#ue4-general

1 messages · Page 925 of 1

dire lantern
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But when I play it doesnt fade in, it just waits 3 seconds and then goes to the main menu

turbid halo
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@pulsar badge yup I was just overthinking things, my bad

full fulcrum
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Pls someone replty

buoyant graniteBOT
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:triangular_flag_on_post: Dr Mango#3409 received strike 1. As a result, they were muted for 10 minutes.

lucid grove
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Heya

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I'm trying to optimise things and know its landscape time. I did what i could with material, now i'm trying to optimise LODs and cant figure out what this does.

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I did read the description but probably lost in translation

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As far as i see i have same amount of triangles on distance and near camera

plush yew
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You need to make the materials in UE4.

dawn gull
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(The terrain)

lucid grove
dawn gull
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Yeah, The default engine LODs aren’t quadtree, it just gets the distance to the player and changes the model

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I wish quadtree was that easy to set up though

lucid grove
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Whats the purpose then? That didn't impact performance right?

dawn gull
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The purpose is for small objects or characters

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They character is high poly when close but then they switch a cheaple model

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It’s not meant for terrain or planets

silk pumice
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Is there a limit on how many terrain material layers you can have per terrain "section"? Seems like as soon as I go over 5 everything turns gray

lucid grove
dawn gull
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That's the point of it

fierce tulip
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@silk pumice set your textures to "shared wrap" in material editor.
you are probably hitting the texture limitation

dawn gull
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Is there a way that I can randomly place objects using a seed so I can get rid of them, then add them back later in the same spots?

lucid grove
fierce tulip
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i dont think your problem is the same

lucid grove
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well, it is. when i place 5 layer on landscape it turns gray.

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*on single landscape component

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this mostly happens with big landscapes

lucid grove
fierce tulip
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ahh, you are hitting SRV cap

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DX 12 limitation prolly

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@grave aspen might be able to explain better

lucid grove
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Gonna read about it, thank you

grave aspen
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if you pack your textures, it'll help, but only marginally

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you'll get like another material or two at best

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DX11 can have like 128 SRVs but in 4.26 they made it 65

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64*

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something to do with DX12 cross compability

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it's in the notes in the ShaderCompilerWorker.exe 's code

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with a fuller explanaition

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it runs a check to see if you're using more than 64 and craps out if you use more

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why DX12 has less, i don't entirely know yet

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I'm having the same problem, but with material blend layers on a static mesh

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with masks instead of vertex painting

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definitely ping me if you have a better explanation, understanding or solution ^_^

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@lucid grove

lucid grove
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Thanks @grave aspen at some point i had only 2 layers max so i optimised it as much as i could i know at least can have 4 of them. I remember that all that happen when i started to use parallax mapping.

grave aspen
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i was aiming for 11

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crapped out at 4.5

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after doing some custom packing and creating a custom unpacking solution in unreal

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i was able to squeeze out 6

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but that was still far from my target of 11

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Also, make sure each of your texture samplers are set to sharing: wrap or clamp, instead of the default

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(can't remember the exact name) this won't help with the SRV issue, but it'll help if you hit the texture sampler limit of 16

knotty heron
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how do i make an array reference

dawn gull
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and then click the one that looks like 9 squares

loud crystal
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Hello all, have read rules and I should not be in violation - but my question is not about development but just about the engine.ini file

I am trying to compare changes in a game (Hell Let Loose) and want same pic comparisons from my tweaks

Is it possible to not have to restart game and see effects when editing engine.ini?

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also are the settings case sensitive? (coz I've seen variations in mipmaplodbias)

knotty heron
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@dawn gull Thanks man

plush yew
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Hello guys, am I the only one who is having trouble with 4.26, I have a 3090 and im getting less than 24 fps in top,left,right, view mode

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does anyone know what could the problem be?

jolly mason
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sup lads, for some reason when i run the open level command it reopens the same level its in (even though it has a diffrent name in it) and then if you repeat it it will crasha and comes up with travel error invaild url, any ideas?

wanton lotus
jolly mason
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yes

wanton lotus
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What coincidence, I just setup the same thing for a test using the same key, hehe.

jolly mason
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i have set up q as an input im just clueless

wanton lotus
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I even tested by making a new level and not even saving it, hehe. Still loaded it up, no crash.

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Can you load any of the other levels?

jolly mason
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yeah, but there using a delay based load

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as in they load automatically after a set time

wanton lotus
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Gotcha, test in a brand new level, just need to see for sure if it is specific to SpaceShip2.

jolly mason
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ok brb

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so it worls

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some of the time

wanton lotus
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Save everything and restart editor. You'd be surprised how often that fixes weird issues.

jolly mason
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yeah ok, whats the worst that can happen

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i think it worked, i guess modern problems require modern solutions lol

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thanks

daring umbra
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Hello, is there a way to add any type of gizmo (Like a player start icon gizmo) to a scene component in the blueprint editor window. I have a few scene components which moves every time any property is changed. It would be nice if I could visualize where those components end up, hence the gizmos.

kindred viper
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@daring umbra If you have a vector variable (such as a location), you can enable Show 3D Widget on it's properties. That will show a typical x,y,z gizmo

rotund jacinth
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The default volumetric clouds have a big rectangular gap in them. Is there an easy fix for this?

daring umbra
elder moat
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I'm trying to upload a character model but it uploads with every single body part as a separate one, I want them to be one model, I have tried clicking combine mesh but the problem is I also need a skeleton to attach animations to the model.

lusty carbon
kindred viper
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I'd sack the builders. They seem to be slacking.

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😄

lusty carbon
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Stuff that's gone is sub-levels but they're all "Always loaded" and should be there. this bug happened out of the blue

honest vale
harsh tiger
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i'm using a texture atlas for my low poly environment. an the issue im having is everything looks flat. is there anything i can add to the material to add more depth or just something to break it up?

note: this is for oculus quest 2

spare kernel
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is it possible to run insights for PIE?

stray smelt
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i suddenly cant do more foliage painting on a mesh? just certain areas. If I copy-paste the mesh then it works?

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Works when I set it from blockalldynamic to blockall. Weird, as I haven't changed any collision setup

fallen flower
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@spare kernel, you can can, but the docs say not to. The editor overhead would be misleading.

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The docs reccomend not even running insights on the same device.

plush yew
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does anyone know or go through the daz 3d studio mesh glitches where the arm and body glitches and looks fuzzy as heck when importing?

potent bridge
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So I have a bit of an issue, when I try to import a roll animation for the UE4 default character, it becomes very weird. Is this because its missing a root bone?

orchid prairie
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hey guys, is there anyone who is good at unreal engine 4?

worn peak
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im bad, if that helps in anyways

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like real bad at it

plush yew
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Can I make a custom event like ''event begin play'' or ''event tick'' from a behaviour tree task?

soft imp
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How do I do that if I can’t go into the project?

soft imp
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When I try to load my game it is stuck at 39%

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But that is because I accidentally put rtx on a non support rtx gpu

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Does anyone know how I can get back into it?

harsh tiger
fluid wagon
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Hey everyone, I went and got a hard drive to put all my UE4 stuff on, and just want to make sure im doing what i need to do...

I open the c drive and go to program files then I can just drag it to the HD right?

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I try to ask when i mess with anything cause i really screwed up a comp one time and had to have it system restored 😉

fierce tulip
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i'd reinstall the engine on the new drive instead.

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projects you can move around however you want, but engine itself (while in theory it should work) id reinstall

soft imp
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Can anyone help me?

fierce tulip
fluid wagon
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@fierce tulip yeah thats what I was thinking... havent really been able to do much anyway cause im on a laptop and not much space. I appreciate the answer

mental oyster
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What would be the best way to create the magazine for a gun if every cartridge persists as an individual thing in the world?

fierce tulip
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@soft imp try this:
Go to the project folder, go to the config folder there, and open defaultengine.ini. Search for "r.RayTracing" and set its value to "False". Then save the file and open the project.

crude tulip
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One message removed from a suspended account.

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One message removed from a suspended account.

fierce tulip
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@crude tulip thats not culling, thats flipped normals

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need to flip the normals back in your 3d authoring tool

crude tulip
fierce tulip
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(also please dont cross-post the same question next time :) points to #old-rules )

soft imp
indigo bloom
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Hey. I've got a weird problem. I try to port maps from. CSGO to Pavlov Shack and I get this. Same texture on other buildings look fine.

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That's my work flow. Bspsrc (decompile bsp CS:GO map with custom materials etc.) > Import into Blender using io_import_vmf plugin > Merge meshes, clean up map in blender > Export into fbx ( Path mode - Copy , Geometry Smoothing - Face , Scale - 2.38) > Import textures using Hammuer (easier than making 100+ instances of shack materials) > Collision settings etc > Build map and play .

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Nominals look fine in blender

harsh tiger
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my sun and sky light being in the persistant level was causing terrible lighting issues. so i added a unique sky light and directional light to each sub level. but not my lighting build time has gone from 10 minutes to close to over an hour.

any ideas for tips on this? thank you

blazing pumice
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Just looking for help on maybe how to side scroll a camera in a 2d game

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should be simple, just want to move it whenever the character moves. No deadzones

harsh tiger
blazing pumice
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no idea lol

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How does one try that

harsh tiger
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i'm pretty sure it's set up by default in the side scroller template. have you had a look at that?

blazing pumice
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I hav enot

harsh tiger
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i'd recommend creating a side scroller project and looking at how epic have set up that project. it should give you more of an idea of whats happening

plush yew
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hey guys do you know how to add an element like a text to a scroll box using blueprints (so automaticaly) ?

broken heath
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Can i set rotation movement to ignore specific component

fluid wagon
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ok so got a question about downloading UE4 since i uninstalled it and im redownloading it

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it ask to make changes to the computer, i guess the C drive. However I am installing it on an external hard drive. So is this also saving in the C drive as well? I am just trying to store as much as I can on the external cause I cant do it all on the laptop

sterile tulip
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I imported the car into UE4, the blue material got created automatically aswell but why do I not see it on my car

tall pilot
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how is unreals's gltf importer these days?

sullen sable
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yo is this against the rules? this is the only server we got in common

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<@&213101288538374145>

maiden swift
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Yes it is. We discourage unsolicited DMs.

sullen sable
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so u finna ban this guy

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?

tall pilot
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discord has a block feature

sullen sable
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lemme test it

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yes yes it does

tall pilot
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lol

maiden swift
sullen sable
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aight 🆗

fierce tulip
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if only discord removed that annoying "x blocked messages - show message" crap

tall pilot
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clings to IRC

narrow mauve
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Is there any tutorials for dedicated servers that actually go beyond 'how to setup a dedicated server'...I mean setting up a server just to have it is one thing..actually using it for a game is a totally whole other beast

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and IMO if you don't know how to setup a dedicated server you would never be able to make a networked game utilizing it..so that defeats the purpose of the endless 'how to setup a dedicated server' videos..and then nothing after the fact

drifting kayak
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Hey all; so I'm looking for help to try and figure out a way to uncheck this little box here that says 'enabled' for the Python Editor Script Plugin -

The thing is, I cannot just open up my project file and navigate to the plugins tab.

meager stag
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Anyone knows how to reset the engine (not the project settings) to default ones?

fierce tulip
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@drifting kayak is it not shown in the uproject file itself? (open with notepad++ or so)

drifting kayak
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that worked!

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Now, to make matters worse 😦 I actually need Python Editor Script Plugin to work, but every time I enable it, I'm getting that error message that it might not be properly installed. Not sure where to even begin with that.

fierce tulip
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its a beta feature, it might not even work atm, but i dont have experience with it myself. we dont have a channel for it either so it might be worth it to search on the forums and/or ask there.

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@meager stag im sure there is a better way, but first thing that comes to mind is to delete the ini files in the config folder and reverify the engine trough launcher. (if you cant load it afterwards)

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but its a long shot, so dont take my word for it :p

meager stag
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Yeah I am trying it atm

royal stirrup
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good night, guys! Is it possible to play animations on mesh with physics applied?

hidden sparrow
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Hey guys, do you know how do I get back to my first person camera later? What should I use?

rain crypt
fluid wagon
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wait I just caught up... what does that mean about "we dont allow unsolicited dms" ??

raw forum
plush yew
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how do I make a game like octopath traveller?

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I have no idea how to make 2D/2.5D games

fluid wagon
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Luos could you elaborate for me about what was said earlier?

fierce tulip
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basically we dont like it when people send other people random/unwanted/unrequested dm's

fluid wagon
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so basically, as long as we ask that person, then its ok to DM them

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right?

fierce tulip
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yea, lets keep it at that

fluid wagon
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nah im just tryin to make sure im sticking within the rules. Im learning and all and sometimes its easier to ask a question then dm that person and not take up a lot of discord space..

plush yew
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Its an extremely interesting video, but it doesnt help programming wise

fierce tulip
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generally we'd prefer it if questions are asked in public so others can learn from it too :)

fluid wagon
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ok.. just saying.. imagine putting a PC in front of a caveman..... ok now you got me in mind. But, i am trying to learn. At least as much as I can over the next 6 years

fierce tulip
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to be honest, I honestly think if you dont know how to set it up programatically from that video... you might be better off learning more of the basics and intermediate programming stuff. so why not spend some time trying to achieve smaller steps first?

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if you look up a lot of info about 2.5d, and things related to it.. eventually things fall into place and then you'll be ready :)

plush yew
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Will do

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I just had a dream once, about a game

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But I first have to learn more, before I make my true vision come to life

fluid wagon
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ok so im a bit confused about 2.5D. Is that like drawing a 3D object on a 2D item? or using 2D objects in a space that has a 3D field?

fierce tulip
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think littlebigplanet, or dragonballfighterZ

plush yew
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Its 2d characters

fierce tulip
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3d, but only 2d plane. (generally)

plush yew
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moving in a 3d environment

fierce tulip
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new super mario world is also 2.5d

plush yew
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Really?

fluid wagon
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ok so 3D character... 2D field.. like street fighter?

fierce tulip
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yes

plush yew
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I think 2d Character, 3d environment

fierce tulip
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nah that could still be anything

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if you have a 2d char in a breath of the wild world, its not 2.5d

plush yew
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But I think that 3d characters in 2d environments still counts as 2.5D

fierce tulip
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The two-and-a-half-dimensional (2.5D, alternatively three-quarter and pseudo-3D) perspective refers to one of two things:

Gameplay in a video game that is restricted to a two-dimensional plane (2D) with little to no access to the third dimension in an environment that otherwise appears to be three-dimensional2D graphical projections and similar...

plush yew
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So...its a 3d object projected in a 2d plane

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?

fierce tulip
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could be, but generally for video games we mean:
Gameplay in a video game that is restricted to a two-dimensional plane (2D) with little to no access to the third dimension in an environment that otherwise appears to be three-dimensional

plush yew
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Hmmm?

fierce tulip
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that

plush yew
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Ohhh

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I dont know my mario games

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I was thinking of that one with the jetback

fierce tulip
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and in octopath's case, they prefer it to be named "HD-2d" for some reason

plush yew
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I dont get it either

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HD refers to resolution, right?

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Also, can I post trap memes here?

fierce tulip
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that, or just high definition

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not in this channel preferably

plush yew
fierce tulip
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ok, afk for a bit.

plush yew
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I will post my 12gb of trap memes in #fab

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in 2 days

fierce tulip
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its an easy way to get permabanned at least

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¯_(ツ)_/¯

plush yew
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Wait, you a mod

plush yew
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?

clear delta
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In case using the TargetPerceptionUpdated event to detect using the AI Perception component. How can I know which sense was triggered?

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Like whether it was triggered by Sight or Hearing etc. ?

karmic ermine
elder moat
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I'm trying to upload a character model but it uploads with every single body part as a separate one, I want them to be one model, I have tried clicking combine mesh but the problem is I also need a skeleton to attach animations to the model.

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my original thing I made in blender is one model

random forum
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I'm getting unwanted friend requests, and I can't figure out how to turn it off.

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This is an IDE for me, not a social network for rando Fornite player's mistyping or; spamming friend request names

fluid wagon
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yeah, well idk about the name. Just seems every day i get 5-6 friend request though

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and i know im not that popular

timid spade
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Hey all

median hound
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hi

fluid wagon
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hello back

distant totem
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Is anyone else having issues with the UI bugging out in 4.26?

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wow so weird, I just noticed but in the gif, the menu windows stay shown! On my screen, the instant I open a drop down of ANY kind, it instantly flickers and disappears

latent sonnet
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It's supposed to see if the attack distance is less than or equal to the player. If it's not then chase the player until it is. This causes the infinite loop, which, I thought, I wanted.

vale silo
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does anyone know if direction light is broken with RTX in 4.26 ?

narrow mauve
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I'm feeling really stupid right now. I've never had an issue with this before. When play testing my character would spawn at the player start that I have set..okay fine but for some reason it just isn't working anymore and I can't figure out why. The game mode has the character set and the controller set and the override is the same in the world details...

distant totem
narrow mauve
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It's always spawning as the default floating pawn ....I cant figure out why

distant totem
narrow mauve
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it is

distant totem
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in world override, the game mode is set? also go to project settings > maps and modes > set the default game mode in there

narrow mauve
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yep

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Hence my confusion

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I've never had an issue with it

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makes no sense

distant totem
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try setting the pawn possession in the details manually

narrow mauve
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ive gone over it so many times and I cant find anything wrong

distant totem
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then check camera activation

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somethings not catching that you want to posses your pawn on spawn, so it will spawn the default one

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on begin get your player controller and posses the pawn

narrow mauve
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Ive never had to manually do this before its so weird

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I am an idiot

clever axle
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from what I can gather.. For a good landscape material you need to take care of tiling and layer them in a way to make it possible to paint. You should also have some kind of auto that takes care of inclines
Did I forget anything? And anybody know of a good how to on this?
All I find has one of these components missing and I can't seem to put them together, I always end up with something not working right

vale silo
distant totem
distant totem
vale silo
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@distant totem why DX11? Docs say RTX requires DX12

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I have checkbox on DX11/12 and from the dropdown I selected DX12 as default RHI

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then I restarted UE4

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I am saying RTX works with skylight, point light, rect light, but directional light doesn't work

distant totem
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No, you want to select DX11 from the dropdown. I'm not sure why, but thats where all my RTX issues came from, and how they got fixed. I just launched an RTX scene to check, raytracing works with RHI set to dx11 from the dropdown.

I know it's just the directional light, but thats what worked for me. Another thing to try would be to increase the light resolution on your meshes

vale silo
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lemme try, thanks

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nah man, I switched to DX11 and now RTX is gone completely

distant totem
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weird, sorry about that then, I've seen from searching on the forums that with RTX, all the settings effects each device differently for the editor. The last time I couldn't get RTX spotlights to show up on my scene, it was of those settings IIRC, but maybe not remembering right. But the one thing that I know for sure I needed to do, was change the lightmap resolution. If your mesh is massive, your going to have problems getting lights to show up on it

vale silo
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I have "force no precomputed lighting" checkbox checked in the World Settings

distant totem
vale silo
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no lightmaps, it's all realtime

distant totem
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oh, damn man I'm sorry I don't know

vale silo
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I am not talking about DXR Lightmass btw, I am talking about RTXGI

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np

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I'll file bug report

distant totem
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have you tried the new GPU lightmass?

vale silo
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nah, it's not complete

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it's literally no use because it doesn't have all features of CPU Lightmass implemented

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it's one of those Epic's features for a bullet point in their PR

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"hey, we got GPU Lightmass now!" which is basically alpha-beta and can't even be used in production.

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I am willing to bet it won't materialize until UE5.x

karmic ermine
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so

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this happens

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and my cpu is at 100%?

wanton lotus
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Give it time

median hound
karmic ermine
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yeah it is

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now its gone off my taskbar

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but still functioning in task mgr

vale silo
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lol, so I made a simple scene from scratch (made New Level) - directional light works now, but skylight doesn't 🥱 🤦‍♂️

narrow mauve
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This is mind boggling. I still can't get it to spawn on the player start...I have to manually possess everytime

fading pond
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Can I get some help with this? Whenever I try to build lighting, ue4 will just crash on "starting up Swarm Client" (or something along those lines). This has been happening for around a year but it didn't bother me because at the time I was just learning the engine. Now that I actually want to make something this is kinda frustrating.

latent flume
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General question. Is the cooking process in unreal GPU or CPU based?

wanton lotus
rough finch
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anyone here good with math

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and knows something about unit circle

lucid grove
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Heya is it possible to disable roughness on distance inside material?

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The best i could found is set normal map intensity to 0, but it still show roughness effect

mighty cipher
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@latent flume if you're wondering whether to buy a better GPU vs. a better CPU then here's a quick quote from a forum post

The main bottleneck when working with UE4 is compiletime. Therefore I would take the stronger processor to boost up my workflow, since faster processor, packed with a decent ssd should mean faster compilation which means faster iteration on your code. 

Source: https://forums.unrealengine.com/community/general-discussion/1637804-what-benefits-me-more-cpu-or-gpu?p=1637918#post1637918

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I have a general question for everyone working with Unreal Engine and who tend to create a lot of projects.

I've noticed that I want to change my project name often but don't do it because I'm lazy.
I'm thinking of writing a small tool to help rename projects with just one click of a button. Support for C++ projects is also on the roadmap.
Would this be something you guys would be interested in? It'll be free and open-source (MIT)

fading pond
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yeah that would be cool

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Can someone help me with this? Im trying to cast to a game instance I made but its not showing up when I do this.

mighty cipher
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@fading pond you don't cast to your game instance. You set it up under Maps and Modes.

fading pond
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hmm

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i could have sworn i did that

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thanks though!

ancient fiber
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yo, not sure what channel to post in, but i'm trying to capture footage from an external program. I thought i could do this by making a virtual webcam with obs but that isn't getting picked up. does anyone have any ideas of how one could get this to work lol?

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this is solely for a personal project so it can be set up kind of jank if needed

median hound
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screen record u mean?

ancient fiber
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er, yeah kinda. i want to get a capture of an external game window to be displayed on a mesh / player in my scene

median hound
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would action work for you?

ancient fiber
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im not sure what youre referring to

median hound
ancient fiber
#

ah, is that another type of video encoder? is it able to be detected as a webcam/live video source by unreal?

median hound
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is it able to detect ue4 as a program and screen record that only u mean?

ancient fiber
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oh i think you misunderstand, i am not trying to capture UE4, im trying to get UE4 to capture something

median hound
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oh i see like a facecam

ancient fiber
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yeahhh

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the media player is able to pick up my actual webcam but not virtual ones

median hound
#

is this like face recon?

ancient fiber
#

nah, its for something incredibly stupid. im trying to make an interactive gameshow kind of stream where part of the show is having a game running
im making a 3d 'set' for the show and id like to be able to capture the game im emulating so i can put it in the scene under other objects without having to do a ton of work in obs/slobs to get elements to behave properly

#

ok after some more digging it seems this kinda already exists? https://docs.unrealengine.com/en-US/Resources/Showcases/VirtualStudio/index.html but only for certain graphics cards? can anyone confirm if this limitation is removed (because this article is from 4.20) or if theres another way i'm unaware of to get live video into a scene?

The Virtual Studio showcases Unreal Engine's ability to exchange video feeds with professional grade SDI cards and devices.

timid spade
#

Whats the simplest and best way to ads in an fps game

#

should i make an animation or can i get away with modifying bones?

orchid prairie
#

is anyone here good at unreal engine?

thick nebula
#

Hello guys, I'm new, and devastated pretty much, I had a great project in unity, bu there were too many shortcomings with the engine, and I've read up online, everyone was praising unreal, I just quit unity today and came to Unreal, will it be a hard transition, and will it be hard for me to rebuild the project I had going on in Unity?(RPG)

median hound
#

do u have any vids on the old unity project? 🙂

thick nebula
#

I can record some gameplay

candid grove
#

Why does my pawn movement replicate when I have replicate movement unchecked?

drowsy gull
#

Anyone knows whether high density fog can cull the invisible object or not?

#

Just that ******* fog which can be found in engine preset .(I don't know the name )

plush yew
#

Should I use Blender over UE4 for interior design?

#

Like walls and stuff? Doorways, etc

thick nebula
#

Guys, how bad is the C++ documentation for this engine?

#

just please be blunt, I want the reality, I'm still moving over anyway

waxen raven
#

I find it liveable.

thick nebula
#

I've heard it's garbage compared to uynity's C# docs

waxen raven
#

It used to be fairly terrible, and new stuff is highly subject to be iffy.

thick nebula
#

I see

waxen raven
#

But they are working on it, I know some of the guys moved to the documentation team, and I'd just suggest picking a few topics and seeing

thick nebula
#

As soon as I'm done installing it

waxen raven
#

If you have something in mind you want to check, maybe I can give you the Unreal terminology equivalent, assuming Unity

thick nebula
#

I'm starting to rebuild my unity project

waxen raven
#

Alright, any base comments you're worried about getting through? I honestly recommend their Youtube significantly, it's usually well done.

thick nebula
#

(I have a friend that might help me out)

#

hmm

waxen raven
#

Also WTF is here (Matthew Wadstein I believe) has good stuff to help with basics.

thick nebula
#

I actually have 1 worry

waxen raven
#

WTF is Unreal channel.

#

I meant youtube lol

#

Typed unreal anyway

thick nebula
#

My models and everything from unity, were textured for unity HDRP, that means mask, normals, and albedo, is it going to look bad in unreal? or will it keep the... everything?

waxen raven
#

Albedo has a different name, but Unreal has a similar texturing feature I believe. Not too familiar with Unity's, but if you know Blender, I feel like Unreal has an upgraded material/shader setup from that.

#

You can definitely get the same quality if not better imo, but I can't fully explain why so it may be ignorance on my part.

thick nebula
#

:s

#

Hard to answer question from someone who only has unreal background :(

waxen raven
#

Well I've done modeling a bit etc.

thick nebula
#

I gotta ask this some1 who has been through Unity - blender - unreal

waxen raven
#

and full courses on shaders, just not much in Unity.

thick nebula
#

Well yeah, but this mask for example

waxen raven
#

Should be easy tbh

#

One material or multiple? Looks like two offhand.

thick nebula
#

it's three

waxen raven
#

Applying noise masks, textures over etc is all easy, node driven

thick nebula
#

I haven't really used nodes, I pretty much hate the concept and the workflow

waxen raven
#

If you know the math you're applying, Unreal will let you use multiple material slots, see uvs etc, and do the math on your own shaders.

#

Well that will make Unreal suck more, it can be done in C++, but some things I feel work better in nodes/bp

thick nebula
#

I can adapt

waxen raven
#

I find it's workable in shaders/and UI, animation bps.

thick nebula
#

I don't mean I can't use them or I WANT to avoid them I meant that I've always had a better solution that made me not use them

waxen raven
#

That makes sense, I'm sure it can be done, but I honestly feel like it just works, but I learned to work through them so it may just be that.

#

But yeah, there are channels here that are usually active and will help.

thick nebula
#

perhaps

#

That's great

#

Also have a friend that made games like me

#

for as long as me

#

in unreal

#

I used unity

waxen raven
#

How long you been at this?

thick nebula
#

So he might be able to help

#

5 years? 7?

waxen raven
#

I'll be around, but there are definitely people who are more masters lol.

#

Only about 3-4 for me, only last few straight.

thick nebula
#

I'm not a master myself, not even close, had work, school, and a dream :D

waxen raven
#

I feel that. Work, kids, and a damn idea that led me down this road. Now it's an addiction.

thick nebula
#

true

waxen raven
#

Sunk so much time in, but I feel like I could make most stuff with a bit of thought.

thick nebula
#

exactly

waxen raven
#

I do say I feel Unreal moving into special effects and so many fields opens a lot more doors knowing it.

#

do* will lol

#

architecture etc, a lot of really strong moves.

fluid wagon
#

When creating a project can i start with C++ and do blueprints also? or if i start with blueprints can i add c++?

Or is it one or the other?

waxen raven
#

You can do C++ base and use bp

#

It's actually a lot better to do so if you want to use c++ ever.

#

BP is just derived from C++. So it'll establish base classes etc then for some things. You of course have to tell it others.

clever axle
#

I see it a lot in games that there is a lot of foliage.. Like a LOT of grass blades, trees, etc. Is this gonna kill my performance if I have a kind of top down view? https://i.imgur.com/LWzlcl5.png

plush yew
#

Its better at first and third person

wary wave
#

Foliage doesn't occlusion cull very well (if at all), so camera perspective is largely irrelevant.

thick nebula
#

Guys I can't build my first Unreal project

#

help please

#

Running D:/Unreal Engine/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="F:/Unreal Projects/Snowmire/Snowmire.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for SnowmireEditor (no existing makefile)
@progress push 5%
Parsing headers for SnowmireEditor
  Running UnrealHeaderTool "F:\Unreal Projects\Snowmire\Snowmire.uproject" "F:\Unreal Projects\Snowmire\Intermediate\Build\Win64\SnowmireEditor\Development\SnowmireEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Andrei\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for SnowmireEditor in 133.5387049 seconds
@progress pop
Building SnowmireEditor...
Using Visual Studio 2019 14.24.28316 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 11 actions with 4 processes...
  @progress 'Compiling C++ source code...' 0%
  @progress 'Compiling C++ source code...' 9%
  [1/11] ERROR: Unable to create child process
  @progress 'Compiling C++ source code...' 18%
  [2/11] Default.rc2

faint tide
#

Is it possible to press a button in an Unreal Engine game, despite not having the game open and it will still play a sound through your computer?
I wan't to make a soundboard in UE4

honest vale
#

not sure if there's any difference performance wise, but it would save you from painting grass everywhere

true falcon
#

hey, really stupid question, but is there a blueprint enum for axis, (like x,y,z) EAxis is c++ only I think

#

I'm a little surprised there doesn't seem to be one as a lot of functions could be streamlined by passing enum(s) of axises, and something like component mask in materials...

#

Maybe there's some functions I dont know 🙂

wary wave
#

there's nothing stopping you from creating an enum

gloomy ginkgo
#

Hey guys, can I change my game instance to be advanced friends game instance while maintaining my og game instance's code?

#

I want to implement steam invite system but I need advanced friends instance

#

But i jave normal game instance and it has tons of code in it

meager stag
#

Anyone has any idea what happened in unreal 4.21 that my FPS dropped from 120 to 30 in new empty scene when updating from 4.20?

forest tree
#

🤯

true falcon
#

I learned today that you can right click an output pin on an material and chose to directly connect it to roughness, base color etc. That blew my mind 🙂

desert cliff
#

Hi people, mainly i joined to this server beacuse i wanted to hop in into the UE4 world.
But sadly, when i tried ti install it, it gives me an error.
P.S. I installed it via Epic Games, if there is any other way please tell me.

wary wave
#

you can download it from Github

#

but you'd be better off working out how to fix your error

ebon marlin
#

anyone excited about UE5 blobDance

left mist
#

I have build my exe file and now it asks for the .uproject file..... What did I do wrong? Okay, it didn't build correctly, fixed.

honest vale
#

@desert cliff what sort of error?

plush yew
#

Is it possible to record with the sequencer character’s movements, interactions with objects and etc and spawn a new character and set it to play the record and walking around him? Like I went to the past.

desert cliff
#

It is usually when installing finishes

honest vale
#

you need to find some sort of logfile that tells more

plush yew
#

@desert cliff I have the same error where it tells me it doesnt have enough privilage to download to /programfiles

#

Running as admin doesnt solve it

ancient tangle
#

Is there a way to change the scene/level used for the static meshes thumbnails?

valid trail
#

does anyone here know if it is possible to add a content browser to my ue4 game

#

it is a parkour game and i think it would be cool for users to be able to open there own levels within the game

left mist
#

@valid trail How will they make their own levels?

valid trail
#

i am using blueprints

valid trail
#

it is also for paid content aswell

left mist
#

@valid trail Would it not be better to have a sandbox-editor in game somewhere? Where they can place game-specific things? Like buttons, weapons and such?

valid trail
#

that would be cool

#

gona speak to the rest of my team brb

#

ok i just ping my team to ask

valid trail
#

this is our first project

#

and our other developers pc broke rn

left mist
#

@valid trail No idea, but it is a better idea then importing maps that can have all kind of errors that are unfixable... Players would get angry and would destroy your game in reviews...

valid trail
#

ok

#

thx for the help

valid trail
#

this is hard for our team cuz we have litteraly done no programing before lmao

gleaming moon
#

does someone have some tutorials for party games?

#

i mean some games like wii party

#

k

#

so i have to find various tutorials?

#

where i can find these learning material?

#

thx

plush yew
#

@plush yew I would think it's possible. You'd have to juggle the cameras.

clever axle
deft haven
#

How do unreal engine bake times compare with unity bake times?

#

Is it faster?

lucid grove
#

Heya, is it possible to make roughness effect on material fade on distance?

#

How do i do that? The best i could disable normal maps

clever axle
late meadow
#

Does anyone know if the program world machine is any good?

wary wave
#

it's functional, but there are numerous better alternatives

torn breach
#

When you need to do a lighting build and you just go on your phone because you know it will take a while lol

mossy nymph
#

pawn with the camera

wary wave
#

well, it's not empty, it's the camera

mossy nymph
#

it eventually stops being empty, but yes

wary wave
#

it probably has panning controls etc

#

it used to be quite easy to do a game without a pawn at all and just use the controller, but this takes a bit of a rewrite now for some reason

rough finch
#

is there any reason why a controller would be messing with the layout of menus?

mossy nymph
#

no

dawn gull
#

So in blender my model is one single mesh, but when i import it it separates into like 50, why

plush yew
#

hey there !

#

im in a wiered position where i like c++ a lot, but want to make 2d games. Ive tried SDL but i feel like im not ready / not skilled enough to make my own engine now. Is unreal suitable for 2d?

#

(or should i just be a normal person and use unity / monogame or something?)

plush yew
#

dm me if you could help me come up with ideas for a game

#

Unreal is mostly used for 3d and super high graphics and major open worlds

#

yah maybe i should use unity now + do some c++ stuff also

#

I think you can import a unity level etc to unreal also

#

ive never heared of that before. Ill look into it soon.

#

Also keep in mind I thin unity uses C# im not sure if it has C++ @plush yew

#

it doesnt have c++. just c#

#

Ok

crimson lake
#

Hey guys, I'm trying to get values out of a rotator's Y rotation (pitch)

#

and the values I get are from -90 to 90

#

is there a way to get 180?

buoyant graniteBOT
#

:triangular_flag_on_post: Void#9047 received strike 1. As a result, they were muted for 10 minutes.

misty folio
#

hey any one know where can i find a course for learning making scene and assets like Last of Us 2 type

#

i know how to use substance painter and 3dsmax and basic stuff

honest lily
#

hi

#

i need some help guys

#

with my landscape

#

for some reason sea has some edges

sonic quest
#

Guys, need some help about landscapes & mobile. (I'm adding mobile support for OpenLand)
It seems like Landscape layers & not available on mobile.

#

Is this normal?

#

If so, is there any workaround on layer painting for mobile landscapes.

sonic quest
clever axle
#

@honest lily I would think that's your water material there

sonic quest
#

Try to add Fresnel to the material for edge blending.

honest lily
clever axle
#

@honest lily I'm not sure, I'm new to this myself but I use the water feature out of 4.26

honest lily
#

wait do you have any picture of your water?

plush yew
#

its a lot simpler then you think, each time you scuplt on the landscape it shows the grid edges right? then the build lighting appears

#

also shift+s i think to deselect the landscape just to note cause you selected the landscape while sculpting and its driving me crazy

#

@honest lily

honest lily
#

so

#

how can i rebuilt it

#

cuz im a bit new in UE4

plush yew
#

on the top of the screen theres a build button

#

sorta on the right ish side

#

@honest lily it might take a little as well but eh better to build early on besides having to compile like 10k shaders

honest lily
#

well

#

i rebuilt the lights

#

but

plush yew
#

that might be cause of the post processing volume

honest lily
#

can i fix that?

plush yew
#

yes just give me a sec cause i forgot......

honest lily
#

yes of course

plush yew
#

its easy just forgot names

honest lily
#

take your time

plush yew
#

ok in the post process volume under lens there should be exposure on the bottom when you click the little arrow theres min and max brightness, check both and on min change to 2 or 3 whatever you feel is right then to speed it up so theres no eye addaption or whatever check the speed down and change it to 20 thennnn after that scroll down till you see infinite extant or just search it and check that so it effects the whole world

sterile tulip
#

hello

#

why does my material preview take so long to preview?

honest lily
#

just wait

plush yew
#

also to get the post process on the left panel theres visual effects click it and it should be the top one @honest lily

sterile tulip
#

what component of my hardware is causing it to load slow

#

if I do it in blender it also updates in realtime, why does it take like a minute in UE4?

plush yew
#

@sterile tulip it might be because unreal needs an update or it could be your graphics card but also might just be unreal being buggy

#

you could always try saving everything and reopen unreal or restart your pc and see if it keeps happening

#

also troubleshooting, sorry for spam by the way

gloomy ginkgo
#

how can I download json from url?

honest lily
#

i did all these things

#

but if i press "Play" it doesnt apply the changes of the post processing and it looks very bright

#

and also when i press the "Play" button it says that lights need to be rebuilt

grim ore
#

have you rebuilt lighting or are you trying to move a static item?

honest lily
#

i rebuilt it

#

rn

grim ore
#

and it doesnt show rebuild until you hit play?

honest lily
#

look

#

when i hit play it says again Rebuilt and also it is not as dark as the editing

grim ore
#

for that first one, you dont actually have auto exposure adjusted from the defaults ( the first checkbox)

#

and if you want auto exposure disabled in the entire project, you can adjust it in the project settings instead of the post process volume

honest lily
#

well

#

i just rebuilt it again

#

and it shows me this error

grim ore
#

warnings not errors, and that mainly means your lighting that you built will not be accurate. do you plan on using static lighting?

honest lily
#

what do you mean exactly? cuz im a bit new

grim ore
#

static is if you need performance and the shadows/lights never move. movable if you want them to look more accurate and shadows/lights should move

honest lily
#

yes i want movable

elder moat
#

I'm trying to upload a character model but it uploads with every single body part as a separate one, I want them to be one model, I have tried clicking combine mesh but the problem is I also need a skeleton to attach animations to the model.

plush yew
# honest lily

the error says the uv are overlapping which you can fix in either changing the channel of the uv layout in the object or in a software when exporting it you need to select what normals etc im not sure where you got the assets tho so

honest lily
#

oh ok

#

well i dont know why it has these edges between sea and land

plush yew
#

ohh also that i think you can do something in the material to make it look better or use the water plugin just keep in mind its a new plugin so it has some bugs

honest lily
#

oh o k

#

can i ask you sth

plush yew
#

yes

honest lily
#

well i want the water to go to the land i mean the waves so it can become more realistic

plush yew
#

that again has to be done in materials i havent really done water in a while but im sure there are tutorials out there that could help

honest lily
#

ok thx

#

how can i import the new water plugin?

plush yew
#

i think in the settings somewhere i dont really remember to be honest, but it shouldnt be to hard to find but when you do it should be on the buttom of the plugins list

plush yew
elder moat
#

Hmm ok

regal narwhal
#

Hello. Someone else know this problem and the solution for it?
Idk why instantly closing the menu which i opened. If i restart unreal engine everything is fine, but i get this bug more times a day...

PS: I see now, that in the video not even is visible the problem. For me after clicking on material selection/nodesuggestions, instantly close it the engine.

honest lily
#

what should i put

plush yew
#

@honest lily just the normal water

lofty sail
#

Guys, help pls.
I want to use data assets, but some shit stuff going on. I've added BlueprintType and Blueprintable to my cpp data asset base. I've added path to BP childs of DAs in Asset managerfsettings, I've tried to implement GetPrimaryAssetId() and inherit from primary data asset instead of data asset. But whatever I do I can't assign a data asset variable in any BP (it's editable and read/writable). What am I missing?

fallen flower
#

So, is it normal for reflection capture to be locked independent of view in Forward Rendering?

serene birch
#

considering it's the same behavior in deferred, yes?

#

reflection captures are captured at map build time no?

mental horizon
#

sqlite

honest lily
#

whats its usefulness?

fallen flower
#

@serene birch, thanks, I'll look into it more.

plush yew
#

if I have 2 or more of the same actor, how do I specify wich bp to fire? I already have the actor I wanna use, But how do I add it to the bp?

cosmic nymph
#

heyo guys, I've been working in UE for quite a few years, but I've never seen this happening. My skeletal mesh simulates physics when Im changing a value in the Persona Editor. Anyone got a clue where this comes from?

plush yew
#

lmao

cosmic nymph
#

It fixes itself whenever I reopen the tab, but its extremely tedious when you are constantly reimporting animations

uneven mica
#

Is there a way to get like a animal that attacks you and everything as a template

elder moat
vivid stratus
#

Is the scene used in the video
https://www.youtube.com/watch?v=d5Ft7UaYayM

on the marketpalce?

Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...

▶ Play video
latent sonnet
thick herald
wanton lotus
hasty wharf
#

hey all. i have a debug in my game somewhere and i cant remember which BP its in, is there an easy way to locate it

fierce tulip
#

@versed forge what is your question?

plush yew
elder moat
grim ore
#

@hasty wharf a print string node? you can use the find in blueprints window and search all blueprints

plush yew
#

its the lines or whatever when you duplicate it, it shows the bone its parented to, unparent it and the ones you need parented parent them to that bone or create another bone and make the ones you need parented parent to that one

#

@elder moat

elder moat
#

Oh I see

upper heart
#

Is there a native way to copy all property values between 2 components of the same type in editor?

mellow turret
#

anyone having issues launching epic games launcher?

hasty wharf
#

found it. ty

hidden sparrow
#

Hey, when I use Move Component To and I move my character, it moves in a round path instead of a straight path. How do I fix that?

worn peak
#

its possible to add on a array of actors, actors from the content browser or just actors that are placed on the level ?

spare kernel
#

@upper heart not that i am aware

#

there is DuplicateObject

#

but.. 🤷

upper heart
#

Okay, yeah I'm converting blueprint components to c++

azure reef
#

Guys, when I'm using Google Play Services, my game on my Android device it's crashing on level change. Do you know about this issue or it's only on my side?

whole quarry
#

you'll have to debug, could be 100's of different causes

median kettle
#

may someone join the support vc? i have a problem with lighting that i can figure out

lucid grove
#

Hello @grim ore i one of your videos you showed how to use Material Distance, i tried to use it for Roughness, but got this "edge" effect on landscape

#

Basically i avoid that by increasing distance

clever axle
lucid grove
#

Oh, i forgot to thank you for this solution, fall asleep 🙂 Thanks for that link!

#

Worked like a charm, thank you

devout estuary
#

im having this bug where, i recieve a loop of already connected players and if they havent already been spawned i spawn them, this is generating a weird duplicate however, could someone look at my macro which checks if the player already exists and see if it should work as expected

lucid grove
#

Just a little question, im getting this shader complexity everytime im using automaterial

#

With single layer - all great, simple blend - red zone

sick escarp
#

I'm getting an error "messages failed to load" in #cpp, is that on my end or discord's?

devout estuary
lapis bronze
# devout estuary

@devout estuary it breaks before it ever does the second part of the sequence, you'll never get "Already Exists"

devout estuary
#

doesnt it only break the loop if the id is the same as the checked item?

lapis bronze
#

it stops anything running in the loop at all

#

its for performance

#

This should be a function instead of a macro

#

Then the output should be a boolean

#

local variable that is false by default

devout estuary
#

the passed in id is the one i want to check is already created, surely it only breaks the loop when the id i want to check is the same as the id in the array?

#

ah wait i understand now

lapis bronze
#

you cant do this in a macro

#

is what im saying

supple shell
#

Is anyone experienced with Linetracing?

devout estuary
#

so calling the break completely stops the macro?

lapis bronze
#

no, it stops anything connected to the "loop body" exec line

devout estuary
#

ah ok

#

thanks for your help

lapis bronze
#

what you want to do can be easily done, in a function

#

and should be

#

you need a local variable

supple shell
#

Pan you good with line trace?

devout estuary
supple shell
#

Could you explain something to me

#

I am using Multi Linetrace by Channel and I wanna store multiple Location inputs in different Vectors how does one go about that

devout estuary
#

you could loop through each hit

#

and add the hit location to an array of vectors

supple shell
#

How do I loop through each hit tho? and by Array of Vectors what do you mean?

devout estuary
#

So for each hit, you add its location to a list of hit locations

#

an array means its a list, not just one item

supple shell
#

Yeah I follow so far, now how do i split them?

devout estuary
#

what do you mean by split them, do you want to do like a hit effect at each location?

timid spade
#

hey guys i need help with an animation https://streamable.com/i7505p
Basically, for some reason when crouching, the animations between moving and idle do not interpolate at all. Instead, they wait a second and then teleport, even though i have interpolation set to 1. How can i fix this? Ive tried setting interpolation to 0.5 and 2 but it hasnt helped

supple shell
#

Basically what I'm trying to accomplish is It takes each of those locations and teleports the player there

devout estuary
#

with multiline trace you get all hit locations at once, so are you trying to teleport the player to each location after a delay?

supple shell
#

yeah

#

Or spawn somethign at those locations

devout estuary
#

basically if you want to spawn these things as soon as the shots fired you could add them to the array, then after the node to add them just do a spawn actor node and input the location, im assuming you want to access the array later for something else

lucid grove
#

Found it, its my specular map. Can i use your trick with roughness for Paralax?

supple shell
#

Is it possible to store the Vectors in individual values so i can use them later on in the ability

devout estuary
#

you could use the get command on an array to get a specific item

#

basically it gets the item at the specified index starting at 0

supple shell
worn mirage
silk pumice
#

Is there a way to set a max texture resolution of all of the textures you have in content files?

vernal compass
#

anyone here know how to design a very large open world?

worn mirage
shadow estuary
#

When making a game do you generally need to end up forsaking the default movement component or do a lot of you end up using it? Seems like you need to do a lot to end up getting it smooth and feeling good

lucid grove
#

You can set max texture size for all devices

#

from pc to consoloes\mobile

silk pumice
#

thanks

worn mirage
#

I've tried moving the pivot point but doesn't seem help too much. I'm not sure what is causing the inertial force at the base

#

@vernal compass what issue in particular are you having

eager radish
#

hello, I'm having trouble to use this function that I suppose it's meant to change the color of a light, but when I try to chage its color with the trigger it does nothing, when I change the color manually it works but when I do it inside the game through this function it doesn't. Thanks and sorry for long explanation

worn mirage
plush yew
#

Can I put a function in a function?

eager radish
vernal compass
#

@worn mirage i need to know how to start to create a world like in microsoft flight simulator

#

what should i do first?

plush yew
eager radish
#

ok ill try XDD

#

ok the event its not firing

plush yew
#

Ummm

#

Try creating an input action

eager radish
#

i think its bc its in the firstpersonprojectile

#

instead of the firstpersoncharacter

plush yew
rigid marsh
#

it needs access to the player controller to make that F press happen

#

so find a bp with access to Player Controller 0 typically

eager radish
plush yew
#

Actually how did u created a reference to the light in the projectile? Is that an actor or a component?

eager radish
worn mirage
eager radish
plush yew
#

I mean... the light is placed in the world or in a actor?

eager radish
#

in an actor

plush yew
#

Ok then you need to get the player controller

eager radish
eager radish
#

it gives me this

vernal compass
#

@worn mirage cant find a world simulator on google

plush yew
# eager radish

You don’t need to get player controller in the cast of the player

worn mirage
rigid marsh
#

Is that BP have any controller attach to it? Is that the Projectile BP?

eager radish
#

its a projectile

#

ok ill explain it

plush yew
#

Could you explain me what you want to achieve? Why would you need a point light in the projectile

eager radish
#

so

median kettle
eager radish
#

the thing is that i inserted a moving point light into the default projectile that is shooted in the first person example of unreal, trying to archieve a laser bullet effect that looks realy cool when the bullet enters into corridors or closed areas, now I want to make each projectile show a color depending of the player thats shoots it, i've made a bunch of material but i cant get it to wirk that way, so i'm trying to make it this way

plush yew
median kettle
plush yew
#

If you don’t know what it is you don’t have decals

#

Then idk

rigid marsh
#

You could try doing the key trigger in the FirstPerson BP and call a ref to the ProjectileBP->Pointlight and then do Set Color in the First Person BP
But also, you can try a material with Emissive instead? Like a sphere with 1.0 Emission

rigid marsh
#

Using pointlight on lots of moving projectiles could be expensive potentially

frigid urchin
#

Hey, how performant is it to use the volumetric clouds and sky atmosphere systems?

rigid marsh
#

Yes, cpu cost and all.. developers' bane

#

try emissive sphere for a start and see if you like the base look

eager radish
#

and there is a function to change material i imagine?

rigid marsh
#

Yep for sure

#

you can tweak any params you set in the material

#

and I don't know how performant the Volumetric clouds is ....

eager radish
#

thanks for the help, im going to try it

rigid marsh
#

sky box is very cheap that much i know

frigid urchin
#

@rigid marsh okay thanks :)

rigid marsh
#

@eager radish No prob, come any time lool

eager radish
#

🙂

ripe heath
#

Hello! Is there a reason why when i select 3 meshes and convert them to a blueprint, i can't seem to move them anymore in the scene. They seem to be just stuck at the world origin. I can move the individual pieces when im in the blueprint, but when im just selecting the blueprint as a whole, it doesn't want to follow any transformation i give it.

eager radish
buoyant graniteBOT
#

:no_entry_sign: Mazell#0001 was banned.

rigid marsh
#

so a few checklist:

  1. Make sure the sphere has 'New Material'
  2. In the Material, create a Vec4 (color) param for Emissive, connect it to Emissive, and name it, then copy the name
  3. Back in the BP you can just call [Mesh -> Set Vector Parameter Value On Materials] paste of the name param here, then set whatever color you want
#

/@ripe heath Make sure they're NOT marked as 'Static' in the bp

inland gyro
#

Hi guys, I’m an architect and I’ve been using Unreal for a short time and I was wondering if you can change the unit of measure

ripe heath
#

Thank you so kindly!

eager radish
#

if there is a way to make it with lights I prefer that way

grim ore
#

your projectile can have a variable that holds the "color" the light is supposed to be. in the construction event it can set the light color inside of itself to that color. you then expose that variable to spawn. Then when you spawn this projectile in the world you can assign it's color at that point

eager radish
#

and can i assing a color per player

rigid marsh
#

Pretty much what MatthewW said ^
But if you need to key press the colour you have to go with what you had before, but just try to do the key press event in your FirstPerson or which ever bp that has the access to PlayerControl

grim ore
#

you assign the color when it spawns, assuming the player spawns it you would be able to get that players color and assign it yes

eager radish
#

i think it can be possible

#

the thing that i want is that when there are four player for example, the first shoot blue balls, the second green ones and so on

rigid marsh
#

Oh just store the colours as variables then, no need to do key press

eager radish
#

yeah, the key press is only for troubleshooting

#

and how I assing the colours to the players as they spawn?

#

and array?

grim ore
#

thats up to you and how your game is set up

eager radish
#

ok, i'll try to figure it out XDD

#

thanks so much for the help

#

youre amazing guys

plush yew
#

any new ue5 footage?

honest lily
#

yo guys

#

why is my edit more darker than my play button?

wary ferry
#

I pressed the button and now unreal froze xD anyone knows what this is for? 😄 like specifically. didnt find documentation about it yet

wary ferry
# honest lily

most likely because you have environment settings on (auto exposure in editor)

honest lily
#

how can i turn this off

shadow estuary
#

having an issue where my default sprite anim is having a weird material applied that I cant delete, all other anims play fine and flipbook looks fine but the default one i set is lit all weird

honest lily
#

i turned it off but it stills happening

wanton lotus
# honest lily

It is also a camera setting. Check your camera details.

naive reef
#

Guys i need a free realistic trees, where can i find them?

eager radish
#

has you looked into the marketplace?

plush yew
#

Bye bye

naive reef
#

But i want something realistic

eager radish
#

I don't know if modelheaven would have something like that

grim ore
#

how hard have you looked in the marketplace for something realistic?

vivid stratus
grim ore
#

open a niagara system

vivid stratus
#

a new actor?

grim flame
#

@eager radish this are some pack that include trees I've gotten from the marketplace

#

pinged the wrong person

eager radish
#

XD dont worry

grim ore
#

are you looking for that EXACT particle system or just how to open a niagara particle system or make a new niagara system or ?

vivid stratus
#

yeah, cause I can't find the niagara system in the actors to place thonk_hmm

#

wait... it could be that this projec tdoes not have the plugin enabled thonk_hmm

ah no, it does thonk_hmm

grim ore
#

confused on what you are asking about

#

are you trying to make a new niagara system?

vivid stratus
#

I don't find the "niagara system" in the "advanced actor" menu thonk_hmm

grim ore
#

its not an actor is why

eager radish
#

Sorry for interrupting, but is there any way to pass a key press from one actor to another one with custom events?

grim ore
#

Content can exist in your content browser and not be an actor, such as a niagara emitter and system

#

passing random keys, or I pressed a key and this blueprint heard me press it so now I want to tell somebody something?

#

both basically the same, using custom events in the 2nd blueprint that the first would call. If you need the exact key you can pass in the key pressed, if not you can just call something specific based on what happened in the first

eager radish
#

like , the key is registered in the main character and the press event is send to another actor

grim ore
#

if you want a key to fire in more than one use the input event in both and make sure neither of them consume the input

eager radish
#

i want the projectile to receive the key press, but it seems to just not be working

grim ore
#

does it have the input event? the key press event

eager radish
grim ore
#

is this same event used somewhere else?

eager radish
#

probably not

#

im 98% sure is not

grim ore
#

but you wanted the player to pass it to the item, so how was the player going to get the input?

eager radish
#

i mean

#

I want to register a keypress or any event that can trigger the color change

#

F key is for debugging

grim ore
#

your actor needs to it can accept input, in the details panel on the actor is "Auto Receive Input" that will be disabled by default, change it to the player that it should listen to input from

#

or again have the key input in your player then just tell the item to do something

midnight wren
#

can sole developers publish on epic games?

eager radish
grim ore
#

you also won't be debugging at that point so the question seems invalid

#

and if this is a multiplayer game there is a TON more work that needs to be done to get stuff like this to work

eager radish
#

yeah this is true

grim ore
#

also the same code would work in multiplayer if set up right, each player is unique on the server and could talk to whatever it wanted

eager radish
#

im working im little things just to learn and have fun with friends

grim ore
#

so player A pressing F would work differently than player B pressing F

#

@midnight wren Anyone should be able to publish provided their content is accepted

eager radish
#

even if both are setted up in controller 0?

grim ore
#

again depends on how it's set up. if this is online the server would have different player controllers but each machine locally would be it's own player 0

eager radish
#

ok, ill try it, so many thanks for your time and patience

#

🙂

worn mirage
spare kernel
#

@upper heart now i think about it, you could make a editor utility

upper heart
#

yeah, I thought about doing that. Was just making sure there wasn't a native way first.

spare kernel
#

yeah i remember looking a few months back to save me time, ended up doing it with editor utility

#

was a bit of setup though 😦

#

i saw that utility and was like, that was how i did it 😄

upper heart
#

Blog post idea?

vivid stratus
#

like the WorldLocation thonk_hmm

echo zealot
#

Why can i size down my project folder from 6GB to 600MB with deleting the intermediate, binaries and saved folders? What data can be so big but still so useless? And why? 🤣 Can someone explain me this, sorry im new to how code, files and stuff works..

crude tulip
#

One message removed from a suspended account.

#

One message removed from a suspended account.

grim ore
#

@echo zealot intermediate are temp files, files used when compiling and packaging and such. binaries are similar. saved can get large with autosaves.

#

@crude tulip not stupid, learn blueprint communication.

#

also going "hey destroy myself" and...... then.... im gonna have myself do something else.... is bad

plush yew
#

Do you think UE5 would support any other languages? not just C++?

worn mirage
grim ore
#

@plush yew we can think it will support them all, but announced so far? none that I know of

plush yew
#

I am hoping for Java

grim ore
#

@vivid stratus a map is a variable, that node gets variables from a map variable, so yes it would be normal those will not be there if that variable does not have those properties

echo zealot
plush yew
#

But I dought it...

grim ore
#

less about quickly and more about the step in between

vivid stratus
echo zealot
grim ore
#

no those are automatic backups when you are working and have not saved, when you save it replaces the source asset. autosaves are just backups for when you are not saving and something might go wrong

echo zealot
#

Ah okay thanks!

grim ore
#

@vivid stratus that color node is a function script, so it's custom code in whatever you are looking at

vivid stratus
#

ah damn thonk_hmm

echo zealot
#

@grim ore How did you get all of this knowledge?

grim ore
#

just using the engine over and over

echo zealot
#

Do you make games yourself?

#

Or how do you use it?

devout shard
#

hi, anyone know why when I fall to a certain height in my level I lose control of my character and can't move or do anything? There's no collision blocking and my gun dissapears and stuff

echo zealot
#

Kill Z volume

#

In the World settings

devout shard
#

oh

#

awwwww man, thankyou!

#

there goes an hour of my life

echo zealot
#

Haha this makes me nostalgic

#

Of when i started

devout shard
#

i had even narrowed it down to about -1000 units t oo

echo zealot
#

Let’s be honest, fuck the kill z volume

devout shard
#

coincidentally i was loading a new level at about that height so thought it was something to do with the level load

#

(elevator)

echo zealot
#

Ok

devout shard
#

argh, thanks again

viral veldt
#

Is there a way to view animation curves for translate/rotate on joints?

echo zealot
#

First you smoke the joints and then you view the animation curves.. (sry, no idk)

#

It was a bad joke but i couldn’t resist

calm timber
#

hey, im new to unreal engine and i cant seem to open c++ projects. It gives a big error saying that it couldnt compile and asking whether i would like to run it in visual studio. does anyone know how to fix this?

kindred viper
#

you need visual studio for compiling source builds. Visual Studio Community is good enough. There are other compilers and editors that you can use too, like Rider, but I suggest starting with VS community. Just for tutorial's sake. With the VS installer, you can install all the pre-requisites like C++ and .NET files. I'd also check the official documentation for this process as there is a page dedicated to it.

vivid stratus
#

damn If I've not rusted enough in this months away...

how to set the inputMin/Max to a certain value? thonk_hmm

plush yew
#

hi guys

#

normally in unreal engine

#

one touch : one shoot

#

but i want to make

#

pressed

grim ore
#

what is pressed?

vivid stratus
#

wait... I'm right click on B
why does it not say "Convert Numeric to"? thonk_hmm

grim beacon
#

I Unreal good to code android apps?

#

Like basic apps with no extra graphics

grim ore
#

it is overkill for it but it can work. your app will be much larger than just using Android Studio or another IDE to make a normal Android app

severe gorge
#

ReSharper vs Rider? Experiences?

#

I currently have visual assist x

plush yew
#

while it's pressed

#

shoot forever

#

i wanna *** my english

#

@grim ore can u help me

grim ore
#

you would do it the same way as you would shoot one, but after you shoot the one you would set a timer to call the shoot again. When you release you would clear the timer so it stops shooting

wary ferry
#

looking for anyone who has a clue what this tool is supposed to do apart from freezing out the engine entirely :3

low wasp
#

Where can I report someone giving away cracked assets?

#

Found this dude giving away some of my friends marketplace assets for free and many others.

grim ore
#

to wherever they are being hosted

low wasp
#

Ok

slate vessel
#

quick question, does culling remove said assets from memory ie; unload textures? or is the asset still loaded just not drawn by the GPU?

plush yew
#

this is blueprint

#

i made something but

#

its only shoots one

grim ore
#

what makes it shoot again?

plush yew
grim ore
#

you need to add something to make it shoot again, like a timer

plush yew
#

i don't know how can i do it 😄

#

is there anything like

grim ore
#

that is what the documentation and tutorials are for

plush yew
#

repeater

plush yew
grim ore
#

look at documentation and tutorials on Timers

plush yew
#

@grim ore there isn't for my question

#

it's just countdown

grim ore
#

ok so dont look up timers and try and make a countdown

pallid crystal
#

I'm having this wierd thing happen, I'm making a monster blow up, and spawning some skeletal mesh gibs, if I spawn more then 6 of them, they all delete as soon as they're spawned Has anyone had anything happen like this?

dawn gull
#

Is there a way I can warp some noise with a seed? the noise is in float format

ember lark
#

My editor crashes immediately on startup due to preview of ES3.1 being on
Where in the configs can I disable that?

grim ore
stiff sail
#

i was going to type a question but i figured it out as soon i as i started typing.

spare kernel
#

Optimizing 100 ai pathing offscreen

plush yew
#

Guys dm me if you know you're quite good with coming up game ideas, Thank you.

weary basalt
#

No worries.

timid spade
#

is there a function that checks if a key is pressed?

plush yew
#

ofc

timid spade
#

well what is it called

#

cause i cant find it

plush yew
#

ok ill tell you

weary basalt
#

IsKeyPressed?

plush yew
#

I use C++.

timid spade
#

nothing

plush yew
#

I'm a very big beginner myself but i think if you type the letter you want to tap

#

type "esc"

#

then theres a node you can drag called pressed?

#

then it will show there.

#

type any number or letter then scroll then find

weary basalt
#

APlayerController::WasInputKeyJustPressed

knotty heron
#

@timid spade just press your key and it will be there

plush yew
timid spade
#

i dont want an event

plush yew
timid spade
#

i want a function that checks if its pressed

plush yew
#

hmm idk

plush yew
timid spade
#

i thought it was built in

weary basalt
#

APlayerController::WasInputKeyJustPressed

timid spade
#

alright ill do that

knotty heron
#

or just set a variable maybe

timid spade
#

wait

plush yew
#

I'm a beginner these guys look way better than be so they will have to help you.

timid spade
#

can i find that in blueprints

#

or do i have to do it in visual studio