#ue4-general

1 messages ยท Page 917 of 1

pastel yarrow
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I am working on my diploma work, so I tried to make it rather simple

drifting snow
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does adding an element to an array in the details panel does anything at all ?

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when a print the length it stays 0 even if I added stuff in it

unique knot
narrow plaza
autumn flame
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Delays are not supposed to be in Functions

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Alternative is a Macro

narrow plaza
# autumn flame Alternative is a Macro

Yes, I suppose I should be using callback events - I haven't got to that stage yet, but I started playing with animations and I often think - if only I could delay for exactly 2.32 seconds while that animation runs the code would be so much easier ๐Ÿ™‚

storm blade
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So where would I go if I have any questions or need help with Robo Recall mods?

weary lion
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Trying to get the inheritance from ThirdPersonBP from complete rpg system onto Advanced locomotion character BP, set TP-BP to be the parent. but i'm unsure how to resolve the speed float error so i can compile, i would super appreciate some help on this

plush yew
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Copy pasting the error log would be more useful than the Screenshot

weary lion
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okay perfect

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where do i find error logs?

grim ore
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in the saved folder

digital steeple
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Hey guys I have a question. If I were to ask how to do something in UE. Would you prefer it as 1. Text 2. Pics & Text or 3. A short vid? I know it depends but what seems most likely to understand/replyable?

grim ore
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whatever is correct

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crash log, text. why is this shadow blotchy, picture. when I move my camera it kinda vibrates, video. etc.

weary lion
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i assume this is the error log you were referring too?

digital steeple
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I mean thatโ€™s what โ€œlevelsโ€ bps are for. Iโ€™ve made small maps but only with the geometry defaults.

weary lion
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would it be better if i copy and paste the error messages from the log directly to the chat rather then adding a file?

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Dons, questions is making me rethink sending over a file lol

digital steeple
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For your character? I believe what you are looking for is in the player character bp under the details panel after you click on the capsule or character on the top left

digital steeple
weary lion
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i know, just some discord rooms dont want ppl sending files

digital steeple
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Gotcha

weary lion
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im unsure if i should copy and paste the error messages from my computer or if sending the direct log is okay

golden bane
weary lion
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[2021.01.12-04.37.42:042][573]LogBlueprint: Error: [AssetLog] C:\Users\Gameg\Documents\Unreal Projects\ALS\Content\AdvancedLocomotionV4\Blueprints\CharacterLogic\ALS_Base_CharacterBP.uasset: [Compiler] The property associated with Speed 0 could not be found in '/Game/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Base_CharacterBP.ALS_Base_CharacterBP_C'

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๐Ÿ™‚

digital steeple
golden bane
golden bane
icy egret
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hi I need help
In the editor, my animation work correctly
but In PIE, animation won't play, still stop.
why??

median hound
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i think u gotta press spacebar

icy egret
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in the editor, it's ok
So, if I press space bar, it will play

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but in PIE, it won't

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This is what I want to say

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Only in the editor, animation works

plush yew
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Looks like you might not be triggering the animation in Pie?

median hound
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cant u drag the animation into the world for it to play? or if something is needed to happen before it plays the anim, anim blueprint

icy egret
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I just D&D into the world and it won't play
other animation like character movement works correctly, but only this animation not

topaz pebble
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Where do I download a version of UE that is not listed in the launcher?

kindred viper
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@topaz pebble github

icy egret
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does someone knows good free asset sites like desireFX?

rose cloud
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Anyone know how I can make a function wait to exit until an animation is finished? I can't seem to use events within a function

winter gale
rose cloud
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My master UI widget has a switch function which switches between other widgets which each have their own in and out function

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I'd like to get it working so the switch mechanism can call the out function for one widget, then wait till it's animation is done to call the in function for the next widget

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I've tried using bind to animation finished etc, but I can't create events from the event / delegate nodes, seemingly because I'm inside a function

solar swift
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what am i doing wrong here? i cant switch between the shoulder swing arm & camera AND the follow swing arm & camera

plush yew
rose cloud
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on that note is it possible to set a variable in C++ to expect a type of a blueprint class?

jovial needle
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hey if anyone can tell me why my html5 packaging is going on forever and this log is identical everytime i will do something great for you ๐Ÿ˜‰ (ps Im actually a girl),

rose cloud
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IE I have BP_ButtonOne parented by BP_RootButton, and I want to set a variable to expect a type of BP_RootButton

scenic hornet
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When I add an asset collection from marketplace to a project.. does the assetts remain available to other projects?

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Brand new here

tough pagoda
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No more Christmas logo? ๐Ÿ˜ข

kindred viper
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anyone know a good doxygen style project scanner for blueprint documentation? Im writing out a wiki and it's getting stupid now.

copper flicker
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@jovial needle are html 5 builds worth worrying about these days?.. from what I know html5 is not well supported by UE

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ok so in this example, my question is.. will the function be called 3 times?

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and therefore if there are random numbers generated in the function.. they will be different for each time we run it?

regal mulch
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Pure function would. Non-pure not.

copper flicker
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so that means the chosen player and its spcial state and its iundex.. will not be related?

regal mulch
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Unless you only return one single value without any overhead, you don't want to use pure anyway in UE4

copper flicker
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oh WOW!!

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I didn't know that

clear tapir
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is there a tool to convert blueprints to c++ do you guys think

copper flicker
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so in my case I should be fine

proud narwhal
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Does anyone know of a good free tutorial of how I can make a virtual flythough of my map? I want to set a route and have the camera follow it, stop at points, look around, etc

regal mulch
copper flicker
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@clear tapir just copy nodes and paste into a txt editor

clear tapir
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k

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Thanks guys

regal mulch
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Use Sequencer

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There should be enough tutorials for it by now

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@proud narwhal

proud narwhal
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ok thanks I will look

clear tapir
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Yes

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Is it ok to have a mix of blueprints and c++ in a game?

topaz pebble
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No, it was banned in the "No Mixing of Blueprints and C++ Conference" of 1927

plush yew
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It is optimal to have a mix of BP and c++ @clear tapir

clear tapir
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lol

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Thanks

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I just prefer c++ over blueprints but most tutorials on doing things are bp

regal mulch
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You want to mix them, yes

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You can do lots of stuff in C++

clear tapir
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Nice

regal mulch
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But it's good to have some sort of "end point" in BPs to easier set up your classes

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Visually that is

clear tapir
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Oh ok

plush yew
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C++ for core gameplay and performance intensive things, BP for prototyping ideas.

regal mulch
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Yeeeah, but also no. You can have BPs in production. You can make full games in BP if you feel like it and you don't need any C++ support or you don't reach performance issues.

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It's always a matter of when you start finding problems you can't resolve in BPs alone.

cursive coral
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Does anyone know how to remove the terrain default insert when using the water plugin so I can just have the water only and use my premade terrain. Thanks either that or how to fix this

dim arch
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pretty sure they are dependant on eachother

cursive coral
dim arch
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nope sorry havent used the new water system

cursive coral
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Ok thanks for trying anyway, do you know anyone here who I can tag who may know anything?

lucid grove
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heya, is there a way to hide bones inside actor in not main skeletal mesh?

copper flicker
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does anyone else get a black box instead of various right click actions in UE interface these days?... like this box:

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is black

lucid grove
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Perhaps I should explain what I'm doing. I know this is a very clumsy way, but still.

I have modular characters and to them I added another module from another set that I am only interested in the head, but the mesh goes as a whole character. I added this skeleton mesh of the character-made it use animations of the main mesh (which is hidden) and everything is fine, however I need to remove unnecessary parts of the skeleton. Simply put, leave only the head.

Hide bone by name apparently works only on the main mesh.

copper flicker
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I use 4.24.3

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Jake, not sure what you're doing, but can't you simply hide parts of the mesh?

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I could be wrong tho, I haven't worked with multi-parts skeletal meshes in UE

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I presume you want to hide the mesh, not the skeleton..

lucid grove
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yeah, by bones i mean part of skelteal mesh

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its the same

unique kraken
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for christ sake

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pls someone tell me ue5 gets a ui rework

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or im loosing it

copper flicker
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@unique kraken I agree

fierce tulip
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prolly wont

copper flicker
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the UI is childish and a bit insane

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huge silly buttons

unique kraken
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im absoluty on edge

copper flicker
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every single window or tab was designed by a different person

unique kraken
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im so close to just uninstall ue4 and go back to be a baker

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HOLY

copper flicker
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who was not communicating to all the other people

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bakery doesn't sound bad tho

unique kraken
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whoever created the ui and the editor interface shouldnt jsut be fired but sued

copper flicker
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haha

unique kraken
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im actually srs

copper flicker
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I'm sure a lot of people worked on that UI

unique kraken
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im not even kidding, i love ue4, this distroys the whole user experience

copper flicker
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I'm sure the company loves it, it's been around for ages

unique kraken
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who had this brain far idea to hide, "hiding unhiding" stuff in sub SUB windows, then it doesnt change it in the outline and you also have to go into a sub SUB window

copper flicker
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UIs are like religions. some people are very dedicated.. others hate it

unique kraken
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then its not ordered so you try to select those 1px lines in the editor missclick, so restart, accidently move something, ctrl z breaks the editor, close window restart

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holy

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omfg

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no

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i used so many programms all adobe, blender c4d maya max substance

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this is the pinical of the iceberg

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omfg

copper flicker
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xx, take a break, calm down, bake some cake, come back and... look at UE4 again with new eyes ๐Ÿ˜›

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you mean pinnacle

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๐Ÿ˜›

unique kraken
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yea im taking a break, but taht will not change, this is ridiculous

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yea maybe idk, english isnt my native language plus havent slept in 30h

copper flicker
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a lot of people use UE4 despite the silly UI

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and yeah, lack of sleep can drive people off the edge

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been there

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I understand

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๐Ÿ˜„

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I have all sorts of problems with UIs in most software I use

unique kraken
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well in most of them ur somwhat able to select efficently what u want

copper flicker
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only the simplest, most standardized software UIs.. are let's say.. not problematic

unique kraken
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i dont get why they dont just copy blenders, i know most ppl dont like it at the start, but its srsly the most efficent there is

copper flicker
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but there seems to be a severe lack of standardization in this world of UIs

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well, see, I don't like Blender at all

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and the UI and UX is my main reason

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I'm a Maya guy. Maya is a mess too... but I'm used to it.

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and back in the day, Maya was a lot more homogeneous

unique kraken
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thats totally okey, but fact is you wont be able to get a more intuitive ui, workflow then u have in blender once u got used it.

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sure u can have ur own taste but facts talk for themself

copper flicker
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nowadays... Autodesk added all sorts of addons that have nothing to do with Maya

unique kraken
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for example, gizmos, should be deleted for ever

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erase them

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noone actually needs that

copper flicker
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Blender, for me at least, has ONE major problem. it relies on remembering a TON of hotkeys

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and doesn't give you any other option

unique kraken
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thats the thing, yes. but they are highly intuitive

copper flicker
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Maya has like... at least 5 options for reaching commands

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no, they are not intuitive, and I have no MEMORY

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so I can't use software that require remembering 100 hotkeys

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I can remember a few.... only

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LD

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๐Ÿ˜„

unique kraken
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yea they are.
g,r,s are for movement, then x,y,z to work on a axis,
type in some numbers if u want.

h is for hide, alt is always to undo stuff,
so alt h is unhide

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so if g is movement and alt is undo

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alt g is reset position

copper flicker
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how do you open up menus to create skeletons for example?

unique kraken
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shift a is creating

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anything, all is in there

copper flicker
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I've never used Shift A in any software

unique kraken
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i mean, you can also just press add on top

copper flicker
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GRS?.... for movement??....

unique kraken
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g=grab
r=rot
s=scale

copper flicker
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mean these are in no way standards of any ot her software

unique kraken
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can be combine with a axis, so press x if u want

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you want to scale it times 2

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press 2

copper flicker
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in fact, a lot of apps use Maya standards these days

unique kraken
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so s,x,2

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thats like 1/4 of a sec

copper flicker
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Grab is not a concept I'm familiar with at all

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haha

unique kraken
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its just move

copper flicker
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and I used tons of 3D apps, for like.. 2 decades

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well, see, GRAB is nonsense. Move or Translate make sense

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so.. lack of standards

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or more like.. disrespect to existing standards

unique kraken
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well, i mean its not to far of, grab/move

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its just on the g key

copper flicker
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no, grab is simply not a word I'd ever use for moving

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and I've never seen it used

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also, movement keys are usually WER

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their position on the keyboard is more important than what the letters represent

grim flame
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you mean transform keys

copper flicker
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yes

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tr, rot, scale

grim flame
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I do like WER

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but I'm used to blender also

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and I also use Lightwave, so my brain is fried

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and Unity..

copper flicker
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I see all sorts of apps that try to connect letters with command names... like... Sort is S, and Sort All would be Ctrl S. that breaks an important STANDARD that says Ctrl S should always be SAVE

grim flame
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I leave stuff at their default keybinds, otherwise you can't follow any tutorial and you lose funcionality in some cases

copper flicker
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Lightwave.. omg... that app....

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-__-

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I was forced to learn it, in 2 weeks, for animation reasons, for a job

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it was ODD

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it has no UNDO... for most actions

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the community finds that perfectly normal

grim flame
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the most tweaked for me is lightwave, I've been using it for like 25 years so my keybinds and plugin set is highly customized. I am way faster in LW than anything else.. but I'm trying to move to blender (6 months now)

copper flicker
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it's like a software from another world

grim flame
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it is weird

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I must admit

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I use it for modeling only

copper flicker
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I tried blender a few times too. not for it ready yet.

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not ready for it yet. I mean..

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๐Ÿ˜›

grim flame
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the most alien software I've ever leaned was Zbrush

copper flicker
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yeah, Z is another monster

grim flame
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that was so strange

copper flicker
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once again, artists.... disrespecting standards.... and being original

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originality in UIs is catastrophic

grim flame
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the first versions would place you in a weird 2d mode by default.. if you loaded a 3d object you would paint with it instead of on it.

copper flicker
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when I tell someone... Oh Wow, and ORIGINAL UI!!.. at first they think I'm pleasantly surprised

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๐Ÿ˜„

grim flame
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same when somebody lets me drive their car.. Where in the heck are the winshield wipers on this thing?

copper flicker
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yeah, Zbrush is.... not a 3D app

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and a lot fo Z users don't even know that

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Z is a deep canvas, where you rotate a 3d object

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not a 3D space, where you move and rotate a camera around

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that alone was a huge put off fort me, for a really long time

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but then... Z has amazing tools

grim flame
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Now by default zbrush lands you in object edit mode so it's not as shocking at first

fierce tulip
grim flame
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it was the first software in my life that I could not figure out without looking up a tutorial, a huge hit on my ego.

unique kraken
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i legit got muted bcs i complained about that topic. just getting more and more ridiculous today

copper flicker
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what, where, here?

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I think it does matter how you complain..

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I don't think I've ever been muten, anywhere.. I could be wrong tho. ^ ^

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I've been muted in Warframe!! cuz I said something naughty

fierce tulip
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ranting that people should get fired and sued over poor ui gets you a strike yes

unique kraken
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that wasnt a rant that was a honest oppinion and i gave a reason to it

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i do actually believe it destoyes the user experience

fierce tulip
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the great things about opinions is that you dont need to shout all of em from rooftops

copper flicker
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well, you were angry about things

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it's not a good way to start a complaint or argument

unique kraken
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yea and getting muted for beeing somewhat emotional in a otherwhise silent chat, thats unreasonable

fierce tulip
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  1. No discussing moderation.
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you are warned.

copper flicker
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hehe... I guess there are rules

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people make rules man

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๐Ÿ˜„

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we live in a world of rules

unique kraken
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<,< i dont.i just stated that i got muted for a rediculous reason. you picked this up again.
i know for a while already how unreasonable this discord is

fierce tulip
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well, go then.

copper flicker
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myeah, it's a chatroom, it's very useful actually.. if you wanna learn UE stuff

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but at the cost of having to obey the rules

unique kraken
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i dont disobey them. isnt this here supposed to be the open chat?

wary wave
unique kraken
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also i disagree with this discord beeing very helpfull.
it really seems like the ppl with helpfull knowledge keep for themself

grim flame
unique kraken
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welp

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i guess i started in the wrong channel to begin with then

copper flicker
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u just accused the rules... let's say.... of being unreasonable.

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mods can take that personally, and ban u, for accusing them, or the system in place

grim flame
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but UI and 3d modeling apps is Unreal related in my book

copper flicker
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myeah, that is true tho, this is a general Unreal chat, not a general.. 3D chat

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haven't thought of that

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but I also didn't get banned. yet

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^ ^

fierce tulip
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unless chat is super active, some deviation from ue4 into other aspects of gamedev is fine. same for short bursts of offtopic chat. if it gets out of hand we ask to move it to lounge.

copper flicker
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fair enough. and thanks!

fierce tulip
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as for xerb's rant, i know the feeling and frustration, ive had my share of outbursts.
its just... dont say it here man, its not the place.

unique kraken
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where else?

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can i write them directly?

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i stand to what i say

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and would tell them that directly into there face, even in a non angry state

late verge
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hello!

bit of a weird question, but does anyone know where i can find some nice dirt mask textures that are ready to be imported straight into UE4? specifically for my cinematic cameras.

grim flame
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I could spam the chat with texture repositories

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or you could look in the engine content

fierce tulip
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try your diary for instance.
imagine being at a workplace and people either say that about you, or your boss hears you saying that about a colleague.
if you honestly think thats fine, please refrain from giving your opinion.

grim flame
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ther are some noise textures that might work

unique kraken
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i mean you can easily export ur own from blender or just make one in ue4

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or ps or something

clever axle
north arrow
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Hey all, I have a couple of mixamo animations (jump and grab ledge and hanging from ledge) but the hanging animation is offset from the end position of the grab animation so the character glitches backwards when swapping between them.

Is this something I need to learn Blender to fix or is there something I can do in UE4 to make them align properly?

Thanks.

plush yew
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I'm working with an open world map and it sometimes crashes when I click Play or Save and it's a bit annoying as I lose everything I had done before. Is there a way to solve this problem?

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so im not sure which channel this does in, but heres my question: Is it possible to edit game files such as engine.ini to point to an LUT file, or add values for an LUT file outside of the game creation. For context, I want to apply an LUT to a game created in Unreal that I did not create.

cursive coral
plush yew
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also ram usage is less than 4gb

cursive coral
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That

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But now youve said it I am not sure

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How did you create the open world map?

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One massive landscape or smaller segments?

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Joined together

plush yew
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i mean

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i just have one landscape

cursive coral
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Ok, do you have a screenshot at all?

plush yew
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I'm stuck in saving right now

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has been at 33% for more than 15 minutes

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also it says process not responding from task manager

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can i send you the log file?

cursive coral
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I can try, I am relativley new to ue4 but I can have a look

plush yew
cursive coral
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Having a look now, how many assets are in your world

plush yew
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2266 actors

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i don't know what to do right now, the only thing i can do is closing the process from the task manger

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but i don't wanna lose everything again :c

proud narwhal
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is there any way to do simple UV stuff in UE? I just want to apply a sticker on a model that currently just has a single material applied

cursive coral
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Is it multiple levels or just one?

plush yew
fierce tulip
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@proud narwhal why not use decals?

cursive coral
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I mean 2000 actors is a lot. But it shouldn't take that long to save

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Have you got any other background processes running

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Like what is task manager saying for your system running information;cpu, gpu etc

plush yew
proud narwhal
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going to be in VR and I was told decals can cause performance decrease, there will also be about 50 of these models duplicated and moved around so thought a texture would be best

fierce tulip
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you can try to use the texture crop material function, there should be one available.

cursive coral
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Its not even jammed then

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Like nothing is on 100%

plush yew
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:\

cursive coral
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How much would you lose if you end task?

plush yew
cursive coral
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I think thats your only option

plush yew
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also I don't think there are any problems in the log file

plush yew
cursive coral
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Then when you load back in send another screenshot of like the whole world just so I can visualise what is trying to be saved

cursive coral
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Ive just had another look

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Something is going on with some failures here and there

cursive coral
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Nice level design.

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Go into window

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And click levels

plush yew
cursive coral
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So there is only 2 levels.

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Do you usually leave lighting build till the end?

plush yew
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it would takes years

cursive coral
plush yew
cursive coral
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Lighting build is the only thing sticking out like a sore thumb to me

plush yew
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i'll try to do that :c

cursive coral
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Everything else looks relativley normal

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I was about to say save first......

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But thats not an option๐Ÿ˜‚

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Side note do you know anything about the new water plugin?

plush yew
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just saved the whole project and it takes less than 5 seconds

plush yew
cursive coral
plush yew
cursive coral
cursive coral
plush yew
plush yew
cursive coral
plush yew
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ty so much for your time!

cursive coral
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This is whats happening with me

cursive coral
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Set some lighting such as your atmospheric directional to movable as well if you haven't allready

thick herald
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@cursive coral do you have a landscape in your scene?

cursive coral
cursive coral
thick herald
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Is the landscape at 0,0,0?

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No, the water system needs a landscape to work. It also needs it to be at 0,0,0 or close enough to it, ***I think *** if I'm remembering the live stream correctly

cursive coral
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I shall check later, if not I shall dm you if it doesnt work

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This also happens

thick herald
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Other than that I'm not sure tbh

cursive coral
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^more scrernshots

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Screenshots

thick herald
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could also be bugged, as it's still experiemental

cursive coral
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I think it is going to be most likley bugged, since its new. But its annoying. Since I dont know any other way to get my ocean in the game

tender cloud
#

can someone help please, Im outputing UE via blackmagic (new editor) but I get error:

LogMediaIOCore: Error: Can not start the capture. The Render Target size doesn't match with the requested size. SceneViewport: 0,0  MediaOutput: 1920,1080

I've checked everywhere and the resolutions are 1920x1080. I know 0 is for auto detect but I cannot find anywhere where its 0

vital wedge
tropic plinth
#

About BaseScalability.ini: Is it possible to move BaseScalability.ini to project folder and use the project defined BaseScalability.ini instead the engine folder file? I want to use settings for BaseScalability.ini project wise and also save within project folders.

I searched forums, reddit, etc. I often find the questions, but never answered.

loud meadow
inland aurora
#

dont fucking tell me i was battling for a day because I was using the wrong array

narrow plaza
fierce tulip
#

less swearing would be nice

narrow plaza
inland aurora
#

and for gosh sake watch your language!

obtuse path
#

Hey all - one of my coworkers is having a crash when attempting to open the engine. They're running a super beefed up machine (some mega ryzen card and an RTX 3080 with all drivers up to date).
Hitting this crash on 4.25:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 855]

forest zinc
#

Hey everyone, I'm trying to figure out if a weapon prop is owned by the client or not, this code works for all of the clients but doesnt work for the listen server... could anyone point me in the right direction?

devout bone
#

F as in fricc

clear tapir
#

If I want to have my project with both blueprints and c++ should I create the project as a blueprint project?

devout bone
#

I can't use the launcher

plush yew
#

Is it normal that after one hour the lighting building is still at 0%?

narrow plaza
plush yew
#

if after an hour is still at 0% then it would really take years to complete

narrow plaza
narrow plaza
tender cloud
#

LogMediaIOCore: Error: Can not start the capture. The Render Target size doesn't match with the requested size. SceneViewport: 0,0 MediaOutput: 1920,1080
Can someone help about this, not sure where is the problem, googled everything. Where do you change SceneViewport resolution?

wary wave
#

presumably you can't find it because you don't have an instanced static mesh component in your actor.

#

no problem

devout bone
#

Still

#

After a reinstall

#

Wait

vital wedge
dawn gull
#

Is there a way that after a certain distance I just unload a mesh and when I get closer it loads it back in? I canโ€™t really just delete it then add it back because itโ€™s a procedural mesh component and it takes forever to load.

devout bone
#

It works ya

dawn gull
#

Ok Iโ€™ll take a look

plush yew
proud narwhal
clear tapir
plush yew
#

well if you make a C++ project first you wont have any errors and less issues when making blueprints as well, but in a blueprints project you will need to make the C++ folder in order to do that you need to make a C++ class but theres going to be some errors such as header and module problems, it is a little confusing to be honest

obtuse path
unique kraken
#

@proud narwhal bcs thats not what that add on does

proud narwhal
#

so it for exporting from blender to UE only? not the other way around?

unique kraken
#

exactly, beside characters but for that you need ue4... tools or so...? wich comes with blender to ue4

#

but u still need to manually set up retargeting nodes

midnight bolt
#

is there an easy way to add global uv world aligned tiling to bridge master material for megascans?

plush yew
#

i also tried deleting saved folder but it still stuck at 0%

oblique tangle
#

Bit random, but how would one go about replicating this? Player is contrained to the pole spinning in a direction with the velocity/momentum taken into consideration with the speed of the spinning and being launched off. Any response would be greatly appreciated

narrow plaza
# plush yew ?

is this your first project or first build? It can take a surprising amount of time. You have your project on a local SSD drive and not on a network share?

plush yew
#

can deleting the llightmass volume help?

narrow plaza
#

I find now it is best to build early and build often (at least once a day)

rough knoll
#

I have a cliff lining a river which is made of ~100-200 individual cliff meshes. Would combining all of these meshes into one mesh save performance?

spare latch
#

hi 0/ im new to unreal and wondering if i should learn Cascade or Niagara first ? Ive heard that Niagara is the better of the two but more complex

fierce tulip
#

@spare latch cascade will be phased out at some point, i'd suggest niagara

#

(doing the same atm, after 7 or so years of cascade)

remote bloom
#

can anyone help me out, im trying to run UE and it basically instantly crashes as soon as I load it up and start making a folder

#

is the error i get

wary wave
#

if you don't install debugging symbols, your crashes are meaningless

#

but at a guess, you have Dx12 and raytracing enabled, and your machine doesn't support one, or both of them

remote bloom
#

im running a 2080

#

I thought dx12 and raytracing is supported for rtx

remote bloom
wary wave
#

it was the best guess I could give from the stack - you should really install the debugging symbols

remote bloom
#

to switch from dx12 to another version is that within the project settings?

#

or is it just the inherant dx my windows has

#

honestly its totally baffling as I also have a machine with a 3090 and I get the exact same crashes

next badger
#

@remote bloom it's a driver issue crash

remote bloom
#

Ah gpu driver, interesting. Is there anywhere that lists what drivrs are compatible with unreal or is it a guessing game?

next badger
#

@remote bloom it's not ue4 related issue

remote bloom
#

hmmm UE4 is the only thing that instacrashes on my machine which runs programs like maya and substance fine.

#

even mari, which is almost purely gpu based

next badger
#

but all of those are not game engines...

#

they barely scrape the usage of GPU

#

nvwgf2umx driver is a common issue, GIYF

remote bloom
#

Yeah Mari runs almost purely on the gpu, its a film/tv 3d painting application and I have no issues with it. It runs 100's of 2k to 32k textures but still i have no issue. I can try rolling drivers back for UE4 but its just baffling im getting the instacrashes on 2 seperate machines with 2 different gpu's

fierce tulip
#

some people seem to have better luck with the nvidia studio ready drivers

next badger
#

@fierce tulip i only use studio ones

fierce tulip
#

i cant, because then i cant use all 4 of my monitors for some reason

remote bloom
#

hmm interesting

#

I will try studio drivers, thanks for the help folks. Does Unreal have a list somewhere of supported drivers for cards versions?

#

cos all i can find is people posting questions on like loads of different forums

next badger
#

any DX11-12 compatible gpu

fierce tulip
#

^, though nvidia drivers can be a bit fiddly with some dx12/raytracing stuff from what ive been reading

next badger
#

ifaik raytracing still marked as beta in ue4

remote bloom
#

Yeah it really took the wind out of my sails when I got 3090, loaded up unreal and it instantly crashed T_T

next badger
#

all 3000 series are well supported

remote bloom
#

Yeah id have thought so, i tried uninstalling UE 3 times but still kept getting the crashes

next badger
#

the issue caused by drivers, corrupted. improperly installed, faulty etc

remote bloom
#

Thanks, I will keep trying different driver combos until i find 1 that works

rough knoll
clear tapir
#

Do you guys think I should go through the blood and sweat of learning c++ for unreal

#

or should I just use blueprints

plush yew
clear tapir
#

Ok good

#

Thanks

#

Just a lot of game dev jobs require c++ experience

plush yew
#

yeah, most of them use a whole different engine to

runic fern
#

Hello guys
If anyone working with Playfab how can i get the server BuildId and The SessionId im using custom servers

midnight gate
#

hey ugh im trying to play some niagra particles its a simple explosion and i guess spawning it or activating it does not work/

#

this doesnt fire cause i have controls disabled

vernal tinsel
#

I am working on a bridge using the spline component, but my mesh is getting stretched in, at the start of the mesh, and it stretches out in the middle

plush yew
#

2 hours and still building lighting: 0%

midnight gate
#

how do i set niagra material in runtime?

past stag
#

Is there anything i can do to fix that?

clear tapir
#

:)

remote bloom
#

@next badger @fierce tulip For anyone having same issue, I had to roll back all the way to 452.06 driver version to have it working!

#

thank you for the help

quiet raft
#

hi i want "preview" text on objects gone, i understand its from unbaked lightmap, i dont plan to use lightmaps

next badger
#

@quiet raft open the world settings tab find the lightmap there and disable it

quiet raft
#

disabled, trying to rebuild lighting as instructed and nothing happens

plush yew
next badger
#

@quiet raft you have no static lights?

clear tapir
#

Google

quiet raft
#

i have no idea its the default scene

clear tapir
next badger
#

@quiet raft yep it has

quiet raft
#

so lightmaps are gone, but the preview is still showing up

#

whatever ill deal with this later

#

i remember it was an issue years ago it still is apparently

fierce tulip
#

@remote bloom phew, glad you got it working

quiet raft
next badger
#

@quiet raft that is not an answer if you're going to use fully dynamic lighting

quiet raft
#

what do you mean?

plush yew
#

which are faster between movable and static lights?

#

why that would be me? ๐Ÿ˜† im busy coding my mmorpg

plush yew
quiet raft
#

i assume movable wont be baked

plush yew
#

so if i set every light to movable then the light building should be shorter?

quiet raft
next badger
#

@quiet raft it's like "Low Gas" lamp, you just turned one off.
Static lighting is way more performant. Dynamic shadows will kill most of the GPUs at some point.

quiet raft
#

@next badger i know, thanks

next badger
#

@quiet raft yep, that is whole project setting, World tab is per level

quiet raft
#

that i know as well, as i said i disabled it there already

#

and lightmaps are cleared

next badger
#

this checkbox also reduces shader compilation time

#

when unticked

quiet raft
plush yew
next badger
#

@plush yew of course...if it's disabled there is no lighting

#

@quiet raft you need to rebuild one to reset the lightmaps

quiet raft
#

as i said before already cleared the lightmaps

chilly sun
#

hey bois n girls..
export quickie- do I place all these in center of scene before exporting; do I put their origins at world center before exporting; do I keep as it is and Im fine?
(clock and 2 hands separate geometries so I can make a working watch)

#

ayyy noo make it smaller LUL sry kinda big pic

#

Im not sure if changing origins / positions before export will affect how easy they are to work with once imported

quiet raft
#

typically you want every 3d object's pivot to be in zero on export

#

also aligned consistently

#

i.e. your arrows should point in the same direction

#

but it also depends on your software/exporter/format

#

yes

#

first thing i did

#

so that one, the in project settings, finally r.AllowStaticLighting 0 in console

#

and now the project refuses to load

#

shaders right

worldly stump
#

can unreal handle massive bots?

#

like 999 bots

next badger
#

ue4? sure...cpu...I wonder

#

depends on your code

plush yew
worldly stump
#

massive bot like mount and blade

#

where u have like 999 bots on the map fighting each other

quiet raft
#

can this button be clicked in such a way that does "one click open bp editor"

#

i tried all variations, lmb,rmb,mmb, with all mod keys

next badger
#

@quiet raft CTRL+E

plush yew
#

Guys do I need to use delta time for inputevents?

quiet raft
#

@next badger thank you

grim ore
#

@plush yew you shouldn't need to unless there is a reason why you need your input to be consistent across time

clever vault
#

hey guys hear me out

#

what if i take all this rocks and make them low poly using an ai

plush yew
#

OMFG its Mathew! I meant input axis event, does ue4 read every deltatime or it is raw input?

clever vault
#

will it be worth or garbage?

median hound
#

worth

meager frigate
#

when i first started messing around with unreal I was able to make the lines that represent the collisions thicker, but now I cant figure out how to do it for the life of me. I could have swore it was an option in its details, anyone know what I'm talking about?

#

could have swore it was near where you change its color

grim ore
#

@plush yew also if you test by adjusting the tick of the actor that is taking input you will find that it just runs every frame as long as frames are running

#

so yes its every delta time if you mean every frame tick

spare osprey
#

Story based games have multiple switching of environments like some gameplay in a certain environment and then according to story flow, we might be moving to another environment. Do they create those environments in different levels or there's another work around for that?

quiet raft
#

are there TAA settings anywhere?

grim ore
#

@spare osprey define environment? same world but snow, sun, fog, etc? you can adjust the colors and materials to do that. Different world such as large mountains then sweeping plains? different levels or one large landmass

rotund jacinth
#

Has anyone here seen a bug on release builds where occasionally a level will not load indirect lighting+ Reflections? Rebooting the game always fixes it. We have had this reported intermittently through multiple unreal engine builds. I have seen it on my machine in builds (but never in the editor or PIE) and its probably something like a 1/1000 chance to occur.

spare osprey
grim ore
#

nope

spare osprey
#

Hmm then let me explain

#

Like lets say, we are making a story based game. Game starts with player in the kind of house exterior environment, you have some gameplay and cinematics there. and then when you are done with it, your scene switches to police station environment. And so on this kind of flow according to story. Are they all in separate levels? Or it could even be a night environment with completely different lighting from previous environment we were playing in. Hope you understand

grim ore
#

you could do either, chances are they would be separate levels

#

there are also lighting scenarios you can swap in and out if you want the same "location" to have different lighting

#

so house is one level with day and night lighting, then park is another level with day lighting, then school is another level with night lighting, etc.

spare osprey
#

So if I need 20 different kind of environments in story, I will be making 20 different levels?

grim ore
#

putting each environment or "location" for your project in it's own map/level lets you adjust the mood uniquely without worry about affecting something else

#

for something like that yep, just like a movie you might have multiple sets for each scene

spare osprey
#

Alright if you think that's the best way

fierce tulip
#

@clever vault you can already download lower poly (lower lods) from those quixel meshes.

quiet raft
#

crashed unreal, nice. im seeking alternatives to unity hdrp, and unreal crashes on me with exactly the same oom due to some internal rendering error

#

the irony

grim ore
#

not saying its the best way, every project might have a different work flow, but for what you are asking that seems to be normal

spare osprey
#

One more question, let's say I have menu of of my game, I wanna show a live background like render a complete scene behind it, then when player moves to episodes menu, it shows a live preview of environment on hover events of each episode's button, what should I do about it? Create their videos ? Or render actual scenes ? If actual scenes then how in that case

grim ore
#

either one works depending on your goal. you can easily load and unload maps in real time so you could just make small scenes that you load in the background of your menu if you want

spare osprey
#

Won't it be transfering me to a new scene of that environment?

quiet raft
#

you take a camera, you render its output into a rendertexture, you slap that texture on ui element

grim ore
#

you can stream in and out levels anytime you want. Your main menu would be in one level with nothing in the background, then you can stream in your park or house or whatever in the background for visuals

#

it doesnt need to be a full complete working level just the models and such to visually represent what you want

spare osprey
#

Right gotcha. So for that I might be needing realtime lighting or it can be done with baked too?

fallen flower
#

Just tried out quixel for the first time, and my Bronze looks more like pale pink plastic.

grim ore
#

@spare osprey either one works, baked puts it into the level/map so it would load in that lighting with it

spare osprey
#

But might be performance costly as compared to pre rendered videos on ui. Thanks for help. I will see what fits my requirements

plush yew
#

please please i'm crying my lighting is still stuck at 0% can someone help me

spare osprey
#

Don't panic. Keep calm :v

past stag
#

Any cpp text tutorial (for unreal engine) for beginner? i know c++ so no need for that.

spare osprey
#

if your scene has lot of stuff to build lighting for then wait, in my case it stays on 0 for some time

plush yew
wary wave
#

do you have a lightmass importance volume encompassing your scene?

plush yew
plush yew
#

i have 11 lightmass importance volume

spare osprey
wary wave
#

usually you only need one really

grim ore
#

is your task manager showing stuff is going on? if so wait longer

wary wave
#

in any case if it's taking a huge amount of time, it could be a lot of things, scene complexity, number of light sources etc

#

you may have set the number of bounces really high

grim ore
#

theres only 4 things going on there so your machine might not be very strong or your dev settings are not updated for your cpu to use all cores/threads

plush yew
plush yew
grim ore
#

what is your CPU on that machine?

plush yew
#

it's on 91% usage

#

also my project & ue4 are on an ssd nvme

wary wave
#

try running a build in preview / low settings and see how long it takes

#

max quality build will take a very long time

grim ore
wary wave
#

we use a server farm for those and it's still an overnight process

plush yew
plush yew
grim ore
#

you have an 8 thread machine, it should show 7 or 8 lines

wary wave
#

I mean it's already using 6 threads, so processor count is probably good

#

you don't want it to use all threads because it'll lock the machine ๐Ÿ˜„

grim ore
#

oh blah I thought that was 4 lol

plush yew
grim ore
#

too much orange lol but yeah 6 threads is gonna take a while

wary wave
#

honestly, I suspect the problem is the scene then

grim ore
#

but like ambershee mentioned this is just a raw power versus settings thing

wary wave
#

how big is it? what's in it? how many lights, etc

grim ore
#

you dont have enough power for what you want to do ^^

wary wave
#

how many bounces in the lighting settings? how high res are the lightmaps on everything?

lucid grove
#

heya

plush yew
lucid grove
#

can somebody remind me how can i retarget\reroute facial morphs?

#

I remember i did it sometime ago, but can rememeber how

plush yew
#

the scene it's kinda big

plush yew
grim ore
#

fast as you can afford basically or a ton of fast ones lol

wary wave
#

if the scene is big, this is likely the problem unfortunately

grim ore
#

or uh... start making the scene more optimized for your hardware

wary wave
#

to put things in perspective, our maps are probably about 1.5km x 1.5km with very high detail lightmaps, but generally only one directional light and one skylight

plush yew
wary wave
#

we use two 16-core threadrippers to build lighting overnight

plush yew
#

i should definitely change my cpu

wary wave
#

1.4GB of lightmaps is gonna take some time to generate haha

plush yew
#

i mean

#

i don't care about the lighting

wary wave
#

decrease the resolution on your meshes

solid oracle
#

hey guys im kinda new to unreal engine and have a doubt about level sharing

wary wave
solid oracle
wary wave
#

you don't

#

there is a feature in the engine that kinda allows multiplayer editing

#

but it is not a generally accepted workflow

#

instead you probably want to be using multiple streaming levels

plush yew
wary wave
latent lance
#

Hello guys I have a huge problem lately, i uninstalled and reinstalled 4.26 and I still have this weird bug were i can't create any c++ project
The linked file is my unreal editor error at the project creation

solid oracle
wary wave
#

that would be it yeah

solid oracle
#

we are trying this already

#

using gitlab

#

but im not sure that itll work properly

stiff sail
#

is there a way for me to easily do mathematical functions without stringing tons of builtin math functions together?

solid oracle
#

so was looking for an alternative

wary wave
solid oracle
#

and if u can then could you also send me a tutorial for that

cursive coral
wary wave
#

I suspect you shouldn't have too much difficulty finding a UE4 tutorial for Perforce

fathom rapids
#

Hello everyone, I would like to import a mesh as a skeletal mesh but my problem is that since it's in 2 part, it make me 2 skeletal meshs on import, any fix?

worn mirage
#

I'm attempting to save the transform and class type in a game save slot. It seems to work in that it iterates through the array without error on game load but nothing is spawned. ๐Ÿ˜ฆ

potent bridge
#

I think I'm missing something with heightmaps, it wont let me put ANY of these in

plush yew
#

but maybe i've just fixed

worn mirage
#

@fathom rapids Why not combine them before importing them?

potent bridge
#

Always getting this checkered texture for some reason

#

no matter what I put in the box

fathom rapids
worn mirage
#

There are several options for "combining" meshes but you could use a Physics Constraint Actor to connect them.

#

Other option would be merging the actors.

solid oracle
# wary wave should be feasible, though from what I'm aware gitlab isn't great for binaries. ...

In this webinar, Senior Technical Marketing Manager Daryl Obert and Technical Artist Matthew Doyle demonstrate a unique collaboration workflow in Unreal Engine.
The Multi-User Editor is a powerful tool that enables multiple artists to make changes simultaneously to the same Unreal Engine project safely and reliably. Updates happen on the fly f...

โ–ถ Play video
wary wave
#

yeah, that's the multiplayer editor thingo, but that's really uncommon

fathom rapids
wary wave
#

I've never heard of a serious project actually using it

solid oracle
#

i tried using it but it made my internet slow

#

and because it helps me in doing realtime changes with my teammate watching it

stiff sail
solid oracle
#

it could make ones work easier

cursive coral
plush yew
#

my lightmap value was 1024 instead of 4 for each static mesh

cursive coral
#

has that improved the build time now?

plush yew
#

yep i built the light in a few minutes ๐Ÿ™‚

#

lightmap decrease from 1.4gb to 2mb

cursive coral
#

thats brilliant news

#

have you attempted saving

#

now

vale silo
#

4.26.1 - when?!

plush yew
cursive coral
#

we got there in the end, it just took a lot of guesses

#

that the only thing with game developments

#

theres always another problem

#

like I may have sorted my water issue out by starting the whole thing over, but there will be something else eventually show up

#

pleased you sorted it

vale silo
#

no

#

Blueprints is life!

inland aurora
#

it works, but I feel like the center moves?

#

is this the person we do not speak of its name

#

. . . . ?

fierce tulip
#

anything can be unsafe to work with if you dont know what you are doing, this also includes blueprints as much as it includes cpp

#

also, there is no unrealscript for ue4, at least not that i know of. and its cpp portion is kinda different than regular cpp.
but if you are just getting started and have some general coding knowledge, try blueprints, and take it from there.

digital anchor
#

lol

fierce tulip
#

his problem tbh, and its far from unsafe

digital anchor
#

i think hes telling you he dont wanna work for you

grim ore
#

it sounds like you need a better programmer

#

and by that I mean one willing to work for and with you

#

if its his job to do the programming in UE4 for you, and he refuses to do it then it's him

#

Blueprints are part of Unreal Engine, you will be unable to avoid them even if programming the majority of the game in C++. if he refuses to use them then you will have problems using UE

inland aurora
#

so why are you forcing him to change engines?

grim ore
#

Blueprints are blueprints. they re visual coding using graphs and other types of tools

#

even if he avoids stuff like making systems in blueprints you still have systems such as the UI and animation that use blueprints

#

anyone can use blueprints

#

anyone can use anything it just takes time to learn. If he has experience in other language blueprints will be easy to pick up as it's standard OOP just with a visual flair

#

as for the idea C++ is unsafe... well.... that's a weird way to put it

obsidian nimbus
#

also they are c++ ๐Ÿ˜›

ornate forge
#

I don't think safety matters for games that much... unless it's a multiplayer game maybe

obsidian nimbus
#

im not sure what part he means is unsafe

grim ore
#

he might just be used to the way C# works with unity and does not want to adapt to a new engine

digital anchor
#

hes not wrong but its the way it is ยฏ_(ใƒ„)_/ยฏ

grim ore
#

so its definitely not him... not at all

stiff sail
#

sounds like a bitch

ornate forge
#

Is there an approximate release date for Unreal 5 yet?

grim ore
#

preview early this year, release later this year

#

both subject to the world exploding changing these times

#

he can come here and ask the dumb questions

ornate forge
#

I wonder if Unreal 5 will be friendlier to custom scripting languages, like UnrealCLR and SkookumScript

grim ore
#

welp theres not much you can do to make him use it, but like anything there are good and bad parts and good and bad ways to use it. Any programming language can be bad

chrome swallow
#

May I ask a dumb question a sec?

grim ore
#

UE5 has nothing planned for any new or custom scripting languages but who knows. Verse is planned for the fortnite stuff but its reaaaaaaally high level scripting

#

@chrome swallow you can always ask

chrome swallow
#

When I add a Directional Light to my project, my FPS will drop by half if not more? Say from 30 fps down to 10 fps. Will go back up to 30 when I remove it. Any idea how to fix it?

ornate forge
grim ore
#

@chrome swallow disable shadows on the directional light,or turn the light into static lighting and build lighting. My guess would be the dynamic shadows are causing your issue

#

@ornate forge no one really knows for sure, just what they showed us, but all they showed us was a preview for the fortnite editor and it being used at a super high level to "script" some game modes

chrome swallow
#

That brings another question. When I do that and try to rebuild, the swarm will quite with no error in log

#

after exporting lighting

grim ore
#

does it give a failed message or just finish quickly?

chrome swallow
#

Nothing noted after the shut down

ornate forge
#

So many questions, can't wait to tinker with Unreal 5

grim ore
#

you might not have any static lighting to build then

chrome swallow
#

finishes quick as in never begins the lighting process

#

Hmm, interesting. Thanks for your time

grim ore
#

check to see if your lights are set to movable or stationary/static and go from there

chrome swallow
#

They are all set to movable

#

well, skylight and such are.

ornate forge
#

Are there any rumors about ECS in Unreal 5?

grim ore
#

yep movable is dynamic lighting, so nothing will build for that its all realtime

chrome swallow
#

ANy how, thanks for some tips on what to look for. Most appreciated.

obsidian nimbus
#

there is some ECS stuff in sequencer right now

chrome swallow
#

I do have some braziers and torches that are set for static but this is where the issue is. My landscape works fine, just not the building map

#

Err, building as in my castle that is on a different map than the landscape

vale silo
#

the way things have been going, I don't really care for UE5 at this point. I just want to get 4.26.1+ and 4.27.x in 2021 with those VR issues fixed!

lucid grove
#

Can somebody help me with face morph remap? I have face animation i made with facelink sometimes ago, but i changed my head model to another one with almost some face morphs, but different names.

#

Im almost sure there is some remap option inside animation bleprint

#

But cant remember where

hot vessel
#

hi - is it safe to assume that the fiollowing line near the end of a crash log, is telling me that i dont have enough RAM to bake my lighting?
[2021.01.12-17.32.20:782][812]LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.

#

and then it shows an overview of the different pools, before ending the log

clear delta
#

how do i make a Widget Component be visible through objects?

#

right now it is clipping through

inland aurora
#

Ah boys, I cleaned it up, its so beautiful

distant jewel
#

For persistent variables do you have to create them in the level blueprint or ?

potent bridge
#

So this comes up when I try to build lighting, would anyone have any idea as to why this happens?

#

nevermind, a project reload fixed it

grim ore
#

@clear delta you would have to adjust the material so it draws over everything if it's clipping, or switch to screen space which draws over everything

#

@distant jewel what do you mean by persistent variables? what do they persist thru

distant jewel
#

Just so they are available to access on every blueprint

#

I want to set up a variable that indicates what is going on with the game. Like is it pre-event, during-event, post-event

grim ore
#

well that wont work since nothing can get access to the level blueprint

#

chances are the game mode is what you want to use

distant jewel
#

Game mode! Ok looking into that now!

clear delta
#

So basically I would need to set the texture through Dynamic Material Texture?

#

and use the brush?

hot vessel
potent bridge
#

@hot vessel It's fixed anyway, but that may be it

past stag
#

Is there a way to reset enabled plugins to default?

fierce tulip
#

remove them from the uproject is one way

past stag
#

okay. Thanks ๐Ÿ™‚

#

Is there some text based Unreal c++ tutorial?

#

Because i would need to learn unreal engine c++, i already know basic c++.

delicate mica
#

Hello! I have a burning dilemma.

I am trying to export a simple UE4 game to HTML5, then render it somehow in a front end js framework like angular or react. Has anyone ever done anything like this?

I tried all day today to insert the html into a react component. Since the game relies on outside scripts I wasnโ€™t able to get the scripts running in conjunction with the inserted html in the react component.

Any perspective Iโ€™d appreciate.

grim ore
#

@past stag there are various C++ tutorials on the offical docs page

light thunder
#

didn't they switch out apex for the chaos in 4.26?

past stag
#

yeah, i think yes

nimble warren
#

Yea but they removed it

#

In one of the previews

tardy stump
#

Hey, a question: Which one is faster when I don't care about array indexes? TArray::RemoveAll or TArray::RemoveAllSwap ?

nimble warren
#

Because it was laggy now thereโ€™s a Separate version with chaos ๏ฟผ

past stag
#

I am not sure what project to start. I have an idea on my mind, but its pretty big

modest trench
#

Try making something smaller first?

past stag
#

Yeah, if i would know what

#

And also something that is fun to make

past stag
#

does unreal engine have IK?

inland aurora
#

yes

past stag
#

like buildin

#

I mean i can build one myself

inland aurora
#

what do you mean

past stag
#

like in Unity, so you can rotate bones so your characters head is facing towards object

inland aurora
#

do you mean Inverse Kinematic systems

past stag
#

yeah

inland aurora
#

yes it does

past stag
#

Thanks ๐Ÿ™‚

inland aurora
#

If you wanna see some animation tips and tricks go check out locomotion system in marketplace

#

It's a nice way to see how animation system works in ue4 and what you can do with it

past stag
#

Okay.

inland aurora
#

Advanced Locomotion System V4

past stag
#

Are all of those Unreal Engine default enabled plugins necessary/useful)?

inland aurora
#

Not all of them

#

but it also depends on what you want to have in your project

past stag
#

because i dont know what some of them does, so then i dont know what to disable

#

there are clear ones like for apple, but some are that i dont know what they do

#

is there some list somewhere where is all default plugins and what they do?

inland aurora
#

I don't know, but it probably is

#

but maybe you focus on the wrong thing right now

#

Have you finished what you wanna do, and going to package your project right now and wanna get rid of unnecessary plugins?

past stag
#

๐Ÿ˜„ no

#

Do you know what to do with gamemodebase class? because i am not sure where to put those properties, because of no class inside the file

#

wait. it has the class in .h file

hoary holly
#

Might be far fetched

#

But has anyone been able to compile the chaos preview with the nvidia RTXGI branch?

tender bluff
#

what could be causing sparkly flickering when using ray tracing

#

i am so confused, i up the samples and it still happens!

cursive coral
#

Does anyone have any tips for level design for an open world game? Thanks

rain crypt
distant jewel
#

Dumb question, can you create a class that contains actors of varying different types (like cube, cylinder, sphere)? I want to use "Get All Actors of Class" to spawn them into my level individually.

gray kindle
devout bone
#

Unreal take long time 2 load

cursive coral
#

I shall give that a go, I know the effect I want but I cant visualise it on my screen so this should help

cursive coral
#

Since there isnt many tutorials

#

But I can only think that either you havent enabled allow edit layers

#

Or

gray kindle
#

yeah every tutorial i see is a guy making basic river

#

or lake

#

on a flat surface

cursive coral
#

Nothing complex

#

They just drag it in and its instantly perfect

#

I always copy exact and it goes bizzare

#

I imagine you may have to increase water depth?

#

Does anyone know why my water doesnt change colour either?

#

I change all the colours of the material but the water remains dark blue?

deft haven
#

Does it take a lot of hours to learn unreal engine c++ and make games only with c++ if you already know all the essential parts of c++ likes classes arrays object oriented programming etc?

cursive coral
cursive coral
gray kindle
#

i tried a lot of things, none works. when i change the water depth it "leaks" but still doesnt do anything

#

seems like its broken tbh

cursive coral
#

I think it is just broke beyond repair at this point

#

The only thing I can think it change the boundary slightly

#

Yep, I am leaving my water as it is till they add stuff, at the moment I am just using it to help me not put buildings in my ocean๐Ÿ˜‚

distant jewel
#

Nvmd Got it!

gray kindle
#

i mean... yeah it is, but that was one of the key advertised features of 4.26

plush yew
#

so when I package and zip my project then unzip the files again, and open the uproject up, everything goes missing

#

does anyone know how to fix that?

gray kindle
#

i will just make a plane with a water material, will be easier

cursive coral
plush yew
#

like it saves the content, config, and uproject but when I open the project nothing comes up

devout bone
#

Unreal Engine won't start when I click launch

cursive coral
#

But I get an ocean that looks like it belongs on titan๐Ÿ˜‚

plush yew
#

broooooo wtf

gray kindle
#

do u need to change colour?

#

of the ocean

plush yew
#

this is actually so fucked

cursive coral
devout bone
#

No

cursive coral
gray kindle
#

Thanks! i will check that out now

devout bone
#

On an internal hard drive

cursive coral
devout bone
#

No

plush yew
#

godddd

#

such a unique problem

gray kindle
cursive coral
devout bone
#

I only have a laptop

#

Is that bad

cursive coral
#

Its a gaming laptop

#

But its still a laptop

devout bone
#

When I click launch nothing happens

plush yew
#

is there currently a bug in UE where I can't package zip up my game

cursive coral
cursive coral
#

Run

plush yew
#

bro this is so cancerous there is literally no reason why it shouldnt work

cursive coral
#

Also tried albdedo

gray kindle
#

i changed mine and it worked

cursive coral
devout bone
gray kindle
#

maybe u messed up the master material for good xd

cursive coral
#

Does it save changes on the plugin not on the project?

cursive coral
cursive coral
#

I ended up with pitch black water at one point

devout bone
#

You mean when you drop a pickle in the ocean?

cursive coral
#

Thats unusual, what does a google search on the error code display?

grim ore
#

thats pretty common if you are installing it and dont pay attention to the pre req popup

#

just have to close it all down and try again

thorn island
#

greetings

thorn island
#

Any major differences between 4.20.x and 4.26

distant jewel
#

I've set up a 4 actors in a class and I'm trying to loop through and spawn each one but I'm not getting anything to happen

#

I'm assuming it's due to my Get All Actors Of Class

#

but not sure why...

#

Wait, I'm not doing anything once I call them. Double wait, I don't have any in the world. I'm trying to bring them in. I'm going to think about this some more.

nova kernel
#

quick question,
Is it worth building with "World Composition" for large maps, or will it be abandoned with the new UE5?
And are there any updates on any releases for UE5? or still no?

I dont want to use World Composition if it will be not worth it, though dont want to delay our project in development for something that might be updated in several months by now,

Suggestions? Ideas? info?

thorn island
#

What do you mean

viscid tusk
#

does anyone know how to fix the "An Unreal process has crashed" crash

narrow plaza
# distant jewel

You need to pass the array from GetAll Actors of class into your For loop - or add them to the ShuffleArray - at the moment you wont get anything unless ShuffleArray is prepopulated with something

plush yew
#

@viscid tusk this is like asking people why your computer is blue screening

#

Is it frequent? Does it occur when you open a particular level/run any particular process? Try and single out the issue.

viscid tusk
#

it happens every time i try to run the game.

distant jewel
#

@narrow plaza Thanks duncan.

#

I think I made a mistake making when I added my Actors to a parent class I created. I have these cubes I'm using as placeholders that are different textures so I can tell them apart. They are labeled "Actor_A". "Actor_B" up to D. I put them all in a parent class and when I went to add them their names weren't there BUT "Actor_A_C" "Actor_B_C" etc etc was.

plush yew
#

sounds like something to do with this pavlov thing then. Idk I have never used it or know what it is

arctic horizon
#

pavlov is a game. This is probably the wrong server to ask about issues with specific games.

distant jewel
#

I'm using cubes as placeholders, each has their own actor BP, and I changed there class to all be something new I named Actor Array BP

#

Does anyone know why _C might have been added to their names generating an array of them?

#

Oh wait is that added automatically because its a class ?

fierce tulip
#

^ fricking amazing

gloomy gull
#

wow

proper perch
#

Struggling with learning how to properly UV wrap in blender and be able to export mesh as fbx and import into UE4 without tangent/binormal errors. Anyone able to point me in the right direction?

plush yew
#

i hate blender with a flying spoon

#

but god do i love unreal engine

#

i wish i could skip past all of the blender stuff and just make the game D:

dim arch
#

you could use premade assets

plush yew
#

but than it wont be how i imagine it in my brain D:

#

i wish to make the sexy'est fighter ever

#

with a hint of pokemon U:

#

and sum yugimans too because wynaut

gilded plinth
#

hmm, dunno why this basic Q never occurred to me. Is there a way to set the game instance from a BP? Maybe in a construction script? Or does the game instance spawn before any of that?

#

i'm iterating on a few maps and they use different game instances. it's painful going into project settings to change every level

dim arch
#

the game instance class is set in project settings

gilded plinth
#

i know

#

But my Q is not asking where you set it

dim arch
#

you cant change it while the game is running

gilded plinth
#

it's can you set it elsewhere?

#

Roger, but is there maybe an editor hack or something to tie a game instance to a level?

#

so that once i hit play it uses x game instance

dim arch
#

so, you want to make an editor only script which checks which level you are launching into, and set the game instance accordingly?

gilded plinth
#

yup

#

that'd do it!

#

something of that sort

#

it's just for iterating because we're kinda building two games in one project right now

#

eventually we'll migrate out the second game

#

but right now we can't

dim arch
#

well, you could make a script to do that possibly, or just use the game instance that way it was intended

gilded plinth
#

how am i not using it the way it is intended?