#ue4-general

1 messages · Page 877 of 1

grand lily
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Hey everybody theres a sale on Udemy. Finishing up a Unity project right now and Im planning on diving into a bunch of Unreal tutorials later

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If anyone has specific recommendations for Unreal Udemy courses Id really appreciate it

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Here are the ones on sale, Im considering buy two or three because they cost nothing rn

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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

brave hemlock
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I highly recommend anything by Ben and Sam. The ones with the green plus plus are awesome.

wispy zenith
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i got almost all these courses

grand lily
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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

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thanks Xero

brave hemlock
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There is just so much content in those ones and they are so useful. Can’t go wrong.

grand lily
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What does the green double plus indicate?

wispy zenith
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is there a lfg channel in here ?

brave hemlock
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It’s their logo for content they created

wispy zenith
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What does the green double plus indicate?
@grand lily a game dev team

grand lily
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oh cool its like a brand

brave hemlock
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Yep

grand lily
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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

brave hemlock
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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.

grand lily
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Awesome thanks a bunch

scenic owl
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yea I got them too, they're worth it, especially C++ since you can't find alot of tutorials for it online pandaa

wispy zenith
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again is there an lfg channel in here ?

grand lily
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Its easily worth sixty bucks to have more instructional courses than I could go through the rest of the year

scenic owl
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lfg? pandao

grand lily
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Yeah the C++ side of Unreal is a real pain to get instruction on

brave hemlock
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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.

wispy zenith
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lfg? :pandao:
@scenic owl yes 'looking for group'

scenic owl
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ah no idea about that, sorry pandaOuch

grim juniper
brave hemlock
plush yew
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I have a question regarding skeletons for characters

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I am new to all of this so I don't really know how animations work

wispy zenith
plush yew
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Is there like a skeleton and a mesh

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so what is the difference between all of these

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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

scenic owl
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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

wispy zenith
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purple is the mesh

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the skeleton is the bones that moves and control the mesh

plush yew
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alright thanks for the help

scenic owl
weak cypress
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Hmmm ue4 is running real bad on this laptop

scenic owl
weak cypress
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Could it be the specs?

scenic owl
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probably pandaOuch

median hound
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we need more emotes' pepe emotes

scenic owl
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YEEEEEEEEEEEEEEEEEEEEEEE pandaraa

rotund scroll
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yall are already wild with the pepe emotes

scenic owl
median hound
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we only got alex kappa kappaross ue5 unreal

scenic owl
upbeat tendon
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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?

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i think there is a looking for work channel

median hound
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yep

regal widget
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sorry

upbeat tendon
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nothing to be sorry about, just you might have better luck there

late verge
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for those who've toyed around with the cinematic camera, does ISO in UE4 increase noise or does it only increase light sensitivity?

cosmic matrix
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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?

dense knoll
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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

stiff bane
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Can we all agree that 4.25 was one of the (if not THE ONE) worst versions of UE4?

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Bugged, broken, crashed

wary wave
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4.25 seems reasonably stable to me

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there were some absolutely awful builds in the past, back when Epic were forcing one out once per month

thin tendon
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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.

fallen marten
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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

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-If there's any fixes, I'm happy to take a DM

harsh shell
ebon marlin
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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?

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will the preview release of UE5 (to be released at "early 2021") be something developers can use to work on migration?

barren flume
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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

light thunder
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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?

fast berry
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Hey, how can I get a Unreal License?

dense gate
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I do indeed find 4.25 the most troublesome in my experience

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Despite many attempts I couldn't upgrade from 4.23, but upgrading 4.23 -> 4.26 worked pretty much flawlessly

plush yew
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I'm going to sleep, can someone tell me a story?

dense gate
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Turn on one of the recent podcasts that feature BD

plush yew
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Can't, I'm with ear plugs

dense gate
plush yew
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XD long story

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There is a big spooky face in that channel

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Whatever I guess ;/

next nebula
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hey I was wondering why this works for the transform but not the scale
the target is a child actor

light thunder
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because you are snapping it's scale to the target (and basically it's scalling) AFTER you set it's scale

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@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

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unless I"m missing something

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sorry, i read that wrong but I think when you attached it, you are still keep the same scale

next nebula
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so I change the snap to target scale rule to what

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keep relative?

light thunder
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yes

next nebula
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alright thanks Ill give it a shot

light thunder
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keep relative means you are "keeping it to whatever it was when it was attached"

next nebula
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alright cool

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thanks

plush yew
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Can anyone tell me what this means

rotund scroll
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your variable was declared in your parent with a different signature

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change the name

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or change the signature

plush yew
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okay

crude echo
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is any one here well known with simeplegrasswind?

knotty moss
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is there any better channel to get support?

quick shell
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do you need to buy servers if your game is invite to play?

austere pelican
regal mulch
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It's a type cast. They usually get created when you drag e.g. a boolean pin onto an integer pin.

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Given a conversion between the two types exists

austere pelican
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Ohh..alright.

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Thankyou

regal mulch
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So this will turn true/ false to 1/ 0

gilded plinth
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does anyone know what the heck these two circles on my screen in PIE are?

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i checked for post process materials and see nothing

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so what in the worldddd is this?

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only happens in PIE, not simulate

patent cobalt
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@gilded plinth it’s the touch interface for mobile devices

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You can disable it under project settings -> inputs -> mobile

gilded plinth
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yup just realized from googling, but the weird thing is, this is a fresh blank project

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template was i think the movie tv blank thing

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4.25.4

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did they enable it by default now?

patent cobalt
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maybe you choose a project with mobile settings?

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Anyway it is easy to turn it off

gilded plinth
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yup thnx

shrewd basalt
fringe nymph
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Hi folks! How water surface can be converted to cloud of points?

velvet loom
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You would have to do it in the material

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Try looking it up

plush yew
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are there workflow and management guides for unreal?

lyric star
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i am using the Decklink Quad HDMI Recorder and have the 'no configuration found' dose anybody know why is this

heady quartz
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Anyone knows how to limit the thumbstick movement to 8 way or 4 way?

thick herald
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Break your thumb.

west phoenix
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@heady quartz you divide the angle by 45, round it and then multiply it by 45

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for 8-way movement

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90 for 4-way

heady quartz
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@west phoenix can u explain in blueprints ?

civic lance
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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

west phoenix
civic lance
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Turning on velocity buffers also doesn't seem to help

west phoenix
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@heady quartz didn't test but this is one way to do it, should work

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run updatelocation on event tick

grave nebula
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@fringe nymph Through rendering a ton of particles or a mesh, that consists from million or two quads.

heady quartz
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@west phoenix Thanks after some modifications it works like a charm!

radiant haven
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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

nova portal
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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?

spare sun
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I did that course and I kinda liked it tbh. Shows how blueprint and c++ go hand in hand

west phoenix
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@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

nova portal
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Do you have any other resources you recommend? Any for modelling for games maybe?

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Character models, static meshes etc

west phoenix
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@nova portal I think udemy has some modeling courses as well

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i mostly learn from random youtube tidbits through googling

plush yew
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hi

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what did i do wrong?

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print string fires twice at the start

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But this doesnt activate

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wait it does.. just.. very rarely lol

exotic thicket
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The perception update only fires when the result of the perception changes

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Eg. only when a new target becomes visible, or an already visible one becomes hidden

vestal goblet
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I have a question i'm not really sure how to explain...

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Well, at its simplest, what could cause a For EachLoop node to not read pre existing variables?

exotic thicket
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You're going to have to be more specific than that

vestal goblet
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Yeah, i thought so

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I'm not at my computer rn so i'm probably gonna get a lot of these terms wrong

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I created my first player controller thing, and had to get it to select all of thr actors within a certain class

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However those actors have an internal variable which tell them if they are on the left, or the right

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Determining their rotation

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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

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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

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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

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Hopefully that all makes some level of sence...

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I can access the variable in the blueprints viewport and in the actual level, but its not there for the player controller

exotic thicket
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Most likely you need to cast your value to your specific class

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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

vestal goblet
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I feel like this would be easier to understand if i actually had the workspace infront of me, give me a second

sterile tulip
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Do I need to code to implement local multiplayer or is it done with blueprints

vestal goblet
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okay, so you said something about casting, what exactly does that mean?

plush yew
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@exotic thicket thanks 😄

cosmic matrix
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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

austere pelican
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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

cosmic matrix
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ur branc is useless remove it first

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@austere pelican

austere pelican
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from where

cosmic matrix
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2nd graph

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and you never unset is attacking

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attacking is always true

austere pelican
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im a begginer..pls suggest how should i add

cosmic matrix
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what?

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in second graph remove the first branch how is unused

austere pelican
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i mean how should i set that bol

cosmic matrix
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then on key release for exemple add set isattack to false and try

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u done?

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@austere pelican

vestal goblet
cosmic matrix
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use screen capture

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not photo

vestal goblet
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I almost never use my pc so i have no idea how to do that lol

cosmic matrix
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go to search bar and tap screencapture or something like that in english

austere pelican
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then on key release for exemple add set isattack to false and try
@cosmic matrix Thanks mate u make my day]

spare sun
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press print screen on ur keyboard, then ctrl v into discord

cosmic matrix
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cast is not needed is you already select the class

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@austere pelican np man it s the goal ^^

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@vestal goblet u done?

vestal goblet
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i think so, trying to find the ss

cosmic matrix
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ss?

vestal goblet
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screenshot

cosmic matrix
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oh u should use the screen tool in windows that s enought to do that

vestal goblet
cosmic matrix
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oh yes ^^

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ok remove cast node

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useless

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here

vestal goblet
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when i do that it reads it as incompatable

sterile tulip
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I need help

cosmic matrix
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cause you already have an array of flipper if i don t mess

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by using get all actor of class flippers just before

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@vestal goblet i m talking to u man

sterile tulip
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I need a quest/objective tutorial for beginners. I watched some tutorials but I didnt understand anything. They just connect some blueprints

vestal goblet
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thats what i thought, but it won't let me connect them without the cast node

cosmic matrix
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what is the type in output?

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pass your mouse on

vestal goblet
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it tells me that they arent compatible, i think the get actors is reading something wrong or something

cosmic matrix
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change to the correct class

spare sun
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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

cosmic matrix
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then select the pin type and u done

vestal goblet
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sorry, i'm not sure i understand what you're trying to say. i'm effectively the programming equivalent of a fresh install

cosmic matrix
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?

vestal goblet
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for starters, which output should i be looking for, from which node?

sterile tulip
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location objective. Once the player reaches a location, the player will be rewarded money and xp. How do I do that

cosmic matrix
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the get all actor of class

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node

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array of what?

vestal goblet
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Out Actors

cosmic matrix
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if actors u need to cast if flippers you don t need

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ok so you need to cast

vestal goblet
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is there a way i can change that to not need the cast in future?

cosmic matrix
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so add your cast node and join the exec pin

spare sun
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you need to create a volume, aka box that tells the system 'quest complete' whenever player overlaps it @sterile tulip

cosmic matrix
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so he can be excecute

vestal goblet
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so the cast node should be between get all actors and for each loop?

cosmic matrix
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no

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beetween cast and other

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euh

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no XD

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beetwen the for each and the other

sterile tulip
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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

vestal goblet
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so where i have it is fine then?

cosmic matrix
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for each==>cast===>switch

vestal goblet
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ahh, gotcha

cosmic matrix
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yeah

spare sun
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sure you can

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its up to you to decide how sophisticated you wanna get

wispy zenith
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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 🙂

sterile tulip
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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

vestal goblet
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thanks for the help, it was really bugging me that i couldn't figure it out

spare sun
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same way you check whether a quest is complete

sterile tulip
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you have a tutorial on that?

spare sun
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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

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not as much an ue thing as a general programming thing

dense knoll
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why does my starter content keep reverting back to default?

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after every restart?

kind fable
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umm is server promotion allowed

mental gust
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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?

subtle girder
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Does anyone know whether a higher number in "Mesh draw calls" or "RenderQuery Result" is more of a performance hit?

dense knoll
sterile tulip
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you can wait until the new water system is out

dense knoll
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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

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the new water system is going to break the truesky clouds i have in place

sterile tulip
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why

dense knoll
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so i had to make a shader that doesent break them

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for whatever reason anything with transparency overlays over the clouds

sterile tulip
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you can make volumetric clouds in 4.26

nova kernel
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Can anyone please link a great video tutorial for blueprints for modular assets (such as prop or buildings)?

dense knoll
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the volumetric clouds in 4.26 are more low res

nova kernel
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And ping me so I will see it

dense knoll
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and truesky just looks a lot better so im using it

grave nebula
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@dense knoll Make a mask texture for the coastline. Simple as that.

dense knoll
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kk

royal crest
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where can i find the older previews of 4.26?

dense knoll
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how do i make the material react to collisions

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texture mask isnt working

willow plank
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hello guys. Does ue4 has chaos system in 4.25.4 version ?

dense knoll
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not yet

proper quiver
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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.

dense knoll
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well

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kinda

willow plank
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damn it

proper quiver
dense knoll
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how fast is your HDD or SSD

willow plank
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what about your cpu

proper quiver
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I've tried restarting my machine, deleting local folder in app

dense knoll
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it could be R/W problems

proper quiver
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it's very fast, this is something wrong, because it just started happening

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it went from 0.5s - 1s compile to 70s

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I was in the middle of debugging with watch/breakpoints when it happened

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I also git reverted all my changes and it's still happening

willow plank
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go to task manager and check if there is two engines are working

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sometimes this causes to saving issues, maybe it also causes to slow compilings

dense knoll
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there is most likely not

proper quiver
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there's only one, I also restarted to make sure

dense knoll
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if they are able to save the file

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if there are two instances of the engine and one saves

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the save will fail

proper quiver
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even removing a pin will cause tremendous lag

willow plank
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is your BP large ?

proper quiver
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this seems to be only happening in one BP

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yeah it's inheriting a very large BP

willow plank
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then isnt that normal ?

proper quiver
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no

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like I said, this started happening today, about 15 minutes ago, it went from very fast to very very slow, as if something broke

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you would think I'd notice a 70s compile time 😄

dense knoll
proper quiver
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ok nvm it fixed itself after I reverted a totally unrelated file, really strange

dense knoll
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thats ue4.25.4 for ya

plush yew
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on hit event doesnt work on eventoverlap does work but then my projectile goes trough the floor and cubes??

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i wanna hit an actor (npc) and walls

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but i can only do either one lol

proper quiver
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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

marble mist
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Hey, I'm kinda new to unreal engine. .. was using Unity and I have to say,unreal engine is the best unreal 🥳

tiny cipher
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is there a "team create" feature in unreal engine?

shell surge
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is there a way to show wireframe on a single mesh ?

rotund scroll
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yeah in the static mesh editor

still veldt
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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?

shell surge
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what about in the viewport ?

rotund scroll
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the static mesh editor has a viewport

plush yew
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Quick Question:
How can a team work together on the same project when they're living far away from each other?

rotund scroll
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@still veldt save/load window layout

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will keep your tabs open

still veldt
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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

kind fable
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is server promotion allowed

rotund scroll
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there's a whole channel dedicated to what is or isn't allowed, would you believe

plush yew
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Is it possible to make my own character off the skeleton of the default character and still use the default character's animations?

rotund scroll
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it is possible

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is it easy? no

median hound
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oh thats smart

mystic holly
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I have installed git lfs too

dense knoll
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i made a actor spawner but it only ever spawns 2 actors even tho its set to spawn 15 with a 2 second interval

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is there a actor limit?

mystic holly
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Can I see your code?

dense knoll
mystic holly
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What's the upper code?

dense knoll
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its to count how many waves spawned

plush yew
dense knoll
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everytime that certain actor is gone it adds to the wave

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theirs a seccond variable that gets added by 1 every wave increasing how many actors spawn every time

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but it only ever spawns 2

mystic holly
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I've never done spawning that way

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So I don't know

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I'm sorry

median hound
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ur spawning enemys as actors? do they move

fierce forge
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is there a way to see how destroyed is a destructible mesh ?

olive dragon
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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

scarlet birch
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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.

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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.

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cool.

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lol, one of the effects in the content examples crashed my vid driver

velvet loom
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way too powerful

scarlet birch
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Nice.

vague hatch
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anyone know if i need to make the LOD system in my 3D program(Maya in my case) or is it done in Unreal?

scarlet birch
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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..

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At least that's where I'm starting

vague hatch
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@plush yew was that answer for me?

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ah cool. thanx 🙂

scarlet birch
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Yeah, you can generate LODs in the engine or you can import them.

vague hatch
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then ill leave it to the programmer who knows unreal more then me 🙂 modeler guy here 🙂

scarlet birch
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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.

vague hatch
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i have enough to do with the models then to be in charge of LODs aswell.. especially when i know so little about Unreal 🙂

scarlet birch
#

LODs are not just an Unreal thing and are a big part of model production.

velvet loom
#

look up ue4 generate lods

vague hatch
#

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.

plush yew
#

if you cant use animation montages in a state machine

#

how do you add notifies then?

#

like footstep sounds and particles etc

scarlet birch
#

You can add notifies to animation sequences.

plush yew
#

doh

#

thanks lol

#

can i add a sound thats longer then the animation somehow?

#

and keep it looping?

scarlet birch
#

@plush yew You can respond to a notify in the animBP event graph

merry gazelle
#

Is it possible to filter hit events based on which key was pressed to trigger the hit? (E.g. X = HitA B=HitB)

burnt ether
merry gazelle
#

Print screen: Is not valid

plush yew
#

@scarlet birch ah cool

#

damn sound is weird in unreal somehow you can hear it everywhere lol

scarlet birch
#

...

faint roost
#

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.

plush yew
#

@scarlet birch well i didnt know sound attenuation was a thing lol

#

i thought itd do it on its own haha

faint roost
#

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

fierce forge
#

is there a way to see how much damages does a destructible mesh receive ?

worthy fox
#

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...

scarlet birch
#

You'd likely be better off just updating the project to a current engine version.

white condor
#

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

scenic owl
#

maybe try renaming your game instance? pandao

#

or click at your game instance

#

then click at small arrow icon

#

to put it manually

white condor
#

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 !

quick shell
#

i have amd as my gpu but it wont show

ebon marlin
#

@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

regal mulch
#

Glad I was able to help you! (:

slate vessel
#

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

left arrow
#

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?

exotic thicket
#

Look at the icons in the top right corner of the viewport

#

Some of them control the snapping options for grid, rotation and such

left arrow
#

@exotic thicket Thank you!

eternal compass
#

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

maiden kindle
#

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?

mental oyster
#

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

haughty snow
#

Question, is there an estimate of 4.26's full release?

harsh shell
#

anyone know tutorials for c++ in unreal?

next badger
#

Udemy has several courses on ue4 c++

crisp bone
#

tried increasing landscape heigh to not avail, it only happens when previewing in standalone

wary wave
#

it's likely a bug

mental oyster
#

Does anyone know how to keep multiple actors together?

#

Each one has multiple static meshes

thin tendon
#

@mental oyster Just add them to a blueprint and parent them all to the same thing

mental oyster
#

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

thin tendon
#

Are they being affected by physics and are your sockets parented to something that allows them to hold their relative positions?

mental oyster
#

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

grim ore
#

so looking at your screenshots those are all blueprints

#

any reason these are all separate meshes?

mental oyster
#

A few of them will be animated, and the rest will be used in other areas of the game

grim ore
#

traditionally it would all be one skeletal mesh with the animations for it

mental oyster
#

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

grim ore
#

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

mental oyster
#

For example, players will be able to take the action out of one gun and put it in another

grim ore
#

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)

mental oyster
#

That’s the thing - there won’t be a complete weapon that exists separately from the individual parts

grim ore
#

I assume there would be one that the player uses no?

mental oyster
#

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.

mental oyster
#

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

autumn elbow
#

Any recommendations for intermediate to advance AI learnings ?

worthy depot
#

Udacity

mental oyster
#

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

fallow yoke
#

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.

calm pollen
#

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

weary basalt
#

Is the SpawnHandling set to Always Spawn

light thunder
#

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

charred ibex
#

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

knotty moss
#

if I had a question about event blueprints (specifically the BeginPlay), which channel should I go?

rotund scroll
#

hmmm

#

that's a good question

#

idk... maybe..

knotty moss
#

sounds good, thanks!

dire ingot
#

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

little falcon
#

anyone know if the warrior statue in UE5 demo is available for download????

crystal swallow
#

Hi does anyone know how to set up Bearer Authentication in the Request Header with VaREST?

#

(Requesting from an API)

kind fable
#

ummm server promotion allowed.

#

?

dense gate
#

Someone hasn't read rules

kind fable
#

ya

hardy jewel
#

How do I change the volume of an audio without having to play it again?

inner cloak
#

Is there a way to find the root path of a project ?

eternal compass
#

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 😁

manic token
sterile tulip
#

How do I make quests and make them unlock one after another?

gloomy gull
#

@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

left citrus
#

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

late verge
#

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 😄

knotty moss
#

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?

crystal swallow
#

Does anyone have experience using the Set Header node in VaREST?

sterile tulip
#

I thought there is a specific way of doing objectives. Can I just use my own logic to make this work? @gloomy gull

pseudo saffron
#

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.

gloomy gull
#

@sterile tulip yes indeed

proven mauve
#

Anybody know how to make double-clicked blueprints nodes open in RIDER and not VS?

honest vale
#

change the source code accessor in editor settings

#

set it to rider and it should open it in that then

gilded plinth
#

why would a scene comp default sphere become red?

#

so confused : P

#

never seen that before

#

oooh it happens when u lock transform

#

neat

exotic thicket
#

oh I didn't even realize there was an option for that

#

handy for avoiding accidentally moving stuff I guess 🤔

visual elm
#

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

wary wave
#

Z-fighting

#

you have overlapping brushes

visual elm
#

no, i have only 1 object ( box )

#

no intersecting happen

wary wave
#

then you may want to show us what you mean by 'flickering', I guess - it's pretty hard to guess without seeing it

visual elm
#

ok

#

( srry, i can't capture my screen )

wary wave
#

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

visual elm
#

@wary wave ok, ill try that, thx!

#

@wary wave thx, it worked!

wary wave
#

no problem

hidden dagger
#

hello does anyone know to change the ue4 interface to default?

west phoenix
#

window -> load layout -> default layout

hidden dagger
#

thank you

gray jetty
#

heyo

austere pelican
#

Whats wrong here...still suit is not attching when my character overlap it....this graph is in suit bp.

thick bear
#

Hey guys was wondering if you have any must do tutorials

#

for environment art

plush yew
#

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?

honest vale
#

what?

#

pre or reinstalled?

#

did you reinstall UE 4?

plush yew
#

I preinstaled my pc

#

and I installed ue 4

#

and I can't open the stuff

#

the prject oads

honest vale
#

you installed it via the launcher?

smoky sonnet
#

anyone good in blender?

#

because i dont know how to export shaders assigned to materials

drifting bone
#

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?

plush yew
#

all the stuf is there but I can't open level ir wudget @honest vale

harsh sparrow
#

hey guys does anyone know what the problem is ? I cannot open ue4 it crashes:

gusty dune
#

Where has the Anim Slot Manager been moved to? I can't see it in 4.23.1

plush yew
#

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

barren lintel
#

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?

trim steeple
#

@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.

west phoenix
trim steeple
#

Image worth thousand of word

barren lintel
#

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

sleek leaf
#

Hlooo

#

I want to create a moving train game

#

Any suggestions

#

For checkpoint system

smoky sonnet
#

why does this happen?

#

anyone know how to fix this in blender

#

in ue4 only one side gets rendered in blender everything is ok

honest vale
#

probably the vertex/face normals are pointing the wrong way

west phoenix
#

@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

haughty tangle
#

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
#

@west phoenix how can i make them two sided?

#

in ue4*

#

at the importation or?

west phoenix
#

@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"

smoky sonnet
#

omg that fixed it

#

thanks

thorn nacelle
#

Anyone able to help with twitch intergration please

fierce forge
#

is there a way to get a notify event from a skeletal mesh without animbp ?

arctic compass
#

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?

sterile tulip
#

Heeeelp

sleek leaf
#

Hey plz help me in train blueprint

fallen flower
#

@sleek leaf How is anyone going to do that without you giving details?

lament plaza
#

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 ?

grim ore
#

did you install the targetting pack or the SDK?

lament plaza
#

The runtime. The dev pack is not available anymore on the Microsoft page. 😦

grim ore
#

its in visual studio installer

lament plaza
#

Ah! OK. I'll take a look then. Thanks Mathew.

#

And BTW, I love your videos. 😉

ocean grove
#

I'm not sure where to navigate to create the parent class though.

proud narwhal
#

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 ?

ocean grove
#

Sorry mate I'm not sure about that, everything is on your C drive and shared?

toxic zephyr
#

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.

plush yew
#

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

grim ore
#

where are you trying to find it?

plush yew
#

In ubutton class, and uuserwidget class. Is there any way to recieve any other input besides right mouse click

grim ore
#

from the keyboard you would have to set it up to listen directly

vocal wagon
#

Can I ask questions here? 😄

#

Or is there a specific section for it that I missed?

grim ore
#

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

plush yew
#

@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

grim ore
#

@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

plush yew
#

@grim ore UI is handling the input.

grim ore
#

@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

plush yew
#

@grim ore I'll upload the code when I get home. Thnx

fierce forge
#

is there a size by life in the niagara system ?

ocean grove
#

@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.

grim ore
#

@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

haughty snow
#

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?

ocean grove
#

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.

tawny oar
#

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.

upper hinge
#

Hello, does anybody know a good UE Virtual Production Discord? And on which channel should we discuss VP on this discord?

safe yoke
#

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.

plush yew
#

Does anybody know a good Unreal tutorial for beginners,
But with C++ instead of Blueprints?

grim ore
#

@haughty snow it will "update" and by update it will download the release version and replace the preview

safe yoke
#

please?

plush yew
#

Hello? Anybody?

quick shell
#

thier a donut tutorial version of ue4?

haughty snow
#

ah alright thanks.

open ermine
#

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

vocal wagon
#

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 😄

plush yew
scenic owl
#
CGTrader

Join the fastest-growing 3D model marketplace today!

#

@plush yew it's because of " exposure " settings in the " post process volume "

vocal wagon
#

Thanks ♥

plush yew
#

where can i change that

#

sir

scenic owl
#

you're welcome pandaHeart

#

click at post process volume

#

one of the settings is " exposure "

#

it got min and max

#

put both to be same value

plush yew
#

world settigns?

scenic owl
#

no no, don't you have post process volume?

#

ah you're probably using default post process xD

plush yew
#

yea maybe

scenic owl
#

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

plush yew
scenic owl
#

ah yes that pandaa

#

put metering mode to true

#

and then there should be min and max

plush yew
#

great

#

it works ❤️

scenic owl
#

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

plush yew
#

im new

#

hehe

scenic owl
#

welcome to the party swegpanda

plush yew
#

Beggining with a couse of udemy

#

very basic things

scenic owl
#

nice pandaDuckDance

vocal wagon
#

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 🙂

scenic owl
#

.gltf? pandao

#

never heard of that format before pandaOuch

plush yew
#

How to not fall from surfaces so easily?

#

Walking 45 degree ramp seems to be impossible.

vocal wagon
plush yew
#

@vocal wagon

velvet loom
#

Look online for a .gtlf to .fbx then it will work if you find one

scenic owl
#

download that

#

.obj

plush yew
#

do you know where get good free assets for HUD? xd

vocal wagon
#

Plus the other things?

velvet loom
#

do you know where get good free assets for HUD? xd
@plush yew the marketplace

scenic owl
#

nah, I assume other things are same model but as different formats

#

nope idk where to find good huds pandaOuch

#

you can easily create yours using GIMP tho pandaa

#

it's a free photo-editor pandaa

#

the alternative to photoshop xD

quick shell
#

do you have to do anything special to make a game remote playable on steam?

ocean grove
#

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!

vague hatch
#

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.

thick herald
#

Bake them into one map.

vague hatch
#

inside Unreal? @thick herald

honest vale
#

I'm not sure what texture packed files mean, but atlases are still a thing

vague hatch
#

kinda the same 🙂

#

depends on who you ask 🙂

#

i just wanna know the what goes where, why and how 🙂

quartz grotto
gloomy gull
#

@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

median hound
#

yeah fag @plush yew

gloomy gull
quartz grotto
#

Okey
I'll try

#

Thank you

gloomy gull
#

@quartz grotto yeah, just a weird glitch that happens xD

#

Happens after I hot reload too much, which is not recommended

chilly nest
#

Ahoy. I've been looking around for resources on Unreal Engine 5. It looks like it's not out?

spare sun
#

yes, it does look like that indeed

chilly nest
#

@spare sun

#

It also looks like early access is not a thing?

spare sun
#

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?

vague hatch
#

@thick herald i would appreciate a little more info on what you said before. as you seemed to know what i should do.

plush yew
#

Guys how do I fix “ unreal process has crashed” happening every 10 mins in 4.25

thick herald
#

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.

vague hatch
#

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.

still reef
#

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.

sterile tulip
#

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

worldly rose
#

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?

lucid grove
#

heya

#

Small questions regarding reflections

#

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?

grim ore
#

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

lucid grove
#

Oh, sounds like something new

grim ore
dusty fulcrum
#

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

humble yacht
#

Is it not possible to call new on ustructs ?

chilly nest
#

@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.

grim ore
#

@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

lucid grove
#

@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?

grim ore
#

@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

plush yew
#

I'm guessing UE5 isn't going to support Cpp20 rip

left zephyr
#

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.

grim ore
#

if its the lightmap coordinate its part of the mesh general settings and you just hit save on the mesh to save it

plush yew
#

@grim ore wait I’ve already seen your propic

#

Lol

grim ore
#

the apply button is for when you need to apply build changes, like building out the lightmap itself

left zephyr
#

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.

grim ore
#

oh thats weird, toggling it off and hitting apply nukes it here for me

#

perhaps your using the custom LOD setup instead of auto?

left zephyr
#

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!

grim ore
#

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

left zephyr
#

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.

livid iron
#

Soooooo... why is my Unreal Engine 4.25.4 editor lagging? Is that normal?

plush yew
#

@livid iron do you got a bench for 4.25.3?

livid iron
#

benchmark?

#

I never used 4.25.3

#

Directly upgraded to 4.25.4 from 4.22

grim ore
#

you need to define "lagging"

valid canopy
#

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!

livid iron
#

you need to define "lagging"
@grim ore a spike drop of fps every few seconds

#

Stuttering

grim ore
#

does it do that when flying around the viewport? or only when playing in editor

plush yew
#

Directly upgraded to 4.25.4 from 4.22
@livid iron o o o
maybe bench these two versions imo

livid iron
#

does it do that when flying around the viewport? or only when playing in editor
@grim ore Also flying around in viewport

grim ore
#

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

gusty dune
#

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?

livid iron
#

@grim ore I will try that. Thank you Tomato legend!🙌

gusty dune
#

One skeleton is in A pose, the other is in T pose, would that be the problem?

light thunder
#

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?

burnt glade
#

why is unreal better than unity?

light thunder
#

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

burnt glade
#

every game with good graphics just seems to run slow on my 5 year old, average spec gaming PC

#

using unreal engine

grim ore
#

its a 5 year old average spec gaming pc..... that would be why

quick plover
#

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

light thunder
#

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 ?

mint umbra
#

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:

mental oyster
#

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

scarlet birch
#

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.

covert hedge
#

how do i prevent unreal from opening up steam VR everytime i open the editor? LULW

grim ore
#

@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

gloomy gull
#

@scarlet birch You can use an FOV oscillation

scarlet birch
#

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

gloomy gull
#

You can increase the FOV using a timeline then reverse it?

#

@scarlet birch mind sending a video of what u have?

ocean grove
#

Hey can gif's be used as textures?

light thunder
#

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???

gloomy gull
#

Hey can gif's be used as textures?
@ocean grove nope

covert hedge
#

@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

livid iron
#

Ok drivers didn't help...
How do I benchmark? @plush yew

grim ore
#

@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?

gusty dune
#

Every time I change one value in local rotation of a bone, it changes the other two as well. Is this normal?

weak echo
#

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?

covert hedge
#

@grim ore oh ok, so find the plugin and disable gotcha

grim ore
#

yep it should be in the engine folder, plugins, runtime, steam, steamvr

mental oyster
#

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

gusty dune
#

The wrist is completely broken but the bones are where they should be, what would be causing this?

light thunder
#

@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)

#

Should these objects, based on those collision channels, generate an overlap event? And if they don't, HOW could that be?

grim ore
#

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?

light thunder
#

I'm modifying someone else's @grim ore

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?

light thunder
#

wouldn't it be overridden?

grim ore
#

by what?

#

your using the static mesh for the collision

light thunder
#

by me setting it's collision in the actor it's a component

grim ore
#

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?

light thunder
grim ore
#

yep thats the collision settings...... for the collision

#

do you have actual collision on the 2 meshes?

light thunder
grim ore
light thunder
#

I've used this before many times

grim ore
#

do both of the items you are using to check for collision have actual collision

light thunder
#

it works, just not one this actor ...i'm trying to figure out can something OVERRIDE an object's collision

grim ore
#

so your hand can overlap up other objects?

light thunder
#

yes

#

the overlap event usually triggers from the pawn itself

grim ore
#

assuming it has collision settings the same as your other objects and simple collision then 😦

light thunder
#

so it has to be with the other actor

gusty dune
#

Okay so I'm retargeting from the "Animation Starter Pack" to humanoid rigs, every time I test the animations the wrists have been stretched

still hemlock
#

I wish there was an advertisement channel

#

Ffffffff

supple crag
#

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

restive eagle
#

i think widgets should have a setting "is focusable"

#

so disable that

wanton lotus
#

@supple crag set input mode game only?

supple crag
#

@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

wanton lotus
#

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.

supple crag
#

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

wanton lotus
#

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.

supple crag
#

Damn this is sad 😅 i hoped i overlooked a setting or something

wanton lotus
#

Or have them iterate through every child widget when constructed to set that during runtime.

supple crag
#

Thanks @wanton lotus

wanton lotus
#

Either way you will need to add something, setting a simple checkbox is easier, haha.

supple crag
#

Yeah probably xD

wanton lotus
#

@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.

supple crag
#

@wanton lotus Oh right that was a thing! Thanks! 😄

scarlet birch
#

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.

restive eagle
#

try it with a console command

#

see if that works

scarlet birch
#

Good idea

restive eagle
#

i think i had similar issue that i couldnt change cameras fov for some reason

#

so went with console command

scarlet birch
#

Oh, I can't use a console command as a solution. I thought you meant as part of the troubleshooting process.

restive eagle
#

ahh thats a shame then 😄

wanton lotus
#

Console commands can be executed in blueprints if you need.

burnt igloo
#

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

wanton lotus
#

You can just ask what you need help with, hehe.

scarlet birch
#

I understand. It's not a solution.

burnt igloo
#

yup thanks

#

ive got a basic understanding of blueprint now

wanton lotus
#

@scarlet birch What are you currently doing to change FOV that is not working?

scarlet birch
#

It's a camera anim.

wanton lotus
#

Are you changing FOV directly in the camera component or in a PlayerCameraManager class if you use one?

scarlet birch
#

It's a camera anim.

wanton lotus
#

The camera anim still needs to update something, does it not?

scarlet birch
#

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.

rotund scroll
#

what's everyone's choice of video software for recording walkthroughs etc?

lament plaza
#

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.

rotund scroll
#

remove it from build.cs?

#

idk

lament plaza
#

I could try that. 🙂

rotund scroll
#

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

grim ore
#

you can disable the vr and stuff you dont want in the launcher build as well, its not huge

rotund scroll
#

I wish I could remove all references to magic leap

#

it still pops up despite all plugins with it disabled

grim ore
#

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

rotund scroll
#

@grim ore can I ask about your video recording software of choice for your walkthroughs?

grim ore
#

sure, I use OBS and thats it lol

rotund scroll
#

oh that works for recording too? I'll check it out thanks

grim ore
#

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.

plush yew
#

how do i turn off the lighting?

#

can someone help me fast

mental oyster
#

Probably a dumb question, but moving a mesh to a new parent will take any children with it, right?

dense knoll
#

anyone know how to make a flying Ai?

mental oyster
#

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

burnt igloo
#

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

grim ore
#

its a setter for a property/variable, drag off your character movement and type set max walk speed @burnt igloo

radiant sleet
#

@lament plaza

#

your profile picture is great

gusty dune
#

Is anyone able to help with an animation retarget issue please?

lament plaza
#

@radiant sleet Thanks. It's Captain Gotou from the Patlabor manga.

radiant sleet
#

I love the art style and the vibe it gives off

#

Ima look into the manga

calm pollen
#

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

light bone
#

Is it possible to replicate a picture with UE4?

grim ore
#

@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

civic lance
#

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?

weak hemlock
#

Uhm, just me that got a weird korean unreal mail from epicgames? I had to go check so that my account wasn't compromised

dry wedge
#

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 ?

umbral mantle
#

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?

dry wedge
#

The smg goes to the socket on the character's chest, the right thing to do is go to the hand

humble yacht
#

How can i write sequential code in unreal ?

lament plaza
#

You mean int a = 5; int b = 12; int c = a*a + b + 7;

#

?

humble yacht
#

Who ?

lament plaza
#

You

humble yacht
#

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

lament plaza
#

You could look at FTimerHandle and associated functions to create timers or use an actor's native Tick() function and weave states into it.

humble yacht
#

What if you have a set of tasks that you want to run sequentially

#

Theres not neat way of doing it ?

lament plaza
#

"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);

humble yacht
#

Where can i read about this

lament plaza
#

in C++ or Blueprints ?

humble yacht
#

C++

lament plaza
#

Any basic C++ tutorial from UE4. Is this your first experience with it ?

humble yacht
#

Yeah you could say that

eternal compass
#

@humble yacht Why not use timelines?

light thunder
#

Ugh, what's this linear color? I can't get that from a texture sample?

inner cloak
#

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

light thunder
#

What do I need to get this material to display the way it is shown - have it classified as transculent?

inner cloak
#

Never mind, i figured it out for my trees

pallid anchor
#

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