z position of the actor

#

Source is mixamo

keen quartz
#

How can I re apply level states when sublevels get (un-)loaded? e.g. i enter a house in sublevel A, turn on a candle, and leave the house (and it's still lit, when i re-enter the house)

copper mesa
#

Is there a way to import an object and have its origin/pivot point at the center of its volume?

verbal moon
plush yew
#

guys please help me

#

everytime I pain over the rock texture

#

it gives me these checker board texture in some areas

#

while in some places it works fine

#

guys please help

rocky radish
#

it's probably still loading the textures (thats usually what it means but i could be wrong)

cosmic atlas
#

It is rendering, it will take time according your processor

plush yew
#

I have a Nvidea 1060 3G and it still wont compile

#

I mean it compiled everything else

#

but this is the only section it wont compile

oblique tangle
#

Anyone have a good idea on how to handle like multiple, small side quests without it getting messy in terms of the actual character's BP? Feel like everytime I go to do a small little mission, it ends up folding into an absolute shit show in BP

plush yew
#

thanks for the alot OF HELP guys

#

👍

#

you guys were soooo awesome

dense knoll
#

how do i get a widget to show up as a object

#

when i try it just does not render

pure yacht
#

Hi guys, I am trying the collab viewer template from a couple of days.
I have just built the sample scene without any modifications.
But the problem is once I host the session others cant join as the servers are not detected(We are not on the same network)
Tried putting the IP address manually, no luck! Any help is really appreciated...

cyan robin
#

how would you reveal an area underground (example: to reveal resources), but in a curved pattern around the ground, so set the material to semi opacity on the terrain in a cut out pattern?

vocal herald
#

Why dont I have Mobile HDR option in the project settings under Mobile tab. I have it only under VR tab.

dense knoll
#

.-.

#

how do i get a widget to show up as a object
when i try it just does not render

verbal moon
#

@dense knoll create a widget, create a bp_actor, add a 3d widget - link it to your created widget

shrewd pewter
#

Guys. There should be a simple answer to this. How can you drop imported meshes into an UE4 scene so they match the coordinates from yr 3D programme? As apposed to them landing wherever your mouse happens to be.

dense knoll
#

ok

wheat hare
#

@pure yacht whitelist your PC in your router

pure yacht
#

@wheat hare Im working on my office computer, what should I tell my network admin?

wheat hare
#

@shrewd pewter use fbx and place the mesh in an empty blueprint, is what I do. You can either move the mesh to 0,0,0 (what I do), or leave it and when you place your BP at 0,0,0 then your translate will be applied to the mesh

#

Uh oh
Ask him

#

S/He will tell you how to resolve this

pure yacht
#

Ok.. Will try that... Thank you @wheat hare

shrewd pewter
#

@wheat hare thanks, I'll give it a go. Cheers

inner cloak
#

@ruby folio You probably using the wrong way to do it. A web search would probably help you find the proper way.

prisma plank
#

Hm.. I found that inderect light with distance field inderect shadow is better than build static light....

prisma plank
#

UE4 really mindblowing..

tight prawn
#

when picking a project quality, between maximum quality and scalable 2D/3D

#

what are the main differences, what would i gain switching to scalable?

split wedge
#

whats up with july's assets on marketplace its still showing june's and its the 6th 😦

waxen parcel
#

Assets appear at first tuesday of month

tiny sonnet
#

yeah, last tuesday was the last day of june, feels bad

#

also, it is possible to make it so changing something in game, permanently changes the level?

exotic thicket
#

If you mean across multiple plays of the game, you'd need to save the changes somehow

#

and then load on subsequent plays

split wedge
#

i seen them change it to the 5th of every month and that was 2 months ago haha

vernal thicket
#

@tiny sonnet To save something inside a level that replicates across levels you can create a custom Game Instance, set it inside your project settings and store wahtever it is you want to replicate inside there

tiny sonnet
#

@vernal thicket if i move a object while playing the game, it will save the location. saving and loading the location and rotation of every object seems not only tedious, but also performance heavy. is there a better way

vernal thicket
#

Why would it be performance heavy? just cast to game instance at the beginning and set a variable, use that variable to set and load information from the game instance

bitter orchid
#

I just want to place a static footprint onto a rock in my level. How would I go about doing that?

vernal thicket
bitter orchid
#

I don't exactly want a footprint system. I just need a single footprint. But I'll see if that video helps me.

vernal thicket
#

You could make a static mesh inside blender or whatever 3d application you use and import that?

bitter orchid
#

That is a possibility. Didn't think about doing it that way

thick herald
#

Decals.

midnight root
#

Why am I getting Derived Data Cache notices all of a sudden, the fix points to a url , so what is this all about

bitter orchid
#

I'm trying to get the decal to work. I can't seem to get decals to actually show up though. It's only giving me the default decal

#

I did. Translucent as well right?

#

This is what I have

#

Did this from a video tutorial.

#

The black is coming from the png I put on it.

#

It's supposed to be a footprint.

#

I've tried base color as well. Doesn't seem to make a difference.

#

You think it's something with the png i'm using?

#

This is what I get when I apply the same decal to the scene

plush yew
#

any way to denoise ssgi?

#

oh fuck wrong channel

bitter orchid
#

I'll see what I can figure out. Thank you @plush yew

kindred crag
#

Whos excited for Unreal Fest later this month?

barren flume
#

I was wondering how I could have a door that I can move when I touch it? Simulate physics and constraining position and constraining all rotation except y works but the door will glitch out

plush yew
#

Some people have been building blueprints through Unreal Engine and using them in my game to trigger stuff I don't want to be triggered. Is there a way to avoid that kind of thing? I don't know exactly how it is done.

ebon marlin
grim ore
#

@plush yew you would have to give way more info on this for people to help

maiden sundial
#

What would be the best to select in the context of a Skybox generator ?

plush yew
#

I don't know exactly how it works, but they create their own project in the same Unreal Engine version, and the make a BP, cook it, and when placed in my own game they can call functions and other things.

#

Their BP includes calls to the my game BPs

#

I don't know how

dire crescent
#

I am a begginer to ue4 and have some experiense with unity, i have just started on the tutorial A First Person Shooter (FPS) and i am currently on episode #8. I have done everything but my gun doesnt show

#

The tutorial is from Virtus

plush yew
#

@grim ore Doesn't each project have a different encryption or something to avoid that? Making a BP in the same UE version that can be used on any project.

#

When cooked

vernal thicket
#

Anyone here uploaded a game to steamworks?

grim ore
#

@plush yew by default no, there is no encryption. That is in your project settings under Crypto

plush yew
#

Really? That's a good thing to know then, I'll take a look at that. Thanks.

grim ore
#

it would be interesting to most people here if they knew how people were doing that in your project, if you have more info I am sure peple wont mind you sharing what you know

dire crescent
#

who?

vale silo
#

4.25.2 - when?!

dire crescent
#

me?

spring wigeon
#

I have a question, and it's more or less a issue. I want to install the new version of UE4, but the button is greyed out with "Not Installed." Clicking on the arrow beside it doesn't do anything. How do I go into the main window where I can install it?

EDit, never mind. I am a idiot. Had to go on library.

dire crescent
#

I was going to say

spring wigeon
#

I am a total moron. That's what happens when you don't touch UE for a decade. XD

dire crescent
#

Ye

#

Didnt find it either for a while back

spring wigeon
#

By the way, does it matter if you download the Royalty Free version or the Developer version where it says you'll pay 5% when your game succeeds?

grim ore
#

no, the download is the same.

spring wigeon
#

Since I did a full clean reinstall of everything, and on the website gave you two option.

grim ore
#

you could download the fortnite launcher and install UE4 if you wanted to

spring wigeon
#

Ah, alright. Thank's for clearing it up.

#

I mean I got the main launcher regardless. I just wanted to get UE back on my desk so I can start work again. Aha.

dire crescent
#

Where is the best place to release your game?

plush yew
#

Hello guys im new in ue4

#

I have some questions

#

Can i ask them here?

stiff chasm
#

@dire crescent probably steam

#

might have a lot of competition but it is the center of pc gaming currently

#

@plush yew what kind of questions are they

plush yew
#

so first thing is i want to make 2.5D Fighting game is it possible, i mean theres 2 versions of ue4 when i was downloading there was free version and paid version (pls explain what is in free ver. And if paid ver is better), i need to know if i Can make a Fighting game in the free version Thx

stiff chasm
#

There isn't a paid version

#

it's licensing you pay them royalty if you make money

plush yew
#

Ohhhh

stiff chasm
#

Something like 5% after 1mil

#

Or 7% I can't remember

thick herald
#

5

plush yew
#

And the other ver?

stiff chasm
#

I don't know what other version you are talking about

lucid jetty
#

There is no other version. Only one.

plush yew
#

There are 2

stiff chasm
#

where are you downloading it

lucid jetty
#

There is one other version which is a Full Source Coded Unreal that you have to compile if you want to make very deep Engine edits etc.

The other one is what you download from Epic Games Store. Free.

thick herald
#

There is another, the custom license. You only need that if you know you need that 😉

plush yew
#

Epic games

lucid jetty
stiff chasm
#

they still have the full source license?

lucid jetty
#

Click and install. That's it.

plush yew
#

Ohh thx

#

Biiig help man

lucid jetty
#

Nps

plush yew
#

Also Can i make game like guilty gear, Mortal kombat, fighterz..... The 2.5D Fighting Game?

lucid jetty
#

Considering those are actually made in Unreal 4 (and some 3), your question is answered. :p

plush yew
#

Ahhhh

#

Ty

lucid jetty
#

Np. Fighting Games are not easy as they seem though. Prepare a lot of pain and especially zero tutorials about it.

plush yew
#

Guys guys i forgot to mention i want to make crossover game

#

Can i ?

lucid jetty
#

You can if you use Epic Online Services. Someone else can answer better I am sure but that's all I know.

plush yew
#

REALLY??!??? I THOUGHT I NEED LICENSE FOR THE CHARS

lucid jetty
#

Ummm.

#

Let me be clear on one thing.

#

You can't use characters of other companies.

#

If you got a Dragonballs vs Street Fighter game idea, forget about it.

plush yew
#

fffgjudolxwsgywscnl

lucid jetty
#

Unreal 4 ain't Mugen, if you know what I mean.

plush yew
#

Yes but mugen Can make crossovers without license?

lucid jetty
#

Just because some companies doesn't care about it, doesn't mean it's okay to do so.

#

You can make a personal game, but you can't publish or sell it by any means, or companies will be after you.

#

Mugen can't package games, Unreal can. Aka making real games.

plush yew
#

Ahhhh

#

Ty for everything

#

Biggest help man

lucid jetty
#

Np. Be careful.

#

I know some companies actually really go hard when you make games, even when you showcase it.

#

Such as Hasbro, where they literally go aggressive if you are on the way of making any games with My Little Pony etc.

plush yew
#

If i pay them?

lucid jetty
#

Your intentions does not matter. Other people's work are not tolerated to be used.

#

Ehm... I don't think you can afford it lad.

plush yew
#

Ik

#

Just asking

lucid jetty
#

Millions and millions of dollars.

#

That's why companies does the crossover character things.

#

And even then sometimes money isn't everything.

plush yew
#

😫

lucid jetty
#

What you need to understand is, "Copyright Claim" starts when you use a 3D model of theirs. So using ripped character assets are already illegal.

#

You don't even need to make a game to get lawyers after you.

#

Please be careful.

#

That's all.

#

Unreal is... kinda serious business so.

bright plume
#

where to ask anim related questions?

lucid jetty
#

ponkkis, go to file location in Windows Explorer

#

I believe you will see uassets that are like 1kb or 2kb

#

Sometimes fix redirector doesn't fix them all

bright plume
#

thx

lucid jetty
#

o/

#

😉

midnight root
#

Finally got error, read docs on it but not making alot of sense given stuff it says to put in ini file : shared data cache not in use, performance is impacted

ruby folio
#

@inner cloak I'm doing it in the way it was shown on the Unreal Engine channel.
Also. Not trying to convert a render target. Trying to convert a standard texture to a virtual texture.
Looking into the log file, it appears its some issue with missing references. But these missing references arent mentioned anywhere in the editor itself.
No errors in the master material, no missing references in the material instances either.

plush yew
#

yo guys do i still need the license if i make Chars that are from different games but not the right versions of them

lucid jetty
#

Liar, listen. You can't use other people's/companies property.

plush yew
#

By that i mean like zombie kazuya or something like that Its not rlly the same char

lucid jetty
#

No you can't do that okay?

plush yew
#

Still no

#

Maaan

lucid jetty
#

You can't use Street Fighter's Ryu because you named it "Slightly pissed off and drunk Ryu".

plush yew
#

i lost All my hopes

lucid jetty
#

Forget the Mugen's mindset.

plush yew
#

MY DREAM WILL NEVER BE TRUE

#

at this point

#

anyone can help me? my actor (snowball) is huge

lucid jetty
#

Well.. If your dream is using other people's stuff to make your own.. It better not be 😛

plush yew
#

supposed to be tiny

lucid jetty
#

If you are attaching it to your character, depending on the properties it gets larger or smaller.

plush yew
#

ehm

#

this is the bp

lucid jetty
#

Change the scale in that Make Transform Node.

plush yew
#

oh that worked lol

#

And what if you create a character not named "Slightly pissed off and drunk Ryu" but "John" but still looks a bit like Ryu ? 😆

#

I mean, when you create a character, there will always be ressemblances with one or another known character, after all... 🙄

lucid jetty
#

Whatever floats your boat. I said what I needed to say.

lucid socket
#

Look up fair use laws. Might not stop them from sending a cease and desist.

#

There may also be trademark laws that apply as well

plush yew
#

@lucid jetty lol sorry to bother you ^^ I didn't read your entire conversation with liar zekku but your last sentences just aback me a bit 😉

#

@lucid jetty thanks man! figured it out

#

this stuff makes you feel smart lol

#

did it like this

#

guess the addition isnt needed

lucid jetty
#

Why do you have that + there with 0,0,0 values? :p

plush yew
#

i was supposed to change the location

#

but i just spawned it from her hand now

lucid jetty
#

👌

plush yew
#

this is really addicting

lucid jetty
#

Well you are technically coding. It's fun ^-^

elfin rose
#

hello, i'm fairly new using UE4, i was just wondering if it's possible to use mobile shaders for a windows game, due my situation i'm working with a low end pc, so i just wanted to know if it's possible, thanks!

plush yew
#

just set the engine scalability to low, easy af

solemn niche
#

Hi .guys, If anyone has experience with connecting aws (gamelift) and steam because we are getting this print string when trying to connect with our dedicated server instance of the game at aws gamelift. "The game session does not have capacity for 1 user." Tnx. in advance.

lucid socket
#
Unreal Engine

Hi everyone! I’m Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, so maintaining a high frame rate is largely important for the game experienc...

plush yew
#

does ue4 render faces of a model which are not visible?

elfin rose
#

@lucid socket thanks i'll read it

ocean badge
#

Anyone know of any good free tutorials? Also, if I make something in Unreal 4.1, can I transfer it to 4.25.1?

lucid jetty
#

Why not... make it in 4.25.1 ?

lucid socket
#

@plush yew i don't believe UE4 does per face culling but the GPU may do so.

ocean badge
#

@lucid jetty I’m watching a tutorial online on how to make an FPS in 4.1 and I did it in 4.25.1 and had some problems with blueprints

#

As the template was updated

#

For third person game / FPS

lucid jetty
#

I am sure there are free tutorials on youtube about FPS'es.

#

Unreal changed maybe beyond recognition in like what, 6 years?

urban moss
#

does anyone know any good cel shading tutorials, i’m trying to master it and i can’t figure it out.

plush yew
#

@lucid socket u think :/

radiant jasper
#

I was told I need to change this line of code to fix an issue I have, does anyone know how I would get to this in unreal?

plush yew
#

@lucid jetty look what I made so far 😄

#

i need a better screen recorder

eager oak
#

How do I add a skeletal mesh for my character?

pale ibex
#

Do you have a 3D model already?

lucid jetty
#

Wow, it actually looks good. @plush yew

#

You can use OBS to record stuff/

eager oak
#

No but can't I just use a cube for now?

#

LOL

plush yew
#

@lucid jetty yeah I should

eager oak
#

Amazing mesh

radiant jasper
#

can someone help me

plush yew
#

the only thing im stuck on is a good movement system

eager oak
#

Where do you adjust the movement?

plush yew
#

i know how a simple one works but i dont know if its good enough

radiant jasper
#

I was told I need to change this line of code to fix an issue I have, does anyone know how I would get to this in unreal?

pale ibex
#

Oh yeah sure.
If you're just using a cube for now I'd add a static mesh component instead of a skeletal mesh component @eager oak

eager oak
#

Ah ok thanks

pale ibex
#

The movement can all be done in the charafter movement component.

eager oak
#

I'm super new and confused lol

pale ibex
#

No worries lol. Gimme a sec

#

Btw @plush yew that girl throwing snowballs looks great

radiant jasper
#

uh

#

please

#

how do I find that page in unreal

plush yew
#

@pale ibex thank you! 😄

#

i only started yesterday it was pretty simple to make hehe

#

with some help ofcourse

radiant jasper
#

@pale ibex can u help me please

pale ibex
#

Yee what's up?

radiant jasper
#

how do I do that

pale ibex
#

Ah sorry I have no idea about code in UE4, I just use blueprints

radiant jasper
#

yeah me too

eager oak
#

Where do I find the player movement thing?

radiant jasper
#

but apparently I have to change that somewhere

#

like its part of the source I think

#

I cant find it in visual studio tho

pale ibex
#

@eager oak When you make a new blueprint class, choose character:

eager oak
#

Ah okie ty

pale ibex
#

And inside components it's the character movement

#

You won't see anything to represent your character yet, because you don't ahve a 3D model. So go to Add Component and click "Cube"

#

Or whatever shape you want

eager oak
#

Ok

pale ibex
eager oak
#

Yeah I now got a red cylinder in there

pale ibex
#

Perf!

eager oak
#

Where do I choose what keys do what?

pale ibex
#

You'll have to set up input in your project settings.
So let's say you want WASD to move, you'll have to create "Axis Mappings"

#

Under "Input" in your project settings.

eager oak
#

Ok

pale ibex
#

To be honest, I recommend you play around with the 3rd person template because there's kind of a lot to it.

eager oak
#

Ill probably do that then

plush yew
#

when looking directly at 19mil faces we have 40 fps. when i place camera under the whiet meshes we have something like 60 fps, but if i go back to the camera position of this image, and i turn camera to the opposite direction 180° we get 120 fps.
https://i.imgur.com/twvW3rP.jpg why dont i get 120 fps if i place camera under the meshes and the meshes are not visible?

#

im just experimenting

#

Hello I am looking for a good 3D modeler to assist me in my unreal engine game development

#

Not sure if anyone is good at making car replicas of exact models

still veldt
#

Anyone know how to supress these warnings from coming up in the Editor. Annoyingly I have these lights in my console buttons in BP's as you can see - the attenuations are not overlapping and all shadow casting for any lights in these BP's is already turned off all but I still get this warning. I have tried everything to fix them, I am assuming at this point it is a bug in recognizing the light states in my Child BP. For now I would be happy just to get the red warnings off my screen!

#

attenuations are nowhere near close and 'cast shadows' is turned off for each light but I still get the warnings

wheat hare
#

@plush yew a lot of people don't do car replicas of exact models because they get copyright claimed... There used to be one company that had the rights to most of them.

#

I rip them off asset packs

ashen cape
#

I'd love to know what's causing that as well @still veldt

#

On some maps I got, it works fine with multiple lights. On others, placing 5 lights makes that thing appear sometimes.

strong nest
#

I'm trying to use this to click on things in the world. It only works on objects in center screen. The same code works on other projects.

Insanely, I activated Click Events on the PC and tried clicking on objects that way instead. Same thing, it only works on objects currently in the center of the screen.

Anybody ever seen anything like this before?

ashen cape
#

Try using the draw debug line to see how it actually reacts.

#

Haven't tried using click events in-game before, so that's all I can suggest.

abstract anvil
strong nest
#

The same problem persists for all 5 methods. Line tracing or GETHITRESULTUNDERCURSOR by both objects or channel, in addition to the PC's Click Events system all have the same outcome.

I can click on an object, but only if it is in the center of my screen. Is 4.25 broken? Is it possible the mouse cursor I see isn't my real mouse?

abstract anvil
#

Well, the cursor could be locked. If it's not showing on screen, make sure that's enabled, then make sure you can move the mouse around. Beyond that, make sure all events are firing. If that fails, check if the trace is hitting the player (it could be moving a very short distance). In addition, like 1-H above said, use the debug lines and set the time to something like 20 seconds then F8 out of your pawn and look at the line.

strong nest
#

Update : You're going to think I'm lying. Debug lines only show up if my mouse is actively moving, and only from certain camera angles. I think I got a haunted version of the engine or something, project is only 2 days old.

tiny sonnet
#

im pretty bad at landscape materials. Is it possible to make randomly generated sand/rock areas within the grass? without height maps or anything

strong nest
#

yes

#

texture sample (using PerlinNoise texture which most projects have) can be used to create patches. In this example, white would be Sand and black would be Rock

#

Here is a more robust example of the same approach

#

Note the check mark at the bottom left for USEMATERIALATTRIBUTES, which just adjusts the type of output pin

soft fiber
#

When I make a plane face the camera, I notice its off by 90 degrees in the z direction... Curious, why that is?

#

Using Find Look at Rotation node...

tiny sonnet
#

@strong nest thank u!

soft fiber
#

The plane seems to be facing the y direction in the BP..

#

Is there anyway to take a print screen of a tab without cropping in PhotoShop?

manic pawn
#

just use sharex

soft fiber
#

Ok, I'll have a look.

low rock
low rock
#

yeap

#

thanks!

soft fiber
#

@manic pawn The apps good, but they need a few videos for Discord by someone who owns a mic.

manic pawn
#

hmm?

soft fiber
#

Just trying to figure out how to auto post to discord.

versed raft
#

For some reason I can't get my character to turn run when I press a or d, here's my event graph

cobalt stream
#

idk im new haha

eager oak
#

Why can't my character walk backwards? He has to change direction. Also the camera isn't perfectly snapped to his head. Any fixes?

#

Also how can I adjust jump height?

strong nest
#

@plush yew @abstract anvil After much deliberation and a horrible day, I seem to have solved the problem. All approaches you can use to try to click on things fail once the units away from the world origin get too high. I was in the millions doing some kinky space stuff.

abstract anvil
#

Unless you need the world bounds for some reason, you can disable them in the world settings

#

And yes, when things get outside the bounds, it gets weird. Even unticking the bounds check, you're still dealing with large numbers which the engine tends to math poorly

strong nest
#

@plush yew I told you it was paranormal phenomenon, stray too far from world origin and then it becomes UE TwilightZone

barren flume
#

Is there a video from the unreal engine youtube channel where they package a project

#

I don't know what the best way to package the project is

tender flume
#

@versed raft Have you tried using blendspaces for that?

versed raft
#

What are blendspaces?

tender flume
#

It's like using state machines which you did

#

but much more easier is the way i'd put it

versed raft
#

Ok thanks

restive vale
#

I'm working on a game where I place several Blueprints as map pieces. I would like to know if there is any way to duplicate this blueprints as instance over the map in orther to reduce draw calls
The map pieces are something similar to Minecraft cubes and maps are created manually in the editor

rough finch
#

I'm uhhh

#

I'm new to Unreal and doing projects in general

#

and I closed the menu that you start with on the left that contains characters, blocks, shapes etc and I have no clue how to reopen it.

restive vale
#

window/modes

rough finch
#

ah ty

blissful trail
exotic thicket
#

@blissful trail check the UV's and textures, it looks like that line could be the texture repeating

sonic gust
#

hey

#

I found this

#

but I'm unable to call any of them inside a BP, the level BP, or a BP lib

#

are they BP callable ? (I'm guessing so since when you go inside their docs it shows a picture of a node)

scenic spruce
#

hello everyone

#

l have problem

#

hey

#

when l opened

proud narwhal
#

when you build a project where does it save the binary to?

plush yew
#

epics partnered with some company

#

to give us assets for free

#

I cant remember the name, can someone direct me

weary basalt
#

@plush yew Quixel?

plush yew
#

Yes

#

Finally thanks man, been looking for it

tight prawn
#

can anyone direct me to optimizing assets for a mobile game?

scenic spruce
#

hi

#

when l opened unreal project browser

#

l selected thir person and clicked next selected mobile platform

#

and create project

#

when editor opened play game

#

not game joystick {mobile ] BUT L WATCH YOUTUBE VIDEOS WITH JOYSTICK

maiden sundial
#

Anyone know when the new free assets are here ?

sweet wagon
#

Should be today

#

Rerolls every first tuesday of the month

#

Time exactly no idea. But today

maiden sundial
#

Oh, that's good to know

#

I knew it only as the first of a month

sweet wagon
#

I thought so too
Till a day ago

#

When I read in here that someone said every first tuesday ^^

maiden sundial
#

Sweet, hope this time i wont own already ~7 out of 10 asset packs XD

tight prawn
#

am i wrong to assume that reducing polygon count will reduce the packaged game size?

sweet wagon
#

I reduce polys alot, my file sizes stay the same however.

#

So no

#

Textures can be big in size however

#

So get rid of these you won't use

tight prawn
#

i only use texture atlass

#

and the resolution is 512*512

sweet wagon
#

should be fine

#

I would still check in the explorer how much space they take up and generally erase what you won'T need/use

woeful wadi
#

when do the new monthly free assets come out

storm vapor
#

hi i opened my project from new pc, but it isnt opening about 30 minutes it is loading, is it normal ?

sweet wagon
#

"Should be today
Rerolls every first tuesday of the month
Time exactly no idea. But today"

woeful wadi
#

rolls?

#

it's random?

sweet wagon
#

A mystery, yes

woeful wadi
#

what assets are eligible

#

because what are the odds two synty ones and two of those magic fx packs got on there

#

I really hope there is more synty assets on there, I love them

plush yew
#

i wish to get some animation assets for free this month

plush yew
#

i need the hit event not to be on the destructible but on the hitbox

#

how do i do that?

#

is the hit event always stuck to the root?

smoky sonnet
#

anyone know how i can test my app with goggle play console

#

i created an intern test track but dont know how i can test it now 😅

grim tulip
#

Hi everyone, I'm a beginner at Unreal and was just wondering if anyone knows how to apply displacement maps? The first image is what it looks like in arnold renderer but I wanna get it into unreal.

abstract anvil
#

@grim tulip You have three basic options: parallax occlusion mapping, bump mapping, and tessellation. I'm not awake enough to explain anything, but there's good tutorials and documentation for each.

prisma plank
#

I have 1 big wall, and there some rooms extruded in.. How right to texture it? 1 mesh and multiply materials, or separate this rooms with different textures? How right ?

abstract anvil
#

@prisma plank It depends on how the UVs were unwrapped and if there was more than one material assigned to it during its creation. There isn't enough information to properly answer your question.

prisma plank
#

Because, when i separate room from mesh, there light not proper build...

abstract anvil
#

If you move the mesh after baking the lightmaps, you'll need to rebake the lightmaps.

prisma plank
#

I know about this. and not moving meshes

abstract anvil
#

Did you create the mesh?

prisma plank
#

OK. for now i have 1 room extruded.. Wall was with brush geometry- was more light. When put this wall mesh light become less...

grim tulip
#

@abstract anvil Ahh nicee cheers! 😁

prisma plank
#

This room extruded in wall...

#

Or, i have same room, but separated... when put in- there less light builded..

#

So- what right workflow on this? 1 big mesh with different materials? or separate them

abstract anvil
#

There are a few things to think about here. Typically, it's better to have less materials so you have less draw calls, so if you can make it a single mesh with a single material, that would be best. However, if you do that you need to make sure to increase your lightmap resolution since you're increasing the surface area. If this is going to exist in a small area, you can get away with having it as multiple meshes with multiple materials.

prisma plank
#

Problem when you have such big wall- there not good will show textures normals..

#

and buggy.. UV proper

#

same..

abstract anvil
#

That's true. Even with a 4k texture, when placed on such a large surface it won't look great up close. A lot of this really depends on how the player is going to see the mesh.

prisma plank
#

Simply intresting how is proper workflow- 1 mesh with diff materials, or 3 meshes with diff materials... but you see ... strange light at last screenshot on eparated room ..

maiden sundial
#

That's true. Even with a 4k texture, when placed on such a large surface it won't look great up close.
Luckly we can scale the texture if we make it a material

foggy berry
#

can i force discarding the baked lightmaps?

#

apart from setting everything to movable

abstract anvil
#

@foggy berry tick Force No Precomputed Lightmap (or something like that), in world settings at the end of lightmass settings

foggy berry
#

but that doesnt drop the already existing lightmaps

abstract anvil
#

You have to bake lightmaps once you check that

foggy berry
#

oh okay

#

thanks

abstract anvil
#

@maiden sundial Yes, but that only works if your material is tilable. It doesn't work on something with a specific UV map.

maiden sundial
#

True, thought only about the tilable's

prisma plank
#

but light differ..

abstract anvil
#

I generally try to stay away from using brush geometry unless I'm blocking out a level for these reasons.

vocal herald
#

why everything is black except ui if I turn on Mobile HDR?

frank oar
#

Hi guys...
I am in the blueprints channel with a question about accessed none and the 'Is valid' node.
it would be awesome if anyone has a second to check it out...

foggy berry
#

how to move multiple objects if i cant see the gismo?

#

z

jagged zealot
#

Hey everyone.

I'm working on a small project that involves custom gravity physics and moving around smaller planetoids in 3D space. As such, the limits on the camera's angle are becoming a hassle--namely, the fact that you can't rotate it past straight up or straight down, which makes sense in most contexts, but the concept of "up/down" are totally arbitrary in this project, so the camera is just janky sometimes.

Is there a way to make the camera freely rotatable without those built-in limits?

abstract anvil
#

@nimble steeple Yeah, it has to do with the player camera manager. I don't remember it exactly, but that's where the constraints are handled.

jagged zealot
#

I'm guessing that's something you can mess with by making a custom PlayerController blueprint?

abstract anvil
#

You'll have to create and assign a custom player controller then create and assign a player camera manager. Under these options you can change the mins and maxes

jagged zealot
#

yep, just made a PlayerCameraManager and found it there. Thanks! :D

dawn gull
#

I'm trying to switch my unreal project's version for a source built after I changed the MyProject.Target.cs to support dedicated servers and I get this error:

c:\Users\TwistedWizard\Documents\Unreal Projects\MyProject\Source\MyProject.Target.cs(19,12) : error CS0246: The type or namespace name 'UEBuildBinaryConfiguration' could not be found (are you missing a using directive or an assembly reference?)
ERROR: Unable to compile source files.```
I'm following this tutorial. https://www.youtube.com/watch?v=94liD8Sfs8I
I know it means that UEBuildBinaryConfiguration does not exist but how can I fix that?
ashen orbit
#

Does somebody know of one blood splatter particle effect that is free? Just to try out?

#

Because I'm tbh really not sure if I want to use such effects so I need to try it out.

vocal herald
#

I used automotive materials pack

abstract anvil
#

Mobile uses different shaders which don't support all of the SM5 options.

vocal herald
#

it looks perfectly fine on es3.1 mobile preview

abstract anvil
#

Not sure then. It could be using a different shader, it depends on what hardware you're using.

ashen orbit
#

I'm using a binding function to cast to get character health, how bad is that?

fast hinge
#

There seems to be features in the latest UE version that arent documented, do we know who to contact to find out more information?

ember star
#

Is there an easy way to construct an object by class, ref the class by string?

#

trying to load an inventory of saved items

exotic thicket
#

@fast hinge unless you're a big game studio the options seem to mostly be: read the source code

#

or post here or on the forums and hope that someone else knows

late loom
#

any1 knows how to create a follow camera in sequencer??

plush yew
#

is there no unreal fest before 2020?

#

if there are, i wanna see the videos regarding gamies

fast hinge
#

@fast hinge unless you're a big game studio the options seem to mostly be: read the source code
@exotic thicket thanks mate, all this buzz around UE but very hard to develop and integrate with. Coming from a film perspective, not gaming

exotic thicket
#

yeah some parts of it are not super beginner friendly

limber mesa
#

is there a way i can use a timeline in a function

late loom
#

any1 knows how to create a follow camera in sequencer??

thorn vector
#

the free of the month is here

limber mesa
#

thanks

wheat hare
#

Free content leggooo

late loom
#

this month free content is bad

wheat hare
#

Stylized character kit looks fun

#

And I like the idea of making dynamically generated interiors with that archviz pack

#

I have a game I've been grinding on that's set in an old house

ionic hamlet
#

quick out of context question: is it safe to try overclocking a monitor?

rocky radish
#

i dont think it is

ionic hamlet
#

@late loom it doesn't seem that bad

violet sparrow
#

might be a "its bad cause i can't use any of it" kind of bad

rocky radish
#

i think its kinda disappointing imo

ionic hamlet
#

I'm interested in the meadow and photorealistic landscape

violet sparrow
#

@ionic hamlet is the "overclocking" part of the functions of the monitor?

like Acer's XB271U is default 144hz but you can "overclock" it to 165? thats fine and dandy

ionic hamlet
#

I meant going from 75 hz to 90 for instance

#

or 80

violet sparrow
#

if you have the option, either in windows display settings, or nvidia control panel, or the monitor settings itself, its not a problem

ionic hamlet
#

I might try it just for fun

#

ty tho

sleek solar
#

Make sure that drivers are up to date and hardware is compatible with the engine

honest vale
#

what kind of a PC do you have?