#ue4-general
1 messages · Page 896 of 1
Any idea where I could look to solve this issue? I've seen only one post on the forums about it with no solutions provided.
What's ur hardware
Ryzen 7 1700x, GTX 1060, 32 GB Ram 2400 Mhz
@floral mesa im still lost lol
the 3 sets have there targets that's Enemies Minotaur 01 Variable
and i made that form them Begin overlap Box Cast to Minotaur_01 - As Minotaur 01 promoted to Variable
A blank created third person project, struggles to run at 60 fps in editor
Oh damn. You could try general things, line reinstalling the engine, cleaning up running programs on your PC and disk space. With with that hardware it should not be running bad. (Depending on your scenes of course). My Ryzen 3 and GTX 1660 TI 8GB or ram runs smoothly.
are axis inputs time dependent?
Yeah i guess going for engine reinstall would be the best course for now, it used to be just fine in 4.25.
how do i make hills?
how do you stop a item from being added to project
its been stuck for three days adding to my project in the library area
i cant cancel the task in unreal enegine launcher and it seems stuck ;-;
That's odd. Did you try to restart your computer or anything?
I'll try it
Just remember the first time you open a project all the shaders have to compile and it will get stuck
for a long time
Nuu i mean the add on files you can get from marketplace
This megascan has been adding to project for days..
;D
thanksies ❤️
HOW TO MAKE NIGHT VISION UE4 | request https://youtu.be/bngd22a9Lco
In this video i am going to show to all of you guys how to make a night vision just like #splintercell in a few steps ;)
Anyway i explain everything in the video, you just need to follow my steps ;)
Do you need any help ? Leave down a comment or send me a message !
If you like my videos, make sure to subscribe and hit the bell notifications
H...
I have a function that changes opacity on a BindWidget variable, works fine in the normal use but when I try to call a public function to do the same thing from another class, I get a EXC_BAD_ACCESS about bad memory access
anyone know what that's about?
I checked and the same happens with any of the widget variables I have bound
What would 64-bit precision mean for the future of game development in UE5..and how can someone benefit from using it..or rather who would it benefit
sorry I should mention I'm working in c++
usually this infers that whatever you're trying to write to has already been removed from memory..so its address doens't exist
hrm, that's odd. Cos it's a widget that's still loaded on screen
The class has no problem accessing the same thing during Initialize(), it only happens when I then access it later. Even calling IsValid on the variable throws the same error
widget being on screen doesn't mean you didn't call the function on a nullptr
yeah I figured, that's what I'm trying to understand. If the widget has been created and is bound, what would cause it to no longer be available? The instance it's attached to is obviously still there, but it seems to lose the contents of the variable
you said from another class
so odds are you never got a good reference to the widget
widget itself cant be GCed while viewport is holding a reference to it
Widget 1 implments a blueprint class parented by class 1. Class 1 has a bindwidget to IMAGETHING in the blueprint. It loads, and Class 1 NativeConstruct accessess the IMAGETHING variable (the bindwidget reference) to set it's opacity from 0 to 1.
that much works
bah, I'm an idiot
UMyWidget* MyWidget = nullptr;
MyWidget->SomeFunction();
``` doesn't necessarily cause a crash
I just worked it out, it's my timing
caller widget has a bunch of button children, I'm looping over them to set an internal component invisible
but I think it's making the call before the buttons themselves are fully initialized
next question, how can you check whether a child widget has been initialized? :). Is there a built in way other than marking some boolean in the child widget?
What on earth
Trying to download height data from multiple websites isnt working wtf
it just gives you a 1kb file
never seen this happen before
thought it was one website..went to another..same thing
arent landscapes what the actual game once done and in production mode and such are played on
so like if i finish my landscape perfectly for example
ive essetionally created the games map >~>
my unreal engine wont show my edits to the map in landscape paint or sculpting landscape until i hit compile or save
did i just break my engine xD
is realtime on idk if that mattered but mnybe
where can i find this opetion D:
Hey everyone...anyone have any experience with losing FPS on play?
Both Shadow Depths and GPUSceneUpdate are gaining several milliseconds as soon as I hit the Play button, and I don't understand that.
FOUND it.
what was it'
I used the Day/Night template with the movable sunlight for this scene
And it comes with this bit of nonsense attached to the Level Blueprint
That was connected, now it's not. Recapturing the sky every frame is definitely not a thing to do without a good reason 😄
i was gonna say to look in your bps for it but i thought you were just doing no bps and just a world so i didnt mb
Ya, I definitely do not think this should be part of the standard blueprint for the day/night scene
Hint hint Epic
Man alive, that's not even a recapture once per frame, that's a recapture every tick. No wonder it cut performance in half
does it function the same with a delay?
I don't know and I don't feel I need the recapture so I'm not about to try 😄
Skylight's gonna have to remain a good old fashioned non adaptive skylight
Hey Everyone,
I'm using foliage tool to paint some grass but the problem i am facing is that when i move far away the foliage color becomes totally white.
please help
Where's the grass mesh from?
from bridge
so, megascans
yeah
appears to be a material issue
the far LOD doesn't seem to have the material working properly
textures come back when camera is near
you can be patient, first of all, since i'm trying to help 🙂
usually when you set up foliage you drag the grass mesh into the foliage subsystem
Oh, Thanks
so you're saying bridge did this automatically?
can you show me your foliage tab?
where you click on modes and go to foliage?
I just exported them to unreal and when i opened the foliage mode all the grass were there already
right. i still need to see that
yes please
I meant that I need to see your foliage tab, bro
What is happening is that the grass mesh uses a lower-polygon version of itself when it's farther from the camera, in order to save processing power
This lower-polygon version appears to have a broken material. If you show me the setup I may be able to figure out why it's broken.
But I'm going to bed soon, so speak now or it'll have to be tomorrow.
here
thank you. what you need to do is click on one of those foliage entries, then find out the mesh that it's using
then navigate to that mesh in the content browser, and double click it to open up the static mesh editor
also, you're probably going to want to turn down those density values, because as good as that looks, you have over 20,000 grass meshes in a very tiny space and there's no way a full level is going to support that density of grass.
i mean, we're nowhere near done with fixing your problem, but if you're giving up you're giving up
have a good night
Hi
i was wondering anyone who uses blender, how when sculpting the brush stays the same size? like when i zoom in and out the the size of the brush stays the same and every time it happens and o sculpt on the object is get bigger every time i zoom out if that makes sense?
im pretty bad at explaining huh
Hey does anyone here use the gameplay ability plugin. I have a few random questions I wanted to bounce off of someone.
Guys, does anyone know how to make a Line Trace from a default Pawn ? There is no camera inside....
I tried to use pawn's Mesh and CollisionComponent WorldLocation and ForwardVector to make a LineTrace, but it doesn't take into account the camera rotation of the pawn...
make your own pawn the has a camera?
Is there a way to use default Mesh of Collision component rotation, insted of adding a camera?
When pawn is possessed, you can see through it like its a camera, but there is no camera inside... So is there a way to somehow get the rotation out of default pawn ?
Actor forward rotation?
When I use camera to make a LineTrace, its enough to use WOrldLocation and ForwardVector of the camera. How should i make a line trace with a pawn?
You can get the forward vector for the actor as well
Thats what im doing
both are the same yeah
but it shoots rays in one direction, it doesnt take in account point where you look
if you are "looking" then you have a camera
If you're looking, there's a cam
No, there is no camera inside a pawn
how your component tree
Get components by class on the actor, check for cameracomponent
No camera component..
a pawn is simply an actor than can be possessed, you can add components to it
Yes, i do spawn it... Does the spawning creates a camera?
no
you need to add a camera component
I think UE4 will automatically add a camera if there isn't one present, but you should be adding a camera to the pawn
But it works without camera... so there must be a way to get the right vectors out of default pawn...
Make your life easier, add a cam component
I added a camera, and pawn stopped to rotate with mouse...
Set up the rotation settings
😭
you need to add the functionality to look around
why its so hard..
because it's development, and nothing just "happens"?
It's really not, but you need to be aware how to configure it
There's plenty of video tutorials you can find about this
If pawn already has function to look around, there must be a camera hidden somewhere in it.... Damn it! Why its so complicated to archieve simple line trace
It's not, it just takes time and practice
😫
oh boy
When i line trace from pawn's components, it shoots rays in one direction, no matter where i look. Why is that???
because the pawn is probably not rotating
But i can look around with pawn, so how is it not rotating?
the spawned camera could be rotating relative to the pawn
So how can i get ref to spawned camera?
so you're grabbing the rotation of the ACTOR, which isn't rotating, even though a component is
afaik you don't
add.a.camera.
which is why you add a camera component, add the 4 nodes it takes to make super simplistic look functionality, and use the camera as your forward
literally this simple to get it done (it's not the perfect way in case somebody feels like pointing out the issues with it, I understand)
The camera can rotate to match the control direction, there's settings for that as well
No need to do it manually AFAIK
oh you mean to use the add controller pitch/yaw input?
yeah fair enough that works, not sure what benefit that provides but I assume it does have some
as long as you remember to check these lol
Exactly
Was doing the same set-up just now to test haha
Made me doubt myself for a moment there 😄
that's what I do. Spread doubt lol
I just tried to use Camera from Get Player Controller ---> Get View Target but it gives same result - shoots ray in one direction..
Can you please tell me how to use Controller Yaw and Pitch with vectors to Line Trace??
If task is just to trace from player camera you can use camera manager in player controller
Can also use Get Control Rotation -> Get Forward Vector I found
Clever, true. Hadn't had my coffee yet, y'alls brainpower exceeds mine 😄
Thank you so much, guys!!! You all are awesome, but i found an easy solution
All i had to do is to check 2 checkboxes!
^
Use Controller Pitch and Yaw - and pawn starts to rotate accordingly where you look
Yeah, Harvey screenshotted them
But thanks for your advices too!
Wow, this approach works too (even with checkboxes unchecked) ! Thanks for that!
And no need to add an excessive camera component to the pawn 😌
Btw, if you check Controller Pitch and Yaw checkboxes in the Pawn's settings, you can add camera component inside a pawn and it will work! But its not necessary, since you can use just mesh or collision components to do the line trace and it will work fine. Those checkboxes make all Pawn components rotate along with controller's yaw and pitch.
have fun down the road when you have to refactor 1/2 your code after you've added a camera
Yeah, I agree with this
I made that mistake before too
You end up in a situation where Unreal wants you to put a camera there regardless
Unless you want to do a whole bunch of fighting, crying, and custom nonsense
Help My unreal Turned black !
No light is there in my project all turned black
No reflection even
what did you do right before that happened
Hmm Ig was setting up clouds
And there was error with epic games
too
When i try to to open it it started flickering
I just saw some tutorial and that error was solved
But unreal thing is still black
The level is good with unlit
But not with lit
Ohk got idea
Thank you
try building lighting?
Hello! I downloaded a megascans asset but the LOD is too much noticeable, from lod 2 to lod 3 the engine removes about 5k vertices, how do I make it less noticeable ?
well the whole point of LODs is to reduce the geometry at distance
Yes but it removes a lot when I am near
You can adjust when the LODs will change via the screen percentage setting in the mesh editor
Hello, I am new around here . I have been looking at unreal - quixel duo for a year and just hesitating to act on. Now i am planning to build a pc , i have a big question mark in my head ; should i get a in used condition good gtx 1080 ti or new rtx 2060. I will be mostly bringing small demos of gameplayish art-ish scenes in my mind to the life. I have seen the rebirth demo and i am amazed how a gtx 1080ti can do this. But rtx 2060 is new and has RTX , if you know what i am saying.
is there somewhere more information about world origin shifting in world composition? 🙂
I would say the 1080ti is an good allrounder, that still can do a bit of raytracing, but with then worst performance. The 2060 isn’t, as far as I know, a good choice, because this one can do Raytracing, but not that good . I was in a same Situation a few months ago. Finally I decided to use the RTX 2070 Super, because this one is nearly as good as the RTX 2080 and has Raytracing. The 2060 Super might be a good choice, but I haven’t heard that much from it
Hi Epic Games Launcher is opening and closing repeatedly for me. I can't launch UE4, any idea? (Please mention me if you reply)
guys i added this some time ago and i forget what is its name or where to edit it, i cant find its source nor from where it has come
any help would be apprecaited
Guys how do I animate megascans plants?
@vital jay sorry for disturbing , i just want to finnaly ask my child-like uncaptivatable questions xD. Can a rtx 2060 handle making games with the graphics like death stranding. The reason why i am asking is because the demos i will be trying to create will have similar photorealism level. I do not necessarily want to reach quixel's rebirth demo 's graphic quality.
I am so into these stuff
My single cell of artistic soul is craving for these capabilities
Maybe. I thing yes, but not for sure. You maybe have to lower the quality
@wispy steeple a freind of mine has 1660ti, it perform very very good
but not for very high quality ( it still run it thi , but not top performance )
So i have heard that rebirth demo is made on gtx 1080ti
Without RTX the 2060 might be a good „low budget“ choice if you want performance and maybe a bit RTX , but I won’t be as good a with a good performance
hey guys, Im having problems with texture streaming pool after packaging my project, pls read in the #packaging channel if you're interested to help me
Yes that might be true
but the 2060 is more power efficient
if i recall correctly the 2060 has 1600 cuda cores
wait nevermind it is rtx 2060 = cuda cores 1920 vs. 1080ti = Cuda cores 3584
Maybe the RTX 2060 S could be a good choice, because it is closer to the 2070
it has half less o f the 1080ti
but it is a bad idea if u are planing to get 1080ti in 2020
it has no tensor cores
and other hardware that the rtx series has
Super is a nono for mt budget
Okay
What are tensor cores ?
Dlss?
they are advanced cores
Hmm
It mainly used for Artificial Intelligence and Machine Learning
Well as soon as i can get graphics like rebirth demo i am pretty good to go
that a good advantage over the 1080ti
But if you want to build demos they are useless, because you have can’t use tensor cores
But if you want my suggestion, i would not get the 2000 rtx series, you might be on a hurry, but it is not good option i would say, wait a little bit for the 3000 series
and get the 3060
same ( some has lower ) price than the 2000 series
I concur
and at least 30-60% performance better
Will last you much longer
yep
I wonder when will the price be lower
I ordered 3080 on release within 10 mins and haven't gotten mine 😦
And in a 3rd world country ...
Turkey
cant you simple buy it from amazon? im from iraq.
there is companies that deliver you products
from usa and uk and other countries
there is sometimes even deals and discounts
Well the shipment and taxes are a thing
i dont agree ( at least here )
in my country
they sell the rtx 2060 for 490$
someone bought it and overall price was
let me see the chat give me a second
he got it as a final price of 390$
You know what , our people actually bring these stuff from iraq for cheaper
he saved 100$
From iraq
lol
really?
we have sponsers yeah, they get those cards from the main companies sometimes
Yeh its like waaay cheaper....
coz of that u might get fair price, but it is still not as good as eu and usa
so my final suggestion would be
If you are not on a hurry, Dont get the 2000 series, Get the 3000 series, It has the same price ( some has lower price ) and big perfomance boost over the previous gen
if you are on a hurry or cant wait, There is plenty of options,
1: If you are seeking a cheaper card for a decent perfomance then get the xt 5600. it is only 280$ ( that is MUCH cheaper than the rtx 2060 )
It has similar perfomance to the 2060. But cheaper, and has higher cuda cores. I see no reason that let you get the 2060 over the 5600xt
2: if you plan on gaming and dont care for maximum development and work perfomance then get the 2060, since it beat the 5600xt ( by a small margin tho )
Im going to go now, have a nice day @wispy steeple
Thx!
if you need more information about this just DM me i can help.
Made me verry happy!
it is basically improved d&d 3e
because 4e was so terrible that someone came up with pathfinder instead
how do you enable real time rendering in unreal engine
somehow my landscape wont show its sculpting or painting until i hit build or save D:
given a map where the values are arrays of delegates, how would I iterate to access and execute each delegate in a given key from the map?
IE TMap<EMRGChannels, TArray<FPubSubReceiverDelegate>> Subscriptions;
Hi, I'm having a problem after switching to 2.26. Trying to open my project is not possible because modules are missing.
I tried to build the project in Vs Code 2019 and 2017 but it returned an error:
MSB3073 The build exited with code 6
Could someone please help me?
Hey guys, How do you make animations for a story type game?
Hey guys, in my packaged project I'm having problems with textures not loading in. I've increased 'r.Streaming.Poolsize' in DefaultEngine.ini which helps while in the editor but not in the packaged game.
Do you have any ideas on what I should do?
The floor is supposed to have a tiled wood material
Any ideas?
is it possible to migrate 4.25 levels to 4.24 ? content browser dont show them
Open both engines 4.24 and 4.25 at the same time. go to 4.25 and copy every thing from the world outliner, then paste it into 4.24 world.
if the assets are saved in 4.25, you have to recreate them (or reimport). better way may exist but i'm not aware of that. @atomic hull
also you might get crashes when copying blueprint nodes from 4.25 to 4.24.
99% of them were brush and copy paste worked hopefully
ok so i even tried resetting my project to default preset
and after i build once the engine wont show my real time renders
itll only show after i save or sumfin like that :<
ive had this problem since last night and cant seem to find a fix
yup
as soon as i hit build real time rendering stops working after it finishes rebuilding :<
Hello anyone who's online!
I wanted to Optimize my Level using Loads, unfortunately, I don't know how to do that, will appreciate if anyone can help me, just @ me
oh it showed the render in real time
its just extremely slow
it just hops up randomly aftera few minutes
sadfg :<
Hey hey, wasn't there something about UE5 source code being available this year?
Nope. Next year at some point
if i reinstall unreal engine
will that fix settings issues :<
my landscapes are broken even on new prjects
guys, I have a question, is unreal engine load localization file (depend of game (uexp&uasset or locres)) in memory in start of game?
Every time I open a folder in my content browser t that has a couple actors in it it crashes is my project broken
it might be a specific item in your content browser
i know i made a layered material to learn how and it fucked up my entire engine for 12 hours xD
im still learning this engine as i go but id recommend undoing or removing the last thing done before it broke, and if that doesnt work
restart pc and if still no work reinstall epic games seemed to do the trick for me
I had to restart my pc because task manager couldn’t even kill it
o-o
might be a corrupted file
and by opening content file youre technically interacting with said corrupted file
again im a noob at this still learning but i think whatever you did last before the issues began may still be pleaguing your project
if ya cant open it in content browser and know what it is open the file in windows folder and move it outside of your content browser
and see what happpens o-o
if everything works you know who the criminal is U:<
lemme know if this helped lawl
Есть русскоговорящие?
anyone knows if ue4 has relative morph targets?
Hey everybody, I know its probably super simple, but I have audio play when my character moves. When my character stops however, I want the audio to stop. How would I set that up in BP?
why can i still collide with my projectile when the projectile's collision's collision preset is set to no collision?
it doesn't collide with the ground, but it does the player
Can some please tell me why my grass is this weird? https://gyazo.com/c7805b556d134c6b053b124704e966e8
it disappears
what is point of default hud class?
Any idea?
Cause of they way lod is set up i think
https://twitter.com/RyanJon2040/status/1337279698473140225
https://twitter.com/RyanJon2040/status/1337642086275964929
I'm sure there is a simple solution, but how do i stop the actors from ragdolling to the floor on play and only ragdolling once collision event happens? https://gyazo.com/e01587c7705901d98dd0b2a694575b28
does anyone know a good solution to scalable multiplayer servers with google cloud?
like a user can call a URL to launch a steam server instance on google cloud and then join it
UE just crashed, where can i find autosaves?
just reopen it it will ask you to recover
I know this might sound retarded
But if you paint sculpt shape and place stuff all over your landscape
Isn't that the game world players play on
When the product is done and done and ready to be bought like any other game
Or is the landscape something else and the game world map another thing you setup after finishing landscape <_<
landscape is only local terrain, for "world map" you would set like minimap to travel, and multiple levels
So landscapes aren't played on by players? x,.,x
Or is it one of many maps a player would play on
landscape is just land under player
Pretendin g of course that this is an open world game like
unreal can make maps as big as 64km 2
o.o
you may be insterested in looking for voxel plugin
So after I finish building landscapes
I have to build another map
Which lays on top of the landscape
? XD
workflow is: make new level -> add landscape -> sculp it -> paint it, texture etc -> add stufffs like buildings etc -> add other stuffs
1 level is 1 zone
Ah
if you want to have like desert, mountains etc, you make separate levels for each
if you want to have 1 world for all zones you should make big map and sculp each zone
no level is box that hold all stuff in it, like sky, terrain, npc, etc
yeah
Are you a beginner?
So let's say I wanted to make a open world local/online co-op game with multiple regions attached together so its seemless do I setup multiple levels or do I
Via peer to peer or some such
Should I make it in mtiple levels or a single huge level
Yea peer to peer is better if you don’t want to spend money for servers
Yes very new to this and learning the ropes as I go
did you play borderlands ?
so you would make it similar like borderlands
The new one and old one
level with level bounds, and points to move into diffrent zone
If you are a beginner I wouldn’t start with multiplayer
Kind of ish
Um think of something more like
i'm not even begginer and i would not start multiplayer even
singleplayer is hard enough to make
Yea exactly
Now creating a world is pretty easy with megascans, but all the other stuff is... huh
also any co-op game requiers diffrent way to code
Breathe of the wilds map
Or um old pokemon games
Or xenoblades chronicles x
I think blueprint is not enough for multiplayer
That kind of thing
More like xenoblades chronicles x than the other two
@plush yew i know you have big idea for game, super mechanics etc, but trust me, i HAD too
@plush yew the best way to learn is... using the engine
start with something small
But with co-op i have almost forever to get it just right so I don't mind how hard it is as long as I do it properly xD
Hmm
I'm using the engine boolean D:
I just don't wanna make terrible mistakes that means starting over from scratch
Ctrl+Z
Like if I want rollback eventually I have to build with that in mind that soft of thing x3
first of be ready if you solo dev, without expierence, this kind of game will take you at least 5 years
Yeah I've heard the horror stories x,.,x
Its why I'm asking so many questions and researching alot
this won't help
Whaaa D:
start small grow big i will say
Yesh >:3
I wanna make sure all of the functions and mechanics work seamlessly before I go to the next step
But it made me wonder whilst I'm doing this landscape tutorial
you can't make single player game and use magic to turn it into co-op
That is the landscape even what players play on or if its a underlayer than the actual game world is built on xD
@plush yew The guy who made cave story took five years to do it on his own, and even then he knew what he was doing for the most part
It's definitely possible if you have the dedication, but don't make it something you do for a living if you go about it like that. Treat it more like a hobby
Its just me atm but if it gets really hard I'll hire my boy >3>
Well I set myself up where I can just wake up sleep repeat for at least 30 years lmao
So its me and the kid working in this project
Took 8 ish years to do so
But I did it so I can focus in game design for at least 12+ hours a day until its done :>
lol 12hours a day i would burn so quickly
Oh my gosh If you don't burn out from that you would be the most dedicated person on earth
I mean i mapped outt the game in text detail for detail for about 16 hours a day for the last year xD
Hence why I just wanna learn if the things I wanna do is possible and the steps towards it lmao
I won't tell you that you can't do it. But at very least make sure you know what your getting into beforehand.
I'm willing to learn sensei!
I'm afraid I'm only good for sound design myself 😛 But I do know basic UE4 stuff.
But there are plenty of other people here who would be happy to help you
;D
Tbh I met my first wall earlier today
And imma have to tackle it again in 20 minutes
Tried making lauer material and blew everything up lmao
uhm there was a website where one could post and share the blueprint code right, what was this side called again? 😅
Stack Exchange?
So wait
You guys said
Multi-player isn't coded like single player
Does this mean starting over D:
I'll look it up~
https://blueprintue.com was it
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
Is it possible to upload a game to Epic Store as a individual dev?
What is the difference between the old vehicle physics and the new chaos vehicle physics?
any idea how to make hole in wall to see player? i mean by runtime as player move
(not outline, full render)
is there any method to upgrade project to unreal 4.26 if some of engine plugins aren't compatible with this version?
Wow this is so cool
https://www.epicgames.com/store/en-US/about @ember notch
Scroll down, you need to fill the form to send it in. When they approve it you can release it on their store
However they check the game before accepting
just noticed something weird
I printed my character location - ground location to get Character Height.
The result was 02700.blabla
Why 0 at the beginning? What does this mean?
Hi
Can someone explain me Pathfinder system
Mention me
my thing only paints in these chunky sqaures
it doesnt get more detailed or anything
seems to be the exact squareas as the landscape or smth
pls help
Its so frustratin
pls help me
im very desperate
we
im using that
weight blender layer
im un UNREAL engine 4.25.4
@uneven hemlock your layer infos are empty though, if you've created layer infos you need to add them (to the left of where you show clicked in the screenshot)
Hi guys i have a distance calculation how can i make an actor spawning every 200 float ...
Like from 0 - 200 actor
From 200-400 Actor
From 400-600 Actor
My brain cant handle an Equations like this 😋
I want actor have sphere collision i want to create a sphere collision but with distance between
And how can make it spawn on wall correctly do i need to object trace to check ?
what do you mean by correctly?
sitting on the surface and facing the correct direction?
Yes look the player will snap first actor and the gate will open when he move his cursor will calculate the distance between cursor and first actor
When it reachs 200 will create a sphere collision
And start calculating from new one and so
Umm quick question : the cutscenes in video games are made with the engine or with another software?
could be both
thats what you made happen already or is that the logic you imagine and do you want to know how to archive this? @runic fern
I want to the way how to make it and i will fight xD
Just the Correct way to do something like this its too useful for me
I want to make dynamic cable system so each some distance part if cable will spawn
Like spline but i want it more flexible to add or config
Hello
Could someone explain to me how the pathfinder works? Go into detail. Do more than say he's following a path. Mention me.
well.. for example there is a "snap to grid" node, where the next object would snap to the set value, 200 for example.
Cable system indeed kinda sounds like a spline thing to do
you could also take the location of the first set actor and add 200 to the correct axis
Yes but like the way i want easy to replicate you know
Nice
Im using a gate opens when first actor snap using a tick to calculate
And closes at some point
with a good spline system you probably could archive that nicely.. you could spawn cable meshes until 200 units are reached than spawn a lamp instead of cable and continue like this..
hard to answer without fully understanding your goal
Yes its like this idea
But i wont spawn light i will spawn a attachment point for light or plug etc
its flexible to config if you do it right
Yes
I will try but the snapping on the wall and reading the wall info will be little bit tricky
you can line trace the wall, read the walls normal information to calculate your mesh rotation
why do none of my projects autosave? i have it on in preferences and it should have every 5 minutes
I will try it
yet when my computer crashed there was no autosave
Thanks bro
i have something similar somewhere
so I made a line trace, break hit result, from the normal I made "make rot from x" and thats the rotation for my mesh at spawning
you might need to change the make rot from x to y or z, that maybe depends on how the mesh is originally orientated..
Might be wrong here.
but easy to test and find out
The rotation its not too important since im using Cable
But need to get wall face result
not for the cable..true
I will check and see
good luck :>
Why the timeline are connected sometime?
I think I did
Hello guys! Is the water in megascans animated?
There is no water in Megascans. There's water in UE 4.26 however, and yes it is.
any way to fix TAA in UE4?
TAA looks bad, it doesn't anti-alias jagged edges
I'm on epic settings btw
Hello, when I try importing a .fbx model, it makes the model 2 separate models/pieces, why?
Try to reimport the mesh and click on combine meshes in the import menu
you're welcome
What do you mean?
can you send an image of the import menu
I don't remember exactly what to click on to be able to click on the combine mesh box
delete all the materials and present meshes first
then import the models again but show me the import menu that shows up when you drag the models in
scroll down
Oh, thank you so much! 😄
uh what is it
Ive never used this version of ue4 before, how do I add components such as CollisionBox?
the add new button on top left
wait
confused now
that's not the components window
same
you are in the my blueprint which is more like variables and stuff
i thought there was a thing for static meshes to add
then there's gonna be an add component instead of an add new
there you can add static meshes, skeletal meshes and box collisions or whatever your heart desires
Yep, thank you.
hey guys
when I switch between different Editor Modes the UI spams, like it keeps opening and closing different sections of the window
it's like some key is being held down if that ever happens to you guys and the keyboard just keeps spamming
Did you restart ue
does anyone know how i can get rid of the arms and gun in the default firstpersoncharacter
@placid nova delete them
when i do it gives me an error. Something about a target
alternatively, if you don't want to break the code, set visibility to false
it is weird. At my college I was able to get rid of the arms and gun without errors
it just means something was referencing the arms/gun. The error would point you to the issue. At worst, force delete them, compile, have a compilation error, and get an evolution of debugging in.
@sterile tulip yeah I'm trying UE4.25 now
When using the FunctionalTest BP and running the tests, it seems like any error will cause the test to finish with a status of failed.
(Even if the error is unrelated to what we are asserting, like just an error log I wrote and printed myself)
Is there a way to prevent this? to make functional test BP only care if the assertion fails but ignore other console errors?
can someone help me with some math
HOW TO MAKE INVISIBLE MODE UE4 https://youtu.be/z56nXYACxA8
In this video i am going to show to all of you guys how to make invisible mode in a few steps ;)
Anyway i explain everything in the video, you just need to follow my steps ;)
Do you need any help ? Leave down a comment or send me a message !
If you like my videos, make sure to subscribe and hit the bell notifications
HOW TO MAKE NIGHT VISION ...
any idea what may be wrong ?
Assertion failed: SyncPosition.NextMarkerName != NAME_None [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Animation/AnimSequence.cpp] [Line: 5717]
guys anyone know what my music stops after a few seconds? D:
show bp
Try to spawn the sound
likee ingame?
- sound in UI isn't good idea
- Check if sound is looping
i think i had to connect playercontroller xD?
but how can i stop it after welcome screen?
Hola, after setting it up again im having this issue once a friend submits a change any reason as to why
https://media.discordapp.net/attachments/721434312112865381/787472778085400596/unknown.png
Just cant seem to get git to work properly with unreal
Is there any built in team system that comes with UE4? For example Red team and Blue team? Or do I have to implement that logic myself?
@ebon marlin Check out factions plugin called "Factions Extensions" It's free.;
It might do what you are looking to do.
Thanks 👍
O just found out that you can switch tabs with CTRL+TAB
in a text variable can you store returns?
as
in
this?
H
hi
Hello everyone my friend is looking for devs for his game. He has made a lot of progress on yt , big youtubers have played like claymorez ETC.!
dm me if interested !
@plush yew there is a channel for looking for work or talent
under the job board category on text channels. that would be a good place to check
or maybe make a listing
np
Hi folks, so I am looking at the best way to store my Items. Either using a Data Asset or Data Table. There will be hundreds if not a thousands of items eventually. I have googled for some comparisons but not finding a lot of convincing info either way.
The items themselves may have 50+ different modifiers each.
Considering organization, it seems as though either option would actually present a problem when dealing with hundreds of items per category
data tables hands down
I've got this mesh I merged for performance reasons. For some reason after cooking the filesize is gigantic (162mb). Why is this? How can I fix this?
seems like a massive amount of vertices
and tris
would likely explain it
plus you have 6 LODs
Whats lods
I updated my 4.23 project to 4.26 and when I try packaging for Android it just directs me to the UE4 Docs....?
I installed all required android elements following the docs and still nothing. It worked in 4.23, and I made sure everything was properly updated so I have no idea why this is happening
seems like I should have merged it with instance static meshes instead of a full static mesh merge
How to ensure that you are not using an already existing timeline when creating a timeline?
for ensure to note modify other timline
NVM, got it sorted. didnt realize i didnt install the NDK
Got an interesting question. Anyone know how to make a menu like god of war's first load menu?
Basically there's two main menu's. An on first load game menu and then a normal game menu.
Charms in Rainbow six , Buddies in Valorant , basically a keychain of sorts that keeps moving around with the object,
what should I google inorder to be able to do this ?
Why does my unreal engine project get stuck at 91%?
Oh btw
I have a bunch of assests added, but for some reason every time it seems to get stuck at 91% and it doesn't move
maybe cuz its compiling shaders
For me it does it when the project loads up, but for some reason not the one I'm loading
@abstract coral how long have you waited?
I waited 2-3 minutes
Then a closed it and but it somehow opened itself back up later
sometimes it takes awhile when you have alot of assets, go take a poop and come back and it will be loaded. thats why im my main project i work with only what i need with an extreme limit on texture files. i only add texture files prn. so my main loads pretty fast
the textures seem to be what weighs my load times down the most
and i dont even use high poly models, some mega scans assets are ridiculous, i can get really good results with medium poly models and really good uv's. the larger the project size the longer the load time
if you want to use high poly models at their medium lod's thats cool, but the large density model is still taking up space in your content browser
its good to have projects specifically to migrate assets from when you need them, then if it takes a minute to load that you wont care as much, because its not the project youre working on anyway
So currently, for when my player leans, they do so around the player's center; is there any way I can make it so that they rotate around the player's feet instead (since otherwise it's wierd and unrealistic)?
(this is the current setup)
Is there any plugins which can directly implement mobile controls?
@neon geode like touch controls?
Sure, would love to get it.
@neon geode yeah the third person character template has basic touch controls setup
@neon geode i have an asset called ultimate touch components
ive never used it before but it would be an option. im sure there are plenty touch input assets in the market as alternatives. the third person template have limited functionality youd have to build upon that yourself in blueprints
Does someone has expirience on working on 2 devices on 1 project
ive done some stuff with 2 projects on 1 device, might be similar 😛
also 2 devices on 1 project is just 2 PCs sourcecontrolled?
Do you got a video on how to do it
you want 2 people with their own PC work togeher over internet?
I want just that i can work on my desktop and on my laptop without like copying my project
All the time
Ok
Will try it
I managed to do it @obsidian nimbus
pretty fast
Quick #UE4 Tip number 67.
3D thumbnail view (like Static Mesh, Materials, Skeletal meshes and so on) can be edited in Content Browser by enabling Thumbnail Edit Mode.
#unreal #unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine https://t.co/VcUF5XPtnG
Anyone know a good tutorial for those air pillars from portal?
The, uh, "Excursion Funnels"?
these things
Hello!
any recommendations for ebook or course related to cinematics?
if so please @ me
How can I make the spring arm not rotate the player's mesh?
Is a user widget separate from regular widgets? I don't think this is the case, however I can't figure out how to set it in the event graph (widgets don't appear in dropdown)
Is there a logical reason why a sphere trace doesn't pick up anything unless I make the end location different from the start? 🤔
I had thought that keeping start/end the same would mean the sweep would only trace once, which is what I needed. The radius is sufficient.
you can use a DoOnce node
Yeah, if they are they same location there is nothing to trace to. So it would end at the same time it begins. At least that's my take on it.
It would seem that they way Unreal deals with traces is if the trace distance is 0 then as far as it's concerned it's completed it.
The debug draw of the trace itself does show up, I'd have expected if start and end would be the same, then it'd end up doing a single trace with that coordinate as the origin.
But alas, TIL 😄
you can set the end trace to 0.1 units from the start
Yeah, that seems to be a goodworkaroud indeed 👍
I have this really wiggly looking mesh with spherical gravity and I keep on getting stuck in it. How can I stop this?
guys is it easier to make games in unreal or in unity
I've got characters that appear in a cutscene, before the cutscene starts their visibility is set to false, when it hits 0.00 it is set to true, but when I open the project the characters are there!
guys i have a question
Unreal Engine 5, When will it be published?
And is my system suitable for it?
AMD Ryzen 5 3600 ,16.0GB Ram,2047MB NVIDIA GeForce GTX 1660 (ZOTAC International)
It will be released late 2021
can i run it with this ? AMD Ryzen 5 3600 ,16.0GB Ram,2047MB NVIDIA GeForce GTX 1660 (ZOTAC International)
Maybe, Epic didn't said nothing about system requirements
I would not worry about UE5 since you can ship to the new consoles with UE4 and migrating a project to UE5 should not be so difficult
i know , but i am thinking about system requerment
mu system is good right now and i can do everything with it but i dont know is it can run UE5 or not
In my packaged build, the game can't find primary data assets that are referenced like this. Is this because I need to add them into additional cooked content folders?
I had expected that, with cookrule always cook, it would be in the build
but this is not the case?
hm nevermind, the issue is more subtle than this 😐
if you can decide between using Tick and Timeline, and in both cases you would only run them while necessary. Would you prefer one over the other?
How do you hide objects in the way of the camera and player?
hide objects so that the player can't see but everyone else can see?
or something else
Merry Christmas everyone !
essentially, hiding objects that obscure the character from the camera
two hand ik could work
in the animation blueprint
it keeps the hands on the weapon
yes
um how do i get unreal engine 5?
I have a dynamic day/night cycle. When the player is asleep, I'd like for them to be able to watch the sky fast forward in real time, sped up by a factor of like, 100-500x. This works, setting global time dilation. But I'm wondering if I should expect any weird side effects from doing this? Will other actors that may be doing things just yeet off the map or go enter weird states if the game clock is so fast?
I'm using a streaming level multiple times by instancing it and setting level transform on them. The level has baked lighting in it. However, at runtime I get the "lighting needs to be rebuilt" error messages, but the lighting has been baked on all of those leverls.
Anyone knows why?
since its still under NDA for the people who have it, you wont have access if unreal has not invited you to participate
My assumption
@daring flare
oh ok thanks
@terse jewel , depending on your goal here. If the player just lays in his bed and watches a sky you probably want a different solution than just playing the whole world in fullspeed.
Then you dont have to expect things yeet off the map as well 😄
As of right now its sleeping anywhere, with the ill-advised option of sleeping somewhere where an enemy might find and attack you, although yeah, it probably wouldn't be practical to have them do that under normal mechanics sped up anyways. Will think on the design here
the better idea is
to change the sun inclination
instead of using any time related functions
as for the stars, you'll have to create a skybox that'll have an option to speed up their speed
I dunno where to put this but whenever I search anything on docs.unrealengine.com and then click on any of the result links I am brought back to the first page. Although the link in the address is correct but the page is always thw first page of the docs(shown in thw pic)
@plain pagoda I considered that but am struggling with making everything else feel like it's keeping pace. I'm using the Ultra Dynamic Sky asset from the marketplace which actually makes the sky/sun aspect of the speed up the easiest part of this.
E.g. if an animal is in view, it shouldn't move at 1x while the sky is at 1000x. But probably the right answer is to just show a camera view that wouldn't catch any other actors & faking it instead of maintaining the FPS camera and actually having the animals/trees/whatevers do things
yep, that's the plan. Just fake it
thx for the input
hello everyone, When I zoom in meshes, It strartes to shade like this (black lines appear). How can I solve this?
@quiet plover those lines looke like a fingerprint, whats the material setup look like
She is just made of wood. Count the rings to figure out her age.
lmao!
anyidea when bridge plugin will work on 2.46
Just can across some that is blowing my mind!
Why is the custom even ending before the timeline is finished? The timeline is 10 seconds and the after print statement happens immediately?
what is diffrence betwen text/string/name ?
Build powerful visual scripts without code.
@proven shuttle supposedly already updated as of 3 days ago: https://help.quixel.com/hc/en-us/community/posts/360014159497-What-s-new-in-Bridge-2020-4-1
@proven shuttle try these steps in this post: https://help.quixel.com/hc/en-us/community/posts/360014125357-Bridge-Plugin-for-UE4-26#community_comment_360003637418
It just works now :D
Thanks
Funny that it wouldn't work last night but does now
Does anyone know how to clear the Current Max Draw Distance? I've set desired to 0 but it does not update on this BP for some reason
😢
This error indicates an issue with preparing the selected target directory for
installation. This can be encountered in a number of cases in
😮
I remember right clicking and running as administrator, and that didn't work - but I didn't try actually going into properties and setting it to run as administrator everytime
woo thanks
this is my first time trying out unreal engine 😅
I saw all of the familiar names from the list of games that this engine has helped to develop and it got me really interested
Thank you so much
np
This is way too broad for a question. Start with specifics.
First importing music, making cues, spawning music in the game, using trigger boxes, etc.
Start here https://youtu.be/u1iwQBwafNI
How to set up some basic music and sounds in UE4!
Music used was "Shadows of the Mind" from https://machinimasound.com/
Sound used was "Spring Birds Loop" from http://www.freesound.org/
Both music and sound are used fairly under the creative commons licences provided.
ok thanks
Could someone tell me why the second print statement is firing right away?
try adding delay in the second pin before 2nd print node
how can i tile a cubemap texture?
using UV coordinates node I believe
That works by why does it continue before the delay on the first pin?
because it executed the delay node
if you add a print string behind it and doesn't actually print anything, I bet it would work
those are my initial thoughts anyways
because it already executed the delay, and since there's nothing happening after the delay is executed, it will just jump to Then 1
is there way to convert parent class reference into child class reference ?
or i should cast my parent to child then child reference into next function ?
Even this the bottom print statement executes right away?
guys, it it safe to delete older versions of ue?
yes, if you don't have projects for that version.
They also don't stop for loops. You'll need to place the code behind the delay
Anyone else unable to open the ActionRPG project? Let it sit for 30minutes and it was still stuck at 45%
Can't image a single person looking for the functionality delays provide.
Please can anyone help me
make sure you have visual studio installed, it's hard to say without knowing what errors you're getting
Well we cant really help if you only say "Packaging Failed" we need more information than just that to really point you in the correct direction.
they are output to a log
read up on what you need to have installed in visual studio
ok
there are specific packages that will need to be installed
Um
I have a capsule collision on my actor and a mesh that's really jagged and I keep on getting stuck. How can I make it so the player can easily slip out?
Or just not get stuck at all
I'd need to see a screen shot
of the mesh?
so your character is getting stuck on the mesh?
yes
Is that mesh much larger than your character?
like he's walking on it
you can try adjusting the max step height in the character movement component
Yeah, I would try adjusting that first
I don't have a character movement component, it's a custom player from this
https://www.unrealengine.com/marketplace/en-US/product/directional-gravity-for-physics-and-movement
helo guys is there a way to make a shape like a floor only change its size by one side
like normally it changes the distance of both oposite sides, but i was wonder if it is possible to only have one side
Yeah I don't know. I would reach out to the developer if you haven't already.
Ok I'll try
I'm looking for an appropriate way to handle something like a desk opening drawers.
I'd like to have a single BP that I can drop in the world that contains both the desk and the drawers already in the correct place
I'd like to give the drawers interact instructions, so that when a player interacts with the individual drawer it should open
Is there a way of nesting blueprints?
legitimately
Hi, I have a question how I can fix what is seen in the pictures. Nearby the 3D model looks good but when I move away it starts to appear white at the seams. I know this happens because I have a white background to the texture and that my uv is close to the edge (and the bleeding effect appears). But I would like to find a quick solution, I could take each texture and make the texture bigger than uv but it would take too long.
(I use Blender for modeling and creating ColorID using the TexTools addon and Quixel Mixer for texturing)
Thank you for your time! =]
So anyone else try and open the ActionRPG from Epic Games and it freeze at 45% with Initiliaized.. and have waited an hour to get past that point and it still not load past 45%. I even deleted everything and reinstalled ActionRPG and it freezes at the exact same number two times now.
Anyone here have 4.26 Preview 1???
whats difference between 4.26 and 4.26 Preview
Was needed to mod stuff but nvm I got it!
hi, i am new to unreal engine and bought the Ninja Pro MoCap Pack i want to try making a ninja fighting system, but i can`t seem to find any tutorials on a fighting system like this.
I'd start off with red bluprints melee combat tutorial on youtube
you can use what he has for sword play and adjust it for hand to hand as well
You're going to need to spend sometime to understand the difference between in-place and root motion animations
At the very least the series will allow you to implement an enemy targeting system that has the roll and dodge system
why do some people have a cool-looking ue4 interface while i'm stuck with this 2014 looking thing?
can i see the ugly 2014 interface?
attaching working fine but i got 1 problem: my head is moving with animation but attached actor wont, any idea why ?
it travel with me when i move around but simple idle animation it dont
How did you get your blueprint node to look like that, a plugin?
@jade ginkgo https://gumroad.com/l/IHfzV
An alternative flatter appearance of Unreal Engine 4 Blueprint nodes in a minimalist style. Improves the readability of nodes.Suitable for the latest version of the engine.To install, you need to unpack it into the folder with the engine with the replacement of files.This design pack does not affect the stability or performance of the engine in ...
Ah, thanks!
anyone here can help me real quick?
@plush yew yea
alright one second I'll send you something
dark souls / darksiders combat, how to do it?
red blueprints melee combat
thanks
Could someone explain to me what Normal is on the Break Hit node?
is it the center point or something?
how do i make a destructable object
but where i can only destroy when i do an abilty or something
like normally attacking wouldn't breaking but a special ability would
Use tutorials regarding the APEX Destruction plugin.
You'd probably need to test whether the hitbox of your special attack hits the destructible object, and find a command to destroy it upon hitting it.
@potent bridge its the direction of the Normal on the mesh https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialNodes/1_9/index.html
generally its the "away" direction of the mesh, so if the surface of the top was facing upwards then the normal would be up
What does that mean though "direction of the Normal"
It would help to understand that.
you need to learn what the normal is, which is a page I linked
I mean of course I know what normals are in the terms of 3D modelling, that controls light.
so the direction of the normal is the direction of the normal
A normal is a vector that points outward, perpendicular to the mesh surface at the position of the vertex it is associated with.
like I said is basically the away from the mesh
on a square, each face if looking at it the away direction of each face, so the direction pointing back or looking at you if it was a mirror would be its normal direction
yep
but of course any face could be any direction which is why its nice
you could shoot an angled face straight on then want to know the "Away"direction of that face for a bounce possibly
but it also helps for positioning stuff to that angle, say laying an object on another objects face
I see.
Let me go back to this tutorial to see if I can make sense of how they are using it.
@grim ore Yes, that makes perfect sense now, not being sarcastic or anything, thats genuinely helpful. Thank you very much.
help the distructable meshes debris doesnt go away
it just stays there
and i also want the debris to have no collision
@stark marsh Doesn't that plugin have a debris lifespan setting?
Try 0.1 and 0.5
You're one step further than me, the mesh didn't even break when I tried.
As for collision, not sure if its possible to change the collision type on the fly, you could set the objects collision to "None" once destroyed (somehow?) but that would make it go through the floor.
its not even breaking anymore for some reason
end me.
Trying to setup chunks for streaming installs but if it's how i think it works what things should I prioritize first?
like install characters first then other thingsa
but would really help if there was some sort of list of which things to prioritize installing
Hey guys I have a problem with deferred decals disappearing when I render from the sequencer, can anyone point me in the right direction? I need a solution asap
I can't get my LOD levels to import as a single file - they come in as 3
The fbx went out as 3 LOD's and I exported it as one, but mesh combine doesn't seem to do it
what am I missing here?
Has anyone seen any mention of World Composition changes / removal in UE5
I havent, but was told by a friend it was being removed, just wanted to confirm.
cant find any sources either.
So I am leaning towards misinformation
There's no fing way Unreal isn't capable of importing an FBX and maintaining it's LOD's - this is retarded
hey how would i make a type of player grabbing system like the game gang beasts im not sure what component to use to connect the 2 players
can anyone help explain to me why my oscillation blend outs on my camera shake blueprints are just completely broken?
i have my camera shake duration set up correctly, and even if i set it to .1 for the blend out, the camera shake stops abruptly like halfway through
can someone help me im retargeting girl stylized from free for month but this happend 😦
is spawnActorOfClass valid in construction script?
Is there a way to increase the blurriness of my shadows cast from skinned meshes?
I want a big blurry shadow but I'm getting really crisp lines
how do i make things glow?
emissive output on material, connect a vector param up to a multiply with the second input for multiply as a scalar param and then connect to emissive then make a material instance and use that to tweak it
r.shadow.filtermethod 1 and source radius should work? or source angle for sunlight 😛
@royal heath it's for a spotlight, source radius does nothing.
the emissive option is greyed out for me
Where is the option for lowering shadow resolution for dynamic objects?
hmm emissive shouldn't be grayed out, take a screenshot of what appears at the top of the left menu when you select the node with all the material outputs 🙂
I found the option for static and bsp meshes.
not for dynamic objects but per light
ignore bsp
it's irrelevant now
bsp is a bad system that needs removing
okay so where am I supposed to look?
it's a setting in the light itself?