#ue4-general

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grim ore
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all of the templates/old examples use HUD

rotund elbow
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is "Cast To xxx" an open stream?

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Is there an alternative to check something from the BP from an animBP?

grim ore
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any normal way would work to talk between blueprints

rotund elbow
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whats a normal way?

grim ore
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one blueprint telling another to do something. casting is not communication its just treating one thing like another

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we dont know what you are doing

rotund elbow
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Im wondering what the different ways are to communicate between blueprints

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specifically anim and animinstance

grim ore
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thats a generic question tho, its like asking about the different ways to program a hotbar

rotund elbow
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not really, my question is kinda feature agnostic

grim ore
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what is an anim and an animinstance specifically?

rotund elbow
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anim blueprint and blueprint that is linked

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or however its said

grim ore
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yep thats what I am trying to figure out. I guess the answer to the different ways to communicate depend on exactly what you are doing and want to do

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it sounds like trying to get a value out of the linked pawn in an animation blueprint?

rotund elbow
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in this case, in the animBP, play a thing if a custom event happens.

grim ore
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ok so do something in the animbp. In that case it depends on what your using for the custom event.

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anim sequence can use notifies

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the linked pawn can just call a custom event on it and then the animation graph can alter

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the anim bp could listen for an event and act accordingly using an event dispatcher

rotund elbow
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nice

grim ore
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the anim bp could poll something every frame but thats not efficient

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i mean technically anything could tell the anim bp to do something as long as it can find it

rotund elbow
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This is why "cast to xxx" confused me.

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I dont like it but its what i have learned so far from the intertubes

grim ore
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the cast is treating one thing like another, so if your trying to talk to the connected pawn you would only know its a pawn without casting to your specific class

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so the cast is not doing the communicating, its just allowing you to be more specific when doing something with something

main cedar
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I am having an issue rendering out a pannaram its only using 8% of my cpu and 20% of GPU is there anyway to get it to be multi core I have alreay set all the multithreading i can find in settings

opal lark
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My game crashes after splash, Just black any ideas thanks

rotund elbow
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I guess i try to overthink it. I wanted an enemy to play a hit animation on a condition. But i see there are AI behavior classes i can dig into

dense knoll
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Assertion failed: World [File:D:/Build/++Portal+Promotion/Sync/LocalBuilds/PluginTemp/HostProject/Plugins/SaveExtension/Source/SaveExtension/Private/SaveManager.cpp] [Line: 251]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_SaveExtension!USaveManager::UpdateLevelStreamings() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\SaveExtension\Source\SaveExtension\Private\SaveManager.cpp:251]
UE4Editor_SaveExtension!TBaseUObjectMethodDelegateInstance<0,USaveManager,void __cdecl(UWorld *)>::ExecuteIfSafe() [D:\RocketSync\4.25.0-13144385+++UE4+Release-4.25\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:716]
UE4Editor_Engine!TBaseMulticastDelegate<void,UWorld *>::Broadcast() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1013]
UE4Editor_Engine!UEngine::LoadMap() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12673]
UE4Editor_Engine!UEngine::Browse() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12101]
UE4Editor_Engine!UGameInstance::StartGameInstance() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:579]
UE4Editor!FEngineLoop::Init() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4031]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:155]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Any way to fix this

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The plugin is used everywhere in my project

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and for whatever reason replaces the engines default save system

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so anything that is supposed to be the engines save system

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gets replaced

rotund elbow
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when making a child character, dosnt it inherent its parent AI controller?

inland orchid
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hey yall,where do you guys put global variables?

fossil ore
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Reminder: Create backups regularly.

inland orchid
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I tried using a game instance blueprint but it resets every new level

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or do i just leave it where it is and do cast to?

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actually nvm

next rover
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Anyone here know how to get the Gameplay Ability System cooldown working? I have a Cooldown, it shares a cooldown tag with the Gameplay Effect, but I can still re-use my Ability within the cooldown window

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Issue was me: I put my tag in the wrong section on the cooldown

rotund elbow
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great

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Why do i want an animation montage instead of the animation?

midnight bolt
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Has anyone had killed ssd drive when building lighting in ue?

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Having two pcs destroyed on build attempt, i sorta feel like something is up

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Or completly botched windows update

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But two pc, Both very new and old in span of 24h i find very strange

prime willow
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making a good creator system

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sweet jeez its so much work xD

rotund elbow
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wats a creator system

tight pond
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Ok i got an UE5 question.

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Heavy polys. Got that much but did they say only using specular and diffuse textures?

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Sss im guessing too.

floral heart
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I'm expecting to be disappointed. E.g. Virtualized geometry is static and you can have X materials per virtualizedmeshactor.

sly wagon
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how the heck do I attach a particle to every actor on a map when I press R

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I've been trying everything ;.; I swear im gon give birth to a child if I dont figure this out

spare blade
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Can someone tell me how I can turn off the Auto exposure. I am working in Modeling Editing mode and as I orbit around my scene the geometry gets blown out. I tried droping in a Post ProcessVolume but I cant find the attributes to check to turn this off

median hound
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project settings autoexposure wont turn it off?

past pilot
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Anyone know if there is a way to get all child classes (not actors in level)? I want to make an admin Widget that will allow me to give any item to a player but i dont want to have to make the item and keep a seperate list for the widget. I just want it to search the assets for all children

spare blade
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Does anyone know how to edit vertices in the model editing mode? I basically want to select the verts on the poly object I have just made, then snap them to my underlying static mesh.
Basically just want to be able to move verts on a static mesh?

rustic panther
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Anyone else having this issue where drop downs stop working in 4.26.1?

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is this a windows issue?

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interesting... these videos aren't showing what it looks like on my monitor

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it pops up and disappears immediately

spare blade
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@rustic panther Will a restart not fix the problem? I havent experenced that yet.

rustic panther
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ya it does

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but it happens after like 15 minutes everytime

spare kernel
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pinned messages @rustic panther

rustic panther
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ohh, nice thanks

spare kernel
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Might be that?

rustic panther
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sounds right

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started happening around the time I updated my drivers

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gonna try 461.40

jade heart
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Hey, I'm not sure if this is the right place but I was watching the "first hour in unreal tutorial" and in it he specifically shows him going into the details of a directional light and checking the box "Atmospheric Fog..." but I cannot find any matching options even though I have followed him step by step. Does anyone have any ideas, maybe something has changed since the video was made?

worn copper
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Hi Friends i have added Compass in my Project
But it is only working for third-person-Charactor.
When i drive vehicle it is not working can anyone help me with this

restive eagle
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because its using third person character to update your location/rotation, so when you posses vehicle the cast to the third person character will fail and wont update the compass

rare cipher
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Hi, does static mesh collision extends when rotating fast? I have a handle that I can rotate to hit a ball. when I rotate it slowly it doesn't reach and hit the ball but when I rotate it fast, it does hit the ball. how can I solve this?

vale silo
upbeat tendon
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I am upgrading from ue 4.25 to .26, something has gone a little wrong with my character control during the process, I have build a basic character select where i was releasing the mouse and then recapturing the input, I can't find the code anymore which is a little strange did something major change in this part of the engine?

zealous shard
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from 25 to 26, i doubt it

plush yew
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How does the default third person character change its rotation when a or d is pressed?

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I don't want my character to strafe

spare blade
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How do I make the pivot point of one object match the pivot point of another object?

restive eagle
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@plush yew click movement component and look for orient rotation to movement , set it to false. also under class defaults settings of your character set use controller rotation yaw to true

plush yew
restive eagle
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np, didnt quite understood what you meant by strafe because by default it runs in the direction you are pressing. still glad it led you to the correct answer ๐Ÿ™‚

plush yew
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BTW when I press forward and side buttons together the speed increases from 150 to 212

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When Im moving forwards /backwards or left/right the speed is 150 but when I move diagonally it increases to 212

upbeat tendon
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oh weird so after the upgrade a setting must have changed, the input isn't reaching my code, i bet something happened to registering input listeners

upbeat tendon
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PlayerInputComponent->BindAxis("MoveForward", this, &AAresHeroCharacter::MoveForward); is called but input never reaches the moveforward

toxic zealot
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strange. Did you check with the axis mapping keys for MoveForward from Edit->Project Settings->Engine->Input?

upbeat tendon
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yes they were there from before and they seem to be there now

cedar fossil
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Any tips appreciated I just cant figure it out

honest vale
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if I use core redirects and then start up the editor and fix up redirectors in the whole project, shouldn't everything then work after that without the core redirect?

worn copper
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Hello I'm Trying to optimise my game.

  • For that I'm reducing size of megascan texture from Texture Compression.

So I am using
512px for Texture
128px for displacement
512px for Normal DepthMap
128px for Roughness map

Is it right thing to use different resolution for same texture maps.?

winter gale
upbeat tendon
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is there a way to force recompile of all blueprints?

velvet magnet
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Idk about recompile, but hitting play will compile all blueprints

upbeat tendon
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well i've figured out my problem, the server is spawning a different character than the client, hmm ๐Ÿ™‚

arctic drum
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Anyone know if theres some sort of "invisible to me" type node in ue4? I have a basic third person body to represent my character to other players but I dont want the third person mesh to be visible to my first person body cause the camera clips into the mesh

restive eagle
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owner no see only owner see

lucid grove
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heya

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When im using POM on my landscape material

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my foliage looks like its not on landscape

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is there a way to work with it? right now the best i could think off move foliage a little down

worldly cipher
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is there any way to have decaly appear on transparent surfaces?

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or another thing would be to have a dummy mesh but for that i would also have to have it be somewhat transparent

unique canyon
exotic thicket
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I wonder - are there any books or other material on sort of "game dev patterns", as in, just high level patterns and ideas on how different game mechanics are typically implemented?

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As someone who's done programming for a long time, most stuff I can solve, but since I haven't really done a lot of gamedev specifically, I sometimes wonder if there are better more general purpose solutions to some of the things than what I come up with :D

ember star
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I have some widgets inside a parent widget container. I need the children to have a reference to parent. Do i need to loop thru all of them on construct and set the parent variable? theres no way to do that from designer?

winged flame
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guys do you have any idea on how to make wind schytes?

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Without weapon or anim just magic so i cant slap a collision to the hand

exotic thicket
ember star
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yeah not having any luck

jagged halo
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stupid question: when dragging meshes in the scene, is there any way to force them on z=0 (like if there was an infinite surface on which to drop them)?

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they end up at seemingly random z positions

ember star
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are you using setactor location?

unique canyon
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i think he means automatically

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i'm not aware of any features like this

jagged halo
ember star
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just break the transform pin

unique canyon
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beside changing their location manually no

ember star
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and set the z to 0

unique canyon
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@ember star he means in editor not bp

jagged halo
unique canyon
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yes why not ?

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u know u can set it exactly to 0 in the location window ?

jagged halo
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yep

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just felt weird that there's this neat grid, but it can't be used to position things on drag ๐Ÿ˜…

unique canyon
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so u would like a snap to grid feature ?

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not sure what u want

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there might be a snap to grid im not a editor expert tbh, i do everything from bp's

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(there is i just checked)

jagged halo
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it does snap to the grid in x and y, but z is seemingly random (well not exactly random, I just don't understand the logic)

unique canyon
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i see

jagged halo
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if there's a surface behind the cursor during drop it's used to position the new object, otherwise it usually results in it floating in the air

rugged rivet
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Hey guys! idk where to ask this but is there any way to change these bindings?

ember star
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I'm using actor on clicked/onreleased to do drag and drop, but there are situations where the release happens and the actor doesnt have the mouse over it to catch on released

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is there another way i can universally catch/reset isdragging?

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Maybe it belongs in the player controller?

dense knoll
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UE4 gets stuck at 18% when running Vulkan

split ice
slate kernel
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I clicked a key on my keyboard by accident, any way to get off this?

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nvm it was alt+g

ember star
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I'm building 'rooms' of tiles by setting tile data one by one in the details pane. Is there a smarter way of doing this?

worn copper
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When I'm trying to move Sun Position by Ctrl+L it only changing Light Source Direction. Sun is not changing Position...

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Please Help

rigid belfry
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ironic how i cant even seem to be able to finish project i named "i cant finish projects"

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i am actually tying up whatever i was able to achieve and packaging it. i am fed up with myself

exotic thicket
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Nothing wrong with that imo

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I've done a lot of projects because it seemed like an interesting problem and once I solved that part of it I lost interest and never really "finished" it in that sense

minor ocean
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If one were to start premptively creating high res assets for the marketplace in anticipation of the UE5 release. Does anyone know what limitations to consider for nanite? I'm thinking of trying to find the time to make a variety of hyper-realistic imaginative objects.

fierce tulip
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the only people who might know signed nda's so until that is lifted (or the veil around ue5) nobody can answer that.

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but in theory, anything that is not animated should work

wet berry
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Does anyone else have problems when dragging blueprint nodes where the node falls significantly behind the cursor?

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It's driving me nuts and I can't seem to figure out what is causing it

worldly rose
wet berry
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Yeah, my editor framerate tanks from ~100 to ~20 when I drag a blueprint node. Any ideas?

rigid belfry
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how do i package a project for html5?

upbeat tendon
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am i right in thinking that an instance of a controller class exists on the server?

wary ferry
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Does anyone know how to resolve this issue?

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i was able to fix it by deleting and re-adding the starter content from the project. Not sure about the cause though

upbeat tendon
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so In networked games, PlayerControllers exist on the server for every player-controlled pawn, and also on the controlling client's machine. if i had some character selection per player it would be best to keep it in the controller

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than then replicate it to the client

rigid belfry
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how does one create a game worth downloading

exotic thicket
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make it not suck I guess? ๐Ÿค” I mean that question is pretty hard to answer because what makes it worth downloading depends entirely on the player

glacial dawn
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Damn, I was working adjusting the location and rotation from a couple of sockets and, after saving, the skeleton got corrupted. There's some way to recover the file??

exotic thicket
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Use a source control software

tulip willow
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IG i made my first c++ "game"

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going to add respawning and some sort of flag that will light up when you touch it

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then no idea xd

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moving platforms and falling platforms have been already done

glacial dawn
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@exotic thicket I'm already using it, I don't want to lose my last hours

exotic thicket
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Yeah not sure if there's much you can do if UE didn't offer to recover it when you restart and you can't undo it either

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Save files more often and commit into your source control more often is pretty much the way to go with things like this

wanton bloom
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Hello guys this light bleeding through wall, but when i came to closer is dissaper how can i fix this?

glacial dawn
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Lesson learned, not to mess much with socket position and rotation. I lost completely the skeleton. Next time better to change position of SM in blueprint

jade swallow
wet berry
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I had to roll back the nvidia drivers to 4.60.89, as any more recent driver seems to cause huge performance issues in the UE4 editor (4.25/4.26 both launcher and from source). For anyone who was interested.

honest vale
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what's the policy on putting plugin stuff (100% own code) publicly on github? I guess that's fine?

jade heart
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Hey, I'm not sure if this is the right place but I was watching the "first hour in unreal tutorial" and in it he specifically shows him going into the details of a directional light and checking the box "Atmospheric Fog..." but I cannot find any matching options even though I have followed him step by step. Does anyone have any ideas, maybe something has changed since the video was made?

wet berry
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So you can either try to play with the new fog or ensure you are running the same engine version as the tutorial

grim ore
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@jade heart since the video is mainly referring to the sun spot and color you can still use it and follow along, they just removed the FOG part of that property its now just Atmosphere Sun Light

jade heart
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Thank you both! So @grim ore Will the spot of the sun update as I move the directional light if I checked the atmosphere sunlight box on?

grim ore
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it will... did you try it?

jade heart
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I have but I think I need to somehow update the atmospheric fog to match the directional light but Iโ€™m not sure how to do that @grim ore

grim ore
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as long as there is an atmospheric fog actor, a directional light, and that checkbox on the directional light checked the color of the fog and the sun sphere will match the rotation of the directional light

jade heart
forest tree
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In pins

grim ore
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yep I use 460.79 personally

forest tree
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I'm on 461.40, but have heard nastiness about that driver too

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YMMV

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๐Ÿ˜„

safe grove
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Hey Guys, I'm a beginner at Unreal Engine. Can anyone please provide me the City Megapack link. I missed the free monthly sale

grim ore
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if you missed it then you cant get it for free

safe grove
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I know. Can anyone please provide me with a Google drive or dropbox link

grim ore
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that would be pirating content

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5. Don't share, promote, or ask for pirated goods. It's OK to discuss the broader topic of piracy and its implications. However, if you are found to be encouraging piracy in any form, you may be banned without warning and reported to Discord staff.

safe grove
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It would be helpful too. I'm a student and I don't have the money to pay for that stuff

honest vale
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too bad

grim ore
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there are other free content you can try and use

exotic thicket
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Unfortunately such is the licensing of assets on the UE marketplace... There are other free assets, or you can make simple assets yourself

safe grove
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Okay

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It was available on May 2020. I started learning this engine from July 2020. My bad

tired island
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question, im making a first person shooter out of the tutorial and made the camera a parent of the mesh character. However I'm noticing that the camera shakes too much, is there a way to fix this?

honest vale
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don't attach the camera to the character mesh

grim ore
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mesh animates, camera animates with it

honest vale
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or do some sort of stabilization system for the head

tired island
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gotcha

magic fern
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Hello, what can I do in steam sessions so that players can't enter while the game is playing and not on the lobby?

rare cipher
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Hi, does collision for static mesh extend when rotating fast? I have a handle that I can rotate to hit a ball. when I rotate it slowly it doesn't reach and hit the ball but when I rotate it fast, it does hit the ball. how can I solve this?

dense knoll
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How do you make a material render over everything?

inner vine
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You mean like a post process effect?

plush yew
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How would I do to create this type of gradient background without a sun and still light everything inside up evenly?

glad knot
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anyone use the Send to Unreal addon in blender?

jade heart
grim ore
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I dont. I tested it in 4.26.1 and it worked for me. New blank scene, dropped in atmosphere fog and directional light. checked the box and it immediately changed color and sun position. then rotated the directional light.

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do you have anything else that might override it, like a skysphere

vernal quarry
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[2021.03.13-19.05.53:164][138]LogModuleManager: Shutting down and abandoning module D3D11RHI (22)

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help

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please

bleak copper
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So... sanity check. If I set a rotation value on a component... the transform is brought to the GPU and the vertex movements are performed there, correct? I keep seeing things like this https://www.tomlooman.com/rotate-mesh-vertex-shaders-ue4/ and thinking "Nah... that has to be in the default vertex shader, right?"

digital anchor
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its not

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its 100% cpu

bleak copper
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Jeeze. Okay good to know.

digital anchor
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because physics etc run on cpu

bleak copper
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Yup... but that should just be the collision meshes.

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In my case my object has zero collision.

digital anchor
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if an object has no collision setting the transform shouldnt be costy anyway

bleak copper
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Yeah it's not costly, but the draw meshes are kind-of high polygon for the Oculus Quest.

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Not really having any performance issues at the moment, but I want to know what to look for if I actually need to profile stuff.

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Thanks @digital anchor btw

next badger
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Rotating meshes in shaders is way more cost effective, but physics is not getting any updates, so it's fine as soon as you use another collided for this mesh or not using any collision at all. That also includes tracing unfortunately.

bleak copper
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It seems... odd to me.

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You'd think, when collision is disabled, they'd just bake a transform matrix and send it up to the GPU but <shrugs>.

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Then again they ARE doing GPU culling so that might be part of it, too.

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I'd be curious to hear an Epic graphics dev discuss the trade-offs that went into the decision.

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Also... I rarely use mesh colliders. Almost everything is primitives.

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Some exceptions exist, though... like if I have a complex, modeled level. I might have the base mesh (before decorations) be a mesh collider. Depends.

prime willow
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don't be stupid like me you guys be better than me

still moat
# plush yew

I did once make something similar in C++ regarding gradient textures creation at runtime.

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Perhaps a simpler solution would be to take a 4x4 image, color the pixels to the color you'd like and then (not sure anymore, can't remember correctly) just choose some compression thingy and stretch it out, i think i used default or something, creates a similar effect.

outer solar
#

Hey I'm trying to follow this tutorial using Quixel assets my the master material looks like this instead.
Heres the video https://www.youtube.com/watch?v=2ATM3VMxckQ

I need the pixel depth offset.

This is a quick way to do the blending between assets and terrain in UE4. This is great for anyone who is not extremely familiar with shader nodes in Unreal.

Please Like and Subscribe it really helps my videos get out there
New to Megascans? Start here: https://youtu.be/F6HrM6OTNMQ
#Quixel #Megascans #UnrealEngine

โ–ถ Play video
grim ore
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@outer solar that material is using material attributes is why, click on the empty space then near the top in the details panel for the material is the use material attributes checkbox

outer solar
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Thank you but now what do I connect the displacement node to?

grim ore
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Weird general question but I am curious about personal methods. The setup is you have a BP_Door class with a OpenDoor custom event on it. You have 6 of these in the level, with one specific one being the last door in the level. Your game mode need to call OpenDoor on this one specific door at the end of the level, how do you do the communication between the two

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@outer solar I have no idea, I just know what the problem was lol

outer solar
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Ah alright. Well thank you

grim ore
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the output of the displacement node, since its a material attributes try dragging off of it and break material attributes @outer solar

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then you can wire them in 1:1 with the normal output

broken heath
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Any suggestion on bending this through a material?

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I failed

sharp eagle
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pretty cool tho

potent bridge
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Would anyone know why my animation wont play?

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Montage is UpperBody btw

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stupid mistake, fixed.

grim ore
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and what was the mistake

potent bridge
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Simply got the wrong bone name

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I thought it was spine_01, not the actual name assigned in that slot

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"J_Bip_C_Spine"

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the animation retarget looks horrible though ๐Ÿ˜ฆ

broken heath
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Can i do mocap and lipsync with unreal through phone / ipad apps?

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And cameras?

grim ore
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facial capture with iphone yes

broken heath
#

What about body animation , is it there yet?

grim ore
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most people use mocap suits, i dont know about pure camera out of the box

broken heath
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I will check about facial capture iphone

grim ore
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not really a figure it out question, trying to see what options different people use

plush yew
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I am a noob, but I had two ideas. Put a tag on the final door and search for classes with tag. Or add a TSubclassOf<Door> member to the game mode and drag in the instance.

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No idea if those would work but itโ€™s what Iโ€™d try.

grim ore
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the first would work for sure, but game mode doesnt exist at design time so the 2nd would be an issue

plush yew
#

As in thereโ€™s no BP_GameMode?

grim ore
#

there is but how do you link an instance in the level with the game mode?

plush yew
#

๐Ÿค”

#

I guess it would need to be assigned at begin play

grim ore
#

if you use the search sure

#

theres a few ways, trying to accumulate all of the different ways people do it for reference

plush yew
#

maybe delegates ๐Ÿ˜„

potent bridge
#

Mathew, you know about BPIs right? Why isn't this working?

plush yew
#

Assuming BP instances have their own event graphs, I guess event delegate is something else Iโ€™d try.

grim ore
#

yep event dispatchers technically work but no real need for one since you can do a direct talk to the item anyways

plush yew
#

Hehe this is like UE scrabble.

grim ore
#

@potent bridge that should work assuming that item has the interface and that event, debug it see what happens

past pilot
#

Anyone know why my cheat manager command would show up in the console bit it isnt recognized?

potent bridge
#

fjkiabai, Darky you stupid sonofa... yeah, pro tip, use the hitbox and NOT the cube.

past pilot
rustic panther
#

@spare kernel Unfortunately I'm still getting that menu disappearing issue with 461.40 driver :(

spare kernel
#

im still on 460.89

#

and do not experience it

twin geyser
#

is there a questions channel

#

?

spare kernel
#

What is the question about?

twin geyser
#

I am on 4.26 and i cant find custom events

#

i cant find custom event

spare kernel
#

you cant create events inside a function

#

only in the event graph

#

Construction Script is a function

twin geyser
#

oh thanks you very much im new to this

spare kernel
#

np

rustic panther
#

you can call functions in the Construction Script fyi, so you can make an event in the Event Graph and call it in the Const Script

plush yew
#

Something like this is what I had in mind ignorantly saying "drag it in," lol.

frozen pond
#

can i make somehow combo box select on actor from array ?

#

(in editor)

rotund elbow
#

my queries are getting lazy

carmine slate
#

Hey all, curious if anyone could give me some insight on what CPU they would say is best for unreal engine development, specifically rendering and rebuilding lighting? I was thinking the Ryzen 3900x 12-Core or the Ryzen 5900x 12-Core, but do you really think the price difference is worth the performance difference as far as Unreal Engine goes?

carmine slate
#

Yeah, its just like a $400 price difference so lol

#

Did not know if anyone might recommend an Intel processor over Ryzen but I assume that more cores in this case would be better.

#

Wait whhat, its way cheaper on new egg (and out of stock)

past pilot
#

I wouldnt buy more than a 5800x

#

I have a 5600x i upgraded from a 6700k and the diference was huge but 5800x to 5900x is a huge price jump for not a lot of return really unless your building lighting and shaders all day every day

frozen pond
#

meaybe threadripper?

past pilot
#

for a small indie team i would think threadripper or 5900x is overkill

carmine slate
#

Thanks for the recommendation Kilrath. Do you think the Ryzen 7 5800X is better than the 12-Core 3900x tho?

past pilot
#

5800x should trounce all over the 3900x. the IPC gain is huge and makes up for a few less cores

carmine slate
#

I mean the last gen 3900x 12core

frozen pond
#

don't forget about fast rams

past pilot
#

my opinion is, as a small developer most wouldnt benefit much from more than 8 cores. For the amount of times you compile a ton of shaders or build your lighting, its not worth it

frozen pond
#

ryzen need atleast 3200 mhz rams

carmine slate
#

Yeah that much I knew about the ram. Just trying to figure out if its worth the money to go with a 12-core over an 8-core Ryzen really.

#

For Unreal's usecase.

past pilot
#

If you were a big studio with massive high quality lighting builds happening constantly i think you would see more swarm farms than computers with massice core counts anyways

carmine slate
#

But seems like Kilrath answered my question haha.

frozen pond
#

if you have spare $ yes, as you won't upgrade to anything in near future

past pilot
#

He has a point... if your rich, go big lol

carmine slate
#

Haha I have the money, but saving money is still nice lol

frozen pond
#

if that affect other components and your budget, i would go cheaper way

#

what gpu your will run on it?

carmine slate
#

Well looking to get a 3080

past pilot
#

I was worried about my 5600x only being 6 cores but honestly it doubled my performance over the 6700k and i havent had a core count issues in 2 months

carmine slate
#

I'm currently using a laptop with a mobile i5 processor lmao

#

Its bad

frozen pond
#

i'm runing on r5 3600 + rtx 2060 but many times i got 100% usage

#

ah that sucks, i was working on that

carmine slate
#

Yeah so its about time for an upgrade

#

I do a lot of map design and work with lighting a lot so the build times are killing me

past pilot
#

i5 mobile... shader compile from a asset pack import must be a load and go watch a movie, go to the gym and eat supper then come back kind opf deal lol

carmine slate
#

LOL

#

I produced an entire song while waiting for it to compile

frozen pond
#

one time i was opening paragon character on mobile i5 for about 45 minutes untill all shaders compiled lol

carmine slate
#

No kap

#

Lol

past pilot
#

if i reinstalled the engine when i had my 6700k i had more than 100k shaders to compile. It took hours

#

and it was water cooled and overclocked to 4.8ghz on a m.2

carmine slate
#

Oh my lord

past pilot
#

its what ahppens when your dumb and just hit import from the launcher way too many times and then never clean it out lol

#

i find it tough to manage what stays and what goes. To grab all the assets and organize them and delete the rest. I think i read somewhere you should have 2 projects. One with all the shit in it and the other with the stuff you use exported to cut down the load.

carmine slate
#

Oh thats smart if you have a large project

past pilot
#

Yea, you export the core stuff and it only takes the referenced assets

#

That way you can still load all teh asset packs and look at them, mess around with them without over complicating your main project and having shaders compile for no good reason

#

There is a bunch you can do to get a lot done on a little, if you do it the right way. Wont need 20 cores if you cut the fat and only use 10

#

Its something i see a lot of game studios doing now, less optimization and hope people just throw hardware at it.

#

Now if only i could figure out why my CheatManager shows my commands in the console but then says they arent recognized when i try to use them, id be a happy man.

grim ore
#

Thereโ€™s some real results for your question so figure out if that time savings is worth it for you.

past pilot
#

looking at those numbers, imagine being rich and buying the best ryzen 5000 series thread rippers when they come out? crazy.

#

lol... ooof intel

floral heart
#

Imagine buying a dozen. "What shader compilation?"

past pilot
#

next time i get a ton of money im thinking i might get the 5950x and give the 5600x to the wife just to flex... but its a lot of money to save a few minutes every so often

dry latch
#

anyone knows why is this happening ?

#

the fingers doesn't grip the gun

#

only on idle

#

it does grab when I move

#

and in my anim, he is indeed grabing

floral heart
#

It makes a lot more sense to buy the expensive stuff when you have employees waiting for something to finish.

dry latch
#

lol wtff

past pilot
#

that looks like a custom display message. So i would check what conditions that message gets shown and see why

dry latch
#

no

#

not the red stuff

#

look at the hands

#

when moving & when idle

#

@ 0.35 sec

past pilot
#

You using a different animation when moving or idle? It might be maybe a blend issue?

#

Running he makes a fist, standing he opens his fingers and the blend is changing the fingers

dry latch
#

mmm imma check

past pilot
#

So your anim might move the arms up and all that but the moving animation might be overriding the gun animations fingers

#

This, however, is making me angry...

past pilot
#

I know its initializing

dry latch
#

couldn't find

#

the problem

bleak copper
#

Hmm... I want to make an interface that has a function I can call and receive a value from (a boolean). Completely blanking how to do that.

#

In pure C++ no problem of course.

#

Not sure how to setup the UFUNCTION() to implement it in blueprints though

#

So I implement this function in either C++ or a blueprint... and I can call it in either C++ or a blueprint to find out if "thing that can possibly have a menu" has the menu active.

#

By-ref event maybe?????

dense knoll
#

why wont anything render

celest vapor
#

What would be a 'better' way to handle an inventory system? (On mobile)

  1. Storing an array of actor classes (each storing item data struct) and each has unique 'use' functionality executing when spawned and triggered.
  2. Storing an array of Item data struct. in the struct is an actor class that is spawned in to execute unique 'use' functionality

Or is there a better way to handle the unique use functionality?

dense knoll
#

any way to fix this?

past pilot
#

If you do actor clases i think things get a bit complicated. If you dont have them actually spawned in the level all you can access is the class i think which as far as i can tell makes item customization tough. Im trying it with an array of structs that is taken from the actor with a reference to the actor in the struct so that i can pass pure data around altered as i wish and when i go to use it or spawn it in the world i can use the class reference and then match the actors values to the struct in the inventory array

#

what the best way is, of course depends what you are doing. If there is no customization whatsoever its much easier to use actor class. My items will be able to have different stats when crafted at different levels and the ability to imbue stats to them which will even change the name of the item so class references i dont think will work well for me.

celest vapor
#

some extra reference for the project is text based type game.
I normally go for storing and array of structures but I want the be as small of a memory usage as possible (being its for mobile) whilst still being able to have unique 'use' functionality of items
and I didnt know what method would use more memory.
As for the actor classes its not that hard to simply "get class defaults" really.

#

I'm mainly worried about memory usage in all honesty.
perhaps storing a soft object reference to spawn for the unique functionality

grim ore
#

@dense knoll if your icons are flat and you havenโ€™t figured this out yet itโ€™s your near clip plane being too low

winter gale
plush yew
#

Just spun up a brand new empty C++ project

#

And I'm noticing these linker warnings...

#

I'm wondering if I should reinstall 4.26 ๐Ÿค”

golden idol
#

anyone else having Crashing issues trying to use the 4.26 water tools?

leaden dust
#

I am just trying to get started with multiplayer

#

Why does the emitter only spawn on the listen server?

#

The damage and the destroy actor seems to work fine

#

this is in a bomb blueprint btw

#

its just a sphere with projectile movement

worldly cipher
#

the lines are intended to be distorted but ingame they are completely straight

#

maybe because part of it is being multiplied by 0.00001 and ue4 maybe wants to round up?

#

it works when multiplying the instance by 100

lucid grove
#

Heya, anyone have experience with landscape perfomance?

#

Right now i have 110 fps, its a huge impact since there is no other objects a view

#

moving up block wall and its 120 fps again

#

So its definitely landscape or something about it

honest vale
#

could be anything

#

it could render more foliage in the top picture for example

lucid grove
#

There is nothing on those hills

#

I have same screenshots without any foliage

hardy granite
#

@lucid grove maybe its not auto LODing the distance good

lucid grove
hardy granite
#

I know landscape can be really bad if you dont spend extra care to make it good proframnce wise, there is just so many triangles

#

weird then,

#

what about the fog effects in the distance?

lucid grove
#

its not heavy, no fps impact with it and without it

distant totem
# lucid grove Right now i have 110 fps, its a huge impact since there is no other objects a vi...

check your component size, each landscape component ticks the CPU, when setting the initial resolution size try and start as low as you can, like 4 components, and go up as you need more detail in your scene, also if you are using any assets/textures from quixel, make sure the LODS for those are coming in, IIRC there is some texture LOD toggle in the details of a landscape

https://docs.unrealengine.com/en-US/BuildingWorlds/Landscape/TechnicalGuide/index.html

Technical Settings for Landscape.

hardy granite
#

^ prob the best responce ive seen to a question asked here

lucid grove
#

Since there is an option to stream the world, i have a question about it: what happens with actors and characters within not streamed level?

hardy granite
#

from my experiance with it, it all resets whenever you load/unload it

#

just like you opened the level. I use a steamed level to teleport trhe player into a box and show the inventoy for my game

#

but i still have to load the varables in the streamed level each time its loaded or it wont stay

lucid grove
#

Is that true for both level composition and streaming? i thought that streaming keep vars in memory, but remove visual

hardy granite
#

i might be thinking of the wrong thing, its in like a menu thing to load in a level as well as the level you currently have open

#

it dosnt allow you to click on anything in the ediotor at least in 4.15

#

on the streammed or what ever i was using level thing

lucid grove
#

Probably it is. Correct me if im wrong:

  • All my main actors should be in persistent level that always loaded (like grayscale platform)
  • When im moving to new level it starts the tick of everything that happens there
  • When im not there - nothing happens there

Since i have my small openworld with day\night work routine and everything was placed there already i need to:

  • Spawn NPC's everytime i move there with their vars
  • For D\N cycle i had to teleport them force them use objects (like beds and etc) depending on their day night routune
brittle sundial
#

Anyone know how you fix "failed to load" errors?

quasi zealot
#

Is it possible to change rotation of character (smoothly, not instant), using gameplay ability system? It has "apply root motion" functions that allow you to move character with events when action is finished, but i cant find similar for just rotation, i need to rotate character to mouse cursor when he use ability

waxen harbor
#

will UE5 have a scripting language?

#

I read on the internet it will have some sort of godot like script?

rigid belfry
#

why are blender exports so massive in unreal? an object the size of a pebble in unreal comes out as a giant boulder in game ahah

upbeat tendon
#

I am trying to load data in from the server and then replicate it down to the client's player controller, I've setup UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_SetTeamData, Category = Ares)
FTeamData TeamData; // and DOREPLIFETIME_CONDITION(AAresPlayerController, TeamData, COND_OwnerOnly);

#

i don't see the OnRep_SetTeamData ever being called

robust oar
#

anyone knows why in the gamemode blueprint I dont see any widget blueprints?

upbeat tendon
#

@robust oar what are you trying to do?

robust oar
#

@upbeat tendon I have a health bar and I want it to be visible in the game

#

nvm

cosmic nexus
#

hey everyone, i'm using sequencer but when i'm animating the object, it only follows the world axis and not the local axis of the object. Would anyone know how to rectify this? any help is greatly appreciated ๐Ÿ™‚

rigid belfry
#

was reading throught the documentation about behaviour trees and i found this
Currently, by default, Players do not get assigned an affiliation and can only be assigned one through C++ code.
i wanted to know whether this has changed

next badger
rigid belfry
next badger
#

why would you need affiliation for player if there's only one?

rigid belfry
#

because i am using ai

#

instead of using tags for the player i could use affiliation

next badger
ember star
#

I have a set of tiles and I want to indicate certain ones visually as starting zones. I was thinking emissive material was the way to go, but can't seem to find a way to make the lighting conditional, unless I have two separate materials, and set the material based on condition?

hybrid citrus
#

How do i remove the background from a image box in widget desginer? its white and I cant change the color since that will override whatever image i put it in it

next badger
#

@ember star do you want the emissive be different and both of those different materials be in the level at the same time?

#

if not - you may use material parameter collection
if yes - you can use either dynamic material instances, or custom primitive data

west furnace
#

Does anyone have any tips to make Unreal lag less often?
My PC specs:
Processor - AMD Ryzen 4600H
GPU - GTX 1650 4gb
Ram - 8gb

frozen pond
#

get moar ram

magic lantern
#

How can I get mouse speed without casting

frozen pond
#

mouse speed but in DPI or what?

next badger
#

i don't get why can't you cast?

#

cast once, store a reference

ember star
#

this is what ive managed by using 2 separate materials.

#

can you elab on the dynamic material instances, plz?

magic lantern
#

ฤฐn animation blueprint

#

But in char. Bp. Too

next badger
unreal rapids
#

Looking for a pros and cons list for swapping out the default capsule component on my main character. I've always found it weird that people use the capsule.

#

The tutorials I've done in the past, for things like crouching, just have you cut the cap size in half, and that causes weird camera issues and even more issues with characters made in the construction script.

#

I was thinking at the bare minimum, I'd want to add 2 capsule components for each leg, and just one for the upper body.

next badger
#

@plush yew which one?

#

@unreal rapids you have better options?

unreal rapids
#

I've just never altered the capsule component on my main character before. The only alternative I know, is to leave it as a capsule component, because apparently everyone does.

next badger
#

don't forget to modify the navigation system in you plan to use one

unreal rapids
#

What do you mean by that?

#

The more I think about it. I may only need the capsule component on the chest and then one capsule on each foot?

#

Does this all sound stupid? Am I able to attach and animate that main player collision capsule?

#

Sorry to ask so many questions, I kinda just need direction moving forward. Any input is really appreciated

next badger
#

that is not the answer tho

near stump
#

is the default web browser plugin not supported in HTML5 builds ?

next badger
#

@unreal rapids the navigation that is used to build a space that can be reached is built using capsule movement

frank oar
#

Does anyone know what controlls the UV's direction ?
I have tried messing with it in Blender but the orientation I make doesnt seem to effect how the material sits on the mesh in UE

next badger
#

@near stump you're asking "why can't I embed a browser inside ue4 that runs in the browser?"

near stump
#

exactly , but whats the use if its not for HTML5 projects ?

next badger
#

@near stump it's a browser...it's for embedding web in the ue4

unreal rapids
#

@frank oar it comes down to how you unwrap the UV. If you look at it in the uv editor, you could literally rotate a face. Think of your UV like a stencil.

frank oar
#

@unreal rapids I have tried rotating those faces in blender on the UV grid but it doesnt change for me in unreal

next badger
#

@frank oar in ue4, UV controls the direction, as in any other 3d application

frank oar
#

Even intentionally making it bad

near stump
next badger
#

@near stump how is that related?

unreal rapids
#

@frank oar I'm assuming you didn't make the material then? The material is probably being applied through some triplanar projection or something very similar

frank oar
#

The above SS is with the UV being like this in blender, (I wanted to see if I could make the bricks go diagonal, in order to undersstand my level of control over it).

unreal rapids
#

Its in the material blueprint

near stump
#

@next badger i dont get it tbh .

frank oar
#

ah ok then, I did not make the material, guessing there is something within the material which decides its orientation then. cool

next badger
#

@near stump yep, seems you're not...
Ue4 uses chromium engine to embed web INTO the UE4

unreal rapids
#

Yes, you can just remove the node, and plugin texture coordinate or whatever you want

next badger
#

you can ofc publish ue4 project for web, but not the chromium project

#

well, cause it makes no sense

near stump
#

ah so there is no way i can inject a web browser inside a web browser project

next badger
#

can you embed chrome in the firefox?

near stump
#

well no

next badger
#

here's your answer

near stump
#

๐Ÿ‘

#

arigato sensee

next badger
#

ue4 is transformed to a webgl, to render 3d graphics by the browser

near stump
#

exactly

#

i wanted to make something that you can access webbrowser inside the webgl app without leaving the game. thats the idea

frozen pond
#

small problem with widget: i got animation that change scale, from 1 to 0 but even if i don't play it widget going to 0 at start

#

nvm

frank oar
#

thank you for your help @unreal rapids !

ember star
#

I'm struggling to spawn replicating actors from the client (rpc call). i think i remember something like... i can't do this from an actor, it needs to be from controller. How do i make it work from actor?

#

'If the RPC is being called from client to be executed on the server, the client must own the Actor that the RPC is being called on.'

spare sun
#

dual quats are not a thing in unreal, right? Like Ive been searching for a tickbox or something

runic fern
#

Hi Guys If i want to Use the Motion controller To open water Valve how can i simulate the Physics but keep the object at same location and moves just one direction ?

#

like if the player moves his hand like open animation its will Move same

mighty badge
#

FBX File Loading: Found name clash, node 'Bow' was renamed to 'Bow1'
i have problem with adding parts to my base mesh
someone knows how to get this to work

scenic fox
#

my nav mesh stops here but continues on the other side help

flint dagger
wanton lotus
scenic fox
#

it continues from the other side as in the opposite side

vagrant coral
# scenic fox my nav mesh stops here but continues on the other side help

I believe you need to change the nav mesh bake settings in either the World or Project settings. There's some properties in there that control the max angle it will traverse when building (which is here 90 degrees) and also some other important stuff. I'd recommend you look those over, experiment with the angle thing

rancid bramble
#

How would I render multiple components only in a scene capture?

upbeat tendon
#

I've loaded in a players character list from my web services, i've done this on the server and i want to replicate the USTRUCT down to the client's player controller, i've set up a ReplicatedUsing = OnRep_SetTeamData on the var, but the function never triggers since i upgrade to 4.26

frozen pond
#

guys, there was some kind of pointer that you can drag in actor but i can't find it

upbeat tendon
#

is ReplicatedUsing = now legacy and i should be doing something else?

frozen pond
#

looks like this:

grim ore
#

@frozen pond that is exposing a vector and checking the show 3d widget option. Make a vector variable in your bp, make it instance editable/public, then you can check the 3D widget option in its details panel.

frozen pond
#

thanks

#

is there a way to hide default scene root in editor?

#

i got some billboards and its clipping with it ๐Ÿ˜ฆ

#

nvm - just dragged bilboard to roto

jade hawk
#

In the content browser everything has a nice little icon for the view. Where are all of these icons stored?

prime vigil
#

Is there a way to re-order things in World Outliner? I am trying to use new Modeling tools and bake high-res mode, and that literally hangs on the fact that low-poly model needs to be at the bottom of that list, and yet I don't see an option anywhere to reorder things in World Outliner

#

Such a simple feature is missing, I can't believe it

rancid bramble
#

How to render actors only in a scene capture component?

next badger
#

@frozen pond to remove default scene root, drag new scene component and make one as root, it wont have the ball

rancid bramble
#

Also, no idea what you're doing, actually. Sorry.

prime vigil
#

@rancid bramble I think maybe selection order is what actually takes into account

next badger
#

@rancid bramble world outliner is ordered by name

#

or any active columt

prime vigil
#

Didn't know that huh

#

So there's no like, actual hierarchy?

next badger
#

only attachment

#

folders are just for visuals

jade hawk
#

You could make a folder then add them in one by one which might put them in the right order

prime vigil
#

Ahhhhh

#

okay gotcha

next badger
#

attachment looks like this

#

Alt+A will let you attach one mesh to another (mind the mobility)

#

static cant be attached to movable

upbeat tendon
#

does begin play on a player controller only get executed on the server?

high dragon
#

Not sure if this is the right place to ask this. I have been playing with actor component widgets as a form of floating UI above the character.

For some reason it seems like the widget looks like it's a lower resolution than what it's supposed to be.

upbeat tendon
#

i was sure that beginplay would be called on both the server and the client

dire coral
#

is there a way to check if a videogame name isnt used

#

i have a name but dont know if there is another game with that name when i google it nothing comes up

restive eagle
#

https://steamdb.info/ you can try here probably, but thats for steam only ofc

dire coral
#

Great on steam there is no game like that

#

with that name

restive eagle
#

but still you probably couldnt name your game like "world of warcraft", just keep that in mind ๐Ÿ˜„

lyric timber
#

im getting weird "failed to load errors when i open my project. fixing redirects and saving does not fix it.

#

nothing seems to be broken but they are scaring me

lucid grove
#

Heya anyone had problems with splines become invisible after engine restart?

#

this how it looks

#

when i change any settings it becomes visible again

#

but open every spline and fix it that way kinda sick

#

moreover they become invisible again

fast girder
#

Any experienced devs around I ask a few general questions about basic best practices?

drowsy widget
#

Hey I'm pretty new with Unreal.

I was looking to make a manager class to coordinate the different characters in the game to do their animations, with camera cuts, spawning vfx etc.
Something like a cutscene, but dynamic.

But not I'm not sure what type of parent class would be appropriate for this?
I'd rather not put this logic inside gamemode which would be my first guess.

frozen pond
#

is there any easy way to make text box text be strikethrough ? like this some text

dense knoll
#

Why does UE4 love randomly eating it and then just causing massive lag spikes

stiff verge
#

textures with alpha: yay or nay?

worn swallow
#

To anyone having RTX black screen flickering problem in unreal engine 4:
Open your Nvidia control panel by right-clicking on your desktop. in the 3d-settings - adjust settings with preview - for some reason, the newest driver automatically sets: "use the advanced 3d settings" while the proper settings are: "let the 3d application decide"
the Nvidia drivers and GeForce experience tries to force some graphic settings that end up fighting with the ue4 settings ending up in shut-down of the driver :/
This solved my issue.

clever vault
#
    Mesh->CreateDefaultSubobject<USkeletalMesh>(TEXT("Mesh"));
    Mesh->SetupAttachment(Root);    ```
#

C:\Users\Iulian\Desktop\SimpleShooter\Source\ShooterAssetPack\Gun.cpp(17) : error C2039: 'SetupAttachment': is not a member of 'USkeletalMesh'

plush yew
#

wtf are those bright areas?

clever vault
obsidian nimbus
#

your sun is pointing up?

remote bramble
#

how do i make the character move in the direction im looking when pressing w?

#

this is what ive got so far

#

this is the issue

#

please help

swift spindle
#

anyone have any idea of why an unreal project keeps defaulting to DX11 ? even when set to RHI directX12 (100% sure drivers / hardware are not issue... works in other projects)

plush yew
plush yew
obsidian nimbus
#

backface culling

plush yew
#

wut

obsidian nimbus
#

landscapes only stop the light from one side

plush yew
#

???

#

explain this lol

obsidian nimbus
#

does it change when u rotate the sun?

tulip wolf
#

Is there some way to adjust the field size so the float input box isnt so squished? (FScalableFloat)

long gyro
#

Can somebody explain me why the rendering of my virtual texture from the landscape create those weird distortions?

frozen pond
#

my ik is working perfect

jagged halo
#

are you aware of a technique in ue4 to hide objects when they are out of sight of a character (or perhaps when the light level is under a threshold)?

inner vine
#

hiding objects out of sight is called "frustum culling", and UE handles that automatically.

#

If you want to hide objects below a certain light level you'd have to implement something manually.

jagged halo
inner vine
#

oh like that

jagged halo
#

I'm looking for a kind of fog of war effect

inner vine
#

I don't think UE has anything built-in for that.

solemn siren
#

Have anyone worked with DMX plugin in UE? If yes, please dm, need to ask a bunch of doubts, thanks!

upbeat tendon
#

Is there a tcp json game analytics plugin?

covert moss
#

Does anyone have any feedback or tips for this small scene im working on?

plush yew
surreal oak
#

Quick question: This is the execution order diagram for Unity's game engine. Is there anything like this for Unreal? The best I've found is the GameFlow (which is just launching the engine and starting a game) and the Actor lifecycle (which is only the lifecycle of an actor), but I'm looking for more of an overview of the Unreal game loop

abstract cedar
#

Would anyone know what is causing the black artefacts on this mesh material?

unique canyon
plush yew
#

It's hard to tell what is an artifact and what is intended, but your geometry looks a little weird like non Euclidean lol

frank oar
#

Hi all,
Very curious about software like Substance painter...

Everywhere I look seems to say you should make your materials in the Unreal engine itself...
and unreal is an industry standard.

What does that mean for software like substance painter ?
Most of the materials I have made in blender do not work in unreal very well and vice versa.

Is this the case for Substance painter too ?

I would just love to know...

inner vine
#

You should make the materials (shaders) in Unreal, but you can't create the textures in there. The substance tools are quite good for painting or generating textures which you can then base the materials on.

frank oar
#

thank you @inner vine that makes a bit more sense now.

distant totem
timber nymph
somber rover
#

did epic scrap the "press Z" to make the actor selected automatically go down to the landscape so it's flush with it

restive eagle
#

@somber rover i believe its the "end" button (or one of those buttons atleast)

#

im pretty sure you can rebind it back to Z if you wish so

stiff verge
#

what? what can cause this?

restive eagle
#

it could be your source control, or maybe you have two projects open. it could be something else ofc

stiff verge
#

i just rebooted.. nothing else is open kind of

#

hmm weird it seems there's a backup version of that map.. loading it gave me the default map.. but with one of my asset

#

then reopening the original map makes it so I can save again..

#

that's weird I think I,ll back up the whole project

magic fern
#

Hello, what can I do in steam sessions so that players can't enter while the game is playing and not on the lobby?

stiff verge
#

so weird

#

now the assets are doing it what the hell

digital anchor
#

@magic fern SteamMatchmaking()->SetLobbyJoinable(Id, bJoinable);

stiff verge
#

what the hell I can't package my project now

#

wow

#

how did this happen

magic fern
digital anchor
#

ah by steam sessions you mean the plugin?

magic fern
#

I am using the advanced sessions, yes

digital anchor
#

i havent used much in BPs but try seearching for lobby joinable or something

compact patio
#

hey, im trying to make an object with physics on and with Collision but im keep getting this error:
Invalid Simulate Options: Body (ball_2.StaticMesh swingingball) is set to simulate physics but Collision Enabled is incompatible

anybody knows a solution?

digital anchor
upbeat tendon
#

is there something similar to player state just replicated from the server to a single player

tiny sonnet
#

is there a way to "add to child" but at the end of the scroll box instead?

compact patio
#

thanks @digital anchor !

blissful wharf
#

is copying content folders with meshes/textures/materials in uasset format over different from importing them via the epic launcher with the vault cache?

#

like does the epic launcher do any extra import operations or is it the same as just copying the files manually?

#

like e.g. if i download a bunch of assets into a placeholder project and then just copy them over into my other project if i need them, does that cause any problems?

magic fern
digital anchor
#

i think its from the api itself so
#include "OnlineSubsystem.h"
#include "steam/steam_api.h"

lone pebble
#

how to export empty animation from blender to unreal?

past pilot
#

ok.. how do you figure out if you are the player? I put in a is locally controlled and its false for everyone. My char, other network chars... doesnt matter.

#

im trying to hide the head bone for local player and it either hides every pawns head or no pawns head.

jagged halo
#

how would one make a fully dark scene, except for a few point lights?

plush yew
#

Make it dark

#

Add some point lights

jagged halo
#

right - how do I make it dark?

#

I tried making a double-sided rect and putting the camera inside - there shouldn't be any light inside, but I still see things mostly fine

#

removing the intensity and rebuilding the lights seems to do the trick

weary willow
#

Hi guys I am trying to recreate this spear effect, I thought I could go try to make it in photoshop (never used Ps before) and it didn't turn out great... I am looking for a good way to tackle this effect. Ideally it also has the fire animation with it!

#

This is what the photoshop blunder looks like

trim silo
#

Anyone understands what's going on in this crash report?

#

it happens when i try to run project in standalone

#

it works in editor

surreal gyro
#

Would it be possible to recreate Overwatch in UE4?

exotic thicket
#

I don't see why not

broken heath
#

Would it be possible for Unreal to use Pen Pressure inputs for tablets with pen?

hybrid oar
#

Hey everyone, just joined in. Total noobie here. I'm following along with some tutorials but I'm getting problems with collision. Can anyone help me for just a few minutes?

zealous cloak
#

when someone joins my dedicated server game mid round it takes a real long time to load. Is there a good debug command to show me what is going on in this period?

outer crane
#

@broken heath yes, but not through blueprints unless there is a plugin somewhere or your tablet has api you could talk to via varest or something like that

timber nymph
weak tree
#

is there a general guide to gamedev/ unreal software suite? im having a hard time mapping all the software i need to learn to their respective role
i have used unreal at my uni but we were using default everything

timber nymph
#

like what software do you mean exactly?

#

you just want a list of 3d modelers, audio editors, photoshop alternatives, etc?

weak tree
#

just the graphics/ animation stuff i think

timber nymph
#

if you're indie then probably blender and if you're commercial 3ds max or maya

#

that pretty much sums up 99% of it

weak tree
#

what about the quixel suite?

#

blender is for modelling right? you draw your characters/ object there and import into unreal to use like the default mannequin?

minor ocean
timber nymph
# weak tree blender is for modelling right? you draw your characters/ object there and impor...

In this Unreal Dev Day Montreal presentation, Technical Artist Harrison Moore goes through the texturing pipeline used on Paragon from start to finish, breaking down the steps and techniques the team uses to texture hyper-realistic characters in UE4.

(00:09) - Intro & Paragon Workflow
(04:55) - Material Functions
(10:13) - Inside the Material F...

โ–ถ Play video
#

what you're asking about is called an asset pipeline

#

it's a broad question so a broad answer is you'll have 2d assets edited in 2d software, 3d assets modeled, texture mapped, rigged,
and animated in 3d software, materials made in e.g. unreal or houdini or quixel mixer

weak tree
#

hmmm it's a long video. this is for 3D pipeline right?

timber nymph
#

this is an example of texturing characters for a real game in unreal

#

making materials and working with assets of different kinds

weak tree
#

okay i should watch it. btw im aiming for BotW aesthetics, is there a keyword for this style?

timber nymph
#

cartoon?

weak tree
#

gotcha, though cartoon is a bit too broad

timber nymph
#

cel shaded is probably what you're looking for

#

look at jet set radio future

opal lark
#

On particle collide does not seem to be working for me

#

when shell hits the floor

distant totem
# timber nymph cartoon?

it's called stylized, so is windwaker, skyward sword, ect. half life alyx is stylized realistic, but zelda twilight princess isn't stylized (to my understanding)

opal lark
#

Can you help me out with this particle effect please

dry latch
#

anyone to help me fix a little HUD issue ? :p

autumn elbow
#

Best way to get the amount of seconds passed since I pressed a key?

timber nymph
#

but yeah it's not cartoon

#

because @distant totem hit the nail on the head lol

weak tree
#

holy shit yeah

#

great find. thank you

plush yew
#

how can i cast to Btservice

light thunder
#

These are all valid references, so why is this 3D Widget not changing? What am I forgetting here?

tepid acorn
#

hey im fairly new to ue4. I've made a project in a way that if a player walks over a box collision, he will take a 5% damage (function). He can Fire weapon through custom event. but when i the fire function is triggered, the begin overlap is stopped and it gives me an 'Accessed None' error. any solve?

vagrant coral
#

@plush yew You can (try to) cast anything to anything else

regal mulch
#

:O How does one undo the double click selection in Unreal Insights?

#

It basically focuses out the double clicked stat and all others of that type.
I tried RMB, LMB, MMB, combinations with CTRL, SHIFT, ALT and also ESC, Backspace.
wtf :D

plush yew
#

@vagrant coral XD

blissful ibex
#

Hi, anyone can help me with something?

remote bramble
regal mulch
blissful ibex
regal mulch
blissful ibex
lethal herald
#

Hi, I was thinking about making a dice rolling app in UE. Like the dice rolls when we shake the mobile. But I don't know how to do this. If anyone can point me to any tutorials or website that has information's about this, That would be great!

winter gale
calm pollen
#

is crossplay like ridiculously hard to have in a game? or is there certain assets, plugins, etc that you can buy that makes it a bit easier

dry latch
#

Can anyone competent with HUD can reach me ?

#

Just a few questions

remote bramble
restive eagle
#

@dry latch just a friendly tip, when you start questioning peoples competence/knowledge (for example can a pro help me?) most likely you will be ignored. it's better if you state your problem from the beginning and even the "incompetent" people might be able to help you

remote bramble
dry latch
timber nymph
timber nymph
#

so if you ask if I can help I'm probably gonna say no

#

but I've helped a few people lol

restive eagle
#

oh no it's allright, you are not wasting anyones times. whos able to help you, they will. just sometimes it can get redundant when you have to squeeze the question out ๐Ÿ˜„

#

you will save us some time too if you started with your issue from the beginning

#

@timber nymph yeah true, questioning someones knowledge usually pushes them away

#

even though they might know the answer

#

there was a good thread on stockoverflow i believe on how to ask a good question, but cant find it anymore ๐Ÿ˜ฆ

timber nymph
#

probably got removed as "not a good question"

restive eagle
#

things like, hey you here, whats up, or even the same can i ask? should be avoided in general

timber nymph
#

that one?

restive eagle
#

@dry latch please don't get discouraged about asking for help, just want to help you to get your issue fixed, because i've seen plenty of people with these questions being ignored

timber nymph
#

lol yeah @dry latch I'm just gabbing nothing personal

restive eagle
#

no i dont think its that one

#

still helpful though

timber nymph
#

I just see it as poking your head in to ask your coworker a question at their desk vs sending them an email asking them to come see you and answer questions

#

idk anything about UI though so bedtime for me ๐Ÿ˜˜

dry latch
#

no worries guys :p

#

gotcha

hidden dew
#

Quick Q:
If I right-click the Content Browser and make a new C++ class, should an icon for that appear in the Content Browser?

solemn siren
#

Is DMX plugin in UE just used for previs(with sequencer)or can we use the sequencer to power a real setup of dmx fixtures?

restive eagle
#

but keep in mind that empty classes might not show up

hidden dew
#

Hmm

#

I don't have that folder initially. I was thinking the icon would appear wherever I right-clicked to create it

#

The classes aren't empty, and I can actually use them to put new actors in the scene

restive eagle
#

i've added an empty character class and it appeared afterwards, though was asked to rebuild the modules using visual studio

#

oh i wanted to say a "none" class

hidden dew
#

Module.. as in the project in VS?

restive eagle
#

this one probably wont show up

#

try to add a character class and see if that folder pops up afterwards

hidden dew
#

ok

#

No luck, tried both None and Character

#

But I have to afk right now

#

Thanks for the thoughts though

restive eagle
#

to show source panel

#

kk, sorry i couldnt help ๐Ÿ˜ฆ

queen wasp
#

Spooky, totally randomly the scale of a Decal was changed from 1.0 to 8.0, I know I didn't do that.. UE "virus" anyone? :S

hidden dew
#

@restive eagle Yup
Though now I remember there's an option to show/hide some folders, like Engine Content and such

#

Maybe it's involved with that (and I have to find that option)

#

ufff

#

View Options in the bottom right

#

That's what I was missing. Eyes didn't wander that way

restive eagle
#

oh lol yeah, for me its on by default

hidden dew
#

Thanks for the tipoff

restive eagle
#

good catch though ๐Ÿ˜„

hidden dew
#

Ho damn you can rotate the camera on 3D object icons

#

So cool ๐Ÿ˜„

long gyro
#

Can somebody explain me the weird deformation in the virtual texture of the landscape?

jagged halo
#

if I have a discrete mesh, can I make it lighten up what's beneath it, and only that? kinda like a down-facing directional light using the mesh as mask

plush yew
jagged halo
#

is it even possible to change settings (like light) between renders?

unique kraken
#

hey guys i just realized something very stoopid lol.
im doing a lot of rigging and im useing ctrl rig 1.0
while ppl already talk about 3.0 .... how do i update my plugins lol

#

or am i wrong here? i might have mixed some stuff up

plush yew
next badger
#

Greetings.
Is 4.26-chaos - build gone from the launcher?

plush yew
#

how would i from time hour (and minute) like 0-23 map it to a point light

#

i want its intensity to be 0 at day time basically and automatically go to like 50 when its night

#

i thought sinus but idk

mossy nymph
#

@plush yew (cos(Hours * pi / 12) * PeakIntensity + PeakIntensity) / 2

#

or you can make a curve asset and just make your curve by hand

#

math off the top of my head before morning coffee = bad

plush yew
#

@mossy nymph Thank you. I'm new to UE so I'm not sure whats the best approach

#

rn i just wanna play around

mossy nymph
#

curve gives you more control, and its a little bit more work

#

with cos, you'll have 20% max intensity at 10am or 2pm already

shut stump
#

Hello

#

How do I discard changes in UE4, like some change to an asset or level, when there's an asterix on an asset,

plush yew
mossy nymph
#

hours is a float

plush yew
#

oh well i have it different xD

#

its int hour and minutes

mossy nymph
#

so you put in (hours + minutes/60) into the cos

plush yew
#

gotta convert it

#

ok thx

#

it still looks choppy

#

sec i forgot to actually input minutes

#

nice

jagged halo
#

what can I do to remove this shadow, that appears at the edge between two joint meshes?

plush yew
#

how do i snap to that corner (corner to corner)

scenic fox
#

so how do i get instance editable variables from my player from a player start/

potent bridge
#

Would anyone know why my characters just floating a little bit? I'm fairly certain theres no polys beneath the feet.

frigid harness
#

is it the collisions on the model maybe?

potent bridge
#

I don't know, how do I check?

#

I used a VRM import

#

but I still have the skeletal mesh and everything

plush yew
potent bridge
#

You mean this? this is just the hit generator.

plush yew
#

Yes

potent bridge
#

moving the character doesn't change anything

#

wait

autumn flame
#

Character is smaller than the Capsule

Or move Mesh down or reduce Capsule height

potent bridge
#

this is better

#

fixed, ty

plush yew
potent bridge
#

does anyone know of a good asset pack to help with scale?
Something like this but actually with materials.

unique kraken
plush yew
long gyro
copper flicker
#

So I came back to Unreal after a short break, reinstalled Unreal, same version, opened my project where I left it, it was building fine.. Now a bunch of Errors. Like RequestAsyncLoad called with empty or only null assets! And more. I have no idea what changed, none of this makes any sense, and my game was building fine. Nothing is supposed to be any different now from 1 month ago, same project, same save.

#

I had odd issues in the past, in a similar way, it's pretty crazy that Unreal compiles a game just fine, until you reinstall it?

#

Or if you move to another PC, or reinstall Win.

#

I also had issues trying to move from 24 to 25. But this is just 24, same build, same project..

#

I also got a: Failed to Create Player: A local player already exists for controller ID 0,

plush yew
copper flicker
#

And a few invalid nodes like... Default__BP_AnimatedNode_C is not valid. No idea where all these nodes area, they are Unreal stuff, not mine.

#

Anyway, any idea, any advice?

#

Atm I'm looking at a project that's dead for no reason and I have no clue what and where to fix.

#

๐Ÿธ

fierce tulip
#

its multiplying uv's on 4 different parts, without offsetting (even though its called offset)

dry latch
#

Hey! I am struggeling setting an animation in widget for my pause menu! Anyone has an idea how to do it ? I checked lots of tutorial but it just doesn't work on mine

long gyro
plush yew
fierce tulip
#

it might be working, but that does not mean its good practice

#

if you'd put everything from the green stuff into the rotator you would have been done.

plush yew
#

Yes is a divide/divide, But dont want to touch the Quixel code.

fierce tulip
#

its a multiply/multiply/multiply/multiply

plush yew
#

Yes thats right

fierce tulip
#

its a multiply+multiplymultiplymultiply
to be exact

short obsidian
#

Does anybody know is that possible to turn off ue4 auto welding verts?

digital anchor
#

remove degenerates on import settings

short obsidian
#

What if its skin weight profile? Can i change it there too?

scenic fox
#

how can i spawn an actor in another level

#

like spawn an actor when i open a new level

plush yew
#

is there any performance advantage of animating a character with ControlRig and it is tools rather than external software?

stark ledge
#

Probably a performance hit tbh compared to baked animations, as the control rig would need evaluating each tick.
But maybe you can simplify your blend space / anim graph.

plush yew
#

sorry but by typing performance hit you mean a better or worse?

#

and this options here are for the viewport or for the packed project?

#

and one more question about performance, does the Sections and Components of the Landscape Editor is a kind of Level Streaming or I need to set up manually?

velvet iron
#

Hi! Is there anyone who used VaFogOfWar plugin ? There couple of question about setting it up...

forest knoll
grim ore
#

show the issue, it might help more. If your making a material with a proper texture on it and that material is going on a mesh but its not showing as you expect perhaps your UV is messed up on the mesh

regal mulch
#

Does anyone know if I can somehow (easily or via some code support) track the full memory usage of an actor including the assets it loads?

elfin badger
#

Hey guys, I'd appreciate some help as a newbie to Unreal. Basic tower defence game. For some reason my projectiles are just missing and 'pushing' the enemies. I can't figure out how to disable that push

grim ore
#

are you checking for on hit or overlap

elfin badger
#

Using the event hit on the projectile

grim ore
#

perhaps switch it to overlap with overlap for the collision type, then you wont have any collision

magic fern
#

Hello, what can I do in steam sessions so that players can't enter while the game is playing and not on the lobby? I am using advanced sessions.

elfin badger
#

Thanks Mathew, I'll give it a shot!

#

You're a genius! It worked perfectly

candid flicker
#

Hello, I recently unpak a .pak file of a game to make a mod but the problem is once I extracted the UE4 project when I open it in the content browser I only see the folders and subfolders but no assets, while on Windows Explorer I see all the assets.

Thank you in advance

vagrant coral
# elfin badger Thanks Mathew, I'll give it a shot!

Sounds like you figured it out, but also it could be because you need to tell Actors to enable OnHit or whatever it's called. On Hit is not called by default. I think it's in the Collision section of the details pane

upbeat tendon
#

in my player controller i am trying to force some code to execute on the client, so i wrote UFUNCTION(reliable, client)
void UpdateClientTeam(); but it doesn't seem to work

tribal crescent
#

Hi guys

is it possible to create something as big the earth (to scale) in unreal engine, and be able to render it smoothly?

i have thoughts of creating planet models according to scale, and place a human standing infront of it so i can kind of look at that planet as if i am standing infront of it for real to experience how big they really are

vagrant coral
#

Those numbers may be too big to actually fit into the fields for these things in which case you'd want to switch to using 1 unit = 1m and seeing how that goes. I say switching, but there's really nothing to be done in the editor afaik; the scale is ultimately arbitrary and decided by you the creator

tribal crescent
#

wow thanks for the reply

#

thats good to hear

#

i tried to ask in blender but they say blender struggles with super big and super small objects

#

when i create those things, can i play around it like how i would when i am playing a game?

#

or do i need to render those out and be like for example gif?

unreal venture
#

hi there, i want to build an apk for android due i have something to do for my boss, im using 4.25 unreal engine and its like i cant install ndk for some reason i dont really know, the bat file just close and there is no message to me, i have restart pc after install android studio so i actually dont know what to think at this height so i come here, i installed android studio 3.5.3 how it says on docs and then went to the bat after restart pc following a tutorial in youtube... didnt work for me the .bat file what i should do for get installed correctly the ... NDK ?

#

should install it via android studio the NDK thing? im so confussed now. ๐Ÿ˜ฆ thanks for the help

grim ore
#

the docs should be correct. you install android studio so all the "installer" files are on the machine, then the bat file in the android extras folder updates and installs the correct files

#

its a bat file which means it has output, run it in a command prompt so you can see the error

unreal venture
#

is not the same doing double click ? :S

#

and what this soppouse to be? jesus

#

NVIDIA was unexpected at this time?????? what? lol

#

thanks at least i have a message to see now ...

grim ore
#

check out the .bat file itself and see what commands are running

unreal venture
#

looking for this error message lead me to a no end ...

#

this should be out of box stuff ๐Ÿ˜ฆ

#

what i would search for?

grim ore
#

did you install the older NDK setup at some point or as part of trying to fix this?

unreal venture
#

nope

candid root
#

anyone know of some good tutorials for the new water system, trying to set up a beach with appropriate waves/foam etc and ive never touched water before

grim ore
#

might be your environment path not being correct then

unreal venture
#

but i used default bro

#

C: all default

hidden cargo
#

hi, does someone know if there are any compatibility problemas with UE4 and RTX 2060? Cause i keep getting a problem that my right click goes crazy and does not show the popup menu when i press it.

jagged halo
#

hm I still have shadow glitches on the edge of my floor meshes :/ anyone seen that before?

ocean pumice
#

hi

#

how can i check which anim my character is using as default mode ?

#

im on firstpersonbllueprint

unreal venture
#

so whats the solution any ones here knows? coz im stuck and i need to get this fixed asap, this is really frustrating me alot i can even say that im actually SAD due all this...

grim ore
#

@ocean pumice animation or anim blueprint or what?

unreal venture
#

cant be that complex to make an apk...

grim ore
#

its an issue on your side with the install, something is not installed where it should be

unreal venture
#

Like?

grim ore
#

have to step thru the .bat file and find out

unreal venture
#

lol

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this is terrible ... cant be this automatized for the god sake?

grim ore
#

well you could type all of that into your command prompt instead of using the .bat

unreal venture
#

now i must learn BAT programming due thats cant be a way...

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i dont know bat programming

ocean pumice
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i want to be able to know when the foot is hitting the ground

unreal venture
#
@echo off
setlocal ENABLEEXTENSIONS
set KEY_NAME=HKLM\SOFTWARE\Android Studio
set VALUE_NAME=Path
set STUDIO_PATH=
ocean pumice
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but no anim(right panel down) is working

grim ore
#

@ocean pumice are you playing that animation and do you have the anim notify set up in the anim bp?

unreal venture
#

should i set the path here? give me a official guide please can you? coz im really need urgently im running out of time then this come up and i cant believe it

ocean pumice
grim ore
#

none of that is an issue in the .bat file, your output shows you below that @unreal venture

ocean pumice
#

when i move no anim is specified there

jagged halo
ocean pumice
#

but one is specified for the gun for exeample

grim ore
#

@ocean pumice your anim bp tells your mesh which animation to play. Your notifies in that animation trigger in the anim bp. You shouldnt need to know what is playing

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do you know how animation blueprints work?

#

@unreal venture my first suggestion would be to remove android studio completely in windows, restart the pc, then run the .bat file again to make sure it gives you an error. then reinstall the correct android studio using defaults following the docs then restart and run the .bat again

ocean pumice
grim ore
#

@ocean pumice yes, and you want them to play during that notify time right?

ocean pumice
#

yes ๐Ÿ™‚

grim ore
#

yes so did you set up the notify event in your anim bp to fire when that happens?

ocean pumice
#

yes but does this animpbp works for all animations ?

#

for now it's in the "run" one

grim ore
#

it sounds like you need to learn how animation blueprints work

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it runs on the mesh and determines which animation to play based on your input into it

ocean pumice
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i guess yeah ๐Ÿ™‚