#ue4-general

1 messages ยท Page 899 of 1

prisma plank
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Yes it was.. 20 min pre launching, and after compiled shaders.. 5k

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Ok, maybe 1 moment, i reinstalled from win 7 to win 10... maybe it can be failure for me?

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and UE4 like on old part of drive

grim ore
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it sounds like it should be working but again, do you have a scene that shows it

prisma plank
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I launched third person project template..

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simply to test..

inner vine
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But did you enable any of the ray tracing features in that scene?

grim ore
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"I want to test ray tracing but I have nothing reflective in my scene. why is it not working"

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sigh

inner vine
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Even for global illumination and such you need to actually enable it in the post-process settings

rough osprey
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my scene takes a shit ton of time to build lighting now because of all my tree foliage objects

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any tips?

grim ore
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the easiest way to see if it works (dxr) is to enable the ray traced shadows and you will immediately see the difference

rough osprey
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I know disabling cast shadows would work but I obviously want shadows and can't think of anything else

dawn gull
prisma plank
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Ok. So raytracing translucency - same not affecting..

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same with GI -brute force. 0 effect.

inner vine
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Judging by your fps it seems to be doing ray tracing

prisma plank
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no.. it's raster standard..

grim ore
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do the shadows test

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also the noise in the reflection certainly looks like dxr to me on a gtx

prisma plank
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what about translucency?

slender bronze
prisma plank
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not. it simply not working..

inner vine
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I just tried creating a project from the template and the difference in shadows isn't that clear (at least visually).

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Try creating a material with the base colour set to white, fully metalic and zero roughness

prisma plank
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yes there chrome material like..

open wadi
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Where on earth is the option to disable source control?

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I don't see it in the context menu, only "sync", I don't see it in editor preferences

inner vine
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Not that one, create one yourself like this:

prisma plank
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ok will see now..

digital anchor
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@open wadi iirc click connect to source control, then run without source control

open wadi
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There is no connect to source control.

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Once youv'e connected, that option is replaced with "Source Control > Check Out, Mark for Add, Check In, and Sync"

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There is absolutely no option anywhere I can find in the editor to simply disable source control, I'm attempting to switch providers from the "most unintuitive application ever created by man" Perforce and migrate to Github

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But in Unreal, I see zero options for disabling source control, since it was previously connected.

prisma plank
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@inner vine reflections now is "raytracing"

inner vine
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okay, that does indeed look like it's not ray tracing

prisma plank
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yes..

open wadi
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Surely there is an option buried somewhere that allows one to disable source control, I've even uninstalled the Perforce apps themselves.

grim ore
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did you try the shadow test?

prisma plank
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same not see performance changing and any shadows..

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soft*

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I think maybe something in config files..

grim ore
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go to your light source, make its on movable, and adjust the shadow source angle to 0.0

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if adjusting the shadow source angle does nothing, then your raytracing is not working

inner vine
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I think the reflection test already proved it, those were obviously screen-space.

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You're using a 1660, right? Not a 1650 or lower?

prisma plank
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Heh , i havent that tab..

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same as path tracing

grim ore
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@open wadi click the source control button the toolbar and use run without source control and none for the provider?

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you have to have that tab its part of the light @prisma plank

open wadi
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Lol, MathewW, thank you.

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I appreciate it.

grim ore
prisma plank
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@inner vine sorry i have 1650 super

grim ore
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that would be why, 1650 does not have DXR support

inner vine
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That's not a supported card

open wadi
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So I'm disenchanted with Perforce, it's constantly misbehaving for users > What else would you guys use for source control? What's the best other option?

prisma plank
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hm..

grim ore
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perforce and get used to it's stupid quirks ๐Ÿ˜ฆ

inner vine
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1060 and up, 1660 and up and the RTX series

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Or the 6000 series on AMD's side

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Any other cards don't have the feature.

prisma plank
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it's like only ue4 not supports.. but at nvidia say it's supporting rtx..

open wadi
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I'm a network administrator who has dealt with god knows how many servers, VMWare clusters, EMC SANs, Active Directory deployments, OpenDirectory deployments for *nix, and god knows what else, and I just spent 2 straight days simply trying to get 2 workstations to properly share a "client" workspace with Perforce and it just refused to work properly.

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It's literally the least-intuitive application I have ever used or administrated in my entire career.

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So there's absolutely nothing else? the drop-down offers subversion, plastic SCM, and says git is in beta

grim ore
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I personally just use git but my projects are small enough where the binary limits and git-lfs are not an issue

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I also dont run version control in engine itself

open wadi
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Oh really, ok. Interesting.

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So yes, this here is simply a two-man project - would it be logical for both of us to just push to a github repo and just stay in communication about which files we're editing at any given time?

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Have you worked in that type of situation mathew?

grim ore
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doing it now with a jam and yep

open wadi
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How would you handle that?

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Right, nice.

grim ore
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we made a google doc and assigned roles and stuff to work on and just respect eachother

open wadi
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I presume you're working on Windows, what's your github setup?

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In terms of, you just periodically push your code to the repo?

grim ore
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pretty much when its smart

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and always make sure to pull before pushing

open wadi
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Great

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I appreciate the hell out of it.

grim ore
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its hard but thats normal for work lol

prisma plank
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hm really, it's say only about dx12...

grim ore
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welp theres other stuff you can test like fortnite but its pretty simple if you have the 4 requirements met and enable it

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but a 1650 should give you literally unusable performance

inner vine
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I wonder if the RTX support is disabled because of VRAM, since the 1650S seems about evenly matched in performance compared to a 1060 6GB, but all of the supported cards have 6GB of VRAM or more.

inner vine
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But yeah performance is indeed not really useful. On my 1060 the framerate can already dip below 30fps at 1080p while running just the third-person shooter template even if just one of the RTX effects is enabled.

prisma plank
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For me was intrested simply to test raytracing but not like realtime playing.. 1650s and 1660ti like same performance, and 1660 havent "rt cores"

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will see...

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will instal driver of rtx 2080 ))

inner vine
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The 1660S seems to be 20-30% more powerful, and has an extra 2GB of memory

hallow compass
inner vine
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Don't mess with the drivers @prisma plank, it's not going to work and you risk making your system unbootable which is a pain to repair.

prisma plank
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Card will not work higher that it can..

signal bone
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hello

prisma plank
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Ok thanks for answers

fluid lance
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any idea on why on stair meshes my raytrace doesn't return a hit? The collision seems fine on mesh, and it's usually all stairs. Does it have to do with slope? The setup is from character location - 100 on Z axis. I use the trace for footstep sounds. It works fine on everything except stair meshes for some reason. It always returns the physical mat of the landscape/other meshes below. I'm clueless

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it's ignoring self, SKMs have no sockets on feet

robust acorn
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i just witnessed the logo change

fluid lance
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so even if it's set to ignore self it might still prevent it from returning a hit? And why only on stair meshes? Does it have to do with slope?

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Then I don't follow, sry.

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I could try to move the trace (start I'm guessing) up, but i'd like to understand what is happening ๐Ÿ˜

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@scarlet birch worked like a charm - moved start +50 and compensated on end. Is it because the SKM's origin was falling slightly under the stair mesh as the SKM kept on gaining altitude?

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oh, so that's what you meant ...ok now i understood what you were previously saying. Nope, the start was actor location

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yes, that sounds like a clean(er) solution than mine. I just went with it like that because it's top down, so didn't need that much precision/accuracy. Thanks though, it really helped, especially since it makes sense now. ๐Ÿ˜„

grim ore
hallow compass
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@grim ore legend

lofty moat
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Hey guys

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How are you all.

dense knoll
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Any idea how to fix this with Macs running bootcamp and older GPUs

late verge
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does anyone know of a way to fade out a camera shake?

dense knoll
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Any idea how to make multiplayer matches joinable, when i try to join a session it just doesent work

late verge
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@scarlet birch dear god i've been stuck on blend in/out issues for days. for whatever bloody reason, blend ins/outs don't work as they should for me

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for instance, say i want the blend out to last .5 seconds. if i set it to .5, the camera shake bugs out. it plays, then stops halfway through, then starts playing again near the end.

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at least, that's what was happening with the values i was using

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i set the duration up correctly and everything

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hm, what's the difference between the anim blend ins/outs and the oscillation blend ins/outs?

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that... could be the cause of my issue

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because right now, at the end of my cinematic, i want the shake to fade out

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but, of course, the oscillation blend out doesn't do that

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would you happen to know of any ways i could achieve the fade out effect i'm trying to get?

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i'm at a complete loss of ideas

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feel like i've tried everything

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so when you set the blend out to say, 1 second, it fades out for 1 second?

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yeah, i've got no idea what's causing them to work improperly for me

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has to be a bug at this point

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perhaps it would work if i set up an actual blueprint. i've only been using this page.

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who knows

plush yew
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can you add morph targets to meshes and models

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or do they need to be build with them from the ground up

warped tangle
plush yew
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;D

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thanks

wide girder
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how does game engines generally work for dealing Win32 APIs?
for example, I've hooked WindowProc function, but no WM_SIZE messages received inside of WindowProc whenever I do resize the game window,
does this mean the game engine also had hooked WindowProc function before me?

hallow compass
next narwhal
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By fixing the funky bricks on the corner ๐Ÿ™‚

hallow compass
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@next narwhal It's from megascans hahahah

open wadi
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I want to run specific functionality when a new level is loaded > what node should be used for this purpose?

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Event BeginPlay I believe is when the game itself is started and not tied to a specific level, correct?

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Or, is Event BeginPlay called on level create, so that if I switch levels, I can trust that EventBeginPlay will be called for each level each time on level create?

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Basically, I'm trying to create "logout" functionality, but nothing seems to be working correctly. My app right now is simple > a single level almost entirely in UMG, the user can log in, it establishes some websocket connections to my API and displays some data in the widges.

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I create a logout button, the API successfully logs the user out, but I just want the user to return to the login widget that loads initially - So I've tried removing all widgets then re-creating the login widget, that fails, I've tried creating a blank level and having logout load the blank level, then load the standard level, that appears to work for a couple seconds then crashes UE

sleek spear
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ok so i make new empty level, add a 4k landscape and play, i get 10 fps when moving and my cpu and gpu usage is very low, anyone knows what could it be?

devout swift
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how can I calculate where my player will be if they run for x seconds forwards?
Is there like a position formula that takes in max speed, acceleration, initial location, etc?

still tangle
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Has anyone used Brushify?

open wadi
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Anyone work with VaRest much? I notice that upon getting a response from my API, and getting the Set-Cookie header, all subsequent VaRest requests pass that cookie, which is great, except when building logout functionality.

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Because I log out from my API, kill the session on the API side, log back in, and VaRest is still permanently passing the old cookie

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There's a "set header" node, but it's standalone building a specific request, anyone dealt with this?

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Here's my cookie code. This works the first time a user authenticates - I threw in that print string code just for shits and grins, works fine.

However, if I destroy this widget, then the user logs out, then I recreate this widget, the second time it says that no Set-Cookie header field exists, the cookie is blank. Any ideas why that might occur?

novel charm
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@sleek swift hi I also find you here

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๐Ÿ‘

plush yew
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Hey guys I'm working on my AI and I am looking for any suggestions on things my AI should be able to do. It's a Realistic FPS shooter so no abilities.
I have a list here of what I have already added below. Red means it's in progress/Not Finished. Green means it's already implemented. Thanks in advance!
https://gyazo.com/c8070894c7d52355e59d070c4fdc4239

winter gale
grim beacon
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How to implement COD MW mount/lean mechanic?

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Does anybody have an idea how I would find the edges of world objects?

regal mulch
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Traces

grim beacon
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So trace forward and then downwards?

tough pagoda
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I'm beginner and I have a question. What examples of cases when need to use cpp instead bp?

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I mean mechanics, gameplay features that can impact to performance.

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I think, that can be AI. Many NPC can impact? Yes, but what else can do this.

grim beacon
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You would do cpp as much as possible

plush yew
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hello i got a problem please help (Failed to load map! .umap appears to be an asset file.)

grim beacon
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And you can use bp to get everything together

plush yew
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i can't open my map

regal mulch
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How are you trying to open that map?

tough pagoda
regal mulch
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Uff, the BP vs CPP question is answered so much and so often.

plush yew
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my ue4 project was freezing then i restart my PC and when i open my project my map was deleted

regal mulch
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Please check the forums for example for lengthy discussions

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@plush yew Well, do you use Source Control to Backup your project?

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If not, there is your "mortal" reminder

tough pagoda
regal mulch
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You can check if the automatic backup folder in your project has the map

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There won't be any "real" examples.

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You can do a lot of stuff in BPs

plush yew
regal mulch
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Ask there, let peeps there teach you

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It#s a way of versioning your files

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So you submit constant updates and have hte ability to revert back to older versions if needed

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Everyone here should use source control for their projects

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If not, one is just asking for trouble if something breaks

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Here is my take on BP vs CPP:

tough pagoda
plush yew
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well i found my backup map but i dont know how to take it back ๐Ÿ˜„

regal mulch
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  • BP can be used to create complete games, depending on the game, some games require features that aren't available in BPs.
  • BPs suck if it comes to multiplayer, as they have barely any required functions and variables exposed. So you are more or less forced to use CPP.
  • BPs can be a bottleneck in terms of performance, but well coded ones will probably survive a lot longer before you are forced to move to CPP. There is no rule of thumb here. You'll find out when your FPS go to shit because of the Game Thread and you start profiling.
tough pagoda
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Thanks!

regal mulch
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Now, what should one do?

  • Use both, at all times. Do lots of stuff in CPP and expose stuff to BPs that is easier to setup/use there.
  • Empower your designers by exposing variables to adjust behavior of classes, so they don't need to write code.
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We usually have most of the logic in CPP and only do coding in BPs if Designers need to have a way of adjusting it.
Like the Condition for a Loot Drop. The class exists in CPP, but the function to actually say "This can drop.", is exposed so Designers can override it and implement their logic.

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And in the end we have one or more child classes in BPs, to override some visuals, like meshes, VFX, SFX, etc.

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It's what I find the most working, as you can always expose variables from CPP to BPs if needed, so even if I code in BPs, I have a CPP parent.

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Now that's my take on it, others might do it different. I found this working quite well.

plush yew
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i guess i need to make whole new ๐Ÿ˜„

regal mulch
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We do a lot prototyping in BP, cause it's faster. In case that matters.

plush yew
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i mean map

regal mulch
plush yew
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does not work

tough pagoda
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@regal mulch
Thank you very much. I have last question. Where I can get good material for learning Unreal Engine 4 API? I know CPP, but API of UE4 is hard for me.

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And my brain.

plush yew
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but it was not very hard to make thx @regal mulch

tough pagoda
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I understand that exist YT, internet, but what resources can help me. For I can do cpp stuff in UE4.

polar hawk
regal mulch
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There are, iirc, free versions, or just put it onto your own PC if no other way

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But don't work without

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We usually, at least, use as $5 per month Digital Ocean Droplet + Perforce. Everyone should have like $5 dollars for this.
It can save you hours, days, weeks and even months of work in case something breaks.

broken heath
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Is it easy for us to develop for ps5? Can i get a ps5 and package a game on it?

frank escarp
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@broken heath need to become a registered sony dev and buy a devkit from them

broken heath
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Oh

regal mulch
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Buy...?

broken heath
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Then id be able to do testings on ps5?

frank escarp
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@regal mulch yes, buy

regal mulch
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Yeah, if you are fully registered with them and have the DevKit, then yeah.

frank escarp
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also, atm demand for devkits is big enough that i cant get one XD

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and i have a released game on PS4

regal mulch
frank escarp
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so unless you are AAA forget about it for now

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@regal mulch im in talks with them too

broken heath
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Why forget about it

frank escarp
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but my games are vr, so the excuse of "i want to port them to flat" is not a very strong one

polar hawk
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Sony gates free devkits incredibly arbitrarily

regal mulch
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Uff

frank escarp
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free devkits from sony in europe are nonexistant

regal mulch
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We got free devkits from Xbox without even having a game lol

frank escarp
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they are only given to special teams

polar hawk
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xbox is much much better about devkit acquisition

frank escarp
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like part of PS Partners and things like that

regal mulch
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Yeah they are

broken heath
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I remember sony once said theyd support indies

polar hawk
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sony dev kits are nicer imo tho lol

frank escarp
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from what ive tinkered with them, ps devkits are indeed awesome

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the debugging and profiling tools are god tier

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way better than anything you can get on PC

broken heath
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How much would it cost to buy these

polar hawk
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thats nda

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but a lot

tough pagoda
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What is Tick and why people recommand implement Tick with cpp.

wary wave
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Tick is the function that happens every gameplay 'frame'

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I recommend not using it at all, if you can avoid it.

regal mulch
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Ah man, if I would have the energy I would now make a meme of that discussion crusher

untold swallow
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Hey how to sign the Ue4 game by generating Keystore????

broken heath
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Wouldnโ€™t u guys higher your game settings as much as u can then put ur game on ps5

tough pagoda
regal mulch
untold swallow
polar hawk
untold swallow
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Mobile

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Android

honest dagger
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Anybody familiar with pixel streaming in AWS?

polar hawk
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#mobile is literally your only hope for help here

untold swallow
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Ohh Alright Thank you :)

honest dagger
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I need some help for the matchmaker server and preparing the autoscaling in aws

polar hawk
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I'd be incredibly surprised if you'd find someone willing to help you with that

honest dagger
polar hawk
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Thats like a... pay a contract to get that answer question lol

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no i mean your question

untold swallow
honest dagger
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Sorry I wrong quote

polar hawk
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I've signed android apps before

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but that doesn't mean I know

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lol

untold swallow
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Ohhh mannn

polar hawk
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I literally forgot everything about it

untold swallow
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Just gimme a breif idea?

polar hawk
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everything

untold swallow
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I'm almost about to Launch the game

honest dagger
honest dagger
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Just follow the docs, it works like charmed, you can just rename the parameter of myKey or whatsoever

untold swallow
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Ohhhh yeahhh I think this would work

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Thank you so muchhh

honest dagger
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And then write it in the packaging section

untold swallow
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Btw My Game will be out Soon as Endless hope , must try XD

honest dagger
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Don't forget to set as for distribution on the build

untold swallow
honest dagger
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Or else you will failed when uploading it to playstore

untold swallow
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Ohh alright and what else do we need to do while uploading on playstore?

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I've uploaded games from unity, but never from unreal

honest dagger
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And you must build the arm x64 and and arm7

untold swallow
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Alright

honest dagger
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I was previously only build for arm7, and google asked for armx64

untold swallow
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Ohh okay thank Youu Brotherrr

honest dagger
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You welcome, I also previously got headache searching info about that, glad could help

still tangle
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Any way to replace all the trees of a map with another one using just a click or so?? (I mean Replace all )

open wadi
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I have a question. I execute a VaRest request to my API and on response, I grab the Set-Cookie header and set it to a string - this works fine on first login. Here is the code.

However, after logging out, then logging back in, this Set-Cookie: string ends up blank. Any idea why that might be?

It looks to me like the VaRest subsystem automatically DOES update the cookie on second login, because subsequent requests do work and I can see on my API that the expiry date of the cookie has updated (meaning it's likely the new cookie), but it's like VaRest prevents me from grabbing the Set-Cookie field when a cookie is already set.

untold swallow
open wadi
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Ok, put it this way - anyone know how to pull the currently-set cookie header currently stored with VaRest (and not from the response header)? Because clearly it stores the cookie.

wary wave
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you should probably ask somewhere VaRest related, I'm not sure many people in here will ever have used it

honest dagger
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@untold swallow I know exactly how you feel bro

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@open wadi What are you trying to achieve?

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What's the cookie use for? Storing information login?

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I once uses Varest for my last project, we have trouble authenticate user with localStorage, then we use sessionStorage and it works.. but I never use cookies

Android webkit does not support localStorage, but supports sessionStorage. Never use cookies, if it sounds help, try using sessionStorage, use inject javascript node

untold swallow
open wadi
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Um, yes, it's for storing local user authentication information.

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I've reported this to VaRest on their "questions" page, hopefully they have an answer, it appears to be a bug. There have been bugs in he past regarding when APIs pass back more than one session cookie, so I'm guessing it's related to how the subsystem automatically stores the session information.

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It's a real PITA, let me tell you.

plush yew
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Hello guys I have question

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my project is so big as a size

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it is 56gb

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I dfound that the saved folder is 21gb

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do I need this folder-if I delete the content there will it runin something?

digital anchor
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its a temporary folder with backups, preferences, screenshots etc, you can delete it

zenith mountain
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text size is fine but interface scaling is all over the place

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tried making it smaller but that also reduced the correct text size

humble yacht
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Why doesnt WITH_EDITOR work with classes ? Is there another macro that i should use ?

digital anchor
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@humble yacht doesnt work how

humble yacht
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Im getting packaging errors

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Complaining from the gen.cpp

digital anchor
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hmm, sorry, haven't tried it but i would guess it would work

humble yacht
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Should i be using WITH_EDITORONLY_DATA

random summit
fringe pivot
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Is it possible to place assets you import from the marketplace vault to a specific folder rather than "Content"?

plush yew
random summit
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to hide all the bs

fringe pivot
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@plush yew quit spamming

digital anchor
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@plush yew derived data cache can also be removed, however it will be created again when you next start your project for shaders etc

modest trench
coral wasp
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Merry Christmas!

random summit
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thanks that solved the main problem but it also hides the wireframe

plush yew
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@regal mulch done i rebuilt the whole map xD

fringe pivot
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Don't quote @regal mulch he gets mad

modest trench
honest dagger
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@plush yew try Migrate your project to blank project, copy the config folder

random summit
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oh ye it is thanks ๐Ÿ™‚

plush yew
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Merry christmas dev bois

plush yew
honest dagger
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@plush yew do you have your maps folder in one folder? Try migrating the maps folder, it will migrate the maps and its dependencies

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Exit the editor, And then, in windows explorer, copy and replace the config folder

plush yew
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okay

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I have 2 maps- one for menu and other one- the game level

honest dagger
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In one folder? Try to migrate the maps folder which consist of the 2 maps

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Exit the editor, And then, in windows explorer, copy and replace the config folder. This is espescially important when you have edited the input, i usually just copy the whole config folder, unless you know which config you need to replace

plush yew
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okay

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the maps are not in one folder

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is this a problem?

floral mesa
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@fringe pivot you can move vault assets to any folder you want, they just have to be placed in the content folders of projects that you want to access them. if you wanted to create a repo on an hd you can. but some assets will be updated so i dont waste my time with that. just keep things in the cloud unless i need them

cloud patrol
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hey y'all, is there any tutorial for tesselation using material functions?

fringe pivot
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@floral mesa that's what I'm trying to avoid, to get them installed under /content.
I would like to have all them under a subfolder, let's say /content/assets/, so I can keep /content clean

still moat
#

I traveled through the Unreal Engine Documentation and somehow ended up on the UDK Documentation.

gilded root
#

hi is it possible package in html5 unreal 4.25 or 4.26?

digital anchor
#

only through a community plugin

wary wave
#

I've always been wary of UE4 for HTML5 anyway

#

it's just not lightweight enough for browsers, not really

forest tree
#

On that note, I wonder what current progress on webassembly is like ๐Ÿค”

#

That'd be promising for these kinds of usecases

proven shuttle
#

To me is sounds like a horrible idea

marble pebble
#

Hey guys is this the channel where I can ask for help?

wary wave
#

depends on what you want help with

#

there are a lot of more specific channels

marble pebble
#

Oh, well I just have a question about the engine and cameras

#

For a project I'm working on

proven shuttle
#

If u need web assembly use godot or something, not like the heaviest 3d engine you can think of lmao

marble pebble
#

So basically, I've been working on this first person game for a couple days now, and I just noticed that I haven't actually placed a camera in my character blueprint, but it seems to work just fine without that. Can someone explain this to me?

wary wave
#

native parent class creates a camera if it doesn't find one in the component hierarchy

marble pebble
#

Ah okay

#

I know I should be placing a camera but I was just curious as to why it behaved like this

#

Thanks

silver shuttle
#

Hey, I am new to the Unreal Engine. I was looking for a support channel for UE4 but cannot see one or either I am blind.. However, I have an issue with the UE4 engine where I go into 'Landscape mode' and then the 'Manage, Sculpt, Paint' tab on the right keeps going in and out. Shaking my screen around. Really annoying.. Can't even use modes due to this.
This is a still image. I know. But, is there anyway to make this stop?

calm widget
#

You can load default editor layout, not sure what you mean shaking your screen around, just reorganizing it automatically?

silver shuttle
#

The screen on the right keeps popping in and out, automatically.
I'll try the default editor layout.

#

That worked! Thank you.

calm widget
#

I remember a dev video where they had the same issue, glad that worked tho.

silver shuttle
#

Was giving me a headache for a day or so.
Really appreciate it.

calm widget
#

World Settings

plush yew
#

Hi, I have some troubles with the timeline when switching multiples times the visibility between Visible and Hidden.

#

Here, I have set the first keyframe on "Hidden". The second keyframe is on "Visible". Then I continue to switch between "Hidden" and "Visible". So after the sixth and last keyframe, which is on "Visible", the picture with the dog must appear and keep like this until the end (the picture must appears 3 times in total) :

dire ingot
#

help me guys

Im using on hit event. it work fine it does dmg my robot.
but when my cone hit the robot it will block it. that mean the cone will block the robot path.
but if i use the on begin overlap event, it will not block the robot path and dmg it, but it dmg it only once.
help me guys

plush yew
#

I believe this happens only when I try to put multiples alternations between Visible and Hidden. A few days ago, I tried to do some subtitles and I put multiples keyframes with an alternation between Visible and Hidden and it was so annoying that I finally did the thing in another way :/

#

Does someone know what it happens ? Did I do something wrong ?

#

why does bright memory with RT runs at 60 fps while i run at 60 fps with a empty ue4 scene

dire ingot
#

what is RT

plush yew
#

RayTracing

#

its not ray tracing xylophone for sure

#

@dire ingot

dire ingot
#

ok

cinder lance
#

I was wondering if anyone else is having issues using the Landmass brush blueprints, for river, or ocean, or whatever being extremely laggy when in world comp. They are completely unusable for me in a world comp setting (UE 4.26)

dire ingot
#

i thougt it is raytracing

plush yew
#

ray tracing xylophonโ„ข RTX

spiral flint
#

do i ask here for help

calm widget
#

Better just ask and ask forgiveness later if you get any complaint hah

spiral flint
#

huh

plush yew
#

@spiral flint game devs are rude

#

in short

spiral flint
#

@plush yew nice elodie

#

how do i bring the textures

calm widget
#

@plush yew Not sure what you mean, the game mode override is level specific. You want to change game mode at runtime?

#

I don't think you can change the player controller at runtime

uncut parcel
#

How is the MacBook Pro m1 16gb for unreal engine??

calm widget
#

@plush yew I don't see the problem

#

@spiral flint You can just import the textures into unreal? If you don't have them locally you can export them from blender

spiral flint
#

they're eall the bar at the bottem

#

how do i put them onto it

calm widget
#

Select the mesh for the arms, open up the material, drag in the textures and plug in the nodes @spiral flint

spiral flint
#

also

#

is there a reason the normals on the arm are reveersed in unreal but not bleender

calm widget
#

Think it has to do with OpenGL vs DirectX @spiral flint

#

Just send it to me directly if you want, compressed i guess

spiral flint
#

send you the project?

last hinge
#

can u create animation using unreal engine?

wary wave
#

depends on what you mean by "animation"

plush yew
#

Guys, I've got very very very long compile times, even with small projects. Around 5 minutes of compiling each time I edit something. Is there something wrong or is it normal?

#

Hey guys do you know why my projects have a very ridiculs size ?, like a very simple project with 3 lines of codes, is bigger than a project with many animations... how is that possible ?

grim beacon
#

@plush yew That's normal.

#

I've experienced very slow compile times on my HDD compared toy SSD

#

Also the ue4 built version is a lot slower than the source version

plush yew
#

Ahh... Unreal is on my HDD.

#

Do you think upgrading to a SSD can improve compile time?

grim beacon
#

For me, it did

plush yew
#

i have to say that i have hdd, i just add 8 more gb of ram, and it improved a lot, maybe with ssd will go so great

fierce tulip
#

it def will, especially if your projects are also on an ssd

plush yew
#

anyway ssd is a good think, buy it if you can

thorny perch
#

a good multicore cpu is also good ๐Ÿ™‚

plush yew
#

I've got 8gb of ram + HDD. I should add up 8 more Go and a SSD, then !

#

I've got a Ryzen 5 2600

plush yew
#

with 16gb it's like a flash

#

trust me

#

Damn, I'll buy some ram tomorrow then lol

grim beacon
#

My 8gb PC started filling up easily :(

thorny perch
#

I do alot of rendering aswell, so this could be overkill for UE4, but ive seen 32GB getting crammed ๐Ÿ˜„

plush yew
#

if you can overclock it's better

plush yew
#

oh shit 64gb ahahah

thorny perch
#

had 32 gig, 4x8gig one stick gave up

#

cheaper to buy 64 than to find a single 8 gig stick ๐Ÿ™‚

#

ive maxed out those 32gigs though so it was needed ๐Ÿ˜„

plush yew
#

i got 16gb 3200, but i cant overclock because i have a stock pc, so my rams run at 2133:(

thorny perch
#

plus BF-offer, super cheap ๐Ÿ˜„

plush yew
#

I have 64. Definitely needed it ngl

#

Some of the games I worked on used 50+

plush yew
#

Sometimes

#

Big games yo

#

I'm guessing AAA studios must have beefy computers

#

Correct

thorny perch
#

project size doesnt really matter

#

afaik

plush yew
#

well one of my project got 24gb, and i am scared that if i go on it can be crazy

#

like 100gb

plush yew
thorny perch
#

one of mine are 36gigs

undone bough
#

ah nevermind... that was float specific

thorny perch
#

1.2 gigs when packed for the quest2 ๐Ÿ™‚

plush yew
#

like i downloaded a locomotion project from the marketplace and it has so many animation, and it's 80mb, my project with 3 lines of codes and a 2 cubes is 117mbs... how is that possible....

#

i am young about this, so i cant understand very well ahahah

grim ore
#

why not look at the sizes of things and determine why?

grim juniper
#

Starter content maybe?

viral fractal
#

heightmap maybe ?

#

terrain tesselation data gotta be stored somewhere

gentle bramble
#

Does dumb question can earn me a ban here? I am student and designing furnitures is one of my main path in life. Currently I am looking for some program which could allow me visualise my projects in photorealistic enviroments without spending a penny. I find couple programs like blender or free game engines like unity / unreal engine. I quickly find out, that there is no easy path in learning interior modeling.

So there is my question what program give me the biggest possibilites in interior design with the lowest cost? (I got only gtx 1060 + 8gb ram + old i7) What should be my first step in the way to achive my goal?

plush yew
plush yew
plush yew
plush yew
viral fractal
#

Blender can do it too ofc., But i personally prefer working in a Realtime WYSIWYG Editor than a offline renderer

#

8gb ram is critical tho, and a 1060 will struggle

marble pebble
#

I've been using AddControllerPitchInput for my vertical mouse look rotation, but once I added an actual camera it stopped working. How can I make it work again?

gentle bramble
gentle bramble
viral fractal
#

you cant really compare performance, since you will likely use an offline pathtracer in blender

#

which means rendering a single image can take several minutes

#

in UE you can view and edit your scene in real time, search for your angle, do a high res EXR export for best quality

gentle bramble
#

thats exacly what I need

#

maybe not what I need but it will help a lot

viral fractal
#

i would recommend at least 16-32gb of ram for working intensely with UE4 tho

#

and 8+ CPU cores

gentle bramble
#

anyway I am gonna upgrade to 16gb, currently I got 8gb single slot. As CPU I got i7 8750h (laptop one) 6 cores 12 threads. everything is hot after 15-30 minutes of playing ๐Ÿ˜

viral fractal
#

heh, i have a laptop with the same CPU but 32gb ram and a 1070 that can handle it .. somewhat... comfortable, but not great

#

i finally reached "comfort" with my desktop with a ryzen 5950x and 128gb of ram xD

gentle bramble
#

more ram than my system ssd

marble pebble
grim ore
#

does your pawn have it set up to use the controller pitch for rotation?

marble pebble
#

I'm not sure

#

And it's technically not a pawn it's a Character

grim ore
#

yep, what does the node say for the Add Controller Pitch Input for the target?

#

a Character is a Pawn

marble pebble
#

I'm using C++

grim ore
#

welp then what does it say in the API for the target lol

marble pebble
#

I don't quite understand what you mean by target here

grim ore
#

the class this code is ran on is a Pawn

marble pebble
#

Okay, side-note, apparently you need to restart the entire editor if you make changes in a class constructor

grim ore
#

your adding input to the pawn, so your pawn/character/alien baby needs to be using that input to determine the rotation

marble pebble
#

I'm gonna try to set bUsePawnControlRotation to true and see what happens

#

Right true

#

I getcha now

grim ore
#

if your using a spring arm then yep that option would work

marble pebble
#

Ah okay so I got it working now by setting bUsePawnControlRotation

#

I am not using a spring arm

#

๐Ÿค”

grim ore
#

oh gotcha duh, forgot you added a camera

#

spring arm/camera both use that option. the raw use controller rotation X settings are on the pawn if not overriding it with a camera

plush yew
# plush yew Hi, I have some troubles with the timeline when switching multiples times the vi...

Ok, I answer to my own problem : I fixed it by adding a keyframe in the very ending of the timeline, set on "hidden", just like the keyframe in the very beginning. Apparently, it needs that the first keyframe and the last are set the same. Though, I've just delete this last keyframe and it still works, lol... So, really, I don't know. Maybe it's just a weird bug of UE but I think I have find the remedy... I believe... (maybe it's just a coincidence so fingers crossed ! ๐Ÿคž )

grim ore
#

I tend to just use the raw Use XXX ones so I can restrict it from not using roll

grim beacon
#

I don't want it to run on tick

#

I don't really get the math behind it, I just want it to interpolate between the current and target with wider steps

marble pebble
#

I don't know what to search for with this, but how can I make some simple hand-keyframed animations inside unreal? I'm just looking to move a gun up and down when I'm jumping in first person

plain pagoda
marble pebble
#

Ah thanks, I'll see if that's the thing I'm looking for

junior solstice
plain pagoda
marble pebble
#

Oh lol

#

It seemed relevant to what I was asking

plain pagoda
#

as for the gun animations

#

I know how to do it

#

did the same myself

#

if you want, I can create a tutorial

#

You can read this too @marble pebble

marble pebble
#

Ah thanks man

marble pebble
plain pagoda
marble pebble
#

Thanks mate

plain pagoda
hidden tendon
#

Does anyone know how to use SSGI with AO?

fluid wadi
#

hey guys

#

I need help

#

Im new with unreal

timid frost
#

what happened

fluid wadi
#

I can't find event begin play lol

#

It's just not there for me

timid frost
#

np i was new also and still new

fluid wadi
#

Im trying to make a menu

#

And the event begin play is just not there

#

it's not grayed

#

either

proper quiver
#

anyone know how to use the tutorial system? as in building tutorials for my players? There is a built-in feature that does this, but I can't google it because anything "ue4 tutorial" etc comes up with ue4 tutorials.

timid frost
#

you have to make widget for it first

fluid wadi
#

yea I made buttons and stuff

#

And it's in a blueprint

#

for user interfac

timid frost
#

left click and then write event play or being play

#

hope it will help you

fluid wadi
#

The only thing that comes up is event construct

timid frost
#

hmm

#

wait

#

let me see

fluid wadi
#

ok

proud helm
#

I had a weird situation were Unreal kind of refreshed itself every 2 seconds, like it stopped ticking for a frame and came back. I restarted my computer and this went away. Does anyone know why that happened?

marble pebble
cedar vector
#

how to I prevent my metallic-materials from turning black when the camera is in certain angles?

#

I am having a hard time troubleshooting this

jade ginkgo
spiral flint
#

how come the materials i made isnt showing up on the model

obsidian nimbus
#

@cedar vector thats screenspace reflection only reflects whats on screen

spiral flint
#

works fine on the cube

obsidian nimbus
#

mayB try place a reflection captute there

calm widget
#

@spiral flint Maybe need to check the UVs

spiral flint
#

how do i do that in unreal

#

i unwrapped them all in blender

cedar hare
#

So I have a particle that I am having trouble working underwater. I understand its a water post processing effect(If i turn it off it renders fine) Is there a way to omit it from my post processing water?

calm widget
#

Open the mesh, click UVs

rich stone
#

how can I remove the water inside a ship in 4.26 water's plugin? I tried with the water exclusion volume but it only removes the post-processing, it does not cut the water mesh

spiral flint
#

@calm widget i dont have that option

calm widget
#

@spiral flint That's a skeletal mesh sorry

polar prism
#

Hey Unreal Guys!! Hope you are doing well.
My question to the professionals only.
I have my on going project, in a scene I wanna fade the character or agents crowd while walking or playing...how I can fade or hide previous characters when I move forward and see again when I move backward?
Can anyone suggest a best and easy way to do this in ue4?
Bundle of thanks!!

spiral flint
#

Cringe

eternal flame
#

Ummm I don't think that I can say Thank You enough to Unreal Engine 4 and Epic Games. They have now allowed me the opportunity to learn C++ in conjunction with gamedev.tv Incredible Thank You for the opportunity Thank You. THANK YOU. Time to feed my Brain ๐Ÿง  ๐Ÿ˜Œ ๐Ÿคช

polar prism
#

who is going to help me out?

spiral flint
#

lol

plush yew
polar prism
#

basically I just want the scene when you play the game and move forward and look back and characters disappear and when you come back characters show again. I just want this scene. I saw allot of fading videos but doesn't making any sense.

shut glen
#

can someone tell me why this crushes unreal when i soot the bullet?

royal magnet
#

Hi everyone, I am having an issue with capturing video, I am using FXAA and it is giving a flickering video as a result, it is fine when I change it to the Temporal AA but as you know that gives a horrific blurry result. How can I make a video with FXAA or something like that, Yesterday and the day before I couldnt get any suggestions
I would really appreciate any help on this thank you.

gaunt tide
#

If this isnโ€™t in the correct channel or there is a better channel for this question lemme know. So Iโ€™m currently working on a project where I am modeling parts of a ships hull. Rn Iโ€™m only going to be making the transverse frame, the keel, and longitudinal frames so far. Is it possible in UE4 to have the outer plating mesh generated based on the placement of the other 3 components? The player in the game will be able to place a keel down, extend it how ever long they want than place transverse frames and longitudinal frames than choose the type of material they want their hull the be than hopefully if itโ€™s possible have the hull shaped in the way the frames are. The player will also be able to place decks based on where they placed Longitudinal frames on the side of the hull. I know there is PMC, SMC, and SDMC if Iโ€™m not labeling those correctly than lemme know but I wasnโ€™t sure exactly how to use most of those for this purpose or if there is a better alternative or if it would even be possible in UE.

plain pagoda
#

@marble pebble the tutorial you requested ๐Ÿ˜„

marble pebble
#

Oh damn, that was quick

#

Thanks!

#

Currently, I'm trying to spawn a weapon model on a spring arm with an offset, but I can't manage to do it. Can anyone help?

polar prism
#

ustaaaddd ggg

rare dagger
#

im quite excited about the aspect of a scripting language coming to unreal

frozen pond
#

i want to do some EQ system, but not sure should i make my character froms parts like head+body+legs or is there a way to hide part of full model

grim ore
#

you can't really hide parts, you should make it modular if possible as you can swap out the parts and they can still use the base skeleton for animations

frozen pond
#

yeah so version 1: make (almost) naked character from parts and and then glue it together in character BP

#

any idea where i could grab epic skeleton male/female simple character?

dense knoll
royal magnet
uneven fractal
digital anchor
#

@royal magnet

#

have you tried increasing AA sample counts in the movie render queue

fluid wadi
#

hey all, i got a question about a scorteboard idea

#

i want to make it like a timer, the lower the score the better

#

does anyone know how to or have a tutorial on it??

royal magnet
gray kindle
frozen pond
#

looks like wrong skeleton

#

you could change animations, but it should not look like this

gray kindle
#

yeah, when viewing skeleton it looks completly normal tho

frozen pond
#

i just finished importing custom character so it should look like this :

gray kindle
#

did u make the character yourself?

#

i rigged mine with mixamo

#

maybe thats the problem

frozen pond
#

thats why i dont use mixamo lol

gray kindle
#

oh well i guess i will have to make it from scratch then

#

proably spent more time trying to fix it than it would take me

frozen pond
#

try reallusion character creator

gray kindle
#

it rigs to epic?

frozen pond
#

there is autosetup plugin (for 4.25) and there is easy transfer to ue4 skeleton

#

demo version let you export 10 characters

gray kindle
#

i only need 2 ๐Ÿ˜„

#

thanks

frozen pond
#

@gray kindle https://www.youtube.com/watch?v=O4ezPyfha1Q&t=0s use that tutorial from 0 second to 3 minutes

Get your custom CC3 characters working with ALSv4 in unreal engine 4.24. This will re-target all animations, movements, overlay systems, physics, etc.

Intro & File setup - 00:00
CC3 Auto Setup for UE4 - 00:30
CC3 Export (with AutoSetup) - 00:55
CC3 FBX import in to UE4 - 02:15
Skeleton retarget - 04:30
Virtual Bone retarget - 05:15
Character B...

โ–ถ Play video
#

everything else would be normal retargeting

plush yew
frozen pond
#

@plush yew i'm not using it, just reference for CC3 to UE4

#

system itself looks good but i like to made my own solutions

plush yew
frozen pond
#

i have few good project from epic but i barely use them due it's not mine

plush yew
#

yeah i always take a look around, i dont want to steal stuff or be unfair

zinc shore
#

how would i add grass to a surface that's spawned in randoms spots in runtime

dense knoll
#

Any way to import real world data with textures into ue4?

ornate forge
#

Does Visual Studio integration work fine in Unreal if I install both VS2017 and VS2019? I remember having some issues with multiple Visual Studio versions installed a few years ago

royal magnet
# digital anchor

Unfortunately this isnt working, I needed to add the plugin movie render que in order to use which i did then did the setup and increased the aa sample counts but it gives png as an output and it didnt even applied the all camera movement, but the worst part is it took hours to finish it up. Normally sequencer records the video withing minutes.

royal magnet
azure shore
plush yew
#

can i make a LOD effect on my textures ? Like when i am far away the texture have to be in very low resolution, when i am close must be high resolution... any bright idea ?

#

how do i get a circle shadow for my character?

#

something like this

gloomy gull
#

@plush yew Try putting a spotlight over the character

plush yew
#

i dont know

#

@gloomy gull sounds good thanks!

gloomy gull
#

np ๐Ÿ™‚

plush yew
#

I have a very basic setup of a camera + a spring arm

#

My character is a rolling egg

#

How to fix this ?

#

I'm moving the Spring Arm and the camera a bit everywhere but I can't fix it...

plush yew
#

How to I make an in-game purchase?

kind dew
#

How do I change materials based on lighting? Basically, I want a decal to be invisible unless you shone a light on it

digital anchor
#

@scarlet birch yeah

#

obviously the particles have to be masked/opaque

boreal epoch
#

how would i, typically, go about removing the ability to damage an NPC if it is spawned from my custom Character?

#

ie I drag my Character into the map so it acts as an NPC; i just need it to not be able to be damaged

acoustic wraith
#

Not sure if this is the right channel, but I guess that Epic is making a new scripting language for UE5.

#

Unreal Verse.

kind dew
#

How do I change materials based on lighting? Basically, I want a decal to be invisible unless you shone a light on it

cloud patrol
dark stag
#

my god

#

darker nodes

#

where has this been my whole life

#

its like the UI ive always wanted, but was afraid to ask

dusky crest
cloud patrol
#

oh okay good to know, thank you ๐Ÿ˜„

dusky crest
#

Announce post: https://forums.unrealengine.com/showthread.php?111053

In this training stream, Senior Technical Writer Sam Deiter will show you how to unlock the power of Unreal Engine 4's Material Instancing system. From how to develop and setup a workflow that makes heavy use of Material Instances, to pitfalls that you might run into while usi...

โ–ถ Play video

Guide for setting up and using Material Instances

rancid lynx
#

Whats Cheaper on the CPU, a line trace or a capsule collision box ?

#

a line trace every frame, because the collision is every frame also.

#

i should stop thinking and just go X_x

#

line trace it is.

burnt tangle
#

Hello I created post at unreal forum, I can share this link here?

plush yew
#

Hi, I'm thinking about using Unreal Engine 4. Does UE4 have a tool similar to Unity's Probuilder, or what do i need to do? I'm proficient in Probuilder so I would love it if UE4 had something like that

plush yew
#

What tool?

south flax
#

I dont know the name. i have used the probilder in one of my friends pc ands its so similar.

gloomy gull
fluid wadi
#

can I bind a button to another widget blueprint?

ancient lotus
fluid wadi
#

Guys

#

I want to make an instructions tab

#

In my menu

#

Do i create a user interface?

tawdry wren
#

Anyone else ever get this crash report on 4.26.0?

boreal epoch
#

how would i, typically, go about removing the ability to damage an NPC if it is spawned from my custom Character?
[8:24 PM]
ie I drag my Character into the map so it acts as an NPC; i just need it to not be able to be damaged

Reposted since it got buried

exotic thicket
#

If you're using the builtin damage support, you could turn the can be damaged value off... if a custom system, then you could implement a similar boolean which can be used to turn it off

burnt tangle
#

is possible to switch between two game modes during playing game? I have setup ''Live Main menu'' and widget class. So if I hit play it actually switch to the first game map but it can't switch game mode.

#

(If you wonder why I want 2 game modes and switch them while loading level from widget class, I can say from Live main menu map I can't use the same game mode from this begin play because it use Animation Blueprint Class so it allow to move Axis W,S,D,A keys at Main Menu screen so it's bad idea. In this case I created new Game Mode for live main menu and I copy blueprint class to delete movement of character but when I want start game from start button in won't switch to Main gameMode that is used actually for gameplay).

full vessel
#

does different versions of ue4 have different system requirements

digital rover
vernal scarab
vestal goblet
#

i accidentally made something the scene root of a blueprint i didn't mean to, is there any way i can undo that without redoing the entire blueprint?

#

er sorry, the root component

plush yew
floral mesa
#

can anyone recommend a cost effective cloud storage solution for a two person international project?

#

@plush yew looks like a point light to me from this angle

#

i mean spotlight

plush yew
#

there not light

floral mesa
#

have you built lighting lately?

plush yew
#

no i use moveble in light source

floral mesa
#

if its not a light, idk what it is

digital anchor
#

its the reflection capture sphere

#

reflecting the sky

floral mesa
#

@forest tree thankyou

orchid seal
#

For some reason a project gets stuck at initializing 45% when I hopen it, I left it like that for 5 minutes and it's still the same. any ideea"?

floral mesa
#

@orchid seal happens to me, but opens before 5 minutes time.

orchid seal
#

They weird thing is it's a blank third person template

#

So there's really not much to initialize

floral mesa
#

are you using the source version

orchid seal
#

what you mean?

floral mesa
#

you probably arent, youre using the one you download from the launcher huh

#

the source engine is the one you build from the source code found on github

orchid seal
#

Oh no, the launcher one. NVM, had raytracing on by mistake.

hearty cosmos
#

With Fortnite coming to Unreal Engine Editor*, will we be able to do things like create our own "events" (with custom animations) that people can see in the fortnite game?

viral fractal
#

so.. why is the epic launcher such a painfully slow misery and consumes 5% CPU load while not doing anything

merry canopy
#

Hey everyone.
I have some strange artefacts till crash going on in UE4.
I stress tested my GPU, no problems.
Also playing games that need hardcore GPU, no problems.
But in UE4, at one point it starts and when I dont minimize the editor quick enough, it will freeze and than crash UE4.
Anyone has an idea, what that could be?
Newest drivers are installed and the PC is in general very clean. It actually starts very calm to have some artefacts and suddenly all the viewport is full of them.
Like I said, no problems in other GPU eating applications...

deft parcel
steel shell
#

someone knows an automated way to generate landscape lods?

#

i have around 1000 tiles and i want to create 3 lods of each tile. right now i load them in chunks, generate the lods, close them, load the next chunk

#

which is really a boring and slow process. someone knows how to automate this? do i really need to load the landscape tiles to generate the lods?

boreal epoch
#

I should add right now that this is for a game that I did not make, but rather am modding for.

sharp horizon
#

Anyone have any experience with this issue?

grizzled kayak
#

Hi, if I buy Blueprints of Animations / Movements made for Third Person Characters, can I use them for First Person Characters ?

delicate lichen
#

is there anywhere I can get some help recovering installed engine versions in the EGS launcher? had to reinstall windows

#

for the project I reinstalled VS2017 Community, reinstalled the launcher to 'D:\Program Files (x86)\Epic Games' which was the previous location, but the UE_4.20 install right next to it isn't discovered by the launcher and it claims I have no engines installed

brittle gulch
#

Hi guys, I got a new laptop, I wonder if I absolutely need to install the epic launcher and then re-download UE4 to install it, or can I just copy my install directory from my old computer to the new one?

ebon marlin
#

Do I need to add my own action mappings for misc inputs such Esc to go back to main menu, etc?

gaunt tide
ebon marlin
#

Thanks, is there any recommended best practice though? I assume that if I add action mappings, I can later add key binding customization?

delicate lichen
#

indeed. binding the action to keypress Esc makes it rather unmodifiable

light thunder
#

If you have a data table built from a structure and you modify that structure, will the data table update ever? I've seen a few posts during my search that talked about just saving the assets and shutting down the editor and restarting it but I wanted to check here

delicate lichen
#

I just manually opened my 4.20 project using the only installed engine version I have, at D:\Program Files (x86)\Epic Games\UE_4.20\Engine\Binaries\Win64\Ue4Editor.exe and it told me it was created using a different engine version fhaeLUL

sharp horizon
delicate lichen
#

UE making a copy of the project to open takes 2 hours, reinstalling takes 30 mins for me... fhaeDerp goodbye old install

hexed dagger
#

wait for UE 5

delicate lichen
#

oh boy, recompiling 150k shaders

lusty carbon
#

Hey! I created LODs to meshes which I then added to a sub-level for streaming. but the LODs simply don't work now when they're a separate level. What's going on?

#

Ok restarting the engine just fixed it.

dawn gull
#

up to 7 exabytes of storage too

sand spear
#

Hello guys, I would like to ask, is there any benchmark for engine & shader compiling for these two CPUs: Ryzen 9 3900X vs Core i9-9900K

sick knot
grim ore
sand spear
#

@grim ore Thanks

gaunt tide
#

Looks like ima be hopping on the Ryzen 9 train if they are ever in stock lol

grim ore
#

I have a 3950x and I love it. it chews thru pure CPU tasks

gaunt tide
#

Uggghhh dang yeah Iโ€™m due for an upgrade in a year or two now I only have a I7-6700k lol

thick herald
plush yew
#

Why are the black parts of my decal transparent in the editor but not the material preview?

fierce tulip
#

good luck :)

hexed dagger
#

h

plush yew
#

h

hexed dagger
#

is having a icon appear when you are on a key like to pick it up like in unity? like having to update it every frame?

#

or it isn't like that on UE

plush yew
#

line tracing on event tick you mean?

hexed dagger
#

idk what it is called in UE

#

basically an icon that shows u can pick up an item

#

in unity you have to run the code every update of a frame

#

in UE you need to do that too?

plush yew
#

i think so

hexed dagger
#

like it showing a icon on the screen

#

when you can pickup an item

#

when you hover over it

coral folio
#

My niagara system works in my project but when push with perforce Other people in my team are not able to get it to work ?!

hexed dagger
#

at a certain distance

coral folio
#

Maybe thereโ€™s some files which arenโ€™t passed across ?

plush yew
#

you can do it so as soon as you look at the item it will add a widget to your viewport

hexed dagger
#

is it performance taking?

plush yew
#

if you do it only for picking up items it shouldnt be bad

hexed dagger
#

aha

#

I see

plush yew
#

@plush yew for testing around ig

hexed dagger
#

so it is performance taking if there are multiple icons for different stuff

plush yew
#

oh no you can just choose the icon depending on what item it is

hexed dagger
#

I mean like one for powering up the tv

#

one for unscrewing stuff

#

for example

plush yew
#

look into linetracing that should help you out

hexed dagger
#

hmm ok

plush yew
#

if the line hits the TV it will do something and if the line hits a screw it will do something else

loud meadow
#

Hi guys

#

Can you help me in something

hexed dagger
#

basically something like this

#

Hey guys, in today's video, I'm going to be showing you how to create an on screen prompt, or tutorial, to tell the player how to interact with objects, items or doors in your game. It will appear and disappear based on your distance from it, and we can change it's colour for when you do interact with it.

#Ue4 #UnrealEngine4 #Ue4Tutorial
______...

โ–ถ Play video
#

would it be performance taking

plush yew
#

i think this guy is only using collisions

hexed dagger
#

hmm

#

that would mean if he looked in the ground

#

it'd still be showing

#

right?

plush yew
#

if you want the person to look at single screws you shouldnt go with that but its sufficient for doors

plush yew
hexed dagger
#

mhm

grim ore
#

you wouldnt be updating it every frame, you might be checking every frame but those are simple ray casts or collision checks which are not an issue

hexed dagger
#

yeah raycasts

#

for unity

grim ore
#

cast ray/check collision, someting changes so you do something (show ui or hide ui). repeat next frame. the simple check is light

hexed dagger
#

well I had that in unity and my performance went woop

#

garbage

#

to stutters

#

n stuff

grim ore
#

then it sounds like you might have done it poorly. raycasting/line tracing/collision checks are not intensive unless you do waaaay too many

#

1 check a frame is way less than a normal game uses

hexed dagger
#

would a hello neighbor type of game be hard to make for a beginner with blueprints?

#

not the full version

grim ore
#

ue4 also has a ton of profiling tools so one can just check the performance hit of stuff

hexed dagger
#

but like the alpha versions

unreal widget
#

What Matthew said. Raytracing and collision checks are done god knows how many times a frame, there's serious issues with the way you're doing them if they're causing performance drops.

grim ore
#

what would a "hello neighbor" type of game have in like an alpha version

hexed dagger
#

if you know the alpha versions

#

or played them

unreal widget
#

As for making a clone of a game and if its "hard", best I can advise is to look at its mechanics and see if you can think of how they might have done it. If you can nail most of the mechanics, then its not hard.

grim ore
#

yep define the mechanics not the game

loud meadow
#

CAN SOMEONE HELP ME PLS

unreal widget
#

Not if you just ask "can you help", we can't.

hexed dagger
#

the old alpha versions are simpler

grim ore
#

thats like saying I want a warframe type game but I only want to shoo and none of the multiplayer and no story but I want the customization but none of the random levels but...

hexed dagger
#

than the current full release

#

less stuff

unreal widget
#

Isn't... that normally how alphas go? XD

plush yew
#

lmao

grim ore
#

and the answer is generally "yes you can make it"

#

can YOU make it tho? that's the actual question

hexed dagger
#

probably

grim ore
#

then why ask lol

hexed dagger
#

with the dedication and stuff

#

but I asked if it would be possible for a beginner to make it with blueprints

#

someone who used UE only one time

#

lol

grim ore
#

we dont know what a beginner is in your example

#

someone who has used UE4 once? nope

unreal widget
#

We can't say. Some people are naturally gifted, others are ejits who can't grasp a concept after being told 50 times.

grim ore
#

it would take atleast a couple times of using UE4 unless you like do it all in one long session I guess

hexed dagger
#

I guess you could call it a long session

#

but not all of the tools

#

not ALL of them

unreal widget
#

Again, all I can suggest is looking at the mechanics of the game and seeing if you can come up with an idea of how it might be done.

#

Open the engine, and try those ideas.

#

You'll get your answer, one way or another.

hexed dagger
#

hmm okay

plush yew
grim ore
hexed dagger
#

hell nah

plush yew
#

why is the black part of this decal transparent

hexed dagger
#

I don't want an exact copy of hello neighbor

plush yew
#

lol

hexed dagger
#

to do something like hello neighbor

#

same ideas

#

but different stuff

#

i'll see into it anyway

fierce tulip
#

apply what you learned from copying and make it your own

unreal widget
#

That's probably the best way to learn, I'd say. Take something as a base, because you can overwhelm yourself if you try doing everything from scratch.

plush yew
#

Hi !

#

I have a camera + a spring arm on it.

#

It's a pawn. It was an actor first but I reparent it then... I don't know if the pb is here but... In any case, this is my pb :

steady bronze
#

How do I make my grass get light from the landscape lightmap, or vol. lightmap instead of baking it?

#

cause i am getting blackness in grass

grim ore
#

@plush yew look at the rolling ball template and how they have it set up

velvet vapor
#

Hey, my unreal engine saves lots of data in updata/locallow and it drives me creazy. It can fill up all my 30GB that is free on my system drive, any way i can change it to another drive?

steady bronze
#

pls anyone?

floral mesa
#

@steady bronze are you using a diffuse texture map

steady bronze
#

it has diffuse and opacity mask map

floral mesa
#

use base color

steady bronze
#

my texture

#

this is my 1st time attemtping foliage in ue4

crimson lake
#

Hey guys, I was going through some ue4 documentation and I went through something called PSO caching

floral mesa
#

do you have a version of the texture image that is base color, not diffuse@steady bronze

crimson lake
#

I understand it preloads shaders in the game, is that something that is very cost efficient and is worth doing

#

or

steady bronze
#

umm what does base color mean again?

crimson lake
floral mesa
#

@steady bronze we can do this in pm

steady bronze
#

sure if u dont mind @floral mesa

floral mesa
crimson lake
velvet vapor
#

That's why I bought 500GB ssd for unreal....

#

space is no the problem, not being able to change the dir for these files is the problem

plush yew
crimson lake
velvet vapor
#

No idea how to fix that, but i will dm u if i do.

crimson lake
#

I tend to delete my ue cache every now and then to avoid this

#

zbrush does this crap too

#

this is highkey just spawning objects in a sphere and animating their scale from 0 to 1

glacial oar
#

help i ducked up i can no longer get my send to unreal sending to unreal something about no connection im gonna migrate to a new project how do i migrate my landscape and water as there not in the contents

crimson lake
#

literally

velvet vapor
crimson lake
#

if you got 30gbs of shaders in there you're either working on a masssssive project with an incredible amount of people

#

or you just got a v inefficient pipeline

#

I take situations like this to force myself to learn better pipelines and more tech related stuff

velvet vapor
#

Well my map is pretty massive, but i think my lighting settings are quite optimized?

#

Or should I change anything ?

harsh tiger
#

are epics servers dead atm? publisher portal is taking forever to load and saving changes, doesn't actually save them?

velvet vapor
#

New free game just came out so it is expected to get laggy*

harsh tiger
#

ahh. okay, thanks for the info!

crimson lake
#

i'd make a new map

#

and try the landscape alone

#

and see what I get

#

debug

light thunder
#

Is there a way to add components to the "ActorsToIgnore when linetracing? I'd prefer not to make a boolean for the hit component after the fact...didn't know if there was some better way to do this

crimson lake
#

you can make actors category

#

if it hits the category (branch) do nothing

#

if it hits sm else

#

continue

velvet vapor
#

Screw this, im making a new project. Im gonna make a smaller map but better one.

light thunder
#

Take a class @plush yew

#

udemy or skillshare or epic

#

but you want someone to walk you through it, those classes are like 15 bucks for like 40 hours of step by step video

#

email the instructor

floral mesa
#

@velvet vapor you can make a huge map but go with UE4's reccomended settings

light thunder
#

explain that, I bet they will give you a voucher coupon

glacial oar
#

youtube and google there is info you just have to search

light thunder
#

go to one of those classes, explain your situation and why you want to learn

floral mesa
#

@velvet vapor i used a custom size once and it was problematic

light thunder
#

'shop' around but you want the ones that have you do the entire game process

#

you don't necessarily need the CPP one, if there is a blueprint one, I'd suggest that

floral mesa
#

@plush yew there are free trainings on ue4 learn tab in the launcher

#

it says learn

#

next to marketplace

light thunder
#

Sir Gabriel isn't wrong either - you might find the class walkthrough style of the udeumy/skillshare classes easier to follow with

plush yew
#

Can decals not be black i dont get it

#

i just want a simple N64 blob shadow

grizzled kayak
#

I've deleted FirstPersonCharacter once from my map, and put it back, but now when in play mode it doesn't spawn inside that FirstPersonCharacter.

#

how could I fix this ?

dire ingot
glacial oar
#

ive learned 1 thing so far i need a better cpu

velvet vapor
dire ingot
#

@light thunder any ideas on how to fix this issue?

light thunder
#

so you mean that flame should spit out to ALL of them\

light thunder
dire ingot
#

wdym

#

i just want my cone/flames to dmg all thing that overlap it

light thunder
#

the cone just looks narrow then

dire ingot
#

i exandpend it

light thunder
#

like, it looks like it is doing what it is supposed to actually

dire ingot
#

same thing

velvet vapor
#

GUYS

#

@crimson lake @floral mesa I found the solution

crimson lake
#

WHAT

velvet vapor
#

you actually CAN change the dir and its pretty easy

#

you just switch this line in engine config to the game's directory

crimson lake
#

oh ye switch it to read only afterwards

velvet vapor
#

and from now on all this data will be saved there, not in appdata

crimson lake
#

but it still switched for me afterwards

#

for some reason

velvet vapor
#

Works fine for me so far, im so happy

crimson lake
#

but like, actually keep it in there, It'll make you more wary about how you manage data

velvet vapor
#

Tho now i feel like a dumb ass cause i already deleted my old map haha

#

But its okay, i'll make a new one, better one.

crimson lake
#

if your scene is 30gbs from now, the compilation is gonna be 80gbs small game

hidden tendon
#

Does anyone know why the Console Variables html doesn't get generated from the help menu anymore?

#

I've asked this a million times here and on the forums but no one seems to know much about it.