#ue4-general
1 messages · Page 957 of 1
lol
Mathew how's the YouTube going
you see I want to get into unreal, cause I have no clue how to use it but I want to learn but think I might wait for UE5 in case a lot will change, shuld I wait or just get started?
Like that image I showed that was slow to do lmao 😂
id start to get the jargon down at the very least
anything you learn now is advantage
https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5 ```Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android.
We’re designing for forward compatibility, so you can get started with next-gen development now in UE4 and move your projects to UE5 when ready. ```
the last sentence being the key part
unless 5 is like.... I dunno a complete remake, there will be some knowledge that will transfer
came here to ask a question
yeah cause im really into making worlds and levels and want to do that but IDK if I shuld just wait for UE5 ahaha might just get started with quixel megascans and stuff
i'm working on a hello neighbor mod in unreal engine 4 and i'm trying to import some animations and models from the pre-alpha version, more specifically the neighbor's walking and looking around animations. when even just viewing them in the content browser, however, unreal engine 4 crashes
Hello guys I have problem with my runner game, the problem is supid but I can't fix it for a lot time
this code works perfect
this is the same code but with different key binds
I fight with this problem for 5-6 days 😦
it is little but idk how to fix it
the A key is problematic, it switches the line only right, it should switch on left 😦
with ue5 officially saying it supports double precision, what implications may this have on the max world size?
@sullen frigate you would have to ask in the official support area for that game since its a mod
it might be because i'm porting something from an older version of unreal engine 4
@plush yew are you sure the code is the same, is it the same clamp values?
got to debug it then, walk thru each step in both. but this is also a good reason to use input binding, you just add the keys to the input binding in the settings and its one input event in the code
you should not hard code keys in the graphs
if the top code works, replace the left and right with input events
okay
it works yeah
but D and A don't work correct
D works for right
but A should work for left but work for right
if your input is set up right then it would work
did you bind all 4 keys to your input event?
a okay
if these are supposed to be push once then its action not axis
move left would be action, and would be A and LEFT
pretty sure i already told you that a couple hours ago
yep
opposite for move right
exactly
if you want the arrow keys as well add them as well under move right and move left
also...
you have down mapped twice
roll/lower? are you using MoveForward?
yep, cus the player if he wants to use S or down arror
no
can you show gameplay footage? what is it that you're doing?
you can go down, but not up?
this is now perfect-right?
oh i get it
assuming you have no axis event that looks fine
yep
okay
but let's fix the keys first
cus they are most biggest problem now
😄
hmm, warnings
do you know whats the difference between action mappings and axis mapping?
every keyboard key is forward 😛
delete the input axis events because your not using input axis events....
replace then with the action events because you are using action events...
those are referencing something that does not exist anymore, provided you deleted the axis
aa okay
😄
nope
the best part of all of this is the new input system completely nukes the idea of action and axis lol
that on UE5?
axis events fire every frame, passing the current value of the Axis while action events will have the Pressed and Released outputs fire as the key(s) are pressed
the new input?
in ue4 and 5 I would assume, its in the plugins now as enhanced input
to add more, an axis’ value is the sum of the values of each key’s state in that frame. So in the MoveForward for example, if you have only W held down the axis’ value is 1, but if you had both W and S held down then the Axis’ value would be 0. It should also be noted that if you had both w and up pressed then the value is 2, so you would likely want to clamp the value
thats what 1 and -1 represent
its useful for controller and mobile, where you can easily control the value of the axis
ah okay
ever noticed when you slightly move the joystick it walks instead of running on console
so I need to change the clamp value to 1 and -1?
thats that
no, in your case you dont even need Axis at all
you only want events for this specific game
yep
only action events
your clamp has nothing to do with the input value so you should probably keep it lol
so? 😄
its funny how it took unity ages to come up with the same input system as unreal, but unreal will soon release an even better version
yeah
btw in your running game. is the player actually running or is the world moving towards the player?
are you following a tutorial?
no idea who that is
and the player runs only forward
let me give you link
lol
If you've ever wanted to create an Endless Runner Platform game but weren't sure where to start, this is the tutorial series for you.
You'll learn everything you need to create it from scratch using Unreal Engine 4 covering everything from endless tiles, randomly spawning obstacles & even high scores!
Head over to the next video to get starte...
is it possible to add a projectile to the line trace so i have a visual for it with gravity drop and all? im trying to replicate a projectile and something goes wrong every time trying different ways by using normal projectile hit
you could have custom logic set in the trace end vector3
from the hit result->spawnactor or something like that
has anyone had any luck with pixel streaming? trying to get it running, and it works... sometimes, but most of the time people can't connect to it, and hangs on waiting for video forever
it still doesn't work, bruh 😦
whats not working?
switching the lines correctly
what happens, what should happen?
when I press D it should move the line right, when I press A should move left line
but doesn't work correct
what happens instead?
when I press A, the player move right
lol
idk why
someone knows why after import fbx i see just white sphere
I think I need to change the clamp values bt idk what to be
does the tutorial get the same problem?
or are you simply taking inspiration from the tutorial but doing it on your own?
I want to make it with arrows and w a s d
kinda 😄
but
if you dont chance the code, it must work
programming language don't guess. they do what you tell them to do
yeah
breakpoint and make sure those keys are being called there. are you sure you didnt hard code D and A somewhere else?
I have this
but the interesting is that
I have these key binds
and when I click D doesn't work correctly, when I hit right arrow it works
lmfao
remove the A from there, go back in and hit play and see if A does anything.
okay
so that move left is only LEFT, test it with LEFT and A
see if A does something, if it does you have A somewhere else in your project
this is why you dont hard code
yup
is there a way to override light parameters such as Skylight for a specific zone / box ?
So this zone isn't affected by global light parameters
add a level inside the level edit: i have no idea what i am talking about. dont consider this good advice
Hello folks. I forgot how to show fps and memory usage on top right of editor itself. Can anyone help?☺️
Hello folks! New to UR and looking forward to learning! 😄
Thanks found it!
Hi everyone , do You know the bundle system or so skip the bundle system for an Android package ?
I closed it and reopen same issue. Rebooted my PC twice, no difference. Is this normal?
@grim ore pinging, since you were just talking about controller bindings. I went through your longer UI menu input bindings tutorial. Thank you it was super helpful. I had to rework a couple things to get it working, like getting rid of the hard coded index gets in the mapping arrays and also tweak some stuff so UMG's built-in nav / focus feature works
Everything works perfectly, except binding the left analog joystick with an inputkeyselector, which acts strangely i think due to navigation : /
not sure what the solution is
I've got a question, not sure where to put this
IS there a way to import meshes with materials IN THEM instead of importing WITH THEM?
@plush yew no
Why not? Unity does it
I tried Unity and tbh even though I know how to code, Unreal is easier for me
@plush yew Sorry mate, that's just not how UE4 does it. A mesh asset is not a container for materials/textures, it's exactly what it says it is, a mesh asset
imo, it doesn't matter, move on
ok
well let me ask this
I leaned away from Unreal just because its hard to do level design with geometry brushes, once I tackle that hurdle successfully, is Unreal good to use?
TImmy, that' a triggering Q to many people who have already reckoned w that and committed.
Hopefully some people can offer their opinions but IMO you gonna have to do your own research and try them out and decide
i can't help you more
sorry didn't mean for it to be triggering
Your asking if unreal is good to use in an unreal channel. Your going to get mostly positive answers. Use them both to do what you want and see if it works for you.
I'm actually not sure navigation rules work much at all on bp InputKeySelector rn : /
guys I have a weird issue with my projectile ... it sometimes pushes the other actor away before firing a hit event
does anyone know what causes this effects on texture? only shows when "lit"
I need some help. Where could I show a working prototype for a game I'm making, for the purpose of hiring those interested in developing it alongside me
Who has experience in this area
ampfily?
1-x means multiplicative inverse. im sure amplify has something like that
Hey guys. How can I make something like among us where you select the region of the servers?
how do I change the collision behaviour of the camera? as in what channels I want it to collide with and which I dont
The Return X Value is reporting 0.0 since the 4.26.1 upgrade. It used to feedback the size of the widget in the window. Can anyone confirm this?
The Camera Collision on to Block or Ignore on the Static/Skel Meshes
Hi anyone can tell me the best way to create dirty road like in rdr2 in a big open world map?
I was thinking about splines, but is the best for “optimization” or exist a better method? Thanks
I am considering buying a pack to extract some animations from it. Is it possible to take thoses animations and add them to my own weapons ?
I mean, yes it is but is it fairly hard to set the sockets so it matches my weapons ?
Hello everyone, I noticed that I have V-Sync issues in my editor despite the client and editor running at 60 fps at all times, is there a way to fix this?
So in the project I'm working in we've got a lot of tooltips and a lot of keywords. We want certain keywords to have a particular font (stuff related to health should be green, for example). The way we're doing this is turning our tooltip text into strings, passing it through a parser, and then pulling values from a String Table to apply our formatting markers. This works just fine in PIE, but when we build the game it appears that they cannot access the String Table anymore. Or, rather, some tooltips can access the String Table but others cannot, and I can't find a pattern in which tooltips can and can't access the tooltip
has anyone else run into this issue?
how can i make projectiles not collide with the same client's character mesh, but collide with other player's character meshes?
So I created an item spawner, a Parent actor which it spawns, and the actor has to child actors which are the actual models that get randomly selected from.
In my Parent actor BP, I am trying to get the name of the child actor. How would I go about this?
I tried 'Static mesh > Get Display Name` but that's doing the unique instance name, not the name of the model used, or actor used
i need a little bit of help with the new water system. My game has a big emphasis on the ocean so i cant just throw this away, and making an ocean with planes rlly messes things up, anywayssss. I can't edit much terrain when i have the ocean set in the level. it works when the landscape is set to 100 (x, y, z). but my map is of course bigger than that. Does anyone know a way around/fix for this? Also here's a screenshot:
hello
I need help pla
pls *
I did a timer goes down from 30 to 0
but when It starts
it becomes like this
Do you have the field as text or specialText?
Do u wanna see the blueprint ?
if anyone has an answer regarding my question, pls shoot me a dm, or ping or something.
quick question
i put a switch case on an enum inside an inputaction
as long as the key is pressed will it keep looping until it finds a case or the inputaction is released?
or does it just go through the switch once
Why is RegisterComponent with just a few HISMs so extremely slow first time I run the game? Any ideas how to optimize it?
The HISMs are empty
The meshes aren't too extreme in poly/vertex count either..
Quick #UE4 Tip number 122.
Cooker related settings.
https://t.co/QYxBpi4qaN
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
what is the hotkey to display the unreal engine navigation mesh
after a hard lock..........the editor will be at 120fps, after play it drops to single digits, after stop the editor will only do 60fps..............does anyone have any idea what may be going on here?
For widgets/popups, when closing them, is it best practice to destroy them, remove them from viewport, or set visibility to hidden?
if your using blueprints its when a button is clicked or if you want to use a key drag off and type remove from parent theres also a remove all widgets or something like that if you want to remove the widget off the screen that is
Alrighty thanks!
can i add bp to a c++ project
probably the wrong server but when the fortnite creative 2.0 or what is it, is available will there be a option to use it in ue4 editor??
UE and fortnite are two seperate things
yeh i know I saw something about creating mods and custom stuff in the editor for fortnite with all the assets and presets. basicly modding for the game
all my tooltips for the engine + PIE are suddenly broken, any idea why?
unreal engine isnt its own code if you want to make mods use something else such as visual studios or java etc
na bro ue4 modding support is coming out for fortnite
I dont understand the question?
end of the year
never heard of it
just asking will the modding done in the editor
I built ue4 editor from github, but now when i open my project it says modules outdated and i need to rebuild them in my ide, i did full rebuild of my project and i still get same error again and again, what should i do? Modules to rebuild are my project name and Va rest plugin
its best to ask epic about that not unreal engine game devs
yeah i know just asking
can you describe better your problem? What do you mean you can't edit terrain? What are you doing?
how i can fix issue while i want to start unreal engine also steam vr starts
there is a project settings flag which can disable steamvr on startup
fixed by running ue4 from my game project in VS instead of ue4 project (idk why it says you need to run it from ue4 project in documentation)
Is there a way to restore autosaves or something? Just lost like 6 hours worth of work due to a corrupt datatable preventing me from opening the project 😦
Yo! Does anyone know why the ansel plugin won't start when playing game in separate window from the engine? I got the plugin enabled. Log says: ogAnsel: Photography camera session attempt started, Allowed=0, ForceDisallowed=0
I have done r.Photography.Allow 1
Why does my computer crash after launching unreal engine?
It has done several times...
4.26.... latest specs computer...
because there is an error
Are child actors not visible to the player culled or will they still be rendered as long as the main actor is visible?
Say if two child actors aren't visible but the main actor is on screen, will the two still be rendered?
Did ya enable the plugin for megascans in Unreal?
Why is textures missing from certain materials when I add an asset to my project? Contacted the dev and they said it was a local problem
99% of the cases this means you placed it in a wrong folder structure
Is there any way to make emissive materials affect RTGI?
I really doubt it
hi this might be a very simple and stupid question but I got UE4 today so I need to learn this, why is it that when I try to edit a matirial I get this window?
insted of this witch every tutorial I see has
yes, one is an instance, one is a material
what does that mean? exsue me if im asking stupid questions here hahaha
an instance is essentially just a load of settings applied to a base material
it'll ultimately have a "parent" that is the actual material
oh ok
Anyone knows why my RT shows nothing when it's opened but in browser it's okay?
so if I want to scale down and tile this texsture what would I do?
modify the texture sample input UVs
again sorry about this but what does that mean and how do I do it? ahaha
You need to do more tutorials around materials in UE
yeah, I would do some basic material editing tutorials (this is really basic stuff, and the input / node in question is even shown in one of your screenshots)
oh ok, sorry. ill get going on some material tutorials then thanks for the help anyways <3 cya ;)
Hello , if i want to ask a question about lightmaps , here would i ask it please
@everyone
Hello people 🙂 I'm looking for someone who masters unreal to create a small lvl in greybox. I've done all the lvl under pro sketchup and I'd like to do it on unreal quickly (like 2 days), would people be available to create it for me ? MP me, thanks in advance 🙂
Hello and hope everyone is doing good !
thank you
Also could anyone help me migrate some animations from a Kit onto my project ?
They have different meshes
@dry latch the easiest way is to just use the same skeletal mesh like the mannequin skeletal mesh for everything, but there is other ways
@merry rivet you can also look at using datasmith to bring the level into Unreal for your greybox from sketchup
Foot IK: Why do I find that in some special cases, the legs of the character will shake wildly (normally there is no such problem, and interpolation is used)
Do you have this problem, or is it just a problem with my code
i just opened my project and it crash, how i can resolve it ?
install the debug symbols and crash it again
?
your crash message is useless, it has no information in it that can help fix the issue. You need to install the debug symbols so it tells us where it crashed at internally
@grim ore my version : sketchup pro 2021. datasmith only 2017-2020 :/
Does anyone know a good UE4 version that DEOSN't have the menu glitch?
This menu glitch peeves me off
@merry rivet the 2020 plugin works fine in 2021 if you install it
anynone wants to help me come up with a name for my agme lol
I dont wonna spam info but this is the shortest way I could describe it
Space-Cubic-Automation-Machines-Survival-Building
Space Factory 4000
Space-catraz

Looking for someone to help me setup merge animations (could be paid :p )
Space Factory doesnt sound terrible but ahh I wouldnt really describe it as a factory game so I wouldnt have that part of the name
@grim ore impossible
what about Tornox as a name? do u guys think that fits?
@merry rivet welp I just tested it so I dunno
@spare kernel i use 1 32 inch monitor. its a smart tv
maybe try downgrading nvidia drivers to ones in the pinned message in this channel
and see if it fixes your issue
ok, will that affect games?
is there a way for me to rotate something in more specific degrees than 10s?
you can go into the project settings and change the snap presets
Hi
When I package my game I got error:
Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
What it does mean and why package returns name 'False'?
i can open it now, but now if i compile a blueprint or if i'm placing one in the world, it crash (any blueprint)
same thing, see why it crashes and go from there. the crash logs and saved logs
Can anybody help me?
Good Morning All! (Not that excited about monday but pushing through!)
Is there an advantage to using purecast?
No, I don't have, I'm trying to find source of error but no luck
Heyyy, does anyone know a way on how I could get these 2 to perfectly align? im new to ue4
I googled out hard few days
Lately I've been right clicking on all my cast nodes and converting them to purecast cos I saw Mathew W doing it in one of his videos. Just wondering if there is any advantage to it.
Is there any way to make Cooking be more verbose? I have only big backtrace in my cooking log
click that and change to 1
then move the left one higher
or right one lower
oo okay my friend, thanks alot
also tip.. u should learn how to google these kind of stuff. will help speed up a lot rather than asking every time
yeah i know, i just couldnt seem to find any way... that's usually how i do it
here is that log https://pastebin.com/fhtWuJj5
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Refreshing and recompiling BP didn't help
I fixed my structs from unknown state, but I get same backtrace
There is some variable boolean parsed as package name... and I don't know what is it
hi, im just using Unreal 4.25 and it seems like Decal is not working at all. I found a few people having the same issue but no solution. Does anyone know how to fix it?
so it is actually the version problem?
I have no idea but that sounds like the most obvious solution
Actually now that I think about it nevermind. just said it cuz u specifically said 4.25 I guess
Doesn't rly make sense it's just totally broken
so prob something u r doing wrong I guess
maybe try making a new project and try to replicate the issue
and if it works then check whats different
it does seem odd that decals would just be broken in 4.25
I mean I just made a new decal in .25 and it worked fine so whats the actual issue?
I'm trying to to make a system that can add a bunch of small items onto the outside of a skeletal mesh ... Ideally not baked, I was thinking using niagara maybe?
i may have asked this before but is there a good launching point for new creators on the unreal engine? i been digging around on youtube but i haven't found anything truely useful. i understand there is a learning curve to the software and that it is relatively simple to those who understand it. but i can't make much sense of anything as of yet.
Virtus Hub @elder crest
start by trying to make a project you want to see happen and isn't too crazy to make
you'll learn by filling in the gap
but yea a good way to learn is to think of a small game idea and try to do it and google every single thing u dont know
well my idea is pretty generic. i was going to use the paragon characters in an unreal tournement like setting. offering a bunch of different game modes which i will implement in due time.
sure do that I guess
I hope u mean singleplayer tho cuz multiplayer is a lot harder to understand
well eventually i wanna make it 5 v 5 online play with bots filling in the gaps as needed. but yeah i wanna start small first.
its dumb i know but it's something to do. my last game was trail blazing for it's engine but i wanna learn a new engine. this one.
Hey guys i had a question
does using market assets which are claimed when they were "free for the month" might arise in any issues if used for a commercial project?
Is it possible to manually edit animations within the editor? For example, Left is how I edited the hand/fingers within the animation but right is how it displays in the game, like it's not saving my edits or something.
how are you editing them?
hey ! What's your best option for working with someone else on the same UE project ? The other one not being too good at ue or computer in general haha 🙂
Guys I need a ground fog but it should also be cloudy.
How can I do it?
if you are editing them you need to add keys to the changed positions then save the changes. So you would move the bone on the frame, hit add key, then apply, then save when done
100% its fine
You can do it in blender..but for doing it in ue4 there are tutorials on YouTube.
@grim ore Key is greyed out for me
you dont have a key to add is why
you have to move a bone in order for it to allow you to add a key
@robust marten
https://youtu.be/r-KJZSeRYsQ
in this video I'm going to show you how to animate characters inside unreal engine 4.
Looking to get started in unreal engine 4? check out this video:
https://www.youtube.com/watch?v=_zDb4mEvHFw
@grim ore
hello
how do i import marketplace items to my unreal project
and see the files in file explorer
hey hey
i purhcased this
it was free
sorry my english bad
oh well it 5 dollars now
just install it to your project trough launcher
hows that work, i never used unreal engine before
someone know where i can get some of these walls?
open launcher > library > find asset > install
hi everyone why does the door i made in blender has such a huge collider once imported in ue4
yup
you just used a sphere collision.
i didn't set up anything in blender though..
🤣
for automatic
just press add to project and select your project
i adding to project now
i made the door !)
yea I got it too. I just found those 2 msgs together funny
who cares free and 5 dolars same thing
oh, then that is the default automatic colission
do an own one
where can i find walls?
like these
i just dont find walls for making a house i hate it
ok tessekur ederim! 🙂
just a reddit post
i saw while i searched for walls.
how would we know then lol
i just dont find them. i just have addons from marketplace store that is stone walls
you want to make your walls white?
but i dont find, idk where to get some low detail like that.
just change the material
how i get these to fbs?
like that above
fbx?
i think convert
i wanto import to blender
idk
hm lemme test it... good idea hahaha
open the editor and right click them, then press export @old nebula
im just a bit dumb sometimes
what editor
ue4
go to the folders they are at
if they dont show up then you are probably in a lower version than those files are for, so use a higher engine version
na bro
yeah bro
just check
?
ok I quit
no
OH
see this is why he was upset, no one said to open up the folders in windows explorer
you mean exporting the stuff in the folders
what are you trying to do?
right click one of them, go to asset actions, and export
OH MY GOD
thank you
i will test now
@sharp crest sorry i didnt understnad
my apologies
ill test import now
do these export with materials?
nop
i mean do i have to apply the uv maps of the models onto the mesh in blender
still not working.. it blocks me when i play the animation
I am trying to follow the instructions in the "First Hour In Unreal" course and running into a problem setting up a point light's intensity in the blue print editor. When I drag the noodle over from the "point light" node and type "intensity" in the context search, it doesn't show me any thing. I tried this with different light types and none are showing this to me. I'm in 4.26.1,but also tried in 4.25.4. Does anyone have an idea what is happening?
I dont think anyone knows what u rt talking about. mnaybe 1 person that was here earlier when u asked
first hour in unreal? link me that if u want me to tell u if it sucks cuz it sounds like it
Idk, can be a lot of things, cant rly help without a screenshot
press PRNTSCRN and paste
tga format is exportable
export it and then google TGA to PNG if u need it png
Screenshot from the course video showing what I'm supposed to do, but when I try it there is a "set Intensity" function.
isn't
show what you are doing
sorry to interrupt, is there a way to make text go down in multiple lines rather than one really long line?
oh got it thanks so much 😁
My screen shot looks the same as the vid, except the popup dialog box is empty when i type intensity.
you are either not dragging from a point light component, or you dont have context sensitive on
if u pic it we can play find the difference
I'v been deleting files for like 3 hours so Im down to play

fking deleting files in ue4 takes forever
Actually, the context seisitv was blocking it. When I turn off context sensitive, it works
too bad we didnt get to play
then you are not dragging from the correct thing if that fixed it
@sharp crest this is probably a really easy fix, but when i wrap text, it gets overlapped in itself instead of making more lines for space, what else should i do to it to make it look normal?
there is like another setting
like a float value setting
other than the bool
that lets u set when to wrap warp it to the next line
set your text container to be auto size
ye enable + edit that float thing
or do what mathehw said but I think u need to enable it still
if you set it to wrap yeah you need to either set a # to wrap at, or you need to set your size to a fixed size for the text (size box for example)
i got it thanks
facts, the engine just dies whenever you delete somethings
at the start I was excited to clean up my project but I didnt know it will take this long to delete shit lol
Im not deleting that many things rly
its jsut taht everything has so many referfences
that its taking forever cuz Im not deleting all at once
sixth crash
I think Im almost done tho
let's just hope my project will work after this
probably not and I will have to redelete everything
oof
one of my coworkers can't run anything after 4.23 without getting UE Exiting due to D3D device being lost I know Victor said there were a bunch of issues fixed in 25 but it's still not working for him. He's tried doing pretty much everything that he could find
reinstall drivers
uninstall geforce expereince
run launcher as admin
reinstall UE
disable intel onboard graphics
do you guys have any ideas what else to try
sell the graphics card and buy a new one
also just making sure, did u google it? 
I see lots of stuff on google that arent listed on ur list
d3d being lost is usually due to a timeout or crash. none of those steps above address either of those
yeah i was just giving some examples but yeah he seems to have actually gone through them
has he underclocked his nvidia gpu?
nope
then he needs to do that
has he increased his timeout in the driver? (shouldnt be an issue if its just a blank/template project)
ok why would he need to underclock it? i'm not sure why you would ever want to underclock
and he did
the engine apparently launches but dies after like 5-10 min
project loads, hits the gpu at full force, gpu draws more power than it can handle, crash
underclock the gpu, gpu draws less voltage and runs the memory/core at lower frequency
i mean it's a 2060 why would a blank project be too much
I assumed you were asking for more ideas, those are more valid ideas
and I know they are because I had the same issue when I was setting up my gpu
yeah that's true i'm just trying to help understand context of why it would occur
ok
also undervolting can be an issue
Hi all! I was wondering, how to activate the water plugin. I've read the documentation, and when I went into the plugin section of the editor I was not able to find the water plugin. Any help with this
are you on .26?
I am using UE4 4.25.4
then that is why you cant find it
@clever niche I can also say the latest drivers seem to be unstable with UE4, I am running 460.79 game ready and have had no issues. I know epic has blacklisted some of the newer drivers as having problems
ok thats good to know it looks like you are right about undervolting
well I know that one is because one specific project would crash UE4 when I undervolted my card but nothing else would lol
When you do 'remove from parent' on a widget, what's the proper way to make it open again? Doing an 'Add to Viewport' throws up a warning
how are you adding it and removing it? how are you keeping track of it?
when packaging a mobile game, how do i make sure that the screen resolution is going to be in portrait mode instead of landscape
thats my biggest fear of releasing this rn lmao
have you tried it?
also depending on the platform you would set it up inside the project settings, android and ios both have options for supported orientation(s)
Mathew, I'm going to get back to you with an answer. I'm refactoring the huds to have better blueprints after stuff I've recently learned.
i havent been able to launch on my devices since theres always problems, idk why but whenever i fix one problem more come up with launching
welp once you try it you can find out but the options are in the project settings for each platform
is there other ways of testing it? or is it just launching on connected devices
i was considering just packaging it and putting it as a private beta but if theres a easier way ill do that instead fs
package it and put it on your device
ok i will do that then thanks
one more thing, what does this error message even mean?
i dunno, what is that component on?
i mean I know what it says and means but I dunno why it would happen
perhaps you put a floating pawn component on something that is not a pawn
oh ok ill go check that
no
nvm that message lol
but the engine is C++ so it happens in the log
ohh gotcha
Why do I have this when I open my rungradle in intermediate / android / Gladle in my project?
After the window closed self
Who ?
ahha it's like source control 🙂
hey guys i've been following some tut and unreal docs but nothing stuck to me , can you give me some advice?
do it again
won't that be instanity?
only if you dont learn anything the second time
if you are learning you will be like "I already know this, and then will be able to do it"
hmm i will try
if its not working, try another method. Books, video, follow along projects, websites, graphics, break apart a project, etc.
are there already made open source projects?
except the unreal starter projects i want something finished
there are some epic ones on the launcher and marketplace
i mean everything,
and everthing is subjective. there are some examples at https://ue4resources.com/
figure out what you want to learn and do that instead of a full project since its probably missing something you want anyways
Okay, so to create my widgets, I'm doing this.
To close them I'm doing a simple
On Clicked(closeWorkersHudButton) -> Remove from Parent (On the WorkersHud Widget)
that looks fine
Okay, just wanted to make sure that was the proper way.. Thanks!
as long as that reference doesnt get invalidated it should hold that widget for you for later
Hello,I would like to ask about lights and building, the only thing I did was increase the overhidden resolution and after I gave the build I waited about 2 hours and still nothing happens i got stucked on 98% and i needed to restart my pc..
the highest overhidden light map res was 1024px and it was only 1 other ones has only 512 and 256 would anyone know if this process can be accelerated?
and lighting quality was set to medium
hello. do we know when 4.26.2 will be out?
why is there suck a big difference between c++ and blueprints in documentation?
Hello, does actor culling occur on child actor components or are they always rendered as long as their parent actor is in view, even if the child actor is not visible on screen?
What do you people think about this PR (Implement a way to disable GenerateOverlapEvents on PrimitiveComponents by default):
https://github.com/EpicGames/UnrealEngine/pull/7823
not looking for a answer i just want to know if possible
can you add jiggle bones to a mesh setup than create psyiques so you have jiggle effects for breast tush and others
than set it up so you can toggle the jiggle off and on
or increase sensitivity to said jiggling
i dont want to setup my meshes with forced jiggles if i cant have that adjusted by the player
is this a possiblity in current unreal engine 4.26 o.o
a simple yes would suffice lol sorry for the wall of text
hi, is there any way to determine is character in dark/light area ?
HI everyone glad to be here. I just started UE a couple days ago and wondering if i can get some help. im using UE 26 and have my first scene built, but every time i load up the project the actors in my sequencer are red so i have to re keyframe them each time i load up the project and it takes a while. i can never seem to close UE and open it back up where i left off. i either have to navigate a maze of menus to find my scene/sequence and when i do so, my layers are red so i have to re-keyframe. is there any way i can hard/force save this scene/cinematic? im using UE primarily to make short films along with AE. i tried the 'package' option already but when i open it, same issue. i think it might be a problem with how my program is sourcing the actors but they are all pulled from the integrated content browser/quixel so im not sure whats going on. any help would be so appreciated
@prime willow probably a better question in #animation or #legacy-physics
off the top of my head yes, Its all data so no reason why depending on how you do it (physics, change the amount of mass for example or hopw rigid connectors are or if animation you change how much influence a bone might have on an animation)
o.o
i thought it was possible too considering how dead or alive has its own breast and jiggle psyiques and you can adjust age to lesssen or completely null the jiggle x3
thanksies anyways ill look into
i already have
he's blendo daddy O:
i plan on using his settings for my breast psyiques
their really really good ;-;
has anyone used the "Animation Retarget Toolkit" from marketplace ? and is it any good ?
hey uh I deleted a bunch of stuff which i wasn't using and am trying to implement new things but I get this error, it says this for a variable which does not exist as I deleted it, I tried finding results and it comes up with 1 variable, then I search my blueprint for the variable but it doesn't come up so I am unable to delete it or get rid of it, and am unable to compile my blueprint due to it
Anybody have any idea why my model is getting black spots on its hands? The normals are pointing outwards and I've checked for duplicate faces.. In blender it looks fine, but it looks like this inside UE4.
It is the stain of his sins that cannot be removed
couldbe a bad material, bad texture, inverted normals, weird uv map, or the mesh was found on an ancient indian burial ground
up!
"2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details"
so weird important question i havent found decent answers on
should i wait until the game is completely done to start optimizing it and making it tighter and more clean for cpu/gpu usage and other forms of basic optimizations
or should i be doing this during the complete development cycle*
depends on the kind of optimization, but always try to keep models/meshes/drawcalls optimal while you move along and test the game often.
okie ill try to be more vigilant in optimizations during the building process thanksies hun ❤️
Hey everyone!
I'm having an issue where the FPS inside my viewport is fine. However, when I go into PIE, my FPS drops down to about 10. Strangely enough, exiting PIE doesn't bring me back to my original FPS. I'm still at 10. What could be causing this?
I've got a decent rig, I'm 100% sure that's not the issue.
It's gotta be something in-engine.
nvm i just googled it and it seems like i have to restart from the beginning lmao
rip dis
@fierce tulip Material is the "normal" blender one BSDF. No texture. Re did the UV many times aswell. It looks fine in Blender + Substance Painter.
how do i post something in unpaid gigs ?
#instructions at the top of "job board"
Anyone know how to setup a Tomb Raider style Follow Cam ?
ty
What is special about the tomb raider camera?
the camera settles behind the player
how does it differ from the third person camera setup?
so the direction is not defined by the camera
the camera can still look around, but not turn the character
all character motion is from the movement
is that not the way it works now in the third person?
unless ye olde n64 era cameras
in the 3rd person template, the camera defines the fwd movement
so the camera is free look but the character movement is based on the direction of the character mesh
so if i rotate the camera to look at the front of the character, then press forward on the keyboard it runs at the camera?
so if my character and camera are facing forward, and I hit the A key to make the character run left, the character turns left and moves left, then the rotates slowly to match that
ok so it does that now doesnt it, not the camera part but the movement ?
the biggest issue is the camera is not trying to get behind the character
well, the 1st issue is the camera moves towrds the facing direction
The camera's forward becomes the character forward
what are all the different insight traces?
-trace=frame,log,bookmark,cpu,net is what i have just wonder if there is other ones
yes so if the character is facing you (the camera) and you press forward it should keep running towards the camera right?
if the character is facing the camera, the character should run towards the camera
and at the same time the camera starts spinning around to get behind them?
so the character is running forward, but the camera is moving backwards
yes
Well, in Tomb Raider when running towards the camera, the camera doesn't go behind the character. Only when the character moves left or right then the camera adjusts and follows.
but I'll take anything as a starting point 😄
maybe find a clip that shows this effect
sure
What is motion matching?
@grim ore https://youtu.be/VTWcTtJtFK4
Jupiter10 is a gaming channel. I play, analyze, and make video games.
how can i advertise in #hire-a-studio ?
in the clip, @20sec I am only using the direction (left stick)
as I keep the stick left on the controller, she runs around in a circle
@ 1:30 I am using the right stick to rotate the camera
Ok I have what is probably a stupid problem; I am trying to use a paragon character but I didn't want them in my Content folder directly so I tried moving to a subfolder called "Imported" and when I do this, everything breaks. I even tried doing this as a migration from an outside project and I just can't get it to work from a non-base Content folder. Is this expected? Any workaround aside from fixing every single reference?
Did you move them within UE or outside UE
I think it should work as long as you move them within UE's content browser
I tried both
Neither worked
I also tried migrating from another project where it was working (from a base Content folder)
just had the biggest scare of my life, acidently remove my ai from the assets, (thank god i had a back up i didnt even know about 2-3 weeks work was just gone ) we really need an auto back up in unreal engine
worst nightmare
good night bruv
)
hi all.. quite new to UE and Discord -- question: Why cant I access the marketplace from inside UE? If I posted this question is the wrong place, please let me know
what is "soft texture"?
It's probably a soft object reference to a texture
Is Zen Loader only available on next gen?
@plush yew so now you should look into setting up source control so this is not an issue
@upper heart based on the 4.26 release highlights no, they are currently shipping fortnite with it on current gen consoles and PC
okay yeah I just watched that too
I heard PC, but not current gen
I'll watch it again
okay yeah he just said "consoles" hmm
Just want to make sure it doesn't have a negative impact on HDD
But I guess they probably wouldn't ship it on PC if it did
i beleive they said something about it being on shipping builds but not editor atm
yeah that is fine, I'm not talking about editor
yeah i imagined was just trying to remembeer what i had heard on it
it has to be cooked is the key for it to work
in a user interface widget, i want to mess with the r b g channels of a texture / material. how do i do that?
the texture has RGBA outputs on the right of it, you can do whatever from that. inside the material
@grim ore i will try to explain. i have a kinect that outputs depth , infrared and some other useful channel called body index. i made a blueprint that combines those channels to a single texture on a plane red channel = depth, green = infrared etc. i can record this but i dont like that post processing and antialising takes place on it. so anyway im trying to do this on a user interface widget.
but it gets confusing with dynamic trextures, dynamic materials and brushes in UI widgets
you might have to show what you are trying to do? if you have a texture its using a texture sampler and has your rgb outputs
if you trying to read in that value into a blueprint, well thats different
When making huds, is it possible to save several static text widgets as an array, and then use get those to use on SetText?
sure, they are objects so no reason why you cant
anyone experience the crash reporter taking like 2+ minutes to appear?
and then another 2 minutes to populate
So I guess I can't SET Control Rotation
you can but you need to set it on tick
but just use FocalPoint on the controller to handle it
I'm trying to align the C ontrol Rotation to my actor Rotation
Ohh focal point .. ok lemme try
you dont need to set it on tick, you just cant override it with say the spring arm or character properties
I was able to set the camera to follow, but not align
It seems I have to RInterp
But I'm almost there... I think
I love the adventure style control layout over the forward facing
Done! This is what I was looking for. Thx!! @grim ore
red arrow is character rotation, green is control
This is only using the left thumb stick. No input from right
Hello, I'm pretty much an Unreal beginner, although I have experience with Unity. I am stuck on a problem: at the end of a level sequence, I'd like to get the player's view to be set to the Cinematic Camera. It's on a rail, and I was hoping I could get the player to possess that camera (or a clone of it), but can't figure out the BP nodes to do it, and can't find any info about this online...
any help would be greatly appreciated.
@autumn elbow what happens when you run towards the screen. Or rotate the camera manually?
The pawn aligns with the control when running
@spare bobcat set view target with blend is the node used to change the current player camera to a new one.
Now I have to figure out how to setup animations
wait so so cameraboom and follow camera are private right?
class AThirdPersonShooterCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
AThirdPersonShooterCharacter();```
@grim ore thank you! Worked great
Has anyone cracked Physical Material Masks?
It seems like there are numerous references to such a feature in the source, and even a map in the material properties — but I can't figure out how to do anything with them, and the material instance seems to ignore them and expect its own physical material.
I made my first blend material using vertex color, and it seems like I'm not the only one who wanted to apply a physical material to each channel as well...
Basically these don't seem to do anything?
i just restarted my pc, and now it is not crashing, so this resolved it, weird
When is Epic going to make an option on Scene Captures that will exclusively show what actors the players want
assuming we are talking about a traditional game development company, which people would work inside blueprints and which one inside c++?
Whatever boss decides
i have a light problem:
in my current scene the lighting looks totaly weird, and i have no clue why?
i have:
- set up the material like said in the docs: "https://docs.substance3d.com/spdoc/unreal-engine-4-144998459.html"
- one post process volume (for "Exposure Min/Max" to avoid "light flickering")
- one sphere light refl. capture
- one spotlight
you can clearly see on the arm that something isnt right?
normals on the arm are probably inverted
weird, i also tried to flip the green ch. inside of UE via editor
i found it
in my master material i had a 2d texture (COLOR) as "normal", of course i did not work
hi ! How can i make my character controller exclude the mouse mouvement ? i want the character not to be able to move but only his head
thanks allot
Solved it .. phew.. The model was too small while importing. Just needed to scale it up in blender before importing... Kinda wierd
great that you solved it :)
ACT 1: PART 2 OUT NOW! - https://www.youtube.com/watch?v=FQZ562S94Zg
Half-Life: Alyx is just around the corner. I decided to revisit the rest of the series and give it a new breath of life through VR, when I discovered an experimental build of the game, featuring NPC's powered by voice recognition and machine learning. The result? The most infu...
Hey, so why do my geometry cylinders work as subtractive ones instead of additive ones when they're set to additive?
do you have a substractive brush deleting the top part?
I'm a beginner to game dev and I came upon a problem in blueprints. Basically my game is a topdown rpg and this is an event graph for a healing ability, it should have an animation, a particle and the character should stop when casting the ability for 0.5 seconds. But when I use the ability only the animation plays, I am still able to move and the particle is nowhere to be found. This is the event graph I have setup for the ability, I'd truly appreaciate some insight from someone with a bit more exp than me :) Thanks a lot.
It's probably not a get by ref
Hey Everyone, I apllied a SceneTexture:CustomStencil to a particle shader as I want it to be applied only when the particles are within a mesh. The material works until I put the customstencil to the material, at that point the particles become invisible, any idea why?
hello recently i was building a cave with a maze like interior for one of my projects, but when i add a point light to light things up when i play it ring like marks starts to appear when my character gets close to the light it even appears on the cave walls where the point light is made it movable but it gets it why is that?
its kinda flicking
Hey guys, i just can't get it right the floor pagination with the baseboard, anyone can help? I'm using the same material in booth meshes, they are separated meshes.
is there any way to fix light flickering on surfaces and the character?
is there something i need to turn off
Hey Everyone, does anyone here know how to make the UE4 pixel stream scalable so that multiple users can enjoy their own separate stream of a project. I know that I would need to use a cloud solution so, if I choose an AWS server for this, how much would it cost me for an Enterprise level solution?
hey guys, idk where to look, but i came here from the uneral forums.
I basically have a task where i need to export an Animated Camera, along a Camera Rig Rail, but wih world positions. Is there any way i can bake the world transforms on a new cam and export this out to an fbx? Appreciate any help on this matter
Is there a way to exclude some static objects from a box reflection capture? In Unity this would be achieved by using visibility layers, and then turning off a layer for a specific reflection probe
this is really bugging me right now 
because I want to have objects with baked lighting in the scene, but I want to use a box reflection to capture only the room itself rather than any objects in the scene.
Hey All!
I'm pretty noob at UE4, but I'm trying to learn more and more everyday.
One question that I have and I didn't figured out the best way to do it yet, it's about saving player input data.
For example, the player is going to create a tribe, assign a name, description and image to it. Within this tribe configuration, people can join and they will have their own permissions for example.
As far as I understood, I can achieve that by creating an Data Structure and saving it to a data table (Not sure even if this is correct).
And I was also taking a look about the Ue4 saving game stuff.
What would you recommend to do something like this in a multiplayer game? (Not MMO, just normal multiplayer game)
Also, what about an database instance where I can save this?
But looking to other games like Ark for example, they don't have database instance running as far as I remember to store this data. Would they save this to a file like JSON or XML?
what's the difference between rigging an actor's animation and doing animations over sequencer? is there a reason to pick one over the other? The actor is a pick-up item
Heyyyy, so, all my building things found under the tab geometry go invisible when above the gray part, does anyone know why?
both the green and the gray part are both orginally boxes from the geometry tab, the gray one a bit more elevated than the green part
do you press E to activate Ability3?
otherwise if you press E you gotta wait before doing Ability3.
the other thing it could be is that you don't have Mana. time to learn how to debug
Pause execution using Breakpoints to inspect graphs and the values of variables.
#blueprint is a better place to ask this sort of thing too
Anyone know when MetaHuman is scheduled for official release?
don't you just have a substractive brush there?
you shouldn't do too much with CSG stuff anyway, it's not really "good" tech
whats CSG
what you do with additive and substractive stuff
well what i want to do right now is add like a tunnel at the end of the road
and thats gonna be the entrance
atleast the start of it
I don't suppose anyone knows why an animation would look messed up? Left is the animation, but right is the animation when used in a blend space. I used keys to fix the hand to hold it properly but it's like it doesn't work in a blendspace.
Nevermind, I'm pretty sure the issue is with the other animations. I need to fix their hands too
Some people are saying that 4.27 is going to be essentially an early version of UE5, does this mean that 4.26 is the final production ready UE4 verion?
i think just like .26 its preparing all the content in ue4 to be as smoothly transferable to ue4 as possible.
so more fixes, additions
Hi everyone, I've downloaded an project but the problem is that I don't see the assets.
I see that there are asset files in the explorer but on UE4 I just see empty folders and subfolders.
The project has the same version as my engine.
is it possible to create a level with multiple people at the same time?
Like work on a single project at the same time as someone else?
yes
make your persistent level, and add in multiple sublevels (eg: terrain, gameplay geo, lighting, navigation, scripted items such as spawners, etc) and check that into source control
then your lighting person and level designer can work on different areas because they're checking out different sublevels
might wanna plan out your level structure a bit, you don't need more than a few
that's making a layered level. you can also make segments of the game level all in one, then load them into the persistent level (level streaming). these other ones can also be layered.
most important aspect here is #source-control
https://docs.unrealengine.com/en-US/Basics/Levels/CollaborateWithSublevels/index.html
ShooterGame has it broken up into sublevels if you want some examples to follow
You can use sublevels to collaborate with other designers working in the same space.
I have a material that does triplanar mapping but having issues with applying it to a hierarchical instanced static mesh, the absoluteworldposition transformed to local still gives me moving offsets in texture depending on placement of object.. Anyone fixed something like that?
The material works fine on regular static meshes
does anyone actually respond to the unpaid gigs requests
hey guys im totally new to unreal does anyone know how i would make a flat vr map which i could sculp the terrain?
@midnight wren depends on the request, though it is probably the least replied-to section.
I hope somebody can help me with this... might sound very noob and I'm a noob with UE4 as a matter of fact. I'm trying to install various plugins, from the Vault, which I'm gonna need but some of them ask me to "Install to Engine" but it says I have no engine installed and that confounds me a lot. What does that exactly mean!? Thanks in advance.
Typically when I see this it means I have already installed it to my engine or that the plugin doesn't support my engine version
Supported seems supported- Have I to just presume are already installed but it keeps to showing them as not installed!?
I'd recommend to boot up the engine and check to see if they are there. If not then it's probably an engine compatibility issue
I see. Alright. thanks.
bump
Hi everyone. So I had worked on a project in unity around 2 years ago and my teammate made animations for our characters. I am now trying to remake that project in UE4 and was wondering if I would be able to pull the animations from the old unity project? I'm not really an artistic guy, more of a developer, and I have lost contact with the animator so I cannot get the raw blender animation files from him so I am hoping to be able to pull them from the unity project. Would anyone be able to instruct me on how to do this?
Hi everyone, newbie here 🙂 too any unreal pro users, is there anything you wish you knew starting out? in terms of workflow/ options/plugins etc that make life easier?
@dusty pulsar such a question might work better on the forums/reddit than discord.
sadly Im just a tiny material/vfx person so cant answer stuff about saving player input.
So I have the master FBX (unfortunately not the singular animation FBX files) but when I import it it imports it as one bulk. I know I could just duplicate it and chop it up manually but there's like 40+ animations so I was wondering if there was an easier way to do it
Is UMG just really bad? Why can't we position elements with the mouse?
I've heard early version of ue5 will release to public before 4.27, and 4.27 is basically a bugfix/general improvement release
not sure how accurate is that though, and epic can change their plans too even if it was accurate at some point
Why is there no corner handles for the elements in UMG? How old is this system again?
Hello. I have a question about importing blend shapes.
Despite following different guides online, no matter how I export or re/import my character, I can't seem to get the morph targets to appear in Unreal. The Morph Target Previewer panel remains blank.
Does anyone here have an idea of what I might be missing?
If you were going to make a ninja/ parkour game would you choose third person or first person?
Hello @gray tundra When exporting do you export the mesh also? And check the morph targets from import panel?
Thanks for your reply. Yes, I've tried those techniques. I've tried exporting the group that contains the meshes, and just the meshes themselves. In fact, I just tried exporting a basic cube with a blend shape from Maya and importing it into a blank Unreal project and it still doesn't work even after I reimport it.
I think I'd personally prefer 3rd person. And I don't suffer great motion sickness, but for me Mirror's Edge is a bit uncomfortable.
@rancid bramble Ok thanks
Hello everyone I am trying to add a PNG to my widget which is a white dot png with a transparent background but when I upload it to unreal as a texture it will have black corners how do I get rid of them inside the editor ?
I want it to have a transparent background without black corners
@gray tundra I can't help with Maya so good. I take it you have exported them into the fbx in Maya. Id try to find a tutorial for Maya>UE4 blendshapes and see what they do differently.
Any idea what to do ?
@fluid swallow First thing, if you select showing alpha from the View options on the top left. Do you see the alpha in UE?
nothing changed
It should have the checker background
no I don't see it
This means your image does not have alpha in it. Or it is set to 1
But I might be wrong
See if you have Solid color selected for background
well do i need to reimport ?
Yeah you need to set the background to transparent in your graphics software
I think you have set it to black there
Also, if you prefer using color for opacity you can do so inside a material.
A custom one
It's transparent yes
I have tried with different colors and it works fine
Can you show your details for the texture in UE?
where
Maybe the file you imported to UE didn't have one. But the one you posted here had. Different file?
Alright thanks !
this is with just alpha selected in the top left, you can see now how the background is black (not solid) and your sphere is white (solid) and it says has alpha in the top right
Nice 👌
Yes I am importing it right now ;D
I'm not really sure where to ask, but how can I change viewport to character camera? Right now it's in the corner and I want it full screen
that is the camera preview, you want that preview full screen in the editor?
yes
@rancid bramble @grim ore Thank you so much it works fine now !
I dont think you can, what reason do you need it full screen?
Gorgeous circle 😄
I need it to adjust post process settings and blur because from that window it looks fine but full screen it doesn't
And it's really inconvenient to hit play all the time after minor changes

