#ue4-general

1 messages ยท Page 923 of 1

meager frigate
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crashes when i close it out too almost every time

narrow plaza
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you have plenty of HD space? and SSD?

rancid lynx
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When I WALK over a 50cm physics cube, one of us usually flys away voilently, launching like 20 feet, I set Max depenetration to .0001, I tried setting MASS, tested "multiply MASS" . why do physics cubes violently launch the player pawn around when walking over them ?, I set my step height to 90, so that i can walk onto a cube. its ok if the cube moves or rotates.. but whey the ffff does it violently launch ?

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whats the solution? surely walking over a brick or block with physics shouldnt trigger a violent launch.....

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im pretty sure i solved this very issue in my last version, but i cant figure out what the secret bull---- was.

narrow plaza
ancient lotus
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dumb question, how can i spawn a replicated actor without it replicating to clients (for example spawning a firearm on the server (listen server) and not have the other clients know it exists)

hexed cove
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Hi! I am facing this error while building project for andorid. It says could not find com.firebase.messeging.cpp

can anyone help me with this. its 4.24. eariler i was using sdk from codeworks but then i shifted to android studio sdk

real wasp
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the forums work

plain vapor
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I have a healthbar widget and it's casting a shadow, and I cannot figure out how to stop it from casting a shadow, 4.26. Anyone know how?

mental yacht
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anyone have super beginner friendly tutorials for getting started with unreal?

winged ridge
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how tf do i add a save option. i am not doing an in world game. its a story game made with just widgets

midnight root
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From there it gets interesting , maybe for latre https://www.youtube.com/c/UnrealEngine/featured

mental yacht
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cool thanks ill look into it

candid grove
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Anyone know why after I set control rotation, the mousex/y rotation doesn't work anymore?

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setting control rotation on beginPlay

tough pagoda
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@candid grove
Why you have * -1?

candid grove
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invert up and down

tough pagoda
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Man, look at pre-made project.

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By Epic Games.

candid grove
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Yea I think you are misunderstanding my question

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The rotation works perfectly fine, unless I call set rotation first to set the intitial rotation after spawn. It sets the rotation like I would like it to, but then it no longer rotates, like its setting the rotation permenatly

tough pagoda
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Debug and watch at variables.

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I think that your rotation is locking.

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Need to reset or something.

candid grove
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It seems like event Begin Play is running more then just at the start. With the delay it is setting control rotation every second back to the specified rotation

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I see the issue now

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coming off the update pin of the timeline ๐Ÿ˜ฆ

tough pagoda
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And I have rotation reset.

candid grove
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Nah, its because of this looping animation

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its calling update every time the animation finishes

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so its setting control rotation each time

tough pagoda
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Pin node for stop.

candid grove
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I need this animation to keep looping

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I can use a custom event

tough pagoda
candid grove
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Yup got it working

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thanks for your help

tough pagoda
candid grove
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no, I dont want it to stop

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I just put the timeline at the end of the execute for begin play

tough pagoda
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Welp, that's good if you resolved this problem fast.

pseudo river
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gg

latent pivot
# pseudo river

don't use the error window. use the output window instead. set up your visual studio to stop opening the error list on failures

pseudo river
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yeah it doesn't bother me but the headlesschaos is ๐Ÿ…ฑ๏ธorked

harsh coral
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settings values in blender for animation and dimensions with less decimals can help performance in a open world game?

clever axle
wary wave
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sky light

tired escarp
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@clever axle how

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Did you find

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Egyptian assets

clever axle
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I'll answer you if you can get your question onto a single line ;P

tired escarp
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Last time I looked on the marketplace there were like 4 packs, and unity's marketplace wasn't much better. I would really love to know where you got those Egyptian themed assets?

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Egypt is cool

clever axle
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@tired escarp I lifted them off racing game or what it's called in the learning tab

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@wary wave I'm moving the skylight but it has no effect on those shadows.. I have static lighting disabled so it should hit immediately I was thinking

wary wave
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moving a skylight would do nothing?

clever axle
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oh damn, it seems to be linked to my directional light somehow

forest finch
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Hey im new to UE4 and i was wondering if there are any good Books/YT Channels for people coming from Source(Valve's Game engine) to UE4??

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oor Similar YT Channels to 2KlicksPhilip or 3KlicksPhilip??
(Edit#1: But for UE4)
(Edit#2: If any one has answers pls DM me oor @forest finch/Ping me )
(Edit#3: I am a noob so go easy on me)

coral kernel
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Hi Can i get some help guys

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i have trouble with my interact system the problem is when i start my game 2 player when first player come to the door press F widget appear on the player 1 and player 2
It should only appear on the first player

serene birch
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so you need a sky that is somewhat emissive in the first place
in a typical setup, if you use stuff like the UE4 sky atmosphere, the sky power is computed from the light that comes from the sun, aka your main directional light that is linked in the sky atmosphere object

clever axle
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ah, right

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thanks!

serene birch
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you can technically feed a sky texture directly to the skylight too if you want

clever axle
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alright.. I pretty much got my game code done so now I gotta make it look nice..

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which isn't easy :>

fluid swift
coral kernel
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@fluid swift Let me see

fluid swift
coral kernel
fluid swift
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I assume it must have been moved/named something different, since the tutorial is from mid 2019

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๐Ÿ˜ฎ

coral kernel
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nope but nothing changed

fluid swift
coral kernel
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No when you click on object like box you can change it in the deatils

fluid swift
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I've clicked on the "Sphere"

coral kernel
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yes

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then in the right

fluid swift
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Ah

coral kernel
fluid swift
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I needed to access the blueprint for some reason, the other details was a wrong view

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Cool tyvm!

coral kernel
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what the toturial you watching

naive reef
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Why don't my Light Sources contain the details menu?

fluid swift
coral kernel
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idk

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But

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make sure its cheked

naive reef
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ok thanks

clever axle
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been experimenting with exponential fog and postprocessing fog but nothing really clicked

neon bough
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does anyone by chance have an alembic file with long hair, that he successful imported to UE4 and would share it? (shape doesnt matter, i just need something to test, as my abc from blender is missing parts)

turbid vigil
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Just a quick question for curiosity.. uhm can u sculpt imported meshes in ue4 with the sculpt tool like for example rocks

sonic quest
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Are you using the Sky Atomosphere? Try using that.
If so, you need to change project settings to support Expo. height fog.

Check this video on setting up those: https://www.youtube.com/watch?v=sCd4RnFZHz8&t=8s

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This doesn't have the water system. But it should work.

plush yew
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Hello guys, Iโ€™ve created an input mapping system in my project, but if I want to change the widget BP too how do I do it? ( I have a text that says( โ€œEโ€ to open the door ) and I want the E to change on the input mapping). I hope I explained it good

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Do I have to create a widget BP for every key?

regal mulch
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You should only need one widget. But you do need some static lookup for key to icon or text. Can be just a dataTable. You should be able to query the keys via binding name. Not sure what the function for that was. But basically, have a binding called "Interact", check what key is currently bound to that, get the matching icon to that and use that for your widget

crimson lake
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hey guys, (apologies if I'm interrupting something)

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is there anything noticeably wrong with my post process mat?

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i should create a simple outline around my object

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Stencil enabled, depth enabled

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on both object and world

wind iris
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Hey all. Can anyone tell me if there is a way get "Keep Simulation Changes" to work with Destructibles or GeometryCollectionActors, such that the simulated positions of the fractured pieces can be retained outside of the simulation/game? Or if there is a workaround to achieve this behavior?

wary wave
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I'm unfamiliar with Geometry Collections, but no, you can't do this with destructibles

dark briar
plush yew
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hi guys

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i made a bowls collision : complex as simple collision

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but unreal engine cant simulate physics in ComplexAsSimple Collision

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ue5?

patent cobalt
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@plush yew that is correct. Complex collisions can be used for scene queries or kinematic collisions, but actors simulating physics cannot use complex collisions for performance reasons.

patent cobalt
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Why do you need complex collisions?

plush yew
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because

patent cobalt
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You can also create custom collision volumes

plush yew
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the other actors can't get into bowl when it's in simple collision

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i think

exotic thicket
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The typical solution is to create a separate collision mesh out of simpler shapes

patent cobalt
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Or a custom collision volume

plush yew
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okay

patent cobalt
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Look under Custom Collisions

plush yew
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i'm trying custom collision

river bridge
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Hello everyone! Is there anyone who knows what is wrong with camera transform on sequencer in UE4.26? I can't add, edit etc. I guess there is a weird bug ๐Ÿ™

regal mulch
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Has anyone ever had the issue that the context menus all over UE4 just flicker and visually disappear until editor restart?
Only happens in UE4 and only after some time. I can still click where that menu should be. Think that also happens where drop down menus are.
Really annoying

fierce tulip
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@regal mulch ive only had that happen when i enabled animated menu stuff in ue4

regal mulch
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the what now :D

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Now my editor just flickers black, lol. Every other program is just fine.
I also just had it that I could see through the editor where the context menu should be.
Could literally see my jira behind the editor.... what the hell

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Oh lord, it works fine on my other screens. How is that even a thing

exotic thicket
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Sounds vaguely like some of the random issues I had when I still used an AMD GPU :P

regal mulch
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It's only the middle screen ,lol

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Na it's a NVidia one

exotic thicket
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Check your refresh rate

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I bet you might have it higher on your middle screen than others at least if you play games

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That's what was causing some weirdness for me on AMD lol

regal mulch
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It's all 3 the same, just in case

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But I do remote into the PC a lot, which is only the middle screen

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Maybe remote desktop shizzle broke something

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Hm, nope, all 3 the same

warm hornet
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Anyone familiar with alembics in UE? How do you start playback of an alembic on a specific frame in your UE sequence ?
Or in other words stop and start playback. There is a 'Start Frame Offset' in UE but this is for the frame offset in the actual alembic file. Alembic files imported as Geometry Cache always start playback on frame 1 of your sequence.

sterile tulip
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guys

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Im trying to import a 4 wheeled vehicle in UE4

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How do I do this if I have more than just the body and the 4 wheels

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I have the car body separated in many parts, and 4 wheels

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I parented everything to the base mesh, I have like 30 separate objects or something, but when I import it, the parented objects are invisible and only the base mesh is visible in UE4

proud narwhal
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If I open any object up in the viewer it has what looks to be a building and carpark as the backdrop whereas my actual map seems to be a dark grey sky, is there an easy way to change this to something a little more interesting?

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nevermind I got it, HDRI backdrop

late loom
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Does animation notify not work when playing animation directly??

echo zealot
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Why is there no "Is Focussable" checkbox on "spin boxes" and "input key selectors"? I need to disable it, there must be a way right?!

plush yew
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hello! Is it possible to animate the player in a Level Sequence? Specifically, can I animate player bones in the sequence or does that all need to be a pre made animation clip?

wary wave
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I don't understand either the question nor what you are trying to do?

plush yew
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I want my brush to be a square and not a circle

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In the landscape editor

hoary holly
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Anyone here got an idea how to get started with enemy knock up? I know how to do knock back, but not a small knock up like in GoW

kindred viper
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same thing different vector?

crimson lake
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Hey guys, is there any performance difference between using an Actor class or a Pawn class?

hoary holly
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Nope

next badger
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@crimson lake actor is just a class that can be rendered in viewport, pawn can be controlled

crimson lake
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Oh yesyes I know

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Is there a proper performance difference ?

next badger
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UObject -> AActor -> APawn -> ACharacter

crimson lake
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if a pawn was not being used

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or posessed

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would it act the same as an AActor?

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performance wise

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(if that's a thing)

next badger
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ye, pawn has a lot of components that are ticking

wicked fjord
crimson lake
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mm

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another question then if I may thanks alot @next badger โค๏ธ

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so, would I rather

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use an AActor and disable input from char, then enable it in the AActor

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or

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use a pawn with tick disabled, enable it (sphere trace or sm), and possess it ?

next badger
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@wicked fjord maybe...it has embedded CEF in it...like ue4

wicked fjord
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yeah, but how do you send a texture/video stream/picture over the net?

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what kind of API i should look for that?

next badger
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in CEF?

wicked fjord
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no, I mean broadcasting texture (in this case CEF) to clients

next badger
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CEF is not a texture...it's a full pledged browser

wicked fjord
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yeah but CEF render the display to texture, isn't not?

next badger
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yeah, but you not streaming texture...it renders it on the client...like any other browser

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you can open youtube and it will be playing it

wicked fjord
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but the problem this, how does the other player see the exact timing and audio?

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i expect there will be some desync, but nope

next badger
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only if you can sync the web streming this way...

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as twitch cant sync stuff over the web...sometimes you can't too

wicked fjord
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maybe it sets the URL?

next badger
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well, all depends on your streaming capability

wicked fjord
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for all players

next badger
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it's not related to ue4 anyway, pure web

wicked fjord
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well, it looks like magic to me. I doubt it sends the full texture to each client, probably replicates the URL on every client CEF

next badger
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i've already said it, it's a browser

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it does not send any texture

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it's a BROWSER (in caps)

wicked fjord
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lmaooo

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I worked with webkit before, I have a mindset that the browser is just texture copied from memory

next badger
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cool, ue4 uses CEF as is

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no magic, texture is rendered by CEF and then it's placed somewhere in widget

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all done on client

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this is why Epic Launcher is so laggy and consumes alot of CPU sometimes

light thunder
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Why does my model come over in blender with 22 material slots but when I look in blender it only has 7?

hoary geyser
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i am having a bit of an issue with importing a fbx mesh into blender with the unreal rig

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is this the right place to ask?

light thunder
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meh, kinda - might have more luck in blender discord to be honest - i can tell you what I've learned importing fbx's from blender but I haven't messed with the rigging stuff

modest agate
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whats good to use for data persistence, datamodel? gameinstance?

light thunder
turbid vigil
plush yew
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I know this is a super longshot question, but does anyone here still have Maya 08 on their computer?

ocean grove
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Dumb question but if I have a widget where I get the player to put in their name (menu level) and I want to access that input in the game map (world level) I don't just cast to that widget right?

grim ore
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it depends on where you store it? is this all single player then you can store it in the widget but if this is the player name it might make sense to keep it in the player as part of his info

worn peak
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excuse me

clever axle
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Guys I have this problem where sometimes there are assets (in this case right now a level) in the filesystem but the content browser doesn't pick it up

worn peak
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any1 knows anything about a date for the ue5 preview ?

clever axle
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Anyone else?

grim ore
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the preview will be out later this year, thats aboot it. they said maybe quarter 1?

ocean grove
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It's all single player, I was messing with player info yesterday and idk what I did but anytime I touched the node it crashed.

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I'll have to mess with it some more.

modest agate
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how can i add 3rd party cpp code? which is not created inside ue?

broken fulcrum
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Hi guys, I'm going to build my pc to gaming and to work with Unreal and I come to ask you for recommendations on components, the idea is to build something mid-range and improve to high-end over time.

tame marsh
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Goshdarnit why does UE4 generate decent lightmaps at LOD0, LOD2, and LOD3 but LOD1 is completely blank

ocean grove
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@broken fulcrum I know a decent amount about PC's send me a message if you'd like I should be able to help

light thunder
# modest agate across game sessions

there are savegame assets from the unreal marketplace that help with the process - in terms of making savegame objects, you don't need to use CPP to do that

long stag
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So I moved my project from one harddrive to another and now its throwing an error when I try to launch it from Visual studio saying "Failed to open descriptor file and gives a path to the uproject that was from the other drive. Not sure if this is the right channel to ask

grim ore
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after you moved it, have you tried regenerating your project file? (right click the .uproject and regenerate solution)

long stag
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yea tried that, still threw it

Had to physically delete the folders, then generate and that fixed it

dark briar
clever axle
grim ore
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@dark briar you need to pass the weapon reference into your anim bp somehow then go from there. You could set up a variable in the anim bp and have your character send it over, or your weapon send it over for example

dark briar
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@grim ore thanks! since all my 2h weapons / halbers / spears will use the same socket names, would i pass it as an array?

grim ore
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I guess it would depend on what you are trying to do and how many weapons. Assuming you have 1 weapon out at a time and the socket name are the same like you say this operates generically on a scene transform so just making sure the weapon reference in the anim bp is the current weapon is fine

dark briar
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ohh okay thanks! perfect ๐Ÿ™‚

grim ore
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im not saying this is perfect and if you have no weapon by default its going to give an access error temporarily until you do but it makes sense on how to do it, #animation might have more info but since you need the weapon reference to get those socket locations in the anim bp the other alternative is to get the transform in the character and pass it to the anim bp instead of the item itself

dark briar
modest agate
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where can i add external cpp sources to link and get compiled as well?

modest agate
brave shard
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how can i swap 2 children in a scrollbox?

devout swift
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if I want to move my character forward very fast for a brief moment (like a dash or flash step ability), what's the difference between using AddForce vs LaunchCharacter ?

modest agate
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i see i have to extend that build.cs

latent pivot
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to any unreal veterans here: is the general consensus still to avoid using hot reload?

clever axle
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Not a veteran but yes.

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says Cannot create SoftObjectPath with short package name '('! You must pass in fully qualified package names and prevents me from cooking

echo zealot
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Hi, i've been strugling with this problem for way too long now! If you press the tab key in your packaged project you enter a keyboard navigation mode in your UMG widgets, however i did already make my own keyboard navigation system and i want to disable this but by some hilarious reason it is just impossible! I've already tried all of those things:

Set "Render Focus Rule" to "Never" in the project setting, this hides the selection button but it's still enabled so if you will press enter it still presses the random button you selected.

Set all properties on the buttons under "Navigation" to stop, this will make it impossible to move the selection, but one will still be selected.

This seems like the cleanest solution so far: Set "is Focussable" to false on the buttons, this worked perfectly but by some wierd reasons this checkbox is not available for "spin boxes" and "input key selectors", so this solution also doesn't work for me.

I also made a hidden "pseudo button" with all navigation set to stop, this seemed fine but then i realized you can also enter this focused navigation mode when pressing on the button and then hitting tab..

I also tried to "consume" the navigation keys with listen for input action events, but they were less prioritized so it didn't work.

I just can't believe that there is no proper way to disable this function!? Can PLEASE someone help me, how did y'all solve this in your projects?

ocean grove
light thunder
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If you are constructing it, the options will be defaulted and won't persist

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in terms of what is displayed

plush yew
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It is easier to use method 2 it is easjer

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So really both of them are the same

light thunder
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They aren't the same

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option will will make a new one every time it is called

plush yew
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Oh really

light thunder
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think about it

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you are constructing a widget each time that options button is click on 1

plush yew
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But I'd do option 2 it is easier what do you think

ocean grove
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Ahhhh but if you request show options menu it will ref the game instance so anything you've already entered will persist?

light thunder
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You can still do that, but you have to make sure you aren't makign mutiple widgets, so in the first one, check to see if that widget reference is valid, if it is, just switch to it, if it isn't ,then construct it

light thunder
plush yew
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But why can't you hide it so it doesn't to add all the time

light thunder
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removing from viewport hides it

plush yew
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Option 2 Is easier and better in many ways

light thunder
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section here guys, might want to go there if you are going in depth

plush yew
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Quick tip instead of using remove widget use hide widget so I'd doesnt just add all up

ocean grove
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Oh I have pause and unpause functions in my character bp that removes all widgets

plush yew
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Good

vale silo
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any inside scoop on 4.26.1 release time frame ?

edgy anchor
#

Hello everyone, I start working with Unreal, I'm a programmer but I have some difficulties to learn BP, BP for programmer is not easy so I think I may go to c++ directly, it's there's a good tutorial to learn BP for programmer, like compare code vs BP to have a idea to how to assemble those graph block.

sterile tulip
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Are megascan assets royalty free or do they have a license?

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Can you earn as much as you want with your project with megascan assets in it without giving out a percentage?

thick herald
# edgy anchor Hello everyone, I start working with Unreal, I'm a programmer but I have some d...
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edgy anchor
#

Thank @thick herald very appreciate ๐Ÿ™‚

thick herald
edgy anchor
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I decide to let down unity..

plush yew
#

Hello guys, if I add a real car in my project but I remove the logo of the car do I get in trouble or not?

thick herald
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Maybe. It's usually good practice not to copy real life things. They can be similar, but not copies.

dim oyster
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Hi guys, I've been trying to import some foliage from bridge to unreal but it only imports the textures and not the mesh any idea why?

daring tundra
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[ARKit/IOS] Could someone from Epic or the mods please verify that only Apple devices with the A12 Bionic Chip or newer are supported with engine version 4.26 when using AR Kit?
I wasn't able to get our previously well working Apps running with 4.26 on older Apple devices and would be happy to spare the time trying to get it to work, when it's not possible in the first place.

thick herald
plush yew
thick herald
sterile tulip
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Dont add a real car in your project except you have an agreement and a license for usage of their cars from their company @plush yew

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Make your own or change their design

daring tundra
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@thick herald Yeah will do that too, it was pretty much just a shot in the dark

sterile tulip
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You cannot take anything from the internet and put it in your project and sell it except the owner clearly states that you are allowed to use it in your project without any restrictions

clever axle
#

oh man, damn.. I don't know what to do anymore.. I recreated my project like 5 times now and migrated various stuff over but nothing helps, I just can't cook it anymore, it fails on this:
Cannot create SoftObjectPath with short package name '('! You must pass in fully qualified package names
I haven't been able to trace this far in the code. It just seems that some path in the project is broken

winged crypt
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Any way to override the velocity of a ragdoll flying through the air?

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I tried setting the linear velocity for all bodies to 0 but it has no effect

crimson lake
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hey guys

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I have an object that I'm tumbling

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moving around, take input from player and set it on this actor

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when I take control of the actor's camera (the cube im turning)

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instead of the players

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it flies off and keeps moving away

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for some reason

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that's the script

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(mirrored for y)

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any clue?

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also code for bringing the cube to the front

pallid talon
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Does anyone have any suggestions on how to make a Landscape conform to a mesh? I have a real world location mesh in my scene, and I want it to use the Landscape tools. Can I convert it or morph a landscape to its shape easily without using hightmaps?

meager frigate
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my main c drive is pretty low though, only 42 gigs left out of another tb

fierce tulip
#

how to ruin ssd's :p

plush yew
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Hello guys, if I want to add a weapon to my game could I add a line trace and donโ€™t spawn a projectile but if the actor is overlapping the line I lower the health variable. Is that a good idea?

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Cuz I have no idea how to do it

meager frigate
#

thanks for being cryptic and not enlightening me on what im doing wrong lol. @fierce tulip

light thunder
#

How do I visualize an objects Center of mass? is it the pivot point/world origin? or does Unreal actually try to guess based on the bounds?

light thunder
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thanks for being cryptic and not enlightening me on what im doing wrong lol

meager frigate
#

lol i meant to add that to my post

light thunder
#

lol context is everything

plush yew
meager frigate
#

im not sure what you mean by center of mass, i think in blender when you set the origin point to the mesh you can set it to the meshes volume, im not sure that has anything to do with its mass though

#

the pivot point is always the meshes origin point

#

unless you change it, you can do that by holding middle mouse wheel on it

#

in unreal

#

then you gotta right click on the object and set the pivot point to where it is currently

#

otherwise if your turning physics on in the mesh options theres a way to set the center of mass in that details sections @light thunder

winged ridge
#

anyone a fucking genius and know how to save slider values for audio adjustment

light thunder
meager frigate
#

ill take a look let me see if i can help

light thunder
#

You can see the mass properties on some of the objects in the scene - but not the one I want -

obsidian nimbus
#

mayB use 2 collision boxes and make the 2nd more heavy

light thunder
#

there it is ๐Ÿ™‚

maiden swift
#

Does anyone happen to know why the build data for the default map in the Blank film template is nearly 300 MB?

#

It looks just like the basic default map you get with File โ†’ New Level โ†’ Default. ๐Ÿค”

light thunder
#

if I want to nudge it, am I looking for radial force?

obsidian nimbus
#

you coould, or add force add impulse

meager frigate
#

i would just cut the mesh at legs where you want it to buckle, bring both pieces back in and have the mesh change when your event happens then turn physics back on

#

itl just fall on its own

light thunder
#

it kinda is cut already

#

but I want it to fall towards the street, so basically I guess add some impulse to it at negative y?

meager frigate
#

theres a couple impulses you can use, i usually just keep toying with them until i find something i like

light thunder
#

I need to make the weight more accurate or tweak the collision at the bottom maybe?

#

when I disconnected the add impulse it is fine

#

but even an impulse of zero makes it fly off

meager frigate
#

to me it looks like your legs are sticking in the ground, if your colliding with the ground and the legs are inside of it its going to launch it when you turn physics on

light thunder
#

I kinda have to have them in there

meager frigate
#

thats why i was saying if you cut the mesh at the legs and then bring it back in you can turn the physics on, on the tower and let the legs stay there with no physics and itl clip right through it and fall on its own

#

ill make a mock up real quick and show you

#

give me a couple

light thunder
#

what if I just move the collision up on the static mesh

#

this is a one time thing so I'll just animated it falling - but do you know about how to make it go through these powerlines? My thought was to just animate the spline endpoints move (basically pulling them down)

queen fulcrum
#

Hi all, Im new here with a beginner question: if I have a scene in a 3dapp like max with several props I want to export to unreal, as i update them, is there a way to avoid having to export them all from origin, since they seem to get displaced with whatever distance they deviate from 0,0,0 when entering unreal? I havent found a solution looking elsewhere yet but its probably some import option im missing?

light thunder
#

look for "import vertex absolute" or something

#

in blender you have to make sure you "apply" your location before you export,..probably the same thing in max

queen fulcrum
#

I think that option doesnt work that well if you have a large hierarchy linked to a root. I would have to collapse all everytime.

#

But thanks! that was one of the options i tried.

meager frigate
light thunder
#

the problem is I have to have it wrest against that building but it is colliding with it

#

so even if I fix the legs, I"ll have to deal with simulating physics launching it, like you said

meager frigate
#

ah ok, maybe a interpolated timeline that starts the rotation off the wall, just enough to let the physics take over maybe

plush yew
#

Lol

lapis bronze
#

idk why you arent just making this an animation

#

you'll never get a curated fall out of using physics

light thunder
#

I am using an animation lol that was my thought

#

@lapis bronze the exception to what you are saying is if you simulate ragdoll physics and save the new result - that crap is amazing

#

is the only way to length those tangents just to add more keyframes? trying to make this thing linger at the top then fall down hard/fast

lapis bronze
#

if i were doing it, i wouldnt animate it using curves, but do it in a 3d software

#

then when the animation is done (if you desire this) enable physics on the object so players can hit it or sometthing

light thunder
#

it's not traditional, it just need to look like the damn thing feel realistically lol

half bay
#

any1 have any idea why the UMG expandable area, when expanded / collapsed, sets the visibility of the elements inside it faster than the animation runs? it ends up having say 0.2 seconds of this while expanding / collapsing

#

id hate to have to make one myself, but this apparent glitch makes the control unusable due to how annoying it looks ๐Ÿ˜ฆ

meager frigate
light thunder
#

because i'll have to animated other stuff coming on and it will be easy if it lands in the same spot everytime

meager frigate
candid grove
#

Anyone know how I can get that infinity mirror emission effect like in the screenshot above? I saw you can maybe use bump offset, but can't find any examples

#

Another example

light thunder
#

Can I make changes to the timeline and have them reflect realtime, if I am looping through the falling action? like blueprint reset it and just keep doing it?

#

The answer : yes this will make iteration so much faster

#

just add this to the finished of the timeline then call another event that plays from start

plush yew
#

hi guys i have a problem. I have a wall with a texture but when I fix the tiling the texture is fine in front and behind. but on the left and right the wall being less wide the texture appears stretched. how can i fix it?

brave shard
#

how can i swap 2 children in a scrollbox?

light thunder
#

@meager frigate

modest agate
#

whats the performance factor of BP vs CPP?

light thunder
brave shard
#

u can make a game that is perfectly optimised with both

modest agate
#

well once i know the api more i will prefer cpp but right now bp is great fun to work with, and think its great to build on top of my further cpp ai code

#

prototype or any other small things

#

and it compiles super fast

brave shard
#

well idk about compiling im talking about in-game performance

modest agate
#

yes i understood

light thunder
#

spline actors

light thunder
#

I probably need to add more segaments then

candid grove
median kettle
#

im sorry guys i just redownloaded UE4 and some stuff just feel weirder than the last time i had it, for example my sphere is no longer a sphere

candid grove
#

lol

#

Thats funny

median kettle
#

i just started using it

light thunder
#

I'm trying to add points to a spline mesh with control click but it just selects crap behind it - I can't just hide everything in this scene, some of it is used for referencing this

plush yew
#

Hello! Is it possible to play an animation sequence from a level sequence?

worn mirage
#

I've noticed I'm unable to paint foliage on the landscape if the landscape is set to a custom object channel. Is there a way to fix this? Or do I have to switch it back manually when painting and remember to put the value back when done?

steady owl
plush yew
#

What is going to change in 4.26.1 ?

still moat
#

Hold up

half bay
still moat
half bay
#

i'm looking how to expand it on demand, by pressing a button for example so i can add a delay

#

hmm

#

oh wow โค๏ธ

still moat
half bay
half bay
#

and you scrolled up like 3 hours or something to help me โค๏ธ

still moat
#

If its an issue thats not a basic question that can be googled in 5 minutes then I always help ๐Ÿ˜‰

#

(or when I am here lol)

half bay
steady owl
still moat
half bay
#

well the damn settings were the 1st things i started looking at, i'm fairly new to ue4 so i didnt quite understand the clipping option

naive reef
#

@fierce tulip can i watch your stream?

fierce tulip
#

no need to ask, anybody can join

half bay
#

opsie

edgy anchor
#

newbie question here, Why when I test my scene, it look like blury, even if the quality is at max

plush yew
#

Write in the console command: r.defaultFeatureAntiAliasing 0

#

Or smthing like that

dawn gull
#

Or motion blur

edgy anchor
#

thank Boolean

plush yew
#

Np

molten solstice
#

Hi! I accidentally deleted an entire Level in my project and save... But I ve a version of last week, I would like to take the Level in my old version to reintegrate it into my current version. I saw we can Export or Migrate, by clicking on Migrate it shows me all the assets used, but they already exist in my current version, should I use this? Unhook everything? Or another option?

fierce tulip
#

I'd use version control and revert the level

edgy anchor
#

it's work with AntiAliasing but the character look too sharp now and pixeled heh

molten solstice
#

Or maybe copy paste the level from the windows folder?

plush yew
#

Ye that is a problem with antiAliasing. Try different numbers

molten solstice
#

@fierce tulip If I copy my .umap in the windows browser and paste it into my new project will it work?

fierce tulip
#

I'd rename and try, but def look up version control because that is really what you need to be using

still moat
#

@molten solstice There might be a chance theres a backup in your Saved folder

molten solstice
#

Thx

rain forge
#

Hey guys, any chance somebody know this bug? It starts randomly and Iโ€™m not able to open any context menu. The only way to fix it is restart

#

Interesting thing that if I would do a screen video capture it shows everything as normal

lapis bronze
#

If you're running editor mods like blueprint wires, it could be a visual bug solved by restarting the editor?

rain forge
#

As I mentioned, restart is the only way to fix it

#

Wires shape is only editor mod I have, however I doubt that it is what causing it

lucid grove
#

Heya

#

is there a way to loop whole animmontage?

#

I can see there is an option to loop single animation, but not while montage

#

Looping with bp is not an option

worn mirage
#

@rain forge Perhaps the Plugin? I'm running "Electronic Nodes" and thought the menu didn't popup some times but then it would. It's never been a showstopper.

lapis bronze
light thunder
#

I'm trying to enable physics on these spline meshes but it just makes it disappear as soon as the construction script compiles

midnight gulch
#

I get a bug during gameplay where pawn collision shuts off (player characters and enemies can move through each other) and World UMG elements (like healthbars) disappear. AI and pathfinding continue working. After a few seconds, collision and UMG elements return.

spare kernel
#

@midnight gulch that could be caused by wrong mobility components intersecting a static

#

when moved

#

we had one where a pickup would spawn in the floor, and the entire floor collisions would go and player just falls through

agile nova
midnight gulch
#

@spare kernel Cool if I DM for some help debugging this? Really appreciate the help! Thanks!

grim ore
#

fix the errors and warnings

agile nova
grim ore
#

not that i know of, its important to fix

wanton lotus
clever axle
#

I posted this like 10 hours ago and I'm about to recreate my entire project.. Any help before I go that far?

https://answers.unrealengine.com/questions/935431/view.html
anyone else have this + a solution? says
Cannot create SoftObjectPath with short package name '('! You must pass in fully qualified package names
and prevents me from cooking

grim ore
#

you could try running the editor with source version so you can debug this in visual studio and find the affected file

clever axle
#

I'm doing this right now but it's not much help

#

This really goes into the guts of the engine

#

it seems to me some blueprint linkage is off

#

I gutted a clone of the project earlier to see what might set it off. if all content is gone, it cooks NP. The last thing I had going was a link to the player controller from the HUD. But only removing that didn't help later

grim ore
#

well somewhere in the engine is that error, I would breakpoint on that error and when it stops VS step back to find the item it's having an issue with

clever axle
#

@grim ore yes.. what I posted there is the exception stack trace

grim ore
#

but is that with the source version of the engine or the launcher version?

clever axle
#

source

grim ore
#

so ignore the trace and actually look at the code thats running where the breakpoint hit

clever axle
#

I've tried to that. From what I can see the problem is that an FSoftObjectPath is corrupted

#

but I can't find where it is

grim ore
#

so the path being sent is is bad to that code?

clever axle
#

appearently, yes

grim ore
#

yeah the path is ( which is odd

clever axle
#

I'm trying to find out where that path is coming from

#

yes

#

it should be something /Game/foo.foo or something from what I can gather

grim ore
#

there is supposed to be a pointer to the object being serialized in that line but I assume its returning nothing?

clever axle
#

it seems

#

and yes, I'm a step further. It really seems to be a link to the player controller

grim ore
#

so the findimported object in the stack below it is calling it, you would have to break on that one and see whats being passed in or in that stack see if you can see whats in memory in the OwnerObject that is being passed in

#

actuall the owner object is nothing so that doesnt help lol

#

maybe just recreate the controller if you can or resave it? or move it and resave it lol

clever axle
#

I tried moving and resaving before, didn't help

#

and that controller is everywhere

#

but I'm onto something here with FindImportedObject

modest agate
#

how can i get an actor by name in a blueprint?

#

at runtime

clever axle
#

@modest agate what do you mean by "name"?

#

you want to tag the actor maybe?

modest agate
#

but what's strange my actor has a camera boom and when i switch back from cam2 to the actor the camera is kinda different

clever axle
#

@grim ore appearently it's trying to import this string value: L"(PlayerController_10_9373161F418EC9361F7D9F84291412B5=None,PlayerState_4_7FF8F7C8464EBB53BCAB37B5279832FC=None,GameState_7_B9D72FB940375FF1CCBE6AA675232141=None)"

This looks like a struct (BP) I had a while ago but removed since

#

then it figures this is not valid, returns the first character and then explodes

modest agate
#

got it, i used getplayercameramanager, but its strange if i set the player camera its not using its cameraboom camera

#

but i could imagine whats wrong

#

unreal is reall super great

clever axle
#

@grim ore I figured it out more or less. I think it really is that struct.. I used to pass that as an argument to my widgets, now I only deliver the controller. It cooks now so I only have to recreate my HUD tomorrow.. Thanks for your help!

light thunder
#

can you do a "pick from world" type of instance editable variable?

#

Does anyone know how to keep the location of either end of a CABLE COMPONENT the same spot?

#

I can't make one side of it fall without the other going

rough knoll
grim ore
#

@clever axle so what was your actual fix for this based on that error?

worn mirage
#

I've noticed I'm unable to paint foliage on the landscape if the landscape collision is set to a custom object channel. Is there a way to workaround this or do I have to switch it back manually when painting and remember to put the value back when done?

clever axle
#

@grim ore killing everything hud and all references to it :>

grim ore
#

Ugh

vernal compass
#

Lets say i want to create a world like litteraly the size of the earth like Microsoft flight simulator The best i got is world composition and level of streaming. But i need heightmaps, a lot of them. Is there any free ap to do it?

cerulean nova
#

Yes and no

#

believe me when I say that big maps mean a lot of work and no matter how motivated you are you will reach your limits

#

I spent over 3000 hours in the tools for a terrain and another 7000 hours in placing objects

#

Its a pain

vernal compass
#

I believe you

#

I was hoping to use ArcGIS plugin

#

To get a headstart

#

Most of the planet is water

cerulean nova
#

Objekt placement was done ingame via extra scripted tools

#

Thats for the tools

#

Stunden = Hours

#

i mean sure it was cool to remake GTA Vice City ๐Ÿคทโ€โ™‚๏ธ

#

Just for a Life Roleplaying game

#

Every little light was placed by hand

vernal compass
#

Thats a lot of hours

cerulean nova
#

on that dam airfield

vernal compass
#

Its very nice

cerulean nova
#

Sure but was it worth it?

#

NOPE

#

over 10.000 objekts just for sidewalks you get crazy just from placing them

#

i mean it was not 1:1 Vice City but close ๐Ÿคทโ€โ™‚๏ธ

vernal compass
#

Lot of work for That airport

cerulean nova
#

had to change the runway since aircrafts took way more space to get up and stop aafter landing

#

Also old WIP pic

frosty hollow
#

oo

frosty hollow
cerulean nova
#

Arma 3 Tools

frosty hollow
#

AHH

#

so thats in arma 3?

cerulean nova
#

yes

#

and belive me its a pain in the ass to use the tools in the first place

frosty hollow
#

i bet

#

i have never used armas tools myself but i would assume there semi outdated by this point

vernal compass
#

Nรญce job

cerulean nova
#

Thanks but realy it was a crazy waste of time ๐Ÿ˜„

#

and thats just 4x4 Km

#

sure i had other maps aswell that scaled to 16x16 but they had mountains and lots of trees and i came to the point where i said its so much terrain and nobody ever gets there since there is nothing that it was literally wasted space and performance to some degree

vernal compass
#

Ok
Thanks for the tips

cerulean nova
#

what are u trying to do? with your large terrain ?

vernal compass
#

Open worlf

#

For world war III

cerulean nova
#

multiplayer?

vernal compass
#

Single

#

Could be multi but first want single

cerulean nova
#

if you ever want to go multiplayer you should plan ahead otherwise u will have to rework almost everything ๐Ÿ˜„

#

then keep in mind that unreal engines multiplayer replication is kinda limiting ^^

#

if i would do my dream game i would make a Dark Souls Open World MMORPG with some areas that have World PvP so when u go there u can attack other player and with a arena system but i dont think that will ever happen not without enough people who would join in on the fun ^^

low rock
#

Hi guys, does anyone knows how to link ue4 with google maps?

vernal compass
#

You can try. Get experience too

cerulean nova
#

i wonder why people always ask for google maps since microsoft flight sim uses bing maps wich are funny enough as far as i know even better wich is hard to belive since google is more known ๐Ÿ˜„

vernal compass
#

How to link bings in ue4? Might teu something

#

Try

low rock
cerulean nova
#

if it would be that easy ๐Ÿ˜„

#

im not even sure if it would work but

#

abit down there u can see the 3d map

#

but not even sure if it would work ๐Ÿคทโ€โ™‚๏ธ

dapper bridge
#

Hell all, I am interested in using a phone as a controller for a game made for console. Can anyone help point me in the right direction, offer any guidance or link any tutorials if you have used them to accomplish the same thing. I've just been Google the crap outta this and haven't found exactly try what to do.any help is much appreciated.

low rock
#

I know it woudnt be easy but i just want to display a certain location

cerulean nova
#

just the map or heightmap ?

narrow mauve
#

Anyone have any idea how I could project a UI onto a mesh...or well..to fake it anyway. I have a laptop in my game that I want users to be able to open and navigate around in

dapper bridge
#

Look into scene capture components. I'll try and find a good link to video

cerulean nova
narrow mauve
#

Thats what I was thinking

#

but there must be a better way

dapper bridge
narrow mauve
#

Thanks Ill take a look

dapper bridge
#

I made a game, the player can play within the actual unreal project.

low rock
vernal compass
#

Half my brain sleeping. Going to rest the other half. Thanks for the help and tips

cerulean nova
#

or mouse position to world space ?

#

So many projects that i would do if i just be able to model humans ๐Ÿ˜‚ and i dont know but Character Creator 3 the models always look weird but maybe its me ๐Ÿ˜‚

#

and most of my ideas involve of players being able to make their own charkter wich is alot of work so lets go Robots ๐Ÿ˜‚

plush yew
#

hello everone im is there a way to make tree interactive in ue4 i want only the leave like in the last of us 2 when abby walk to the tree its interactive i search on yt but no tutorial for it but the a lot for grass THanks ๐Ÿ™‚

cerulean nova
#

its just a shader thing that could be applyed to trees

#

not played any last of us so not sure what u mean ^^

#

is it at the museum i might saw a making of of that level ๐Ÿค”

#

this ?

#

(scene)

plush yew
#

no what i mean i want the tree is to interactive just example in the last of use the tree is interactive

#

the last of use 2 made from ue4 right ?

cerulean nova
#

i dont think so

#

if u use it spare just for a one thing thing for example might for for bones and ridgid bodys but im not sure how it would look

plush yew
#

nvm i will check it on google thank you so much @cerulean nova ๐Ÿ™

latent sonnet
#

Fellow UE4 programmers help is needed. This guy is supposed to play an animation when I press the up key but it's not working correctly. I'm following a tutorial and I'm sure I did everything right. If anyone can point out a flaw I made it would be much appreciated.

plush yew
latent sonnet
#

:0

#

Yes I am!

plush yew
#

ohhh ok hmm idk i never saw it before xD

#

sorry about taht ๐Ÿ˜ฆ

latent sonnet
#

It's on udemy.

#

And it's cool. Just looking for someone that can help.

plush yew
red arch
#

Hey everyone!! could someone help me? I've just started using unreal and i was following a tutorial, however for some reason the emissive colour doesnt glow even though i have it in the same values as the person in the tutorial

#

i've tried looking for solutions online and in Reddit but no one has been able to answer my question, i was hoping maybe someone here could!

narrow mauve
#

I am so confused...and it's such an elementary thing too. I can't find a single thing wrong about it. When play testing in editor my character will not spawn at all...only when I manually place and make sure player 0 possesses. Shouldn't have to do that. Should just spawn at the player starts..so elementary..I'm baffled...everything is perfectly fine in the game modes

rancid lynx
#

yea, you have to add a player to the map somehow. it needs a start location.

#

when I scale a 50cm cube to .1, 5cm and then back to 1, the collision is wrecked. if i scale it to .5, that bug doesnthappen. whats the work around? this happened to me before, deleting the actor and starting again may have fixed it.

#

when i put this block in my menu "scale to .1 and attach to primitive comp, very simple, when i grab it and scale it back to 1.0 , the collision fails. why? any ideas?

#

if i only scale it to .5 andback to 1., it doesnt happen, something about collision boxes failing to scale correctly

#

see how it flows into the floor and falls through ?

#

has something to do with mass or depenetration , when the block rolls, it falls through the floor less quickly. so the invisible box is the right size. seems like msas isnt updating.

#

ive tried ramping all mass options highe ran dlower to test X_x

rancid lynx
plush yew
#

can someone tell me where is the settings for how much K you want in megascans i want 4K but where do i set that i updated my quixel everything change Thanks ๐Ÿ™‚

plush yew
#

hello guys, can i use the blocking volume to block landscape sculpting in that area?

wary wave
#

Blocking volumes are collision geometry for gameplay and do more or less nothing in the editor.

midnight gulch
#

I get a bug during gameplay where pawn collision shuts off (player characters and enemies can move through each other) and World UMG elements (like healthbars) disappear. AI and pathfinding continue working. After a few seconds, collision and UMG elements return.

turbid halo
#

and the mesh looks weird too

empty helm
#

Hello, my terrain in unreal is blocky, not sure why. On another machine it's fine, it shows all the smooth falloffs. Is this a performance thing? Any way around it?

plush yew
#

If its a small landscape that's probably another reason

#

does anyone know a plugin like ProCore thats free on unreal engine?

fringe obsidian
#

Is 4GB RAM, a SATA SSD 111GB, Intel Celeron N4000 make UE4 run? I don't really intend to run any other background apps w/ UE4. Something like Unity runs fairly fine for me even with Chrome and Atom open.

wary wave
#

it is not even close to adequate

#

what you're describing is basically a mobile phone :/

fringe obsidian
#

I asked "run", like would launching the editor instantly crash or something like that?

wary wave
#

I don't think anyone can answer that question without actually trying it

#

there's also no mention of a graphics card, which is ominous, so if it runs, it'll probably be at a fairly unusable frame rate

#

I would expect to run out of memory and crash a lot

#

you'll probably also run out of disk space pretty quickly

fierce tulip
#

shadowriver ran ue4 on a computer that dx-wise shouldnt even be able to run ue4.. so you can at the very least try

#

but if your experience will be good... thats up to your patience level

fringe obsidian
fringe obsidian
wary wave
#

yes, the inbuilt GPU is grossly outclassed by the requirements

#

I mean it supports Dx12, but it's also very weak

#

a 200MHz GPU and 1.1Ghz dual core processor will just about deal with browsing the web

fringe obsidian
#

Nope

#

much more than that

Probably some Office application, 3 tabs, MS Teams all together runs fine for me... And I do that every morning for 5 hours...

wary wave
#

I'm surprised Teams runs tbh

#

it's such a memory hog

#

but in any case, Office is very light compared to a game engine

fringe obsidian
#

But overall I guess I found out my answer, it will atleast run, and how well it runs depends on my patience

wary wave
#

I would stress that you're probably going to run out of memory a lot

fierce tulip
#

i still feel sad shadow had to deal with that

fringe obsidian
#

20FPS is cool for me

wary wave
fierce tulip
#

true :p

wary wave
#

I routinely run out of memory on 32GB now, haha

fierce tulip
#

he could load 4.4-16-ish though :p

wary wave
#

loading is one thing, using is another!

forest tree
plush yew
#

hello guys, i implemented a crouch system in my game, the problem is that when i change the capsule size it gets smaller in the center and not from top to bottom. how could i fix it?

clever axle
#

@grim ore I replaced my Initialize event that previously passed a struct with PlayerController, PlayerState, Gamestate down the UI tree with the Init event that only takes the controller for all widgets. It cooks now. ๐Ÿ˜†

#

@plush yew how are you actually changing the capsule? You only need to change Z in this case I think

plush yew
#

wait

clever axle
#

it also sets the radius so I'd just do it by hand, see if that changes it

plush yew
#

can i mix cpp and bp without problems right?

clever axle
#

the passed radius is GetUnscaledCapsuleRadius() but I'd still see if that changes anything

#

yes.

#

@plush yew have you set your capsule height on the actual character to 50% to see how that actually turns out?

#

hm, on a character, the mesh is actually below the capsule so there needs to be some scaling anyway I think.. What do you mean by smaller in the center?

knotty summit
#

Did you guys notice any performance issues after last NVIDIA driver? Talking about 461.09 In graph editor, I feel like I'm getting 15 fps

knotty summit
#

yeah I'm about to do that ๐Ÿ™‚

plush yew
#

is there a way to use tons of foliage without performance issue ? Thanks ๐Ÿ™‚

#

hi

knotty summit
#

4.22 Issue: https://github.com/ictusbrucks/ImpostorBaker/issues/10
Forked Fix Here: https://github.com/LucianoJacomeli/ImpostorBaker

Discord: https://discord.gg/G3ye3Jm
Watch live at https://www.twitch.tv/feluccastudios

This video goes over how to install and use the octahedral Impostor system created by Ryan Brucks from Epic.

how to install...

โ–ถ Play video
storm vapor
#

My project was 15gb, i made somethings that i dont know with plugins. Now, its 24 gb

#

Please help me

#

How can

#

i reset plugin settings

viral garden
#

is it an issue to have uv lightmaps overlapping ?

dim merlin
#

Hey, so console command 'viewmode' wireframe not works, why?

#

(not in editor)

storm vapor
#

if i delete saves folder which is in my project folders, can this be problem?

fierce tulip
#

@viral garden yes

#

@storm vapor generally no problem, but i'd back it up first, then see if project loads fine.

storm vapor
#

ok i will try, thanks @fierce tulip . Also, i have another question. My project was 15gb, i made somethings that i dont know with plugins. Now, project become 24 gb. Can plugins effecting like this big sizes ? Im not sure why my project became 24gb, maybe plugins

fierce tulip
#

@storm vapor iunno, not sure what could cause that.

storm vapor
#

it is probably saved folder. It was 4gb, now 14gb

viral garden
fierce tulip
#

for your lightmap it is

#

fix your lightmap uv

dim merlin
#

anyone knows how to change viewmodes ingame? (not editor) Tx

#

Sorry to double ask, pulling my hear out why it aint work ๐Ÿ˜…

fierce tulip
#

try the F keys

dim merlin
#

not working

#

the console also does not auto complete when i type e.g. 'viewmode wireframe'

fierce tulip
#

oh actual build game? no clue, need to enable some console stuff thats about as much as I know

dim merlin
#

Its not a packaged game, just launching it from .uproject shell menu

#

like 'Launch Game'

fierce tulip
dim merlin
#

Thats ingame @fierce tulip ?

fierce tulip
#

yea, trough launch game

dim merlin
#

Standalone Game to be sure?

fierce tulip
#

yup

dim merlin
#

hhm so yeah, not working for me

#

must be some config

#

i even set r.ForceDebugViewModes=1 in my ini

#

Soo hhm

#

actually, seems there is a difference between 'Stand alone game' and what i do

#

i just rightclick the uproject and do 'Launch Game'

#

it does work when i launch the game when editor is open

#

(from the editor)

#

@fierce tulip i think some more stuff should be set like the ForceDebugViewModes

#

I actually Love the way to test my games using the windows shell option on uproject

#

but it seems like to figure as a semi packaged game for the ViewModes

left mist
#

Hi all, can someone tell me where I can find the small previews that are made in the variant manager? ( I think they are also the same as the previews in the Content manager? )

wary wave
#

I'm not sure many people have even used it

lucid grove
#

heya, im trying implement water shader i just made

left mist
#

@wary wave What about those content preview images?

lucid grove
#

So both sides of village house looks like they wet (but only external one should)

wary wave
#

I assume they're saved into the assets

left mist
#

Oh, so like into the Uasset file...

wary wave
#

yup

left mist
#

Ofcourse no dev around to confirm this..... But it would make sense ofcourse

digital anchor
#

mask it with vertex paint @lucid grove

wary wave
#

or UV the house appropriately

lucid grove
#

I have a very little experience with materials

#

but it covers both external and internal wall

#

in same direction

digital anchor
worn peak
#

newb question

#

how do i change the default screen size for 'play standalone game' ?

wary wave
#

advanced settings in the same drop down

worn peak
oblique tangle
#

Bit of a noob with niagara but I've setup a system that does what I want it to do on the first spawn, however on subsequent spawns it doesn't follow the logic I want it to follow

#

Looks like this, the web does the stretchy effect I want it to on first spawn, however on subsequent spawns it just stays static

leaden hedge
#

Hey guys I have a level 'Scenery' with a bunch of meshes and some blueprint systems.
I want to have 3 different light times (noon, evening, night) all separately in 3 levels for optimization purposes (using static lights).
I have tried to create 3 levels and add 'Scenery' as a sub level but everytime I build one of this 3 levels the build data ends up going to the sub level 'Scenery'.
I'm trying this type of workflow instead of duplicate 'Scenery' because if I have to change something in 'Scenery' I would only need to change this once.
What do you suggest for me to deal with this?

split lake
#

Hi. Write this in ue4 log - Slate.ShowWireFrame 1 ๐Ÿ™‚

worn mirage
#

Can I paint foliage on a custom collision object channel?

crude robin
#

any idea how to get your custom gamemode working i had made two one for the main menu and one for player c ontrols and rules but then deleted the main menu stuff since i didnt like it but now none of the game mode that is set in project setting is working

#

seem like the only option is to recreate the project.

vernal spoke
#

Hey guys, I'm feeling really stupid right now

#

I've been trying to import blueprint splines for a while

#

And... I just simply can't get into the "spline" mode anymore

#

Like, I can't see the curve control points etc.

#

Whenever I drag a BP-based spline into a project, it behaves like a static mesh, the gizmo and all

#

I haven't used them in a year or so, but from what I recall, it was just "drag in BP spline, see the control points, use ALT to drag out next element"

#

I... simply can't seem to get into the "Spline Editing" mode anymore, unless for Landscape Splines, those I still remember how to find...

#

Can anyone help a caveman out? ๐Ÿ™‚

#

Feels like holding a pen in your hand, knowing what it should do, but not remembering how to make it do it, lol

midnight gulch
#

I get a bug during gameplay where pawn collision shuts off (player characters and enemies can move through each other) and World UMG elements (like healthbars) disappear. AI and pathfinding continue working. After a few seconds, collision and UMG elements return.

gleaming hedge
coral kernel
#

Hello guys i have source ue4 how can i install bridge quxile plugin @here

gleaming hedge
#

whenever i try to import this object, it returns this

wary wave
#

it's probably something like your mesh normals or lightmap UVs

coral kernel
#

@gleaming hedge try the same object in onether level

#

if the problem still

gleaming hedge
#

i tried

coral kernel
#

then your object has some problems

gleaming hedge
#

the uvs are completely fine

coral kernel
#

Nice

wary wave
#

what about your lightmap UVs

#

(and also, it could still be normals or something similar)

gleaming hedge
#

nah

#

the normals are completely fine

#

they aren't flipped or something

iron nexus
#

Hey, I have a question about what's contained in what folder
I had a working project and when transfering it between computers I lost my Config folder, what types of stuff is usually stored in there so I know what to fix? Would it just be like, Action Mappings?

gleaming hedge
#

bruh

#

no one experienced this shit?

#

i tried to recalculate normals outside and even inside

worn mirage
#

No but now I want a donut

gleaming hedge
#

i think the UV map is overlapping

azure shore
#

theres an import normals option, may not help but worth a try

#

in the static mesh window

gleaming hedge
#

@azure shore

azure shore
#

did you reimport since choosing that or has it always been on

gleaming hedge
#

it always been on

#

always has been

azure shore
#

damn its odd then

gleaming hedge
#

i think theres no fix

#

also there's a warning after i import the FBX file

glad loom
#

Hello, I have a game with only widgets and I have 2 buttons placed one under the other. If I press the button above, and then press space, it presses the button, and I can press the arrow keys to change which button it presses. How do I disable that?

gleaming hedge
#

It says :
No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.

median hound
#

you have to export in blender with face smoothing

gleaming hedge
#

Done lemme try now

#

this is my donut when i build lights

#

i over cooked it

median hound
#

that shit is coal

zealous magnet
#

DId anyone ever have the problem that the engine does get stuck at 39% or 45% when loading the project? I checked the log and it says "Missing cached shader map for WorldGridMaterial" and that's everything. Nothing happens for hours

median hound
#

put a point light ontop of it maybe it can restore some pink

gleaming hedge
#

so?

#

nothing?

karmic ermine
#

hey im having trouble finding the plugins directory to link with bridge, any pointers?

kindred viper
#

@karmic ermine it tells you to point it at the Engine/Plugins directory of your Source installation

#

I guess its the same with binary but I don't use those very often

karmic ermine
#

source installation would be? i downloaded UE through epic games

kindred viper
#

well wherever you installed the engine

latent sonnet
karmic ermine
kindred viper
#

no worries

broken heath
#

How do i rotate a static mesh

#

How do i control static mesh default rotation

karmic ermine
kindred viper
#

can you post the error?

karmic ermine
#

sure

plush yew
broken heath
#

K , i will just rotate it in blender -.-

latent sonnet
plush yew
latent sonnet
#

It seems like it was. They were using 4.24 I think.

plush yew
#

i dont understand how it would effect that but, montages i feel like are specific now a days if you know what i mean

latent sonnet
#

I don't really lol.

plush yew
#

more complex to use then how it use to be or like different to work with, i hevent used them in a while tho soooo but, again AnimBP is probably you best bet

latent sonnet
#

Okay thanks.

#

Now I just need to learn how to set it up.

plush yew
#

Hey there, Im new to Unreal and I was wondering, should I use bp or c++?

#

a boolean and a branch node in the players character bp then in anim bp cast to it should be pretty simple once you get the hang of it @latent sonnet

humble dagger
#

Hey, silly question, is there an easy way to apply the same material to 81 different skeletal meshes?

plush yew
#

(there both sorta the same in my book)

potent dune
#

Hello. I have tried working with Unreal Engine and have even taken some in-depth classes as part of my Master's Degree on it, but I have since not tried to do much on it afterwards due to a few reasons, and I thought to ask here about some of them. What is the proper channel for asking?

plush yew
#

I've been coding in C# for a whole year now and honestly I know UE uses C++ but I have not much knowledge of how different they are. I think I'll just stick with C++ since im a bit familiar with it, just asked because maybe Blueprint could be more efficient in some way, thanks!

plush yew
#

I didnt know you could use both not gonna lie

potent dune
#

(You kinda need to use blueprints to place almost anything, it's harder to try not to)

woeful willow
#

hey guys hope everyone is doing well!! how can i make so that when i rotate using mouse while sliding my Mesh doesn't rotate as well, Currently i have it so that while sliding my player can't move right or left but i want the mesh to not be able to move as well.

plush yew
#

haha well at the start is sorta a pain to hook up from BP to C++ but the other way around is pretty simple @plush yew

potent dune
# potent dune Hello. I have tried working with Unreal Engine and have even taken some in-depth...

I'll try to ask the questions/issues I have found here, please remove them if this is not the channel for them.

  1. Too intensive to compile. I know for a fact UE is infamous for this much, to the point where it is recommended to keep the installation and projects on an SSD, and have a beefy many-cored processor as well as enough RAM to handle everything, but even then I found it exceedingly frustrating to work with whenever I need to modify something in code. What plug-ins / well known solutions are there to improve compile times?

  2. Too intensive to autocomplete. Working solely with Visual Studio Community and no other plugins, I have found myself missing the fast autocompletion that Unity gave me when working with C#. I know for a fact this is due to how massive the UE4 engine is, and also because of the hilariously large number of nested macros that the IDE must work with every time I try to do an #include. Another commodity from C# is that if you type the name of a class, it is able to locate the path you need to include it from, which is almost definitely not a thing for C# and while not something I would consider necessary, would be a godsend (I kind of feel lazy to remember in what path things are, when I know their name already). Is there any plug-in and/or help to have an almost-zero seconds functioning autocomplete while developing? (Heard of Rider, but the website gives me an error when trying to apply for their early access...)

fierce tulip
#

this kinda question works better on a forum than on a discord tbh.

kindred viper
#

@karmic ermine sorry had a baby to deal with for a while. I think that error happens when you don't have the editor open iirc. Bridge and asset export only works with the editor open

potent dune
plush yew
#

Does anyone know some tutorials for effect like when geometry starts appearing from nowhere and builds a whole mesh, for instance a bridge?

fierce tulip
#

@potent dune you could try asking the bold part of your questions in #cpp if anybody knows its the people active there

potent dune
#

Will do. Thanks

crimson lake
#

mm weird question that might be based on nothing

#

is casting to the character or using Get player character

#

cheaper?

#

or is it basically the same sh

kindred viper
#

its not the same

crimson lake
#

jus performance wise

#

both ways work for me

kindred viper
#

get player character will get the base class reference. Casting to your class gets your class reference of the player character

crimson lake
kindred viper
#

so get player character will still need casting to for specific functionality.

crimson lake
#

I'm just comparing the object hitting

#

so I can either branch it off like this

#

or set it if casting succeeded do X

#

but based on what you said I guess casting straight away would technically be cheaper

#

as getting the player character still casts anyways?

kindred viper
#

you dont need to cast for base class functionality with get player character

#

it's already at the base class. You only cast when you need your custom functionality

crimson lake
#

fair fair

#

I'll stick to getting the player char then thankyou โค๏ธ

plush yew
#

Hello guys I have a problem, I exported a rigged character from blender to unreal engine 4. The problem is that I had 10/20 bones in blender but I only have 1 in ue4

tribal holly
#

I don't see a channel specifically for it, but where would I ask a physics asset related question

fierce tulip
tribal holly
#

... I don't know how I missed that. Thanks

fierce tulip
#

hehe np

turbid halo
#

Is it possible to sculpt natural looking landscapes in unreal without using any external software?

worn peak
#

I downloaded and installed the android studio
the phone its usb conected to the pc
any1 knows what else should i do to be able to package to android ?

plush yew
#

should I do ant ai or colony sim ai aka dwarf fortress ai in blueprints or the ai blackboard stuff?

#

Im thinking here, does Unreal really worth it? It seems super heavy for my PC specially when I have no SSD

#

I have only 16gb ram though the processor is ok imo

#

Its an amd fx8320e 4.32ghz

potent dune
#

That's already better than my computer @plush yew . I would suggest you would try and judge for yourself. The biggest appeal of UE imo is the graphics and prestige it gives.

#

(And performance too, but you shouldn't worry about that unless you make something tremendously big)

cosmic kiln
#

I'm trying to use SetCollisionResponseToChannel from BeginPlay event in a component. I need a reference to the "Primitive Component Object" in the owner to set collision responses for. Anyone know how I can call up and/or cast to get that reference?

plush yew
#

hi guys

#

how can i add weapon to third person project

#

(bp)

plush yew
potent dune
#

Small stuff is possible too. If you're looking for experience, depends on what you're looking for. Most companies look for UE developers but do want a lot of expertise on the engine, so it's not a bad thing if you are willing to invest your time and effort into making small projects with it

#

Unity is easier and much more friendly, with the downside of requiring a lot of RAM and power to match Unreal Engine's level of quality, and is mostly frowned upon by most AAA publishers. Its fame is mostly due to indie games, but that doesn't make it any less worth.

#

Both engines are good in their own way. UE4 is just more demanding is all

plush yew
#

Silly question, but what is AAA? I started game development like a week ago

potent dune
#

Triple A is a term used to describe a big game from a big company that takes a lot of time, money, and has great quality

plush yew
#

Oh, I see now

potent dune
#

Mario Odyssey, Red Dead Redemption 2, GTA V, all of those are AAA

fierce tulip
#

"and claims to have great quality until published" :p

cosmic kiln
#

This doesn't work, but for reference in case I explained that as bad as I think I did. This is from the EventGraph for a component that is attached to the blueprint I want to change the responses for. I just can't figure out how to get that reference from this scope.

#

And in simpler terms, I need a reference to the static mesh in a blueprint from a component attached to that blueprint.

potent dune
#

Try the blueprint channel maybe

dawn gull
#

How do I get a boolean on whether or not I'm currently overlapping with a specific actor type?

cosmic kiln
#

Ah. .Thanks. I didn't see that

glad loom
#

Hello, I have a game with only widgets and I have 2 buttons placed one under the other. If I press the button above, and then press space, it presses the button, and I can press the arrow keys to change which button it presses. How do I disable that?

potent dune
dawn gull
#

Alright, thank you!

plush yew
#

it's based on niagara mesh morphing?

#

unreal engine blueprint scene in a messenger app in my country

#

this is embrassing thing

potent dune
#

Cool 3 screen setup tho

fierce tulip
#

@plush yew no real name for it, could be re/construction effect, assembly effect.
dont know any tuts for it, so your google-fu is as good as mine

latent sonnet
#

I still don't understand why the montages won't work.

#

And overall I kinda just want to get through this and move on.

eager radish
#

hello, im new in the server and a beginner in ue4, i wanted to learn unreal engine and maybe create my own game, as a starting point i want to place blocks aligned to the grid, i googled so much stuff but its seems to be impossible to find a solution, a friend of mine has done the same in unity forcing the coordinates to be exact numbers(sorry for bad explanation i hope it can be understand)

fierce tulip
#

you might wanna check the pinned message and follow some getting started tutorials

eager radish
#

ok thank you ๐Ÿ™‚

turbid halo
#

Hey guys , can someone please help me with landscapes in Unreal. I'm using world machine to import a terrain of size ( 505 x 505 ) to unreal but everytime I do this it ends up looking like a weird box. I was just following a tutorial but the guy in the video had it perfectly imported but mine just ends up looking like this everytime. I've been doing this for 3 days now. Unreal shows the heightmap res as 256x256. What am I doing wrong here?

tough coyote
#

guys how can i do marketing for my game

#

i'm about to release it in 10 days

#

and i have not reached even 100 wishlist on steam

fierce tulip
#

should have done marketing sooner

tough coyote
#

so does this mean that i'm fuc*** up ?

fierce tulip
#

nah, but i'd look up some gdc talks on youtube about marketing on no/low budget

uncut fulcrum
#

Send keys of your game to youtubers/streamers

#

right before release

#

and don't just spam try to be a bit personal about it

tough coyote
#

ok what if i already send 20 codes to youtubers and no one is replying

#

lol

#

i'm so desperate i should kill myself

uncut fulcrum
#

20 is nothing, no surprise there's no response

plush yew
#

share it lol, work on publicity

tough coyote
#

ok other ways than sending to youtubers

#

ok ty guys

rapid wharf
#

can someone help me on support vc

fluid wagon
#

ok so I am watching this "how to" tutorial and its telling me to hold alt and drag the item. When I do this it just moves the screen. What am I doing wrong?

paper sluice
#

sorry this a bit of a shit question, but i genuinely can't figure out how to put text over my progress bar (it's currently taking up some of the progress bar)

uncut fulcrum
#

try using an overlay widget

#

that might help

paper sluice
#

instead of horizontal box?

#

or put the text inside that

uncut fulcrum
#

put text and progress bar as child of an overlay