#ue4-general
1 messages · Page 877 of 1
If anyone has specific recommendations for Unreal Udemy courses Id really appreciate it
Here are the ones on sale, Im considering buy two or three because they cost nothing rn
These are just the most popular but if anyone has had a really positive or negative experience with any of them Id love to hear it
I highly recommend anything by Ben and Sam. The ones with the green plus plus are awesome.
i got almost all these courses
Damn @wispy zenith all of them, I figure if I treat them like a day job they'd each take like two to three weeks
thanks Xero
There is just so much content in those ones and they are so useful. Can’t go wrong.
What does the green double plus indicate?
is there a lfg channel in here ?
It’s their logo for content they created
What does the green double plus indicate?
@grand lily a game dev team
oh cool its like a brand
Yep
I thought it meant it has some Udemy support or something. Yeah I've had really positive experience with all the Udemy classes I've taken. There's always really good support available
I took their C++ course, multiplayer, and VR course and have used them extensively as a basis for everything I have learned. Top quality instructors.
Awesome thanks a bunch
yea I got them too, they're worth it, especially C++ since you can't find alot of tutorials for it online 
again is there an lfg channel in here ?
Its easily worth sixty bucks to have more instructional courses than I could go through the rest of the year
lfg? 
Yeah the C++ side of Unreal is a real pain to get instruction on
Yea the lessons themselves can take a good month to complete due to sheer content and only doing it after work and weekends occasionally, but you will know almost everything you need to know after.
lfg? :pandao:
@scenic owl yes 'looking for group'
ah no idea about that, sorry 
There's one for game jams #game-jam-lfg
You can post in #looking-for-work as well
I have a question regarding skeletons for characters
I am new to all of this so I don't really know how animations work
You can post in #looking-for-work as well
@brave hemlock Thx!
Is there like a skeleton and a mesh
so what is the difference between all of these
and does the animation apply only to the UE4_MannequinSkeleton so that I can make my own custom character with the UE4_MannequinSkeleton and still have the animation work for my custom character
Purple = model ( where you can put the materials for the model )
Light Blue = Skeleton ( where you can see the bones and add sockets )
Yellowish = the physics for that model and skeleton, like collision bodies for ragdoll purposes or animation with simulated parts
alright thanks for the help

Hmmm ue4 is running real bad on this laptop

Could it be the specs?
probably 
we need more emotes' pepe emotes
YEEEEEEEEEEEEEEEEEEEEEEE 
yall are already wild with the pepe emotes

we only got


I've been compiling from source since 2015 without thinking so i could build a dedicated linux server, i've done this without thinking for years, i noticed there is a source code option in 4.25, does that mean i can now cross compile without building from source?
i think there is a looking for work channel
yep
sorry
nothing to be sorry about, just you might have better luck there
for those who've toyed around with the cinematic camera, does ISO in UE4 increase noise or does it only increase light sensitivity?
hi,
i m adding a component to character class by using
a_pointer_declare_in.h = CreateDefaultSubobject<USmoeclass>(TEXT("Somename"));
but once the game start and using bp to check if a_pointer_declare_in.h is valid i got false do i miss some steps to get it work?
why does steam not intialize when i package my game, when i launch it works, but when i package the game and run it steam doesent work
Can we all agree that 4.25 was one of the (if not THE ONE) worst versions of UE4?
Bugged, broken, crashed
4.25 seems reasonably stable to me
there were some absolutely awful builds in the past, back when Epic were forcing one out once per month
Ue4 keeps messing up the Alpha of pictures I import regardless of what format I save them as. How do I get rid of the white background in my alpha channel. When I open the image its clear like it should be. When I use it in the sky material it shows all this white.
How to fix client navmesh not working when testing in client mode? Allow client side nav is set to true in the project settings. It's fine in listen server/client testing, but you have to click into the server window first before it enables
-If there's any fixes, I'm happy to take a DM
where do i get that
does anyone have any info or educated guesses about what kind of challenges developers will face when porting their UE4 4.25+ projects to UE5?
will the preview release of UE5 (to be released at "early 2021") be something developers can use to work on migration?
I'm trying to install the microsoft uwp build of ue4 from github but when I try to build the ue4 target I get errors and not sure how I would go about fixing it or if it's because of the version of visual studio i'm using
I'm trying to learn how to make good smoke/fire in niagara but there isn't much on youtube...can anyone recommend a good learning resource?
Hey, how can I get a Unreal License?
I do indeed find 4.25 the most troublesome in my experience
Despite many attempts I couldn't upgrade from 4.23, but upgrading 4.23 -> 4.26 worked pretty much flawlessly
I'm going to sleep, can someone tell me a story?
Can't, I'm with ear plugs
hey I was wondering why this works for the transform but not the scale
the target is a child actor
because you are snapping it's scale to the target (and basically it's scalling) AFTER you set it's scale
@next nebula it's not that it DIDN'T work, but you immediately set it's scale again when you attach it to the ocmponent
unless I"m missing something
sorry, i read that wrong but I think when you attached it, you are still keep the same scale
yes
alright thanks Ill give it a shot
keep relative means you are "keeping it to whatever it was when it was attached"
your variable was declared in your parent with a different signature
change the name
or change the signature
okay
is any one here well known with simeplegrasswind?
is there any better channel to get support?
do you need to buy servers if your game is invite to play?
Anyone know whats that...what should i type to get this
It's a type cast. They usually get created when you drag e.g. a boolean pin onto an integer pin.
Given a conversion between the two types exists
So this will turn true/ false to 1/ 0
does anyone know what the heck these two circles on my screen in PIE are?
i checked for post process materials and see nothing
so what in the worldddd is this?
only happens in PIE, not simulate
@gilded plinth it’s the touch interface for mobile devices
You can disable it under project settings -> inputs -> mobile
yup just realized from googling, but the weird thing is, this is a fresh blank project
template was i think the movie tv blank thing
4.25.4
did they enable it by default now?
yup thnx
Guys anyone have any idea how to fix this? I already have Directx installed. I thought here would be a place I could find a fix.
Hi folks! How water surface can be converted to cloud of points?
From something like this
To that
are there workflow and management guides for unreal?
i am using the Decklink Quad HDMI Recorder and have the 'no configuration found' dose anybody know why is this
Anyone knows how to limit the thumbstick movement to 8 way or 4 way?
Break your thumb.
@heady quartz you divide the angle by 45, round it and then multiply it by 45
for 8-way movement
90 for 4-way
Any workarounds for removing the annoying ghosting effect with TAA? I get a bunch of ghosting with it, but if i use anything else i get very aggressive flickering
Turning on velocity buffers also doesn't seem to help
@heady quartz didn't test but this is one way to do it, should work
run updatelocation on event tick
@fringe nymph Through rendering a ton of particles or a mesh, that consists from million or two quads.
@west phoenix Thanks after some modifications it works like a charm!
Does someone know how I can acheive this kind of bright lighting, (For SPace)
I could just turn up the luminance from the Light Source BUT many things will get overexposed
I've decided to finally sit my ass down and learn unreal engine, I plan to mostly focus on Visual Programming as coding definitely isn't something for me, but I still want to learn a bit of C++ so that I can at least "understand" it more. I've been looking at Ben Tristems course on Udemy, is that something that is recommended? Do any of you have any other tips or resources?
I did that course and I kinda liked it tbh. Shows how blueprint and c++ go hand in hand
@spare sun it's a good course, maybe too much time spent making tank thread physics that never quite end up working but nevertheless it's pretty good
Do you have any other resources you recommend? Any for modelling for games maybe?
Character models, static meshes etc
@nova portal I think udemy has some modeling courses as well
i mostly learn from random youtube tidbits through googling
hi
what did i do wrong?
print string fires twice at the start
But this doesnt activate
wait it does.. just.. very rarely lol
The perception update only fires when the result of the perception changes
Eg. only when a new target becomes visible, or an already visible one becomes hidden
I have a question i'm not really sure how to explain...
Well, at its simplest, what could cause a For EachLoop node to not read pre existing variables?
You're going to have to be more specific than that
Yeah, i thought so
I'm not at my computer rn so i'm probably gonna get a lot of these terms wrong
I created my first player controller thing, and had to get it to select all of thr actors within a certain class
However those actors have an internal variable which tell them if they are on the left, or the right
Determining their rotation
The tutorial i'm using ran a node i don't remember the name of, basically an array. Running through a for each loop node
And they dragged off of the second point on that node and ir was able to select the variable mentioned earlier, but when i tried it the variable wasn't in the list of things i could select
What i was trying to do was get it to read that variable and group thr left and right ones into different groups to be controlled by a different button input
Hopefully that all makes some level of sence...
I can access the variable in the blueprints viewport and in the actual level, but its not there for the player controller
Most likely you need to cast your value to your specific class
It sounds like you had an Actor or something which is the base class and you need to cast to the more specific class to access the values defined in the more specific one
I feel like this would be easier to understand if i actually had the workspace infront of me, give me a second
Do I need to code to implement local multiplayer or is it done with blueprints
okay, so you said something about casting, what exactly does that mean?
@exotic thicket thanks 😄
Hi, I constructed a default suboject in the actor constructor and pointer is valid but at the event beginplay he become invalid i don t understand why i add it via bp all works fine
Need a lottle help..i have set a bol for to notify that the character is attacking or not after he overlapped the box..but the action is still firing if he dont attack just overlap it.where is the prob
Here is the graph where i set the "is attcking" bol
from where
im a begginer..pls suggest how should i add
i mean how should i set that bol
then on key release for exemple add set isattack to false and try
u done?
@austere pelican
Have i done this right?
I almost never use my pc so i have no idea how to do that lol
go to search bar and tap screencapture or something like that in english
then on key release for exemple add set isattack to false and try
@cosmic matrix Thanks mate u make my day]
press print screen on ur keyboard, then ctrl v into discord
cast is not needed is you already select the class
@austere pelican np man it s the goal ^^
@vestal goblet u done?
i think so, trying to find the ss
ss?
screenshot
oh u should use the screen tool in windows that s enought to do that
better?
when i do that it reads it as incompatable
I need help
cause you already have an array of flipper if i don t mess
by using get all actor of class flippers just before
@vestal goblet i m talking to u man
I need a quest/objective tutorial for beginners. I watched some tutorials but I didnt understand anything. They just connect some blueprints
thats what i thought, but it won't let me connect them without the cast node
it tells me that they arent compatible, i think the get actors is reading something wrong or something
change to the correct class
well quests can be anything whatsoever so you have to program in what the goal is and when the system counts the player achieved it @sterile tulip
then select the pin type and u done
sorry, i'm not sure i understand what you're trying to say. i'm effectively the programming equivalent of a fresh install
?
for starters, which output should i be looking for, from which node?
location objective. Once the player reaches a location, the player will be rewarded money and xp. How do I do that
Out Actors
is there a way i can change that to not need the cast in future?
so add your cast node and join the exec pin
you need to create a volume, aka box that tells the system 'quest complete' whenever player overlaps it @sterile tulip
so he can be excecute
so the cast node should be between get all actors and for each loop?
can I just do it by adding to these 2 variables (xp and money) once collision overlap and a mission finished overlay on end? Or do I need some more trickers to make it work? Also I want this to work on local multiplayer @spare sun
so where i have it is fine then?
for each==>cast===>switch
yeah
Hi i'm Blue, i'm looking for a team or someone to work with. even if you're a beginner it's ok we can learn more together too. DM me if u'r interested 🙂
How do I make it that the objectives unlock one after another? So once the first objectives is finished, I want the second objective to be unlocked or shown @spare sun
thanks for the help, it was really bugging me that i couldn't figure it out
same way you check whether a quest is complete
you have a tutorial on that?
it can be as simple as doing an if(first finished) second->unlock() or as complicated as having them all in an array and letting current quest unlock next one by event
not as much an ue thing as a general programming thing
umm is server promotion allowed
This week I am going to work on adjusting unreal to switch from deferred to forward rendering. Has anyone done this and have a good URL on how to do this?
Does anyone know whether a higher number in "Mesh draw calls" or "RenderQuery Result" is more of a performance hit?
any idea how to make the water color lighten up a bit on the coastline
you can wait until the new water system is out
im trying to get the material to lighten up in color as if its hitting a shoreline, but i can use opacity because that breaks the clouds
the new water system is going to break the truesky clouds i have in place
why
so i had to make a shader that doesent break them
for whatever reason anything with transparency overlays over the clouds
you can make volumetric clouds in 4.26
Can anyone please link a great video tutorial for blueprints for modular assets (such as prop or buildings)?
the volumetric clouds in 4.26 are more low res
And ping me so I will see it
and truesky just looks a lot better so im using it
@dense knoll Make a mask texture for the coastline. Simple as that.
kk
where can i find the older previews of 4.26?
hello guys. Does ue4 has chaos system in 4.25.4 version ?
not yet
has anyone experienced this? Blueprint becomes extremely slow to compile, or modify. Removing one pin causes a 25 second lag in editor. Compiling takes a minute or more.
damn it
how fast is your HDD or SSD
what about your cpu
I've tried restarting my machine, deleting local folder in app
it could be R/W problems
it's very fast, this is something wrong, because it just started happening
it went from 0.5s - 1s compile to 70s
I was in the middle of debugging with watch/breakpoints when it happened
I also git reverted all my changes and it's still happening
go to task manager and check if there is two engines are working
sometimes this causes to saving issues, maybe it also causes to slow compilings
there is most likely not
there's only one, I also restarted to make sure
if they are able to save the file
if there are two instances of the engine and one saves
the save will fail
even removing a pin will cause tremendous lag
is your BP large ?
then isnt that normal ?
no
like I said, this started happening today, about 15 minutes ago, it went from very fast to very very slow, as if something broke
you would think I'd notice a 70s compile time 😄
ok the water still wont change color on the shoreline, can somene help?
ok nvm it fixed itself after I reverted a totally unrelated file, really strange
thats ue4.25.4 for ya
on hit event doesnt work on eventoverlap does work but then my projectile goes trough the floor and cubes??
i wanna hit an actor (npc) and walls
but i can only do either one lol
ah I think I figured it out, kind of, something in my BP's construction script is doing a lot of work, and recompiling it is not good
Hey, I'm kinda new to unreal engine. .. was using Unity and I have to say,unreal engine is the best
🥳
is there a "team create" feature in unreal engine?
is there a way to show wireframe on a single mesh ?
yeah in the static mesh editor
Is there a way of automatically opening a group of chosen editor windows without having to open each one individually - for example, If I wanted to open a set of editor windows I have related to one element of the game without having to find , click and open each one from the content browser?
what about in the viewport ?
the static mesh editor has a viewport
Quick Question:
How can a team work together on the same project when they're living far away from each other?
Thanks - sorry I should have said - I meant in a second editor window. I have a second window on another monitor where I edit BP's with the main viewport on my first monitor. I cant seem to be able to save the set that is open in the second window. I can save the main window layout but doesnt work on a second window with multiple BP tabs
is server promotion allowed
there's a whole channel dedicated to what is or isn't allowed, would you believe
and also #more-resources
Is it possible to make my own character off the skeleton of the default character and still use the default character's animations?
oh thats smart
i made a actor spawner but it only ever spawns 2 actors even tho its set to spawn 15 with a 2 second interval
is there a actor limit?
Can I see your code?
What's the upper code?
its to count how many waves spawned
everytime that certain actor is gone it adds to the wave
theirs a seccond variable that gets added by 1 every wave increasing how many actors spawn every time
but it only ever spawns 2
ur spawning enemys as actors? do they move
is there a way to see how destroyed is a destructible mesh ?
Hi, Just a question.
Is it possible to make a interactable in game browser with the browser projected at a screen in the game. I tried multiple YouTube tutorials but nothing worked so far.
If u know how please let me know in dm
I'm just getting started with learning how to use Niagara. If anyone has links or other resources they think are really good for that I'd appreciate your sending them my way.
I'm just getting started this morning. I remember there was a sample project or something so I'm going to find it to start with and then start digging through the docs I guess.
cool.
lol, one of the effects in the content examples crashed my vid driver
way too powerful
Nice.
anyone know if i need to make the LOD system in my 3D program(Maya in my case) or is it done in Unreal?
I need to get water moving down over a volume that rises out of a body of water. Then splashes on the water surface below as the water hits, etc..
At least that's where I'm starting
Yeah, you can generate LODs in the engine or you can import them.
then ill leave it to the programmer who knows unreal more then me 🙂 modeler guy here 🙂
I'm more wanting it to respond to the volume and travel over it. It looks like it won't be too difficult once I get a little bit familiar with Niagara.
i have enough to do with the models then to be in charge of LODs aswell.. especially when i know so little about Unreal 🙂
LODs are not just an Unreal thing and are a big part of model production.
look up ue4 generate lods
thanx guys 🙂
ill check it out. i always wanted to do LODs, just dont have the time right now.
@scarlet birch i know. i do want to learn the process.
if you cant use animation montages in a state machine
how do you add notifies then?
like footstep sounds and particles etc
You can add notifies to animation sequences.
doh
thanks lol
can i add a sound thats longer then the animation somehow?
and keep it looping?
@plush yew You can respond to a notify in the animBP event graph
Is it possible to filter hit events based on which key was pressed to trigger the hit? (E.g. X = HitA B=HitB)
Am I alive ?
Print screen: Is not valid
@scarlet birch ah cool
damn sound is weird in unreal somehow you can hear it everywhere lol
...
Hey everyone! Was just wondering if anyone's run into an issue where suddenly you can't edit an enum you added to a publicly exposed struct?
There are other enums on this same struct that I can select from the drop down box as usual, but this one just stays at "none" (it's first value) no matter what. I've restarted the editor, refreshed every blueprint node that this touches, but for some reason this enum (that can selected elsewhere) doesn't want to cooperate, here.
@scarlet birch well i didnt know sound attenuation was a thing lol
i thought itd do it on its own haha
I should add that the enum that's not working is one I recently added to this same struct, which I'm sure is somehow at the core of the problem. And also I can edit it fine if I do it from the object's blueprint itself; just not in the level editor while the object is selected
is there a way to see how much damages does a destructible mesh receive ?
So... I just installed UE4.11 (only because I wanted to create the Reflection-project)... Now I want to migrate the assets to my project but I can't right-click on any folder or any asset at all in the Content Browser.. What?! 😄
And oh... I can't even open up the menus at the top...
You'd likely be better off just updating the project to a current engine version.
Hello guys ! I have Update my Unreal Engine 4.25.3 to 4.25.4 and in my project i can't change anymore my Game Instance i can only set the base GameInstance but not my GameInstance someone have a solution ? I have try to create another project and it's work but not on my current project
maybe try renaming your game instance? 
or click at your game instance
then click at small arrow icon
to put it manually
Yup but it's do nothing, i have try create a new and rename and editing the defaultengine.ini but doesnt' work :[
Ok it's work now, i don't know why but when i delete the defaultengine.ini and recreate manually it's work !
i have amd as my gpu but it wont show
@regal mulch , I did a whole bunch of research across the forums, the discord, and your compendium, and I only now realized that a whooole bunch of times I got the answer I was looking for, it was thanks to you, so just wanted to say thanks for everything o7
Glad I was able to help you! (:
Did anyone ever find the definitive commands that control shadow view distance in editor? I used to just use r.shadow.distancescale and set it to 5 which gives me a much better distance but I then noticed that the closer shadows start to knock off 😕 For the sake of high res screenshots I really want full shadows with no culling at all
Hey guys, when I try to move, scale or rotate a object it always does this in steps. How can I scale, move or rotate them free like I want?
Look at the icons in the top right corner of the viewport
Some of them control the snapping options for grid, rotation and such
@exotic thicket Thank you!
Is there any way to get an anim blueprint IK node to stop ignoring the last bone? It seems to stop at the base of the last bone instead of the tip
So I can't figure out a way to get an IK rig to point to a place with a finger -- the last finger bone stays unrotated
I'm looking for a unicorn. Any ue4 devs who have used both a 3080 and 3090 for large open world game dev in ue4?
I need help with modular guns. The first issue is holding multiple actors together, and the next is spawning a prebuilt gun
Each actor is made up of multiple static meshes
Question, is there an estimate of 4.26's full release?
anyone know tutorials for c++ in unreal?
Udemy has several courses on ue4 c++
is anyone trying UE 4.26? Why does this keep happening when i preview in standalone game?
tried increasing landscape heigh to not avail, it only happens when previewing in standalone
it's likely a bug
Does anyone know how to keep multiple actors together?
Each one has multiple static meshes
@mental oyster Just add them to a blueprint and parent them all to the same thing
And when one actor is supposed to be inside another?
Which is the entire issue
I have a carbine that’s split into 5 actors - the stock, the receiver, the action, the barrel, and the magazine
The barrel and receiver attach to different meshes in the stock, but the action is supposed to attach to the receiver
And even when I select the appropriate sockets for the barrel and receiver to attach to, the whole thing falls apart
Are they being affected by physics and are your sockets parented to something that allows them to hold their relative positions?
I haven't made any blueprints yet. I first want to be able to spawn a prebuilt carbine
here's how everything's supposed to connect - the Barrel and Receiver actors connect to their respective sockets in the Stock and Ramp meshes, both of which are in the Stock actor. The Action actor needs to connect to its socket in the Upper Receiver mesh
so looking at your screenshots those are all blueprints
any reason these are all separate meshes?
A few of them will be animated, and the rest will be used in other areas of the game
traditionally it would all be one skeletal mesh with the animations for it
I’m aware, but I figured I’d stick with what I know for now
As for why they’re all separate blueprints, the guns will be completely modular, and each part will be it’s own thing existing in the world, if that makes sense
that might be making it harder than it should be, but you can use child actors if you need to have actors in actors otherwise create one actor BP with multiple static meshes and connect them
For example, players will be able to take the action out of one gun and put it in another
if these are just parts without functionality, just meshes, then there is no reason to make them separate actors that combine. You can have separate actors if you want them to be in the world and interactable and such but your actual weapon can just be one actor with multiple static meshes (probably the stock as the parent and the others as children attached to sockets)
That’s the thing - there won’t be a complete weapon that exists separately from the individual parts
I assume there would be one that the player uses no?
Here’s what I’m thinking of - all of the weapon’s basic functionality will be in whatever part the player holds, which is the stock in this case
Until the receiver is added, it’s no different from any other miscellaneous object
Once the receiver is attached to the stock, that will enable the animations since the gun now has a trigger
Add the action, and the trigger can release it. Add the barrel, and you can now chamber and fire a round
I assume you noticed that each actor has at least one variable?
Every time the trigger is pulled (assuming at least a grip and trigger are attached), the gun will go through a series of checks. Is there an action? If so, is there a chamber? Is it loaded? Etc.
What if the Stock actor has 4 bools - one for each required part
When checked, it spawns the stock with that part attached. The mag and action require the receiver to be spawned
Short version of how weapons will work - a gun will never exist as a single thing in the game. Whatever part the player holds (such as the stock or grip) will contain the basic functionality, and every other part that’s connected will work together
Until you have at least a trigger and grip connected, everything is little more than a random junk item
Any recommendations for intermediate to advance AI learnings ?
Udacity
I’ve decided to move the SpawnAction value to the Receiver actor, and the Stock actor will only spawn a mag if there’s a receiver attached
Can someone help me with Lighting Scenarios? I have lights that are clearly separated between levels , yet they are still getting built for a level they are not on.
Be sure to ping me for responses.
hey i have a quick question on how to make objects spawn on an arrow. I have a system to do it, however sometimes nothing spawns at all. Does anyone know a way to make it so something spawns 100% of the time? Thanks
Is the SpawnHandling set to Always Spawn
which file is the editor layout? my tabs aren't saving when i shut down editor and I need to know which ini to check out in source control
hi yall
hey sorry im a noob. started doing some tutorials with replication, but now i can't find the dedicated server button in the play menu, on any project it just shows number of players and net mode. how do i find the dedicated server button?
i had it before and now its gone
the little check box
if I had a question about event blueprints (specifically the BeginPlay), which channel should I go?
sounds good, thanks!
guys i made a patrol path using black borad and behavior tree
but it move to only the first path
and ignore the other 2
anyone know if the warrior statue in UE5 demo is available for download????
Hi does anyone know how to set up Bearer Authentication in the Request Header with VaREST?
(Requesting from an API)
ya
Is there a way to find the root path of a project ?
I can't figure out how to scale an image in UMG and it's driving me crazy. I feel like I tried every combination of Size and Scale boxes I could think of. I'm trying to make a phone UI and I have a picture of a keyboard like this:
I want to scale the image to fit the containing Vertical Box and have it preserve it's aspect ratio. How can I accomplish this? 🤔
sighs
I figured it out, I just had the image brush size overriden to 32 by 32
Now a single scale box does what I want 😁
Does anyone know how I could set my movement/camera up so that it's like this. I want to limit my camera's yaw. So that my camera never is infront of my character
How do I make quests and make them unlock one after another?
@sterile tulip that’s an extremely general question, you would have to code up ur own system that would probably involve some sort of progressive array
Why won't 'set linear velocity' to 0 or applying the negative velocity as a massless force to an object not prevent the object from moving
regardless of how I tick the actor
it still falls very slowly
would anyone here happen to be familiar with the cinematic camera? have quite a specific question in #cinematics if anyone would like to chime in 😄
just out of curiosity, what is the best asset to run widget and viewport execution? is it best to handle that in the player controller?
Does anyone have experience using the Set Header node in VaREST?
I thought there is a specific way of doing objectives. Can I just use my own logic to make this work? @gloomy gull
so I've made a level, and now for some reason, when i try to spawn or interact with any object in anyway(even deleting a object), majority of the map goes invisible..i tried draw distance and everything i could think of...if anybody has any clues to my issue it would be greatly appreciated for your time and help.
@sterile tulip yes indeed
Anybody know how to make double-clicked blueprints nodes open in RIDER and not VS?
change the source code accessor in editor settings
set it to rider and it should open it in that then
why would a scene comp default sphere become red?
so confused : P
never seen that before
oooh it happens when u lock transform
neat
oh I didn't even realize there was an option for that
handy for avoiding accidentally moving stuff I guess 🤔
Hi, what can cause Flickering in my Editor? ( i'm using UE4 4.25.4 ) also , the flickering happen most on Bsp brush. help please
then you may want to show us what you mean by 'flickering', I guess - it's pretty hard to guess without seeing it
ok
here, like this first video: https://www.reddit.com/r/unrealengine/comments/6efxqy/how_to_get_rid_of_these_flickeringjust_started/
( srry, i can't capture my screen )
yeah, that video isn't z-fighting (though to the untrained eye I guess it looks like it). It looks like jitter caused by temporal post-process not rendering properly
I would disable TAA in your project settings
no problem
hello does anyone know to change the ue4 interface to default?
window -> load layout -> default layout
thank you
heyo
Whats wrong here...still suit is not attching when my character overlap it....this graph is in suit bp.
Hi all! for some reason, my spells that derive of a parent spell keeps resetting once in a while to the parents values. so i have to do all the settings for all the children again and again. anyone has a idea how this can happen ? PS: its only the main particlesystem and projectile movement that resets, the rest stays as is.
hello guys I preinstalled my pc, and now I can't open the stuff inside of the project, like thirdperson game mode, levels widgets, all the stuff-what to do?
I preinstaled my pc
and I installed ue 4
and I can't open the stuff
the prject oads
you installed it via the launcher?
anyone good in blender?
because i dont know how to export shaders assigned to materials
Hey guys, I am filmmaker working in Octane render and I want to shift co UE4. I am trying to google, how should realtime assets be created for UE4 in filmmaking pipeline, but I dont have any success.
My question is, is the pipeline same as if I was creating a game, meaning creating high poly, low poly, then baking high poly or can I use high poly assets without using normal maps?
all the stuf is there but I can't open level ir wudget @honest vale
hey guys does anyone know what the problem is ? I cannot open ue4 it crashes:
Where has the Anim Slot Manager been moved to? I can't see it in 4.23.1
I think I fixed it, the problem was that I installed older version
I worked on the project with 4.25.3 instead of 4.24.3
hello guys is there a way to rotate a wall by one degree instead of the 10 degrees it defaults to when rotating a wall?
@barren lintel On the top right side of the UI you have a toolbar. In that toolbar you can enable disable "snapping" and control the unit for a snapping.
Image worth thousand of word
poggors
you want to change your model to the default spawn?
ok
go to edit
i think this is how it works
project settings
maps and modes
Select gamemode
click on the dropdown and you should see default pawn class
and then search for your own model i think thats how it works
you can search for your model if you anmed it something
yea just rename your own model to something else than ThirdPersonCharacter and then you should be able to find it through search
intriguing
i dont know then
pog
why does this happen?
at the front its transparent
anyone know how to fix this in blender
in ue4 only one side gets rendered in blender everything is ok
probably the vertex/face normals are pointing the wrong way
@smoky sonnet make the material two sided inside ue4
or select the faces in blender edit mode and press shift + N to start flipping them
but some models are meant to have two sided materials which ue4 has disabled by default
I was surprised to find that a leading _underscore didn't sort an asset to the "top" in the content browser.
Are there any characters that can be used for sorting in the content browser to force sorting to the top? (Knowing the _underscore doesn't?)
@smoky sonnet open the material, click the node that everything is pluged into and on the left hand side there should be a tickbox "two sided"
Anyone able to help with twitch intergration please
is there a way to get a notify event from a skeletal mesh without animbp ?
I created a dummy actor with a camera attached to serve as the view. Yet when I Possess the Actor I want to control, the view is switched to first person of that actor even though there isn't a camera attached. It's ignoring my dummy actor's camera--which should be the view?
Heeeelp
Hey plz help me in train blueprint
@sleek leaf How is anyone going to do that without you giving details?
I'm compiling the source and got this message. So I tried to install 4.5. However, the DotNet installer claims that 4.5 is "already part of your operating system." Any hint ?
did you install the targetting pack or the SDK?
The runtime. The dev pack is not available anymore on the Microsoft page. 😦
its in visual studio installer
Hi, I'm trying to follow a screenshot of another persons BP (link - https://answers.unrealengine.com/questions/194947/view.html ) to spawn random actors. My objective is to draw from a list of actors for an experiment with each actor being considered a trial.
I'm not sure where to navigate to create the parent class though.
Hi, I have a fresh machine that I have installed EU on, when I try to launch a demo I get the following error in the console
LogPlayLevel: Warning: WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
LogPlayLevel: Error: ERROR: Visual Studio 2019 must be installed in order to build this target.
I have Visual studio code installed with the C++ compiler in C:\MinGW\bin how do I make unreal see this install and not want me to install VS2017 ?
Sorry mate I'm not sure about that, everything is on your C drive and shared?
Is there a way to add console variables to a file and then exec/load it in UE to set all those variables at once? This is in the editor, so my team can share config options.
I have an inventory ui where ubuttons represent each item in the hud. Thing is I can do only one thing if i click button. Is there a way to add more functionality like pressing x to drop item or etc. I can't seem to find it
where are you trying to find it?
In ubutton class, and uuserwidget class. Is there any way to recieve any other input besides right mouse click
from the keyboard you would have to set it up to listen directly
you can check for an input key being down, or there are listener events you can set up for the normal input path that umg can listen for
@vocal wagon you can ask general questions here unless there is a specific #channel that is better
there is also the on key down override you can use to check for specific inputs in umg
@grim ore i already have some keyboard functions setup. It only works when ui is in focus, but i can't focus on item button and press x to do anything, it throws errors. That's it
@plush yew your player controller takes the input from the game mode, the ui takes the input from the ui mode. Depending on how you have your input mode set to should determine which path you need to listen to. If you want to press X and its a game input then you need to make sure input mode is accepting input from game
@grim ore UI is handling the input.
@grim ore welp without showing some code then with your errors, or you working on your errors, I dont know if we can suggest anything else. If your UI is set to listen for keyboard input then it should work
@grim ore I'll upload the code when I get home. Thnx
is there a size by life in the niagara system ?
@grim ore Hey I'm on your YT page - is there a particular video or search term that you can point me to for learning about class arrays? I'm trying to create an array of 3 actors to randomly spawn from.
@ocean grove it should just be general array video. What you want is to add those 3 classes to an array of probably actor class type then you can randomly get one of them using random integer and then spawn the actor from that class
hey uhh
if i download the ue4 4.26 preview, will i be able to update it to the full release, or will i have to redownload it?
Yup I have an array named actor list that gets a random integer whose max val is the length of the list, but the array is empty at the moment.
I'm on "Blueprint Essentials: Array | 08 |" at the moment.
Hey everyone! I couldn't find a virtual production channel so I will post here and hope someone can point me in the right direction.
I am using unreal engine as a realtime rendering engine for 3D stages and live streaming. I have the NDI SDK and I have successfully added the sources to receive NDI and send NDI. GREAT! But now I would like to explore getting unreal to accept and send SRT (Secure Reliable Transport not subtitles) Protocols. I use SRT a lot in my productions and while I can create some workarounds with NDI over ip I'd like to explore all of the options. Thank you for any information you have in advance.
Hello, does anybody know a good UE Virtual Production Discord? And on which channel should we discuss VP on this discord?
Hello, is my definition to classes right? ``A group of properties and functions that can be passed or inherited by another subclass or instance. In short a class is the concept.
Does anybody know a good Unreal tutorial for beginners,
But with C++ instead of Blueprints?
@haughty snow it will "update" and by update it will download the release version and replace the preview
please?
Hello? Anybody?
thier a donut tutorial version of ue4?
ah alright thanks.
thought I'd share this here. Eureka moment. Wanted to assign an atlas to a 40 moss card separated mesh import all at once, and found this super silly work around
Heya guys, I have been using UE 4.25 (I think) and have been experiencing little white dots moving around my meshes. Does anyone know why I experience that? Also, here is a video if you want to see what I mean. Thanks :D
streamable.com/linn7e
Also, is there any other place where I can get meshes and stuff other than the epic games marketplace? Thanks 😄
Hello, someone knows how can i put static the light of the background. When i press play it slowly goes up.
@plush yew it's because of " exposure " settings in the " post process volume "
Thanks ♥
you're welcome 
click at post process volume
one of the settings is " exposure "
it got min and max
put both to be same value
world settigns?
no no, don't you have post process volume?
ah you're probably using default post process xD
yea maybe
go to left and search for post process volume
then put it in the level
that way you will have your own settings for post process volume
1 min lemme open my project to show you how to do it xD

this " exposure " is like eye adaption to light
you know, like when you're outside in sun, then enter a dark room, you see everything dark then it starts getting brighter
that's what exposure is
welcome to the party 
nice 
I have a Health pack that I found and there is a .gltf object, but unreal doesn't seem to recognise it, anyone knows why? Thanks 🙂
How to not fall from surfaces so easily?
Walking 45 degree ramp seems to be impossible.
I want to get this model, but I'm not sure it works ahahah https://sketchfab.com/3d-models/health-pack-9d2c0bc5dbe8488f9be45801184e9319
Look online for a .gtlf to .fbx then it will work if you find one
do you know where get good free assets for HUD? xd
Plus the other things?
do you know where get good free assets for HUD? xd
@plush yew the marketplace
nah, I assume other things are same model but as different formats
nope idk where to find good huds 
you can easily create yours using GIMP tho 
it's a free photo-editor 
the alternative to photoshop xD
do you have to do anything special to make a game remote playable on steam?
I've put a 3 actors in an array and have a BP that calls one of them to randomly spawn.
Event graph calls attempt to spawn function, which then calls spawn item function.
I'm trying to get my actors to rotate and I'm not sure what page I should be working on.
I have them rotating when they aren
when they are just actors not in an array or anything
nvmd got it!
hey everyone, im trying to get an answer for my somewhat complex question. how do you do with multiple textures for one model? do you still use atlases or texture packed files? and if so, how do you make them? im using Maya and Substance Painter, Photoshop.
Bake them into one map.
inside Unreal? @thick herald
I'm not sure what texture packed files mean, but atlases are still a thing
kinda the same 🙂
depends on who you ask 🙂
i just wanna know the what goes where, why and how 🙂
Hi,
how to remove the screen lock?
@quartz grotto I have to restart the editor whenever that happens
@plush yew Please do not randomly dm people about ur yt channel, just put it in one of the work channels in slackers
It's really sus, so I can't tell if I can trust you or not
It's the worst way to advertise
yeah fag @plush yew
@quartz grotto yeah, just a weird glitch that happens xD
Happens after I hot reload too much, which is not recommended
Ahoy. I've been looking around for resources on Unreal Engine 5. It looks like it's not out?
yes, it does look like that indeed
not yet at least. If you really want it that soon go apply to the ue5 development team
may I ask why you need it right now?
@thick herald i would appreciate a little more info on what you said before. as you seemed to know what i should do.
Guys how do I fix “ unreal process has crashed” happening every 10 mins in 4.25
I'm no expert by any means, but most programs like Maya, Blender, Substance Painter etc allow you to bake all the albedo textures into one map. Depending on what it is, this may or may not be the best thing. You can channel pack your metallic, normal, AO etc in anyway you like.
ah ok. have you done it yourself?
the only thing i need to pack for substance painter is the UV maps.
or ill just skip the UDIMs all together and just have all the UVs on one square. still makes alot of materials. ive seen it done just adding a single texture to one model and it adds all of the materials to the entire mesh, whatever the material.
Hello
So I am trying to make a FPS game using the Third Person template, everything worked but for some reason when I did a test, this single code stopped working, what its trying to do is check if the player is in the view of this code (enemy), they are supposed to go towards the player but for some reason the Fail result executes, so this one might be the problem.
Gpu light baking would be more usefull if they didnt add the green loading screen on every polygon so I can actually see what it looks like
I have a question about assets and Play-in-Editor.
Regular non-asset objects (Actors and Components and such that I use to populate my level) are always reset at the end of Play. My understanding is that clones are made while the Play-in-Editor session is active and the editing objects are hidden while testing my level. When the play session ends the clones are destroyed and the original objects are un-hidden again.
Is the same done for assets? In other words, can I make changes to the asset objects during play knowing that any changes will be discarded when Play ends?
heya
Small questions regarding reflections
i have this fancy river materialk
But those fancy reflections seen only from ground
When you walk in third person they are (reflections) barely visible. Is this as it should be or there is a way to make it other way?
chances are that is due to using screen space reflections and not having updated reflection captures in that area. Look into using like planar reflections
Oh, sounds like something new
@sterile tulip in the gpu lightmass options
Hi, I am just learning Unreal and trying to create a game for my architecture studio. Would you know how to have a sequence of multiple triggers activate an event? So for example, to create spawning(?) of new geometry all 5 boxes must be stepped on first. We are trying to use array and boolean commands but it's not working. This is the most helpful thing we could find so far. https://answers.unrealengine.com/questions/259095/activate-triggers.html
Is it not possible to call new on ustructs ?
@spare sun
may I ask why you need it right now?
I have a data visualization project and wanted to evaluate nanite rendering potentially millions of faces.
@dusty fulcrum it sounds like you have the right idea, you just might not be checking it well. a boolean array of 5 values and setting them each to true based on a trigger then checking if all true sounds easy enough
@grim ore you probably meet most of possible problems in UE4, maybe you have seen this one?
From some point when sculpt\paint my landscape i have 3-4 second lag after releasing button. New landscape working just great. Any idea what causing it?
@lucid grove could just be your material and landscape setting itself up once your done. if your material is complex that can happen
I have never ran into the issue tho but I have not done any heavy landscape work
I'm guessing UE5 isn't going to support Cpp20 rip
Hi, has anyone else noticed a problem in 4.23 when you change settings? Previous versions of the static mesh setting would show an "Apply" button after changing say the light map coordinate index. Changing it now doesn't seem to bring up the apply button.
if its the lightmap coordinate its part of the mesh general settings and you just hit save on the mesh to save it
the apply button is for when you need to apply build changes, like building out the lightmap itself
ahh ok thanks matt. I have noticed and maybe this is a workflow thing but toggling off generate lightmap UVs doesn't seem to work, they get generated anyway, even if the mesh is reimported.
The only way I was able to fix it was to delete the mesh completely and reimport without generate lightmap UVs on.
oh thats weird, toggling it off and hitting apply nukes it here for me
perhaps your using the custom LOD setup instead of auto?
no, lol it was just me not seeing the apply button since I didn't see it before for the coordinates
just tried it and it worked, thanks!
oh yeah gotcha. the lightmap coords are just "data" that is read so yeah it works just by saving the change. The actual generate lightmap makes new stuff so thats why it has a buton to run that code
got it. Thanks again.
BTW I'm sure it's been said a ton of time but your YT channel is very useful, thanks for making it.
Soooooo... why is my Unreal Engine 4.25.4 editor lagging? Is that normal?
@livid iron do you got a bench for 4.25.3?
you need to define "lagging"
hey! I'm very bad at multiplayer so bear with me.I'm trying to make a prop hunt game where you have 2 teams, hunters and props.I'm trying to add a widget that blocks the view of the hunter at the beginning of the game.This is what I made, but when the client is a prop he gets blinded instead and when the server is a prop both of them get blinded.Anything is helpful.Thank you in advance!
you need to define "lagging"
@grim ore a spike drop of fps every few seconds
Stuttering
does it do that when flying around the viewport? or only when playing in editor
Directly upgraded to 4.25.4 from 4.22
@livid iron o o o
maybe bench these two versions imo
does it do that when flying around the viewport? or only when playing in editor
@grim ore Also flying around in viewport
might be less the engine/editor then and more something else. Assuming you restarted windows I would make sure drivers are up to date. I would suggest profiling but the fact that it does it when flying in the viewport is weird
you do have a full project there so it cant hurt to just restart the pc, make a new third person project with nothing in it, hit play and see what happens
I've retargeted an animation from one character to another with identically named bones, but the animation has completely messed up the arms. Any idea what would have caused this?
@grim ore I will try that. Thank you Tomato legend!🙌
One skeleton is in A pose, the other is in T pose, would that be the problem?
For collision events - if BOTH components on two separate actors have their colllision channels set to OVERLAP on the SAME CHANNEL, what would be a reason for them not actually colliding?
why is unreal better than unity?
It's not depending on your use case
but this isn't the place to ask, go watch youtube and decide if it is for you or not
every game with good graphics just seems to run slow on my 5 year old, average spec gaming PC
using unreal engine
its a 5 year old average spec gaming pc..... that would be why
Guys, does it matter if my character is like 10 m tall? Should i keep a relation to real world dimensions? I'm planning to use Megascans too
For collision events - if BOTH components on two separate actors have their colllision channels set to OVERLAP on the SAME CHANNEL, what would be a reason for them not actually colliding? @grim ore can you advise ?
How can I make a landscape stamp mask? I need a quick solution to making acres, as I'll be mass producing a lot of them across my map, and I thought I could save a lot of time using a stamp for this. Maybe a single black/white stripe pattern with a slight 0-1 value of black negative? Or what's the general method? I need this, essentially:
I’ve been asking this since yesterday, and I haven’t gotten a straight answer. Can I or can I not attach multiple actors together
If not, what would be the best way to create a modular gun that uses multiple static meshes
Anyone know anything about camera shakes? I have a camera shake and I'm trying to change the FOV using a camera anim and it's not having any effect. The shake works but the anim to change the FOV seems to have no effect.
how do i prevent unreal from opening up steam VR everytime i open the editor? 
@covert hedge you can go into your engine folder then find the plugin and in the plugins .uplugin you can change the "EnabledByDefault": true," option
@scarlet birch You can use an FOV oscillation
No,
I don't want oscillation. I want to change the current default.
I want to widen the shot and then still have some oscilation
You can increase the FOV using a timeline then reverse it?
@scarlet birch mind sending a video of what u have?
Hey can gif's be used as textures?
Can someone please give me some collision channel troubleshooting tips? They are both set to overlap and are the same object type Both have "generate overlap events on, what am I missing here???
Hey can gif's be used as textures?
@ocean grove nope
@grim ore i didn't install any plugin tho, it's just the first time i launch the engine after getting index and somehow it justs wants to open steamVR
Ok drivers didn't help...
How do I benchmark? @plush yew
@covert hedge no one ever said you did, steamvr support comes with the engine and is.... enabled by default
@light thunder how are you moving the items?
Every time I change one value in local rotation of a bone, it changes the other two as well. Is this normal?
I am attaching a weapon to my pawn, but when I do, the gun is rotated 180. When I look at the details, the transform is identity, and the preview of the socket looks fine. Any ideas?
@grim ore oh ok, so find the plugin and disable gotcha
yep it should be in the engine folder, plugins, runtime, steam, steamvr
Is there any possible way I can attach multiple actors together? If not, what would be the best way to create a modular gun if each module has multiple static meshes?
The closest thing to a base weapon will be whichever module the player holds. For the carbine I’m working on, that will be the stock. Any further functionality will require the other modules
The wrist is completely broken but the bones are where they should be, what would be causing this?
@grim ore I'm not moving them, one if an object on my motion controller and the other is on my pawn - (this is not a VR question, this is a collision problem)
Objec 1
Object 2
Should these objects, based on those collision channels, generate an overlap event? And if they don't, HOW could that be?
well they dont have to be the same type, they probably should not be
but besides that is your vr controller working with overlapping anything at all?
I'm modifying someone else's @grim ore
so tis a weird question but your using a static mesh for the collision item, does that item actually have a simple collision setup?
wouldn't it be overridden?
by me setting it's collision in the actor it's a component
yes I see that, its a static mesh component that you are using to detect overlapping. The static mesh that is assigned to that component, does it have collision?
yep thats the collision settings...... for the collision
do you have actual collision on the 2 meshes?
before it was set for this -
I've used this before many times
do both of the items you are using to check for collision have actual collision
it works, just not one this actor ...i'm trying to figure out can something OVERRIDE an object's collision
so your hand can overlap up other objects?
assuming it has collision settings the same as your other objects and simple collision then 😦
Okay so I'm retargeting from the "Animation Starter Pack" to humanoid rigs, every time I test the animations the wrists have been stretched
Is there any way to completely disable keyboard focus for all my widgets? I know i can set it on buttons seperately so I can't select them with TAB or anything. But I would like to not have to set it for every single element
@supple crag set input mode game only?
@restive eagle like i said I know I can do that for each widget seperatly... i was trying to find out if there was a general way of disabling it for every widget
Do you need it to be disabled and enabled during runtime or do you want it permanently disabled for all widgets?
Setting input mode is the quick fix. Doing that will make it so only the player controller will handle input, so any widget that still has focus won't even matter.
I want it to be disabled at all times. I have some keyboard inputs for opening widgets, but i should never be able to select a button by using tabulator and then be able to hit enter
Then you will want to do as @restive eagle said and go through every widget you made and make sure nothing has "is focusable" enabled.
Damn this is sad 😅 i hoped i overlooked a setting or something
Or have them iterate through every child widget when constructed to set that during runtime.
Thanks @wanton lotus
Either way you will need to add something, setting a simple checkbox is easier, haha.
Yeah probably xD
@supple crag Open widget, select all components in the hierarchy, search for "focusable" in details and you can edit it for all components at once.
Still need to do that for each individual widget though.
@wanton lotus Oh right that was a thing! Thanks! 😄
Is there anything that would prevent a camera anim from effecting FOV? If I add keys for other properties those keys have an effect but changes to FOV are not working in game. I've looked through the camera manager, disabled all post processes, I can't think of what else might be preventing the FOV change.
Good idea
i think i had similar issue that i couldnt change cameras fov for some reason
so went with console command
Oh, I can't use a console command as a solution. I thought you meant as part of the troubleshooting process.
ahh thats a shame then 😄
Console commands can be executed in blueprints if you need.
anyone here who is used to ue4 i might need some help
im brand new and came from unity
i like unreal a lot better
You can just ask what you need help with, hehe.
I understand. It's not a solution.
@scarlet birch What are you currently doing to change FOV that is not working?
It's a camera anim.
Are you changing FOV directly in the camera component or in a PlayerCameraManager class if you use one?
It's a camera anim.
The camera anim still needs to update something, does it not?
A camera anim can be played on the camera manager or on the player controller. I've tried both and I've tried playing it from inside a camera shake.
It's fixed. Adding a movement track with no keys on it causes the FOV track to work.
what's everyone's choice of video software for recording walkthroughs etc?
Hi. I'm compiling from source. Is there any way to disable Hololens compiling ? I don't need it but after several tries, I keep having errors compiling that module.
I could try that. 🙂
and <projectname>.cs
I reckon it'll be there as a plugin but it probably wont affect compile
idk likely considerably smaller
but not everything is removable
you can disable the vr and stuff you dont want in the launcher build as well, its not huge
I wish I could remove all references to magic leap
it still pops up despite all plugins with it disabled
more than likely the source build is going to be about the same as the launcher build unless you know what you are doing, and in the meantime the source will be larger just due to compilation files
@grim ore can I ask about your video recording software of choice for your walkthroughs?
sure, I use OBS and thats it lol
oh that works for recording too? I'll check it out thanks
yeppers
you cant really exclude it unless you know what you are doing. its a plugin but "VR/XR" itself is a part of the engine
if you dont want steamvr you can remove the plugin for example but some parts of VR is probably part of the engine. They are trying to separate part of it tho for sure.
Probably a dumb question, but moving a mesh to a new parent will take any children with it, right?
anyone know how to make a flying Ai?
I’ve been working out how to handle modular weapons, and I’ve settled on moving the mesh from an actor to the base weapon. Each actor has multiple meshes in a hierarchy, so I assume I’d just need to move the highest one
Finally managed to get the parts together
quick and dirty, but it works
The barrel and receiver attach directly to the stock, so it handles their spawning. The action is handled by the receiver
When generating random loot, each value will be randomized
Weapons used by NPCs will always spawn completed
This modular generation should also allow players to find the necessary components to build their own weapons
hey i have a quick question
for this image
how do i get the set in the green
i have the left half of it
im not sure how to get the green set part
its a setter for a property/variable, drag off your character movement and type set max walk speed @burnt igloo
Is anyone able to help with an animation retarget issue please?
@radiant sleet Thanks. It's Captain Gotou from the Patlabor manga.
hey i have a quick question on how to make objects spawn on an arrow. I have a system to do it, however sometimes nothing spawns at all. Does anyone know a way to make it so something spawns 100% of the time? Thanks
Is it possible to replicate a picture with UE4?
@calm pollen if you tell it to spawn it should spawn unless something stops it, you need to debug why it doesnt spawn... your question doesnt have enough info for anyone to help
I removed thirdpersoncharacter default blueprint from the viewport but then added it back again, but now I have weird shit happenning, like when I start playing, it spawns a duplicate character, like so
and it doesn't happen every time, like sometimes it will spawn, sometimes it will not
What is the issue?
Uhm, just me that got a weird korean unreal mail from epicgames? I had to go check so that my account wasn't compromised
Hello can someone help me I merged the MP System V2 with ALS v4 and so far everything is fine but I have a problem that I don't understand when I get the SMG it doesn't go into the character's hand and the strange thing is that the Shotgun works perfectly what can it be? Can someone help me ?
Can anyone point me to the correct channel or resource to figure out how to create an Editor widget that accepts drops from outside the Editor?
my shotgun work smg dont work 😫
The smg goes to the socket on the character's chest, the right thing to do is go to the hand
How can i write sequential code in unreal ?
Who ?
You
Nah i mean something like
Creating a sequence of tasks
Where tasks you're able to specify when they're done, or its based off time
Its like a animation thing but for code
You could look at FTimerHandle and associated functions to create timers or use an actor's native Tick() function and weave states into it.
What if you have a set of tasks that you want to run sequentially
Theres not neat way of doing it ?
"Neat" is in mind eye. 🙂
You could create a bunch of actors based on the same class and spawn them to trigger task as you want.
I've got a bunch of triggers of this sort in my "games".
class ATask : public AActor. Then use something like Trigger(SomeTask);
Where can i read about this
in C++ or Blueprints ?
C++
Any basic C++ tutorial from UE4. Is this your first experience with it ?
Yeah you could say that
@humble yacht Why not use timelines?
Ugh, what's this linear color? I can't get that from a texture sample?
Is there a way to replace meshes with a different mesh but staying at the same location ? I want to replace trees with a new mesh but keep them where they are
What do I need to get this material to display the way it is shown - have it classified as transculent?
Never mind, i figured it out for my trees
Hi I’m lookin to learn environment art/level design in unreal, I’ve been watching a series on YouTube but was wondering if anyone knew of anywhere specific I could learn some stuff? I already have some level design experience but never outside of modding and I have rarely done landscapes

