#ue4-general

1 messages · Page 860 of 1

sharp oasis
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the first one is the "original one but when i import it it in the second one this happens ,how can i fix it?

lament barn
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In Blender, I unwrapped the cube, assigned faces with color, exported as FBX and in Unreal it's plain.

empty crest
polar verge
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I'm looking for a game development guide on "small characters in big worlds" concepts. I need to learn proper scaling, best practices, etc.

karmic sage
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Hello there! I'm learning the engine and I would like to take notes on a pdf. Is there the possibility to get one from the online documentation?

rotund scroll
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I'm looking for a game development guide on "small characters in big worlds" concepts. I need to learn proper scaling, best practices, etc.
@polar verge generally you would want to set metrics for the world that would then define the size of your characters. metrics are usually set from two core variables: the player's camera and the game speed

empty crest
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@karmic sage I don't know of official pdf's but you can try printing to pdf. If you have Adobe suite I think they have a driver included, otherwise you'll have to get a free one like cutepdf, then you just ctrl+p the page you want to keep and select the proper driver and print to file.

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The built in print-to-file drivers in Windows 10 have their own formats that you probably don't want to use

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xps or open xps files for the Microsoft xps document writer, and a prn file for the onenote driver 😛

polar verge
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@rotund scroll Where would I set metrics in the camera? Not seeing that as an option. Or maybe I'm misunderstanding.

rotund scroll
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@rotund scroll Where would I set metrics in the camera? Not seeing that as an option. Or maybe I'm misunderstanding.
@polar verge you're misunderstanding. there is no "setting" for this. this is part of the design process. you decide how the camera is. if it's first person or third person or a sidescroller or whatever. based on those choices, you will have to make a choice about how big the world is, in terms of gameplay collision

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then, you have to decide on the game speed as well. if you're doing a racing game or a really fast paced game like quake 3 arena or unreal tournament, then your metrics need to be bigger because you have to accommodate rapid movement and give players time to brace for turns etc.

polar verge
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Ahh I see. That's making more sense. Thank you.

rotund scroll
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the reason camera is important is because it's the player's viewpoint in the world, so everything has to be scaled relative to that

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if you're doing first person, putting the camera higher up would indicate that your character is massive, lower would indicate miniature etc.

lucid grove
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Anyone have experience with footsteps sounds on layered material?

winter gale
#

Quick #UE4 Tip number 6.

Want an easier way to get random items from an Array? Follow this method.

#unreal #unrealengine #unrealtips #unrealdev #indiegamedev #gamedev #indiedev

Quick #UE4 Tip number 7.

Want to see variables from your parent class? Enable "Show Inherited Variables" from My Blueprint tab.

#unreal #unrealengine #unrealtips #unrealdev #indiegamedev #gamedev #indiedev

Quick #UE4 Tip number 8.

Want to make a performance friendly bobbing effect? Use this material graph.

#unreal #unrealengine #unrealtips #unrealdev #indiegamedev #gamedev #indiedev

Quick #UE4 Tip number 9.

Constantly moving/rotating your actors? Of course you do! So Enable Combined Translate/Rotate Widget and Enable 2D combined translate + rotate widget.

#unreal #unrealengine #unrealtips #unrealdev #indiegamedev #gamedev #indiedev

zinc shore
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how can i make a curser that a gamepad joystick can move around the screen

grim ore
sterile tulip
lucid grove
grim ore
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seriously lol?

lucid grove
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yep

grim ore
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oy

lucid grove
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It was hidden under same folders with meshes and stuff

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Jeez

warm hornet
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Can anyone tell me is there a way to have your cmd settings, ie stat fps and any custom layout you have created to load automatically when you create a new project?
Right now I need to manually load my custom layout and enter 'stat fps' every time i create a new project.

rotund scroll
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modifying some of the ini files I'm sure can help out with that @warm hornet

karmic sage
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@karmic sage I don't know of official pdf's but you can try printing to pdf. If you have Adobe suite I think they have a driver included, otherwise you'll have to get a free one like cutepdf, then you just ctrl+p the page you want to keep and select the proper driver and print to file.
@empty crest thanks Gary

empty crest
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👍

zinc shore
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for a virtual curser I've seen plugins for it but is it possible in BP or do i have to use a plugin

grim ore
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yes it is possible in blueprints

exotic thicket
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...a virtual curser?

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like, something that swears?

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sorry I know you probably meant cursor but...lol

grim ore
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did you look at the link I gave you, there is atleast 1 video on how to do it

zinc shore
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how would i do it like would i set the mouse cursers position

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i saw sompthing on useing a gamepad to move a crosshair i assume i would do the same but instead set the mouse cursor position

grim ore
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yes

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there is a literal set mouse position node

zinc shore
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oh ok

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now can i set the widget focus to be what ever is under the mouse cursor so the gamepad can press the button

sterile tulip
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the new water system makes everything so much easier and faster

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and real clouds are also a nice feature

zinc shore
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I've heard the clouds are performance intensive so far

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but i haven't used them my self so idk if that's true

sterile tulip
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Yeah you will have to put it in the graphics settings

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So whoever has a decent build can activate it

timid frost
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How I can make objects be able to fall down by itself like book or photo hanging on the wall

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Need help

sterile tulip
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Activate physics

ornate forge
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Check the "Simulate Physics" box in the properties

timid frost
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No when my character reach that a certain point then

sterile tulip
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You make a collision box in the object bp

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And make a node for on overlap with the collision box

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And activate physics

timid frost
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Should I try to associate it with trigger box

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Or blubblub your method is better

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I tried it its working thanks alot for your support

sterile tulip
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No problem

timid frost
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Can u help me in one more thing

zinc shore
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how can it make it where hitting A on my gamepad clicks where ever the mouse cursor is and not the user focus

timid frost
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Dude I am totally new just you can say noob

empty crest
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who is calling you a noob

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Anomaly isn't talking to you

timid frost
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Dude 8 gb ram is enough for unreal to make 3rd games

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No he sent message in the chat sort out the problem but I am not be able to solve any and no one was answering him

harsh tiger
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does anyone know of the best approach to make a word search with UMG? i cant find anything like this on google or the marketplace

runic fern
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hello guys
how can i make the 3D Widget High Resolution like Phone and PC and Screen in this game ..
https://youtu.be/HP8mqE1xCSg?t=34

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plush yew
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@dire sentinel Did you fix your problem because I believe I found out how to fix it.

dire sentinel
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@plush yew the one wizh normal maps being dark or the one with volumetric fog not working

quartz grotto
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how to make an rpg game?

hot pine
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I remember rumours about an improved unrealbot a few months ago. Those still rumours?

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how to make an rpg game?
@quartz grotto dedication, knowledge and a team

quartz grotto
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Are there video courses on this topic?

hot pine
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Lol no

quartz grotto
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Hah

hot pine
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An RPG is really complex

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You can't make a triple a game by yourself

hidden aurora
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If you are new to game dev, start small. Youll thank me later.

plush yew
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@dire sentinel the one with the volumetric fog not working.

dire sentinel
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Nope

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Go on

golden niche
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Is there a way to increase editor available memory?

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Its capped at 2GB

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And I got way more than that

quick shell
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What makes feet connect to the ground and make it so your character isn’t floating on stairs

plush yew
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@dire sentinel In Details panel scroll down to rendering and make sure visible is checked.

open wadi
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I'm reading this - is it true you cannot do file transfers via VaRest? I can do them with Postman just fine.

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If so, ridiculous.

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I'm trying to simply allow users to upload a profile picture to my node API, which I've coded in full and confirmed works fine via Postman.

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Has anyone written any file upload functionality with VaRest or another utility?

silent harbor
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delete if not allowed, but here is a ue4 tutorial. Some of you benefit from it so I figured

brisk shadow
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does anyone have any good resources I could read about combining projects?

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my current plan is to just map out all of the components so i understand how each asset flows and then figure out the best way to link them based off of that

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one of them handles all of the movement and stuff on the players pawn blueprint and the other handles it all in the player controller blueprint.

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this is probably the wrong channel

frank oar
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Hi,
Does anyone have any advice for setting up scale between unreal engine and Blender ?

ionic oxide
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1 unreal unit = 1 cm

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you can setup blender to cm or meters

frank oar
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@ionic oxide thank you!, I forgot where to go to view the unreal unit...
know where I can find it ?

acoustic lion
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Hi, anyone has 5 minutes, to help me create 2 sets of fps arms from 2 characters ? I get some errors when I'm trying to import to UE4. I'm using Maya so I think i'm not exporting them properly.

ionic oxide
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@frank oar Can't remember where exactly, but it is mentioned in a lot of streams

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There is a section for units just ctrl + F to find

tawdry lion
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Hi, im new to unreal engine, may I ask? I want to know on how we can determine what object can be destroyed when hit by an actor depending on the name (for example: if the name of the object is at least has "EditorCube...", it will be destroyed if hit by the player, while the other object with different name wont be destroyed).

ionic oxide
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HitResult is a struct, you can't compare it with a string

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also your if statement is wrong because you need two equal sign to compare "=="

plush yew
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wader!

tawdry lion
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Thank you, right now i almost solve the issue, however i cannot find the C++ code that will allow us to execute the if function which determined by at least it has "EditorCube" name inside it

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tags? at where Ponkkis?

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Sorry, im really bad at this

icy mulch
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I'm having trouble my wigdet is not showing in the packaged version

tawdry lion
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Ok I tried to use .find, however, the result was the opposite from what i want

supple totem
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So in general you don't want to compare strings in gameplay code

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Are these cubes all of the same class?

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Or inherit from same class?

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And yeah ponkiss is right too that you can use gameplay tags

tawdry lion
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I dont know how to assign tags... and i dont know what class is actually... cause my lecture didnt explain anything to me

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Im really sorry for burdening you guys...

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Thank you for the video Ponkkis... However, my lecturer strictly told us not to use blueprints...

zinc shore
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For UMG dose anyone know a tutorial on how to make glassy transparent UI material like this windows and iOS do

rocky radish
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For UMG dose anyone know a tutorial on how to make glassy transparent UI material like this windows and iOS do
@zinc shore you can add a blur to your widget

tender pecan
zinc shore
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Can I make it have a blurry transparency

tawdry lion
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@tender pecan I see... so using tag are easier... so i need to assign the component tag one by one.?

tender pecan
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@tawdry lion AActor.Tags, USceneComponent.Tags. So you can add tags in Actors, or Components for finding within Actors. You can add them in code once. If you have 5 cubes. They will all have the same tag. If you want to refer to a specific actor out of thousands, maybe tag is not the best way to do it. All depends on what you want to do really. If you have different actors, with different tags, like 'Player', or 'Enemy' then it becomes useful. If you only have one cube, with tag Cube. not sure. 🙂

stoic stream
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I have a somewhat similar question !

tawdry lion
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Ok thank you everyone for helping me, I found my answer 😄

stoic stream
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I'd like to check if Onhit function is running

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from different class

tender pecan
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@stoic stream I would look at debug logging with a debug switch. https://unrealcpp.com/debug-logging/ OR add a blueprint debug HUD component somewhere useful, like on the actor that fires the projectile perhaps, and hook up text fields to update the HUD as things happen can also work.

stoic stream
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thank you @tender pecan sorry, I'm new to Unreal

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uhmm...

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what I'm trying to do is add more time in CountDown class

tender pecan
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so you need a reference to that instance of the CountDown object in wherever you want to access it from, then increase the time in question.

regal zephyr
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Hello guys! Could you please tell me why turning up " mesh distance field " makes my reflection on the scene dark and narrow?

tender pecan
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@stoic stream To get a reference is quite simple, as long as your class is an actor, spawned in the world (so ue manages its lifecycle and thread safety). you can use actoriterator<CountDown>, or find actor by tag, or add it to your game instance as a property for example.

get that reference in beginplay, or in tick if !IsValid for example, so it only needs to get it once, as begin play is not reliable if all spawn at beginning of level, you cant guarantee spawn order.

then simply add to the time in question if that reference is valid in the onHit event..

lofty fractal
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Is there an equivalent to UEngine::AddOnScreenDebugMessage that doesn't get compiled out when the project is built for Shipping? (I want to send simple messages to the player)

tender pecan
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@lofty fractal you can build for debug. it will keep those. only shipping version is excluded . but it may be more user friendly and clean to use a HUD for that. 🙂

raven island
pale salmon
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hey guys, i just made this radio on substance painter but when i bring it to unreal it's all messed up

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someone knows how to fix it

tender pecan
pale salmon
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thank you

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it happened the same thing at places that was supposed to be chromed

sick meteor
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has anyone tried out the water system in 4.26 preview 3?

sterile tulip
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No but I heard its not finished and there are bugs

scenic moon
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is there any ETA for 4.26 official release?

cedar jetty
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@sweet flume any idea where i should put my print string? my issue is my ammo is not "reloading" aka going from 0 to 1

lofty fractal
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@lofty fractal you can build for debug. it will keep those. only shipping version is excluded . but it may be more user friendly and clean to use a HUD for that. 🙂
@tender pecan I was thinking about doing that but wouldn't there also be performance considerations not building for Shipping?

mystic holly
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Does anyone want to make a game together for fun?

tender pecan
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@lofty fractal yes, especially if its already running like a 3 legged hippo

maiden sundial
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Is it a bad idea to create an giant BoxBrush(X=50.000, Y=50.000, Z=50) to use it as an ocean(just with an material) ?

lofty fractal
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Yeah...

tender pecan
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@lofty fractal i would say maybe if its going to be for sale to the general public, or released as a commercial game, just make a HUD for it. it should take about 5 minutes. 🙂

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and then in stead of adding msg to player controller screen, just set a UMG HUD msg on player screen, and have a timer or animation in HUD tick to fade out the msg after a while. and set text to nothing again. that way you only have ot worry about setting the text, and not the timer too. let the ui do that.

dense gate
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Can Character Step On

swift sleet
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I have this projectile predict path by trace channel and whenever I move the camera it jitters back and forward is there a way to make it smoother. I really appreciate the help 🙂

bleak copper
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You know... stuff would be a whole lot easier if PlayerStarts root component was at the bottom of the capsule lol.

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I'm guessing this was done so typical FPS characters wouldn't need an offset for their capsule???

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Curious the history of this decision.

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Or I guess yeah the root component doesn't have an offset, so you would be allowed to have the capsule be the root. Right.

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Actually wait UE2 and UE3 didn't have components IIRC... right. Wait, or did they???

muted plinth
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Hello everyone,

Thought I'd reach out to the channel and ask if anyone has gotten virtual texturing w/ UDIM's to work right? I tried a method from this video (https://www.youtube.com/watch?v=OCqUPRoG9K0) but unfortunately my textures from Substance are still in the 0-1 space. Really need this to work- as I have 20 tiles and I've gotten no where close.

This video I will go though and show you how to use UDIMS in unreal engine. I will go through the whole process so you don't hit any walls and hopefully this helps you out on your journey!

▶ Play video
lofty hornet
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UE3 had components, UE2 didn't as far as I'm aware

dawn bloom
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when I do a level transition into this level

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I get that weird white bump in the middle

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but when I just open this level, that bump doesn't exist

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this is how I transition from the beginning level to the next btw

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I load the main menu level with widgets, and there is a button you press that takes you to the next level and removes all widgets

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fixed it

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used open level instead

gilded needle
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Where would be the best spot to ask a materials masking question?

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nm found it

raven island
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is there a way to make like an invisible roof to a room that blocks out sky light but is see trough and can be clicked trough for top down character?

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alright thx

scenic moon
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Is there any way to move an installed version of the engine and re-link it with the launcher?

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i don't feel like re-download the whole engine just to change the path

raven island
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@plush yew it works good thx a lot

sterile tulip
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How did you guys learn blueprints

raven island
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i learned most of the basic stuff from youtube, personally i watched a cannel named virtus something

quick shell
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What makes feet connect to the ground and make it so your character isn’t floating on stairs

plush yew
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is there any easy way to get all controllers on the server?

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i can see playerstates but not controllers

kind zephyr
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Hi Guys, I'm not sure if it's the place for but here my question:

  • There is any way to prevent Unreal to close the opened properties panel when we do an "Undo"? (ex: change rotation, undo, bim, properties is close.We have to resect the component in the list)
rigid dove
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@quick shell Foot IK

quick shell
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im talking about this

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is thier a setting for it or do you have to code it yourself?

rigid dove
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Little column A, little column B.

quick shell
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ok nvm

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i thought you were talking about armatures

rigid dove
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There's also tons of tutorials out there. tl;dw, there's some nodes that help, as well as manual approaches

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Same general ideas are used in every engine though. Some IK solver (usually 2-bone) on a leg, raycast towards ground to find surface normal, move IK target to normal, Bob's your uncle

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There's also tons of marketplace assets that do some version if you're looking for plug and play

proud pasture
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hey guys, anyone know why I can't seem to access the Update Sun direction function in Blue prints?

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I'm using 4.25

open wadi
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I have a question: I have an array of strings and I need to execute a find operation on an array element with a specific value - is there a way to do this without manually iterating through the loop?

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Akin to a map find operation?

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Or is a for each with break the only option here?

plush yew
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What's the best way to switch the camera of a player on the client side (not server side)

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Helo

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Can I publish a free game for free?

lethal bison
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what are some optimizations one could do right after starting a project

rotund zodiac
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Hey guys! From your experience, how would you implements a Multiplayer Voice Chat, for about 10-15 people in any single game?
Also, must record each of the players session/channel separately. No sound FX or design needed, just simple chat and synchronized recording.
Preferably using BP
thank you!

plush yew
sterile tulip
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Yep

plush yew
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need help right now

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Do I have to make an animation for this after rigging it?

fervent sigil
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@plush yew Make sure in Blender to select both the parent skeleton and the child mesh, and not just the parent

plush yew
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Hello, I have a small issue, for some reason it is taking a really long time to saves maps, the map has little assets on it, but the project files are on an external hard drive...

fervent sigil
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@plush yew saving map is pretty much made from a 2 step-process; serializing the objects to binary and then writing it to disk.
Either the sum of your objects is big (regardless of the amount of them), or the disk is slow.

plush yew
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@fervent sigil The problem has only started occurring when I created a project on the external drive.

bleak hound
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is there any way i can change location of deriveddatacache?

dark stag
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general quesion... UE any fun for procedural mesh making?

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eq.. modelling this is just as easy... but why the hell not in UE?

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should i be looking into a procedural UE method for doing this?

sudden oriole
dark stag
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because you have no lights

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or floor.

hollow compass
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its a blank

dark stag
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just an empty void

sudden oriole
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I have a light

dark stag
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ok

sudden oriole
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directional

dark stag
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whats is your light hitting?

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lol

hollow compass
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but no object

sudden oriole
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nothing

dark stag
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thats not how light works

sudden oriole
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oh?

dark stag
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yeah ever been to space?

sudden oriole
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what about the default map though?

dark stag
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notice how its almost always black unless you see a planet?

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😉

sudden oriole
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yeah I gotcha

dark stag
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there ya go 😄

sudden oriole
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I just am wondering why there is no sky or anything

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like the default map

dark stag
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because you didnt make one

sudden oriole
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how do I?

dark stag
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left side

sudden oriole
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and then?

hollow compass
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you will have to duplicate the default map and name it something else.

dark stag
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nothign wrong with learning how to create a sky as well. should be good to know for later. buyt yeah, just copy the default map

sudden oriole
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heh ok

grave nebula
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should i be looking into a procedural UE method for doing this? Procedural mesh making is totally doable through procedural mesh component, but that would involve having tools developed for you. It is more practicable to use already existing software such as Houdini for that. @dark stag

dark stag
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yeah, ive got houdini rocking here... just wasnt aware of any pipelines or methods in UE

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not scurred to make my own, just never really looked into it

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been hardsurface modelling mostly till i thought... why am i doing this.

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thanks man

sudden oriole
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ah I fixed it, I didn't have a BP_Sky_Sphere in place

dark stag
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yerp.

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that'll do it

sudden oriole
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new it had to do with a skybox

grim juniper
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@sudden oriole If you make a new map through File -> New Level then you can choose a template level with some stuff in it. If you just create a new level in the content browser it'll be completely empty by default

sudden oriole
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ah cool thanks a lot!

plush yew
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generally there is no support for modeling in UE. you can make basic shapes but any extrusions or chamfering isn't really going to work

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not as in your image anyways

lilac ember
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kek since when does deadmaus learned ue4

plush yew
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he does everything

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lol

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he invented wix i heard 😛

scarlet birch
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@dark stag Houdini would definitely be an easy way to do something like that. You could setup parameters in Houdini for the number of iterations, tube section lengths, final cube size etc... If you put it into an HDA tool it could be used inside UE to create and modify it from parameters. The Boxcutter tool they showed off in the new release might be helpful too with those cutouts on the top.

kind pumice
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anyone happen to know if 4.26's in-engine water feature works on mobile?

candid falcon
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lol, is Deadmau5 here? awesome

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anyone know if there are any guides for IK kinda like the Scavanger Vehicle from Unreal Tournament 3?

sudden oriole
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he invented wix i heard 😛
@plush yew "I made this cool website with Wix"

kind pumice
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@dark stag there's also a pipeline from houdini to UE4 for procedural stuff, but it's not like the procedural mesh component (which is super tough to figure out lol)

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I haven't played around with it, but it does look like you could do some pretty creative stuff with it

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manipulating the parameters to the beat and whatnot could give some interesting results

rotund yew
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is there a more efficient way of doing this or is what im doing the best method (i bet its the worst)

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(ping me when respond)

kind pumice
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hmmm why is true going into it?

rotund yew
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oop old code

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it used to b-

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wait i messed it up, the done this was was so it could pick a random number once, but i removed that random numbere and only now im seeing i need it

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ill fix and resend

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@kind pumice basiccaly this

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its the the bg of the loading screen is charecter related and random

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it works fine, i just want to know any more effiecient method

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(anyone who responds pls ping me ;-;)

kind pumice
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@rotund yew the only thing that comes to mind right off the bat is that you might want to have an array of characters instead of looking for each one manually - then set the character loading screen to the characters index value... that way if you add more characters in the future you won't have to go back through your BPs to add a bunch of stuff. (or forget too and spend an hour wondering why if you're me)

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you'd just have to add a new character to the array and it would naturally work

rotund yew
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i will learn what arrays are then, thanks!

kind pumice
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np!

rotund yew
burnt drum
#

hey all.. wondering has anyone here used HLOD extensively?

kind pumice
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you wouldn't want to make it in the BP, but instead as a variable

burnt drum
#

it seems like the generated HLOD won't flush even after deleting them (the assets remain in content browser )

kind pumice
#

like in this case I have an array of static meshes

rotund yew
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i found out yes!!

kind pumice
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then in my case I get a random one, but you can also get the specific index and check what's in each index

rotund yew
kind pumice
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Exactly!

rotund yew
#

i see, i get it now

#

i searched images aswell

kind pumice
#

they're super useful for lots of stuff. good thing to know

rotund yew
#

i know the concept of arrays, i think i should know how to do dis

#

(watch me fail missrebly)

kind pumice
#

lol that's how it goes!

#

you could also do an array of characters and get the display name of the object in each slot of the array, instead of doing an array of strings

rotund yew
#

Ok so this is keening more to a dataset

#

Like it has 2 values

#

array slot 1 has a String and a intiger

#

is it possible to do that?

#

Slot 1 = String: Giorno; Int: 18 (< amount of loading screens)

kind pumice
#

ehhh getting over my head at that point lol. Someone else might be able to get deeper into it. I bounce back and forth between game dev and music production so I'm not a master of either LOL

rotund yew
#

i see i see

#

thank you for the help anyway!

#

OH MY GOD I FEEL MY BRAIN EXPANDING

kind pumice
#

hah I was just about to say that - you're looking for maps!

#

something I've never used and probably should

rotund yew
#

yeh, closest thing u get to a dataset 👀

#

Its exactly what i needed too!

covert hedge
#

ue4 maps are dank FeelsDankMan no for each (key,value) node

rotund yew
kind pumice
#

Yeah I'm already thinking of uses for them in my procedural apartment building monstrosity lmao

covert hedge
#

you can use the "key" node

#

or the "value" node

#

iirc

#

it's pretty stupid they didn't implement a loop for maps in blueprints FeelsDankMan

kind pumice
#

... that is kind of odd

rotund yew
#

god i feel my brain shrinking now

covert hedge
#

it is odd, but that's the wya it is

#

i had to do stuff in c++ just because iterating through map is a pain in blueprints FeelsDankMan

rare skiff
#

Guys, i have big conflict between StreamingLevels for a soft loading screen, and manage bgm through gamestates

#

Ok i cant change the gameMode using streaming level, but i cant chagne the gamestate on runtime neither?

dim merlin
#

Hi, anyone uses blueprint brushes for landscape, and knows why it might NOT work on 4.25.3 ?

autumn grail
#

Hello , how can i simply replace the third person camera in the back of my character when he is climbing

#

Please

grim juniper
#

@dim merlin is the landmass plugin enabled?

dim merlin
#

I diddnt enabled it, cant even find it

#

I searched for 'landmass' in plugins..

#

u maybe know in what category it is in plugins?

grim juniper
#

I'm in 4.26p3 right now and it's under Other here. Not sure if it's different in 4.25

dim merlin
#

jep, see it:)

#

so the search is broken..

#

so thanks. Must be working , enabling it

grim juniper
#

Were you searching the Installed section rather than Built-In? I think it defaults to the Installed section when you open the plugins tab

dim merlin
grim juniper
#

yeah, it's searching the Installed section instead of Built-In

dim merlin
#

so i dont think i should click anything on the left ?

#

hhm, okay...

grim juniper
#

In 4.26 they added an all section to the top which fixes this search issue

dim merlin
#

thanks, so, btw still see a bug as i was actually be able to select blueprint brush while the plugin is not enabled..

kind pumice
#

you guys know if the in-engine water is supposed to be compatible with mobile platforms?

vague granite
#

Does anyone know a hotkey to change the camera speed in the editor?
Since I often do detailed work after moving a large world, I find it troublesome to change it with the mouse…Thankyou.

grim juniper
#

@kind pumice I think so since it was built for Fortnite

kind pumice
#

Ahhh that makes sense. Should have thought of that lmao

zinc shore
#

i made a simple BP function that lets the gamepad move the cursor but how can i set user focus to be what ever the mouse cursor is over so my gamepad can press the button

autumn grail
#

Please How to set the camera angle around the player via blueprint nodes

#

?

kind pumice
#

you mean like using Find Look at Rotation then setting the camera's rotation to that value?

autumn grail
#

when i push action button, my character is stuck on the ladder and i want the camera to go precesily in his back to climb in front of the ladder

plush yew
#

i have a huge bug where a variable keeps resetting to it's default value randomly while in game. Online seems lots of people have had this problem. Anyone experienced this before?

#

is it possible to get a free character body for a game?

#

any site/software or something

#

yeah Epic Marketplace has plenty in Epic Games Launcher, Marketplace (it's in the unrela engine section), Epic Games Content

#

realistic?

#

yes, very

#

were used in a AAA title

#

you basically have a license to export them with the skeleton and sort of model them a bit different, and reimplement

#

only in UE tho

#

but not for free

#

i think they are free as long as it's Unreal Engine

regal mulch
#

Depends on what you are downloading

grim juniper
#

The Paragon characters is what they're talking about. Epic released them for free

regal mulch
#

Marketplace is obviously mostly paid stuff.

plush yew
#

no i mena in Epic Games Content

regal mulch
#

There is a Free Section that gets updated every month (they remain yours after getting them, but are only free for that month)

plush yew
#

their stuff

regal mulch
#

And there is a Permanently Free section

#

That probably also has some Epic Games stuff

plush yew
#

yes that is in free

regal mulch
#

Despite that you have all the Content examples outside of the Marketplace

#

Ultimately, you might want to handle all of this as placeholders though, but that's up to you

plush yew
#

he's looking for AAA quality dude

regal mulch
#

Right, that magic "AAA" that everyone wants

#

Either way, that are you sources for Free Characters

plush yew
#

well either you can make them yourself or you can't it's that simple

#

why are you spamming?

regal mulch
#

If there is none in that list that serves your needs you might need to buy one from the Marketplace or hire someone.

plush yew
#

i highly doubt someone looking for a free HQ model is that interested in exactly the thing in mind

unique timber
#

How do you update the C++ Classes in the editor?

regal mulch
#

Define "update"

unique timber
#

I moved a class into a new folder and it doesn't show it

#

The old class is there if I "view in explorer" it takes me to a blank explorer window

#

The new folder doesn't show at all

regal mulch
#

If you move C++ files you'll have to regenerate the Visual Studio Solution and recompile.

plush yew
#

restart editor?

#

ohh

unique timber
#

Already regenerated VS solution and compiled

regal mulch
#

With the Editor closed?

unique timber
#

What?

regal mulch
#

Did you close the Editor before doing those two steps

#

Or did you keep it open throughtout that process?

unique timber
#

Right clicked on .uproject file > Generate Visual Studio project files

#

with editor closed

regal mulch
#

Right, if you closed the Editor, Regenerated the Project files and recompiled the Editor in DevEditor, then it should work.
You are talking about the C++ files visible in the Content Browser of the Editor itself,. right?

unique timber
#

Yes

#

What does it mean to "recompile the Editor in DevEditor"?

regal mulch
#

Well, open Visual Studio and either rightclick your Project in the Solution Explorer and hit "BUILD" or press the button at the top that Builds the Project, Starts the Editor and Attaches VS to it.

#

Regenerating alone won't be enough

#

That only updates the Visual Studio Solution, as the name suggests.

#

Your Editor works on the Binaries that Visual Studio compiles for you

#

If you regerate the VS Files but you don't recompile your project, it will just open and use old binaries

unique timber
#

Oh I see now, I didn't build in VS

#

(F7)

#

Ty 🙂

regal mulch
#

Cheers

zinc shore
#

can i prevent the left joystick from navigating UMG since it moves the cursor and just use the d pad for normal navigation

regal mulch
#

I think that's hardcoded

#
FNavigationConfig::FNavigationConfig()
    : bTabNavigation(true)
    , bKeyNavigation(true)
    , bAnalogNavigation(true)
    , AnalogNavigationHorizontalThreshold(0.50f)
    , AnalogNavigationVerticalThreshold(0.50f)
{
    AnalogHorizontalKey = EKeys::Gamepad_LeftX;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    AnalogVerticalKey = EKeys::Gamepad_LeftY;

    KeyEventRules.Emplace(EKeys::Left, EUINavigation::Left);
    KeyEventRules.Emplace(EKeys::Gamepad_DPad_Left, EUINavigation::Left);

    KeyEventRules.Emplace(EKeys::Right, EUINavigation::Right);
    KeyEventRules.Emplace(EKeys::Gamepad_DPad_Right, EUINavigation::Right);

    KeyEventRules.Emplace(EKeys::Up, EUINavigation::Up);
    KeyEventRules.Emplace(EKeys::Gamepad_DPad_Up, EUINavigation::Up);

    KeyEventRules.Emplace(EKeys::Down, EUINavigation::Down);
    KeyEventRules.Emplace(EKeys::Gamepad_DPad_Down, EUINavigation::Down);
}
#
EUINavigation FNavigationConfig::GetNavigationDirectionFromAnalogInternal(const FAnalogInputEvent& InAnalogEvent)
{
    if (bAnalogNavigation)
    {
        FUserNavigationState& UserState = UserNavigationState.FindOrAdd(InAnalogEvent.GetUserIndex());

        if (InAnalogEvent.GetKey() == AnalogHorizontalKey)<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
        {
            if (InAnalogEvent.GetAnalogValue() < -AnalogNavigationHorizontalThreshold)
            {
                return EUINavigation::Left;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
            }
            else if (InAnalogEvent.GetAnalogValue() > AnalogNavigationHorizontalThreshold)
            {
                return EUINavigation::Right;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
            }
            [...]
        }
        [...]
    }
    [...]
}
#

The function is virtual, but not sure you can define your own FNavigationConfig

#

Goes a bit beyond of what I tried to do with UMG

#

@zinc shore

#

NavigationConfig(MakeShared<FNavigationConfig>())
Also looks very "hardcoded" in the SlateApplication.cpp

zinc shore
#

Ok I’ll try that but my power went out so I’ll have to wait till tonight

regal mulch
#

I didn't suggest anything that you could try :P

zinc shore
#

Oh

regal mulch
#

I'm more or less stating that I don't see it being possible to prevent the stick from navigating

zinc shore
#

Oh ok

regal mulch
#

But I could be wrong. Just basing this on the code i found

zinc shore
#

I know a plugin that disabled it but it was in an old version of UE

regal mulch
#

I see a boolean bAnalogNavigation

#

Let's see if that offers something to disable this

zinc shore
#

Where is it located

grim juniper
#

It's silly how that is still an issue. You really have to make your own solution to handle UMG input without touching engine code at least

regal mulch
#

Yeah whenever we implemented Focus Navigation we at least needed C++. And usually also had to perform multiple source changes to fix bugs or disable/override default behavior.

zinc shore
#

Right now I can kind of hack it by setting user focus to something else when moving cursor with game pad but it’s buggy

regal mulch
#

Seems like you can call "SetNavigationConfig" on the SlateApplication

autumn grail
#

Please can someone help me , i dont know how to replace the cameraBoom in the back of my character

regal mulch
#

But yeah, C++

autumn grail
#

set world rotation dosent work

#

How to replace only the camera via nodes

#

found

#

i replaced add movement input by add input vector with character movement component

haughty falcon
#

hello i am having an issue where i am trying to import and make a custom sprite sheet however it is not showing me the option and the ui keeps cutting off

#

i know i am meant to right-click press sprite actions then create a sprite sheet and then flipbook etc.

#

yet the option wont show the images are png's at 64X64

tawdry oyster
#

I need help with texturing basic cubes.
I rescaled cubes into walls, but when material is applied, texture stretchs instead of repeating itself. How to counter this effect and apply texture without changing its scale?

plush yew
#

@fervent sigil Thank you so much. I got it into Unreal Engine 4. Now I don't know what to do to make it move and all that stuff.

haughty falcon
#

fixed it

#

it was windows changing my display settings

ivory urchin
#

My unreal froze is it a lost cause or should I wait?

autumn grail
#

How to access to a Map element

#

Dictionarry

twin inlet
#

not sure where to ask this, but does anyone have an idea why a mesh after importing it into ue with custom collision may have no collision prims?

#

may there be a limit on the poly count of UCX mesh, or some kind of rules? I have a similar model that has its collision properly imported

uncut vigil
#

@twin inlet it has to be convex geometry. are there multiple collision meshes? UE is very nitpicky about it

#

@tawdry oyster use worldaligned textures?

twin inlet
#

@uncut vigil I think its not convex geometry - its a small floor of a building, including windows and so
what's weird is that another model that is basically exactly the same imports just fine

uncut vigil
#

Hmmm have to see it. Its either convex geometry or naming error

twin inlet
#

Cant be a naming error - replaced the collision mesh with a simple cube and it imports fine while having the same name
I'll check the geometry again, maybe there's some weird shenanigans happening, like one vertex being offset by a bit making it rly concave

plush yew
#

Hey guys I recently made a character in Blender and imported it into Unreal Engine 4, I want my character to be played in first person mode, how do I make him my main character? I opened up the first person default map in Unreal Engine 4.

tawdry oyster
#

@uncut vigil I made material out of textures loaded from a set of files.

#

I don't know anything about world aligned textures. How to find out?

twin inlet
#

@plush yew
its a long journey
to make the game first person, just shove the camera inside char's head and make it so it follows the animation
then you'd have to retarget the animations to the character
then replace the character model in the third person character blueprint and so on

uncut vigil
#

@tawdry oyster you have to google it

tawdry oyster
#

Found some video with Minecraft style cubes. It's what I suspected. Looks convenient indeed.

#

@uncut vigil Thanks for a tip. I'll investigate this subject, now that I know where to look.

plush yew
#

@twin inlet Thank you, I'll follow the tutorial, hope it works.

dense gate
#

One thing I'd recommend so it saves you some performance, try to have a chunk that's made out of a procedural mesh

#

Spawning a kphjillion actors for each cube won't be optimized

plush yew
#

what are you guys working on?

wheat shore
#

hi guys can someone help me?

twin inlet
#

@wheat shore what's your issue? :D

wheat shore
#

i make an ai but its not following me

#

im a begginer btw

#

@twin inlet so?

dense gate
wheat shore
#

ok

dire linden
#

I opened a 4.24 project in 4.25. Unreal created a new copy of the project but it didn't load the right way. I didn't want to go to 4.25 anyway (accidentally updated) so I installed Unreal 4.24 again. But now if I open my original project it has the same problem as it had in 4.25. My skydome is totally black and the skylight doesn't emit any light. Any idea what could cause something like this? I googled a bit but can't seem to find anyone with the same problem.

grand walrus
#

does anyone have any clue as to why my blood decals would be reflecting this much?

I am not very good at the materials side of things, but if I can just turn off reflections altogether, that'd be ok.
(mat domain: def decal
blend mode: translucent
decal b mode: translucent
shading model: default lit)

plush yew
#

@dire linden updating the engline destroyed my other project once and i dont know how to fix it so i just make backups whenever i can

dense gate
#

@grand walrus turn off "receives decals" for your character's mesh

#

That's not a reflection, that's just the decal extending into them

grand walrus
#

i realized that shortly after posting, but also realized that receives decals can't be turned off in my case.

i think the answer is to try to mask out the decal on the floor using customstencil

dense gate
#

You can make the decal have a tiny size too

#

If your surface is flat, should be possible

grand walrus
#

what do you mean size here? is there a 3d thing going on?

dense gate
#

The decal is basically a box

grand walrus
#

ah, and i can maybe lower the roof

#

that should be the zed axis?

dense gate
#

Depends on your decal's rotation

grand walrus
#

yes, i see. i am multiplying size, but i think i multiply whole vector

#

i need to just focus on whichever 2 axises matter to me

dense gate
#

Generally the X is what defines the size from top to bottom, if you've added your decal with a pitch = 90

grand walrus
#

i will math around and see where it gets me, understanding why it is happening is really key, so ty for that

dense gate
narrow mauve
#

I've been avoiding megascans foliage thinking it wouldnt be well optimized

#

holy I was wrong

willow river
#

how do you guys render gizmo in game?

west stream
#

I'm trying to make my grass mesh move using a simplegrasswind node and have created a uv mask and colour the lower parts black and grey so the mesh doesn't move at the bottom. When I do this the animation works fine in the material preview but it doesn't move at all in the level - any ideas?

glass adder
#

Hello! Guys, how to write the captured 2D texture to an array and then save\loading?

#

Only through export to disk? Are there other options?

dawn gull
#

How can I make soft bodies without installing NVIDIA Flex?

merry gazelle
#

anyone know how to fix the issue where reparenting a blueprint to pawn or characters causes the camera to jerk forwards and backwards rapidly?

#

I've disabled the event graphic, construction script, removed all excess components, etc. I've narrowed it down to reparenting

cosmic matrix
#

By importing an animation i got a "bug" inside.
The right hand is deform but shouldn t be deform like that cause left hand isn t and use same rig and same keyframe anyone know where does this bug came from?

#

in red unexpected thing.
In green good thing.
Same mesh same hierarchy both side i can t understand the result.

oak sedge
#

Hello. I've played a game created with Unreal Engine 4 that has a manual save system and an auto-save system. The automatic saves happen when walking along certain spots in the game. They cause the game to freeze for two seconds. I would like to disable them to avoid those freezes, and I would rather save manually regardless.

Does Unreal Engine 4 have a general way to disable automatic save systems of games, by editing a file, like "Engine.ini", or by using a console command? (I can access the console in this game.)

#

I've contacted the developers, but I doubt they would add a method to disable auto-saving for me, so I decided to ask here in case this engine has a way to force it off.

rapid ridge
#

Hello Guys, I have a question that has been bugging me since two years. How come I (almost) always need to "force delete" my assets? How can I set everything up that I don't need to force delete it? I mean I broke all references, I saved all and still the only option is to force delete...

mint sequoia
#

They're still loaded in memory

#

Restart editor and don't open them would do it for sure

safe dock
#

Guys, how can I adjust the speed of a rolling ball? I tried to add friction to both the ball and the ground but that didn't work

sterile tulip
#

Maybe increase the weight

safe dock
#

It's at 50kg...

#

And the friction at 5000

storm glen
#

Guys, one thing: I can use marketplace assets to make my own game and publish it, right?

#

I didn’t understand well how that works

exotic thicket
#

Marketplace assets are yours to do as you please for UE projects

lusty spruce
#

can i have help with sommething

#

i was just working in a blank world, adding the code for the movement (and the input) but for some reason when i checked the camera in game, it only moved left to right, the up and down code is setup and inputed, yet it wont work

#

;o

sullen zodiac
#

hello, why is it happening: I am creating a material and setting the roughness to be like a mirror, and then in the game the material has a photo of a building on it?

#

its like it copy paste the building from material preview

lusty spruce
#

hmm

#

oh

#

i know why

#

its mirroring the area that materials are built in (the area whre u are now) , thats the backround of the build area

sullen zodiac
#

exactly, but it translates it to the game itself

austere viper
#

Do you have any reflection captures set up?

#

It looks like it's using the default cubemap of the epic HQ.

sullen zodiac
#

I never set reflection captures cubemaps yet

#

Day 3 of UE4 😄

austere viper
#

Okay. Try going into Place actors, and drag out a Sphere Reflection Capture into your level. Roughly speaking is will capture the area around the sphere, so you should put it in the hallway you are showing me, and in any room space where you want reflective materials to reflect the area around them.

sullen zodiac
#

I have the cubemap in skylight yes

safe dock
#

Guys, really... I am at this for days... How can I add a ball that doesn't outrun me...? Please help me...

sullen zodiac
#

now i noticed that, without it my scene looks bad

#

I have set the default UE4 cubemap in skylight

#

so whats the proper way to have reflections and not having this building?

#

is it even possible for the engine to figure out the reflections itself or i should create a cubemap that matches the environment I am building

safe dock
#

Guys, really... I am at this for days... How can I add a ball that doesn't outrun me...? Please help me...

sullen zodiac
#

Switching the sky light's light settings to SLS Capture Scene looks like all I needed 👍

lusty spruce
#

please

#

help

#

me

#

@snow crown can u help me, nobody will help and ive gone through 3 discord servers, this is such a simple problem nobody will fix it

sullen zodiac
#

@lusty spruce maybe the force is to light to move the object ?

lusty spruce
#

wht

#

hmm

unreal comet
#

I know Unreal doesnt support backward compatibility with older engine versions but is there a way to get a small level from 4.25 back into 4.23? No blueprints just a level full of meshes, lights etc.

dawn bloom
#

so uh I made my friend play my game
and he said in some spots
the platform is very shiny
verbatim "eye rape"
I wonder if you guys have had similar problems and how you solved it

exotic thicket
#

increase material roughness to reduce shininess? I dunno

dawn bloom
#

hmm ok

plush yew
#

Why wont this transform let me have a solid, round number? Every time I swap both numbers to be rounded it messes up and changes back to a decimal (It does matter in this case because I keep seeing tearing when two actors are offset that should be aligned)

grave nebula
#

Just a bit of floating point impressions. Nothing to worry about.

grim juniper
#

At those small of numbers it shouldn't be perceivable

plush yew
#

Might be a camera problem then 🤔

#

Thanks for the responses :)

dreamy cipher
#

Is there a way to add multiplayer in unreal engine

rocky radish
dreamy cipher
#

thankyou

grim juniper
rocky radish
warm hornet
#

Am I correct in assuming the new GPULightmass in 4.26 is essentially a quicker way of creating your baked lightmaps using the GPU and Raytracing instead of the CPU?

If so should you disable any RayTraced GI when using it?

plush yew
plush yew
#

i'm having trouble locating the various tools for landscapes, etc. in my Left-Side panel, can i drag them out from the top-left icon?

#

kinda afrad to, i customized my tools perfectly, since update, can't find foliage tool

brittle adder
#

or shift+1 +2 +3 +4 +5 +6

sturdy apex
#

does anyone have any links on how to create sockets in Blender for UE4 that does not require bones?

supple totem
#

Dunno about blender. But you can add sockets to meshes in engine

sturdy apex
#

can you put a socket precisely on a lone vertex that has been imported from blender?

#

or just a lone vertex I should say

supple totem
#

I don't see why not? Open up the asset in Ue4 and add a mesh socket

#

See what happens

grave pollen
#

does anyone know if 4.25 has support for HTML5?

sturdy apex
#

I'll go check it out

#

thanks

plush yew
#

TY @ Skuba

marsh loom
#

While working with some blueprints my engine crashed out of nowhere. Moreover, it doesn't opens back up. It gives the same error over and over again. I changed the editor startup level to a blank one and finally managed to open the project. However, whenever i try to open a blueprint the projects crashes again with the same error.

#

The error leads to this line in one of the engine folders called MembersReference.h

#

And now my whole project is gone and I'm both furious to my self and the engine. I would really appreciate the help you will be saving me lots of hair! Thanks in advance!!

grim junco
#

i need help

sharp idol
wary wave
#

@marsh loom - you will need to delete the offending asset that's causing it most likely

#

if you are lucky, Unreal saved a backup (you can find autosaves in the saved directory)

#

also, this is why you should be using version control

#

it feels like it's every week someone manages to come in here with an imploded project that isn't recoverable because they're not using version control, heh

marsh loom
#

Yeah, i wish i knew something like that existed but you never know you need it until something like this happens

#

I will check for the backups and other than that do you think there would be another way?

wary wave
#

not easily

sullen zodiac
mystic holly
#

Can anyone help me with github? I keep getting this message "fatal: the remote end hung up unexpectedly
Everything up-to-date" when I try to publish branch in my respository

scarlet birch
candid brook
#

Is there really no "Hide Owned" filter option on the Marketplace? I can't find it anywhere, but surely it's there somewhere ... right..?

marsh loom
#

@wary wave Was lucky enough to have a auto backup to save months of work. Thanks for the help and i will move on the version control

sullen dagger
#

Heyo, I am new to Unreal Engine

sullen zodiac
#

@sterile tulip open the window to get fresh air

oblique tangle
#

Yo, could I get some opinions from peeps who know a bit more about lighting than me? I'm trying to recreate the style of Ultimate Spider-Man, and have succeeded with Spidey himself, but am struggling hard with recreating the lighting/style of the original game in regards to the environment - I'm 99% sure the buildings/textures are unlit, but whenever I try to recreate it in engine, it just looks horribly wrong, Any opinions/comments would be greatly appreciated, cheers!

plush yew
#

Im pretty sure youre good with the lighting, its just that your buildings dont have the same cartoony textures as the original @oblique tangle

sullen zodiac
#

look how many black borders there are

#

its like the wireframe of every 3d object has a black border

oblique tangle
#

@plush yew Exact same textures as USM, ripped from the PC port lul

lusty spruce
#

anyone know the code for the up and down movement on blank unreal engine lol? i have it setup but it aint working, left to right and moveemnt is

#

its simple so

lusty spruce
#

please someone help, this is so simple yet i cant find whats the reason it wont worrrkkk

candid brook
#

@lusty spruce up down movement for what exactly? You mean the camera for the viewport? Or, do you mean for a Pawn?

lusty spruce
#

nevermindd ughhh i figured it out

#

srsly it was that simple

#

i forgot to check the box that is labeled for properties as the Pitch one

#

BRuhhh

dawn bloom
#

I want to get free backgrounds

#

liike star backgrounds or something

#

is there a place to get that?

plush yew
#

@dawn bloom you can use spacescape for skyboxes

violet frost
#

when i run my packaged game in d3d12 mode and i alt tab out i get a "gpu crashed or D3D device removed" error. its not happening in d3d11 mode. using unreal version 4.25. anybody else having issues like that? what could be the cause?

#

it also just happens when it has started in full screen, i can tab out just fine when i turn it to windowed via alt+enter. even when i turn it back to full screen after that it works fine.

bronze sorrel
#

anybody here good with vehicles? i have a simple wheeled vehicle and the tires are all sideways on it.

#

id send a screenshot but i dont know how

candid brook
#

@violet frost dumb question, but you've checked your renderer settings to see if maybe d3d12 got disabled or something? I think it's under the windows platform settings. Or was it Rendering... hmm

bronze sorrel
plush yew
#

@oblique tangle your houses look the same as the houses in usm youtube videos, theyre definitely unlit and some textures probably just appear more cartoonish

candid brook
#

@bronze sorrel dang that car must have generous turning radius. it'd make parallel parking a breeze

bronze sorrel
#

the only bmw that can park correctly lmao

#

it still goes forward somehow

sullen zodiac
#

@lusty spruce congratz on solving it

plush yew
#

is there an IF i could use for jump? Like doing an action if you press jump AND do something else

exotic thicket
#

you could probably check if a specific key is down in the jump event, or you could set a boolean value from the key events and compare etc.

plush yew
#

Yeah ill try it with space bar since the pressed jump boolean didnt work

candid brook
#

create a custom delegate?

plush yew
#

no idea what that is lmao

#

but i think i got a solution

plush yew
#

has anyone experienced the mouse cursor jumping to the top-left of the screen when running published projects?

fluid viper
#

What the best approach to do short fur? (stuffed animals) I see various offerings in the marketplace and some unreal tech previews.. Anyone that did something like that recently?

analog blaze
#

for what purpose

#

you can do it with parallax occlusion

#

@fluid viper

#

bump offsets work too

#

you have to play with them to figure out what you prefer

#

last resort tessellation lol

fluid viper
#

Well right now I'm a bit on a cross road, working on some animation clips of 2 stuff lion animals.. It's looking ok when rendering in Redshift but it's quite slow. So I'm looking into alembic-ing then mesh from houdini into unreal and do sone environment work in there.. And get some fur on the lions m

analog blaze
#

well the above 3 are real-time

fluid viper
#

There are mains as well, I sim the guides in Houdini, hope to do those in unreal as well

analog blaze
#

and can be done inside ue4

fluid viper
#

Yeah I was hoping that, just never done fur/hair in unreal and deadline is in a few weeks so I'm hoping for some clues on what to use

analog blaze
fluid viper
#

Doesn't matter if it's rendering in 1fps, it will be offline rendering only.. So as photo real as possible

analog blaze
#

or you can use that

#

i think that has the best results

#

since it was made for that purpose

echo verge
#

Anyone working with UE in Linux?

fluid viper
#

Oh wow

#

That looks amazing! Thx, I'll look into it further

opaque plover
#

Is there a way to actually store a data table as Json? I know we can import and export, but I’d like to be always sure it’s consistent with the text version

exotic thicket
#

I think you'd have to just use the datatable as a way to import it into UE and whenever you edit, you'd edit the source JSON file

plush yew
#

is there any way to pass in parameters at this point when a new client joins the server? Or do you have to send a request to client after this for the variable first

robust oar
#

anyone knows how to look from a certain axis

#

like in blender

#

when u press numpads,

regal mulch
#

@robust oar Top Left of your Viewport has those settings

#

@plush yew You can pass Strings along with the connection string when you utilize C++ or connect via IP.
Otherwise, if you use the JoinSession Node, you have no access to that.
Despite strings, no you can't send anything with it and need to wait for them to fully connect.
But you don't have to request the Client to send stuff as you could also use their PlayerController BeginPlay + IsLocalPlayerController to send an RPC to the Server.

plush yew
#

@regal mulch Got it, thanks! Ill just send a request to the client side of the controller when it joins

sharp oasis
hot pine
#

Is linear interpolation an expensive operation?

sharp oasis
#

This is as far as i have gone is my first time retargeting bones and i am soo lost,idk what to do now ,Can some one help ?

radiant sleet
#

Im literally learning unreal blender and substance painter all at same time

#

its kinda making sense doe

#

first time using substance hopefully results will improve

plush yew
#

guys would it work to have a character from "character creator 3"?

#

is it a good choise?

latent moth
#

all, i’d like to use a mobile phone to allow a player look around in a world (compass, gyros,...). I can’t seem to find a starting point in UE. Can someone point me in a direction?

lusty carbon
#

My caustics decal is only visible in Unlit mode

#

Once I go Lit it's invisible. Any ideas?

dim merlin
#

@plush yew i have my characters from CC3

#

when importing them, they are fully setup for retargeting , and works almost without any issue

plush yew
#

hi all quick question - if I call a function in a gamemode, does it impact any other running function or event in the gamemode? Or can I call a function in the gamemode (which blocks THAT processing path until done) and in the mean time other events and functions can run in the gamemode called from elsewhere?

hexed coyote
#

Hi everyone hope you all having a good day, quick question, i imported a material from bridge , but when i try to apply it , it shows on the details tab but not on the viewport anyone knows why this could be happening. I'm using a box Brush and have displacement enabled on the megascans plugin. Thanks in advance.

runic fern
#

Can Someone help me with TV Screen Reflection with some Finger print on it

#

Material xD

sterile tulip
#

I want to understand the logic of blueprints

#

Need tutorial who can teach that

fervent sigil
#

@hexed coyote Try to use a cube instead

hexed coyote
#

Yeah i though of that but um trying to add another brush as subtractive to make a hole for a door but with that i can´t.

delicate elk
#

Hello,
I have a quick problem/question.

I am loading Skeletal Meshes and Animation Blueprints through a datatable, however, when creating a shipping packaged project, it first didnt want to run because of the animBP dynamic loading from the datatable, i fixed that (i think) by adding the animation blueprint folder to the force-cook directories in the project settings.

However, I can not see the skeletal mesh of the enemy (that uses the animation blueprint), although i've also added this mesh folder to the force-cook directory.
Anyone that can help me with this?

fervent sigil
#

@hexed coyote I remember there are properties on a material, on which things it can be applied to. The only thing I can think of

hexed coyote
#

well thanks anyway @fervent sigil

fluid viper
#

is it me or is it not possible to bind a groom to an alembic geometry cache (with constant topo and uvs). Can't use a skeletal mesh in this case

plush yew
#

hello everyone i'm super new to ue4 i have one quick question, How can i change the size and the rotation of the tiles of the material on my landscape? i dont like how it tiles actually

#

currently*

hexed coyote
#

@plush yew go to the material properties you have an option there

plush yew
#

thank you a lot, can you tell me where i can find the material properties idk it yet hehe sorry

#

@hexed coyote

hexed coyote
#

double click on the material and it will open a windows with the properties @plush yew

#

on the right side of the editor

vagrant hornet
#

when ue5

plush yew
#

@hexed coyote oh alright you talk about this, i'm sorry but it open the blueprint of the material on the landscape material i use (its a material with different layer so i can paint the landscape) 😓

zinc shore
plush yew
dim merlin
#

@zinc shore Just look for blur inside UMG

plush yew
#

@hexed coyote btw thank you for your help i found how to do it

weary void
#

Does anyone know why is my blendspace acting weird when I'm on the left side?

edgy gulch
#

everything flickers with anit-aliasing on, any clue why that happens?

cosmic matrix
#

Hello,trying bp when i use the following code i get both time the same result i think in cpp that s not the case anyone can tell me if i make an error somewhere?

vivid stratus
mortal cedar
edgy gulch
#

everything flickers with anit-aliasing on, any clue why that happens?
@edgy gulch can anyone help?

rocky radish
#

Dear god
i once got 200k compiling shaders

plush yew
#

hello guys I am trying to make s shader for my strategy project from august 2020 but I can't still make it, noone could help me, I watched the whole yt for thess videos ,read the whole do and when I do it, it doesn't work 😦 , if someone can help me tag me or dm me, will appreciate it a lot

autumn grail
#

I have a problem with my ladder

#

When i climb the rotation change

tiny eagle
#

could anyone tell me how to enable Legacy interface in UE4?

#

i think it's 4.26

#

i'm looking in editor settings- Appearace, and it'ss not there

#

looked in all settings but so many

#

@autumn grail maybe add a node to lock player rotation when moving forward upon ladder interaction?

autumn grail
#

thank you , what node it is

tiny eagle
#

lock same as before interaction

#

well you must use umm, not sure which, i think i have a tutorial

#

i'll look at the tutorial and docs and see which onee

autumn grail
#

thank you vmch

tiny eagle
#

so i would assume if you lock player rotation in a node to control before/after interaction start, it will wwork 100%

#

that looks solid to me, not ssure if you've done that tho

#

sorry for double letters, my keyboard is a really old Dell

#

big chunky keys

#

might not even need to adjust nodes

plush yew
#

hello guys I am trying to make s shader for my strategy project from august 2020 but I can't still make it, noone could help me, I watched the whole yt for thess videos ,read the whole do and when I do it, it doesn't work 😦 , if someone can help me tag me or dm me, will appreciate it a lot

tiny eagle
#

@plush yew

plush yew
#

yes?

tiny eagle
#

feel free to DM me the layout in material editor

plush yew
#

I am having a few problems with migrating assets, anyone know a lot about the migration of assets between projects that could possibly help?

tiny eagle
#

i would search docs, i've migrated a few assets but they were very simple with no references to MM's except just plain SM's with regular old materials

#

"asset Migrate with References"

#

because if you need something that is encrrypted or protcted, or maybe even something else, some files will be copied but you'll get that error, some will not

plush yew
#

Well, I brought something from the marketplace, it was a complete project, when I migrated it to my main project Shift to sprint, C to Crouch do not work...
In the example level that the asset provided.

tiny eagle
#

hmm, it is geneerally best to copy/paste using Windows exxplorer, the Entire Content folder, of the Asset pack, into your project, and resatrt editor to discover assets, maybe it wil auto update without exiting tho

plush yew
#

@tiny eagle I have fixed it. As I migrated it to a different project it did not have the right input mapping for Shift and Crouch.

tiny eagle
#

yeah BP's can break upon migrating sometimes, i just copy the content foloders and delete everything i dont want after

autumn grail
#

@tiny eagle Have you find the node? because changing settings of character movement dont work plz

tiny eagle
#

it wasn't actually a node, hmm, when i opened my CharAnimBP it controlled mouse movement with Yaw and everything was fine, player only rotated with mouse movement (camera) but this was 3rd person

#

maybe untick control player movement with mouse Yaw and see if you can BP a control to set desired rotation of player to Not rotate when interacting with laddder?

vague scaffold
#

I know this is silly, but I accidentally the SM_Plane mesh from my Engine Content. I thought I was deleting the plane in the Outliner, not the plane in the Content folder.
So, now I can't create a plane, and any other project that relies on the plane does not work correctly.

Is there a way to recover this lost engine content, or does this mean I have to reinstall the engine?

tiny eagle
#

verify files in EGL

#

it will download it for you

#

exit editor first

#

verifying costs less time than a reinstall for missing files

vague scaffold
#

Thanks, found it hidden under the arrow next to the launch label on the engine icon.

tiny eagle
#

hmm ok

#

couldn't be sure if it was completely gone from the engine itself

#

seems it wouldn't be noww that i thin of it

#

i wonder if anyone knows how to enable Legacy Interface in UE 4.26

#

my toolbars are now under the top row and i would like the old-school toolbars for foliage paainting, i know they're big buttons but i work on a 60"HDTV as monitor

#

googled legacy settingss and nothing

vague scaffold
#

That worked Alex. I have access to creating a plane!

hybrid light
#

why am I getting this

#

Accessed None trying to read property

#

call func_get controller return value

hexed coyote
#

I everyone, im having a problem applying a material to a box from megascans, it shows on the details tab, but not on the viewport anyone knows why this may be happening??

low lynx
#

That happened to mine too. Still don't know how to solve

tiny eagle
#

in my particular engine version it isn't there, i found Modes, in 4.26, which allows for using any tool in the editor, one at a time, so ty, but it doesn't work ffor my editor

candid falcon
#

so I'm trying to referance a 4.15 project and it seems to want to use oculas?
I don't have it set up right now so I just close out of it
when the project load it closes after a short peiod of time
I did not have this problem before why do I have it now, and how do I fix it?

rapid gulch
#

Tutorial recommendations for a working vehicle? C++ or Blueprints, doesn't matter

civic briar
#

hey any body can use unreal engine 4 really good and pro please text me

dim merlin
#

anyone around using world composition and layers/blueprint brush?

grand walrus
#

is there a limit to decals?

after having made a particle system that splats out a decal on collision, i

#

noticed some inconsistencies with it not always working.

#

seemingly after a limit is hit

crisp thicket
#

anyone know why the destructable mesh component on my actor is not showing?

rocky radish
#

Hello, for some reason my map is hidden and clicking the eye icon is having no effect - level is just black
@plush yew try re-opening the level

plush yew
#

its ok it was the wrong level lol.

rocky radish
#

oh

#

ok

plush yew
#

hello excuse me i have a problem, i painted all the landscape but it does that , do you know how to fix this?

grim ore
#

what does your material look like?

calm shale
#

Hey everyone! there is a help channel in here? I got some troubleshooting with collision and material/textures. (very noob, only 2 days into it)

plush yew
#

its a material with 3 layer of texture (rock grass sand)

grim ore
#

make sure your texture samples are set to shared for the domain

plush yew
#

alright but before the textures applied correctly

open mirage
#

AEEUGHHHH im gonna ROFL
AAAAAAUHHHHHH IM ROFLING

flint temple
#

I hate doing this.

Avoid working with @analog timber if possible. They will refuse to pay you and start a payment dispute at the drop of a hat. They will poorly spec out the design, expecting much more than is reasonable, including multiple iterations/revisions for minimal to no pay, to cover their lack of thoroughness (by design?). I am not the first person to have a dispute with them by their own admission and from looking back at their server chat history.

I am posting this as a warning to others, especially those just starting off, to avoid a predatory business actor.

TL;DR: @analog timber is bad business and not worth your time.

plush yew
#

quick question what can i do to get the camera X location and perform an action if its a specific number

flint temple
#

break the camera's actor location. use an "InRange" node for the x axis and go from there

plush yew
#

thanks man

flint temple
#

np

hybrid light
#

why am I getting this

#

Accessed None trying to read property
call func_get controller return value

#

can anyone help me

flint temple
#

Is this in your pawn/character blueprint?

hybrid light
#

yeah character bp

flint temple
#

Do you have your controller set in the game mode?

hybrid light
#

yeah

#

found a fix just now

#

I changed it to get player controller

#

@flint temple is this a good way of doing it

#

its camera reset btw

flint temple
#

Depends on what you're trying to do

light thunder
#

I'm building a data table to hold various level data, including the actual levels themselves

hybrid light
#

Depends on what you're trying to do
@flint temple camera reset to default position

light thunder
#

Is there a level reference to a specific level like in the content browser?

#

no way to pick from the content browser?

fierce forge
#

Hello , how I can make when player 1 look at a widget the widget to be rotated to him , and player 2 look at the widget , it to be rotated to him ?

#

In a mp game

dense gate
#

@light thunder right click level, copy reference, leave only the path to the level itself

light thunder
#

so if I wanted to use that on a data table? make a structure with an array of those maybe?

dense gate
#

Yeah, you could do that

light thunder
#

what type am I doing?

dense gate
#

Ah

#

Data table is generally class agnostic

#

You can slot that regardless of what you need it on

light thunder
#

It's be nice to have a picker there since I'll be having like 50 levels at least

dense gate
#

Data tables search with names which are significantly more optimized than strings

light thunder
#

But I take your point, just need to make a structure with the actual level names and be sure they are accurate and use that as a picker, just hook the output from that to the stream level function

dense gate
#

I feel like you're making a roguelike

light thunder
#

nope

fierce forge
#

Can somebody help ?

dense gate
#

Would that be shared between the players?

fierce forge
#

@dense gate wdym ?

dense gate
#

Whatever happens on the widget is synchronised between the players

fierce forge
#

so the player 1 should see player 3 name tag in the front of the his camera and player 2 should see player 3 name tag in the front of his camera

#

like for p1 the widget rotation to be one and for p2 to be another one

#

i got how to do this for sp but how to do this for mp ?

dense gate
#

I'm trying to process

fierce forge
#

ok

dense gate
#

Name tags should be clientside only

fierce forge
#

i think

dense gate
#

I don't see how another player goes into that interaction

fierce forge
#

i just want to make the widget to face the camera

late verge
#

i have a camera moving towards a building in my cinematic, and i am seeing a ton of shadow and AO flickering. any way i can go about fixing this?

#

there's gotta be some setting in my lighting blueprint that'll get rid of it

#

been stuck on this for days

dense gate
#

I think there was a screen position widget

past cobalt
#

If im trying to add a custom collision to an actor how would I do that

dense gate
#

On your widget component, under User Interface, set Space to Screen

fierce forge
#

@dense gate it is working but "owner no see" will not work

dense gate
#

On the widget component, make sure Component Replicates is false

fierce forge
#

it is

dense gate
#

On your pawn BP, in the begin play, if IsLocallyControlled, set widget component invisible

fierce forge
#

tnx

dense gate
#

Did that work?

fierce forge
#

yes

dense gate
plush yew
#

Hey guys, I need help.

dense gate
#

Then post and someone might answer

#

Just make sure it's in the correct channel

plush yew
#

It's about my character I made in blender I'm having issues importing it into Unreal.

sterile tulip
#

Is there a difference between making objectives work for singleplayer vs in multiplayer? If I make objectives/quests in singleplayer will it work in multiplayer too?

dense gate
#

This has been a recurring thing these days

#

For multiplayer you have to synchronise

#

If it's an array or god forbid a map, you have to update with RPCs

plush yew
#

It keeps saying I have multiple root names even though I don't. Or maybe because of the names on the bones it picks up (for example, lowl.r r as in root)

sterile tulip
#

I have been looking at tutorials how to make quests. Should I look for quest tutorials specifially made for multiplayer? @plush yew

dense gate
#

You have to parent all the bones to that root

plush yew
#

Ohhhhh I forgot to do that.

dense gate
#

Ya dingus

plush yew
#

I made a walking animation will it automatically detect as a walking animation when I try to walk?

sterile tulip
#

Okay I will watch some more tutorials

dense gate
#

You'll have to do that in the animation BP

plush yew
#

Thank you so much.

#

any links to Youtube tutorials?

dense gate
#

There should be a kphjillion vids or answers if you look it up

plush yew
#

wait guys

#

could you tell me what I have to do again?

dense gate
#

Make every bone be parented to Root

#

One way or another

plush yew
#

Okay I'll try that 🙂

dense gate
#

As in

#

Hmmmmm

#

Generally you'd have a root bone that isn't part of the rig

#

It's useful for root motion animations and such

#

And then every other bone has (in majority cases) pelvis as its root, as is your case here

#

I've done only some basics of custom meshes so I won't be of much help

static bramble
#

Any ideas why my child component spawns at world origin no matter where I place my BP
Even with me using Child.SetupAttachment(RootComponent) ??
Has to be something simple but been driving me nuts for longer than I care to admit

dense gate
#

Are you trying to attach a component in realtime?

plush yew
#

how do you do that I try selecting all the bones (root last) and then when I press CTRL+P it gives me a whole bunch of options instead of the two actual options it's supposed to give me when I do it right which is keep offset or connected?

static bramble
#

Nope, just trying to create a simple actor lmao

#

should be attached at runtime considering it's a cpp class and defined in the constructor

dense gate
#

I haven't done actors with components in C++ to be honest

grand walrus
#

what is the most effective way to get blood on a character mesh?

dense gate
#

Spawn decal attached

grand walrus
#

ok, i think i realize the reason why decals won't work; my mesh is low poly and the decal slide is extreme

#

there is some weird method to do with dynamic hitmasks, taking textures or something, idk

#

i'll probably have to look into that method

dense gate
#

Dynamic texture I guess

plush yew
#

ok give me a sec because im eating

torpid notch
#

Im looking for a UE4 Blueprint beginner to advance tutorial. Any recommendations?

plush yew
#

devsquad has something to offer for everyone

supple totem
#

@static bramble is a root comp set? Also have you reset editor?

next badger
last dove
#

anyone know of any free alternatives to visual assist X? I've searched for some but haven't found any

next badger
#

there are no...

#

even Resharper cant handle ue4

last dove
#

damn that sucks

next badger
#

Jet brains provided Rider for Ue4 for free until the end of the 2020, not sure if it still available (it should have resharper in it)

arctic horizon
royal oar
#

hey I know you guys probably get this a lot, but I'm trying to start out learning unreal, I already know c++ to I'd say somewhere in-between intermediate and advanced level, I've used the unity engine before but I'm trying to learn unreal because of the power it offers, where should I start? sorry if this is a dumb question I just don't really know where I should begin

next badger
royal oar
#

I've noticed some of those are out of date

#

like they use an older version of UE

static bramble
#

@supple totem Yeah root comp is set, I'll try to reset editor, didn't think about that, just trusted the hot reload worked but I guess that's not always the case

royal oar
#

hm wait never mind this looks pretty new to me

supple totem
#

@static bramble hot reload does not work

#

Use live compile

royal oar
#

which ones would you recommend starting with? just the default ones it recommends?

supple totem
#

But even then I think changes in constructor often need engine resets

hexed badger
#

Hi. A question. Is UE5 an extension of 4.26 or is it developed seperately?

next badger
#

it is a descendant of 4.26

static bramble
#

@supple totem That fixed it, thanks a million, it was driving me nuts lol

plush yew
#

Hi, how do I set mesh LODs based on meshes already inside my project? Rather than having to reimport

#

I already have the LODs I need but as separate meshes

regal creek
#

Hi folx. Just getting into Unreal (from C4D) - and have two beginner questions. I'm building a landscape scene as a learning project. Two things are stumping me:

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First, grass. I've got the trees looking pretty decently lit, but the grass is absolute hot garbage. Super dark shadows. I understand how to use the foliage tool - but why is the shadowing on the grass like 10x as dark as on the trees? This happens even when the grass is painted on with a very low density:

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Secondly - I have a material set up with an opacity map. My red channel controls how much of the gradient reveals the object. Is there a way to keyframe this, so on frame 1 the red channel would be at 0.0 and at frame 900 the red channel would be at 25.0?

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Thank you!

next badger
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@plush yew not aware if that's possible, maybe it is, but never heard of it
You can import specific lods in to existing meshes.

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@regal creek to make realistic looking foliage use two sided foliage shader, masked grass will look odd w/o custom normals anyway

regal creek
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Oh, sorry if I wasn't clear - the two questions aren't related. The mask material isn't the grass, it's for a different part of the project

next badger
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to make animations in shader you have to use Dynamic Instance Materials linked to BPs

regal creek
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The grass materials are imported from MegaScans

next badger
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if they are megascans, your lighting needs to be adjusted, not the material of the grass

regal creek
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Ah, I see. Right now I'm using a SkyLight with an HDRI of an outdoor sky. Is there a better lighting setup to use to toubleshoot these dark shadows? Something simpler?

next badger
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w/o main direct light source they may look wrong

regal creek
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I see. Let me try to add a direct light source. And I'll also look into Dynamic Instance Materials. Thank you!

dense gate
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Opacity mask means that your material is either fully opaque or fully transparent

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To get something in the middle, make your material translucent

next badger
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@dense gate no it's not...ue4 may use dithered translucency to make opaque shader look transparent

dense gate
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Also you can use a single float param instead of a color

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Yeah, that's an option too