#ue4-general

1 messages · Page 902 of 1

grim ore
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you dont pan for gold, you sell the pans to the gold panners

polar hawk
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^

obsidian nimbus
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ill trade my threadripper to become a teenager again

polar hawk
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same

proven shuttle
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idk what I should focus on

polar hawk
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if you're a teenager you should focus on what makes you happy

tall pilot
obsidian nimbus
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also on whats available

polar hawk
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I had to move out when I was 14 and grind, I do not recommend

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If you have any time to live life and be secure make the most out of it

tall pilot
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honestly i have to chuckle at the audacity of the genius marketing wanketeer who thought of that pay dirt thing

grim ore
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yup yup

plush yew
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you must really enjoy it

polar hawk
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I do

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and its how I make a living

proven shuttle
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I'm wondering what I need to do in the future for a living

polar hawk
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Depends on the living you want to do

cedar wave
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As lame as it sounds - honestly, what makes you happy.

proven shuttle
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I don't really live in the moment so to speak

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The main things that I do is play Rainbow Six and make stuff which is fun for me

obsidian nimbus
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or do whats available and make it fun

cedar wave
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Lame isn't the right word - cliche.

polar hawk
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I strongly believe if you go down the road of engineering you'll be able to do anything else if you want to

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You can be an engineer and transition to artist

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transitioning to engineering is so much harder

plush yew
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i just dont want to work full time being employed

polar hawk
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and with engineering you can build and solve problems not related to engineering

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if you don't want to work full time then thats going to be hard no matter what you choose to do

proven shuttle
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I agree, don't exactly want to waste 8 a hours a day on a coopreration that doesn't give a shit about me

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but

cedar wave
#

Statistically speaking, that's what you're going to be doing.

plush yew
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idk where to draw the line of just being lazy though

proven shuttle
#

which is why I want to find something enjoyable at least that is worth learning

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but ya

polar hawk
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Easiest way to do that is probably be an athlete but athletes train for hours and hours a day so

cedar wave
#

Accept it and understand its place.

plush yew
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i dont think i will ever settle with it if i do end up doingit

polar hawk
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But then you get paid millions to work for 2 hours

tall pilot
polar hawk
#

thats the secret though

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talent isn't something you have its something you build

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thats why you train for hours and hours a day

proven shuttle
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Yea I was about to say

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Aren't athletes tall too?

polar hawk
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not at all, but it helps

tall pilot
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depends on the sport

proven shuttle
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i'm on the complete opposite on the tall end

polar hawk
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any job that pays well that doesn't require full time work takes an insane amount of training and devotion

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or alternatively is very dangerous

cedar wave
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Or luck...luck too.

proven shuttle
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truth

polar hawk
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like radio tower maintenance

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if you wanna climb 500ft towers

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you'll only climb one tower a day

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and you'll get paid super well

cedar wave
tall pilot
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googles radio tower maintenance positions in my area

plush yew
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even then i would hate it

polar hawk
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have to be skilled at climbing and radio tower maintenance

plush yew
#

still spending my life doing meaningless work

polar hawk
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theres nothing meaningless about that type of work

plush yew
#

it is from my point of view

proven shuttle
#

Ideally I'd want to work with a company making a game - other than programming of course

polar hawk
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well thats a rough point of view lol

proven shuttle
#

I mean work is meaningful - if you're working at best buy you're helping people with technology and helping a business grow

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If you work at fast food - you're helping people stay fat and unhealthy and helping a buisness grow 😆

polar hawk
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more importantly you're helping someone with their day

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however

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just because something has meaning doesn't mean its valuable

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or at least perceived as valuable

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doing any kind of work in medicine is extremely meaningful

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and undervalued

tall pilot
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i worked for about 10 years in a tire shop. and even though i knew the work was meaningful and necessary, at a certain point i felt the grind wearing on me and the monotony became insane

polar hawk
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ayy

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meaning is nice but sometimes doing unmeaningful things is nice too

tall pilot
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i quit when covid shut the shop down and they had me and my team stocking shelves. i would rather drive screws in to my eyeballs

next badger
polar hawk
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all of this is to say

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don't use unreal engine if you want money

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if you want money and unreal engine then you have to be really good at it

tall pilot
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only use unreal engine if you want 94% of money kappa

polar hawk
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although its way easier to make money using unreal than unity

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thats for damn sure

proven shuttle
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and dont make over a million lol

polar hawk
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You can put out an ad for unity engineers and get tons of applicants willing to work $30k a year

obsidian nimbus
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well thats too bad, u either make 20mil or nothing at all

plush yew
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i still wanna try make a game myself though

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just to see if i could be successful

proven shuttle
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I made one game in a year

polar hawk
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Then plan on making 10 games

proven shuttle
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a 2d one

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i decided to move to 3d to make cooler things

plush yew
obsidian nimbus
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over 90% of the ppl on this discord do not make money making games

cedar wave
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Woah - I'm a part of the 10%.

obsidian nimbus
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10% that do... 9% is employed by a big comp

cedar wave
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Only smokes, that means I'm in the 1%?

obsidian nimbus
#

yup

cedar wave
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BOW TO ME PEASANTS

plush yew
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thats not a reason to not try though

thick loom
#

You must be rich!

oblique trench
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all that we selling fun, nothing more. no one interesting with the codebase, the art style, deadlines they just want to execute program and everything starts.

thick loom
#

You are in the 1%!

oblique trench
#

make some FUN.. money comes

thick loom
#

If you build it, they will come!

obsidian nimbus
#

and this are conservative numbers prolly way to positive 😛

thick loom
#

Great tag line, but not actually true...

hot anchor
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Thanks guys

cedar wave
gray kindle
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lads is there any tool in unreal that will prevent the character mesh to pass through clothes on top of him? like right now when my character moves some parts of him peek through his armor

cedar wave
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I'm specifically giving a thumbs down because you are posting in multiple channels.

hot anchor
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?

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I did here for help and then in the work in progress

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is that not allowed?

proven shuttle
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choose one

hot anchor
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Sorry i will change rn

next badger
hot anchor
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my bad for posting in two channels just removed it on this one

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Sorry (:

pine jacinth
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Hi how are you today ?

proven shuttle
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You should be more sorry for that backwards smiley face than anything else :)

hot anchor
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lmao

tall pilot
hot anchor
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yeah @next badger is premiering rn live and then it publishes pretty cool yt feature

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If any of u wanna help i need advice on lvl design link in #work-in-progress

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premiere starting rn

next badger
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@hot anchor i dont see any cool about making me wait to leave you a feedback on thing you asked

pine jacinth
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Ok

hot anchor
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lmao i set it to 1:45pm

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Idk why it took so much longer

gray kindle
tall pilot
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then you need to adjust the space you put between the armor and the character somehow. like maybe enlarging your armor mesh or something

gray kindle
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the object fits the skeletal mesh of the character perfectly so idk whats going on, i could scale the armor up or add some additional stuff on top of the places where the "skin" is showing but that kind of feels like cheating

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yeah thats what im probably going to do lol

cedar wave
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kind of feels like cheating
That's all gamedev is. Smoke & mirrors

gray kindle
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i thought theres some way of restricting the character from going through the armor, similiar to collision

tall pilot
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either that or rework all your animations to behave with armor correctly :) movement is going to be restricted in armor compared to no armor, so the animations most likely aren't "correct" in that sense

cedar wave
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Could also just hide the mesh under the armor if it is full body.

hot anchor
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ok @next badger now the video is published mb, anyone here who wants to help I would LOVE some feedback on my first weekly dev update video

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The link is in #work-in-progress

tall pilot
gray kindle
tall pilot
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but you probably don't have an easy way to do that for separate armor & clothing sets

gray kindle
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im curious how they are doing it for AAA games

tall pilot
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i suspect they hide the parts of the body that are in clothing & armor

proven shuttle
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^^

tall pilot
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would also reduce draw calls

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or something

gray kindle
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yeah thats good idea

cedar wave
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What? I literally said that

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Darn you @tall pilot

gray kindle
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haha u said if its full body!

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and i didnt catch on

cedar wave
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Extrapolate the info and apply.

gray kindle
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basically i should split the character into several pieces and make the armor switch them

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like i exchange his head with helmet whenever its equipped, sounds good

next badger
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@hot anchor well, some issues:
foliage on concrete...at least place some dirt to grow on
some object cast no dynamic shadows from the flashlight, while others do

gleaming creek
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That's generally how games like Elder Scrolls do it

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It's a bit awkward if any part of your character is visible under the clothing/armour though

gray kindle
gleaming creek
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For example, if your character is wearing a T-shirt, then parts of the upper arms and neck are visible - and if that's baked in, you'll have trouble if you can customise the player's appearance

solid glade
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Hi Matthew

I went looking for any course related to this matter.
Didn't find anything.

Do you know if there should be a course up? Is it me not finding it or is the course yet not made?

finite dew
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my ue4 assets come up to £2,886.4

next badger
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@finite dew worth it?

finite dew
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some of it yeah

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but my pc cant run it lol

gray kindle
thick herald
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Master Pose Component is the thing you should be looking into @gray kindle

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Or look into applying the animation to the clothing

gray kindle
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its hard to find stuff like this sometimes because i dont even know what to google for 😩

next badger
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@finite dew you've spent ~$4000 on assets and have no money on a pc?

proven shuttle
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Yeah, what?!

tall pilot
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after spending that much on assets, how do you expect to buy a PC that can run them? :D

next badger
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well, in my world PC comes first

late verge
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if there are any Epic UE devs reading the chat, what was the reasoning for the removal of bokeh DOF? it looked gorgeous compared to circle DOF.

next badger
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assets can be made, but hardware not

tall pilot
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then who made my pc??? :O

next badger
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@late verge bokeh dof still there, use cine camera

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@tall pilot factory that worth BILLIONS

tall pilot
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the oompa loompas who work for the wizard of oz deep down in the mines of moria

frigid urchin
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@dense hatch sorry for the late response. Concerning the freeze; it hangs for a permanent time, but I can move my mouse, do windows commands, etc. It only stops to freeze when I switch my monitor on and off

late verge
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bokeh dof was removed in 4.23 @next badger

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which is incredibly unfortunate

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it was really beautiful

tall pilot
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but why :c

late verge
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and as far as i’m aware, there’s no way to customize the look of DOF

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unless you’re using mobile DOF i believe

tall pilot
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you could write your own DOF shader kappa

late verge
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id be willing to pay a hefty subscription fee just to get bokeh dof back

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UE devs, you’re missing out on a chunk of change here

violet iron
heady quartz
digital anchor
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Ive seen at least 2 other people complaining custom depth doesnt work on mobile

uneven hemlock
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I dont get this definition thing in vscide

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code

oblique trench
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CTRL + SHIFT + SPACE to peek function params @uneven hemlock but your question is out of context for this channel

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AFAIK i disabled the intellisense thing for years. I'm just happy with the shortcuts available on visual studio. Look at the Visual Assist X which is more UE4 C++ intended

heady quartz
plush yew
#

Can i change landscape resolution in world composition? When i try to change some values in my landscape properties UE4 crashes

tepid veldt
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I'm having a bit of an issue:

So whatever I tried, I couldn't get my AI to move grid-based and turn-based. Instead I developed a work around that although is not automatic and thus slower, it gives me full control over the path my AI will follow. What I did is create a custom editor utility that allows me to "record" the path for the selected AI. I have a little 4-directional pad allowing me to input the actions manually and these send the delta vector I want to move over to the array on the guard, which it will then execute turn by turn. Basically I give it an array of actions it should perform sequentially and execute it like I do with my own player, lerping between these points. Now, everytime I recompile, restart the editor or rebuild this array I gave the AI is removed.

Is there a way I can store the array I filled in-editor to be saved?

vague scaffold
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I'm experiencing something that I feel might be a bug in the FBX exporter. I am exporting the Mountain Dragon from Quadrapeds collection on the Marketplace.
Inside Unreal, the bone names look OK, but once export the asset to a FBX file, when I examine the resulting file it looks like the exporter is mangling the "-" character into a " ".
When I import this FBX into Houdini, the space in the bone names messes up those tools.
Is there anyway to tell Unreal not to change the dash character into a space?
Or alternately, is there a way to mass rename these bones before export?

topaz jackal
#

how do I set I sublevel as "Always loaded" the Documentation is not like the current engine

plush yew
#

how can i get the socket of the mesh from another blueprint?

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need to define it

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but how

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because casting doesnt work since i changed mesh

gaunt tide
#

Can a ForEachLoop break somehow as in not work?

exotic thicket
#

There's a separate "for each with break" node

vast dagger
#

Anyone know anything about Gang Beasts-like grabbing?

gaunt tide
# exotic thicket There's a separate "for each with break" node

I mean break as in stop working. I ask because I have a function in a blueprint that worked flawless after opening and closing the game multiple times and used a ForEachLoop to a Get Data Table Row and so I didnt mess with anything else after it was working and than went shopping for a couple hours than I come back and try it again and it is no longer working. I put a String on the "Row Not Found" on the Get Data Table Row and then a String on the "Completed" for the ForEachLoop". I get no response from either of them now. But I get a response on the first object in the data table.

exotic thicket
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No, it won't stop working for no reason

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If the for each loop doesn't run, then it means the input data array is empty

gaunt tide
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It runs the first object in the data table but none of the others

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I havent changed anything and before this it ran the entire list.

exotic thicket
#

would be easier to say if you can show what the loop looks like

gaunt tide
exotic thicket
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So what does it print? The row name and then ForEachLoopDone?

gaunt tide
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Lol. I hate to say this but it was because of a return node.

exotic thicket
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heh

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that was going to be my next question :)

gaunt tide
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I dont remember adding it though

gaunt tide
exotic thicket
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Yeah I think the blueprint engine is smart enough to be able to figure out where the execution would end

autumn latch
#

Are there any useful custom events like Event Tick?
For example, I want it to work constantly.

pallid rock
#

Hey UE4 amigos, anyone know what you would call a floating UI overlay that identifies an object in a scene? Like let's say that a player enters a large ship hanger and I want to have UI overlay that names and then draws a line to the ships in 3D space.

Basically, I'm trying to find something like this in the UE4 marketplace but have no idea what to call it....

autumn latch
#

I want to destroy some of my systems from event tick and move them to another place.

proven shuttle
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if you want it to run independent from framrate you can use start event by timer and loop it

autumn latch
obsidian wasp
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guys, has anyone successfully played a video HLS stream on iOS or knows how to do so? m3u8 is not supported on iPhone out of the box in the media framework and the VLC plugin seems to not work anymore. Thanks in advance.

midnight jetty
#

is there a function that returns which direction a character moved since the last frame? i know i can use Calculate Direction in the anim bp but im trying to Set Control Rotation in a regular blueprint. im trying to get the character to rotate depending on which way you are trying to move

digital anchor
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no, but doing it is simply (ThisFramePos - LastFramePos).Normalize

plush yew
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ok if i make a character creation system

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can i go back and add a shit ton of options to it later

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like more body shapes, heights, weights, eye colors and types, teeth designs etc

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or is it a one and done thing :C

gaunt tide
gaunt tide
plush yew
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o.o

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really

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yayyyy

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that makes me content :>

pallid rock
exotic thicket
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I get a feeling there's probably not gonna be anything like that on the marketplace since it largely depends on your game spec how that would function

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It shouldn't be too complicated to make though

gaunt tide
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First you’d need to create the widget that is visible than have the line drawn to the ship

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Or you mean something like and arrow on your screen point in the direction the ship is?

exotic thicket
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Basically you can have a UMG widget on the screen, and then just do a line from the screen to the target (eg. calculate where the point on screen is in world space, and then use that as one of the points for the line)

marsh swallow
#

what is the correct forumla for making the character move to a point directly behind them. +/- on that float doesnt seem to make a difference

pallid rock
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Line drawn to the ship.

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So I guess I'd need a UI overlay and then code that connects the UI in front of the player to the 3D location of the ship....

meager pagoda
#

Hi guys, experiencing an issue with making my game multiplayer. I've managed to make a door 'open' correctly for all clients, and all of them have the interact function working. However...Although the door's open animation plays, and the static mesh 'swings open', the collision remains in the same place, making clients unable to step through the door. I've done a good bit of googling and haven't been able to find anybody experiencing this problem.

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Note: The collision is a collision set to the static mesh itself, not a box collision or something added onto the blueprint.

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As far as I can tell the statich mesh's collision should move with its position, and there's no BP function to move the collision itself. Any ideas?

north creek
#

can someone plz help me with this problem, when i import the mushroom to ue4 it comes with an sphere
but the mushroom itself its the sphere that i used to model it, the problem is that when i select the mushroom it selects the sphere instead

marsh swallow
#

@north creek that means your model was not centered. That sphere is the root

plush yew
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hey all, what do you think is the best thing for a beginner to focus on, fps arms (later focus on maybe adding legs etc) or full body; what some call true first person where you socket the camera on the head? to me the fps arms only seems really smooth and i have messed about with full body but seems like theres a hell of a lot of fiddling about to get it working as well as arms

marsh swallow
#

Fix your centering in the model first

north creek
#

but the sphere is a separated object, if i move it it doesnt move the mushroom

marsh swallow
#

that doesnt make any sense. Are you dragging this in as a BP you made or a mesh?

north creek
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and i cant delet it

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i made the mesh, the sphere was the base mesh that i started modeling

ocean zephyr
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I set up my auto landscape mat but it isn't loading the textures i put on anyone know how to fix this.

north creek
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here i select that T shape that i imported and it comes with that sphere, when i select the t it select the sphere

plush yew
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wait what

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what program did you use to create these meshes o-o;

north creek
#

blender

plush yew
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o-o;;;

north creek
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i am using a premade scene tho

plush yew
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weird

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did you use the sphere when making the mesh?

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and is it like combined with the mesh you make or a base item xD

north creek
#

only the mushroom but that t shape was a cube originally so something is wrong in ue4

plush yew
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just curious as im just learning game design myself

midnight jetty
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can anyone help me out? im a newbie. im trying to make a side scroller where the character mesh rotates in the direction that the character is moving. (so when u run backwards, the control rotation flips. going forward, it flips back.) this is what i have so far:
http://puu.sh/GZLXJ/d1b4a69913.png

the issue is, when i run backwards to flip the control rotation to point toward backwards, it flips back as soon as i release the input. i want it to stay facing backwards, until i press the forward button. can anyone give me any advice?

ocean zephyr
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I set up my auto landscape mat but it isn't loading the textures i put on anyone know how to fix this.

tame patrol
#

I am in desperate need of a solid (doesnt have to be AAA tier) animation system. What would you say is a fair asking price (for a contractor) to build a system that can handle the basic movements with mantling while also allowing for new arm animations to be added later on?

plush yew
#

unreal and blender can achieve pretty decently triple Aquality animations if you put the work into it

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and it can be done in about 1 to 2 minutes at most if you know what your doing

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royal skies on youtube explians it pretty well x3

ocean zephyr
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@static lintel are you able to help me with something

plush yew
#

o-o; me?

ocean zephyr
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ya

plush yew
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I can try but im still learning the stuff myself

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what's the issue x3

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is it the landscape issue above?

ocean zephyr
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I am making an auto mat for my landscape but when I set it to my landscape it didn't show up

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ya

plush yew
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huh

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what does the blueprint look like

ocean zephyr
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il open it up

plush yew
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yes please dear ^^;

ocean zephyr
plush yew
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i can read the nodes x3

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the names i mean its very pixelated

plush yew
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okie gimme a sec

ocean zephyr
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thanks

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it was working a minute ago and then I switched out the textures

plush yew
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hmm

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if it isnt a settings you switched in and out

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oh there's another yuki o.o

static lintel
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i feel like i have to rename myself XD

plush yew
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x3

ocean zephyr
#

I was so confused when you were both typing

plush yew
#

nuu i can go back to snow xD

ocean zephyr
#

you could do yuki snow

plush yew
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Nuuu i usually go by snow in person and online so its easier this way xD

ocean zephyr
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ok

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is your real name snow

plush yew
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okie so im looking through your blueprint

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yes

ocean zephyr
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thats so cool

plush yew
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anywhore back to blueprint

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shhhh

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im not so cool iswear x///x

ocean zephyr
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sorry

plush yew
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its okay buddy but im looking at your nodes

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and some i dont recongize as i dont use those tbh but something you can try

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is disconnecting each seperate piece

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and see if the texture loads as an instance

ocean zephyr
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ok

plush yew
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wait did you set up an isntance of the material

ocean zephyr
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thanks

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ya

plush yew
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okie

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put the instance in your texture area for your map

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so as you try and pin point which part is broken

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you can see the changes immediately

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dont use the actual texture or itll just compile infinitely

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try after setting the instance using the simplifer version of your setup just the main actual texture/material for the floor

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and if it works reconnect each connective string youve created

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and see at which point does it break

ocean zephyr
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ok thanks

plush yew
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you may be missing a constant, multiply, or interpolaration/lerp node to let the pieces mix about again im still learning so all of this may not work at all

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but i hope this at least pushes you closer to fixing it let me know if any of this worked for finding the source of the issue or fixing it :>

ocean zephyr
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will do

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thanks

midnight jetty
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anyone got an answer for me? im a newbie. im trying to make a side scroller where the character mesh rotates in the direction that the character is moving. (so when u run backwards, the control rotation flips. going forward, it flips back.) this is what i have so far:
http://puu.sh/GZLXJ/d1b4a69913.png

the issue is, when i run backwards to flip the control rotation to point toward backwards, it flips back as soon as i release the input. i want it to stay facing backwards, until i press the forward button. can anyone give me any advice?

plush yew
#

hey guys i need to know if my texture lod is working on ue4.... 1)material texture scales 2)Required texture resolution which one is the correct one to analyze ?

uneven hemlock
#

why is this darker?

proven shuttle
#

probably redundant

uneven hemlock
#

?

proven shuttle
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or non existant idk

uneven hemlock
#

is there any way I can make it like

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light

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cause it doesnt seem to work

vast dagger
#

Anyone know anything about Gang Beasts-like grabbing?

plush yew
#

how can i check the texture lod on ue4 ?

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i need to know if it's working or not

kind dew
#

Is there any guide/tut on multiplayer with pixel streaming?

molten cairn
#

Hello, can somebody tell me, what is the equivalent of While(true) in Blueprints?

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I'm trying to execute a sequence of code indefinitely but I'm getting (Infinite Loop Detected)

quick nymph
#

Absolute UE noob here. UE 4.25.4 is repeatedly crashing about one minute after I launch the editor. I've used UE only once before - to learn how to set up VR Preview mode for Oculus Quest/Link, and it worked fine. I restarted the PC and updated my RTX 2070 Super to the latest Studio drivers. No change. Thanks!

gaunt tide
quick nymph
worldly cipher
#

whats up beautiful people

#

doesnt this server have a help channel?

maiden sundial
#

Has anyone ever faced this message when importing something from Blender ?

No smoothing group information was found in this FBX scene. Please make sure to enable the "Export Smoothing Groups" option in the FBX Exporter plug-in before exporting the file.

Even for tools that do not support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing. 
#

That did the job ^^

narrow mauve
#

Does anyone know how to use Pixel Depth Offset (Dither temporal AA) to blend two of the SAME materials together

plush yew
#

Hey, I'm trying to do a very basic BP just to see if I can make move a platform when I overlap it...

narrow mauve
#

I had done it before in UE4 4.24 but for the life of me it does not work in 4.26

plush yew
#

But I can't... ☹️

flat pewter
#

Hey folks, is there a way of changing input keybind of UI click events?

#

So instead of using left mouse click I use right click for example

plush yew
#

I guess I forget something but what ? ....

flat pewter
#

@plush yew click on the box, go down, click on the "BeginOverlap" event

#

use that instead

plush yew
#

@flat pewter Works like a charm. Thank you. Is ActorBeginOverlap bad or is it just me that doesn't know how to use it ? 🤔

flat pewter
#

I've never used it myself to be honest

#

check the docs

plush yew
#

ok, thanks again

daring flare
#

umm can some one tell me how to implement AI to my game

cedar wave
#

Using an AIController.

daring flare
#

Thanks

quick nymph
# gaunt tide Have you tried updating to 4.26?

4.26 doesn't work either. It crashes with the message "Failed to process file {ConfigFile}." I'll try to uninstall UE completely and google the problem more. This is frustrating as hell, because I was just opening the program to begin my first tutorial series. Ironically, I was thinking to move over from Unity because IT was so crashy.

median hound
#

so unity and ue4 got problems?

quick nymph
# quick nymph 4.26 doesn't work either. It crashes with the message "Failed to process file {C...

Getting this message after the crash: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

median hound
#

D3D device being lost

#

dude get d3d

quick nymph
median hound
#

yep

quick nymph
# median hound yep

Is this something I would find via my GPU drivers? I'm new to both UE and Windows.

median hound
#

google would help on that

quick nymph
median hound
#

whats ur gpu

quick nymph
#

2070 Super

#

first thing I did after the crash (following the google advice) was update my NVidia Studio drivers, then remove 4.25.4 and 4.26 from the Epic Games Launcher. Reinstalled 4.26, and the problem persists. Thing is, I had already opened UE one time before, following a tutorial to use the Oculus Quest/Link in VR Preview mode. It all connected and ran flawlessly. It was only the second time I opened it that the crashing started.

grim walrus
#

Hello all! Apologies, this might've been asked previously but would still like to ask nonetheless. Any guide on completely uninstalling UE on Ubuntu 18.04? Or does rm -rf suffice? Thanks!

soft fiber
#

Are they any Blueprint data structures in UE4 if you want to search for multiple rows of the same key? For example, a list of names and countries... I want all the names for the country...

dim arch
#

afaik key-value pairs are unique, but you can store multiple values for one key in an array

#

you can make an array of strings as a data structure, then assign it to a map
right click and split struct pin on Find node output

proven shuttle
jaunty cedar
#

ay there's a dude in this server cold dm spam advertising his YouTube

#

<@&213101288538374145> @plush yew is cold DM spam advertising

fierce tulip
#

@jaunty cedar can you send me the dm in.. a dm to me?

jaunty cedar
#

sure

fierce tulip
#

thanks

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

#

Something went wrong. Check the logs for details.

jaunty cedar
#

damn the bot really saying no today

fierce tulip
#

old way to ban it is

#

no logs either XD

tough pagoda
#

Anyone can help me?
How to interrupt reloadin when I'm pressing Fire.
I mean I'm reloading and in time of reloading I'm pressing Fire Button.

proven shuttle
#

It depends on ur reload system... you'll have to show it to us and stuff

tough pagoda
#

I have delay for reloading.

tough pagoda
proven shuttle
#

well you don't show where it's set
also I think there's two ways to approach it
One is to make a bool is the reload was canceled and if it was cancel after the delay, the second thing I can think of is if there's a timer you can start / stop but I'm not sure if / how that's available

tough pagoda
#

You need reload mechanic?

#

System I mean.

proven shuttle
#

I mean you just showed me your "system", that's how you do it

tough pagoda
tough pagoda
cedar wave
proven shuttle
#

oh nvm

#

i selected something dumb

brave urchin
#

Hi everyone i have a question about my animation in third person character mode.
So i made an animation in blender and imported in ue4 but when i play the animation in the environment It moves away and then comes back to the characters original place in the world, i tried different things like using force root motion in the animation and enable root motion as well but they didn't work for some reason. So can you guys tell me how i can make the animation play in root motion?

#

Here are the images of the character in the world

#

I would really appreciate the help

fierce tulip
#

its early so it might take a while to get a reply, if you havent gotten one in an hour or so try #animation :)

violet ice
#

Any idea why?

brave urchin
vast dagger
#

Anyone know anything about Gang Beasts-like grabbing?

strange kindle
# brave urchin Hi everyone i have a question about my animation in third person character mode....

Export character walk cycle animation from Blender 2.8 to Unreal Engine. Part 3 of 3.

In previous videos our walk cycle was created using 24 frames. This allowed us to get even spacing between the animation poses. Now we will resize the animation to 30 frames and increase it's playback rate to 30 fps for export to UE.

I also used Uefy Script t...

▶ Play video
#

At 3:52 maybe changing the settings will work

tribal oak
#

Are Player Controller object automatically destroyed when a user leave the game? (In the case of a multiplayer game)

burnt tangle
#

I setup the Main menu functionality in the Widget blueprint, as you can see on clicked event from sequence (then 0) it should execute first Sequence player and at least open level, but when I start the game it just start level without scene.

proud narwhal
#

Does moving files around cause slowdown in the editor? if I have a map thats using some assets, I then make a new folder and move the assets into that folder, does that editor now have to do aditional work to find the assets or does it update the map to point to the new location directly ?

dim arch
#

make sure you move assets in the editor, not in the os file manager

#

when they are moved, there is a redirector created from the original asset location to the new one

#

you can right click the content folder and select fix up redirectors in folder to fix references to the assets

#

so yeah if you keep moving assets around and never fix redirectors it will chain them until it finds the asset I guess

proud narwhal
#

ok thanks will make sure to do the fix up redirectors

fallen flower
#

If someone is familiar with sublevels, could you please help me out in #aec-visualization? I'm trying to set up level variations.

tough solar
#

What are those macros?

fallen flower
#

The forums say to make sublevels hidden then build, but 4.25 will force you to make all sublevels visible

tough solar
#

It's one mouse click away, you can open run configurations settings, clone them, tweak commandline args like you want and call them with keybindings.
It's not as easy as UnrealVS with args right in the toolbar though, but it's still easier than vanilla VS

past pilot
#

can anyone tell me why the hell my landscape is culling itself at distance? in game view or play i can see parts of my landscape disappear in the distance...

thorn lichen
clever axle
#

Quick beginner question: should I use particles only for FX or for game logic too?

#

for example: say my character shoots a bolt of lightning at a target, should that be a particle or a fancy mesh?

fierce tulip
#

can be either or both

clever axle
#

what would you do?

fierce tulip
#

so far has nothing to do with game logic though

clever axle
#

esp in the context of a dedicated server based multiplayer game?

fierce tulip
#

i'd pick what looks best for the style of said lightning bolt

clever axle
#

I could probably do it best with Niagara and learn a lot about it in the process

#

but could I do this with collision and everything?

fierce tulip
#

i think you are misunderstanding particles in general. vfx can use meshes, sprites, beams, ribbons etc.

thorn lichen
#

you try epic's tutorials on particles? Game logic would trigger the fx, its not mutually exclusive

clever axle
#

well, I guess the main question is: if I need game logic on something I move about in the world in a controlled manner, does it need to be an actor, esp. if it needs to be synchronized on server/clients?

#

@thorn lichen I watched a couple, yes

fierce tulip
#

an actor can be vfx, meshes, skelmeshes, anything

clever axle
#

ok, so, just generally, let's say you trigger the "fire death sphere thingy into direction x" on the server and want it to look cool and be as synchronized as possible, what would you do? spawn an actor and have it include a particle system? just have a particle system on the gun that shoots a mesh? something else entirely?

fierce tulip
#

id spawn the actor and include the system

clever axle
#

ok. and then apply a force into the direction of your target and have that corrected every couple frames by the server or move the thing by hand with an interp?

#

I had this issue when i tested around a bit with a slow moving visual bullet I was shooting from a gun by applying force to it that it would just have random drift, different collision and so on

#

which is bad for hit registration

fierce tulip
#

that kinda depends on what it needs to do.
I myself just make pewpews look pretty, the code part... iunno enough to give you an accurate answer on

clever axle
#

ok, I'll probably just have to test around a bit with different solutions

#

but I'm thinking: I want to have a hit chance, when the thing doesn't hit, just take a different angle and shoot it into that direction but still accurately simulate the path and maybe hit something else instead

#

I want a homing thing later but for now just "shoot A into direction B"

fierce tulip
#

besides asking in more specific channels, it might help to see how epic did it with unreal tournament. UT4 is still downloadable (and its version of the engine/editor)

stark ledge
#

If you want a detailed implementation approach, check out Shooter Game example. But be warned it's quite complex.

fierce tulip
#

or that

clever axle
#

hm, yes, probably best

#

I looked a lot into it for the replication graph already

#

thanks guys!

fierce tulip
#

good luck :)

magic kettle
#

just a quick question . I'm currently about to start the TwinStickShooter tutorial on the academy portal and the version being used is 4.8

My question is whether I download the exact version or use a more up to date one (4.26)? I understand that the blueprints and everything will be updated to match 4.26 specs, but I cant help get the feeling it will break (to some degree).

potent bridge
#

Very basic question, can Events be used in another blueprint? For example, I call UpdateStats in the player BP, and it runs the updating in another blueprint.

#

I'm not at my main PC right now, so I can't check.

magic kettle
#

essentially is it better practice to use the latest version of unreal on older projects?

thick herald
thick herald
magic kettle
thick herald
#

Your welcome. Once you get the hang of what to search for, you'll find that you can quickly solve any issues that may crop up.

burnt ether
#

Hay can someone help me ? I think it's a bug...

#

so whenever I press the + sign to create a variable or function or graph (doesn't matter) It opens up a random Tab... which says "unrecognized tab"
It's not too important but really really annoying

wary wave
#

restart the editor

idle needle
#

Hi everyone. Is it possible to move a widget text at runtime? I need to change it's position not to animate it. Thanks!

plush yew
#

guys

#

darker

#

because for me it looks weird

austere scroll
#

Hello , i looked everywhere for a solution but somehow neither youtube/Forums/Docs have an answer

im trying to play a level sequence from an UMG button . its not working
Can anyone help ?

plush yew
#

Anyone knows how to set RootComponent to be a StaticMeshComponent ?

MeshComp = CreateDefaultSubobject<UStaticMesh>(TEXT("Mesh Component"));
RootComponent = MeshComp;
digital anchor
#

thats how
oh, but UStaticMeshComponent

marble pebble
#

I'm trying to add networking to my first person shooter game. And I've gotten it working decently except none of the player can shoot up or down, only straight forwards, which is really weird. I'm not sure why looking up and down isn't being replicated, can someone help me debug this?

#

It's in c++

plush yew
#
error C2440: '=': cannot convert from 'UStaticMesh *' to 'USceneComponent *'
digital anchor
#

use UStaticMeshComponent instead of UStaticMesh

plush yew
#

Still doesn't work

#

I've got more errors now

digital anchor
#

which error?

marble pebble
#

@plush yew Make sure you have #include'd the UStaticMeshComponent

plush yew
#

Oh, nevermind I think I got it

#

Let me try

#

Ok @digital anchor got the error fixed, thanks man 😉

plush yew
#

yes

marble pebble
plush yew
#

Hi. I'm learning my ways into unreal engine and... I kinda saved my game like this ( Please see image ) and when I open the game it's not exactly looking like that save. I assume that's a level save but not actually a backup.

The question is how can I make the game open as that last save ?

digital anchor
#

@marble pebble did you set initial velocity

marble pebble
#

Yeah, I should have added, this is set to play as listen server, and 2 players

#

This is client 2

#

It works when I set to 1 player just fine

wary wave
#

presumably because you're using the wrong initial rotation

#

if you print the rotations, I'm pretty sure you're going to discover that it's not what you expect

marble pebble
#

Ooh there is a channel for that

fringe dome
#

Hey. Give me a shout about the IdeaVim issues. As luck would have it, I'm a developer advocate/developer working with both Rider and IdeaVim, so I'd love to get more details. Feel free to DM!

exotic thicket
#

@fringe dome cool, I'll give it another spin at some point and let you know if it still does that. I didn't try it with the most recent Rider for Unreal version so we'll see :)

fringe dome
#

Great, thanks. If you haven't used it in a while it could easily have improved, its rate of development has increased a lot of the last year or so. This link might be useful, too - if you're still seeing laggy behaviour, a CPU snapshot would be greatly appreciated: https://intellij-support.jetbrains.com/hc/en-us/articles/207241235-Reporting-performance-problems

steel shell
#

I want to use runtime virtual textures on my tiled landscape. Problem is: diffuse texture is not displayed correctly. This is my material:

fierce tulip
#
  1. No spam.

Don’t message about the same thing repeatedly in different channels.

steel shell
#

tjhe texturesample is a satellite image that covers the whole landscape tile

viral fractal
#

who on earth thought its a good idea to use ctrl+alt+L as the shortcut you need to permanentely press to rotate sunlight ???

#

thats not bad UX.. but rather downright terrible UX

thick herald
#

I'm sure they do that sort of thing just to force you to learn where the shortcuts are in editor prefs, and change them 😄

rocky radish
grave nebula
#

@steel shell Can't render a VT into RVT

steel shell
#

@grave nebula oh.. so what do i need to do?

#

i have a udim diffuse texture of my whole landscape

winter gale
steel shell
#

and the landscape is tiled

gleaming creek
#

You can edit in Discord, you know

thick herald
#

But not in Twitter

gleaming creek
#

Well, if you're quick enough, you just delete it and re-post

fierce tulip
#

a 5 min window to edit tweets be nice

gleaming creek
#

Yeah... though I find I always notice the most typos and other errors right after I can't edit it any more

fierce tulip
#

XD

gleaming creek
#

For example, Gmail has a slight delay while it sends, during which you can undo ... always spot the typo right after that window expires!

fierce tulip
#

same, with everything

gleaming creek
#

Does anyone have some advice on save/load systems?
I still find it odd that Epic didn't build that functionality into the engine.
There are quite a few different systems on the Marketplace, but I'm not sure how to choose one.

#

A lot of them seem to need you to do a lot of manual work to get them working

#

Which... is fine I guess, but it seems like something one could easily forget and so accidentally introduce weird bugs

#

They seem to rely on loading the base level, then moving/modifying all of the objects there, adding any new ones, deleting any that had been deleted when the save was made. Which makes a kind of sense, but seems a bit odd - surely it would be better to just load the non-changing data from the base level, then the modifyable objects from the save (but I don't think the engine supports that, it would effectively need to be able to save the current state as a sublevel for streaming, if I understand correctly.)

grave nebula
#

@steel shell It should pretty simple. Either do not use VT or do not use RVT. Not using both is also an option.

steel shell
#

@grave nebula so i guess i use VT - which means streaming vt?

#

my landscape UDIM is 28672x28672

#

i want to paint the diffuse correctly to the corresponding x/y across my whole landscape that is divided into tiles

#

which is not working correctly

grave nebula
#

aye

steel shell
#

it displays something, but its not correct if i apply this material on e.g. tile x1_y1

#

(all textures are a power of 2)

#

@grave nebula or someone else: how do i apply this udim texture to my tiled landscape correctly?

#

im on this problem for days now

grave nebula
#

@steel shell In landscape material, as usual.

steel shell
#

but what is wrong with the material?

grave nebula
#

Just don't render it into RVT

steel shell
#

the texturesample is set to the udim

midnight root
civic charm
#

HELP

midnight root
#

Basically from what You've posted, I've not done any of that YET, but it sure sounds like its not yet supported

#

adding further to check your lighting LOD's

#

btw your upload is very low rez

soft fiber
#

What's a good way to hold data like this in Blueprint so I can get back a list of items for a search value. For example, return all the rows where Country = "USA"?

#

PS: I plan to have a couple 1000 records.

wary wave
#

.... there's literally a thing called a Data Table

soft fiber
#

Yas, and can you search by multiple records in a data table?

wary wave
#

however, it looks horribly like you're going to need an actual database, and UE4 doesn't have stuff like that built in

wary wave
#

it really does look like you'll need some kind of database solution

soft fiber
#

What data structure at run time?

#

Array of objects?

wary wave
#

array of structs, probably

#

but I would really not do this in blueprint if you're going to have 1000 entries

soft fiber
#

Can I search through an array of structs by a column or field in the struct?

wary wave
#

not without writing custom code

#

you would have to iterate through every member in the array and pull them out

#

it's the only way

soft fiber
#

And that can only be done in c++?

zealous crane
#

Can somebody help me

#

I'm new to ue4

wary wave
fierce tulip
#

@zealous crane check the pinned message on this channel, it has a lot of getting started links

maiden sundial
#

Is there any option which lets an actor not be renderd if the player camera don't see it or similar ?
Cuz i'm facing a weird "bug". I can't see e.g. an actor which spawns below the ground until i come really near to it

civic charm
#

@midnight root

steel shell
#

what mapping scale of my LandscapeCoords Node do i need to choose if i have a diffuse texture that spans across my whole tiled landscape?

#

or: how do i get the current tile coordinate of a tiled landscape? e.g. in the landscape material i want to get 0,1 of the tile x0_y1

calm widget
#

Might not be what you're looking for but there are bookmarks you can set for the camera position/angle

#

@plush yew

plush yew
#

anybody has any new stuff about ue5?

#

i saw that

#

timestamp on

#

the night scene looks so bad

thick herald
plush yew
#

?

#

oh

#

that iy our fault okey

#

uh

#

thanks

#

@plush yew the us5 section is nothing new

#

yeah like some hints about the dynamic lighting

#

so hot

#

@plush yew have they mentioned when alpha etc. release?

#

im pretty sure its first 3 months of 2021

#

what happened

#

where

drowsy summit
#

Best way to permanently store your data? (score, player login info, etc...)

#

Is there anything implemented in Unreal for that or should I implement my own solution?

ancient lotus
#

@drowsy summit singleplayer or multiplayer? and are you willing to allow the alteration of the save files? if not then setup a database on some server somewhere, easiest way imo is mysql and using asp.net as an interface for it. otherwise store the info locally and try to come up with your own way to encode the data so its not so easily readable without doing a little work

small mortar
#

Can someone please help me with this? I've updated my game (a source build of 4.24) to a new source build of 2.25.4 and added Nintendo Switch development files. Everything was fine, but before uploading an update of my game to Steam I realized the game could no longer connect to Steam or give Steam achievements. I've tried and failed to get the Steamworks working again. What might have broken it?

ancient lotus
#

run it with logs and see if any warnings/errors print

manic ruin
#

When making a simple animation like pushing button, which way is better to do that by importing a baked animation from DCC tool or by setting up the nodes (like Timeline or SetLocation) in a blueprint?

small mortar
#

I've always done that in BP. Just because it takes a lot less work and I think it uses less memory than if you make a custom animation.

manic ruin
#

thanks!

small mortar
#

np

rugged fjord
#

Is there a way that I can do a certain action in blueprints when a variable's value is changed?

proven shuttle
#

I didn't think blueprint has properties

clever axle
#

Is it possible to dispatch an event in a parent class? I have a projectile that dispatches a hit event on the collision target. It gets dispatched by the actual class I'm hitting, not by its parent?

kind dew
#

any idea how to make a pixel streaming project multiplayer

#

@rugged fjord You can set a variable to "RepNotify" which will automatically create a function that you can implement. That function will automatically get fired whenever the variable is changed

plush yew
#

Noob question: I was following a tutorial to make some grass but my texture looks like this and I have no clue why

calm widget
#

Guess you need some actual layers and some layerinfo?

gaunt tide
#

So at the end of the UMG Live Training Part 2 by Epic Game he is able to atleast drag the object from the inventory but not actually place it anywhere. I am currently at this part as well but I haven’t been able to get my inventory buttons to even attach to the mouse like his does in the video Maybe I missed something?

grim ore
#

well if the video showed one thing and you can't do it, either they skipped a step and are showing you something that should not be working for you (less likely) or you missed something (more likely) or the tutorial is now so far out of date that it simply does not work (even less likely)

gaunt tide
#

Yeah I mean it was from 2015 but I figured it’s worked so far for me just this part of drag and drop hasn’t. I did make my buttons not from a Pickup item but from a data table but that has been the only difference. I wish I could say what I possibly missed but I’ve watched Part 1 and Part 2 atleast 10 times now and even restarted the whole inventory process a couple times and it’s been the same result each time I’ve restarted.

grim ore
#

so your create drag drop operation is what makes the new widget your dragging, does that part get called?

gaunt tide
#

Lemme setup some more debugging stuff for that.

grim ore
gaunt tide
#

I did exclude the drag and drop operation for the hotbar and inventory windows themselves but I didn’t think it would effect the other drag and drop operation of the items themselves

sand spear
#

Hello guys, I'm trying to update animation on my skeletal mesh but the problem is if I try to read the socket location & rotation in the same tick, the new animation is not updated and my item goes to the wrong place... is it possible to fix this problem or I had to update the location after a delay somehow...

spiral flint
#

hello

#

i play a very short animation when i left click

#

how do i make it go back to the idle animation after

#

just frezzes at the end part and doesnt go back to the idle anim

grim ore
#

@cosmic hinge the modes panel was changed to the modes button on the toolbar in .25 and later

#

@spiral flint are you telling it to go back to the idle animation when done?

gloomy gull
#

How bad is umg compared to slate?

#

in terms of performance

cedar wave
#

Measure it.

gloomy gull
#

@cedar wave That's not helpful at all

cedar wave
#

UMG is built on top of slate. UI is seldom the bottleneck in my experience.

#

Make your UI event driven and you'll be fine in 99.9% of cases.

#

And yes. Telling you to measure the difference is extremely helpful. It is telling you to get cold hard data about the difference.

gloomy gull
#

Alrighty, thanks for the help! 😄

gloomy gull
#

Sorry if it sounded rude

tranquil cedar
#

anyone know what DiffuseIndirectDenoiser is at stat GPU and what impacts it ?

burnt tangle
#

Any1 know how to add Name string inside Custom Event?

tranquil cedar
burnt tangle
#

oh thx i try it

tall pilot
#

what does it mean that my default source code editor is set to "Null Source Code Access" ?

plush yew
#

any new ue5 information?

gaunt tide
#

Late this year maybe

plush yew
#

why

gaunt tide
#

Idk ask the developers....

plush yew
#

@drifting finchsweeney come on . OPS.

thin mantle
#

Hi, I'm going crazy trying to understand one thing, if I have 2 meshes for each player, the first is a pair of arms for first person "only owner see" and the second is the full body "owner no see", let's say that I have a rocket launcher or a grenade launcher, or anyway a random weapon, how can I display that weapon correctly attached to both first person mesh and third person mesh? And then how can I show the rocket or the grenade starting from the gun(that's in different places due to the 2 separate meshes) and hitting the same place?
I've started thinking that maybe the best solution is to put the camera in tp mesh head but I get shitty results

ocean grove
#

Hey does anyone know how many different kinds of nodes there are in UE4?

#

Like a ballpark number.

maiden sundial
#

From what i know there are animation nodes, material nodes and the classic BP nodes

#

Also sound nodes

ocean grove
#

Oh no not categorical, I mean like total.

maiden sundial
#

Totally no idea xD

ocean grove
#

I'm drafting an email asking for more resources and want to emphasize the size of the blueprint scripting system.

cedar wave
# thin mantle Hi, I'm going crazy trying to understand one thing, if I have 2 meshes for each ...
  1. Setup sockets for each mesh
  2. Check which mesh is visible - set weapon on mesh accordingly
  3. if 3rd person - use a point in front of the weapon, if in 1st person, do it however you want to do the 1st person style of shooting
  4. Have an event that switches this stuff if you want to switch from 1st person -> 3rd person or vice versa

This is just off the top of my head. There may be better ways, but this should get you started at least.

thin mantle
#

@thanks @cedar wave, I suppose that it's better to avoid simulated physics then

maiden sundial
#

I've got a Blender related question.
If i'm making a SkeletonMesh via Blender, can i create the data for the PhysicsAsset inside of Blender, or do i have to do it inside of UE ?

ocean grove
#

There are 454 component categories listed in the Blueprint API Reference, but I couldn't find a list of all the nodes.

brittle gulch
#

Hi guys, is there a way to scale up the manipulator gizmo? Running UE4 on 4K screen make it really small

plush yew
#

@gaunt tide later this years.... lol how late is this?

#

30 dezember?

gaunt tide
#

Could be. We may never know

analog pine
#

I am having an issue editing my terrain. Anytime I try to do any sort of sculpt on it now, the editor freezes completely for a few seconds. It is fairly large but not to the point that it should be causing this problem. I have disabled the terrain material entirely but that didn't help. At this point it is impossible for me to sculpt my terrain

plush yew
#

@analog pine tell me mroe about ue5

thick herald
#

I am going mad or did I see something about 64bit floating point being mentioned by Epic recently?

fierce tulip
#

yes, but not sure where anymore

thick herald
#

I know it was a short thing, maybe twitter. It went along the lines of "We're doing 64 bit floating point so creating bigger worlds will be easier"

solemn hare
dusky inlet
#

That should help with those far-from-origin problems no?

solemn hare
#

Discover how to use GIS data to create high-quality geographic visualizations and interactive simulations in Unreal Engine.
You’ll learn how to:

  • Import GIS data using a terrain modeling tool such as Trian3DBuilder
  • Use Visual Dataprep recipes to optimize and import the data
  • Embellish your project with 3D trees, a water shader, and more

...

▶ Play video
dusky inlet
#

That does seem like a bigger upgrade whew 🤔 I hope it's going to be a full upgrade that revamps those systems completely rather than frankensteining old parts with new parts with some oversights that just introduce compatibility issues

thick herald
plush yew
#

Do you advice getting comfortable with Blueprints before jumping into C++ scripting ? I'm a Unity developper switching to UE. Even though I know programming, I don't know UE functions etc yet, so that's why I'm asking!

dusky inlet
#

Personally yes that's what I did and recommend zelpal. Unless someone already Is used to navigating large codebases I think starting with bp is better because you'll be busy with unreal tools already, don't need to add c++ from the start

spiral flint
#

how come all my unreal marketplace stuff in being downloaded onto the c drive

#

when i have unreal installed on my e drive

#

it's completly filled it without me even knwoing

narrow mauve
#

Does anyone know how to blend/fade objects using the SAME material. I had the solution sorted in UE4 4.24 using dither temporal AA..I forgot what I had done..but just plugging it into the Pixel offset is no good..it only blends DIFFERENT materials but not ones OF ITSELF.

sharp flax
#

Hello, small world composition question. Is it possible to group tiles in a way that I can for example load Tiles: C4,C5,C6,D4,D5,D6 with one click if I wanted to?

#

''folders kind of thing''

quick plover
#

Hey guys, I'm getting a crash every time I try to import an Alembic, I've tried with different files, really simple geometry and few frames, any ideas?

plush yew
#

anyone know any good tutorials for animating arms for the FPS Template? only info i seem to come across is just setting up blend spaces which i kind a get the idea of and also had a look at IK (which looks promising) but again they all seem to focus on the idea and not implementing it, anything to get me started would be awesome 😄

dawn gull
#

How would I get the distance to the surface of a specific object in a level?

#

Specifically the surface, everything tells me the distance to the center

violet goblet
#

Material:
How can i mask out a DetailNormal so it is not on the whole mesh?
Img: The right side is my current setup, the right side would work, but i cannot convert that "lerp" into a "TextureObject"

solemn hare
plush yew
#

awesome will take a look 😄

hallow compass
#

Hi guys. Trying to manipulate the new water tool to create a sand bunker that you would find on a golf course. I know it isn't intended for that but there isn't any good way of doing it within Unreal. Is it possible to make these edges smooth at all?

rough knoll
#

is there a way to simulate a key press?

plush yew
#

when UE5 comes out will we be able to transfer our files from UE4 to that or no?

night bridge
#

Who here is good at programming?

plush yew
#

thanks

umbral pike
#

where would be the best place to actually learn unreal. not youtube turtorials or just word of mouth. Like actual teachers or hands on classes.

floral mesa
#

trying to figure out why this happens. i am trying to preview what the helmet would look like on the characters head. if anyone could point me in the right direction that would be amaze. thankyou

solemn hare
#

Does removing platforms from the Supported Platforms of the project do anything more than erroring if you try to build for an unsupported platform? Is there any overhead to having more platforms supported?

floral mesa
#

thanks for the reply

rain crypt
floral mesa
#

@solemn hare you should make a decision early in development what you want to support.

#

the stick with your decision

#

and if u f up migrate to a new project

#

always have a backup

solemn hare
floral mesa
#

theres junk that you dont need in your code

#

to me thats overhead enough

#

if you want a neat file, dont keep trash in it

solemn hare
floral mesa
#

code that isnt being used

#

especially if its pushing out errors

#

that means the cpu has to think about that crap when it shouldnt have to

solemn hare
floral mesa
#

the way im thinking yeah it removes code quite literally and no i dont have any references for that.

#

if im wrong i believe someone will correct me

frigid herald
#

there's an option to print to log

#

but where is this log though

solemn hare
#

Window > Developer Tools > Output Log

frigid herald
#

thank you sir

floral mesa
#

@plush yew thanx man, i needed to go back into dcc and fix the origin of the hat mesh, i had to scale the socket smaller but now my custom mesh pops into the right place on preview, so your suggestion was a great help thank you so much

solemn hare
plush yew
#

Hello

#

I'm using a BP from the Advanced Locomotion System Pack

#

It has crazy awesome stuff for animations but there is also 2 little BP very handy to place objetcs

#

I use very often, for example, the BP called "SimpleObjectBuilder"

#

It allows to place object and change it runtime, without drag and drop again, keeping the root position of the component

#

It allows also to change colors of the material

#

Though, I use my own materials and because this settings are related and inseparable from a material of the ALS pack, which has these settings in the BP, this settings is useless for me

#

So, I was just wondering...

#

Does having some useless code like this in my game may have a bad impact on performances ?

#

I guess it's not a big deal if there is just a few but if I do this for many things ? ... 🤔

floral mesa
# plush yew Hello

sometimes its a tradeoff, like ill surigally remove something in an attempt to rid myself of things i dont need and break the asset im using because i broke some reference or whatnot. i think its best to work as clean as possible, but in an instance like yours where you dont want to risk breaking an asset you didnt build, it may be better to leave the redundant stuff as is. i think the worst that will happen is slightly longer compile time, but hey i could be wrong.

#

@plush yew one thing i love to do is make a copy of my project and see what happens when i delete stuff i dont need, then when i break it, which i will, ill learn why

high jackal
#

If i plug in RGBA to base color it doesnt work

#

Glasses should be translucent

#

I have a separate texture for the glasses as well if that helps

#

Ive tried a few things but end up with weird results lol

#

Couldn't get it to work in blender either

floral mesa
#

plug rgba in to opacity mask

high jackal
#

no change and that is also grayed out

#

if i changed Blend mode to masked:

#

lolol

floral mesa
#

change the blend mode to masked

#

ok

#

so you packed that texture in hopes to optimize best you could and make your whole character have one texture map right

high jackal
#

I used Blender Send to Unreal

#

the plugin from Epic

#

Texture came that way

floral mesa
#

yeah i heard of it havent used it

#

yeah its packed on one atlas

high jackal
#

I think i know what I can do

floral mesa
#

you could create all mats in engine then merge them when youre done

#

thats another approach

high jackal
#

Hmm ok

#

I think im gonna modify the glasses texture first and use it as alpha

floral mesa
#

since youve done all this setup though it would be nice to know how the workflow goes

high jackal
#

These are ripped from The Sims tbh

#

but im just making a 3d family portrait for someone

floral mesa
#

i see

high jackal
restive zinc
#

i need help removing these .log files to show up is there a way to disable ue4 to spew out .log files

#

it gets really annoying

plush yew
#

Interesting.. A guy on another discord I asked this answered : « as far as I know, unused nodes are not computed so the only "performance" issue is wasted space in the files themselves »

#

He is not sure though. But if it doesn't impact performance indeed, it would be cool 🙂

floral mesa
#

but if a node is setup and being used

#

because you didnt want to unhook it

#

it will compile

#

you may not be using its functionality but its still there

plush yew
#

@floral mesa Ah you think he was talking more about a "totally inactive code" (because disconnected), right ? So in this, I easily understand that is does not impact performances, yes. But I think it's not the same thing like having an "active code" (like those I showed just up above), used but useless in the same time, right ? 🤔

floral mesa
#

exactly what i mean, a matter of what is active and what isnt

#

because if its just an inactive node sitting there you could just delete that anyway and nothing will happen

#

its not being thought about at all

#

thats the way i see it

#

in your specific case look at the time it takes to compile the bp. and if its fast enough, which is dependent on the project but ultimately up to you, then just roll with it like that. dont even bother deleting stuff unless you do it in a copy, which has the benefit of teaching you something and revealing what you can /cant get away with in your project

sleek spear
#

can i spawn niagara systems on landscape in random positions, like we do for foliage for example?

hidden knoll
#

When I use Create Render Target 2D and set a slate brush, it doesn't work, so I have to use a select node with a ton of premade texture targets

small mortar
#

Anyone here have experience with steam achievements? I've had it working before but updated to a new version of the engine recently and can't get the Steam API or overlay to work at all.

dapper ginkgo
#

Hey y'all

#

I'm trying to get multi-user editing working

#

we're using a VPN service called Hamachi to connect our computers together since we're not local

#

The problem we're having right now is that its not finding the session

hidden siren
#

is the documentation broken for anyone else?

#

links just don't work

median hound
#

nope

hidden siren
#

it doesn't just take you to the home page?

open wadi
#

I'm trying to set WITH_SSL to 1 to resolve an issue with libwebsockets() not leveraging certs - if I grep my project files for any instance of WITH_SSL I only see it declared in files in Intermediate, which as I understand it is a folder of temp files.

#

If I want to simply set WITH_SSL to 1 or true globally, where would that be declared?

violet goblet
#

How can i mask out a DetailNormal so it is not on the whole mesh?
Img: The right side is my current setup, the right side would work, but i cannot convert that "lerp" into a "TextureObject"

outer cosmos
#

Just trying to see how udims work in unreal engine 4.26, so i enabled virtual textures in project setting and clicked on restart now but, I am stuck on 39%, nothing happens after that, please anybody can help me out with this.

autumn grail
#

Hello someone have a good tutorial to make volumetric clouds that i can go through and see them when i'm higher than it please?

dim arch
#

@violet goblet your lerp alpha needs to be a scalar, try plugging the red channel instead of RGB

violet goblet
#

@dim arch my problem with "lerp" is, when i try to plug the output to "DetailTexturing"->DetailNormal", it says:
"Float is not compatible with Texture2D"

dim arch
#

ah my mistake

#

yeah it needs a T2d input

violet goblet
#

does it even make any sense to use "DetailNormal" for cloths?

dim arch
#

yeah you can use it, but usually the normals get baked in substance or something

#

the detailtexturing node doesnt have a mask, but you can add one, if you doubleclick the node it will open it, you can make a copy of the function and add a mask input

#

or if you just want to add details to the normal channel, use BlendAngleCorrectedNormals node

violet goblet
#

thats some great ideas
that "BlendAngleCorrectedNormals" just takes the normal map and add the detailnormal into it i think?

dim arch
#

yeah you can open the node to see what it does, it takes two normals and blends them so the angles of the surfaces are added together

violet goblet
#

Thanks so much! i will give both methods a try! 💯 👍

jaunty cedar
#

hmm

#

Error: Requested read of 4 bytes when 0 bytes remain in my map file when trying to debug

#

i suppose my map file is FUBAR?

open wadi
#

I have a question.

I need to add an SSL cert manually via AddCertificatesToSslContext() - I've got a custom blueprint-callable function built out that calls FSslModule::Get().GetCertificateManager().AddCertificatesToSslContext()

But the param for AddCertificatesToSslContext to specify the cert in question, I cannot determine. The param type is an SslContextPtr, as specified here in the docs: https://docs.unrealengine.com/en-US/API/Runtime/SSL/Interfaces/ISslCertificateManager/AddCertificatesToSslContext/index.html

The code for AddCertificatesToSslContext() in the engine source can be found here: ./Runtime/Online/SSL/Private/SslCertificateManager.cpp

The code is simple, it simply iterates through the current RootCertificateArray and attempts to call X509_STORE_add_cert() with the passed parameter - however, I cannot for the life of me determine what parameter to pass to AddCertificateToSslContext() to specify my cert file.

SSL_CTX is simply a typedef for ssl_ctx_st, which is straight from OpenSSL. The raw docs for ssl_ctx_st can be found here: https://docs.huihoo.com/doxygen/openssl/1.0.1c/structssl__ctx__st.html

What parameter would I pass to AddCertificatesToSslContext() to specify the cert I want to manually add?

Add trusted root certificates to the SSL context

brittle gulch
#

Hi guys, I can't select transparent objects in the viewport directly. I have to go to the world outliner to do so, which is very annoyingm is there a fix for that?

latent moth
#

does anyone know how to get the STREAMING level name an asset is on? Get Current Level Name returns the persistant, I need the sub level.

C++ is fine

open wadi
#

@latent moth It's been a while but I believe you can't, I used tracking variables for that purpose.

#

It always returns the primary persistent.

#

So I declare vars in a custom GameInstance for that purpose so they stay persistent throughout the project and track what sublevel I'm on.

#

So for example, every time you load a stream level, you cast to GI and set a string to the name of whatever sublevel you're loading.

dapper swift
#

Good day, I have problem. Im using a GTX 1070 card. Is too low to test the GPU Lightmass in UE 4.26? When I try to bake lights, the GPU lightmass is grayed out. Please help?

honest vale
#

does it support DXR?

dapper swift
#

you mean that>

#

?

honest vale
#

no, I mean DXR

#

DirectX Raytracing

dapper swift
plush yew
#

Any idea why I don't get the option to create a blank plugin?

#

I've never used UE4 before but I was looking to write up a tool for generating interiors to try it out.

mellow flame
#

what is wrong with sphere physics? basically any game involving a ball is impossible to develop on unreal engine because the ball cannot stop? It's one year now I'm reading all the same topics and the same things, no solution has been found?

flat pine
plush yew
#

I get that exact same issue.

wary wave
#

it could also just plain be the noise from RTX though

flat pine
#

That wouldn't really make sense for it to be regular raytrace noise. It's extreme.

smoky sonnet
#

anyone know if there is a good drone flying simulator tutorial out there?

#

every tutorial i can find isnt appropriate to my situation just want a drone i can control and so one not any that checks for enemys or smth like this

flat pine
#

Just follow part of a tutorial and don't implement the rest?

flat pine
mellow flame
#

can someone tell me on the new modelling tool how to activate the boolean? it's greyed out everytime

latent moth
#

requires C++ though, no biggie

rain crypt
daring flare
#

how to make the sound cue increase pitch when accelarating?(like the flying template)

daring flare
#

help please

latent moth
safe crown
#

Hi guys, in what channel can I ask a question regarding Sequencer?

wary wave
rugged dawn
#

Hey guys, I have this error for past few days. UE4 freezes for a while and then crashes on versions 4.25 and 4.26. I need these versions for my graduation work and have tried nearly every possible fix I could find online. Can anyone help me?

safe crown
#

Thanks

wary wave
rugged dawn
#

In Nvidea Control panel I set it to use nvidia processor so is there any other ways to force only my good GPU? Thanks in advance

rugged dawn
dense knoll
#

UE4.25 os having issues with NVIDIA gpus

#

any idea why?

fierce tulip
#

works fine for me

dense knoll
#

After stream loading anything my games getting 2 fps on this dudes PC, and he has a NVIDA GPU, i got a issue with things not rendering properly from someone else who was on a NVIDIA GPU

fierce tulip
#

@rugged dawn I remember there being a post a long time ago where epic/nvidia where trying to find out how/why its causing that bug, but when I had that bug many years ago it was apparently time for me to buy a new gpu :/

wary wave
#

there have always been problems with UE4 losing nvidia GPUs, but I don't think the cause was ever tracked down as it seems to be largely spontaneous and impossible repro

#

I suspect it's caused by something like a small failure in the hardware that UE4 doesn't seem to be able to recover from, where other applications usually do

fierce tulip
#

in my case the gpu that got lost over and over died about 6 months later. if that happens atm i'd cry because i cannot afford (or probably obtain) a new gpu hehe.

#

downclocking it worked for a while though

rugged dawn
#

tried downclocking about 200 MHz but still had crashes. I have a temporary fix now where I force only my Nvidia card instead of both nvidia and internal. Nvidia control panel was overwritten by windows settings so thats why that didnt work earlier

#

Im hoping it stays stable for couple weeks otherwise I;m screwed for school kappa

wary wave
#

forcing to use only the Nvidia card seems like the right thing to be doing

rugged dawn
#

NVM lol, crash is back already

violet goblet
#

when a "character" (skeletal mesh) consist of "body" and "jacket" + "pants"
do i have to "combine" the mesh in the 3d-software, or does ot make sense to import each as separete mesh?

rugged dawn
#

If you have skinned all parts separately you could combine them, if you need to target a specific part in blueprints or if you want to be able to swap out only pants fe I think you need to import seperate

violet goblet
#

great, thank alot!

#

so when i know th pants wont change, i can "combine" the meshes in maya and rig/skin them, and then export that?

rugged dawn
#

Yes you could. You could also keep them seperate in Maya and then export them into 1 fbx, then you get the option on import to UE for example to combine meshes. Then you can still decide wether to keep them seperate or not without working destructive in maya.

violet goblet
#

i must be blind ^^
where is that "combine mesh" in the import window?

#

oh...when multiple meshes are bound to the same bones, then the mesh will be autom. combined 😄

dense knoll
#

Again why is this happening with Nvidia GPUs

rugged dawn
#

Any other suggestions concerning d3d device being lost error?

sonic pagoda
rugged dawn
#

both in Nvidia control panel and windows settings

zinc shore
#

where is game data saved to by default in a packaged project

dense knoll
#

Any way to fix Models being off center on GPUS other than AMD gpus?

#

This is happening on an AMD gpu

plush yew
#

@rain crypt what ue4 landscape world composition do you recommend

#

doesnt baking each tile separately cause black seams where the tile ends?

rain crypt
primal prairie
#

Would anyone know why a build of a game would simply not load AT ALL on one persons machine, but run fine on others?

#

directX 12 is installed on it

dense knoll
#

Does UE4 automatically adjust its screen resolution for a PC or do you have to do that manually?

primal prairie
#

i think it does if its on launch in fullscreen mode

#

but if youre adjusting it via blueprints and such you have to do it there before toggling to fullscreen

dense knoll
primal prairie
#

??

dense knoll
#

i feel like its related to the screen res

primal prairie
#

what is the issue?

dense knoll
#

the gun effects and Engine affects are off center

primal prairie
#

and theyre particle systems? or UI?

dense knoll
#

2 are particle one is a mesh with a mat

plush yew
#

@rain crypt no

primal prairie
dense knoll
#

its on a 2080 TI

#

im on an AMD RX 560

#

and on that machine its happening

#

but on mine its not

primal prairie
#

maybe somethng to do with a bug with GPU particles?

dense knoll
#

But then what about the mesh/

#

the engine effect

primal prairie
#

what exactly is that?

dense knoll
#

The circles at the back

#

of the f18

primal prairie
#

i feel like its just gonna be something really mysterious and hard to find the answer for

dense knoll
#

guess its ue4.25 being ue4.25

primal prairie
#

do the materials use screenspace uvs or anything?

dense knoll
#

Can AMD PCs package a game that can run on NVIDIA GPUs

primal prairie
#

possibly, im still on 4.24

dense knoll
#

Nope

primal prairie
#

yes i cant see why not?

#

everyone has different hardware

dense knoll
#

then it shouldnt be doing that

primal prairie
#

you might be better off asking on the forums

#

and hoping an expert in this sorta stuff chimes in

dense knoll
#

the forums rarely awnser my questions

rain crypt
wanton lotus
# dense knoll i feel like its related to the screen res

Have you tested this theory? You can troubleshoot that pretty easily by having it tested in multiple resolutions. First make sure the video settings between both machines is identical. With identical settings and if the test still fails, then you know it has to do with the GPU itself or some other hardware difference between the two machines.

sonic pagoda
winter gale
plush yew
#

nothing worse if people compare ray tracing vs non ray tracing, and they don't mention if its baked lighting

#

🐒

#

probably even dont know what baked lighting is

#

hey sure. compare ray tracing to baked lighting 🐒 go ahead....

#

wait. is cp2077 baked light or not? oO

wanton lotus
#

baked potato

plush yew
#

is cp2077 is not baked, what looks better ue5 or cp2077?

dense knoll
#

UE5

plush yew
#

how can you say that just os

#

ue5 demo run at 60 fps or? so if cp runs at +120 fps on same system. then yes, we can say that ue5 looks better

wanton lotus
#

FPS doesn't translate to quality, hehe.

plush yew
#

now u saying epic doesnt know how to make a game engine

#

@wanton lotus

wanton lotus
#

Epic makes a great game engine. I'm simply saying that low FPS doesn't mean a quality game. I can go make a ton of things run on tick right now and that would give low FPS.

plush yew
#

nothing runs every tick in this demo

wanton lotus
#

I'm speaking in general.

plush yew
#

we are speaking about the demo.

#

cp runs much more things than the demo