#ue4-general
1 messages · Page 860 of 1
https://discordapp.com/channels/187217643009212416/225448446956404738/766656192688422922 Can some one help me?
Why don't these colors get exported to UE4 as a .fbx?
In Blender, I unwrapped the cube, assigned faces with color, exported as FBX and in Unreal it's plain.
https://i.imgur.com/sFyYzKX.png lol I forgot to unequip the other item so now it's a stabby axe
I'm looking for a game development guide on "small characters in big worlds" concepts. I need to learn proper scaling, best practices, etc.
Well I just found this article. If anyone is interested. -> https://www.gamedesigning.org/learn/game-scale/
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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?
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
@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.
The built in print-to-file drivers in Windows 10 have their own formats that you probably don't want to use
xps or open xps files for the Microsoft xps document writer, and a prn file for the onenote driver 😛
@rotund scroll Where would I set metrics in the camera? Not seeing that as an option. Or maybe I'm misunderstanding.
@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
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.
Ahh I see. That's making more sense. Thank you.
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
if you're doing first person, putting the camera higher up would indicate that your character is massive, lower would indicate miniature etc.
Anyone have experience with footsteps sounds on layered material?
https://twitter.com/RyanJon2040/status/1315898814574800897?s=19
https://twitter.com/RyanJon2040/status/1316261202280894465?s=19
https://twitter.com/RyanJon2040/status/1316623590226366465?s=19
https://twitter.com/RyanJon2040/status/1316985977987076096?s=19
how can i make a curser that a gamepad joystick can move around the screen
https://i.gyazo.com/aff641aad0704031aec10570280cca46.mp4
@oblique tangle That looks nice
https://www.google.com/search?q=ue4+virtual+cursor
@grim ore heya. Just to end yesterday discussion about this material brighten up scene. It was autoexposure after all. I had hidden post-process volume.
seriously lol?
yep
oy
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.
modifying some of the ini files I'm sure can help out with that @warm hornet
@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
👍
for a virtual curser I've seen plugins for it but is it possible in BP or do i have to use a plugin
yes it is possible in blueprints
...a virtual curser?
like, something that swears?

sorry I know you probably meant cursor but...lol
did you look at the link I gave you, there is atleast 1 video on how to do it
how would i do it like would i set the mouse cursers position
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
oh ok
now can i set the widget focus to be what ever is under the mouse cursor so the gamepad can press the button
the new water system makes everything so much easier and faster
and real clouds are also a nice feature
I've heard the clouds are performance intensive so far
but i haven't used them my self so idk if that's true
Yeah you will have to put it in the graphics settings
So whoever has a decent build can activate it
How I can make objects be able to fall down by itself like book or photo hanging on the wall
Need help
Activate physics
Check the "Simulate Physics" box in the properties
No when my character reach that a certain point then
You make a collision box in the object bp
And make a node for on overlap with the collision box
And activate physics
Should I try to associate it with trigger box
Or blubblub your method is better
I tried it its working thanks alot for your support
No problem
Can u help me in one more thing
how can it make it where hitting A on my gamepad clicks where ever the mouse cursor is and not the user focus
Dude I am totally new just you can say noob
Dude 8 gb ram is enough for unreal to make 3rd games
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
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
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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@dire sentinel Did you fix your problem because I believe I found out how to fix it.
@plush yew the one wizh normal maps being dark or the one with volumetric fog not working
how to make an rpg game?
I remember rumours about an improved unrealbot a few months ago. Those still rumours?
how to make an rpg game?
@quartz grotto dedication, knowledge and a team
Lol no
Hah
If you are new to game dev, start small. Youll thank me later.
@dire sentinel the one with the volumetric fog not working.
Is there a way to increase editor available memory?
Its capped at 2GB
And I got way more than that
What makes feet connect to the ground and make it so your character isn’t floating on stairs
@dire sentinel In Details panel scroll down to rendering and make sure visible is checked.
I'm reading this - is it true you cannot do file transfers via VaRest? I can do them with Postman just fine.
If so, ridiculous.
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.
Has anyone written any file upload functionality with VaRest or another utility?
READ DESCRIPTION:If you know more quicker or more clean ways, go ahead and share it in the comments :) This is just my approach.Hey Guys!In this video we will be covering how to create a simple system that allows us to create various self building structures in unreal engine 4...
delete if not allowed, but here is a ue4 tutorial. Some of you benefit from it so I figured
does anyone have any good resources I could read about combining projects?
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
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.
this is probably the wrong channel
Hi,
Does anyone have any advice for setting up scale between unreal engine and Blender ?
@ionic oxide thank you!, I forgot where to go to view the unreal unit...
know where I can find it ?
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.
@frank oar Can't remember where exactly, but it is mentioned in a lot of streams
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
There is a section for units just ctrl + F to find
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).
I had done this so far, but cant figure it out in the end
HitResult is a struct, you can't compare it with a string
also your if statement is wrong because you need two equal sign to compare "=="
wader!
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
tags? at where Ponkkis?
Sorry, im really bad at this
I'm having trouble my wigdet is not showing in the packaged version
So in general you don't want to compare strings in gameplay code
Are these cubes all of the same class?
Or inherit from same class?
And yeah ponkiss is right too that you can use gameplay tags
I dont know how to assign tags... and i dont know what class is actually... cause my lecture didnt explain anything to me
Im really sorry for burdening you guys...
Thank you for the video Ponkkis... However, my lecturer strictly told us not to use blueprints...
For UMG dose anyone know a tutorial on how to make glassy transparent UI material like this windows and iOS do
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
@tawdry lion https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/ActorHasTag/index.html
See if this actor's Tags array contains the supplied name tag
Can I make it have a blurry transparency
@tender pecan I see... so using tag are easier... so i need to assign the component tag one by one.?
@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. 🙂
I have a somewhat similar question !
Ok thank you everyone for helping me, I found my answer 😄
@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.
A tutorial site dedicated to using C++ in Unreal Engine 4. This site is meant for game developers wanting to learn how to begin using c++ in UE4.
thank you @tender pecan sorry, I'm new to Unreal
uhmm...
what I'm trying to do is add more time in CountDown class
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.
Hello guys! Could you please tell me why turning up " mesh distance field " makes my reflection on the scene dark and narrow?
with mesh distance field
withouth mesh distance field
@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..
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)
@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. 🙂
https://gyazo.com/f79ea524ee95b46914306c58b6c8ccb7 how would i use my box blueprint there as a target?
hey guys, i just made this radio on substance painter but when i bring it to unreal it's all messed up
in substance
in unreal
someone knows how to fix it
@pale salmon did you follow the workflow guide set by allegorithmic? https://docs.substance3d.com/spdoc/unreal-engine-4-144998459.html
Base Color must be sRGB and all that jazz.
@pale salmon did you follow the workflow guide set by allegorithmic? https://docs.substance3d.com/spdoc/unreal-engine-4-144998459.html
Base Color must be sRGB and all that jazz.
@tender pecan I didn't even know there was one
thank you
it happened the same thing at places that was supposed to be chromed
has anyone tried out the water system in 4.26 preview 3?
No but I heard its not finished and there are bugs
is there any ETA for 4.26 official release?
@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 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?
Does anyone want to make a game together for fun?
@lofty fractal yes, especially if its already running like a 3 legged hippo
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) ?
Yeah...
@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. 🙂
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.
Can Character Step On
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 🙂
You know... stuff would be a whole lot easier if PlayerStarts root component was at the bottom of the capsule lol.
I'm guessing this was done so typical FPS characters wouldn't need an offset for their capsule???
Curious the history of this decision.
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.
Actually wait UE2 and UE3 didn't have components IIRC... right. Wait, or did they???
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!
UE3 had components, UE2 didn't as far as I'm aware
when I do a level transition into this level
I get that weird white bump in the middle
but when I just open this level, that bump doesn't exist
this is how I transition from the beginning level to the next btw
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
fixed it
used open level instead
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?
alright thx
Is there any way to move an installed version of the engine and re-link it with the launcher?
i don't feel like re-download the whole engine just to change the path
@plush yew it works good thx a lot
How did you guys learn blueprints
i learned most of the basic stuff from youtube, personally i watched a cannel named virtus something
What makes feet connect to the ground and make it so your character isn’t floating on stairs
is there any easy way to get all controllers on the server?
i can see playerstates but not controllers
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)
@quick shell Foot IK
im talking about this
is thier a setting for it or do you have to code it yourself?
Little column A, little column B.
Inverse Kinematic systems allow for reactive animation, such as foot placement on non-planar terrain.
There's also tons of tutorials out there. tl;dw, there's some nodes that help, as well as manual approaches
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
There's also tons of marketplace assets that do some version if you're looking for plug and play
hey guys, anyone know why I can't seem to access the Update Sun direction function in Blue prints?
I'm using 4.25
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?
Akin to a map find operation?
Or is a for each with break the only option here?
What's the best way to switch the camera of a player on the client side (not server side)
Helo
Can I publish a free game for free?
what are some optimizations one could do right after starting a project
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!
this water is stunning
Yep
@plush yew Make sure in Blender to select both the parent skeleton and the child mesh, and not just the parent
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...
@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.
@fervent sigil The problem has only started occurring when I created a project on the external drive.
is there any way i can change location of deriveddatacache?
@bleak hound Looks like it can be done through a config file and the editor:
https://answers.unrealengine.com/questions/255793/derived-data-cache-1.html#comment-726429-form
https://answers.unrealengine.com/questions/112733/how-to-move-derived-data-cache-folder.html
general quesion... UE any fun for procedural mesh making?
eq.. modelling this is just as easy... but why the hell not in UE?
should i be looking into a procedural UE method for doing this?
just wondering... why are my maps black when I make a new one?
its a blank
just an empty void
I have a light
ok
directional
but no object
nothing
thats not how light works
oh?
yeah ever been to space?
what about the default map though?
yeah I gotcha
there ya go 😄
because you didnt make one
how do I?
left side
and then?
you will have to duplicate the default map and name it something else.
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
heh ok
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
yeah, ive got houdini rocking here... just wasnt aware of any pipelines or methods in UE
not scurred to make my own, just never really looked into it
been hardsurface modelling mostly till i thought... why am i doing this.
thanks man
ah I fixed it, I didn't have a BP_Sky_Sphere in place
new it had to do with a skybox
@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
ah cool thanks a lot!
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
not as in your image anyways
kek since when does deadmaus learned ue4
@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.
anyone happen to know if 4.26's in-engine water feature works on mobile?
lol, is Deadmau5 here? awesome
anyone know if there are any guides for IK kinda like the Scavanger Vehicle from Unreal Tournament 3?
he invented wix i heard 😛
@plush yew "I made this cool website with Wix"
@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)
I haven't played around with it, but it does look like you could do some pretty creative stuff with it
manipulating the parameters to the beat and whatnot could give some interesting results
is there a more efficient way of doing this or is what im doing the best method (i bet its the worst)
(ping me when respond)
hmmm why is true going into it?
oop old code
it used to b-
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
ill fix and resend
@kind pumice basiccaly this
its the the bg of the loading screen is charecter related and random
it works fine, i just want to know any more effiecient method
(anyone who responds pls ping me ;-;)
@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)
you'd just have to add a new character to the array and it would naturally work
i will learn what arrays are then, thanks!
np!
already confused X.X
hey all.. wondering has anyone here used HLOD extensively?
you wouldn't want to make it in the BP, but instead as a variable
it seems like the generated HLOD won't flush even after deleting them (the assets remain in content browser )
i found out yes!!
then in my case I get a random one, but you can also get the specific index and check what's in each index
Exactly!
they're super useful for lots of stuff. good thing to know
i know the concept of arrays, i think i should know how to do dis
(watch me fail missrebly)
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
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)
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
hah I was just about to say that - you're looking for maps!
something I've never used and probably should
ue4 maps are dank
no for each (key,value) node
also it has nothing ;-;
Yeah I'm already thinking of uses for them in my procedural apartment building monstrosity lmao
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 
... that is kind of odd
god i feel my brain shrinking now
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 
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?
Hi, anyone uses blueprint brushes for landscape, and knows why it might NOT work on 4.25.3 ?
there are no presets..
Hello , how can i simply replace the third person camera in the back of my character when he is climbing
Please
@dim merlin is the landmass plugin enabled?
I diddnt enabled it, cant even find it
I searched for 'landmass' in plugins..
u maybe know in what category it is in plugins?
I'm in 4.26p3 right now and it's under Other here. Not sure if it's different in 4.25
Were you searching the Installed section rather than Built-In? I think it defaults to the Installed section when you open the plugins tab
yeah, it's searching the Installed section instead of Built-In
In 4.26 they added an all section to the top which fixes this search issue
thanks, so, btw still see a bug as i was actually be able to select blueprint brush while the plugin is not enabled..
you guys know if the in-engine water is supposed to be compatible with mobile platforms?
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.
@kind pumice I think so since it was built for Fortnite
Ahhh that makes sense. Should have thought of that lmao
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
you mean like using Find Look at Rotation then setting the camera's rotation to that value?
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
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
Depends on what you are downloading
The Paragon characters is what they're talking about. Epic released them for free
Marketplace is obviously mostly paid stuff.
no i mena in Epic Games Content
There is a Free Section that gets updated every month (they remain yours after getting them, but are only free for that month)
their stuff
And there is a Permanently Free section
That probably also has some Epic Games stuff
yes that is in free
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
he's looking for AAA quality dude
Right, that magic "AAA" that everyone wants
Either way, that are you sources for Free Characters
well either you can make them yourself or you can't it's that simple
why are you spamming?
If there is none in that list that serves your needs you might need to buy one from the Marketplace or hire someone.
i highly doubt someone looking for a free HQ model is that interested in exactly the thing in mind
How do you update the C++ Classes in the editor?
Define "update"
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
If you move C++ files you'll have to regenerate the Visual Studio Solution and recompile.
Already regenerated VS solution and compiled
With the Editor closed?
What?
Did you close the Editor before doing those two steps
Or did you keep it open throughtout that process?
Right clicked on .uproject file > Generate Visual Studio project files
with editor closed
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?
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
Cheers
can i prevent the left joystick from navigating UMG since it moves the cursor and just use the d pad for normal navigation
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
Ok I’ll try that but my power went out so I’ll have to wait till tonight
I didn't suggest anything that you could try :P
Oh
I'm more or less stating that I don't see it being possible to prevent the stick from navigating
Oh ok
But I could be wrong. Just basing this on the code i found
I know a plugin that disabled it but it was in an old version of UE
I see a boolean bAnalogNavigation
Let's see if that offers something to disable this
Where is it located
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
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.
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
Seems like you can call "SetNavigationConfig" on the SlateApplication
Please can someone help me , i dont know how to replace the cameraBoom in the back of my character
But yeah, C++
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
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
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?
@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.
My unreal froze is it a lost cause or should I wait?
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
@twin inlet it has to be convex geometry. are there multiple collision meshes? UE is very nitpicky about it
@tawdry oyster use worldaligned textures?
@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
Hmmm have to see it. Its either convex geometry or naming error
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
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.
what now?
@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?
@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
check out this vid series
https://www.youtube.com/watch?v=0mgm16ki8zM
@tawdry oyster you have to google it
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.
@twin inlet Thank you, I'll follow the tutorial, hope it works.
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
what are you guys working on?
hi guys can someone help me?
@wheat shore what's your issue? :D
Check out #gameplay-ai
ok
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.
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)
@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
@grand walrus turn off "receives decals" for your character's mesh
That's not a reflection, that's just the decal extending into them
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
You can make the decal have a tiny size too
If your surface is flat, should be possible
what do you mean size here? is there a 3d thing going on?
The decal is basically a box
Depends on your decal's rotation
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
Generally the X is what defines the size from top to bottom, if you've added your decal with a pitch = 90
i will math around and see where it gets me, understanding why it is happening is really key, so ty for that

I've been avoiding megascans foliage thinking it wouldnt be well optimized
holy I was wrong
how do you guys render gizmo in game?
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?
This is how I have set up the material
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?
How can I make soft bodies without installing NVIDIA Flex?
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
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.
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.
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...
They're still loaded in memory
Restart editor and don't open them would do it for sure
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
Maybe increase the weight
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
Marketplace assets are yours to do as you please for UE projects
More details on that here https://www.unrealengine.com/en-US/marketplace-faq
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
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
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
Do you have any reflection captures set up?
It looks like it's using the default cubemap of the epic HQ.
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.
I have the cubemap in skylight yes
Guys, really... I am at this for days... How can I add a ball that doesn't outrun me...? Please help me...
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
Guys, really... I am at this for days... How can I add a ball that doesn't outrun me...? Please help me...
Switching the sky light's light settings to SLS Capture Scene looks like all I needed 👍
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
@lusty spruce maybe the force is to light to move the object ?
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.
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
increase material roughness to reduce shininess? I dunno
hmm ok
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)
At random just one or two pixels will be off and it looks weird
Just a bit of floating point impressions. Nothing to worry about.
At those small of numbers it shouldn't be perceivable
Is there a way to add multiplayer in unreal engine
Is there a way to add multiplayer in unreal engine
@dreamy cipher https://docs.unrealengine.com/en-US/Gameplay/Networking/QuickStart/index.html
Create a simple multiplayer game in C++.
thankyou
🎮 Unreal Engine Replication Series - Part 1: What is Replication?
👋 Welcome to the Replication Series! This beginner tutorial series dives deep into how Unreal Engine handles Replication. Understand more than just the "how" and explore the "why" behind important concepts tha...
Setting up networked games for multiplayer.
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?
anyone like this glacier simulation:
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
does anyone have any links on how to create sockets in Blender for UE4 that does not require bones?
Dunno about blender. But you can add sockets to meshes in engine
can you put a socket precisely on a lone vertex that has been imported from blender?
or just a lone vertex I should say
I don't see why not? Open up the asset in Ue4 and add a mesh socket
See what happens
TY @ Skuba
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!!
i need help
@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
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?
not easily
can I smooth the edges? the lines are very pixelated
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
@sturdy apex Scroll down until you get to sockets. https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/StaticMeshes/index.html
Setting up, exporting, and importing Static Meshes using the FBX content pipeline.
Is there really no "Hide Owned" filter option on the Marketplace? I can't find it anywhere, but surely it's there somewhere ... right..?
@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
Heyo, I am new to Unreal Engine
@sterile tulip open the window to get fresh air
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!
Im pretty sure youre good with the lighting, its just that your buildings dont have the same cartoony textures as the original @oblique tangle
look how many black borders there are
its like the wireframe of every 3d object has a black border
@plush yew Exact same textures as USM, ripped from the PC port lul
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
please someone help, this is so simple yet i cant find whats the reason it wont worrrkkk
@lusty spruce up down movement for what exactly? You mean the camera for the viewport? Or, do you mean for a Pawn?
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
I want to get free backgrounds
liike star backgrounds or something
is there a place to get that?
@dawn bloom you can use spacescape for skyboxes
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.
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
@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
@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
@bronze sorrel dang that car must have generous turning radius. it'd make parallel parking a breeze
@lusty spruce congratz on solving it
is there an IF i could use for jump? Like doing an action if you press jump AND do something else
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.
Yeah ill try it with space bar since the pressed jump boolean didnt work
create a custom delegate?
has anyone experienced the mouse cursor jumping to the top-left of the screen when running published projects?
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?
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
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
well the above 3 are real-time
There are mains as well, I sim the guides in Houdini, hope to do those in unreal as well
and can be done inside ue4
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
Use Mannequin and Bind Groom To Skeleton Mesh - 100.000 Hair Strands
https://mega.nz/#!wzIRxQZS!hj0mhk0HpidFCIPWrcGYyqd3c9vQ-EbnWF_6UNP_t2E
import with x (-90) y (0) z (180)
Works best with UE4.25/4
or:
Uassets : put it in your Project/Content/Groom Folder ( If you don't...
Doesn't matter if it's rendering in 1fps, it will be offline rendering only.. So as photo real as possible
or you can use that
i think that has the best results
since it was made for that purpose
Anyone working with UE in Linux?
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
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
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 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.
@regal mulch Got it, thanks! Ill just send a request to the client side of the controller when it joins
Can some one help me with targeting the bones?
Is linear interpolation an expensive operation?
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 ?
Im literally learning unreal blender and substance painter all at same time
its kinda making sense doe
heres a character im working on for a game
first time using substance hopefully results will improve
guys would it work to have a character from "character creator 3"?
is it a good choise?
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?
My caustics decal is only visible in Unlit mode
Once I go Lit it's invisible. Any ideas?
@plush yew i have my characters from CC3
when importing them, they are fully setup for retargeting , and works almost without any issue
But u should use their free plugin:
https://www.reallusion.com/character-creator/unreal-engine-auto-setup.html
Automate the process of digital human shader assignment and characterization for Unreal Engine 4.
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?
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.
Can Someone help me with TV Screen Reflection with some Finger print on it
Material xD
@hexed coyote Try to use a cube instead
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.
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?
@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
well thanks anyway @fervent sigil
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
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*
@plush yew go to the material properties you have an option there
thank you a lot, can you tell me where i can find the material properties idk it yet hehe sorry
@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
when ue5
@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) 😓
how do i make a user interface material like this
https://www.youtube.com/watch?v=cNdTP08QWlA
0:35 - 0:40 How can I make a character climb tress like that
Hell Pie [DreamHack Anaheim 2020] Trailer
coming to PC / Steam in late 2020
Developer: Sluggerfly
Publisher: Sluggerfly
Hell Pie is a 3d-Platformer experience unlike most others. Play as Bowner, demon of bad taste, "accompanied" by Nugget the angel, sent to the overworld f...
@zinc shore Just look for blur inside UMG
@hexed coyote btw thank you for your help i found how to do it
everything flickers with anit-aliasing on, any clue why that happens?
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?
So, am I the only one with loading meshes stuck at XX%?
Dear god
everything flickers with anit-aliasing on, any clue why that happens?
@edgy gulch can anyone help?
Dear god
i once got 200k compiling shaders
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
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?
thank you , what node it is
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
thank you vmch
just in-case you're faster this is the doc i learned aabout how to lock Character Camera Yaw and player rotation together: https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/index.html
A How To Guide for Setting Up Character Movement in Blueprints.
so i would assume if you lock player rotation in a node to control before/after interaction start, it will wwork 100%
in your AnimBP:
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
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
@plush yew
yes?
feel free to DM me the layout in material editor
I am having a few problems with migrating assets, anyone know a lot about the migration of assets between projects that could possibly help?
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
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.
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
@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.
yeah BP's can break upon migrating sometimes, i just copy the content foloders and delete everything i dont want after
@tiny eagle Have you find the node? because changing settings of character movement dont work plz
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?
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?
verify files in EGL
it will download it for you
exit editor first
verifying costs less time than a reinstall for missing files
Thanks, found it hidden under the arrow next to the launch label on the engine icon.
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
That worked Alex. I have access to creating a plane!
why am I getting this
Accessed None trying to read property
call func_get controller return value
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??
That happened to mine too. Still don't know how to solve
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
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?
Tutorial recommendations for a working vehicle? C++ or Blueprints, doesn't matter
hey any body can use unreal engine 4 really good and pro please text me
anyone around using world composition and layers/blueprint brush?
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
anyone know why the destructable mesh component on my actor is not showing?
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
its ok it was the wrong level lol.
hello excuse me i have a problem, i painted all the landscape but it does that , do you know how to fix this?
what does your material look like?
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)
its a material with 3 layer of texture (rock grass sand)
make sure your texture samples are set to shared for the domain
alright but before the textures applied correctly
AEEUGHHHH im gonna ROFL
AAAAAAUHHHHHH IM ROFLING
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.
quick question what can i do to get the camera X location and perform an action if its a specific number
break the camera's actor location. use an "InRange" node for the x axis and go from there
thanks man
np
why am I getting this
Accessed None trying to read property
call func_get controller return value
can anyone help me
Is this in your pawn/character blueprint?
yeah character bp
Do you have your controller set in the game mode?
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
Depends on what you're trying to do
Is this what I want for streaming levels in?
I'm building a data table to hold various level data, including the actual levels themselves
Depends on what you're trying to do
@flint temple camera reset to default position
Is there a level reference to a specific level like in the content browser?
no way to pick from the content browser?
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
@light thunder right click level, copy reference, leave only the path to the level itself
so if I wanted to use that on a data table? make a structure with an array of those maybe?
Yeah, you could do that
what type am I doing?
Ah
Data table is generally class agnostic
You can slot that regardless of what you need it on
It's be nice to have a picker there since I'll be having like 50 levels at least
Data tables search with names which are significantly more optimized than strings
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
I feel like you're making a roguelike
Can somebody help ?
Would that be shared between the players?
@dense gate wdym ?
Whatever happens on the widget is synchronised between the players
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 ?
ok
Name tags should be clientside only
i think
I don't see how another player goes into that interaction
i just want to make the widget to face the camera
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
I think there was a screen position widget
If im trying to add a custom collision to an actor how would I do that
On your widget component, under User Interface, set Space to Screen
@dense gate it is working but "owner no see" will not work
On the widget component, make sure Component Replicates is false
it is
On your pawn BP, in the begin play, if IsLocallyControlled, set widget component invisible
tnx
Did that work?
yes

Hey guys, I need help.
It's about my character I made in blender I'm having issues importing it into Unreal.
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?
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
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)
I have been looking at tutorials how to make quests. Should I look for quest tutorials specifially made for multiplayer? @plush yew
You have to parent all the bones to that root
Ohhhhh I forgot to do that.
I made a walking animation will it automatically detect as a walking animation when I try to walk?
Okay I will watch some more tutorials
You'll have to do that in the animation BP
And that's where I suggest you ask #animation
There should be a kphjillion vids or answers if you look it up
Okay I'll try that 🙂
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'd suggest asking in #animation
I've done only some basics of custom meshes so I won't be of much help
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
Are you trying to attach a component in realtime?
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?
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
what is the most effective way to get blood on a character mesh?
Spawn decal attached
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
Dynamic texture I guess
ok give me a sec because im eating
Im looking for a UE4 Blueprint beginner to advance tutorial. Any recommendations?
devsquad has something to offer for everyone
@static bramble is a root comp set? Also have you reset editor?
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anyone know of any free alternatives to visual assist X? I've searched for some but haven't found any
damn that sucks
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)
It is, it's free until the full release which is supposed to be some time in 2021. https://www.jetbrains.com/lp/rider-unreal/
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
@royal oar https://learn.unrealengine.com/
@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
hm wait never mind this looks pretty new to me
which ones would you recommend starting with? just the default ones it recommends?
But even then I think changes in constructor often need engine resets
Hi. A question. Is UE5 an extension of 4.26 or is it developed seperately?
it is a descendant of 4.26
@supple totem That fixed it, thanks a million, it was driving me nuts lol
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
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:
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:
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?
Thank you!
@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.
@regal creek to make realistic looking foliage use two sided foliage shader, masked grass will look odd w/o custom normals anyway
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
to make animations in shader you have to use Dynamic Instance Materials linked to BPs
The grass materials are imported from MegaScans
if they are megascans, your lighting needs to be adjusted, not the material of the grass
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?
w/o main direct light source they may look wrong
I see. Let me try to add a direct light source. And I'll also look into Dynamic Instance Materials. Thank you!
Opacity mask means that your material is either fully opaque or fully transparent
To get something in the middle, make your material translucent
@dense gate no it's not...ue4 may use dithered translucency to make opaque shader look transparent





