#ue4-general

1 messages · Page 957 of 1

grim ore
#

all we really know is sometime early 2021 is supposed to be preview with release in late 2021

#

and in programmer speak early means sometime before 2022 lol

lapis topaz
#

lol

misty cargo
#

Mathew how's the YouTube going

grim ore
#

@misty cargo its going slow but its going, work is work

lapis topaz
#

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?

misty cargo
fierce tulip
#

id start to get the jargon down at the very least

#

anything you learn now is advantage

grim ore
#

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

sullen frigate
#

came here to ask a question

lapis topaz
#

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

sullen frigate
#

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

plush yew
#

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 😦

narrow mauve
#

with ue5 officially saying it supports double precision, what implications may this have on the max world size?

grim ore
#

@sullen frigate you would have to ask in the official support area for that game since its a mod

sullen frigate
#

it might be because i'm porting something from an older version of unreal engine 4

grim ore
#

@plush yew are you sure the code is the same, is it the same clamp values?

plush yew
#

a yeah, I changed again the clamp to 0 and 2

#

and same result 😦

grim ore
#

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

plush yew
#

okay

#

so you suggest me to replace the keys with input?

grim ore
#

if the top code works, replace the left and right with input events

plush yew
#

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

grim ore
#

if your input is set up right then it would work

#

did you bind all 4 keys to your input event?

plush yew
#

not sure

#

I have this

#

I have this in the input settings

rigid belfry
#

i think he set it up as axies

#

yeah

#

set them as action events

plush yew
#

a okay

grim ore
#

if these are supposed to be push once then its action not axis

#

move left would be action, and would be A and LEFT

rigid belfry
plush yew
#

yep

grim ore
#

opposite for move right

plush yew
#

exactly

grim ore
#

ugh

#

look at your scale for move left

plush yew
#

I have this now

grim ore
#

if you want the arrow keys as well add them as well under move right and move left

#

also...

#

you have down mapped twice

rigid belfry
#

roll/lower? are you using MoveForward?

plush yew
rigid belfry
#

can you show gameplay footage? what is it that you're doing?

plush yew
rigid belfry
#

you can go down, but not up?

plush yew
#

this is now perfect-right?

plush yew
#

it is runner game

#

like subway sirfes

rigid belfry
#

oh i get it

grim ore
#

assuming you have no axis event that looks fine

plush yew
#

ok cool

#

😄

rigid belfry
#

you could set up the jump to W instead

#

that'd made more sense i think

plush yew
#

oo yeha

#

good idea

#

🙂

rigid belfry
#

or both

#

spacebar and W

plush yew
#

yep

#

okay

#

but let's fix the keys first

#

cus they are most biggest problem now

#

😄

#

hmm, warnings

rigid belfry
#

do you know whats the difference between action mappings and axis mapping?

obsidian nimbus
#

every keyboard key is forward 😛

grim ore
#

delete the input axis events because your not using input axis events....

#

replace then with the action events because you are using action events...

rigid belfry
# plush yew

those are referencing something that does not exist anymore, provided you deleted the axis

plush yew
#

aa okay
😄

grim ore
#

the best part of all of this is the new input system completely nukes the idea of action and axis lol

plush yew
#

lol

#

this is what I have now

obsidian nimbus
#

that on UE5?

rigid belfry
# plush yew nope

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

obsidian nimbus
#

the new input?

grim ore
#

in ue4 and 5 I would assume, its in the plugins now as enhanced input

obsidian nimbus
#

ok guess i should look at it sometime

#

whats the mainidea behind it?

rigid belfry
# plush yew lol

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

plush yew
#

ah okay

rigid belfry
#

ever noticed when you slightly move the joystick it walks instead of running on console

plush yew
#

so I need to change the clamp value to 1 and -1?

rigid belfry
#

thats that

#

no, in your case you dont even need Axis at all

#

you only want events for this specific game

plush yew
#

yep

rigid belfry
#

only action events

plush yew
#

I removed the axis

#

lol

grim ore
#

your clamp has nothing to do with the input value so you should probably keep it lol

plush yew
#

so? 😄

rigid belfry
plush yew
#

yeah

rigid belfry
#

btw in your running game. is the player actually running or is the world moving towards the player?

#

are you following a tutorial?

plush yew
#

I follow the tutorial of devsquad

#

infinity tiles

rigid belfry
#

no idea who that is

plush yew
#

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...

▶ Play video
flint galleon
#

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

rigid belfry
#

you could have custom logic set in the trace end vector3

#

from the hit result->spawnactor or something like that

plush yew
#

so now to delete the nodes for left and right?

#

when I have action mappings

woeful wraith
#

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

plush yew
rigid belfry
#

whats not working?

plush yew
#

switching the lines correctly

rigid belfry
#

what happens, what should happen?

plush yew
#

when I press D it should move the line right, when I press A should move left line

#

but doesn't work correct

rigid belfry
#

what happens instead?

plush yew
#

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

rigid belfry
#

just invert the values then?

#

MoveLeft->Lane+1

#

MoveRight->Lane-1

plush yew
#

no

#

don't work

#

now worse

rigid belfry
#

does the tutorial get the same problem?

plush yew
#

no

#

cus it works onl with arrows

rigid belfry
#

or are you simply taking inspiration from the tutorial but doing it on your own?

plush yew
#

I want to make it with arrows and w a s d

rigid belfry
#

but

#

if you dont chance the code, it must work

#

programming language don't guess. they do what you tell them to do

plush yew
#

yeah

grim ore
#

breakpoint and make sure those keys are being called there. are you sure you didnt hard code D and A somewhere else?

plush yew
#

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

grim ore
#

remove the A from there, go back in and hit play and see if A does anything.

plush yew
#

okay

grim ore
#

so that move left is only LEFT, test it with LEFT and A

plush yew
#

yes

#

it works again

#

wtf

grim ore
#

see if A does something, if it does you have A somewhere else in your project

#

this is why you dont hard code

plush yew
#

omg

#

I had this code 3 times

#

lmfao

grim ore
#

yup

plush yew
#

it works now perfect

#

lmao

#

I didn't realize that I can check it

#

ty for the help

dry latch
#

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

rigid belfry
lucid jetty
#

Hello folks. I forgot how to show fps and memory usage on top right of editor itself. Can anyone help?☺️

tidal kernel
#

Hello folks! New to UR and looking forward to learning! 😄

lucid jetty
#

Thanks found it!

tidal kernel
#

Does anyone know why none of those things are clickable for me?

cursive salmon
#

Hi everyone , do You know the bundle system or so skip the bundle system for an Android package ?

tidal kernel
#

I closed it and reopen same issue. Rebooted my PC twice, no difference. Is this normal?

plush yew
#

why unreal engine is starting with steam vr?

#

every time

serene birch
#

cause the default ini for the engine loads the vr plugins

#

you can edit that though

gilded plinth
#

@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

open belfry
#

I've got a question, not sure where to put this

plush yew
#

IS there a way to import meshes with materials IN THEM instead of importing WITH THEM?

gilded plinth
#

@plush yew no

plush yew
#

Why not? Unity does it

#

I tried Unity and tbh even though I know how to code, Unreal is easier for me

gilded plinth
#

@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

plush yew
#

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?

gilded plinth
#

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

plush yew
#

sorry didn't mean for it to be triggering

grim ore
#

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.

gilded plinth
#

I'm actually not sure navigation rules work much at all on bp InputKeySelector rn : /

raven sand
#

guys I have a weird issue with my projectile ... it sometimes pushes the other actor away before firing a hit event

fierce umbra
#

does anyone know what causes this effects on texture? only shows when "lit"

narrow mauve
#

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

floral heart
#

ampfily?

fierce tulip
#

1-x means multiplicative inverse. im sure amplify has something like that

magic fern
#

Hey guys. How can I make something like among us where you select the region of the servers?

plush yew
#

how do I change the collision behaviour of the camera? as in what channels I want it to collide with and which I dont

marsh swallow
#

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?

marsh swallow
deft raven
#

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

dry latch
#

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 ?

ornate tartan
#

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?

open belfry
#

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?

balmy marsh
#

how can i make projectiles not collide with the same client's character mesh, but collide with other player's character meshes?

oak root
#

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

obtuse kraken
#

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:

sharp crest
#

how do I use a 2D Flipbook in a material?

#

nevermidn found. flipbook node

hybrid cedar
#

hello

#

I need help pla

#

pls *

#

I did a timer goes down from 30 to 0

#

but when It starts

#

it becomes like this

oak root
#

Do you have the field as text or specialText?

hybrid cedar
obtuse kraken
#

if anyone has an answer regarding my question, pls shoot me a dm, or ping or something.

timid spade
#

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

queen wasp
#

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..

winter gale
torn spindle
#

what is the hotkey to display the unreal engine navigation mesh

fading kelp
#

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?

oak root
#

For widgets/popups, when closing them, is it best practice to destroy them, remove them from viewport, or set visibility to hidden?

plush yew
oak root
#

Alrighty thanks!

dire coral
#

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??

plush yew
dire coral
#

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

sharp crest
#

all my tooltips for the engine + PIE are suddenly broken, any idea why?

plush yew
#

unreal engine isnt its own code if you want to make mods use something else such as visual studios or java etc

dire coral
sharp crest
sharp crest
dire coral
#

end of the year

plush yew
#

never heard of it

dire coral
quasi zealot
#

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

sharp crest
#

yes the pic u sent shows the ue4 editor

#

it will be a custom version of ue4

plush yew
dire coral
#

yeah i know just asking

hot snow
plush yew
#

how i can fix issue while i want to start unreal engine also steam vr starts

dim arch
#

there is a project settings flag which can disable steamvr on startup

quasi zealot
neat forge
#

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 😦

sharp cloud
#

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

timber steeple
#

Why does my computer crash after launching unreal engine?

#

It has done several times...

#

4.26.... latest specs computer...

granite creek
static raft
#

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?

plush yew
#

Did ya enable the plugin for megascans in Unreal?

somber rover
#

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

fierce tulip
#

99% of the cases this means you placed it in a wrong folder structure

sharp cloud
#

Is there any way to make emissive materials affect RTGI?

wary wave
#

I really doubt it

lapis topaz
#

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

wary wave
#

yes, one is an instance, one is a material

lapis topaz
#

what does that mean? exsue me if im asking stupid questions here hahaha

wary wave
#

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

lapis topaz
#

oh ok

hot snow
#

Anyone knows why my RT shows nothing when it's opened but in browser it's okay?

lapis topaz
#

so if I want to scale down and tile this texsture what would I do?

wary wave
#

modify the texture sample input UVs

lapis topaz
#

again sorry about this but what does that mean and how do I do it? ahaha

hot snow
wary wave
#

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)

lapis topaz
quiet current
#

Hello , if i want to ask a question about lightmaps , here would i ask it please

merry rivet
#

@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 🙂

dry latch
#

Hello and hope everyone is doing good !

merry rivet
#

thank you

dry latch
#

Also could anyone help me migrate some animations from a Kit onto my project ?

#

They have different meshes

plush yew
#

@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

grim ore
#

@merry rivet you can also look at using datasmith to bring the level into Unreal for your greybox from sketchup

pure gulch
#

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

fierce forge
#

i just opened my project and it crash, how i can resolve it ?

grim ore
#

install the debug symbols and crash it again

fierce forge
#

?

grim ore
#

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

merry rivet
#

@grim ore my version : sketchup pro 2021. datasmith only 2017-2020 :/

plush yew
#

Does anyone know a good UE4 version that DEOSN't have the menu glitch?

#

This menu glitch peeves me off

grim ore
#

@merry rivet the 2020 plugin works fine in 2021 if you install it

spare kernel
#

don't use two monitors? or downgrade drivers

#

@plush yew

sharp crest
#

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

grim ore
#

Space-catraz

sharp crest
dry latch
#

Looking for someone to help me setup merge animations (could be paid :p )

sharp crest
#

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

merry rivet
#

@grim ore impossible

sharp crest
grim ore
#

@merry rivet welp I just tested it so I dunno

plush yew
#

@spare kernel i use 1 32 inch monitor. its a smart tv

spare kernel
#

maybe try downgrading nvidia drivers to ones in the pinned message in this channel

#

and see if it fixes your issue

plush yew
#

ok, will that affect games?

#

is there a way for me to rotate something in more specific degrees than 10s?

grim ore
#

you can go into the project settings and change the snap presets

odd fractal
#

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'?

fierce forge
grim ore
#

same thing, see why it crashes and go from there. the crash logs and saved logs

odd fractal
#

Can anybody help me?

grim ore
#

does the log say which file is giving that issue?

#

do you have any assets named False

vocal flume
#

Good Morning All! (Not that excited about monday but pushing through!)

#

Is there an advantage to using purecast?

odd fractal
plush yew
#

Heyyy, does anyone know a way on how I could get these 2 to perfectly align? im new to ue4

odd fractal
#

I googled out hard few days

vocal flume
#

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.

odd fractal
#

Is there any way to make Cooking be more verbose? I have only big backtrace in my cooking log

sharp crest
#

then move the left one higher

#

or right one lower

plush yew
#

oo okay my friend, thanks alot

sharp crest
plush yew
#

yeah i know, i just couldnt seem to find any way... that's usually how i do it

sharp crest
#

ahh alright. sometimes knowing what to search is hard yea

#

that's called snapping 😅

odd fractal
#

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

drowsy depot
#

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?

sharp crest
#

upgrade to 4.26

drowsy depot
#

so it is actually the version problem?

sharp crest
#

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

grim ore
#

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?

gritty locust
#

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?

elder crest
#

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.

sharp crest
#

Virtus Hub @elder crest

gritty locust
#

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

sharp crest
#

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

elder crest
#

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.

sharp crest
#

sure do that I guess

#

I hope u mean singleplayer tho cuz multiplayer is a lot harder to understand

elder crest
#

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.

exotic nebula
#

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?

elder crest
#

not to my knowledge

#

at least from what i read

robust marten
#

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.

grim ore
#

how are you editing them?

robust marten
#

In the animation tab

#

@grim ore

ocean pumice
#

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 🙂

waxen vector
#

Guys I need a ground fog but it should also be cloudy.
How can I do it?

grim ore
#

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

waxen vector
robust marten
#

@grim ore Key is greyed out for me

grim ore
#

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

waxen vector
old nebula
#

hello

#

how do i import marketplace items to my unreal project

#

and see the files in file explorer

fierce tulip
#

unity cant see uassets

#

ah

#

lol

old nebula
#

lmao

#

so

prime trout
#

hey hey

old nebula
#

i purhcased this

prime trout
#

it was free

old nebula
#

sorry my english bad

prime trout
#

a few months ago

#

i think

old nebula
#

oh well it 5 dollars now

fierce tulip
#

just install it to your project trough launcher

old nebula
#

hows that work, i never used unreal engine before

prime trout
old nebula
#

i have this

prime trout
fierce tulip
#

open launcher > library > find asset > install

prime trout
#

like that ^

ocean pumice
#

hi everyone why does the door i made in blender has such a huge collider once imported in ue4

fierce tulip
#

yup

prime trout
ocean pumice
prime trout
#

yes i think the guy who made the door

#

used this collision

sharp crest
prime trout
#

for automatic

old nebula
#

ok what do enxt

prime trout
#

on the winter set

sharp crest
#

r u like trying to install it

#

bro just read the menu

prime trout
#

just press add to project and select your project

old nebula
#

i adding to project now

prime trout
#

yes it was free

#

december or november

#

xd

ocean pumice
sharp crest
#

yea I got it too. I just found those 2 msgs together funny

old nebula
#

who cares free and 5 dolars same thing

prime trout
#

do an own one

#

where can i find walls?

#

like these

#

i just dont find walls for making a house i hate it

sharp crest
#

where is this from?

#

the picture

ocean pumice
prime trout
#

i saw while i searched for walls.

sharp crest
#

how would we know then lol

prime trout
#

i just dont find them. i just have addons from marketplace store that is stone walls

sharp crest
#

ask the guy on the reddit post

#

I dont get it

prime trout
#

i just have stone walls.

#

i want some white

sharp crest
#

you want to make your walls white?

prime trout
#

but i dont find, idk where to get some low detail like that.

old nebula
sharp crest
#

just change the material

old nebula
#

how i get these to fbs?

prime trout
#

like that above

old nebula
#

fbx?

prime trout
#

i think convert

old nebula
#

i wanto import to blender

prime trout
#

idk

prime trout
sharp crest
#

open the editor and right click them, then press export @old nebula

prime trout
#

im just a bit dumb sometimes

old nebula
#

what editor

sharp crest
#

ue4

old nebula
#

uh

sharp crest
#

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

old nebula
#

i in it

sharp crest
#

na bro

old nebula
sharp crest
#

bro

#

these r folders

old nebula
#

yeah bro

sharp crest
#

just check

old nebula
#

?

sharp crest
#

ok I quit

old nebula
#

what

#

i was responding

grim ore
#

those are folder, like in windows

#

open them up.

old nebula
#

oh

#

here?

grim ore
#

no

old nebula
#

OH

grim ore
#

see this is why he was upset, no one said to open up the folders in windows explorer

old nebula
#

you mean exporting the stuff in the folders

grim ore
#

what are you trying to do?

old nebula
#

export these as fbx

grim ore
#

right click one of them, go to asset actions, and export

old nebula
#

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?

sharp crest
#

nop

old nebula
#

dang, so i have to apply them

#

1by 1

sharp crest
#

not sure what u mean

#

u cant get the materials into blender

old nebula
#

i mean do i have to apply the uv maps of the models onto the mesh in blender

ocean pumice
#

still not working.. it blocks me when i play the animation

candid pumice
#

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?

sharp crest
sharp crest
sharp crest
old nebula
#

uhhh

#

how i export images

#

it only in tga format

sharp crest
#

tga format is exportable

old nebula
#

ill try tga

sharp crest
#

export it and then google TGA to PNG if u need it png

old nebula
#

in blender

#

AIGHT

candid pumice
#

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

grim ore
#

show what you are doing

sharp crest
#

bro, screenshot ur screen

#

not the vid

calm pollen
#

sorry to interrupt, is there a way to make text go down in multiple lines rather than one really long line?

sharp crest
#

nice font

#

yea, wrap setting

#

or warp

#

something like that

calm pollen
#

oh got it thanks so much 😁

candid pumice
#

My screen shot looks the same as the vid, except the popup dialog box is empty when i type intensity.

grim ore
#

you are either not dragging from a point light component, or you dont have context sensitive on

sharp crest
#

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

candid pumice
#

Actually, the context seisitv was blocking it. When I turn off context sensitive, it works

sharp crest
#

too bad we didnt get to play

grim ore
#

then you are not dragging from the correct thing if that fixed it

sharp crest
#

I need a name for my game

#

oof

calm pollen
#

@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?

sharp crest
#

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

grim ore
#

set your text container to be auto size

calm pollen
sharp crest
#

ye enable + edit that float thing

#

or do what mathehw said but I think u need to enable it still

grim ore
#

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)

sharp crest
#

whats actually dangerous is the amount of time it takes jeeezzzzz

calm pollen
#

i got it thanks

calm pollen
sharp crest
#

it crashed like 5 times alrdy

#

oof

calm pollen
#

damn

#

how many things are you deleting you said it was like 3 hours

sharp crest
#

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

clever niche
#

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

sharp crest
#

sell the graphics card and buy a new one

#

also just making sure, did u google it? PikaRun

#

I see lots of stuff on google that arent listed on ur list

grim ore
#

d3d being lost is usually due to a timeout or crash. none of those steps above address either of those

clever niche
#

yeah i was just giving some examples but yeah he seems to have actually gone through them

grim ore
#

has he underclocked his nvidia gpu?

clever niche
#

nope

grim ore
#

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)

clever niche
#

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

grim ore
#

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

clever niche
#

i mean it's a 2060 why would a blank project be too much

grim ore
#

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

clever niche
#

yeah that's true i'm just trying to help understand context of why it would occur

#

ok

grim ore
#

also undervolting can be an issue

frigid forum
#

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

grim ore
#

are you on .26?

frigid forum
#

I am using UE4 4.25.4

grim ore
#

then that is why you cant find it

frigid forum
#

Oh, it's only on .26. I'll install that version

#

Thanks

grim ore
#

@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

clever niche
#

ok thats good to know it looks like you are right about undervolting

grim ore
#

well I know that one is because one specific project would crash UE4 when I undervolted my card but nothing else would lol

oak root
#

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

grim ore
#

how are you adding it and removing it? how are you keeping track of it?

calm pollen
#

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

grim ore
#

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)

oak root
#

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.

calm pollen
# grim ore have you tried it?

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

grim ore
#

welp once you try it you can find out but the options are in the project settings for each platform

calm pollen
#

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

grim ore
#

package it and put it on your device

calm pollen
#

ok i will do that then thanks

#

one more thing, what does this error message even mean?

grim ore
#

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

calm pollen
#

oh ok ill go check that

grim ore
#

no

calm pollen
#

nvm that message lol

grim ore
#

but the engine is C++ so it happens in the log

calm pollen
#

ohh gotcha

cursive salmon
#

Why do I have this when I open my rungradle in intermediate / android / Gladle in my project?

#

After the window closed self

ocean pumice
#

Do you prefer perforce or SVN for collaborating ?

#

or maybe multi user editing ?

cursive salmon
#

Who ?

ocean pumice
#

ahha it's like source control 🙂

clever vault
#

hey guys i've been following some tut and unreal docs but nothing stuck to me , can you give me some advice?

grim ore
#

do it again

clever vault
#

won't that be instanity?

grim ore
#

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"

clever vault
#

hmm i will try

grim ore
#

if its not working, try another method. Books, video, follow along projects, websites, graphics, break apart a project, etc.

clever vault
#

are there already made open source projects?

#

except the unreal starter projects i want something finished

grim ore
#

there are some epic ones on the launcher and marketplace

clever vault
#

i mean everything,

grim ore
#

figure out what you want to learn and do that instead of a full project since its probably missing something you want anyways

oak root
#

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)

grim ore
#

that looks fine

oak root
#

Okay, just wanted to make sure that was the proper way.. Thanks!

grim ore
#

as long as that reference doesnt get invalidated it should hold that widget for you for later

dusky folio
#

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

sage silo
#

hello. do we know when 4.26.2 will be out?

clever vault
#

why is there suck a big difference between c++ and blueprints in documentation?

static raft
#

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?

mint sentinel
vocal flume
#

Is there a way to remove the scrollbar from listview ?

#

is it possible?

prime willow
#

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

frozen pond
#

hi, is there any way to determine is character in dark/light area ?

ivory loom
#

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

grim ore
prime willow
#

so they would know if it was possible o.o

#

thanksies ❤️

grim ore
#

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)

prime willow
#

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 ;-;

dry latch
#

has anyone used the "Animation Retarget Toolkit" from marketplace ? and is it any good ?

elder moat
#

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

lofty quail
#

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.

plush yew
#

It is the stain of his sins that cannot be removed

fierce tulip
#

couldbe a bad material, bad texture, inverted normals, weird uv map, or the mesh was found on an ancient indian burial ground

fierce tulip
#

"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"

prime willow
#

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*

fierce tulip
#

depends on the kind of optimization, but always try to keep models/meshes/drawcalls optimal while you move along and test the game often.

prime willow
#

okie ill try to be more vigilant in optimizations during the building process thanksies hun ❤️

late verge
#

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.

elder moat
#

rip dis

lofty quail
#

@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.

maiden ruin
#

how do i post something in unpaid gigs ?

fierce tulip
autumn elbow
#

Anyone know how to setup a Tomb Raider style Follow Cam ?

maiden ruin
#

ty

grim ore
#

What is special about the tomb raider camera?

autumn elbow
#

the camera settles behind the player

grim ore
#

how does it differ from the third person camera setup?

autumn elbow
#

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

grim ore
#

is that not the way it works now in the third person?

fierce tulip
#

unless ye olde n64 era cameras

autumn elbow
#

in the 3rd person template, the camera defines the fwd movement

grim ore
#

so the camera is free look but the character movement is based on the direction of the character mesh

autumn elbow
#

yup

#

and the camera follows the movement

grim ore
#

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?

autumn elbow
#

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

grim ore
#

ok so it does that now doesnt it, not the camera part but the movement ?

autumn elbow
#

the movement does

#

in the template

grim ore
#

the biggest issue is the camera is not trying to get behind the character

autumn elbow
#

well, the 1st issue is the camera moves towrds the facing direction

#

The camera's forward becomes the character forward

spare kernel
#

what are all the different insight traces?

#

-trace=frame,log,bookmark,cpu,net is what i have just wonder if there is other ones

grim ore
#

yes so if the character is facing you (the camera) and you press forward it should keep running towards the camera right?

autumn elbow
#

if the character is facing the camera, the character should run towards the camera

grim ore
#

and at the same time the camera starts spinning around to get behind them?

autumn elbow
#

so the character is running forward, but the camera is moving backwards

autumn elbow
#

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 😄

grim ore
#

maybe find a clip that shows this effect

autumn elbow
#

sure

magic lantern
#

What is motion matching?

autumn elbow
latent mango
autumn elbow
#

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

hushed dagger
#

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?

exotic thicket
#

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

hushed dagger
#

I tried both

#

Neither worked

#

I also tried migrating from another project where it was working (from a base Content folder)

plush yew
#

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

knotty heron
#

worst nightmare

plush yew
#

yea i almost cried

#

ok its like midnight im done for the night good night guys 😭

#

XD

knotty heron
#

good night bruv

gleaming hawk
#

)

#

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

sleek spear
#

what is "soft texture"?

exotic thicket
#

It's probably a soft object reference to a texture

upper heart
#

Is Zen Loader only available on next gen?

grim ore
#

@plush yew so now you should look into setting up source control so this is not an issue

plush yew
#

yes

#

100% gonna set one up

#

im not having the feeling again 😭

grim ore
#

@upper heart based on the 4.26 release highlights no, they are currently shipping fortnite with it on current gen consoles and PC

upper heart
#

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

dark depot
#

i beleive they said something about it being on shipping builds but not editor atm

upper heart
#

yeah that is fine, I'm not talking about editor

dark depot
#

yeah i imagined was just trying to remembeer what i had heard on it

grim ore
#

it has to be cooked is the key for it to work

sleek spear
#

in a user interface widget, i want to mess with the r b g channels of a texture / material. how do i do that?

grim ore
#

the texture has RGBA outputs on the right of it, you can do whatever from that. inside the material

sleek spear
#

@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

grim ore
#

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

oak root
#

When making huds, is it possible to save several static text widgets as an array, and then use get those to use on SetText?

grim ore
#

sure, they are objects so no reason why you cant

timber nymph
#

anyone experience the crash reporter taking like 2+ minutes to appear?

#

and then another 2 minutes to populate

autumn elbow
#

So I guess I can't SET Control Rotation

spare kernel
#

you can but you need to set it on tick

#

but just use FocalPoint on the controller to handle it

autumn elbow
#

I'm trying to align the C ontrol Rotation to my actor Rotation

#

Ohh focal point .. ok lemme try

grim ore
#

you dont need to set it on tick, you just cant override it with say the spring arm or character properties

autumn elbow
#

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

autumn elbow
#

red arrow is character rotation, green is control

autumn elbow
#

This is only using the left thumb stick. No input from right

spare bobcat
#

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.

grim ore
#

@autumn elbow what happens when you run towards the screen. Or rotate the camera manually?

autumn elbow
#

The pawn aligns with the control when running

grim ore
#

@spare bobcat set view target with blend is the node used to change the current player camera to a new one.

autumn elbow
#

Now I have to figure out how to setup animations

clever vault
#

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();```
spare bobcat
#

@grim ore thank you! Worked great

plush yew
#

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?

fierce forge
hidden knoll
#

When is Epic going to make an option on Scene Captures that will exclusively show what actors the players want

tulip willow
#

assuming we are talking about a traditional game development company, which people would work inside blueprints and which one inside c++?

plush yew
#

Whatever boss decides

violet goblet
#

i have a light problem:

in my current scene the lighting looks totaly weird, and i have no clue why?
i have:

#

you can clearly see on the arm that something isnt right?

serene birch
#

normals on the arm are probably inverted

violet goblet
#

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

ocean pumice
#

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

lofty quail
fierce tulip
#

great that you solved it :)

dim arch
plush yew
#

Hey, so why do my geometry cylinders work as subtractive ones instead of additive ones when they're set to additive?

serene birch
#

do you have a substractive brush deleting the top part?

formal chasm
#

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.

knotty heron
#

Why does this not work?

grim juniper
#

It's probably not a get by ref

knotty heron
#

ohhh yes

#

thanks

feral moon
#

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?

stone stump
#

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

dense dagger
#

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.

stone stump
#

is there any way to fix light flickering on surfaces and the character?

#

is there something i need to turn off

fringe lion
#

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?

late sapphire
#

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

plush yew
#

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 alex

#

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.

dusty pulsar
#

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?

mellow turret
#

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

plush yew
#

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

worn granite
#

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

#

#blueprint is a better place to ask this sort of thing too

plush yew
#

Anyone know when MetaHuman is scheduled for official release?

serene birch
plush yew
#

i dont

#

@serene birch

serene birch
#

you shouldn't do too much with CSG stuff anyway, it's not really "good" tech

plush yew
#

whats CSG

serene birch
#

what you do with additive and substractive stuff

plush yew
#

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

robust marten
#

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

steady owl
#

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?

fierce tulip
#

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

steady owl
#

Got it!

#

Thanks

candid flicker
#

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.

plush yew
#

is it possible to create a level with multiple people at the same time?

simple meadow
#

Like work on a single project at the same time as someone else?

fallen zodiac
#

yes

worn granite
#

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.

simple meadow
queen wasp
#

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

midnight wren
#

does anyone actually respond to the unpaid gigs requests

dry oar
#

hey guys im totally new to unreal does anyone know how i would make a flat vr map which i could sculp the terrain?

fierce tulip
#

@midnight wren depends on the request, though it is probably the least replied-to section.

chrome beacon
#

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.

wide cloak
chrome beacon
#

Supported seems supported- Have I to just presume are already installed but it keeps to showing them as not installed!?

wide cloak
#

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

chrome beacon
#

I see. Alright. thanks.

wide cloak
#

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?

teal lava
#

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?

fierce tulip
#

@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.

wide cloak
#

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

rancid bramble
#

Is UMG just really bad? Why can't we position elements with the mouse?

plush yew
#

not sure how accurate is that though, and epic can change their plans too even if it was accurate at some point

rancid bramble
#

Why is there no corner handles for the elements in UMG? How old is this system again?

gray tundra
#

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?

dire crescent
#

If you were going to make a ninja/ parkour game would you choose third person or first person?

rancid bramble
#

Hello @gray tundra When exporting do you export the mesh also? And check the morph targets from import panel?

gray tundra
#

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.

rancid bramble
fluid swallow
#

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

rancid bramble
#

@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.

fluid swallow
#

Any idea what to do ?

rancid bramble
#

@fluid swallow First thing, if you select showing alpha from the View options on the top left. Do you see the alpha in UE?

rancid bramble
#

It should have the checker background

fluid swallow
#

no I don't see it

rancid bramble
#

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

fluid swallow
rancid bramble
#

So that means that black is at full opacity

#

Try to export again with alpha

fluid swallow
#

well do i need to reimport ?

rancid bramble
#

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

fluid swallow
#

can you take a look at that ?

#

this is what I am using

rancid bramble
#

It's transparent yes

fluid swallow
#

I have tried with different colors and it works fine

rancid bramble
#

Can you show your details for the texture in UE?

fluid swallow
rancid bramble
#

It seems your image does not have alpha channel

fluid swallow
#

where

rancid bramble
#

At the top of Details panel

#

Mine has True

fluid swallow
#

How do i make it ture ?

#

true*

rancid bramble
#

Maybe the file you imported to UE didn't have one. But the one you posted here had. Different file?

fluid swallow
#

outside unreal it does have alpha i guess ?

#

same file *

grim ore
#

try that one, I put it into paint.net and saved it back out with proper alpha

fluid swallow
#

Alright thanks !

grim ore
#

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

rancid bramble
#

Nice 👌

fluid swallow
#

Yes I am importing it right now ;D

shell totem
#

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

grim ore
#

that is the camera preview, you want that preview full screen in the editor?

shell totem
#

yes

fluid swallow
#

@rancid bramble @grim ore Thank you so much it works fine now !

grim ore
#

I dont think you can, what reason do you need it full screen?

rancid bramble
#

Gorgeous circle 😄

shell totem
#

And it's really inconvenient to hit play all the time after minor changes

grim ore
#

you can try piloting the camera to make it full screen , right click it and choose pilot

#

you can also get there from the top left menu(s)

#

this changes the viewport to that camera in the world

shell totem
#

I don't have it there

#

It's camera in the character blueprint