#ue4-general

1 messages Β· Page 890 of 1

plush yew
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can you build the game in the ideal way you want without using actual proper assets

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so should you at least have base proper assets before you start building the functions and such of your game

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like does it make a real difference at all to use starter assets or actual ones ;-;

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i just dont want to have to restart building from scratch because base stuff didnt get the detail or quality right when changing assets

hexed valley
digital anchor
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@shell surge happened to me once, i deleted saved and intermediate, it fixed for me

dense hatch
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When I try to "Goto Definition (Alt-G)" on a Blueprint node, I am getting a Access violation reading location error
This is on a fresh install and build of UE 4.26 with a new empty project, any advice?

plush yew
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@fleet juniper can you explain a little more?

shell surge
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@digital anchor but this will delete my content lol

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and stuff that I need

digital anchor
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\🀷 then dont

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also never seen someone placing their content under temporary folders

fleet juniper
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@plush yew when I drag the uasset file into the area to import it i get that error

plush yew
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whats the file type

fleet juniper
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Uasset

hexed valley
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I would imagine putting content under temp folders could: 1) delete the those files or 2) will prevent other things that should be deleted or changed from updating

haughty snow
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hey real quick question

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how do i use the Ctrl+L gizmo?

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like i press the keys and then i cannot interact with it

maiden kindle
zinc shore
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is it possible i can have 2 builds of my game share save data so players can switch between Vulkan and DX12 if they chose to

worthy fox
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Show off the stuff you’ve been creating with UE4.26 so far. I want to see!!! 😁

plush yew
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o.o

regal zephyr
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Any idea how to render a cinematic properly in Unreal? it keeps giving me renders with glitches

amber tree
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I really like the Neo City Tokyo assets. Anyone else planning on using it?

faint mesa
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UE4.26 keeps on not responding

light thunder
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is there any performance issues whatsoever, game time, for having every single actor added to a group? @grim ore Mainly I'm doing it to basically "lock" my static meshes from being moved when I'm finished with the map, because I have to disable HLOD validation checks because they are invaliding the wrong things...but if I move something, it won't tell me so this is my idea to have a certain level of locking on the map

bleak copper
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So... uh... what's going on with physics in UE 4.26. They say that it's PhysX for now, even though the Beta was supposed to be Chaos by default.

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But they'll switch it to Chaos soon... but it's unclear if they mean a new build, or if a hotfix for 4.26 will swap PhysX out.

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I ask because I'm doing a VR title for Oculus Quest, and Chaos beta was a hassle. Don't want to be in a situation where I upgrade, then get PhysX pulled out from under me and I get stuck.

clever axle
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hey.. how do you get the camera from within the possessed pawn or the player controller?

light thunder
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get player controller, get player camera manager I think

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something like that, play with it

clever axle
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ok.. if I have the player camera manager, how do I get the camer from them? or how do I rotate/move that camera?

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and can I get the camera manager from the controller somehow without the index?

bleak copper
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There's different ways based on what you did. For example, for Check It! (which was C++) I didn't use PlayerCameraManager at all. I just had a camera on a boom associated with my Pawn.

vocal wraith
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I have ported my project to the 4.26 version, and have noticed that the performance are worse, like 10 fps less. Any reason for this?

clever axle
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@bleak copper I had that too but ran into trouble with the automatically spawned camera so I'm trying to use that one now but I don't even now how to get a reference to it.

light thunder
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why isn't my landscape have a material on it...when it does (all those info layers are good)

bleak copper
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Is Rock_01 good?

light thunder
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it's not but that's not what texture should be there

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and painting doesn't work either

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I'll swap it out to make it recompile, I just remember the engine crashed while It was compiling stuff, never it never finished and forgot to compile

dense hatch
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Hello, when I try to "Goto Definition (Alt-G)" on a Blueprint node, I am getting a Access violation reading location error and _com_error in VS
This is on a fresh install and build of UE 4.26 with a new empty project

left elk
ivory vortex
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Out of curiousity, would it be possible to simulate an town with like 1000 npcs. they would interact with eachother eat sleep and be generally dynamic. would i have issues pathfinding wise or something

light thunder
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sounds like the biggest bottleneck would be rendering requirements @ivory vortex

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you could keep track of a lot of the "activities" without having them be physically present on the map

ivory vortex
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@light thunder since its a town i would render npcs just as box if they are not seen

light thunder
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or just toggle their visibility

ivory vortex
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@light thunder yea thats what ive thought, like an ghost map with coordinates, and when u get close to em they generate and when u too far away they dissapear

light thunder
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thought they are still taking up memory

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there are better, more optimized ways to do it though, but they take time to setup

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you can stream them out in level volumes

ivory vortex
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well im still a beginner in ue and thats my goal

light thunder
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let's say you had a routine where they would cook food, then eat, then clean up, then watch tv, blah blah blah - you could just save the state of where they were at in that routine when you unloaded that area level

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then you could figure out what current time it is, and basically 'skip ahead' or to their current routine

ivory vortex
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tbh i wanted to have them all in one level

ivory vortex
light thunder
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but you have to also setup more, depending on the sophisication - like if you skipped ahead because they weren't loaded, you'd also have to make sure you removed from their kitchen inventory, if they had made a meal, because if you have a system where they go to the store when they reach X amount of food left

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learn about streaming volumes

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seriously

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if you are a beginner, I'd watch in this order - Unreal engine - blueprint communication first

ivory vortex
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thanks, i will learn it!

light thunder
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Then level streaming

ivory vortex
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notes stuff down

plush yew
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It's a texture which align on the world + a setting on the normal so the sharp edges disappear

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Though, I'd like to try without the world alignment. I disconnected and reconnected some nodes but I just broke my BP πŸ˜† Someone could help please ?

earnest pawn
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hey, I can't seem to install electronic nodes plugin to engine

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I'm on 4.26 and the plugins has been updated already but when I install, nothing happens and it doesn't show up in the editor

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anyone having this issue? I can't seem to install any other plugins either

heady quartz
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Why is everyone trying to make AAA open world RPGs and nothing simple? I can’t find someone with a reasonable project to work with πŸ˜“

cinder minnow
earnest pawn
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@cinder minnow thanks, although I'm having issues with other content as well, nothing seems to be downloading

cinder minnow
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@earnest pawn Okayyy, it just got accepted πŸ₯³ ! Restart the Epic Games launcher and it should be good πŸ˜‰

frigid moon
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@earnest pawn just so you don't feel so bad... i have a couple plugins that I know have been updated and a couple other people have successfully downloaded but when i click to install to 4.26 it just blinks back to the library when i'm done.
i've also tried it from store pages...
i was able to install prefabricator and Root Motion Extractor so far

earnest pawn
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I think there might be something wrong with my launcher, it's not just the plugins, can't seem download anything

pure hollow
tiny eagle
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i still have a project, but if you're looking for RPG and simple, i don't have one. It's Third Person Action/ Noire

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need all positions filled too

neon bough
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is there an way to view .sav files in the editor?

plush yew
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How do you get the PhysicsThruster entity to work

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Ticked Auto Activate, but it does nothing

light thunder
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I have a project opened in the same engine version. I migrate it over to the other one and the landscape doesn't compile. It looks fine in the other version. What should I pay attention too, in case I missed something?

deep basin
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Anyone know if there's a way to rotate multiple selected actors by some specified value about a common pivot?

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I found "Delta Transform" under the right click context menu, which sounds exactly what I need, but it's sadly only for position

dark stag
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possibly dumb question:

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why dont my normal tags work when i throw a mat on these?

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seems the phong angle is like super low or something

celest vapor
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@dark stag did you import them with normals amd tangents? Ive had instances where I needed to import with tangents

dark stag
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lemme try w/ tangents

keen cloak
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smoothing groups

dark stag
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did normal tags tho ya

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hrm

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what does c4d think a 'smoothing group' is?

tranquil falcon
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Why does 4.26 no longer let me import assets?

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Anyone else seeing this issue?

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It's like permissions are gone.

plush yew
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in 4.26 i'm receiving this: gpu lightmass requires ray tracing support which is disabled
but ray tracing is enabled in my project settings

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is there a fix for this

dark stag
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sorry problem solved... wasnt my phong tag / smoove group... was an issue with directlighting

plush yew
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how can I parent a phys object to something else

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attaching them in the World Outliner doesn't seem to do it

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E.g.

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Then when I load in, it's fell off and through the map

celest vapor
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@plush yew if the child (cylinder5) is simulating physics and the parent is not then it will move. but if you want all of it to simulate physics but move as one, then only set the parent to simulate physics

plush yew
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They're both simulating physics

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OHHH

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Gotcha

celest vapor
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if you want them to simulate as a whole object the children should not set to simulate phyiscs

plush yew
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I misread it, yea thank you

celest vapor
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of course

plush yew
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Let's give that a test

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Yep, it works, thank you man

celest vapor
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Of course. no problem

azure shale
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@unkempt delta I had the same issue, any fix?

vestal goblet
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how do i get rid of a default pawn actor?

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its not anywhere in my world outliner

unkempt delta
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Nope

stiff beacon
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Does anyone know how to move multiple models at the same time? I accidentally made my entire project like 20 times larger than it should so now even 4k textures look awful

grim ore
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@vestal goblet it might be spawned in by your game mode. project preferences -> maps and game modes -> default game mode

vestal goblet
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So if i set the "default pawn class" to none it should get rid of it?

barren flume
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Is there a way to stop ue4 from making the windows sound everytime it finishes compiling in the material editor?

sharp flax
barren flume
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Tried to but it still play's

plush yew
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how can I fix this travesty

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Lightmap resolution?

broken heath
barren flume
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Yeah since it's every time

mental path
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Hi all, I have a general question. My user name in Unreal is something but there is a different one in Unreal Online Learning. I am currently doing the Unreal Online Challenge. The one in Unreal Online Learning is a bunch of alphabets. Is it a common thing having different user names for UOL and the usual Unreal website ?

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If I submit my UOL challenge with a different username in Twitter, will it affect my submission, because, my usual user name in UE website is a different one. Thanks.

gaunt tide
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I have a vehicle editor I’m attempting to make similar to how Stormworks, Crossout, and similar games are and was wondering would it be better to use a pawn with a camera to move around in the scene when editing the vehicle or should I just use another character actor and a camera? The base level I started with was the Thirdperson template. I’m guessing it’s probably just my preference but I figured I’d ask anyways.

prisma seal
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why can I not set custom water body splines to closed loop?

lyric sundial
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sorry, i will remove

prisma seal
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np

tender granite
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Anyone savvy on the new water knows what would be the reason for the river actor not to render when placed in a level?

prisma seal
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@tender granite I haven't tested out the river yet but I know that in the ocean, if you untick affect landscape the water disappears. Not sure if that helps

tender granite
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Yeah, it actually does. Might point that its something to do with my landscape actors probably.

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Im using world composition, I have the feeling it has something to do with that too. I was hoping I could just "parent" an water actor to an specific landscape actor but i cant figure out if that is possible yet.

jolly jungle
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does 4.26 have chaos

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or do you still need to enable it in the source and build it yourself

prisma seal
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I think it's still source for now

jolly jungle
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aw

blissful spire
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the base damage is a little messed up. The max health is 100

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I've also printed the health to make sure the bar displays the accurate health and it does

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I'm sure its a quick simple mistake

median hound
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try 0.1

true falcon
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So imported height maps does work with the new water system, you just have to make sure it has the correct height offset for the height map

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Create an ocean first to serve as a baseline, than add another layer on top of it and export your height map into that, if the imported landscape is below the ocean you have to increase the heightmap "levels"

gaunt tide
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^^^thank you!!^^^

honest scarab
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Anyone else having issues installing plugins?

true falcon
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kinda vague there Matlauk πŸ™‚

honest scarab
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Anyone else having issues installing plugins in 4.26?

median hound
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no

true falcon
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You can't install plugins from marketplace before the authors have updated them, which will take some time, you can recompile them manually if you add them to your project and compile them in VS/Rider

honest scarab
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That's not an answer to my question.

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Nothing happens when I click install.

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Which brings me right back to is anyone else having issues installing plugins in 4.26?

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I am trying to assertain if it's an issue on my end or not.

true falcon
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are you using Linux or something, the install is probably greyed out and you can't install to 4.26 through the marketplace

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you need to manually copy your plugin from your 4.25 engine folder into your project and compile

honest scarab
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ok. can we quit trying to create a problem that I do not have. The plugin has already been updated for 4.26. If you look at the image, it's obviously not greyed out.

true falcon
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that's because of your theme or whatever, there's literally no 4.26 plugins released yet πŸ™‚

honest scarab
true falcon
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oh wow, jesus christ, normally takes week(s) for them to accept updates. Don't know what to say, if other plugins are grayed out for you. Might be some bug?

honest scarab
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I'm reinstalling 4.26. Hoping that fixes it.

true falcon
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I see that there are some assets that do seeem to say to support 4.26 already, that's surprising

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The logics of the epic update process keep baffling me πŸ™‚

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Hi btw, thanks for awesome assets πŸ™‚

honest scarab
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Well that is incredibly frustrating.

true falcon
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I know a plugin author that's been waiting four weeks or something, either he's delusional or I don't know what's going on

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I can imagine pure art assets going through the pipeline quicker tho

median hound
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how do i save this skeletal mesh how it is rn? when i exported this the clip was out so i put it back in and idk how 2 save

true falcon
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You can't, need to export it to blender and back

median hound
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fuck

true falcon
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yeah, it's a deucey

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you could do hide bone by name if you don't need it visible

primal topaz
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does anyone know how to fix this

pseudo herald
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So, I have an ARPG asset that uses Epic Skeleton. But I retargeted the skeleton to the Polygon Dungeon Skeleton. The Epic mannequin based skeletons have sockets for holding weapons. But now the characters hold the weapons in the wrong direction.
I changed the rotation angles of the socket, but am never able to guess the angles right.
So, is there a way to visualize the combined direction of the angles. I think it is called the forward vector, but not sure. That is visualize which direction the weapons will be held in the skeleton preview. Or better yet visualize the skeleton holding the weapon in preview?

true falcon
# primal topaz

you could try running the visual studio community installer separately

true falcon
primal topaz
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Ok

junior sedge
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What is this error.
error MSB3073: The command "E:\Platforms\UE_4.25\Engine\Build\BatchFiles\Build.bat ProjectEditor Win64 Development -Project="E:\gd\Anihilated\anihilated\Project.uproject" -WaitMutex -FromMsBuild" exited with code 6.

pseudo herald
true falcon
pseudo herald
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Found it.

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Right click on socket and select add preview asset

true falcon
pseudo herald
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Thanks!

true falcon
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np πŸ™‚

junior sedge
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I am stuck on this for days

true falcon
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It looks like you have a version system that merged files and put comments in it

junior sedge
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Not able to understand

true falcon
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are you using git or something

junior sedge
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Yep

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Source tree

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git

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and gitlab for online repo

true falcon
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look in defaultengine.ini, github probably put merge stuff in there

junior sedge
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Why would it do that

true falcon
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it does when it's a conflict in changes

junior sedge
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hmmmm'

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then what should i do to fix it

true falcon
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if you open up the ini file you can probably spot the problem

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look for the >>>>>> lines πŸ™‚

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worst case just copy a defaultengine.ini from another project

junior sedge
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its in the config folder

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yep

true falcon
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yeah

junior sedge
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>>>>>>> 5df1cead8a096c8651a358632986ab2ae56b333c

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Is this

true falcon
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yeah πŸ™‚

junior sedge
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deleted

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now compiling

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Now this error is coming
E:\gd\Anihilated\anihilated\Source\Project\AI\ZombiePlayerController.cpp(14) : error C3861: 'RunBehaviorTree': identifier not found
I have included this file
#include "AIController.h"

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too

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Then why

true falcon
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you might have to include some module in build.target.cs or whatever its called

junior sedge
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ok

true falcon
junior sedge
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`// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class ProjectTarget : TargetRules
{
public ProjectTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;

    ExtraModuleNames.AddRange( new string[] { "Project" } );
}

}`
My build.cs looks like this

true falcon
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try adding "AIModule" to extra module names

junior sedge
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ok

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showed you the wrong file

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adding it

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That was target.cs

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`// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class Project : ModuleRules
{
public Project(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", , });

    PrivateDependencyModuleNames.AddRange(new string[] {  });

    // Uncomment if you are using Slate UI
    // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
    
    // Uncomment if you are using online features
    // PrivateDependencyModuleNames.Add("OnlineSubsystem");

    // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}

}
`

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Still the same error after adding the word

true falcon
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yeah, should probably add it under private dependency modules

junior sedge
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ok

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Still the same

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error

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looks like this

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`// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class Project : ModuleRules
{
public Project(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

    PrivateDependencyModuleNames.AddRange(new string[] { "AIModule" });

    // Uncomment if you are using Slate UI
    // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
    
    // Uncomment if you are using online features
    // PrivateDependencyModuleNames.Add("OnlineSubsystem");

    // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}

}
`

true falcon
#

well, it's something to do with that I bet, try public dependencies etc πŸ™‚

#

sorry, c++ is not my strong suit

junior sedge
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I have done that too.....

coral bear
#

Hi guys - i'm a new visitor here and also new to the Unreal Engine in general. I'm not trying to achieve anything too lofty and just using it for hobby reasons; I am a little stuck though and could use an assist. I'm trying to make a short cutscene for my tabletop RPG group - and I need some stormtroopers. I've used umodel to export them from Jedi Fallen Order, added the textures in blender following a youtube tutorial. That's about where I get stuck. I can't manage to upload to mixamo -i tried four different ways, and only one worked (the obj version) but that came out grey (when I tried to bundle the obj and textures/mtl file in a zip it failed) - the fbx files also failed on mixamo.

I manage to import the Stormtrooper FBX file directly from blender to UE but then I can't apply a skeletal rig too it because I don't have one.

I don't suppose anyone just happens to have already done this or have a stormtrooper model/rig I can use for this little project?

true falcon
#

I wouldn't expect easy access to one of the most commercial franchises on the planet πŸ™‚

junior sedge
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Nothing working.... I even rebuild the project

coral bear
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I figure anything commercial is just going to get the hammer of death from above. But there must be plenty of little hobbists who've played around with things before.

true falcon
junior sedge
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I have read a lot of documentation

coral bear
#

Hmm, i grabbed a stormtrooper from that site Jippmokk (paid for one as it was slightly nicer) - but now mixamo won't upload that one either πŸ˜„ I'll try putting it straight into unreal...

true falcon
coral bear
#

So I could get it rigged with some basic idle animations

true falcon
#

Just bring into Unreal and retarget

coral bear
#

Sorry - retarget?

true falcon
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google it, there's plenty of tutorials on youtube πŸ™‚ But basically you convert animations between different skeletons

coral bear
#

So there is πŸ™‚ I wouldn't have known to search for that - so thank you for putting in me in the right direction. The fbx did import directly into Unreal - so that helps, it's untextured but I do have the textures files from cgtrader to go with it - just have to figure out how to apply those πŸ˜„

true falcon
#

well, retargeting is a tricky subject, so have patience and watch a lot of videos

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The only advice I can give you is to make sure the skeletons are in the same reference pose, usually T-pose, or A-pose, when you convert. Probably doesn't make much sense but enough to google about πŸ™‚

coral bear
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Thanks πŸ™‚ I'll dig into it a bit later when the spawn aren't harrasing me πŸ˜›

plush yew
ember prawn
#

Wasn't entirely sure what channel to put this in. This is more an open ended question. My camera speed seems completely different depending what I use (PIE, standalone, vs actually packaging). The desired speed I want works in the actual packaged build. Should I be concerned that it doesn't line up in the editor?

grim hawk
#

Hi i want to make my bullet damage can be work in multyplayer game becuase when cilent shoot the server the sever geting damaged but the cilent when shoot cilent or the server when shoot cilent the cilen not geting damiged anyone can help?

fathom rapids
#

Hello everyone, I have been introducing basic animation in my game, and now I'm working on weapons. But I got a big problem : when I take the weapon in my hand, it's not in the place it should be. I have add a socket, on my right hand, and the weapon is correctly setup there. But when I start the game, it's attached to the movement of my hand, but not at the place given. Can someone help me?

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I don't want to flood, but I can provide screen in private message if you want

hybrid scroll
#

Is the editor supper laggy for anyone in 4.26? I get 30 fps in a default level with just a skybox, but when I F11 to fullscreen it goes up to normal (over 100).

finite hamlet
#

Is anyone else having issues with the new clouds? It looks weird no matter what I do

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There are squares that are just missing the clouds no matter what

green venture
#

Same for me @finite hamlet couldnt get them to look decent

finite hamlet
#

I even downloaded a sample someone had made that looked great, but it seems the tiling is messed up for some reason

grim juniper
finite hamlet
#

I wasn't using the example one, I used another one that worked just fine in the preview versions

grim juniper
#

Β―_(ツ)_/Β―

gusty dune
#

Hey guys, so I'm trying to script a short mission for a TPS that has enemies spawning but I'm stumped on how. Could anyone recommend any videos or guides on mission/event scripting?

fluid lance
#

@gusty dune like a quest?

gusty dune
#

pretty much, yeah, that could handle some simple objectives and enemy spawns based on certain conditions

fluid lance
#

It depends a lot on wether you want to have a system on which you may want to build in the future, or just a one-thing

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Since a quest "system" is a fairly complex thing to tackle, while having a "single quest" to test stuff/see how it feels can be done in a simple and straight-forward way - it just involves a lot of testing which is annoying (at least for me, testing stuff always is).
Either way, for a quest system, this could give you an idea of how you could approach things:
https://www.youtube.com/watch?v=k2zC9pg6Eno&list=PL4G2bSPE_8umJfOuXxut28OQyIliW2Pfp

Welcome to the first episode in a new series creating a quest system. This video gives an introduction the series and what kind of functionality you can expect, plus the thinking behind some of its design.

Watch the next episode where we begin creating our quest system over at Patreon for as little as $1.

Support me on Patreon and get access t...

β–Ά Play video
#

It's a whole series with 13 or 14 vids on a quest system

gusty dune
#

This looks great, thanks so much @fluid lance

fluid lance
#

@gusty dune Ryan Laley also has a discord server, checkout his youtube channel and go onto his discord if you like, maybe you will find people there helpful (idk, I'm not personally on that channel but I know about it).

worthy fox
#

Where can I find his discord?

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@fluid lance

thick herald
#

His discord is linked in his YouTube 'about' tab.

viral fractal
#

4.26 needs forever to boot up, while 4.25 was way faster... is that a common thing or am i cursed again ?

honest vale
#

let me guess, you're starting up for the first time? πŸ€”

viral fractal
#

no

#

everytime i open the editor, it takes up to 3min

#

4.25 finally only required a few seconds

#

might just reinstall 4.26 again, or go straight to build from source thinkEgg

plush yew
#

Hello guys, I need to create an animation that makes my spheres hoover, do someone know ho to do so?
I would really8 apreciate any form of help

strong schooner
#

Guess i have to wait for 4.26.1 hehe

plush yew
#

When I try to delete a folder in unreal engine it dosenΒ΄t go away I have restarted and even deleted the folder in file explorer but it still wont go away

glacial pecan
#

@plush yew right click on it or its parent folder and select "clean up redirectors" or whatever it's called and see if that helps

plush yew
#

@glacial pecan Yes it worked thanks!

glacial pecan
#

@finite hamlet yeah, default settings in 4.26 are borked... use this guy's stuff instead https://www.youtube.com/watch?v=oWE_vYiQMoE

#

waiting for someone to do similar settings for the ultra fake default water too πŸ˜†

finite hamlet
#

That is what I used, still didn't work properly

#

Did it work for you?

glacial pecan
#

yes

finite hamlet
#

No weird tiling?

glacial pecan
#

nope

finite hamlet
#

Huh

glacial pecan
#

there's a tile control parameter

#

tweak that depending on your world size

finite hamlet
#

I mean, I literally just loaded in his level, and it wasn't working properly

glacial pecan
#

ok... his level looked fine to me (though a bit dark)

finite hamlet
#

That's really weird

#

Did you do anything to the project settings?

glacial pecan
#

I brightened it up and reduced the clouds a bit, but I still have a slight dark spot in the zenith of the sky, but that's not from the clouds I think

#

no change to project settings

finite hamlet
#

hmm

#

I'll try again and see how it goes

glacial pecan
#

but only tested in new architectural template project

finite hamlet
#

This is his level

#

New project, literally nothing added, just opened the map

glacial pecan
#

it only looks like that when I use the default settings, not when I switch to his settings

finite hamlet
#

I mean that's his level so I'm assuming it's using his own stuff right?

#

Wait...it's not

#

wtf

#

So you used the volume material in the demo>materials folder right?

glacial pecan
#

yes... V2 I think? or did I create the V2... can't remember

#

@finite hamlet wait, yes you're right... his stuff does look like that for me now as well... weird... I don't remember it doing that

#

that's what it looks like after a bit of tweaking, though

finite hamlet
#

I mean that looks fine to me

#

The issue is that very obvious line in my image

#

Yours seems fine

glacial pecan
#

try his master material?

#

or just duplicate the v2 instance and go wild on it πŸ™‚

finite hamlet
#

Trying to but all the textures are missing and I'm trying to figure out what goes where xD

glacial pecan
#

well that's your problem then... I don't think anything was missing for me...

finite hamlet
#

Really? did it just work when you plugged it?

glacial pecan
#

today his example level does look like yours... but yesterday I made a new level and plugged his mi v2 into a new cloud actor and then it looked fine after moving some sliders around

finite hamlet
#

Weird

#

Can you do me a favor and tell me what texture is plugged in here

still schooner
#

does gen5 temp aa is enabled by default or we should change it?

light thunder
#

I'm getting this weird hitching like every other seconds - but it's not drawcalls as far as I can tell - you can see here when I load a different level, it goes completely smooth - the only thing I can think of is I'm using a large HLOD actor but if that's the case it should show up in my memory usage - and it's like only 2 GB used in this scene I think, according to stat rhi

finite hamlet
#

That used to happen to me in the editor in 4.25. Never understood why, but restarting the engine usually made it go away

wooden delta
#

Is it good to stick with unreal 4.25 or go to 4.26?

zinc shore
#

how do i set the draw distance of a instance static mesh for each individual mesh instead of the whole thing

thick herald
#

@glacial pecan you didn't have any missing textures or color curve settings?

mellow flame
#

does anyone know where to find the "control rig sequence", i don't have it on menu

finite hamlet
chilly skiff
#

deadmau

finite hamlet
# thick herald Same here.

figured out what you need to do. Go to the atlas, and add the curve to it under gradient curves. after that you'll be able to add it to the node

#

Still don't know about the other things because uh

#

This doesn't look right to me xD

honest vale
#

they're just dark auroras

finite hamlet
#

True, it's not a bug, it's a feature

zinc shore
#

why docent the instance static mesh cull distance work if i set the max cull distance it docent do any thing

viral fractal
#

as high as possible

#

what the fuck man

#

"we already have the worst UI in the industry that takes up a ton of space for uneccessary MS Paint based icons, what can we do ?"... "make it bigger"

fluid lance
#

@viral fractal lol wtf is that? xD

viral fractal
#

ocean volume

fluid lance
#

πŸ˜‚ πŸ˜† πŸ€¦β€β™‚οΈ

viral fractal
#

the new icons are all equally made by a 9 year old in ms paint and massively oversized

#

i mean honestlky, i have always hated how the unreal editor UI looks, but THIS is truly next gen

fluid lance
#

well, i'm fine with UE's UI honestly, I don't care for fancy looking icons, but that size is just something else. I'm assuming you can change it since it's just a scene component - right?

viral fractal
#

i havent found an option to change it so far

#

i want to delete it !

fluid lance
#

but the ocean itself is a blueprint, isn't it?

viral fractal
#

its a big lie

#

doesnt even work xD

#

whatever it is

plush yew
fluid lance
#

@viral fractal nah man...take it easy, don't act like that if u don't know how to work with it. First, it requires a landscape...Watch this first, then complain lol
https://www.youtube.com/watch?v=d5Ft7UaYayM

Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...

β–Ά Play video
viral fractal
#

i finally want UE to look somewhat clean and professional....

analog sigil
#

@plush yew Master Pose Component

viral fractal
#

i know how it "works" it doesnt nearly hold what was promised tho

fluid lance
#

@viral fractal just...watch the video lol wtf

vocal wraith
#

Has anyone noticed worse performance with the 4.26 version. I have like 10 fps less in the same map, compared to 4.25 version.

zinc shore
#

ok I'm having a weird issue so if i have a heretical instance static mesh with no instances and i create them all in BP when i play using Vulkan it crashes but if i just add one instance in the editor than it works fine

shrewd steppe
#

Is anyone else have connection trouble with the epic launcher?

#

I'm trying to get 4.26 and the launcher just doesn't want to online at all

#

looks like the website works but pinging just times out

#

I dont even use the launcher for anything

#

is there any way to manually download 4.26?

zinc shore
#

hmm works fine for me just a bit slow though

light thunder
#

Where are the position of the editor tabs saved? It's not project specific but it doesn't "save" the layout (the location of tabs up top, like project settings, editor settings, etc) it's super annoying and it won't stay the way I put it if I restart the editor, regardless of project

undone bough
#

4.26 : just like every editor version thats ever come out, filled with bugs, and incomplete features. Welcome to beta testing.

gray kindle
#

hey lads does anyone know what is that noise in volumetric clouds? looks like some grain jitter

rotund jackal
#

Hi there. Super Basic question here... When starting a new Blueprint project, I never know how to answer the option of raytracing. Its disabled by default, but when would I enable it? For now I'm learning (obviously), so I don't need any fancy lighting.

rain knot
#

Hey guys, I need some advice on picking a game engine

#

I'm building a mobile game but am looking to know the differences between what Unreal and Unity has to offer (especially things like speed of dev, graphics fidelity etc)

fierce tulip
#

it will be hard to get unbiased answers in an unreal discord.
while general consensus would be that unity is better suited for mobile devices, any paid unity feature is free on unreal engine.
and if you know your way around ue4 and how to optimize your content, making mobile games isnt that much different.

in the end its what you enjoy using more.

rain knot
#

Can I have a rundown of why Unity is better for mobile?

#

For context, I'm building a 3d game that needs decent graphics (more on the stylized side)

fierce tulip
#

i havent used unity myself (unless you want to count 1 week of me hating on its particle editor :p)

#

so i wouldnt be the one who can give you good insights on that.
have worked on ue4 mobile games though, and --again-- if you know what you are doing its all good

rain knot
#

can you tell me a bit about yourself using unreal for mobile?

fierce tulip
#

i'd download both and see which you think feels better

#

i would, but i need to go now :/ sorry

rain knot
#

apart from the regular dev stuff, how was shipping to production?
ads, analytics etc?

fierce tulip
#

(also, i was just hired to be the vfx/material/environment optimization guy)

rain knot
#

ok ok

hybrid scroll
#

Is anyone else getting terrible performance in 4.26? I have 30-50 fps in an empty level, not even PIE and it gets to less than 20 with any window open.

#

How can I profile the editor itself? πŸ™‚

rain knot
#

If anyone here could tell me what Unity offers for mobile over Unreal, that would be great. (Specifically for 3d games)
Points I've collected so far:

  • UE4 apk sizes are bigger
  • UE4 does volumetric fog + better particle editor + better networking (UNet deprecated)
  • Ads, analytics (??)
  • UE4 build sizes are huge, so is code compilation, and packaging time
rotund jackal
#

its pretty quiet right now

undone bough
#

is there a simpler way to do this? its basically a movement mode check for the player, it checks if they are running, sprinting, or walking, but if they are out of stamina it will default to walking / idel mode. i donno if im over complicating it...

hybrid scroll
#

Do it step by step.
if (!input) return IDLE;
if (sprinting && stamina > 0) return SPRINT;
return WALK;

#

@undone bough

undone bough
#

the step how it goes now is:
if (running & stam) return running
if (sprinting & stam) return sprinting
else return idle

covert hedge
#

hello fellas, any good resources for UMG and design? I find the documentation pretty basic

@undone bough couldn't you use GetVelocity instead of checking forward and right component?

hybrid scroll
#

btw. there is a blueprints channel.

#

Input and velocity are two different things, depending on a situation.

sand spear
#

Hello guys,
Any idea where i can find a tutorial for the physical animation used in the bullet train demo after AI characters taking damages from the player gun?
https://www.youtube.com/watch?v=vVQ49XrdpJo

Check out the latest VR experience from Epic Games featured on the Oculus Connect 2.

Add us on YouTube Gaming!
http://gaming.youtube.com/gamespot

Visit all of our channels:
Features & Reviews - http://www.youtube.com/GameSpot
Gameplay & Guides - http://www.youtube.com/GameSpotGameplay
Trailers - http://www.youtube.com/GameSpotTrailers
Mobile G...

β–Ά Play video
hybrid scroll
#

Standing on a moving platform gives you velocity, while the character is idle

#

@sand spear, you mean the ragdoll? You can enable physics on a skeletal mesh and it will take care of the rest

#

ofc in the most basic version

covert hedge
#

ah yes you are right

sand spear
#

@hybrid scroll not the ragdoll, the hit animation after bullet damage

undone bough
#

@covert hedge umg design isn't too difficult, you just need to figure out your layout for it, and go from there, knowing what you want for your end result will help you get the end result you want:

covert hedge
#

yup, but for styling i reckon it's mostly image your render, rather than trying to come up with native component from UMG ?

hybrid scroll
#

@covert hedge UMG doesn't have any "images" on its own. You use you own textures. Those elements are there to maintain hierarchy, relative positions, scaling, etc.

#

but they dont have any graphics.

undone bough
#

this was my first layout before the previous one i showed.

#

most of the elements in that are all basic simple color styles, except for the buttons and status icons.

#

@covert hedge someone in #design-chat may be able to point you to some tutorials however on optimizing umg design for better performance

teal charm
#

does anyone know about the UGC plugin, who can answer some questions?

urban tartan
#

Hi guys, what is equivalent of BP 's class reference in cpp ?

vocal wraith
urban tartan
# teal charm this IIRC <@!491666633572614164>

if i have an array of subclassof characters and i want to pass it as input to function in cpp. will it make a copy or just point to the array , because i am unable to do this
function(Tarray<Tsubclassof<character>> X);
where to add * sign so it becomes a pointer ?

covert hedge
#

@hybrid scroll i meant by using a textures you created from a nice photoshop design for instance

#

i'll check design chat indeed; thanks mates

lament star
#

IMO UE4 needs a website for features requested by the users, this way people could like/dislike features asked by others and the most important ones would rise to the top. Discord did this very well and many good ideas came from the community

cedar wave
#

Discord is still sucks though

lament star
#

like it or not but the community suggestions were useful

pulsar badge
#

Does anyone know how to change the port for a svn using subversion

deep viper
#

I tried out a new 4.26 project, and right off the bat it tried to compile 4k shaders upon adding a water body (without any non-movable lights in the level). That is some heavy amoung of compiling.
EDIT: Seems like a one time compiling cost to have beautiful water bodies in the project ;p

arctic compass
#

I have a character that can shoot a constant particle beam at enemies. I'm noticing that the easiest way to have the beam deactivate when the enemy dies is to actually have the particle beam attached to the enemy (and just deactivate as part of the death cycle). But that means all enemies will have a particle beam component. As a noob game dev, this seems odd (gameplay suggests it is the player shooting the beam that owns it) but maybe this is a perfectly normal solution. I just wanted some confirmation on the design or advice if another solution makes more sense.

plain valve
wary wave
#

a) #freelance-jobs
b) that is a hilariously small amount of money for what you're asking for

plain valve
#

I know, cause i only have a 100 bucks to pledge

#

But an extra benefit, you can add it to your portfolio πŸ™‚

plush yew
#

Does anyone have walking sideways and backwards animation for the default mannequin

#

I'm gonna try and retarget animations from another skeleton but idk if it will work

copper plaza
#

@undone bough I thought I was looking at Arks UI for a second there lol

#

@wary wave Would the landscape even amount to 100?

deep viper
#

Anyone know the hotkey for adding a new spline node? I am using a landscape brush manager.
EDIT: I hate splines so much. Where on earth is the basic spline manipulation documentation? It's taking me so much time to learn how to create a new spline node (I'd expect this information to be in every nook and cranny of the internet, I was too hopeful)

wary wave
deep viper
#

I tried right clicking the spline node and I found all the hotkeys I need under the dropdown list. Turns out it was 'C' to duplicate. yay

covert hedge
#

hi, i'm trying to use some content pack, namely the default startercontent one, howerver when i add it to project, it refuses to do so and the log looks like sthis

LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/Floor_400x400.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/Floor_400x400.uasset".
LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/Pillar_50x500.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/Pillar_50x500.uasset".
LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/SM_AssetPlatform.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/SM_AssetPlatform.uasset".
LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/Wall_400x200.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/Wall_400x200.uasset".
LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/Wall_400x300.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/Wall_400x300.uasset".
LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/Wall_400x400.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/Wall_400x400.uasset".
LogPackFactory: Error: Unable to copy file "../../../Samples/StarterContent/Content/StarterContent/Architecture/Wall_500x500.uasset" to "D:/UnrealProjects/MegaJam/Content/StarterContent/Architecture/Wall_500x500.uasset". 
[...]

anyone would know how to fix this?

zinc cave
#

What do you guys think is the most important thing to work with when trying to veer away from an Unreal PBR look, and achieve a more photoreal look? Texturing, Lighting or Postprocessing? Cheers!

thick herald
#

PBR if done correctly should look photoreal that's the whole idea of physics based rendering.

zinc cave
#

It does with complex node chains ya? But basic channel stuff exported from SP tend to look game-y still, no? Like archviz or virtual production stuff...that tends to look real. Is it just the megascans that are creating the more realistic look?

winter gale
plush yew
tight prawn
#

why is setting the Scene component to visible/hidden doesn't change the visibility of its children ?

plush yew
#

anyone know what this means?

tight prawn
#

I'm setting Weapon's Visible to False, and yet in the game the skeletal mesh is visible

naive bronze
#

Where can I go for help?

worldly cloud
#

@slim valleyone

#

@everyone anyone familiar with unity at all

rocky radish
#

dont @ everyone

#

also, it doesnt really tag anyone

worldly cloud
#

my bad, are you familiar with?

rocky radish
#

no

naive bronze
#

can someone help me? I am trying to import a minecraft character into unreal engine but the areas where it's suppose to be transparent are black, and the textures are upscaled which made them blurry.

hybrid scroll
#

@naive bronze There is a setting in the texture asset called Filter. Set it to "Nearest" to have a pixelated texture.

#

As for opacity: You need to make sure that the texture has a proper alpha channel and that you are connecting that channel to opacity

#

in the material

naive bronze
#

where would texture asset be?

hybrid scroll
#

wherever you have it imported

#

probably in the same folder as the mesh itself

naive bronze
#

1 problem

#

I barely know anything about unreal

#

so I am confused

#

I have these

hybrid scroll
#

texture is the red one

#

green is the material

#

and cyan is the mesh

#

(the colored bar under the image, above the name)

naive bronze
#

oh

plush yew
#

is it possible to simulate proper clothing movement on a character but than add a belt on top of the clothing layer in any angle on the body and still have the clothing simulate properly

#

so is layering belts impossible with proper clothing simulation

naive bronze
#

so, where is filter located exactly?

plush yew
#

;-;

naive bronze
#

never mind I found it

plush yew
#

just need a yes and or no not really an expliantion

hybrid scroll
#

πŸ™‚

lucid prairie
#

Hello, I'm having a problem with learning ue4. I did the whole "Your First Hour with Unreal Engine" but I just can't for now. What should I learn before blueprints that'll help me learn ue4 smoothly?

gaunt tide
#

What do you want to do with Ue4 is the first question I’d ask myself.

plush yew
#

o.o

naive bronze
#

yuki, i would help you

#

but I started unreal on wednesday and know literally nothing

median hound
#

just learn shit u need 2 know

gaunt tide
dark depot
#

^

median hound
#

some ppl dont learn that way do what you think its good, watching 1hr long vids or straight to the point vids

naive bronze
#

I have another question about the skin thing

#

why is my minecraft character missing the white in his eyes

gaunt tide
#

I watch the tutorial and do what’s in the tutorial until I understand how to do it on my own. I’ve watched the same β€œBaking Textured and Exporting assets from blender” video by Quixel idk how many times

#

This has been my process so far for creating things in UE: * Workbench: Player interacts with workbench -> Vehicle Editor level is than loaded with a specific size restraints box volume based on which build zone the player is at(sea vehicle, air vehicle, ground vehicle, train, etc) -> One .25m cube is spawned into the center of the box volume after the editor level is loaded(if the player accidentally deletes the first spawned block than the editor level is exited and the previous level is opened) -> the player can than choose from a list of blocks to add to the first spawned block in order to create and form their ship(the player has the ability to rotate the currently chosen block using the i,j,k, and el keys).
Just think about what you want to do one step at a time and look at tutorials or write it one step at a time. It’s not gonna be an instant process

hybrid scroll
#

@naive bronze open the texture, in top left you have 4 icons for 4 channels (RGBA). Make sure that those eyes are rly there.

naive bronze
#

they are really there

#

I checked the classic texture

hybrid scroll
#

They might be on a different texture, or use opacity in some way, depending on what tool you are using to import / export

#

ok, open the material

#

(green file) πŸ™‚

naive bronze
#

hold on a sec, I am using my newer skin lmao

#

ok I opened it

#

and yes the white is still missing

#

@hybrid scroll

plush yew
#

ok i know this is weeb ish as heck but lets say i wanted to simulate something like the below could you do so but add a belt on top at her hips or chest or torso etc and still have clothing and hair simulate properly
https://www.youtube.com/watch?v=mHk4nYfa7AI

motion:ζ ͺεΌδΌšη€ΎδΈ‰ζ΄‹η‰©η”£
modelοΌšζœΊεŠ¨ζˆ˜ε£«η‰›θ‚‰
camera:Future S
BGM:deep blue town
Use houdini to do cloth simulation, maya for hair and breast simulation, redshift for final render.
Please LIKE and SUBSCRIBE if you like this video.I'll do more MMD with professional software.

β–Ά Play video
gaunt tide
#

I’ve been using UE for a little over 2yrs now(strictly BPs and 3D modeling in Blender)and still learning new things everyday. Just gotta keep at it. You’ve had 3 days of Ue4 so just keep pushing.

lucid prairie
#

But when I moved straight to bps

plush yew
#

;------------------------;

lucid prairie
#

I got stuck

naive bronze
#

can someone help poor yuki?

gaunt tide
#

What did you get stuck on?

naive bronze
#

he or she is suffering

plush yew
#

i just wanna know if its possible dont really need an explianation atm ;o:

plush yew
#

i can go figure it out the hard way just dont wanna burn endless hours into fantasy concepts

hybrid scroll
#

I would say no.

#

If the belt interacts with clothing

#

then it has to be simulated

#

otherwise it will clip through

plush yew
#

o.o

#

so if you have straps or belts like 90's animes in places like breast/chest/ or hips/legs or arms

#

the rest of the outfit wont be able to whip and woosh around

hybrid scroll
#

Well, video games are magic. Belt that clings to the body might as well be a texture.. but that wont be over clothing.

plush yew
#

in other words you cant layer clothing on top, and make them have different levels of simulation in a sense o-o

#

like putting a sling bag on for example

gaunt tide
#

Anything is possible if you set your mind to it

hybrid scroll
#

think of it this way:

plush yew
#

so its possible

#

i just gotta play around with it >:3

hybrid scroll
#

Anything that clothing touches has to be a part of the simulation

#

otherwise, how would it know how to simulate?

gaunt tide
#

I forgot which game it was but the backpack moved independently of the straps that were holding it on while you ran

plush yew
#

^ thats what i wanna do

#

and have different movement levels for the straps and clothing as well as jiggle physics <:

gaunt tide
#

The straps would have to be static and the backpack simulated with animation maybe

plush yew
#

so it feels more believable

#

ah

#

so enough smoke and mirrors and you can emulate it

#

just gonna be tricky to pull off

lucid prairie
# gaunt tide What did you get stuck on?

I don't know what nodes should I use for the thing that I want to make, I don't know what the colored outputs are for and it's also hard for me to understand some terminology because English is not my native language

plush yew
#

where can i find Diffuse Interreflection for light mass? I cant find it in the world settings :c

#

hmm

#

okie i think i get it unless im missing sumfin, im glad i wont have to cut out content from my project x3

gaunt tide
plush yew
#

o.o

#

thanksies

naive bronze
#

ok my wifi is back lmao

lucid prairie
#

Alright

#

I'll do that then, thanks

naive bronze
#

also I somehow fixed my skin problem with the eyes

#

all I did was reimport the texture lmao

lament star
#

is it possible to modify the templates that you start a new project with?

naive bronze
#

Now I can shoot my own minecraft skin :D

still schooner
#

is there any date info for ray tracing works on instanced meshes?

gaunt tide
#

Like for me rn I’m trying to make a building game similar to Stormworks, Crossout, KSP, etc and I’ll admit it is a journey just getting the first component working as my previous game wasn’t nearly as complex. lol

lucid prairie
lament star
gaunt tide
knotty summit
#

Does UE4 4.26 have cloud painting support? I was thinking about creating local volumetric fogs using clouds but I'm not sure if it's a good idea or it's even possible

coral bear
pine glade
#

Hey everyone I have a problem. I dont have installed UE4Editor.exe. I reinstalled whole Epic Games Laucher and still cant see it. Can someone tell me how do I install it please?

lucid prairie
edgy talon
#

Hi! Does someone use Chaos? In 4.26 release Fracture Mode not appear in Modes, but all plugins switched on.

plush yew
#

How can I build rivers and seas with the new water tool without the spline affecting the landscape?

#

Is there a written guide for unreal engine like a blog post for the engine or something by the official creators

#

That explains engine functions and stuff

gaunt tide
#

Google

#

Tons of stuff tbh

plush yew
#

Okie o.o

gaunt tide
#

Sorry that’s just such a vague question.

astral marsh
#

any fix on this?
my destructible mesh just shows fractured already when i apply the fracture effect (or the window doesnt even fracture if i dont apply that)
this has been a big problem since a long time
and i am quite lost on how to fix this

plush yew
#

Ah well I'm just noticing that I have lots of questions and that every answer is in a 30 - 2 hours video

#

And I feel like they don't cover percisely what I'm looking for and that a huge engine map or whatever put into text would be easier like an update blog or something of that nature like wiki for example xX

#

x,.,x

gaunt tide
#

Well how else do you think we all learned I mean I’ve watched the same tutorials over and over many times probably hundreds if not thousands of hours

#

There is a wiki page for UE

plush yew
#

Yeah I've been watching tons of videos and having to flip back for them but I feel workflow wise a billion words would be easier xD

#

Wait unreal has a wiki

#

Thanksies ill go find it <3

gaunt tide
#

Workflow is also dependent on what you yourself are capable of as well as your goals.

plush yew
#

yesh x3

gaunt tide
#

What are your current goals?

#

Like rn my current goal is to connect two blocks together in my vehicle editor

plush yew
#

o.o

gaunt tide
#

So I’m focusing on looking at tutorials similar to this concept. They don’t exactly give me what I want but they give me a general idea of what I need to do to accomplish my goal

azure shale
#

Is there a section here for 4.26 bugs/issues? I noticed grass procedurals assigned to a material no longer work in world composition levels

plush yew
#

well at the moment im still mapping out the scope and after finding out 6 - of many features arent possible yet ive just been trying to figure out the limitations in a sense so i dont burn many many hours into a fantasy concept yet to be realised

#

hence why i just wanna look some sort of wiki that can map out what the engine can do overall xD

#

nontheless my goal is to make something action based with many features ive yet to see in gaming for over 10 years and some never seen before as weird as that sounds

#

i know the engine and gaming is mostly smoke and mirror so doing the concept isnt important as long as you can create the illusion of the concept being real and functional

gaunt tide
#

Well do you know exactly what those features you want are?

plush yew
#

i do know what those features aesthetic touches are as well as how i want them to meld into one another

#

there's a shit ton tbh

#

like i believe 800+ words documentations of carefully detailed stuff

gaunt tide
#

Well stop coming up with new things and just think about getting one thing working

plush yew
#

yes yes its just alot of the system tie into each other so thats where most of my questions come from the parts in a sense im not so sure about x3

#

for the most part some of it seems to be a few clicks in engine whilsts other will take sneaky messing about so im content i guess so far

gaunt tide
#

Yeah but if you can’t even make 1 of these systems work how you want it to and just keep overwhelming yourself with more systems than you’ll never get

plush yew
#

yeah i know i know im trying to take it one step at a time but this is so darn exciting ; O;

gaunt tide
#

Rn it seems your overwhelmed by the scope of your project when you need to just take 1 thing and focus on it for now or else you’ll be stuck in a constant loop of not actually getting anything done

#

Trust me I’ve been there many times and after focusing and reducing the scope of what I need to get done I’ve been more productive

plush yew
#

o.o

#

okie okie ❀️

#

thanksies

gaunt tide
#

No problemo

plush yew
#

:>

#

okie well imma hop back to work!

#

take care~

astral marsh
#

any solution for the above problem ?

thick herald
#

That picture tells us nothing, and just saying it's a problem doesn't really explain what you are trying to do or what the problem is.

astral marsh
#

uhh

#

i told that the mesh was spawned fractured when it was not supposed to ?

#

it like shows fractured already

#

when it is not supposed to, until the object is thrown at it

#

but it spawns fractured already in the mesh for some weird reason

gaunt tide
#

So it spawns in and falls apart?

vague vapor
#

All the static meshes in my project (including starter content stuff like the chair, and the landscape as well) have this weird square grid pattern after building lighting in the NEW 4.26 UPDATE. Everything was fine in 4.25, please help

scarlet birch
#

@astral marsh It's probably fracturing from forces when it spawns. You could zero the forces, wait until physics first sleeps to enable damage to it, or increase the minimum force required to fracture. The last one is likely the easiest to do.

#

Nvm, it looks like you're not actually using a destructible mesh.

jade hawk
#

Is the Add C++ class missing in 4.26 for anyone else? Has it maybe been moved somewhere else?
I used to just be able to click Add / Import and the got to Add C++ Class.

fringe vortex
#

Guys i am new to unreal and i need some help

#

(just started a week ago)
i wanted to know how i can add a background image in my project. I wanted to add an image besides my 3 lanes (I was making the endless runner by referring to devsquads videos)

signal bone
#

Hello

fringe vortex
#

hi

edgy egret
#

Hi I am new here and already have a question, is there any way to change the skeletal mesh when you active a ability that plays a montage?

pulsar badge
#

Hey can someone help me :>

gray kindle
#

hey lads do any of u have this weird noise in volumetric clouds? looks like grain jitter

#

anyone know how to fix it?

astral marsh
#

Thanks for the tip, i'll give it a try

median hound
#

dawid tweak the material

shrewd steppe
#

Is there any way to disable the epic launcher automatic update?

gray kindle
#

i tried, it never goes away, its always there in thinner cloud layers no matter what i do

shrewd steppe
#

The new update breaks it so it can't sign in anymore

gray kindle
#

i thought everyone has it

shrewd steppe
#

I tried to set it to read only by it just ignores it

soft fiber
#

Does any know why the F KEY is zooming so far away from the selected object? Using 4.26.

small wave
#

@soft fiber you probably have some other object linked to the character actor which is very far off and it is trying to fit both in the frame.

crystal lily
#

Hello. I have a question about replication. I'm trying to run an event from the server to a specific client but nothing is happening. Am I missing something?

frozen pond
#

hello, what type of lightning i should use for cave environment ? sky light only or ?

small wave
#

@frozen pond depends what you want

tardy depot
#

does anyone have a way where you could import real world roads into ue4?

small wave
#

Natrual lighting in the cave

#

Artificial lights?

frozen pond
#

scene will be dark so as i seen if theres no sky light everything becomes juz black

small wave
#

@frozen pond Maybe add a dim skylight and some point lights within the cave as lanterns or something of that sort?

#

@tardy depot Do you mean the overall road structure from maps or the style/look of the road?

tardy depot
#

just a road structure

teal charm
#

@urban tartan i guess before the variable name

#

but it might lead for some compile errors

#

so might need to typedef

#

but what do you wanna achieve btw?

#

like typedef Tarray<Tsubclassof<character>> subClassArray;
and funtype funname(subClassArray* X);

prisma seal
#

Anyone know any reasons I'm getting this crash? I notice that when I was moving a river spline point down to merge with the ocean, my monitor would lose connection and turn off and then turn on a few seconds later and I would get this crash upon the monitor turning on. I have to get off for something so just ping me any questions or answers that I can look at tomorrow. Thanks

teal charm
#

but if you wanna leave it as c++ code i think you might just wanna use constant reference instead of pointers

#

like

#

and funtype funname(const subClassArray& X);

urban tartan
soft fiber
#

@small wave If I click on the mesh component, its works correctly. All the other components, it zooms way out.

tawdry lodge
#

guys, let me know, please. I did a short animation in Niagara, how can I record that as a video file?

soft fiber
prisma seal
#

I've got AMD

soft fiber
#

Same!

#

Sorry, AMD video card?

prisma seal
#

yup

soft fiber
#

Oh, well try uninstalling the drivers and reinstall.

prisma seal
#

Ok thanks

soft fiber
#

Update Windows 10.

tropic beacon
#

could someone help me with somthing? i'm trying to make multiple buttons in my game (some instances of others, others are their own button)
but the input action i've tried to set up (e for use) only works on the most recently created trigger

soft fiber
#

Oh, and you can run verify on your version on UE4.

tropic beacon
#

whoops, didnt mean to do that

prisma seal
#

I'll do all of that once I get back, I don't have enough time rn

soft fiber
#

Start the verify before you go... it takes a while... lol

prisma seal
#

K

tropic beacon
#

would i have to put the actual input action in the level blueprint and somehow call that to the trigger class?

terse sandal
#

been stuck for 13 hours now 😦

plush yew
#

i searched far and wide and tried to retarget animations for long time

#

so i just made my own animation

soft fiber
plush yew
#

i retarged animations from another skeleton and the head was sideways

small wave
#

Make your skeleton match the bone structure and orientation in your 3D software and retargets should work.

soft fiber
#

You have to use an Epic compatible skeleton.

plush yew
#

i shouldn't have tried to retarget animations

#

I wanted the mannequin to run left with nothing in their hands

#

this is sounding really stupid

#

I already had an animation of the mannequin of the running left with rifle in hand

soft fiber
#

If you have $40 (I think) look into Auto Rig Pro.

#

For Blender, I assumed your using that?

plush yew
#

I was rotating bones in ue4 editor

soft fiber
#

How did you create the bone structure?

#

RIG

plush yew
#

wut

#

I got the mesh from AnimStarterPack from marketplace

soft fiber
#

Ok, your just using the EPIC Man.

plush yew
#

yes

soft fiber
#

So, what's the issue?

plush yew
#

i dont have an issue anymore

#

i solved the problem in a stupid way

#

lol

coral bear
#

I followed that tutorial but i'm having the following problem - if anyone can help; my model is stuck floating in the air?

grim ore
#

the model looks like it's on the floor, the right one is much larger than the left

soft fiber
#

The pose has to be an EPIC A Pose and the character size has to be about the same.

coral bear
#

So i need to double click in content browser to the skeleton (?) for my model and resize it? Even when i put it in a map - i notice the erm... orb thing? around it is below it's feet

#

Like in here - it looks fine (aside from the textures obv)

fluid lance
#

@coral bear from my experience, size doesn't really matter. There are two things you must do though if you want the anim to look good.

  1. Make a pose asset and fix the pose in the A pose of the mannequin (look from left and right too, the hands are not straight, they bend a little upwards from the elbow, and the wrist is also a bit rotated upwards)
  2. Do this for all bones except root boe (if it has no explicit root, then the first bone in the hirarchy and any IKs you have, those must be on animation/animation scaled, not skeleton)
#

or better yet, just watch this & the next in this series:
https://www.youtube.com/watch?v=xy9aLbZLdeA

In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & Animating a Rig
(07:21) - Changing the Character's Pose

β–Ά Play video
#

so yea, size doesn't matter, you need the root bone on animation scaled in retargeting options to make it work

coral bear
#

I'll give those videos a try πŸ™‚

fluid lance
#

that's best πŸ™‚

coral bear
#

Thanks for the help πŸ™‚

fluid lance
#

so you will properly understand what's going on πŸ™‚ np, gl! πŸ˜„

coral bear
#

All i wanted was a stormtrooper to animate for a 30 second cutscene for a TTRPG group, this turned into more work than I expected πŸ˜›

nova portal
#

If you want to know how to get started making video games; this series is the right one for you! Get to know Unreal Engine 4 and develop a whole game for your first project. This project is aimed for beginners; to teach you how to develop video games.

Download the assets required for the project from here: https://1drv.ms/u/s!AvfMAVHw1KCipd0S9_...

β–Ά Play video
#

I am following Laley's tutorial, and at this step marked, he says that the sphere component needs to be root or because it is a projectile, but doesn't explain further. Does anyone here know why it has to be a root exactly, and can't just be attached?

soft fiber
coral bear
#

last setting?

soft fiber
gaunt tide
#

That part huh

strange bay
#

hi

open wadi
#

My media player used to play sound fine - now, I checked it again after a few weeks of development and it no longer plays audio. I cannot determine why - I'm wondering if it had something to do with upgrading from 4.23.x to 4.25.4. Here is my "Add Media Sound Component" settings, which is placed in the main level.

#

Anyone know if any changes to audio from 4.23.x to 4.25.x? Or does anyone see anything wrong with my add media sound component settings?

strange bay
#

I am having trouble with this . I can open and close door once , but after that it is stuck

median vortex
#

is there a console command to see the tickrate?

#

want to see if it is stable

#

looking for a command similar to source games when you type net_graph 4 in console

grim ore
#

the wording was basically ue5 will be able to open ue4 projects, that going forward will be possible

#

no exact details or difficulty

#

probably will be more specific on if you use any features that will be removed

gaunt tide
#

Ig we will just have to see what is required once it’s released

fluid lance
#

it's far away, idk why everyone is so hyped about it. From what I remember, they said first beta is eta on Q3/4 2021 - that's almost a year, for the beta...

gaunt tide
#

Idk either and yeah it is awhile away.

fluid lance
#

i know most went crazy upon seing nanite - "we won't have to bake nm anymore" - yes you will unless you want your indie game to weigh 200gb/level if you are using 4m poly meshes for random rocks lol. So idk what to say ab it tbh xD

gaunt tide
#

Yeah it’s still gonna require processing power anyways lol

fluid lance
#

8k textures and crapload of hq quixel stuff...It's just far away, even from a technical pov imho, but I'm no expert, I may be wrong πŸ˜›

gaunt tide
#

^^^

fluid lance
#

and i mean just sheer project size will be a problem for most users w/o access to monster machines. VT or no VT, 100 8k textures weigh as much as the first ssd models lol πŸ˜„

gaunt tide
#

^

#

Yep

fluid lance
#

anyway, we'll see i guess πŸ™‚

gaunt tide
#

Your computer is gonna be the bottle neck either way

fluid lance
#

yea xD

gaunt tide
#

UE4 or UE5 won’t matter something’s gotta handle all the calculations

fluid lance
#

i mean, even now, on larger projects (20-30gb), my computer coughs constantly and gets sluggish often, and I use 1k texes and optimized meshes

gaunt tide
#

Now just upgrade them to 8k textures lmao

fluid lance
#

oh, it's simple: I can't, the project would crash πŸ˜‚

#

ram goes brrrr

gaunt tide
#

ram melts

#

What type of project are you working on?

fluid lance
#

edutainment game rpg with instantiated tactical battles, top-down blah blah

gaunt tide
#

Lol

#

Seems legit

fluid lance
#

hope it does alright, otherwise i'm screwed xD

#

and it probably won't LD

#

:D*

gaunt tide
#

Gonna have to go apply at McDonalds

fluid lance
#

not...quite πŸ˜› I'm a university lecturer so no πŸ˜…

gaunt tide
#

Ohhh I see so atleast there is something

fluid lance
#

well, I'd like to quit that and do this tbh

gaunt tide
#

So what makes you think it won’t take off?

analog sigil
#

Anyone know what a HID is in UE4?

wary wave
#

a Human Interface Device?

#

without context, it's hard to know what you're referring to

analog sigil
#

its what Epic uses with Fortnite and can replace a character with a icon hero type thing inside the editor for testing poses out

wary wave
#

nope, I have no idea what you're referring to

analog sigil
#

its like a preset for characters of some sort

wary wave
#

right

#

that's not an asset type

#

it says, in the video, it's a 'FortItemDefinition', so it's clearly a Fortnite specific thing

#

an "HID" is not a thing, it's just the file name

#

I guess it stands for 'Hero Item Definition'

analog sigil
#

Yeah I think it does

wary wave
grim juniper
#

Probably stands for Hero ID or something

analog sigil
#

wanted to setup something similar just for a personal project, switch out some characters would be handy to have, but have no idea how they set it up lol

wary wave
#

probably a chonky bit of C++

analog sigil
#

thats what I was afraid of lol

daring gazelle
#

Can I ask a serious question?

plush yew
#

anyone know an exact date when UE 5 is supposed to come out?

daring gazelle
#

Do I give up on game development?

frail ether
#

Is it possible to place a live stream from vimeo into a layer in an unreal engine environment?

limber mesa
#

question, whenever i delete something ue4 crashes, anyone know why

plush yew
#

@limber mesa it might be a software problem or eu4 might be having problems

limber mesa
#

never happened before until i made another project

#

sad because i have some progress done and dont want to make a new project

plush yew
#

then it might have something to do with your drivers, are they up to date?

limber mesa
#

idk, havent checked

#

i recall that my computer needs an update

plush yew
#

that might be it but im not sure, it also might have something to do where the projects folder is

limber mesa
#

same folder as my other games

plush yew
#

you could reinstall ue4 im pretty sure your projects will save

limber mesa
#

they will but is it necessary

plush yew
#

it depends really, but i think you should check your drivers or maybe if you need a software update

limber mesa
#

ok let me check

hot anchor
harsh ivy
#

Anyone eles noticing lightmap taking for ever after going from 4.25 to 4.26?

limber mesa
#

@plush yew looking at my drivers and i see this unknown device, dont know what is is, should i delete it?

plush yew
#

it could be many things but mainly the unknown device is probably either a driver you have but windows cant figure out what it is or its something thats not supposed to be there

limber mesa
#

i disabled it and tried to delete an item, still crashes

plush yew
#

it could be something you need but im not totally sure

limber mesa
#

there was a optional windows quality update and i installed it

plush yew
#

you could always look into the documents of ue4 as well for it crashing

limber mesa
#

do you think it can be wifi related?

plush yew
#

i mean it could but

#

i feel like thats pretty rare tho

limber mesa
#

because i installed another router a couple of days ago

#

before that, no problems

plush yew
#

did you install anything that was sketchy?

limber mesa
#

wdym, no from verizon

#

a big white router

plush yew
#

i know i meant on your pc, also if it is wifi it would have to have a lot of control over your system and if it is have your tried disconnecting from the wifi and trying?

limber mesa
#

not that im aware of

#

havent downloaded anything sketchy

#

checking for any viruses

plush yew
#

ok, but again it might also be unreals fault it does have a lot of bugs i mean its pretty rare to run into one but that also might be the problem

limber mesa
#

what would you suggest i do?

#

migrate to another project

plush yew
#

i think you can export everything from that project to another, ive never done it but people have apparently done it

limber mesa
#

ill look into it. Im updating my drivers and installing new ones, if that doesnt work then ill give it a go, thanks

plush yew
#

your welcome, i hope for the best

jolly jungle
#

i stopped keeping up with the apple v epic battle but did we get ios and mac support back?

soft fiber
#

Does that light look right for that direction light? I'm not sure why its like that?

harsh ivy
#

Not sure if there is settings to change that or not in the details panel.

soft fiber
#

I was expecting the light on the floor to be closer to the shape of the window given the sun position.

grim juniper
#

lightmap resolution

soft fiber
#

Lightmap res is 128.

#

It looks right close up. But if I back up a little it changes to the other shape?

soft fiber
#

Its the cascading shadow map distance. If was set to 200.

#

Weird because the default is 0. Which looks like crap all the time.

open gorge
#

Lowest Settings πŸ˜„

dusky crest
#

just realize third person template has new female mannequin, but sadly there's no twist

open gorge
#

...

tender granite
#

Anyone knows if the project from this webnar is avaliable somewhere for download?

pale magnet
#

Question, I'm following the "Building Your First Level" tutorial. I'm at the part where they add a Volumetric Fog and a Directional Light, then enable a Atmosphere / Sun Fog Light setting. I don't see this setting anywhere in the details for the directional light. I also attempted to follow the steps in the "Enabling the Sky Atmosphere Component" of https://docs.unrealengine.com/en-US/BuildingWorlds/FogEffects/SkyAtmosphere/index.html, but still don't see that option anywhere. Is there something I'm missing that I need to do?

#

Picture for reference. I do have the Atmosphere Sun Light, but wasn't sure if there was a different one for Fog.

ebon tangle
gloomy gull
#

@ebon tangle first off, ur making an actor preceded by bp with cpp

#

Also there’s a compile error

#

So you would have to fix the errors and build the project

#

I think u were trying to make a bp actor tho

#

Devaddict? I see u using his techniques

ebon tangle
#

yes i followed the devaddict tutorial

gloomy gull
#

You probably made a cpp class in a bp only project, so generated files are missing

#

Hmm, I think if u delete the source folder in ur project everything should revert back?

#

Try setting up source control tho @ebon tangle just in case that wrecks the project πŸ˜‰

ebon tangle
#

ok i deleted it

#

so now, how should I make the BP Door ?

gloomy gull
#

@ebon tangle right click in the ue4 editor content browser and select create blueprint class

#

Devaddict does those steps, no?

ebon tangle
cyan orbit
#

hello, i am facing an obstacle here, my main problem is i am trying to create a lightning strike but the bolt is actually a material so what i am trying to do is i am applying it on an object but now i want that object to appear and hide in an instance because without it , it just looks like a continous lightning, could anyone tell me how to do this

#

one other way could be changing the size of the object so that it increases its size and then decreases it in an instance

#

sorry for the bad quality

#

i want it to be more of a strike than an angry zeus

gloomy gull
#

@ebon tangle no clue man, never followed the tutorial but I wish I could be of more help

#

I doubt he used that, maybe u saw it wrong?

#

Good luck and feel free to ask any more questions πŸ™‚

#

@cyan orbit turn it into a bp class, add a delay at begin play or put a timer on tick

#

U can manipulate everything from there πŸ˜‰

cyan orbit
#

thanks man

#

much appreciated

gloomy gull
#

np πŸ˜‰

cyan orbit
#

πŸ‘

ebon tangle
#

yes i saw it wrong lol, he create blueprint class like you said @gloomy gull
thankyou πŸ˜€

gloomy gull
#

np πŸ˜‰

pseudo herald
#

I found that there is a pretty easy and free way to record UE4 game play.
Click the down arrow beside the Play button and select New Editor Window
And then once you play, press Win+G. This opens the windows Gamebar and then click the record button under Capture section.

#

@plush yew

astral bluff
#

Hey, Im using Daz to unreal bridge for models

#

And i designed this in daz

#

But when I'm exporting to unreal

#

It becomes this

#

I know its funny 🀣

#

But please help

hot beacon
#

bro over here lookin like a lizzard

astral bluff
#

So What to do ?

#

Any idea what's causing this ?

plush yew
#

Mmh idk

plush yew
#

Hello, my question is how you can create seas and rivers with the new water tool without the spline affecting the landscape. I want to use the ocean and the new rivers on an old map, I set Blend Mode to Max so that the landscape doesn't disappear behind the spline, but when I add a lake, the landscape is cut off up to the spline.

Can someone help me?

Pictures: https://drive.google.com/drive/folders/1K6zeLYm18Ej6UHBYLiWxpmyBeDUwUJKZ?usp=sharing

Please no answers that I should look in the guide!

mental oyster
#

Third random DM I’ve gotten

#

Imagine being so desperate that you have to send unsolicited DMs advertising your content

uncut vigil
lusty carbon
#

Looking for UE4+Perforce expert for (paid) help.

coral bear
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Hey guys - after some real beating trial and error. I finally managed to get retarget animations to work on my stormtrooper - I can now set him to Custom Animations and have him running in sequencer. My next question - is it possible to put a weapon in the hand of my Stormtrooper?

hoary holly
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What’s the largest size landscape I could realistically use in ue4 using world composition?

marsh forge
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how the performance of ue 4.26 so far guys ? im thinking of upgrading in the next week

tight prawn
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just to clarify, it is actually spawned in the scene

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however I can't access it after spawn

signal flower
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how do I open all new editor tabs in 1 window? it's pretty annoying to always drag them into main one

tight prawn
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Edit->Editor Preferences, then follow the screenshot i sent

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use the button Set as Default to have this option set by default on ALL projects

signal flower
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thanks

brittle tundra
normal forge
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Guys, how to learn C++ for Unreal? Its so hard. its much harder than console c++. Does any one know how to learn it? (ping me)

dusty gull
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Hi! Just enabled the water in 4.26. Is there a way to make it react to player movements?

scenic trail
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Hello
anyone know how can i smooth image edges?

clever axle
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my UE folder is 125 GB. Is there any way to clear out all the junk?

old mortar
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Hi guys, anyone know light calculation algorythms? Why at the time if calculating the CPU load is much higher than GPU load?

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or are there any articleor are there any articles about this

fierce tulip
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@scenic trail in an image editing tool.
@clever axle project folder? unreal engine folder? cache folder?
@old mortar because baking light is done on cpu, not gpu. (unless beta-gpu lightmass stuff, but if you knew how to enable that... i dont think you'd be asking that question)

clever axle
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@fierce tulip the unreal engine folder

fierce tulip
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remove unreal engines you are no longer using?

clever axle
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I'm using it though

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wait.. maybe I'm doing it wrong. I have one unreal engine I've built from source and I'm using it for different projects

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only one project really but I also loaded some of the example projects on it

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@fierce tulip

coral bear
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I've followed a tutorial to add a socket to my skeletal mesh - but whenever I put something in the socket - it doesn't show in the preview and just turns the entire preview window black?

meager frigate
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Hey guys, I was curious if you guys had any hints or knew of any tutorials as to how I can make a mesh fade as it enters a volume. I'm using depthfade in my material in this example(only way I could think to show an example) but It doesn't work on things that are invisible and it looks nice going into the side of the my bag but it just comes out the other side of it.. the white box is supposed to be the volume and I want the mesh to fade out the same way, as it enters the volume. I just don't know as much about materials as everything else and don't know where to look if someone can point me in a direction! I was thinking about changing the opacity as it leaves its origin position but that changes the whole mesh's opacity at the same time so it doesn't look like its fading as it hits the wall.

void barn
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how to remove white background

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the background

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so its transparent

dim arch
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anyone have experience connecting to an unreal editor listen server over WAN?

cold bone
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Hello, I have some problems and crashes in UE 4.24 and upper versions(4.25,4.26...) when creating a new project and start-up that, sometimes when I want to navigate in 3d scene and sometimes after ctrl+z in the scene UE4 crashes. I have no problem in 4.23 but in upper versions see this error:

Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45]

dusky drift
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With the new Unreal 4.26 water components, is building a waterfall possible?

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for an animated movie

scenic trail
gusty dune
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Can anyone recommend a cover system for a third person shooter please? I've been following a 4 year old tutorial but it's quite outdated

coral bear
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really hoping someone can tell me what i'm doing wrong - hopefully it's something simple... i've put together an animation in sequencer, it plays wonderfully in the unreal editor - but when rendered, the models twitch and jank around.

gusty dune
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@coral bear could you post a short video of the issue?

coral bear
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Yup ill get on it Josh ! Give me a little bit :)

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@gusty dune - You can see here they jump and teleport

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that doesn't happen in the cinematic viewport or sequencer.

plush yew
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I need help
I'm incapable of downloading unreal Engine
It says it's already running somewhere and that I need to close it but I can't see it running anywhere I tried restarting and shutting down my computer but it didn't work

topaz crow
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hello @everyone my unreal projects level (umap) is missing... how can i fix it? i don't have backup files 😒 pls someone help me

coral bear
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Ooof... pinging 12000 people....

plush yew
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That doesn't work

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It's turned off

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No one will get that

coral bear
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That's a relief πŸ˜„

plush yew
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But yeah don't do that

gusty dune
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That's a real puzzler! Are they AI controlled? Or actors playing anim montages?

plush yew
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?

coral bear
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Those are just empty character with custom animations from the retargetted default.

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Then all set up in sequencer.

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I just can't understand why it plays flawlessly in engine but then does that on render

gusty dune
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I'm afraid sequencer isn't my area, I'm sorry I can't help out on this >_< Have you tried the animation channel?