#ue4-general

1 messages · Page 919 of 1

lusty carbon
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Efficient way to duplicate level along its lighting build data ?

stark ledge
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Can I disable crash reporter via cmd line?

still hollow
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Hi Everyone,

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I'm having an issue with the widget switcher it won't let me change which widget I'm editing. I'm trying to make a main menu for a multiplayer game but whenever i try to change the widget so i can edit it resets to 0 has anyone found a way to fix this problem

lucid grove
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Hey! Is there a way to make Additive Layer Track work with root motion on anim montages?

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Its working ok on animation itself, but doesnt make any difference on anim montages

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its working great

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but on anim montage - no effect with root motion enabled

plush yew
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hi guys

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i have walking sound effects for

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wood and grass

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and i added it on my project

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how can i make

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when player go to grass place

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grass sound effect will play

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when player go to wood place

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wood sound effect will play

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?

thick herald
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Plenty of tutorials can be found in Youtube / google search

lucid grove
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In short:

You can either use boxes to tell game in which territory you are and using animnotify with different sound outputs based on INT for example (switch on int)
or
You can check physics material of your terrain and change footsteps sound based on that

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probably there is more ways to do that

fallen flower
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Anyone got nice brushed metals using 4.26 anisotropy? Marketplace maybe?

clever axle
wary wave
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my guess is the mesh asset itself has no collision

clever axle
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the mesh has the same collision settings (WorldStatic)

wary wave
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yes, but does the asset have collision geometry?

clever axle
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hm, ok.. I don't know what I would need to do. The Mesh asset itself has BlockAll as well

wary wave
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open up the static mesh editor and see if the mesh has any collision geometry

clever axle
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do you mean that wireframe?

fallen flower
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in the top toolbar Collision ->

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also click on primitives

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in your screen shot

clever axle
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primitives is empty

fallen flower
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Yeah, so go Collision -> add Simplified Box

clever axle
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ah, sweet

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ok, it works

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thanks!

fallen flower
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great!

vast pawn
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Where in UE4 can I find the speed of the default gravity?

wanton lotus
vast pawn
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I'll check

wanton lotus
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From an old post, but hopefully still relevant.

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Otherwise, just open project settings and type "gravity" in the search.

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Should be -980, which is Earth gravity.

vast pawn
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yep got it

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thanx @wanton lotus

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@wanton lotus are you familiar on how to use Blueprints espeically with the Physics linear velocity node?

wanton lotus
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I know the math, just not how everything is done in UE4.

vast pawn
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I was wondering if that node overrides the default gravity z?

wanton lotus
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If it literally does what its name implies, it sounds like it would, you just need to disable gravity for whatever needs to use it. You can also use an AddForce Node to constantly accelerate the physics body in one direction.

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Unreal Engine

Free vector gravity for planets and directions. GravityMovementComponent allows you to control gravity direction and force for physics and movement.

Unreal Engine

Dynamic Gravity for the Character

Unreal Engine

A plugin that provides a controllable character that supports any gravity direction! Other gravity-related goodies are also available.

dire lantern
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I've literally waited 10 mins in front of the screen so i can write (I'm brand new to this server)

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Hi there guys!

warm fractal
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hey guys is it possible to move a selected animation in sequencer by 1 frame forward or bw with a keyboard shortcut ?

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found it ! (Ctrl + Left Arrow)

wanton lotus
dire lantern
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Hey could someone kindly help me out with this so-called jumpscare animation

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@wanton lotus i'm pretty much a rookie ahah but i hope one day i could

wanton lotus
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Also, If I don't, other animation experts can find your question easier.

dire lantern
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Bet! But I'm not really sure if its an animation though

wanton lotus
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Ah, then here is ok to ask.

dire lantern
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Hey guys, in today's video I'm going to be showing you how to create a jumpscare for your horror game. This example is of a ghost girl running through a corridor in front of the player. However, this can be easily adapted to whatever you like.

Ghost Mesh: https://drive.google.com/drive/folders/1iEyADR1Hptw87J25DUskJZU3Rtfpbg-v?usp=sharing
Jumps...

▶ Play video
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So basically the problem is I did everything except when I trigger the box the character either fades away or the speed is too fast (because my level is pretty small scale based)

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The scale caused me a lot of problems but i somehow managed to go through them for now... i tried lowering the speed but i dont really think im doing it right or either the problem is somewhere else

wanton lotus
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Why do people love using the "Get All Actors of Class" node? Why not save a direct reference to that actor when it is first added to the world? Sorry, just checking out that tutorial, haha.

dire lantern
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Ahahah no problem!

wanton lotus
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So seems like you just need to edit the ghost's movement speed if it is too fast.

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The tutorial is so basic, they just have the ghost already in game and the trigger box just uses the "move to" node. So it is all based on the character's (ghost) max walk speed.

dire lantern
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Another quick note: You probably notice how he adds that ''Nav mesh bound volume'' and then his character starts moving, but in my case the character stood still (in one place) and when i plugged the ''Get a copy'' into the Target Actor in ''AI move to'' node

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Yeah you're probably right!

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So when i plugged it, it worked the character was moving

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But too fast I guess

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I really tried changing the speed but I dont think I'm doing it properly

wanton lotus
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Open the blueprint of your character (ghost in the tutorial). On the left side, you will see the component list. Select the "Movement Component", then in its "details" you need to search for "walk speed" and set that much lower. I think the default is 600, you may want it at like 200 or 300.

dire lantern
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Yes I did that, didn't work 😦

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I even lowered it to 0. something

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Because of my small scale level

wanton lotus
dire lantern
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Pretty much yes, everything is really small, that's why I had problems with the scaling and walking speed of my own character but i fixed them somehow.

wanton lotus
dire lantern
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I know :/ but the scene was already huge to change everything back into it's big scale

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So I followed along with things

wanton lotus
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Floating point numbers can only be so accurate and when doing math with really small numbers, you will lose a lot of accuracy and run into many strange bugs.

dire lantern
wanton lotus
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Those icons, haha

dire lantern
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My camera speed is set to 1 and its still fast xD

wanton lotus
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You really will need to make everything larger.

clever axle
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I have an actor on the server. When I create it, I bind to an event (die). Later on the server, the Character realizes it has no health left and calls his Die event dispatcher. (this is on the server too) but the player controller who bound to that event on creation doesn't fire the associated event. any idea why?

hybrid furnace
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hi i have a project that keeps crashing on startup wondering if there's somewhere i should post about that on here?

dire lantern
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@wanton lotus thanks for your support & help! Really appreciated!

plush yew
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Hello guys... quick question, how do I use the node “set game paused” without pausing the inputs? Because I can’t leave the option menu.

wanton lotus
hybrid furnace
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just tried that, no luck 😦

flat pewter
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Hey, can anyone help me? I moved some files around and some maps broke. Resetting to a previous commit doesn't fix it either

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I can see the files in explorer but not in the editor..

buoyant graniteBOT
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:triangular_flag_on_post: TRON1X#0193 received strike 1. As a result, they were muted for 10 minutes.

elder haven
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Hi, How can I increase the quality when Ιm in game mode. For example when I navigate normally in my scene I see my stuff as intended. When I press play its like the quality drops and everything have some kind of blur compared to the more crisp edit mode.

wanton lotus
wanton lotus
flat pewter
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moved in editor.. then opened the levels and they didnt have some of the assets

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reset --hard with git, same thing

flat pewter
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deleted maps and assets ,reset --hard again

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now I dont see any of the maps

hybrid furnace
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it's alright I'm new to Unreal, had put a day of work into it I probably did something weird. Just gonna start fresh

wanton lotus
elder haven
flat pewter
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Did that, same exact thing

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Also deleted files in AppData, same thing

wanton lotus
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Damn, that is odd, any of what you tried should have reverted it back, heh.

flat pewter
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I just reset to an old commit that Im sure works

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Maps are in the explorer as well, but still not showing up in the editor

wanton lotus
flat pewter
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not at all :/

fringe bane
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Hi, so let's say I have a game with over a 100 items of two types: loot and consumables. Consumables restore health and mana on use via a granted ability. Is it better to use data tables or data assets, or does it depend on the project? All official unreal examples seem to use data assets, but they all have a small number of items.

silver mulch
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anyone know why the widget interaction Show Debug would not show any sort of line? it was working fine for awhile, then suddenly it stopped working. Just tried in a whole new FPS project, set up the widget interaction with Show Debug checked within the FP character graph, but its still missing the debug trace line. not sure what could of happened

gaunt tide
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Show bp in #blueprint and I’ll help you out a bit! @silver mulch

gaunt tide
silver mulch
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was testing it in a new project since it suddenly stopped working in my current main project

ocean grove
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Hey I'm getting a weird error when I go to play my game EDIT: Saving the level gets rid of the error?

silver mulch
fringe bane
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@gaunt tide that is what I have right now, but was just wondering what the benefits of data assets where and if I should switch.

silver mulch
gaunt tide
fringe bane
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@gaunt tide year I've read that, but thought to ask to get more input. Thanks!

gaunt tide
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Yeah sorry I don’t know too much about it either because I just used a data table for the first time about a month ago lol

fringe bane
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oh, I see

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data assets seem way more flexible with a custom asset manager from what I have seen

clever axle
gaunt tide
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Whoops. I like data tables because it allows me to store and easily edit variables for all of my items. I have only 1 master object BP that sets the variables of each item based off its name when it is spawned and if I need to change any variables I know it’ll transmit properly to the items

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And if I edit the data struct associated with that data table it also adds the new variable to my data table for me to input variables and all I have to do is created a new “set (variable)” node inside the master object bp and to me that gives me less time spent editing multiple objects and more time focused on other thing

clever axle
gaunt tide
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Also what is the size of your light mass importance volume?

clever axle
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its basically the bounds of the island and Z to the max height

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highest point on the island I mean

gaunt tide
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That could be why because light mass importance volumes should really only be used on parts that need detailed lighting. If you’re using it for an entire landscape it will take ages to build light

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Meaning the light bounces multiple times inside the importance volume and only once outside. So for the entire scene it is having to calculate the light bouncing multiple times across the landscape and all the assets on it

clever axle
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oh ok

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I see

gaunt tide
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I mean I’m not saying you can’t do it for an entire landscape but it will take some time to build the lighting 🙂

clever axle
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ok. I just took a small chunk in the center now for testing

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that was better before I built the lighting :/

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InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component
InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.

I'm still getting this though which is why I asked if this is too much foliage

gaunt tide
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Ahh okay. Yeah I usually use dynamic lighting with the sky sphere. I wish I could help more. What I do is do a search on google with reference to your issue if someone else hasn’t commented on it in a little bit

plush yew
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can you important clothing simulation from a different program

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into unreal engine

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or do you have to reapply the clothing simulation via unreal engine

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D:

gaunt tide
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You should be able to do I think

plush yew
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o.o really now

inland aurora
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I finished the save game object, it's actually pretty easy if you mess around with it 👍

midnight gate
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so im makinig a game about seals and so far i have fun fishing and socializing mechanics, but i want to make the game more focused on raising seal pups, any idea how can i make that fun? a seal pup raising simulator? how would you guys go about this idea? any recomendations? how do i make the player feel rewarded for having a seal pup without stat buffs or smth

potent kraken
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Hello everyone, I need to get the Health value of the other client in 1vs1 seting to display it on the HUD as "Enemy HP".
How do I go about doing that? Currently I just have a replicated health variable in my player_bp, how would I go about binding the enemy HP on the ui text?

patent grove
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hey guys, for some reason since installing unreal engine on my C: drive, i all of a sudden have 0 space on it. before installing UE4 i had around 270GB left, has anyone had this issue?

clever axle
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@gaunt tide yes, I'll do that but I wanted to know if that is excessive folaige anyway

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thanks for your help though

wanton lotus
plush yew
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@midnight gate well think back to tomagachi or the pokemon play features or something akin to the nintendogs, research how they give the feeling of companionship and such pet to owner feelings and incorperate that in basic AI tree behavior with interactivity built into such a feature x3

midnight gate
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i guess watching the seal pup grow up and go thought seal puberty would be kinda fun? but what would happen after they grow up?

plush yew
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i mean if you really sell the illusion of the seals being baby seals with a bunch of complex and engaging interactivities im sure it'll pan out nicely

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feeding, playing, cleaning, swimming, dressing them in outfits idk the skies the limit really

wanton lotus
plush yew
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that too ^

wanton lotus
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Ancestors did have a reason for that though, since evolution was the main goal of the game.

patent flower
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hi
im having some issues with unreal
can someone help?

midnight gate
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@plush yew omg dressing them in outfits seems like a fantastic idea

plush yew
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;D

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you can even have the seals give the player gifts i know my kitties as a child would give me pet birbs for giving them lots of luff

wanton lotus
plush yew
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@wanton lotus is there a limit to what the chaos level destruction addons can well

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destroy >O>

patent flower
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i put a material on my landscape

midnight gate
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@plush yew that is also a nice idea and i already have a costumization system in place for that

patent flower
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it then went black but rhere is no option to put the layers in

wanton lotus
plush yew
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@midnight gate Kheart

patent flower
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ive done it before but its not working now

plush yew
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thats okay

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thanksies anyways

patent flower
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@wanton lotus also the foliage tool no longer works either

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and just genraly things are not working anymore

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like ive come back on after a week break and it keeps breaking

midnight gate
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hmmmmmm

wanton lotus
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Is the editor doing something right now? Like maybe compiling shaders?

patent flower
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nope

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its not

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it just refuses to pick up the layers on the material

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i did it today but its stopped working

grim ore
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show the material setup for the layer blends?

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and the compile ok message in the log if you have it. Also did you change platforms perhaps? trying it on mobile or linux?

patent flower
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errr

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this is the point were i say ive just started learning

autumn flame
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Connect that to Normal

patent flower
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done it now

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just realised lmao

warm fractal
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hey, is there a way I could reset the anchor inside ue for this object ?

grim ore
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the pivot? using the new modeling tools you can otherwise you adjust it in your external program or cheat and make it part of a blueprint

warm fractal
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I've tried with alt + mw button but insta gets back to its original point (like in the image)

grim ore
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yes that is temporary

blazing belfry
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someone speaks Spanish?

patent flower
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no hablo espanol

blazing belfry
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ok does not matter

warm fractal
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@grim ore any idea how I could fix that ? in external program the animation of the object has its pivot point set right

grim ore
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the pivot point when importing from an external program will be the origin or 0,0,0 point in the program

plush yew
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Send halp

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I get this when I reimport the same unreal mannequins I exported

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;O;

grim ore
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did you try doing what the error suggested?

plush yew
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_>

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I'm sorry ill try thag

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That*

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I think I fixed it

grim ore
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just exporting out the mesh and bringing it back in does not cause this issue so its something you did in your dcc program

plush yew
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Dcc program?

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I used blender to add a dress to the mannequins

grim ore
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digital content creation, blender in your case

plush yew
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Maybe I forgot to weight paint the dress maybe?

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I added a material too it and joined it than exported it

grim ore
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#animation would know for sure but try what the error suggests with the import options or make sure those bones are weighted in the 0 frame of the animation

plush yew
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Okie o.o

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@grim ore Kheart

ruby ocean
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Anyone have a good reference for snap groups and snap flags?

gaunt tide
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?

ruby ocean
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It’s for modular building pieces

gaunt tide
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Its fun lemme tell you. You want at runtime or in editor type thing?

ruby ocean
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A photo reference would do just fine, if there’s any documentation on it

gaunt tide
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Runtime or in editor...

ruby ocean
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Runtime

gaunt tide
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Do your meshes have sockets associated with their points you want them to snap?

ruby ocean
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Just to make it clear, I’m not using UE4 proper, I’m using the Ark Dev Kit which is not up to date with UE4 now. The way snap points work in the kit, is that you make a new snap point, position it where you want (xyz) then enter in the snap flags/groups.

gaunt tide
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Yeah never used that before. Im currently working on a socket building system in 4.26 :/

ruby ocean
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Ah okay, thank you. Good luck!

gaunt tide
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Thank you, Good luck to you as well!

winter gale
nimble warren
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So I’m having an issue in 4.26 with Apex Destruction, in editor half the time apply damage gets triggered the editor crashes, in a packaged build when it’s triggered the object that hit either goes through it and then the destroy component gets triggered after a few seconds or literally nothing happens and the destroy component gets triggered. Anyone know a fix?

sterile tulip
light thunder
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Um, these used to be much more transparent, but I can't remember what changed - what should I investigate - I'm pretty confident I didn't mess with the main material/sub uv

forest zinc
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Hey guys, I'm having some trouble with a flashlight. I have two lights on my player character, a first person light and a 3rd person which I'm toggling on and off with the light. My third person lights display the pointlight correctly with an IES texture, but my first person light wont display the IES texture. Any ideas or help would be appreciated

light thunder
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Actually, it IS the material but it won't let me change it

dense shadow
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How can I check if some text inside a string variable is inside a tag for example. "This is a sample text<a>TextToGet<a/> etc, etc". And I can get the TextToGet

grim ore
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there are also rich text objects you can use if you are trying to format text like that for ui

tropic pilot
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would be SOOO awsome if one could code for ESP32 (microcontroller) via UE4 blueprint and upload it!!! 😄

mystic ledge
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What mode do I need to activate to see these vertex handles like in this screenshot?

dense shadow
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@grim ore I am not sure on how to make this.

grim ore
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so you just want the item inside the tags?

dense shadow
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I don't want to print the tags and get the item inside them

grim ore
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so you just want the text inside of the tags?

dense shadow
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I am going to have a text effect on the text inside the tags. But I still want to print the entire text later without the tags

grim ore
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yep... soo... lol

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are you trying to just remove the tags, you want just the text inside the tags, you want it all to be caps....

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like literally what is the goal

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"this is <a>some test text</a> we are testing with" becomes.....

dense shadow
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Ok for example " This is example text <a>TextToAddEffectTo<a/>"

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And printed "This is example text TextToAddEffectTo" But TextToAddEffectTo will have a shaky text animation

grim ore
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ugh

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so still not an actual answer

dense shadow
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cmon man

grim ore
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well the engine cant do the shaky text out of the box, there are no nodes to do just that

dense shadow
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English is not my first language

grim ore
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I understand the goal but not what you want to get there

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this code turns "This is the <A>TEST TEXT STRING</A> that we want to pull out" into "TEST TEXT STRING"

dense shadow
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I am having a hard time with unreal

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I used unity before

rugged fjord
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anyone knows how I can let an actor blueprint class basically fall and stuff?

dense shadow
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@rugged fjord enable gravity?

rugged fjord
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It is enabled

dense shadow
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can you send screenshot

rugged fjord
dense shadow
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@rugged fjord make the object that has simulated gravity the root

plush yew
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when i try to import the dress i made

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it forces me to regenerate the skeleton

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turning the unreal manniquin and dress into a single bone called cube

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and it wont stop being retarded until it forcefully adds cube as the single bone ._.

plush yew
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fdsasdfghjk

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;-;

ripe apex
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Ok, how to fix this error?
LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False

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Seems like it's caused by transfer of my project from 4.21 to 4.23, but I'm not sure about that

elder haven
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Can I duplicate foliage ? Fore example can I create the exact copy of all of my mashes that I have made with foliage ?

spiral burrow
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I'm trying to set a URL in an ini file. It seems to cut the value at the first forward slash (/). How should I include a URL in INI? Any kind of escape cahracter, er?

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Maybe quotes?

spiral burrow
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Yeah just occurred to me. 🙂 Ty

smoky junco
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anyone able to give me a hand?

grim ore
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you just need to read the error and fix the issue

smoky junco
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i genuinely cant see whats wrong with it

grim ore
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your character variable is probably null

smoky junco
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well youre right there haha thats exactly it, but i cant modify it because its a Class Default

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so idk how to fix it

grim ore
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are you trying to get the player character?

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or is this inside of the character?

smoky junco
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this is inside of a component attached to the character, its trying to get the character

grim ore
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if its the player character, the one being controlled, you can always use "get player character" or you need to pass in the attached character into the component when you create it

wanton lotus
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If this is inside the component, that exists on the character, Get Owner node can get the character.

smoky junco
wanton lotus
plush yew
foggy shuttle
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hi everyone, any clue why in Buffer Viz - Ambient Occlusion everything is white even if it's clear that I have ambient occlusion from materials and from SSAO?

wanton lotus
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As stated above though, if you know it is the player character, you can use "Get Player Controller" instead.

plush yew
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And it forces itself into having something called dress as its skeleton ._.

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I've followed 3 different tutorials for adding clothing to the game and this keeps happening

static wharf
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Any idea why unreal engine always gets stuck at this when launching?

grim ore
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yes it is compiling shaders, you just have to wait

static wharf
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Ah ok, it didnt use to get stuck here for like 3 hours on a new project tho

plush yew
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:<

hybrid furnace
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ok so now my new project i started today is continually crashing

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Houdini Engine caused it to crash I think that may be the issue

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any suggestions on how to approach that? as of right now i can't open the project

gaunt tide
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@thorn topaz So honestly. Been messing around for a bit with this. Do I need to apply an offset to the attached actor?

bitter orchid
#

Anyone have a good site where I can find a collection of audio for video game creation? I use lots of sites that have collections of game sprites and animations to download. Do they have sites like that for audio?

gaunt tide
crisp elm
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Can I use a material created by Epic that was given away for free with my own textures for a character that I want to publish on the marketplace? The material is way too advanced for me to re create. I just want the recipe, I hope that makes sense

gentle trout
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Hey anyone can help me in DM with the widgets?

late verge
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hey everyone!

how can i increase the draw distance of my point/spot lights?

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after a certain distance, they stop having an effect

maiden sundial
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Can anyone recommend me a tutorial for making a outline/highlighting effect with post-processing ?
Anything i found on youtube seems really eeh to me :s

plush yew
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@maiden sundial try inverted hull method

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gives pretty amazing outline quality and control

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takes about 20 seconds to setup as well

maiden sundial
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I'll try to find this method ^^

plush yew
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no need

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there ya go

maiden sundial
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Wait, is this a method where you have to do this on every mesh where you wanna use it ?

plush yew
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mhm

maiden sundial
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Cuz of blender

plush yew
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yes

maiden sundial
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That's sadly not really a option for me :s
I'd need a more generic method

maiden sundial
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Doing this for every mesh seems insane in my case xD

plush yew
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its about 3 clicks per mesh x3

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thats a blessing in game design

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ive been stuck on importing an outfit for 8 hours

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after trying 12 methods c:

maiden sundial
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Can you even turn it on and off with the blender method ?

plush yew
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i believe so not sure though

maiden sundial
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Cuz if i understand it correctly i'd have a mesh with and without the outline

plush yew
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Hello guys how could I make something happen randomly with a % ?

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its just a click to turn it on and off not so sure about in engine though

#

possibly yeah

fluid root
#

How do you actually get a google play license key?

plush yew
#

and import to engine and switch it out on the fly

maiden sundial
#

@plush yew In C++ or BP ?

wanton lotus
plush yew
#

@wanton lotus ;-;

#

" failed to merge bones" how does 1 fix this

plush yew
#

I prefer in C++

#

But if u know how to do in BP is ok

wanton lotus
#

You just want weighted random?

plush yew
maiden sundial
#

In C++ it's basically just smth like

bool Result{ FMath::RandRange(0, 5) <= 1 };
plush yew
#

Such a terrible fate to behold

wanton lotus
grim ore
#

There is a weighted bool node in bp so chances are the function it uses is usable in c++

wanton lotus
plush yew
#

@wanton lotus I just want to slap Clothing on a model so I ca. Test something kind of retarded xD

foggy pasture
#

ok i am still very new to ue4 so when i disable colission on the inherited capsule collider my character falls trough the ground and i have set every other collider as a pawn does anyone know why this is happening

plush yew
#

I don't even care what outfit or program I have to buy as long as it can slip clothing into the engine without bone exploding

maiden sundial
wanton lotus
grim ore
#

@foggy pasture the capsule is the root for a character and where it does it’s movement collision checks and such. It should be kept

plush yew
foggy pasture
plush yew
#

@wanton lotus nuuu

grim ore
#

You can still make your own just have your line traces only trace against your custom hit box collision channels.

plush yew
#

Importing a dress i downloaded amd added vertex groups on from the exported unreal mannequins

#

I just wanna see if clothing simulation can combine with other game engine mechanics

#

Because if so I might be able to create something truly incredible :>

#

I exported the mannequins added a dress than reimported and cloth sim and It worked but adding the clothing on its own under unreal skeleton gets glitchy as heck

#

Won't let use the unreal skeleton for physics and it keeps trying to regenerate the skeleton than it crashes the program or it keeps at it whilst renaming it to whatever the dresses bones were ._.

#

Followed by failed to merge bones error posted above

#

I was thinking maybe importing the clothing as a basic mesh

#

Than somehow adding unreal skeletons to it might fix it

#

Idk ;3;

pastel yarrow
#

Guys, is there a way to disable specific input, like I dont want the player to be able to move but he should be able to interact

median hound
plush yew
#

:C

wanton lotus
pastel yarrow
plush yew
#

ue5?

uneven hemlock
#

Just downloaded the procedural ecosystems PACK and Im not disapointed

#

all of the grass and trees and rocks are procedurally placed

#

based off slopes and materials

#

playing it at 100fps with a rtx 2060

#

amazing lod transitions and dense grass without preformance loss

#

the rock material is generated based off slope

plush yew
#

@uneven hemlock grass fade distance?

uneven hemlock
plush yew
#

how much

uneven hemlock
#

dk u can tell by the images tho

plush yew
#

how many lods per grass

uneven hemlock
#

not sure yet I downloaded it today

#

I think 2-3 tho

#

theres also seasons btw

#

like winter

#

and they come with procedural foliage spawners. all the forests and rocks and grass is procedural

fierce tulip
#

this sounds too much like promotion over a discussion, plus its a marketplace pack so the discussion should have been in #fab and even then its not even discussing the pack but borderline promo

wanton lotus
#

62fps on a GTX 1060? What would they get if I actually added AI to the game?

#

The pack looks real nice, but you are basically stuck with an exploration game at that point.

plush yew
#

yay still cant fix this failed to merge bone thing :>

wanton lotus
plush yew
#

yup

#

thats happening to me too ;D

wanton lotus
#

array out of bounds crash every time.

plush yew
#

im trying to merge the outfits bones with ur4 skeleton

#

and it just explodes~

#

i just wanted to test out a cool possible mechanic XD

#

and instead and struggling violently to do part 1 of 2

wanton lotus
#

Got it to finally work, but had to go about the opposite way. I wanted to replace the 3D people skeleton with the ALS skeleton, but it crashed every time, however, it allowed me to replace ALS skeleton with 3D people skeleton. I think it may have to do with references to the ALS skeleton??

plush yew
#

wait what

lime gull
#

So quick question, I just need a loose answer. If I wanted to have a party system in Unreal, how would I save each characters equipment separately?

spare kernel
#

@gleaming narwhal Are you going to post any other QA's with Dave Ratti answers or were they all pretty much covered in the stream?

gleaming narwhal
#

@spare kernel He said he'll chime in later - he was just busy today. We'll see 🙂

spare kernel
#

ah cool, i do owe him and you a coffee though 😄

gleaming narwhal
#

When the pandemic is over I'll throw a large meetup in Raleigh - everyone's welcome

spare kernel
#

Michael did well, some of those QA's were tough

gleaming narwhal
#

Yeah he's great - He has more topics that we're going to cover this year

spare kernel
#

and for being new to it, he actually knew quite a lot which was good

gleaming narwhal
#

He's one of the folks working on the documentation for it

spare kernel
#

i really do want that stream on AssetManager though, would be awesome 😛

#

anyway thanks for the stream and all the work you and the team do 🙂

gleaming narwhal
#

Already in the works!

#

Thanks for helping us and chat out 🙂

spare kernel
#

np, i enjoy helping 😛

plush yew
#

does anyone here use character creator 3

#

if so im wondering if with character creator 3 can you add on modular bits to them as you would with any old mesh or such in unreal engine

#

o-o;

thorn topaz
gaunt tide
wanton lotus
#

My thoughts exactly. There are no game systems, it is just environment. You start to build a game around that and those frames will drop well below suitable ranges for that hardware.

fierce tulip
#

our eyes dont even see in "fps" so that whole thing is moot

dark depot
#

^

gaunt tide
#

Rip

dusky inlet
#

I wrote a tutorial for async Blueprint nodes and how to use them to smoothly lerp a component from one socket to another without using timelines or spaghetti nodes. In which channel can I share it? Guide didn't really give me pointers here.

wanton lotus
dusky inlet
#

async BP nodes can only be written in C++; I was thinking more along the lines of share your work ThinkEyes but I think this is for ue4 projects, not tutorials

rancid lynx
#

if we use a lot of LANDMASS Splines, do those get baked in and removed in the final build? or do they lag up the final product also ? anyone know ? im not SURe they cause lag, but ive heard they can, and I build VR, so I need to be extra careful.

thick herald
#

Correct, they are baked.

rancid lynx
#

do you know if they cause editor lag ? i havent tested using 50 of them yet

#

just curious

#

prob not much editor lag, but maybe some annoying vr editor lag. idk. guess ill test it when ive got time . ty

heavy ether
#

hey all ltns 🙂 trying to get up to speed on how AI/Animation work together in the modern day Unreal.. The person who put together my Anim Blueprint tied in a couple of custom event triggers, which work real nice inside the blueprint viewer... but.. how do i access them from somewhere? specifically, a Behavior Tree ?

clear patrol
#

are 3d skies a thing in Unreal? if so is there a guide someone could point me to on how to do it

gaunt tide
#

Should be with the new clouds they introduced with 4.26

clear patrol
#

well I'm completely new to Unreal and I just want to know if you can easily place a 3d camera and have it project as a skybox

gaunt tide
#

Have the camera itself project a skybox?

clear patrol
#

a camera but yes

#

like source engine 3d skyboxes

#

like this

gaunt tide
#

Camera and texture renderer on a skybox

clear patrol
#

Do you know what a 3d camera is?

#

you would have your skybox in a different area and then have a camera inside of it facing multiple directions and it would project it as the skybox

#

like this

empty isle
#

Is there a built-in or straightforward way to bind a key to a console command such that it works in PIE and Edit mode (so can't be a key event in an actor or level BP)?

bitter iris
#

upgraded engine version, and it says my structures are broken, but when i open them theyre fine? the heck

acoustic wraith
#

What's the error?

bitter iris
#

mostly failed to find reference in BP with the structure but i looked in the BP and struct and its fine

#

but compiles fine and no errors so no idea what ue4s on about

acoustic wraith
#

The only thing I can think of is fixing up redirectors, but I'm not sure.

bitter iris
#

in the BP though it doesnt have a compiler error

#

which is weird

acoustic wraith
#

Yeah, sorry 😦

bitter iris
#

np thanks anyways

gloomy nimbus
#

hello. Q: I did the guide on YouTube from official Unreal Engine channel how to build a demo in 2D Paper. One of the first things I did was to change resolution size since I deal with pixels. Main question is, does this make the game file and source-material execution lighter + faster to render?

#

Thanks

azure sierra
#

i noticed that in the epic launcher there is an option to download source code. Does that mean that you can build a dedicated server without having to download from gitlab and build yoouself now?

bitter iris
#

does it?

azure sierra
#

yeah

bitter iris
#

hmm i might try compile a basic mp game

#

if it works itll save so much time and file space 😄

azure sierra
bitter iris
#

weird, i can only see the option to build server in source version

#

i just opened up 4.26 default and cant see that option

azure sierra
#

thats unfortunate i was excited

bitter iris
#

they really need a way to package it all in the one

cloud latch
#

hi all, so the megascans plugin has a bunch of bad presets in it (remember the whole connection disappearing issue for materials that's been there in UE4 off and on? Theirs all have done that). Anyone know if someone's already gone and patched this up and shared it?

azure sierra
bitter iris
#

yeh exactly

#

alot of effort for a little result that could be done in engine

kindred viper
#

@cloud latch megascans has issues all over the place. They are not the best assets. But they can be useful. If you are using them for a game, you are going to have to do some work. Especially if you are using 8K versions which tend to have more errors in from what I can tell.

plush yew
#

hey guy do you know how to merge static meshes and thier own material ?

cloud latch
#

Thanks @kindred viper Yeah, I've already tended to bring stuff into Houdini to process and get in the state I want. Guess I may as well stick with that workflow 🙂

kindred viper
#

I would. Especially if you are used to it

cloud latch
#

Also appears they don't pack the channels for AO, roughness, and metalness

kindred viper
#

@plush yew you can combine them in engine and it should make a new material for purpose.

#

@cloud latch I think they have them but they are not on by default with the exporter. OR it might be a case by case basis

plush yew
#

just two slots of material in the static mesh

kindred viper
#

ahh perhaps it keeps them seperate then . Im confused a little because im working with Chaos and destruction handles that. Figured it would in the other parts too

#

You should take it to Blender and combine the meshes then. Perhaps re-assign the materials by hand.

plush yew
plush yew
kindred viper
#

I dunno about 4.22. That is rather old now

cloud latch
#

@kindred viper Yeah, I saw you can create your own (at least in mixer, so I'm betting I could in bridge, too). I'll go for that. Thanks again 🙂

sly spruce
#

I have a question with compress data in ue4
how to compress a string using gzip method in ue4

kindred viper
#

compress a string?

#

you compress from a binary format I believe which means the string would be stored in a binary format and that would be compressed,. But dont quote me on that.

native bough
#

I have a question how to implement online resources download like in PUBG you have to download skins texture after running game.. How this online or cloud downloading system worls6

kindred viper
#

check out the mod information with UE4. It's not vast because its only just getting serious attention as a requirement

#

PUBG has a special arrangement though, so they can do a bit more with some of the tech I guess.

native bough
#

I want this system to implement on my game not want any type of modding

kindred viper
#

The method currently being used would require exporting/shipping of Editor tools that isn't allowed under the EULA. But that doesn't mean its not available for licensees

#

Well you are talking about loading assets on the fly so I just call that modding.

native bough
#

I just want to know how to download assets[skins] online within the game

kindred viper
#

I just told you too. You need to check out the modding information. Or you can implement your own system that avoids any Editor code

native bough
#

I will try to again explain my self....... I want to implement a system in my game so that game my game initial size didn't increase too much i place one map initially and if player want to play on other map he can download.... And please help me how this online downloading for user implement

thorn topaz
kindred viper
#

@native bough Well I understood you, I replied, take it to the bank or forget I said anything. It's upto you.

mild merlin
#

Help

#

Error in compiler log

plush yew
#

where should I start if I have 0 experience in coding C++?

native bough
#

Modding is something related to preexisting game🙄🤔.... I just want to know use Google drive to link my assets of games online so that players can download 🤔

split garden
#

Hey, I'm having bit of a nightmare in regards to a project I may or may not have deleted. It's a uni assignment that's due in less than a couple days so was wondering if anyone could help me out at all? 😅
I believe I have a backup autosaved, but not entirely sure.

kindred viper
#

@plush yew C++ for dummies. That isn't a jibe or a joke. Im serious. The Dummies books are poorly named but very useful

#

@native bough ok just put your assets in some webspace and link it in game. You can use hyperlinks in the engine, there is rich text support, and there is a rather poor web browser but it's good enough for browsing to a site.

#

The assets wont work until the game is reloaded though. If you wanted it to install it whilst the game was running, then refer to my previous answer.

#

@split garden First I am going to give you some advice that will help for the rest of your life. Listen carefully and take heed. Learn how to use Source Control software. Both server and client. You will use it in the future if you are into game dev or any kind of asset creating or programming. Second, how did you delete it? Was it on an SSD disk or a mechanical drive or a USB stick? When you say autosave, do you mean you copy/pasted a backup, or that you have some autosave information remaining in a folder?

dire lantern
#

Hi there, where can I find any good explainable Object Inspection Tutorials?

split garden
kindred viper
#

@dire lantern depends how you want to do it really. Can you explain how you want it to work?

split garden
#

I have this, which is an autosave of my map before I broke everything 😅

dire lantern
#

@kindred viper Absolutely, give me a sec I'll send you a pic

split garden
#

Cool if I DM you @kindred viper just for clarity sake?

native bough
kindred viper
#

@split garden no need to. Better to have other eyes and ears on the problem

#

Did you try loading that umap file?

split garden
#

Yeah I've tried importing it through the means that I would any other asset but I figured it's not that simple.

#

Apologies, I'm bit of a novice with all this ://

kindred viper
#

its ok we all were

#

some of the pros still are with some things. It's how it is. Can't know everything until you know it 🙂

dire lantern
#

A simple object (In my case a cube with material applied), I want the player to be able to rotate it around, a simple text below would be handy too but that's optional, and ofc the blurred background.

kindred viper
#

@dire lantern if you have that system to play with, can't you just access the selected object in view and apply rotations based on input?

dire lantern
#

@kindred viper Sadly that's not my scene it's just an example image

lusty scaffold
kindred viper
#

@dire lantern ahh you doing this from scratch for yourself?

dire lantern
#

@kindred viper Yep 😦

kindred viper
#

@lusty scaffold Right there is set new time. Just store a variable with the "stretched" value there, or in the middle of your calculation within the timeline

next badger
kindred viper
#

@dire lantern I'd have to go through a tutorial on the subject to recommend a specific one but I might be able to find a trusted source, gimme a minute

#

it's kind of a simple setup tbh. But there are two ways to manage it. In world and In UMG

dire lantern
#

That's my scene, and i was thinking about when you press ''E'' you can inspect the object and when the same key is pressed again eventually to be put back in it's place

kindred viper
#

ok that seems like more of a world approach

dire lantern
#

@kindred viper That's lovely man, I really appreciate it!

kindred viper
#

unless you don't have the arm animations. Then you can use either

dire lantern
#

No I want it as simple as Item Inspect Rotation

#

I don't really have any arms while playing FPS

split garden
#

To hopefully clarify my problem a little I was deleting the startup and test VR maps from this menu to cut down on my file size. I had saved copy of the level I was working on with a more appropriate name and deleted the other which in turn deleted both. I'm now stuck with neither. I do have my assets still, but I have a black viewport with nothing in and no level blueprint that I'd made.

kindred viper
#

ahh. I guess you would be better with a world approach then. The UMG approach takes on a few methods that require some knowledge of various areas with materials and render targets etc. @dire lantern https://www.youtube.com/watch?v=L01csBwiFls I speed-watched this and it's probably enough to start.

project Files : https://www.patreon.com/posts/35152293
This is a special request tutorial from one of the patrons.
The objective is to implement an item inspection system. In the last episode, I implemented a way to highlight the object when the mouse hovering the object. Now, I am going to move the object closer to the camera to inspect the ob...

▶ Play video
dire lantern
#

Oh yeah I already watched that but it doesn't show how you could make the item rotatable when pressed with certain key along with blurred background

split garden
#

YOOO I fixed it 🎉
Thanks for the pointers though, crisis averted.

kindred viper
#

@split garden the .UMAP is just your level file. Think of it as "the world" but the actors in it are mostly instances. So they need the files to load them up.

#

excellent.

#

I hate to see people lose data. I lost 4 years of my early days to a hard disk failure. I feel the pain.

split garden
#

For sure man, this would've been my degree down the drain so I'll try and be a little more careful moving forward. 😅

kindred viper
#

@dire lantern That is as simple as rotating a character. You just need the reference to the object you selected. Which you already have

dire lantern
kindred viper
#

Yeah I have that one. I believe they gave it away for free one month.

dire lantern
#

It's free now

kindred viper
#

cool

#

See I can't say how they did it, because I haven't used it myself. But that's because this system is actually a really small set of basics strung together. Get object, move object, rotate object. The blur part can be done with a PostProcess volume or if you are using UMG, there is a blur widget.

#

You could even go as far as using a shader/material to blur. But Post Processing in the world seems more appropriate with some depth of field etc

dire lantern
#

At this point I don't even know where to begin or how, I began learning UE4 2 months ago

#

I have multiple problems with my scene but thats a different discussion, i'm more into the artistic field, my background is in offline rendering as 3d artist

#

And all of a sudden i decide to do complex stuff which requires nodes which im not so well welcomed with

plush yew
inner flume
plush yew
#

and what a time for them to do promotion

plush yew
next badger
#

@plush yew this course been there for ages, i've watched it so i can tell it's quite good for novice ue4 dev, some people didin't like how slow paced it is, but it's better than skipping parts

inner flume
#

i copied them from my old PC

next badger
#

@plush yew yep, few years ago iirc

plush yew
#

this will get me to a solid start, won't it?

next badger
#

not sure about solid, but you will make 3 games using ue4, all with c++...it starts with pure c++, no ue4 involved, but this part is relatively short

cobalt isle
#

recently finished it

plush yew
#

then lucky me

#

I was about to start on C++

#

which is why Blueprint learning is not an option

cobalt isle
#

but i did have a bit python and godot script knowledge

cobalt isle
plush yew
#

I am familiar with some C++ variables

#

not too clear

next badger
#

@plush yew keep in mind, that ue4 can not be purely c++ (it's hard to make it work this way), it's how actors work

plush yew
#

I can't go pure C++

cobalt isle
# plush yew not too clear

it is fine the first section will explain it and u will be using lots of functions repeatedly so u will understand properly and u even use blueprints in the course for some stuff

plush yew
#

I just want to enhance my C++ languages

cobalt isle
next badger
#

if you want to learn c++ only, i can look for a website with a very good learning process, if it still exist

plush yew
cobalt isle
plush yew
#

I have been researching for hours now

#

and some Udemy videos are good

cobalt isle
#

then go for it

plush yew
#

and this seems to receive positives rating

plush yew
cobalt isle
#

good luck

rough finch
#

hey so I have a question

#

when creating Animations by using a Skeleton

#

is there a way to import objects as reference?

#

or should I use something like Blender to create an animation?

cobalt isle
#

idk im not good with animation

cobalt isle
plush yew
#

I heard that you can import Blender's work to Unreal Engine

#

perhaps

#

a lot of people use Blender for 3D stuffs

#

I don't know how they import that to Unreal Engine tho

kindred viper
#

@rough finch There is an experimental plugin called SendToUnreal that utilizes Rigify within Blender if that is of use to you. Otherwise, you can use Mr.Mannequin for UE4 skeleton anims, or go full custom. https://github.com/epicgames/blendertools

#

Animation in Blender is nice. But you can do stuff in UE4 too now with a combination of Control Rig and Sequencer + Retargetting

broken heath
#

Why we use opacity masks in games, why not an image with an alpha, is it to reduce file size

plush yew
#

please help i enable virtual textures now my project stuck at 45%

kindred viper
#

@plush yew yeah I was doing it earlier this year without the retargetting bit. But now they added retargetting animations to the rig/sequencer, it's pretty much the start of in-engine animating like a DCC.

#

only the start tho

#

@plush yew let it ride. It is compiling shaders. Check your task manager. It should show (under the UE4Editor.exe) a bunch of shader compiler workers running a shared percentage of your procesor/cores

kindred viper
#

ok just playing the waiting game then. Dont panic 🙂

sonic quest
# next badger <@456226577798135808> this is a good course for people who have 0 c++ knowledge ...

@plush yew this is a good one as well: https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c
I think it's from the same author but inside Unreal Learning platform.

To summarize: I took this course & build a plugin - https://github.com/GameDev4K/unreal-fetch
I only used C++ in the uni. (a decade ago I guess)

Unreal Engine

This course teaches you how to convert a Blueprint project to C++, explaining the core concepts of using C++ in Unreal Engine. Learn how to create an AI agent that senses, reacts to, and navigates the world around them.

plush yew
#

oh damn

#

this can be very helpful

#

thank you so much

#

hi guys

#

how can i import rigged character (made with blender) to unreal engine

#

it gives error when i try importing it normally

fallen sphinx
#

I need some money, I am thinking of freelancing as unreal engine blueprints developer. So I have no idea which website I should refer anyone here with any idea please help.

robust palm
#

I really need some help. I have been working on my first game and have been creating a level select menu for it with levels being locked until you have gotten to that level, the issue is the locks reset after if you go back to previous levels. For example if I am on level 4 I can go to level 4 and play level 4 but if I go to the level select menu and go back to level 2 then complete the level I then cannot return back to level 4 unless I beat level 3 again. I think the issue has to do with my "create save game object" but at the same time I have no idea. I followed a youtube tutorial for making these locked levels and people in the comments were having the same issue and I can't find the resolution to it anywhere. I even had to set Level unlocks in further levels because before if I hit level 4 and it unlocked level 5 I could not return to levels 1-4 I could only select level 5. Please help me if you can I am trying to get this game on the app store and I really would like this done before I hit my deadline, here is a snapshot of one of these "next level teleporters" that have my save game nodes inside of them.

#

I tried to find another option to avoid "creating" a new save and instead just saving the progress to the current save but I couldnt find one that the Set level unlocks could cast to.

#

I was going to link the video I followed to get to this point but the rules said not to link anything so the name of the videos I followed upto this point is "Creating Level Unlocking Setup in Unreal Engine" Parts 1-3

#

Like I said I don't really know where the issues lies so I will attach other images of the save game properties so it can be inspected to possibly find a solution to this issue.

kindred patio
#

Hey guys, quick question. I'm doing a material tutorial on youtube, and I was wondering what the best way to share/make that material available for others to copy over would be?

#

I know you can copy the nodes into a text file, but where could I host/upload that txt file to?

robust palm
#

@kindred patio most people that I see do it just throw it in a google drive

kindred patio
#

Alright, thanks!

clever axle
#

@robust palm You create a new savegame and set those levels to unlocked. I haven't worked with savegames before but can you load/alter the current savegame, unlock the level and save it again?

robust palm
#

@clever axle The issue has been resolved by @hardy tartan instead of creating a new save you simply place a load save that way when you beat older levels they dont override your previous saves getting rid of your further data.

sharp violet
#

i have no idea why is it doing that

sonic quest
#

Or search Google for UE4 UV tiling

#

I hope there are a ton of videos related to this.

hardy tartan
#

I wonder is there any way to get all actor references in sequence blueprint? I want to loop call some function in these actors

wary wave
#

there will be, but you'll need to be in native code to do it

hardy tartan
#

I can't code C++ so I looking for any node or some way

kindred viper
#

pray for some kind of editor utility widget but even then, you are doing it the wrong way. The actors in that sequence are already in the world right? They have to be to get added. So just get them from the world by class or tag or something else.

wary wave
#

they can be spawned from sequencer too

#

but there is no node for this, such a thing would not be easily possible

#

it's currently C++, or not at all

hardy tartan
#

these actors already in the world, because if in sequence had many actors to add a tag, it will be nightmare

kindred viper
#

not really. You can update tags from the Property Matrix all at once if they share the same class or you know the naming convention I guess

hardy tartan
#

Not the same class actually

#

So maybe tag is only way to make not with C++

kindred viper
#

or an interface. Depends what you need. Tag if you just want to find them. Sometimes though, an interface is good if you want it to register itself into some array upon construct etc

wary wave
#

interface is a good option

hardy tartan
#

I know interface, interface still need reference actor so I just need all reference actor in each sequence, my goal is made a tool like software "Depence2" but in UE4

#

These sequence I use for timeline to control there actor to do some event happen in specific time

#

1 sequence will be 1 pack of event, and main sequence will active them at the time they want

#

So I want to call to all actors in each sequence they are in. Because some project could be 100-200 actor light, can't call evertick all of them to update the light

clever vault
#

wait UE_LOG don't need ;?

kindred viper
#

not sure. It's a macro tho so perhaps not.

honest vale
#

check what the macro expands to

inland aurora
#

is there a way to cut an array, or I need to make a complicated for loop just for that ;-;

clever vault
#

why its empty?

inland aurora
#

maybe you messed up with your windows

#

also what class is this, I have never seen it

plush yew
#

hello does anyone know how to add a fire on a torch in als v4 i tried to use bp but i dont know how

plush yew
inland aurora
#

well first of all, does it have fire on the torch by default

#

Cause I don't think i ever saw him open the torch fire in the demo

plush yew
#

they have torch but no fire

inland aurora
#

then search how you can make a torch in ue4?

plush yew
#

no in yt

inland aurora
#

?

brave shard
#

can someone tell me the basics or where i should look into to modify a mesh in-game?

#

for example a blacksmith hammer that models a ingot

plush yew
#

@fierce tulip so some game studios already have ue5?

fierce tulip
#

not sure why you are tagging me, but yes

plush yew
#

cause youre interested into the topic

#

😉

fierce tulip
#

i think everyone has interest in ue5

plush yew
#

nah. not if you dont need full dynamic light 🤷‍♂️

#

or ultra mega super efficient auto double auto lods

#

lods22th century ™

#

how can i solve

#

lighting needs to be rebuilt

#

isn't there anything other building it ?

fierce tulip
#

rebuild your lighting

plush yew
#

just this ?

#

it's taking a lot of time

#

sometimss

honest vale
#

it does

#

it is simulating tons of light rays hitting and reflecting off stuff

willow seal
#

Hello, when I try to create a project it ue says this : ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.. Anyone knows how to fix this?

kindred viper
#

install a version of .NET framework SDK at 4.6.0 or higher.

willow seal
#

already done

#

I installed the 5.0 one

kindred viper
#

it needs the 4.x.x version

willow seal
#

oh ok

kindred viper
#

they are really seperate

willow seal
sudden zinc
winter gale
buoyant graniteBOT
#

:triangular_flag_on_post: SnakeInMyBoots#5923 received strike 1. As a result, they were muted for 10 minutes.

pure gulch
short frost
#

Hello, i'm new here, which channel can i use to ask for help?

plush yew
strong schooner
#

Hi when I hit play on the unreal viewport, does the "game" use the resolution my desktop? Like I am currently using a 4k resolution, so if I hit play even on the viewport it takes a part of the resolution on my screen? Engine scalability is set to cinematic, sceen resolution 100%.

short frost
#

@plush yew nvm, i think i got it

real moth
#

Does anyone like the sound of game like satisfactory but kinda to do with magic and runes and stuff like that?

fierce tulip
#

im sure there are people who would prefer that over mechanical stuff

pure gulch
#

Does anyone know how to rank the marketplace by the number of scores or how to quickly what you want?

stark ledge
#

Anyone know what cmd line I can use to create a AutomationWorker that sits there waiting to run tests?

plush yew
pure gulch
plush yew
#

Hello guys, I am currently using the “high detail” lod preset in ue4. The problem is that in the game I don’t see any difference when I am far or near. Could you tell me how to check if it’s working?

patent cobalt
#

@plush yew there is a LOD coloration view mode in the Editor

#

If you activate it and move closer/further you will see the color change according to the LODs, provided they are set up properly

plush yew
sonic quest
half panther
#

Hey,
Got some trouble with installing marketplace content.
My version is 4.26.0 (Chaos Preview) and I want to install some marketplace content, but the launcher doesnt find my any projects. Can I somehow specify where to look?

#

Could be because I moved the files a while ago, but I dont know how to point UE4 to the new direction.

#

If I start UE4, I can still select the project, the issue is the install marketplace content option. It is also not because of the version, "Show all" didnt help.

tacit pumice
#

can somone help me with a survival inventory system?

plush yew
tacit pumice
#

can somone help me with a survival inventory system?

plush yew
#

Let my find the Bp

half panther
plush yew
half panther
#

yeah, seems like only friends can message you

plush yew
#

Try again

ocean grove
#

@half panther is your vault cache location different from your project folder?

half panther
#

yes

ocean grove
#

Can you not just copy paste between the two?

half panther
#

Initially had both on my SSD, then I moved them to my HDD and then the Projects only to the SSD

half panther
clever bone
#

has anyone noticed the flickering in the SunSky light when it's animated?

ocean grove
civic mauve
#

Hey guys i wanna make these faces in a mountain, how i am supposed to make them?

#

pls help

plush yew
#

Blender

civic mauve
#

how

plush yew
#

it will be hard since I am not a designer myself

civic mauve
#

i need to sculpt these mountains in a 3d software?

plush yew
civic mauve
#

ohh

#

that will be quite hard

#

is there any way i can do it inside ue?

plush yew
#

still 3D tho

civic mauve
#

hmm

#

i wondering if alpha brush can do it?

short frost
#

Maybe you can find free model online

civic mauve
#

oh

plush yew
#

or, find an asset in Epic Games or somewhere

#

it may exist

civic mauve
#

hmm

#

let me look

plush yew
civic mauve
#

oh

plush yew
#

huh, I guess I was wrong

#

you will have to make all that yourself in a different software

civic mauve
#

i thought i can sculpt this in engine

plush yew
#

I thought it would be Unity-like

civic mauve
plush yew
#

theres always free assets

#

I guess you will have to use Blender

civic mauve
#

thanks so much

plush yew
#

holy cow

#

that's awesome

fierce tulip
#

keep in mind that its copyrighted

plush yew
#

noted

#

I guess if you want to make one, you'll have to get used to Blender

civic mauve
#
#

oh thank you so much dude

short frost
#

How can i destroy actor and run the rest of this code, it doesn't work this way, but i want it destroyed before the delay?

#

should i make a separate function for it?

plush yew
#

@civic mauve being an indie game developer is a lot harder then working with a team (depending on how much experience you have) for me and probably most people, low poly or mid poly is best if your working alone it wont take up so much time putting every detail in it, so if your just getting started low poly is probably best

civic mauve
abstract relic
civic mauve
#

oh

#

what does this plugin do/>

#

ohh

#

just like procedural folliage tool?

#

ohh

#

sounds great

#

lemme find some tutorial on this

next badger
#

@civic mauve keep in mind, only paid version has support for foliage

civic mauve
#

oh

#

i only need terrain generation not the folliage

gaunt tide
#

Would it be a bad thing to use a foreachloop in my masterbp to create an overlap volume on each socket of my mesh?

still moat
#

Who doesnt need it lol

gaunt tide
#

That’s descriptive lol

plush yew
next badger
#

@gaunt tide there is nothing wrong with loops. but it depends on how often they run...

#

@gaunt tide as example even very heavy loop can be run once on creation, this creation may take place at the beginning of the level, the you can pause the tick of actor and hide it...and unhide when needed

gaunt tide
# next badger <@!241705563753283595> there is nothing wrong with loops. but it depends on how ...

Yeah it would have to run for each item when it is created. I’m using sockets to connect two objects together but have no way of telling which socket I intend to click on bedsides in my bps where I set the socket integer I want to connect to but it will only connect to that specific socket on each mesh. So I was thinking about creating overlap volume for each socket so when my mouse hovers over it, it gives me the socket it’s attached too

glad stone
#

guys anyone knows why I still get a 404error on Epic's Github page for Blendertools ?

#

I linked my accounts already but these tools will not show up

next badger
#

@gaunt tide don't fall in to the pit of early optimisation...

glad stone
#

could someone check if this link is working ?

next badger
#

@glad stone once the account is linked you will see EpicGames as your company in the github

#

here in the github left side

glad stone
#

it says its connected

#

theres no email about a teaminvite

#

no invites on GitHUB afaik

plush yew
#

Hello guys, how do I remove some lods? I’d like to skip lod 0 and start with lod 1

next badger
glad stone
#

moment, im testing it out with a new account

next badger
#

@haughty ledge it won't be listed there

#

oh...i wonder what's this app is for

#

well, it its' not required for GH access

glad stone
#

alright it works with a new account! strange

#

but thanks for the help

#

I never got the teaminvite email

#

no big issue

next badger
glad stone
#

anyone here using Blender <> Unreal ?

#

im looking for a method to export my scene "In Place" while keeping their individual origins

grim ore
#

so you want say a candle to have its pivot/origin at the bas of the item but still be 100cm to the left and up in the scene if the entire scene was brought in?

short frost
#

Can someone help me with this, I want to make an object hidden after my character touches it, but this makes all instances of the object invisible, how can I make it, so it only hides one?

glad stone
#
Gumroad

Brigge for Meshes is the best way to import your 3D models from Blender into Unreal Engine in seconds. They’ll always look exactly the way you designed them without any extra work.Product BenefitsLayout a scene in Blender, bring it into Unreal all at onceEach object can be edited independently and keeps its own origin (AKA "pivot point" in UE4) ...

#

@grim ore Hello sir, this is the only add-on I found to do the job

#

but it is expensive and non-official which makes me wary to use it

#

yes exactly as you say: I want my object to be correctly placed in worldspace but have its pivotpoint correctly setup

grim ore
#

@short frost if this is in the power up, and you want that item when the begin overlap fires, to be hidden you would use SELF as the input target

short frost
grim ore
#

your trying to hide the entire thing right?

#

you probably want to use the "Set actor hidden in game" node then not just the mesh component

tawny hollow
#

Movie Render Queue using 64 temporal samples does some crazy stuff with hair physics. Any way to fix this? Not a lot of documentation on the AA settings and physics.

grim ore
#

do you plan on letting them get this power up again later?

harsh tiger
#

i changed my "preview rendering level" to Android ES3.1. An this crashed my engine. Now everytime I open my project I get a crash. How can i fix this?

short frost
#

@grim ore yes, it's an endless runner, i tried destroy actor, but i cant use that,i have a delay after that and that code doesn't work if it's after destroy actor

grim ore
#

well set actor hidden in game should do it then if you plan on re using it

harsh tiger
grim ore
#

well preview level is only temporary, it should reset when you re open the project

silver crown
#

It's not - I had a similar issue

short frost
#

@grim ore i tried it and it made other instances of object invisible also again

silver crown
#

Had to hack the value in the debugger to get a successful start

next badger
#

@glad stone if it uses the pivot offset to place a mesh in world it's a bad decision, as ue4 uses extension volumes for fast culling

grim ore
#

@short frost then that event is triggering for all of them then. do a print string in that part and see how many times it fires

harsh tiger
next badger
#

@harsh tiger you can set the shading model in the config

brittle flower
#

what are the common ways someone would exclude a texture from being packaged for a certain platform?

harsh tiger
clever vault
#
    InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
    if (InputComponent)
    {
        InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
    }
    else
    {
        UE_LOG(LogTemp,Warning,TEXT("idk"))
    }
}

void UGrabber::Grab()
{
    UE_LOG(LogTemp,Warning,TEXT("Grabber pressed"))
}```
#

i am getting idk

#
    UInputComponent* InputComponent = nullptr;

    void Grab();```
grim ore
#

was there a problem or question there?

clever vault
#

a problem

grim ore
clever vault
#

it should be the other way

#

look for what?

harsh tiger
#

should it have more stuff?

grim ore
#

wrong one, look at the path. its in your saved folder

harsh tiger
#

sorry mate, got the right one!

#

should i just delete that file and reopen the project so it generates a new one?

grim ore
#

@clever vault debug it, do you have an input component component on the item this code is on?

#

nah look at the top section, there should be 3 lines related to preview rendering. you can delete them or just disable it

clever vault
#

yes

grim ore
#

well the code says you don't

next badger
#

@harsh tiger
\Saved\Config\Windows\EditorPerProjectUserSettings.ini
[/Script/UnrealEd.EditorPerProjectUserSettings]
PreviewFeatureLevel=1
PreviewShaderFormatName=GLSL_ES3_1_ANDROID

clever vault
#

wait what?

harsh tiger
#

i'll set that to false and give it another go

#

thank you!

grim ore
#

that code says "if I don't have an input component then print idk and you said it's printing idk. set a breakpoint on the first line in that code snippet and see what happens when you step thru it

ebon marlin
#

Anyone know of a fast, accessible way to calculate the volume of a rigid body?

clever vault
#

here its good?

short frost
#

@grim ore it's ok, i kinda made it work, thank you for your help

next badger
#

@harsh tiger every setting in the Saved folder can be just deleted, ue4 will restore it to a default one

harsh tiger
#

settings that to false has fixed it mate. the project just opened! just got 15k shaders to compile haha

#

this has appeared now though, so when the shaders compile i'll give it a click and see if it crashes again

grim ore
#

@clever vault yep then see what it shows in the hover tooltip for the get owner and the input component when on that line, then step to the next and see what it shows for the input component then.

harsh tiger
#

i'm making lighting changes and currently after a few changes i would package the project and put it on the oculus quest 2 to test. each time it was taking around 5-10 minutes. so i'm hoping this will allow me to see the changes directly in the editor to save me some time

clever vault
#

fixed thanks

brittle flower
#

what are the common ways someone would exclude a texture from being packaged for a certain platform?

rugged fjord
next badger
#

@rugged fjord check your collision meshes

rugged fjord
#

Where can I check those?

#

Kinda new to Unreal Engine

next badger
#

you can viw collisions in the top left dropdown, player collision/visibility collision

dawn gull
#

Does anybody know how I would be able to procedural add craters to a sphere?

#

I already have a procedural mesh component that makes a sphere I just don't know how I would generate the craters and apply them to the planet

#

I can only find this video, but it's for Unity and in a compute shader
https://www.youtube.com/watch?v=lctXaT9pxA0

Trying to generate some simple little moons and planets to fly about and explore.
Inspired by the (incredible!) game Outer Wilds.

Project Files:
The Unity project is available on github here: https://github.com/SebLague/Solar-System/tree/Episode_02
If you'd like to support my work and get early access to new projects, you can do so here on Patr...

▶ Play video
rugged fjord
fringe pivot
#

There is some tool in the marketplace called voxel plugin, it may be able to do that

#

@dawn gull

dawn gull
#

I'm avoiding using Voxel Plugin

#

And I don't think it has craters

fringe pivot
#

¯_(ツ)_/¯

naive glade
#

You can just do craters yourself with voxel plugin?

#

ist just a sphere remove operation

#

I played around with it and it pretty awesome imho, have done some cellular automata stuff

heavy acorn
#

Hey guys am new here can someone help me

fringe pivot
#

This is why always try to avoid this channel
"How can I do X"
"You can do it with Z"
"Z can't do X"
But he doesn't even bothers to check what Z is

heavy acorn
#

@fringe pivot what

fringe pivot
#

@heavy acorn just ask

dawn gull
#

Hmmm, that says it uses noise. I already have a system in place for applying noise, how do you think I could make my own?

heavy acorn
#

So i know nothing about coding so i have few question

#

First can u build a game without coding by just blueprints

#

🤔

dawn gull
#

Yeah.

small shuttle
#

Where would I get help here with a really stupid packaging error

#

I have no clue where to start

heavy acorn
#

Second question is how can u add skin to my character

naive glade
#

skin shading or skin as in different look templates?

next badger
#

@fringe pivot is crater noise available in free version of the plugin?

heavy acorn
#

@naive glade like default skin

#

Not the player that default

#

Come

small shuttle
#

pretty sure he means changing the skeleton/mesh/etc

heavy acorn
#

YESSSS

#

U are smart

next badger
#

@rugged fjord if you need to use physics, you cant use complex collisions

small shuttle
#

UE4 > Unity

small shuttle
# heavy acorn Second question is how can u add skin to my character

Hey. In this quick tutorial, I am going to teach you how to create a True First Person Character using Unreal Engine 4. The character will lean properly to follow the players' camera movements, as well as playing proper turn animations.
This works well for First-Person and Third-Person games

Project File: https://drive.google.com/open?id=1GDjhx...

▶ Play video

Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
In this episode, I am going to show you how to easily replace the mannequin character we have in unreal third person template easily with a different character mesh. For this I am going to use a character i downloaded from mixamo and then re-target the complete mannequin ...

▶ Play video
#

heres some videos i've used when i started

dawn gull
#

@tidal hawk hold up, arent you the guy who made the orbit plugin?

#

oh, yeah brain fart

#

Cool

small shuttle
#

screams internally because of these packaging issues

#

I already fixed one because I had "test" in my projects name and that caused all sorts of issues

silk lintel
#

why does the frame rate feel so laggy even in an empty project? tried with and without fixed framerate, value of 240

dawn gull
#

Are you on a laptop

silk lintel
#

no, gaming pc

#

performance definitely isnt the issue

dawn gull
#

So it's just doing nothing?

silk lintel
#

it just feels low framerate, i can still play

#

*in game

#

in editor its smooth

dawn gull
#

Yeah I dunno

silk lintel
#

Hey same question as earlier but I have screenshots this time. My editor should be running at 240 fps but it's at 100 fps. Also, why is my framerate 48 fps in game regardless of vsync? in game:

#

ok apparently the hardware just isn't there yet for ray tracing 😢

plush yew
#

Yo guys anyone know how to avoid exponential height fog to cover the sky without removing it?

#

I can’t even see the blue of the basic sky sphere, it’s all white

#

I tried setting it to 0.01 and still too much

plain vapor
#

I'm having the strangest issue. I cannot get gravity to work on my pawn. I'm using 4.26 and I've never run into this in other versions. Gravity is on. Collisions are on. I'm at a loss. Anyone know what's going wrong?

**Edit: i figured it out. I need to change the movement to run without a controller.

ocean grove
#

@silk lintel what GPU?

plush yew
#

Do PBR textures and materials also mean photo realistic 4k textures and materials

#

Or are PBR textures specifically PBR textures and don't work or function like 4k resolution or photo realistic textures

#

I only ask because I've seen stylized PBR textures and 4k ones as well