#ue4-general

1 messages Β· Page 811 of 1

haughty moth
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yes but the engine affects

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for example in roblox studio you can't export a model whit mora than 10.000 tris and the optimization is the worst. In this engine you cant do a GTA V

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The engine in some cases reallly affects

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Is my opinion

open gorge
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sure

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i'm not super familiar with that aspect, i'm more of a developer code wise

haughty moth
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oh

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How many years hace you learning about UE4

open gorge
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3

dreamy sleet
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can someone help me i cant launch my game to test it

haughty moth
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3
oh. I only have learning about UE4 1 day

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can someone help me i cant launch my game to test it
@dreamy sleet whats the problem

dreamy sleet
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@haughty moth

haughty moth
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Oh really strange

dreamy sleet
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what do i do

open gorge
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try playing in Standalone

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you can't use Travel in PIE

barren flume
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I was wondering how I would use an alpha and fresnel texture in my material?

kindred tusk
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i accidentily clicked the close button on the viewport for one of my blueprints and i dont know how to get it back

haughty moth
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control + z ?

kindred tusk
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i tired that

shy totem
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I always drag tabs that open in a new window back to the main one. Can I prevent this from happening?

haughty moth
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and the blueprint it isn't in the world outliner ?

somber quail
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Window > Viewport

haughty moth
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look for the blueprint in the world outliner

somber quail
kindred tusk
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Ahhh thank you very much

modern sinew
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Can someone help me with the various bugs my Ziplines are having? For reference, I followed Ryan Laley's tutorial series
My three problems that I noted are:

  1. Preplaced Ziplines teleport players to the top of the Zipline on starting the game
  2. Placing a zipline (a function I added) shoves the player into the floor
  3. The player cannot drop from the zipline, even though the Drop event is triggering
radiant jasper
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Does anyone know how to make it so when looping a media player, theres no gap?

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cuz when I loop it, it pauses at the end for half a second

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can someone help me please

barren flume
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This is so annoying

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it happens randomly after importing animations

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I gotta start saving right after I finish

radiant jasper
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get more ram

barren flume
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16gb

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wait no

radiant jasper
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get a better graphics card

barren flume
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video memory

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8gb

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I'm running an empty level

radiant jasper
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what version

barren flume
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4.25.3

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it usually only happens when I import a lot of things at once

radiant jasper
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oh well dont do that

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thatll make it crash

barren flume
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I've been importing 20 things at once and it was fine

dreamy sleet
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is there a way to let others edit your game

barren flume
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but now all of a sudden it just crashes

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@dreamy sleet source control

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You need to choose a provider too

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perforce is good

dreamy sleet
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ok

radiant jasper
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does anyone know how to loop a media player

halcyon flame
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does anyone know what I will need to do to address this error with a plug-in's variables? I'm converting from 4.22 to 4.25 (had the same error with an attempted 4.24 conversion)

nocturne bane
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i dont like " Epic game launcher "

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its Unethical

radiant jasper
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lol

nocturne bane
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just my personal opinon (But its right)

radiant jasper
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can someone help me with looping a media player

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it pauses at the end for half a second before playing again

open gorge
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@halcyon flame are you using the 4.25 version of the plugin?

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they could have fixed it

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otherwise you need to go in and fix it yourself

halcyon flame
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I have a new engine version and installed the plugin via the Epic Games Launcher

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intalled plugin to new engine version. EGS will install the correct version of the plugin, correct?
@open gorge

open gorge
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yeah it should

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worse comes to worse you just DL it from the github and install it manually

halcyon flame
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you mean dL the engine or the plugin?

open gorge
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the plugin

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just throw that in your project/plugins folder

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compile your project

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should work

halcyon flame
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should the AdvancedSessionsPlugin-master folder be in Plugins or should it be the inset folder AdvancedSessions or AdvancedSteamSessions?

elder viper
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Hi all, I imported a model into UE4 using datasmith export from max, and now when I send it to Substance Painter, it is not tranfering textures. The live link seems to be not working. I am getting this error --

[Plugin - dcc-live-link] No defined association with the exported '$mesh_$textureSet_BaseColor(.$udim)' map
[Plugin - dcc-live-link] No defined association with the exported '$mesh_$textureSet_Normal(.$udim)' map
[Plugin - dcc-live-link] No defined association with the exported '$mesh_$textureSet_OcclusionRoughnessMetallic(.$udim)' map

open gorge
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@halcyon flame just AdvancedSessions and AdvancedSteamSessions should be in the plugin folder

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as they are technically separate plugins

halcyon flame
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ok. it seems to have worked after I left just the -master folder

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compiled in VS is now 96% open via the editor

open gorge
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🀞

kindred tusk
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how do i change the gun modle for the first person shooter template. i know it has to be a obj file but when i parent it to the arms and then compile it. it undos all of the ajustments i have made to get it to fit in the hands of the fps Charecter

open gorge
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It may be hard-coded in cpp

kindred tusk
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what does cpp standfor

dreamy sleet
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when i go on the perforce website do i get any of them

open gorge
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c++

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it's interchangable

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but C Plus Plus

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@dreamy sleet you're attempting to use perforce?

dreamy sleet
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yes

open gorge
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Any particular reason you want to use Perforce?

kindred tusk
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oh so i would need to change that part of the code

open gorge
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are you working with a team or just want source control?

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@kindred tusk yes

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or at least check the constructor

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since that's likely where it's setup

dreamy sleet
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team

kindred tusk
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how do i see the constructor i havent done anything with c++ during this game so far

open gorge
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you can setup your own perforce server, but that can be costly

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if you're not working in a large team you can just use a private git

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with LFS

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@kindred tusk find the class in the code, should be like AShooterCharacter, the constructor should be something like AShooterCharacter::AShotterCharacter

ornate forge
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You can use the free tier of Amazon Web Services for your own Perforce server

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It's not difficult to set up, Perforce provides instructions for this exact scenario

thin tendon
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Using auto LOD for a skeletal mesh. Is there a way I can adjust how quickly it transitions from LOD 0 to LOD 1 etc without doing the whole thing manually? I just want to tweak it so I can get higher LODs at a shorter distance

hardy cedar
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FYI Be careful when deleting used variables for gameplay tags. Just created an infinite crash loop on a behavior tree task. Only way to fix it was to recreate the variable by name and type so I could open up the BTT and delete the erroneous node by hand.

midnight cloak
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hi all im new here in this discord

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i have i probleme with my anim Blueprint

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seems like he .... not... start?

spare sierra
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Hey all! I've got some questions about code licensing

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In some of my game code I've taken existing Unreal Engine code and modified it in overridden virtual functions (i.e. I take the copy the original function source and replace portions as needed). How should I list that in my source files and what is the licensing on code like that?

ornate forge
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The licensing is proprietary, I don't think you need to list that in any special way

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Provided your game is running on Unreal Engine

spare sierra
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It is, but I'm sharing this portion of the source code via an open source license

ornate forge
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You can put // Copyright Epic Games, Inc. All Rights Reserved. at the top of the files

spare sierra
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Okay, seems good!

ornate forge
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Just don't use any GPL license, iirc they are specifically disallowed

spare sierra
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Yeah, I'm using the MIT license which is under their allowed licenses

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Thanks!

rough knoll
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? im trying to make the beretta actor disappear when i switch to the ump

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i define isUMP and its set correctly in the variable settings to the ump45 model

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i have no idea why its saying accessed none

brisk urchin
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What might be causing the engine to get stuck at 98% when building lighting??

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I even made a empty map and once it gets quickly to 98% it just get stuck there.

fast berry
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im trying to turn on toolbox on the side, in 25.5.3, I did window>toolbar and clicked it but it didnt work, i also tried Window>Editor Modes and nothing shows up

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how can i do it

rough knoll
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heres another one

halcyon flame
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just converted a project from 4.22 to 4.25 and my level has what seems to be a post-process filter on it during PIE... does anyone know what this might be?

thin tendon
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shaders compiling probably

halcyon flame
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what do I need to do to just compile all the shaders? I'm building lighting atm

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but I noticed an unrelated exhaust material wasn't shading properly, do I need to open these individually and recompile?

thin tendon
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I usually just use the build all and wait it out

elder crest
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So I found this guy on YouTube. Hes called beefalo bart gaming. Hes shows how to do all the paragon rigging and stuff but it seems his discord and social media has been turned off o.o

halcyon flame
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@thin tendon how do you build all? is it going to recompile all materials?

marsh chasm
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how do i make fortnite terrain just like unreal fest 2020

halcyon flame
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that sounds good

thin tendon
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just hit the build button at the top instead of selecting the drop down for lighting etc

halcyon flame
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ok, I just did that and this weird post-process effect is still here

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actually it seems the engine might have froze

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is it maybe just loading the lighting build for the first time (on this version)?

native wharf
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I'm currently trying to build the engine, but having a problem where I'm continuously getting this error from ".\Setup.bat"

Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-7441010-2fae5eda84844084ac602dd9bc66bcbe/33500fd8a597fff43ada9ca1859308b07a1917ca': The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. (PathTooLongException)
thin tendon
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@halcyon flame Once you press it. It will rebuild everything. It will look frozen from time to time. This is called hanging. Unreal will sometimes do this if doing something that requires a ton of the computers resources. Just wait it out. The post process is to let you know its doing something important and to wait.

halcyon flame
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@thin tendon thanks, I guess I'll let it hang.

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does this look like a standard PP shader to inform you that the engine is working? it was photorealistic in the prior version (and it looked like this before I built the lighting)

thin tendon
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to me that looks like a stylized cell shader like a cartoon shader

halcyon flame
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indeed. I don't have any real post-process assets in the project and the level never looked like this in the past, including multiple version changes

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will you basically wait out the engine 'hanging' as long as it doesn't say (Not Responding) in the task manager?

plush yew
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i usually look at the output log to see if a task is running. the engine never hangs usually in my dev cases unless im doing landscape stuff

halcyon flame
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this one's going on ten minutes, and I don't have the output log open at all...

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I think I'm going to close this out and try to start again from the backup. I don't understand how this is so difficulty

plush yew
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look at the output log in the unreal game project folder or the unreal engine folder if the engine doesn't let you see it in the ui Engine\Saved\Logs\ or ProjectName\Saved\Logs\ might want to review Unreal Engine 4 Documentation > Engine Features > Directory Structure for more details on it.

halcyon flame
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what can you use to open those documents that will allow them to update?

plush yew
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how do you open a .log file? you would use notepad πŸ—’οΈ

halcyon flame
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I also see the task CrashReportClientEditor is open in the task manager although no crash window has come up

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this is I think the fourth or fifth hard crash for 4.25 that won't even kill with the task manager, I need to restart. (log shows that the activity ended at 01:59 (whatever timezone that is) when I first noticed the hangup

anyone else have almost crippling consistency issues w/ 4.25?

plush yew
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if the editor is stalling or has crashed, checking the logs will provide insight. my 4.25.3 works great.

halcyon flame
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brb

fast berry
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im trying to turn on toolbox on the side, in 25.5.3, I did window>toolbar and clicked it but it didnt work, i also tried Window>Editor Modes and nothing shows up
how can i do it

quick shell
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is thier a donut tutorial for ue?

plush yew
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@quick shell you can make a donut in a FOSS program like blender and import it into UE as a static mesh. Blender Beginner Tutorial - Part 1 by Blender Guru has a tutorial on a torus (donut); you can also easily make a torus as a native object in that blender program.

quick shell
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no i meant like a begineer tutorial to know where everything is

plush yew
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yep you can goto the unreal youtube channelor look at the unreal academy - unreal engine online learning courses for resources

also check Unreal Engine 4 Documentation > Get Started with UE4 in documentation

gilded ridge
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i just got udemys how to make your first two games and its pretty good so far, plus i think its still on sale

marsh chasm
sleek solar
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What is wrong with it?

marsh chasm
sleek solar
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tiling?

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or what?

quick shell
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or is it too much

dense hatch
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what are you asking?

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like are the textures too complex/large for a game? or like are you allowed to release a game that's a copy of counter strike

open gorge
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the answer to that is a hazy no

rough knoll
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how do i line trace out of a socket?

opal totem
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I want to implement a mechanic like wrapping a cord around a mesh like in star wars with the at-ats. Any ideas where to start? I'm wondering if splines would be a good idea

rough knoll
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i dont know how to specify a socket name though

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for reference im trying to line trace from the iron sights when the player is adsing

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i have a socket named "fire" that i want it to line trace out of instead of the center of the screen

thin tendon
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@rough knoll If you are line tracing out of a socket. The sockets location is the starting point. And then you will need to figure out the forward vector and distance calculations to find the end point

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that picture is starting the trace at 0,0,0 not the location of the socket

unreal palm
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Hi, does anyone know where GEngineIni got its value?

rough knoll
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@thin tendon i understand. i planned on hooking up the start at the location of the socket

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but the socket is on the gun and i need to know how to get a socket by name

deep stump
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Question, I'm trying to make a First person survival type game but I'm stuck at the animations. I'm currently using ALS as a placeholder but I'm not entirely sure how FPP Arms work or how their replicated because I'm looking for; idel(with/without gun), walking, shooting, aiming etc. But i'm not 100% where to look. Any suggestions?
I'm open to any assets on ue4 as well if anyone has any recommendations

open gorge
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you shouldn't replicate the FPP arms themselves, nor the weapon they're holding

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you replicate the firing though

deep stump
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Would I just retarget that onto a skeleton mesh then?

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(So you / other players can see the body)

thin tendon
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@rough knoll if the socket is a child of the gun. Just get a reference to the gun object then drag out from that and get the socket. This will be easier if it has a unique name

open gorge
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you can use the animations from shooter game

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they're free

deep stump
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I'm just confused on how I would connect the arms to a body

open gorge
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you don't

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you have a first person mesh and a third person mesh

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you also have 2 weapons

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you set the first weapon so that only the owner can see

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and you set the third person weapon so the owner can't see it

deep stump
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Ah, That makes sense.

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I'll look around. Thank you man

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That makes a much more clear lol

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So I would need third person animations on top of the arms?

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and replicate the third person animations only?

open gorge
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only the third person anims

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no need to replicate the first person mesh

deep stump
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Geesh, That makes a lot more sense. Thank you man

north stream
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what does the Multiply function do in the Material Editor ?

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and what does it mean to multiply a base color by a texture (for instance) ?

thin tendon
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it will tint the texture by the colour

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at a 1 * 1 ratio

north stream
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oh ok

thin tendon
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@north stream if you want a little less colour you could multiply the colour. Then multiply that by the texture. The first multiply value would control the strength of the tint

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I also think a lerp might work the same

north stream
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doesnt Lerp blend between 2 colors using a texture ?

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i mean blend between 2 inputs

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nevermind i got it

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thank you guys

outer cosmos
north stream
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looks like you nvidia started updating

outer cosmos
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no, i just wanted to take screenshot but accidently Nvidia started.

idle hearth
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How to capture a video for passes in unreal

plush yew
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do you recuire the minimum specs for unreal?

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@outer cosmos

outer cosmos
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@plush yew i5 6500

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gtx 1060 6gb

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16gb 2100 ram

deep stump
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@open gorge sorry to bug you again, but would I need complete separate animations for third person?

plush yew
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@outer cosmos that is weird, is it a big world.. or just started? cause i did it before on a i54460 with a 1050ti. now on a i710th gen rtx 2060

open gorge
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@deep stump yup

outer cosmos
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@plush yew no its just small boxes in the screenshot, even if i make a box and launch it will freeze

plush yew
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isn't you're pc overheating? what are the temp?

deep stump
outer cosmos
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@plush yew i could make 30 models with light in unreal and launch it within seconds. now i dont know what is the problem

plush yew
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@outer cosmos

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try those options

outer cosmos
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@plush yew thanks, let me try and see

plush yew
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πŸ™‚

open gorge
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mid game give me a few @deep stump

deep stump
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No worries.

outer cosmos
open gorge
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@deep stump ok, so you should just use the shooter game animations, at least until you feel you need something better

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they're free which is a huge plus

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they also are based off of the UE4 skeleton

deep stump
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The epic game shooter game?

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The problem I'm having though is not really the animations but the interactive between them. Since the player won't always be holding a gun. I need animations for everything even without a gun.

open gorge
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ah in that case you may need those

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but you can always make sure you have the shooting stuff in order before buying it

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it's easy to swap anims once you have a system in place

deep stump
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Well I have the First person Multiplayer template 3.0, I was thinking on using that as a the base. Do you think that might be easy enough to switch out?

plush yew
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@outer cosmos do you have enough storage for the engine? it is weird that it is taking so much, re-install unreal os te last option i guess.

open gorge
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oh that BP one?

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not a fan of that personally

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but if you don't know C++, it's decent

deep stump
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No, I like c++ better lol

open gorge
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better to code your own system then

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I can link you a Udemy course that's pretty good

rough knoll
deep stump
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Yeah, if you don’t mind, I might give it a shot

open gorge
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sure after this game

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healing my ass off lol

rough knoll
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wdym get a reference to the gun object and drag it out to get the socket

deep stump
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Lol take your time

rough knoll
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is there a node that you can get sockets with?

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by name*

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this is as far as i can get

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and idk how to get the return value to the vector

open gorge
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it usually has a coupon with it

deep stump
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Sweet. Thanks man

rough knoll
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any idea abt my issue riff

quick shell
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also how do i open the tutorial, i remember opening one before

rough knoll
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i cannot find anything online abt it

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all i can find is making it go from cameras

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and i really dont feel the need of going through the hassle of setting up a really small camera right at the iron sights tip

open gorge
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you need to get the mesh of the weapon

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then get the socket of that mesh

rough knoll
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i have the mesh of the weapon

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how do i get the socket from it

open gorge
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use the get socket function

rough knoll
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there are many

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and half of them don't go into the vector

open gorge
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that doesn't look like the mesh

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that looks like an object

rough knoll
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ump is the skeletal mesh

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isump is a reference to the object

open gorge
rough knoll
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you have to get the skeletal mesh to get the socket from the skeletal mesh, no?

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oh nvm i think i get what you're saying

open gorge
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if you have the skeletal mesh, then you can get the socket location using the node I screenshotted

outer cosmos
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@plush yew only yesterday i reinstalled os and got all the software and there is still 160gb left in my ssd.

rough knoll
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oh yeah uh

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why is it going backwards

frank oar
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is it possible to use C++ when you originally selected Blueprint ?
and is it possible to use blueprint when you originally used C++
or will those projects be locked into which ever yo chose (not counting nativization).

open gorge
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all C++ projects can use BP's

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you often do

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BP only projects can only use BP, but you can easily convert to a C++ project by creating a new C++ class

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@rough knoll socket is probably backwards

rough knoll
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nah i flipped it and it didnt work

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i just ended up changing 15000 to -15000

outer cosmos
rough knoll
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why is it not able to change the visibility to invisible

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and why is it accessing none

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when it is shown what to access right there in the last ss

frank oar
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thank you @open gorge I am trying to learn C++ So I was considering making a C++ game and using BP when ever I struggle to make something with code.
That sound like an ok idea or silly ?

open gorge
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it's a good idea

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I often use BP's to prototype C++ code

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you can always generate your BP code to C++

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but be warned it's a clusterfuck

plush yew
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@frank oar you can always add CPP to blueprint projects and compile in vs 2019 just fine. CPP can be used for optimization features like optimizing math functions and for loops, things like that. Once you get more advanced you can start porting over your Blueprints to CPP and compile them as needed.

rough knoll
open gorge
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you likely need to just fix them

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they probably just imported improperly

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and you're looking for material, not texture

rough knoll
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but not on the skeletal mesh

frank oar
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thank you @open gorge and @plush yew !

rough knoll
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nvm i can just remove the skeletal mesh and it looks fine lmao

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what about my visibility stuff

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nvm i cant just remove the skeletal mesh because then the firing doesnt work lmao

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still though, i dunno whats going on with the visibility

open gorge
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i'd check your materials and make sure they actually are compiling correctly and you have no errors

rough knoll
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talking about visibility or mats

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because i got rid of the problem by just making it hidden in game and showing the properly colored static mesh only

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for the missing material ump

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i just want to know why it wont change the visibility to not visible and its accessing none

open gorge
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hidden in game doesn't help lol

rough knoll
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the missing mats is no longer my problem

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my only problem now is the visibility of the mesh being shown when it should not

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i turned on hidden in game to hide the skeletal mesh

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i have it properly definedd

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its appearing like this

open gorge
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you may need to restart editor

rough knoll
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@open gorge same after restarting

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same error

open gorge
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it's attached to your character yeah?

rough knoll
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yeah its attached to a socket

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the mesh is set to invisible whenever the game starts though so thats why i dont understand whats up

open gorge
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then you need to set Owner See to false

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in the mesh settings

rough knoll
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cause when i do that its still there

midnight flame
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Hello Everyone I am trying to make an fps but one of my hands wont attach to the under barrel of the gun

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How do I fix this?

hot pine
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@wheat burrow accept friend request please, I am interested in your offer in #looking-for-talent

rough knoll
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@open gorge any idea lmao

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oh haha

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i fixed it

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sometimes just fucking with stuff works

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i had to change the ump reference to static mesh

plush yew
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Hi all.
I am working on 1st game - a VR flight game.
I am having issues in accessing my actors in a smart way - specifically now I wan to signal posts on the level to send info to the aircraft so I can show it on screen.

Can I define my Aircraft actor so it can be simply called from any BP? where should I do this?
(I am working on a single player but want to keep things multiplayer compatible when possible.

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Hi guys, my physic body is colliding with visibility channel, anyway to disable that?

proud narwhal
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I have a skylight, atmosphericfog, and a directional light but the inside of my building is still pitch black, is there a global light I can turn on anywhere?

plush yew
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@proud narwhal have u ramp up the intensity for skylight?

proud narwhal
plush yew
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is there a window where the light can go thru?

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i mean, clearly not since it's pitch black

proud narwhal
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well there is a window behind the current view that’s why the immediate area is super bright, that light would pass through into the adjacent corridor in real life

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there is also a few doors in that area with windows that light would also pass through

hot pine
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Build lighting

proud narwhal
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rebuilding it again now, its a very complex scene so takes a while to do

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Can I exclude objects from the light building? the scene I am working on is a datasmith import so there are, for example, pipes that cannot be seen by the player, it would make sense that they were ignored by the light building process

glad loom
#

Hello, is there a way to make a setting default for all objects of that type? I want all "texture" types to have their filter to "nearest" when the default is "default ( from texture group ) "

plush yew
#

@outer cosmos weird man, i should re-install unreal. make sure to back-up you're game.

supple totem
#

@glad loom I think you need to edit engine code for that. But you can search for all textures on content browser, highlight all, asset actions, edit matrix

#

You could also look into editor scripting, maybe you can code something that loops through all textures and does what you want.

glad loom
#

Alright, thank you, I'll look into that!

restive yarrow
#

Need some tips on HLOD, if anyones willing to help, let me know , thanks in advance

austere scroll
#

Im really starting to question wether i do like game dev or not , i like the idea of it and i have fun and feel accomplished when doing it .

But im not motivated or always excited to do it

#

Is this normal

kindred orbit
#

@austere scroll yes, I believe so

#

That's why breaks are important

austere scroll
#

Ok I'll take notice of that

gentle crypt
#

what happened to the DOF post process? I cant seem to have as much control over it as it used to be. where can i control the amount of blur?

tacit cypress
#

anyone know how to stop those lights relecting off the floor and celling

proud narwhal
#

Is there any way to make every object in my scene collideable with the player in one go?

hushed dune
#

Is it normal that most of the documentation on unreal its made out of blueprint?

#

Trying to figure out all pieces i have to put together

#

But its almost all bp impelemntation

hot pine
#

If fortnite ever gets a space update, perhaps ue4 will get one too

ocean island
#

Hi all, does anyone have any experience with sequence recorder? I have a first person character that is being recorded, which has a spring arm with a camera as its child. For some reason the sequence recorder is not recording the up and down rotation of the camera, only the left and right is. It seems the springarm is not meant to go up and down, yet when I press play it works, but with the recorder it isnt? Is there a way to record the camera without the springarm?
the springarm is necessary due to camera lag and camera rotation lag to smoothen it out

timber minnow
#

Does anyone knows why i have this problem in play mode ? ( some landscape are not at their respective place )

#

i use world compo

plush yew
#

Hello guys, I have a lot shaders on my landscape when I see it ion Wireframe mode

#

what I can do to optimize it?

dusky inlet
#

free assets day ❀️ should be online in 1-2 hours I think no?

west mirage
plush yew
#

?? @dusky inlet

#

what are you talking about?

dusky inlet
#

every first Tuesday of the month ~5 new free asset packs are released on the marketplace @plush yew

plush yew
#

ooo yeah

#

I didn't get the new ones for this month

dusky inlet
#

well then get them now

#

before they are gone

plush yew
#

link?

dusky inlet
plush yew
#

ty

#

I can't find the free ones for this month? hm?

dusky inlet
#

they are on the front page on my end

plush yew
#

O yeah I saw them

#

ty

dusky inlet
#

the ones for August arent released yet

#

in 1-2 hours that will change

plush yew
#

a ok

#

write me in dm when they are online-can you?

dusky inlet
#

nah you'll manage to find them, you have 1 month lol

plush yew
#

wow

#

you can't do it really?

#

....

dusky inlet
#

yes I cant

plush yew
#

wow

#

it costs a lot energy to write 1 message

#

wow man

#

...

dusky inlet
#

agreed

#

thats why I dont do it

#

(the news channel will ping it too so you'll be fine)

plush yew
#

oke then

#

Hello guys, I have a lot shaders on my landscape when I see it ion Wireframe mode
what I can do to optimize it?

deep stump
#

@plush yew Check your free assets

#

they are updated now

plush yew
#

okay

#

thank you

deep stump
#

You're Welcome

thorn vector
untold swallow
#

Hey I wanted to package my game for android multi, it took 10+ hours and still it didn't package, what shall I do?

#

Can anyone let me know what shall I do ????

plush yew
river mesa
#

Where is the best place to ask about crashes in the packaged builds?

plush yew
river mesa
#

oki thanks

plush yew
#

you are welcome πŸ™‚

untold swallow
#

Okay thanks

plain pagoda
#

ran into a small problem

#

why are these arrows rotated?πŸ˜…

#

the scale arrows seem fine

#

but not the move arrows

tight prawn
#

how can i remove this shining effect from my material ?

#

or in better words, what causes this shining effect in material ?

#

I discovered its related to roughness in the material

#

however I have it set to 1

#

so it should be matte, but it is not reflected on my models ?

rocky radish
#

why are these arrows rotated?πŸ˜…
@plain pagoda because thats the transform relative to the world, and the scale arrows are relative to the object, to fix it just press the cube (or planet, it depends on what mode you're on) icon and that will be fixed

plain pagoda
#

@plain pagoda because thats the transform relative to the world, and the scale arrows are relative to the object, to fix it just press the cube (or planet, it depends on what mode you're on) icon and that will be fixed
@rocky radish Thanks, I got it :D

#

or in better words, what causes this shining effect in material ?
@tight prawn Specular or Metal or Roughness

tight prawn
#

Specular + Metal = 0
Roughness = 1

#

this is how i have it setup in my material

#

i've set them all to 1 and this is the result

#

when the camera is far, this shining effect happens

rocky radish
#

@rocky radish Thanks, I got it :D
@plain pagoda np

tight prawn
#

nvm that's an error from my partπŸ˜…

forest holly
#

Does anyone else have issues with slow performance/responsiveness using the launcher to manage engine installs, plugins, and projects? I've always dealt with pretty significant delays simply waiting for a click or scroll to register, which might not seem like much looking at it on a case by case basis, but it adds up to a lot of wasted time. I have a few peers I know have the same issue, but we've just been shrugging it off for the longest time. If anyone had a similar issue and managed to solve it, I'd love to hear what your fix was.

plush yew
#

@forest holly This happens with unattended installs / launcher installs. It can indeed add up over time. The solution is simply to install unreal from source and use source built versions automated with batch scripts (I posted some examples in #engine-source )

frosty minnow
#

I need help, when I import skeleton to unreal engine 4, I get incorrect results.

meager bough
#

i couldnt find anything explicit in the documentation about this, so: what can insights record? i mean what kind of build configurations? can i record performance data from a shipping build? or what should i use?

sweet relic
#

@frosty minnow try setting 'retargeting mode' to 'skeleton'

frosty minnow
#

@sweet relic can you give a few examples, as you mean .

rare heart
#

where can I ask a question on an issue I am having?

sweet relic
#

@frosty minnow I think the option is in the skeletal mesh settings

#

@frosty minnow Actually it is in the skeletal retargeting settings. look here for how to enable it:

#

Basically, open the skeleton. At the top of the tree there is an "Options" dropdown, turn on 'Show Retargeting Options'

#

then set the "Translation Retargeting" mode to skeleton

#

not sure if it will fix what your issue. But I have seen a similar problem with our skelmeshes and that seemed to fix it for us

hearty walrus
#

Why are my shaders not compiling?

#

I'm using the advanced cell shader

plush yew
#

@hearty walrus could be a missing texture or improper material code or an error in the material code. you would have to check the editor log for any warning or error . the file is in ProjectName\Saved\Logs\

hearty walrus
plain pagoda
#

Is Maya hard to learn?

dense hatch
#

depends on your experience and what you plan to do

#

in general, no

gusty dune
#

Are Megascans assets heavy on performance compared to other average market assets?

small pewter
#

How to switch version for your project properly please ? I mean I have a project that was created in 4.24 and I want to switch it to 4.25 properly and without only doing a copy πŸ™‚

dense hatch
#

I'm pretty sure you just change the engine version in your project and point it to an updated engine

#

you can do it from right clicking your project and using a different engine ver

rocky radish
#

Are Megascans assets heavy on performance compared to other average market assets?
@gusty dune depends on the asset

hot pine
#

What are subsystems used for?

small pewter
#

@dense hatch When I right click on the project it doesn't show me that I can open it with another version of the engine

dense hatch
small pewter
#

Oh in the project folder ^^ I thought it was in the Epic Games Unreal Projects

dense hatch
#

Oh from the epic games launcher you can right click show in folder then right click the .uproject file for that menu :)

jaunty cedar
#

How does auto instancing work?

#

Do I have to enable it or will it go automatically?

#

My level is built from a lot of identical static meshes and it would be a life saver if they were automatically converted to instanced.

marsh chasm
#

how do i texture terrain with my own textures

plush yew
#

@marsh chasm check Unreal Engine 4 Documentation > Engine Features > Landscape Outdoor Terrain > Landscape Quick Start Guide > 5. Painting Landscape Materials in documentation

wispy breach
#

Hello, do the physics when manipulating terrain get updated immediately via tools seen in this video https://www.youtube.com/watch?v=gqrVEn-P-Kg ? If so, what's the performance of updating the collision data each frame?

Create and edit large terrains directly within the Unreal Editor with the new ability to add multiple height maps and paint layers to a landscape, and to edit them independently of each other. Plus, use Blueprint to create unique custom brushes, such as one that automatically ...

β–Ά Play video
woeful wadi
#

Why does my animation tab have nothing in it?

quick shell
scarlet oar
#

Not quite sure where to ask this, but if I have a number of soft references and I am cooking a build, should I be placing my assets that are referenced in this way in a folder like /Game/MyGame/AlwaysCook/... blah blah?
The reason I ask is because I have to add those folders to always be included in the cook. Does anyone have any suggestions?

plush yew
#

@scarlet oar i do not do this. i only add directores not to cook via Project Settings -> Packaging -> Directories to never cook

usually all your references will need to be added to the game anyway. if you want to exclude files from being packaged because you want to trim the size of the compressed cooked package, then this makes sense to use Directories never to cook.

scarlet oar
#

I see! @plush yew does that mean I should put my assets that shouldn't be cooked in separate directories like that too? I like the inversion

plush yew
#

You do not have to explictly name them, no

#

what i do is this - i have them as imports from marketplace, right? like stuff i get from other sources

#

i dont want to include all that big heavy stuff in my game. so i simply exclude it.

#

you just explicitly state each full path in the exclusion array settings

#

rather than having a NeverCook directory

#

because that would take a long time to organize your stuff in that directory like that

scarlet oar
#

And stuff you take say from the marketplace you would place in a folder you know is not excluded?

plush yew
#

let unreal do the exclusion test for you

#

no

#

i do not do that

#

i do not have always cook or never cook directories in my game

scarlet oar
#

I meant only if you want it in game, not the whole thing

plush yew
#

by setting directories to never cook you are ensuring it will not be cooked. so no i do not set explicit directories like that via path name.

scarlet oar
#

oh ok I think I got it, appreciate the explanation

marsh chasm
plush yew
#

@marsh chasm usually done via adding a plane with a water material on it. UE4 - Tutorial - Cartoon Water Shader! by Dean Ashford on youtube might have the water material you are looking for. I remember this being particularly good for Water. he also has another one called UE4 - Tutorial - Water Planes! [UPDATE IN DESCRIPTION]

thorn scarab
#

@distant totem many people asked me about it, some even bidding cash lol πŸ™‚ I'll leave it for one of my ips πŸ˜‰

#

@distant totem but if you feel adventurous, you can try figure out. the hint is, this is a result of equation

shell mountain
quick shell
#

is thier a default foliage

prisma wolf
#

has anyone tried using trueSky? Is it possible to get an alpha of the clouds out? thanks

thorn scarab
#

@prisma wolf what do you mean?

#

@prisma wolf i have their licenses just not sure what you mean by "alpha of the clouds out"

prisma wolf
#

@thorn scarab sorry, is it possible to render out EXRs with alpha channel of the clouds

thorn scarab
#

i don't think it's related to the clouds itself, you can write a blueprint for it

barren flume
#

Is there a way I could create a black hole type thing? It can suck ragdolls inside or something (pull ragdoll to the black hole actor idk)

thorn scarab
#

@barren flume yes, i did something like that recently

prisma wolf
#

@thorn scarab I'm quite new to all of this, what do you mean

brisk urchin
#

Quick question on packaging a project. On Game Default map I would set it to the main menu correct?? Also, in my project I only have one map that will be player but I have 2 other maps I used for grayboxing and testing meshes. Will those also be packaged??

alpine laurel
#

how do you completely rename a c++ project in ue 4.25. all the tutorials i found are from 2018-19 and fail

thorn scarab
#

@prisma wolf if you just in the beginning, you could do in two passes.

prisma wolf
#

CloudVisibilityRT texture/material has the look of a potential alpha, is there a way to output that?

quick shell
#

do pillars not work as foliage?

thorn scarab
#

CloudVisibilityRT texture/material has the look of a potential alpha, is there a way to output that?
@prisma wolf yes you can try this way

zinc shore
#

Why doesn’t on actor begin over lap trigger if the player spawns inside the volume

halcyon flame
#

4.25.3 seems to freeze very consistently and can't even be killed through a script or the task manager. what in the world might be causing this?

#

@thin tendon the app according to task mgr has a dynamic cpu usage but memory usage is clearly stuck at the same amount. this is not the engine hanging isn't it? will a fresh install likely fix this? I installed this version a week ago or so and it never really worked for me

zinc shore
#

@halcyon flame I’ve had this same issue recently and restarting the computer and doing driver updates seemed to fix it for me also set Ue4 in settings to have best performance enabled

halcyon flame
#

@zinc shore thanks

#

what drivers did you update?

zinc shore
#

I had a graphics driver update recently

proud verge
#

Question: while playing in PIE, spawned AI actors lower FPS pretty fast, as little as 100 spawned AI actors can cause FPS to drop from 60fps to to 20FPS; Question: is this fps drop only happening during PIE play? or this FPS drop is also going to happen In-game after packaging the game? Since FPS is always faster while playing a packaged game than PIE, maybe it will, since it's logicall, but not as heavy as PIE so it wont be such a great factor and FPS and we should use it without worry

halcyon flame
#

@proud verge my inclination is that you should see if there's a way to stop abrupt PIE performance drops when they first crop up.

proud verge
#

I know, but my questions is, since FPS drops faster in PIE, is it safe to spawn AI actors, even if this drops happen, since after, packaging they wont matter, because packaged games, run faster?

#

or are they also going to have a heavy impact after packaging

halcyon flame
#

ultimately if they only have an impact in PIE then it shouldn't be a problem

zinc shore
#

I’m using a laptop and when it’s not plugged in UE performance drops for me cause this

rocky radish
#

do pillars not work as foliage?
@quick shell you need to enable it as a foliage brush

halcyon flame
#

if your dev cycle supports commonly building and you aren't seeing a hint of these issues with the built version

distant totem
#

@thorn scarab so what's the most recent bid? haha jk, and no worries, one day when I have more time I'll have a crack at it

quick shell
#

wheres that

thorn scarab
#

@distant totem that would be not too modest to say it out loud πŸ™‚ You definitely will. Just keep in mind it's algebraical task, not just UE thing

weary basalt
#

Ive recently updated to 4.25.3

halcyon flame
halcyon flame
#

same issue here @weary basalt

proud verge
#

UE 4.25 is horrible..... lights are terrible

halcyon flame
#

@zinc shore

weary basalt
#

Dingoman, do you have dual monitors?

halcyon flame
#

triple

#

@proud verge how so?

weary basalt
#

Do you have a fix? lol

halcyon flame
#

no, I was hoping it was a driver issue. I've seen this in multiple engine versions

weary basalt
#

Ive had it in 4.22.1 but not this severe.

halcyon flame
#

same

weary basalt
#

Its almost unusable now.

halcyon flame
#

yes

proud verge
#

yes, i had a project with perfect lights, but i updated from UE 4.24 to 4.25 and all my lights were ruined, super bright and not realistic, so i droped the idea of updating to UE4.25

#

Maybe DV ruined lights by working on the new light system they want to implement for UE5

#

and iΒ΄m not alone, lights in UE4.25 are not working for other devs

weary basalt
#

Im making a bug report with this video.

proud verge
#

i was so glad i had backup from my UE4.24 project

weary basalt
#

Its actually pretty painful.

#

I thought it might have been tied to GSync, but disabling that hasnt done anything

halcyon flame
#

you can add mine if you want

grim ore
#

@halcyon flame disable menu window animations in editor settings if they are on

halcyon flame
#

trying to open editor preferences from the main window just caused a crash

#

this is a fresh 4.25.3 install from the past week. is there any reason that uninstalling and reinstalling would help this? having a ton of issues w/ crashes left right and center

grim ore
#

99% of the time that is due to high dpi issues and menu animations being on

#

Try repair instead of reinstalling

halcyon flame
#

thank you

#

can't even kill the app w/ the task manager somehow

weary basalt
#

Oh jesus @grim ore

grim ore
#

Eep

weary basalt
#

Amazing man, very nice.

#

Ill still make a bug report for this.

grim ore
#

It's been like that for a while now I would guess there is one or 20 lol

#

Menu animations should default to off now so maybe a regression in a minor release

weary basalt
#

Ive had it forever, but id say my settings have always been carried over so its been retained.

grim ore
#

Yeah that was my thought

weary basalt
#

Bug report submitted.

#

I doubt it will get fixed considering there is a workaround.

#

lol

rocky radish
#

yes, i had a project with perfect lights, but i updated from UE 4.24 to 4.25 and all my lights were ruined, super bright and not realistic, so i droped the idea of updating to UE4.25
@proud verge isn't it because of the new auto exposure in 4.25?

vestal copper
#

im having a rather annoying issue which is probably due to me being completely inexperienced with the program but i cant find any help anywhere

eternal rain
#

What kind of issue?

vestal copper
#

trying to work on the map terrain using world composition, i saved and exited the program and came back to it, tried to resume editing the terrain, but i cant get the levels/landscapes to appear in the world. i clicked "load" on all of them and they wont even appear in the world comp panel

eternal rain
#

ah ok. I haven't had a chance to study that part yet; hopefully someone here has

sinful osprey
#

Anyone know what file in UE4 saves all the Content Browser settings like favorites, folder colors, etc? It's not saving for me and I'm thinking it might be checked in to P4 and needs to be checked out.

vestal copper
#

i cant find any help on the web or anywhere else on discord and ive just been trying to get the landscape to show up in the world all night, i was meant to have this all dont by tonight lol

dire fjord
#

I'm having issues with a plugin. Our company purchase allright animation rig 2.0 to use on a project. It installs as an engine plugin, and we always move these into the project directory so that they can be maintained in the repo so that everyone working on it can use the plugin. I've done this with other programs and there is no issue. Allright Animation rig just causes the project to crash on open as soon as it is put in the plugin directory. Has anyone encountered anything like this before? I have removed it from the engine itself, so there is only 1 copy (and the engine copy wasn't even enabled for the project before this)

#

The error itself seems rather generic UE4Editor_CoreUObject!UStruct::Serialize() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:1304] UE4Editor_CoreUObject!UClass::Serialize() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3548] UE4Editor_Engine!UBlueprintGeneratedClass::Serialize() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:1629]

quick shell
brisk urchin
#

If I have an item that follows the player when it is picked up, is there a way to have that item ignore collision from walls? The problem i'm having is that the player uses a teleporter while holding that item. When the player teleports that item tries to fly to the player's new location.

jaunty forum
#

Hey can someone answer in regards to my reddit post?

#

Just wondering

proud verge
#

@proud verge isn't it because of the new auto exposure in 4.25?
@rocky radish I did try to make it work, because i wanted to use UE4.25, but it was impossible, lights were so awefull in UE4.25 and i spent so many time trying to make them work that i just decided to stay in UE4.24

#

I think they ruined lights because they are trying to implement lumen, and i belive its not working, since i read that there has been some complains during dev in UE5 testings, and i think they even had to drop the use of it, for now at least

#

And i wanted to use UE4.25 because Niagara is already finished

#

"production ready"

barren flume
#

Darn I forgot again how to get the viewport controls to show up like perspective and the scale

#

I don't know what I pressed

#

these things

quiet token
#

L I T

pliant rose
#

i wish to learn your opinions regarding following statement related to my work: Prime Nature of the Project CyberSpace is to push an idea that CyberSpace is a dimension that exists alongside the Reality and Astral. what do you think about this statement?

exotic thicket
#

Ugh the fucking UE crash reporter crashed and left a zombie UE4 process in the background, which was then preventing me from saving my level 🀦

latent hemlock
#

Hey speaking of Niagara

#

Does anyone know ho to use a BW heightmap to control particle position in a grid?

#

I've only been able to use a scenecapture2d which embeds height in the alpha so far

#

Just trying to use an RT with a BW image, should be simple but super stuck

kindred orbit
#

I can't find any vids explaining all the blueprints and what they do

#

Anyone know of any?

latent hemlock
#

yeah

#

dude goes over almost everything

kindred orbit
#

@latent hemlock thank you

#

Wyw in return lmao

kindred orbit
#

However I'm guessing this isn't the best way to learn

tender pecan
#

"best way" is very broad, and not everyone learns at the same pace, nor does the same techniques work well with everyone, but generally speaking learning and doing examples to reinforce and repetition helps. anything where you are creating and doing or following along from basic building blocks to achieve a measurable end goal is progress and could be considered educational. if formal is not an option of course.

carmine tree
#

big question, does unreal engine support lua

latent hemlock
#

@kindred orbit personally, I just go through tutorials and learn from the process (which is what I'm doing now acutally)

kindred orbit
#

Same

#

Learn quite a bit from it

#

RN I just can't seem to wrap my head around the logics of line tracer

latent hemlock
#

Same, but for extracting color and translating to position in niagara lol

plush yew
regal hollow
#

Specular shouldn't be adjusted dude

#

but you can multiply it with a constant

#

@plush yew

pliant rose
#

Best way is time.. After 1.5 years of aimlessly copy pasting, brain gained understanding of some concepts of programming, and now Im able to animate the lightball within BP xD

kindred orbit
#

@pliant rose lmao legend

#

So you're saying it's ok just to c and p

pliant rose
#

yes until your brain will auto forge and strengthern the connections for you and give you the result

kindred orbit
#

I just never knew it was helpful

pliant rose
#

i mean i am glad for the time - result im getting. Obviously not a professional but able to get some shi t done

#

it is..

#

ive noticed it when I at some point when I was on holiday in ukraine for 6th month, at some point chinese words that I could not remember when I were learning them, suddently occured on my mind. Im pretty sure its periodic, like 6month after or smth like that.. same with this.. I guess im dumb a little, or retrded, but happy lol

prisma plank
#

How to paint with quixel straight line normal? Ctrl not working

worldly rose
#

Is there a special name for the main viewport in the editor, like Level Viewport or something like that, to separate it from all the other viewports in the Blueprint edtior and so on.

tight prawn
#

I need to have a couple of models intersecting, but this choppy glitch is unwanted, is there a way to fix it ?

restive eagle
#

i dont know if you can do anything inside the material, but you could try moving one of the objects by couple of pixels to front/back

tight prawn
#

I need them intersecting at the same position, not hack it and move them a pixel apart from each other

ember cliff
#

Uh, anyone else having problems with the landscape editing tools only giving you the sculpt mode? (Latest release)

proud narwhal
#

I am looking at turbosquid for some models for a VR project we are working on, is there anything I need to keep in mind when picking out the ones we like? other than being in .fbx or the unreal model format?

stuck linden
#

does anyone know how to texture combined meshes?

#

if so pls pm im stuck

rocky radish
#

I need them intersecting at the same position, not hack it and move them a pixel apart from each other
@tight prawn then it will always happen, i really doubt you can fix that unless you move it a few pixels back

near iris
#

hello guys I'm new in Unreal Engine, I have 2 questions, can we develop via Unreal Engine with low/medium pc? And can we combine C++ and python in the same project using Unreal Engine?

kindred orbit
#

@near iris what do you mean by low/medium PC? What's your specs?

near iris
#

i5 3350p and 8gb ram

#

@kindred orbit

#

and I have them from 2014-2015 if it can help in somehow

kindred orbit
#

Should be able to run

near iris
#

alright

kindred orbit
#

What gpu?

near iris
#

gtx 1050ti

#

from gygabite

kindred orbit
#

Yup that'll do

near iris
#

sounds good

#

and what about the C++ and python in the same project

kindred orbit
#

I'm not sure

#

I'm a blueprint guy

near iris
#

oh alright

#

cuz I mean C++ and python

#

are op af

kindred orbit
#

You probably could

near iris
#

and if both in same project = big thing

kindred orbit
#

I guess

rough knoll
rocky radish
#

whats the difference?
@rough knoll on clicked is when you pressed and released the button

#

on pressed is while you're pressing the button

rough knoll
#

ok

kindred orbit
#

Yea

#

Difference between sniper and machine gun

rough knoll
#

im casting tho

#

what is this about

#

nvm

#

just had to compile thirdpersoncharacter lmao

kindred orbit
#

If only warnings were clearer

#

And understandable

late loom
near iris
#

so guys yk if we can use C++ and python in same Unreal Engine project?

restive yarrow
#

Can anyone give me tips on HLOD, I have 2 large cities and about 4 towns and im not sure how much radius I need to have, or how many buildings i need to have merged already

whole quarry
#

@tight prawn that "glitch" is called Z fighting and is not really a bug but the result of 2 images being in the same space. In the real world you would trigger an apocalyptic paradox, but computers are nicer and solve it this way. The easiest solution is to have them differ in size by 1 pixel (like 1 is 1 pixel thicker or thinner then the other) or by moving 1 just 1 pixel forward or backward. Another solution would be using world position for UV or making some masking system.

rough knoll
#

sorry if how i say this is not easy to understand

#

I have a gate that i made to only allow something to run once

#

all i want to run once is the spawning of my UMP model whenever it is unlocked

#

everything runs smoothly except i cannot set the visibility to true whenever it is unlocked

#

so i have to swap weapons back and forth to get it to show up

#

how do i make it show up the first time

idle hearth
#

Can anyone help about this SP.PanoramicMovie

#

Video capture

glad basin
#

Could you guys recommend some other good channels for me?

trim trail
#

hey, I just saw yesterday that blender addons for exporting meshes and rigs were released on github few weeks ago, which is wonderful news to me, but got 2 questions 1. seeing github access requires linking ue4 account to github, is blender addon some official script (as in, maintained by epics)? 2. will it become eventually a live link for seamless world building/modifying? From what I quickly googled, there's no stable live link, there was one person who did a prototype long time ago

rough knoll
#

i know how i could fix my problem but i really do not feel like doing it

#

i'd have to make a new actor that sets the weapon as unlocked

#

and i would have to replace basically all of my casts

thick gazelle
#

protip: if you add ActionMappings in DefaultInput.ini manually you need to write "One" "Two" etc. instead of "1" "2" etc. you won't find this problem thought because the project settings dialog happily displays everything correctly

// DefaultInput.ini
+ActionMappings=(ActionName="Test",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=5) // does not work
+ActionMappings=(ActionName="Test",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Five) // works
restive yarrow
#

How can I make my HLOD's LOD level 1 clusters also be in LOD level 2 and 3?

exotic thicket
#

If an actor gets destroyed, do you have to unbind any events you've bound manually? Or do they get cleaned up with the destroyed actor automatically? Using BP's in case that makes any difference

thick gazelle
#

@exotic thicket no need to unbind events use weak pointers

exotic thicket
#

okay, thanks :)

jolly jungle
#

my input axis doesnt work, i have left and right keys give a value of -1 and 1 respectively but it just always outputs 0

full thunder
#

nobody can help you

exotic thicket
#

ah yes the best way is to ping 10 000 people who I'm sure have nothing better to do

full thunder
#

sorry i have to go walk my fish, can't help

rocky radish
#

my input axis doesnt work, i have left and right keys give a value of -1 and 1 respectively but it just always outputs 0
@jolly jungle can you show a screenshot?

jolly jungle
#

sure

rocky radish
#

and where are you implementing these input axis?

#

MoveForward and MoveUp

jolly jungle
rocky radish
#

are you sure you're playing with this exact character class you created?

jolly jungle
#

yes

#

positive

#

it has a cylinder and camera and both of those show up when playing

#

also other things i have done in this character work

#

just not inputs

rocky radish
#

and are you sure you're pressing A and D keys?

jolly jungle
#

yes

#

and i have also tried arrows

rocky radish
#

hmm... πŸ€”

jolly jungle
#

im gonna try a normal action mapping and see if that works

#

oh im an actual idiot

#

i am the stupidest idiot on the entire planet

#

i hadnt been clicking for mouse control

#

now everything looks great

#

sorry for wasting ur time

rocky radish
#

lol its fine

plush yew
#

anyone know how to fix this? s (64-bit)): ERROR: Unable to compile source files i deleted my intermediate folder but it still gives the errors and i have checked my files in vs and there is no errors

#

nvm found the error

odd lava
#

can I simulate physics on a mesh component of an actor without propagating its movement to the actor itself? I want physics to change the relative location of the mesh to the actor

viscid coral
#

hi i'm new to unreal. any advice?

cedar wave
#

Get started

quaint fox
#

can i force a recompile through the project file somehow

fierce rampart
#

I wish there was a better solution for decals on skinned characters.

dire moth
#

Spawn Decal Attached?

fierce rampart
#

That's the thing I'm looking for the better solution for. Spawning a decal attached to a bone don't work good.

dire moth
#

I guess I could see it not working well if you have a very large decal. For smaller decals such as bullet holes or small blood splats it seems to work just fine

#

I haven't done larger decals on skeleton meshes yet so can't help ya there

fierce rampart
#

Right now I've got a system that's based on Tom Looman's system which works a bit better but I'm still searching for a better solution.

untold swallow
#

Hey anyone Up?

#

I was trying to package a game for android and I got some warnings , shall I show what are they?

#

It was something like the data cache is slow

#

Can anyone help?

sand bobcat
#

Does anybody know why Umodel doesn't extract sound files? But can export models.

midnight flame
#

Hi quick question

#

How do I make a character mesh launch into the air?

dire moth
#

on a character? or a skeleton mesh etc?

#

character like a player, AI, etc -> Launch Character

#

skeleton mesh -> simulate physics, add force

plush yew
#

Hello, how does lighting work in unreal?

LIGHTNING NEEDS TO REBUILD (... items )

#

But when i add lights, the number is going up.. XD

misty owl
#

In Unreal you only have to rebuild the lighting once. After that, you'll just have to rebuild the lighting, then rebuild the lighting. Once the lighting has been rebuilt, you can rebuild the lighting, finish up a few other things, like rebuilding the lighting. Then you should be ready. To start rebuilding the lighting.

#

There is only rebuilding the lighting. There is only compiling the shaders. We compile. We rebuild.

midnight flame
#

@dire moth Here is the problem. Im making a tank game and I want it to self destruct by pressing a button but I have no Idea how to do that

#

But my mesh isnt technicaly a character

dire moth
#

well if you want it to actually destruct, you can do that by doing Destroy Actor

#

you could also do other stuff prior to that; depends on how you have the tank mesh set up

#

if it's simulating physics, you can add Force from underneath the tank and have it flip over etc, then destroy actor later

midnight flame
#

When i try to simulate physics it says that I need to link something as the character

#

This blueprint (self) is not a PrimitiveComponent, therefore ' Target ' must have a connection.

#

Thats what is says

#

Actualy Wait now it works thanks

#

Well I have one more problem

#

Even tho simulate physics works add force does not

odd lava
#

is it possible to have a client/server setup where the server sends the levels to the client without requiring them to get a client update for minor level changes?

thick knoll
#

Hey guys! I have a masking issue -- I have this unwanted color burn affect when blending 2 materials with a lerp. On first glance I feel like this setup should be fine as it is taking a BW input for alpha. What is it I am doing wrong?

next badger
#

@thick knoll lerp can be negative too, use saturate on your alpha input to clamp it

thick knoll
#

oh ok that would make sense!

#

so is the lerp between -1 and 1?

compact sail
next badger
thick knoll
#

@next badger thanks for the help worked great πŸ™‚

next badger
#

@thick knoll lerp is not clamped...it can be -inf..inf+

thick knoll
#

ah ok awesome thanks!

#

on a visual level what is going on? In my mind an alpha is white or black, how do I go "over white / black"

next badger
#

if you lerp some texture above 1 it will bloom in emissive

thick knoll
#

ahh I see!

next badger
#

@thick knoll i see no where you alpha comes from

bitter iris
#

how are they doing it over internet does anyone know

#

lan only for me :/

thick knoll
#

@next badger ah just for convenience I didn't SS it so it was not too small to read. It's a combination of Normal based + world based gradient to get detailed blending

next badger
#

@bitter iris it's ue4 feature...and it requires server to be run, also it's slow over internet (relatively slow)

bitter iris
#

slow if bad internet connection or just slow?

next badger
#

it designed for LAN, so you guess

marble hazel
#

Hey everybody, I am having this problem when I am importing this csv of sound cues. When I import it to be a data table none of the sound names in the csv link to the ones in the table in unreal. It was working yesterday but I added more entries and re imported and now it's not. Does anyone know why that could be?

#

It's saying that the columns were not found is the error I am getting. It is exactly as it was yesterday but I added more rows with more data today

plush yew
#

@misty owl i does not work, it still says lightning needs to rebuild, i want to light up a wall.. but i can't light it up, or it will say lightning needs to rebuild

misty owl
#

You have to rebuild the lighting after you modify the scene.

#

If you add/move/scale/rotate something

steady zodiac
misty owl
#

Click the little down-facing arrow next to the Play button at the top of the window

#

top option should be "Build Lighting Only"

#

You can make a lot of edits to your scene, and just rebuild once at the end. Just get used to seeing that friendly RED MESSAGE at the top of your window πŸ˜„

plush yew
#

aah okay, thanks for you're help

#

do you know how to make you're game phone ready? i need to have a jump and move option, but i don't know how to add 😦

#

i already made a simple logo on evry format. but i need to make it phone ready.

misty owl
#

I do not, but skimming this video seems to be a good place to start: https://www.youtube.com/watch?v=zfwORDtQDUg

Read the post: http://andauth.co/Unreal7Min | In this video, Adam Sinicki will explain how to create a (very) simple 2D platformer in Unreal for Android. It's not much - but you'll have your own character running around with their own animations, navigating a level you designe...

β–Ά Play video
#

Especially that last minute where he goes over packaging the game. Should give you a good place to start googling from.

steady zodiac
#

I want the raycast to go down, but the farther I go the more the raycast rotates. I guess it has something to do with local / world space? The mesh is not rotation though
https://i.imgur.com/Ef0PkKK.png

thick knoll
#

sigh, how do I get the options on the left hand side back when I click on things...managed to make it disappear >.>

#

It's weird, details in this material is always blank, but if I go to others the options appear like normal

tight prawn
#

i'm switching from using Layer Blends in landscape

#

to direct material usage

#

how do i substitute this height blend layer in my material ?

hollow obsidian
#

This boi needs the basic assistance
Real noob question..
I can apply materials/textures to things by dragging/dropping...
What is the fast way.. of doing that for multiple (if not hundreds) surfaces ?
(also.. am i in the wrong chat ^^; ) .. i dont see a "assistance/help" chat

plush yew
#

does someone have experience launching a mobile game?

#

i want to launch my game on my phone for a test run, but i can't figure out how to do it

#

Hey guys, how does one get the weapon to animate in sync to an animation? EX- R makes the character reload, but the gun is static. I've made the gun animated and the rig animated separately in blender. Watched countless tutorials, but only found ones that show the rig. For what its worth, I am using a "True" first person setup so I'm not sure if that makes animating the rig different

#

thanks

keen moss
#

the decal function in unreal, is there something similar to that possible in max?

plush yew
#

i got 2 problems..

  • I can't figure out how to launch a mobile game, on my device in developer mode..

  • i can't figure out to save progress, in the same level.. 😦

shadow violet
#

is it possible to convert ue3 particles to u4 particles?

plush yew
#

@plush yew its been 1,5 hours, watched evry video on youtube.. and nvidia won't work, cause i can't make a account..

#

email verivication won't work, sdk won't work..

#

i am watching this right now, i can't figure out the first step already... 😦

#

You need an NVIDIA account? Hm. I dont have UE4 open now but i swore i saw an option to test for phone

#

there is, but if i launch it it will crash..

#

you need to have a program, that unreal can launch you're game on you're phone

#

idk what to do anymore.. 😦

#

Hm. Sorry, I don't know. I would keep trying for the verification to get that app, it sounds like its essential to have

#

i can't get a account from nvidia, it will ask a vericication mail.. but i won't get it

#

i tried 3 diffrent mails, and tried to forgot password option on a existing account

#

Check junk/Spam folders maybe

sonic tinsel
#

Anyone know why nothing would be showing up here? trying to connect my epic account to github

lime gull
#

Is it possible to get a camera actor to follow a spline? All the tutorials I see use the players camera, but Im using a camera I placed in the level

plush yew
#

thank you, it was there.. hope i can do something now @plush yew

#

I wish you the best of luck boyos

willow plank
#

guys is it bad for performance or any fps if i overlap uv's if needed

#

what about movable objects?

#

like a character

#

then okay thank you

#

uhum, understood, thanks man!

barren flume
#

just by deleting stuff

plush yew
#

I wish you the best of luck boyos
@plush yew

i finially downloaded the program, but now it is saying errors again.. im fking done..

#

just wasted all my time, can't even launch my own game i spend weeks on.

#

Shit man, sorry to hear that. I hope you can figure it out, may have to restart which sucks ass :/ just chose to restart myself as well

#

take a break and chip away slowly so it doesnt feel like a drag

#

naah man, i don't want to restart.. this is not my fault or something.. i just can't figure out why it is not working.. but i'm just done with mobile games

#

i'll make it freaking steam hopefully..

#

but i still have no option to save progress... 😦

quick plover
#

Hi all, I have a character with earrings, in order to animate them, an also other accesories, should I animate them before importing to UE? or there's a way of running a rigid body simulation inside UE? or something for these matters?

#

I'm thinking of; when the character moves to the right, the earrings moves too with a delay, that kind of secondary animations

grim ore
#

@quick plover there are animation stuff you can use in engine to do that, look for dangly bits info in the docs and videos. They show it in use for fornite and paragon

plush yew
barren flume
#

happened again

grim ore
quick plover
#

ooh thank you very much I didn't even know how to call them

grim ore
#

dangly bits is the general animation term lol

low brook
#

so im trying to download the blender addon but its giving me a page not found. I know that means i have to connect my accounts but i have done that so im not sure what now

#

why is that message lookin weird

quick shell
#

is thier an audio program like thier is blender?

onyx rivet
#

hello guys, i need some quick help please, i'm building a multiplayer game based on a dedicated server, and i couldn't figure out how to use the voice chat, because i'm not using steam or anything, who's familiar with this? i need some help :/

plush yew
#

i want to download my game for my mobile phone.. but i can't download the software

#

nvidia codeworks ^^

hollow briar
#

hello, i don't know if its correct room, but I'm looking for people whose want to learn and practise creating games in ue4. This is not a job offer, but I just simply want to invite you to develop simple tower defense game with me

muted sequoia
#

Whenever i open a project on unreal engine it just freezes, and i have reset my whole computer, and reinstall every single app.I have verified my engine and I do not know what i should do.This is happening to all my projects, and the new projects I create.I have use unreal 4.25.3 and 4.24.3, i om currently trying it on the latest unreal engine.

plush yew
#

How to make a loadout gun attachments menu

willow river
#

is it possible to implement wxWidgets in UE4?

ornate ice
#

One question, is it possible to do Distance Matching with In-Place animations?

ornate forge
harsh tiger
#

hello everyone, i want to take a screenshot in game and have it save to my desktop (this is working perfectly) however, i want to add a watermark to these screenshots. which would be the best way to approach this?

ornate forge
#

@harsh tiger You can download GIMP and use it to paste your watermark

harsh tiger
#

i want the watermark to be automatically added for the user

#

so the player can hit screenshot and post it to twitter or facebook etc, an the watermark be added to the picture. without them having to do the GIMP method

iron wadi
#

hey guys, what's your day to day in engine work memory usage like? do you get PIEs in the range of 10+GBs?

harsh tiger
ornate forge
harsh tiger
#

that looks like this, but i somehow have to add the watermark to "Capture Component" before the export render target

ornate forge
#

You need to create a new material, use the generated texture above and the watermark as its inputs

harsh tiger
#

the frustrating part is, what your saying makes perfect sense. i just have no clue where to start πŸ˜‚

near iris
#

hi guys, I would need some help

#

I know we can code via blueprints and C++ but at the beginning when I'm creating my project I can't choose between those (I'm using 4.25 version) you guys have got any idea about how can I put the entire project on C++ or in blueprints? would be very helpful

grim ore
#

why cant you choose?

#

its the top left drop down box after you select the template you want to use @near iris

runic fern
#

Hey Guys

#

How its going

#

Please I need advice Everytime iam Updating From Master

#

Im getting Index.lock in .git folder

#

its locking the repository how can i fix this and how can i update the branch without any problems

near iris
#

@grim ore wait gonna take a pic

#

and show you

grim ore
#

did you select a template and hit next?

near iris
#

ohhhhhhh

#

okkkkkk

#

I see now

#

thanks brother

#

okk now it makes sense

#

I watched a video

#

and it wasn't like that

grim ore
#

yep it was updated in .24

near iris
#

idk I'm very new

#

just installed it today

#

but it looks awesome af

runic fern
#

and can i use a " Simulator " Name beside my Project Name ?

next coral
#

hey!

#

if i wanted to make a game mechanic in vr where basically you look at a source of water and you press a button, an invisible rope attaches to your hand and attaches to a ball of water. It pulls it to you and you can like fling it around

#

how would i do that?

last dove
#

physics

#

do a line trace that goes out of the forward vector from the camera, if it hits water, grab the water

harsh tiger
#

this button can be clicked in game. an takes a screenshot. but in the designer it isn't connected to a clicked or pressed event. does anyone know how this could be firing when clicked without an event

#

seems like a bug or something

last dove
#

it has to be connected to something

harsh tiger
#

thats what i'm thinking

#

it doesn't even have references inside the event graph

last dove
#

is it possibly happening when you press the left mouse button anywhere?

harsh tiger
#

nope, just on the "take photo" button

last dove
#

hm

#

then yeah there's something that's triggering it

grim ore
#

search blueprints for the code that is doing the screenshot event

harsh tiger
#

thats the details panel

#

but that actor ^ is a child actor within the character blueprint

grim ore
#

search for what calls the take picture event

harsh tiger
#

search for the actor or the actual event?

grim ore
#

search all blueprints for TakePicture

harsh tiger
#

i think this is doing it just for the actor thats open. how would i do it for all blueprints, sorry, never done this search all before

grim ore
#

you can also right click that TakePicture event, find references then click the little binocular icon on the right to search all blueprints

#

and find is not the same as search

harsh tiger
grim ore
#

in that find results in the top right of that text box is the search all blueprints shortcut

harsh tiger
#

ahhh, thank you

grim ore
#

welp thats all the stuff that calls it so one of those is firing off for some reason

runic fern
#

Mr Mathew How are you

harsh tiger
#

this isn't my system btw, hense the confusion ahha

lime gull
#

How can I disable the camera moving from the mouse

warped silo
#

Anyone got a bead on when 4.26 should drop?

quick shell
#

will a main menu be a level or widget?

#

what world space does it take up?

hearty walrus
#

How do I make a border in Widget UI?

#

so there's a white outline on this

grim ore
#

@quick shell a main menu is normally screen spac and would be a widget

hearty walrus
#

I do botch

#

both*

quick shell
#

what is a screen space?

hearty walrus
#

so create a blank level with nothing but the main menu widget

quick shell
#

the left side of the screen is where all the objects are for widgets

grim ore
#

screen space is what you see on the screen. your monitor space basically, the viewport