#ue4-general
1 messages · Page 963 of 1
well you would enable it to enable the checbox, then uncheck the checkbox on the right to disable it. then adjust the normal AO intensity. If still nothing its not that
theres other stuff but its literally like "do i have AO or not" and thats not your issue 😦
Yep, I did what you said, but no change, sadly. When I'm zooming in on high detail objects, my AO gets significantly more detailed, I guess that is normal or could that be a lead?
ok weird option but are you using baked lighting or dynamic?
all lights are moveable
yep I am out of ideas... thats... odd
Uhm, I have RVT in my main project, but I doubt that has anything to do with it.
last thought was you were using baked AO and had normal AO off
RVT just enabled tho right, none should be in that scene ?
but im testing it as well lol
Correct. I also have mesh distance fields enabled and "support sky atmosphere affecting height fog".
If you want to try, those are my Configuration Settings, since I doubt it is something in the level, but.... just if you're bored xD
welp just turning on RVT didnt stop it
Works fine in my other projects too, so... it is just this unfortunate child.
is it possible to use the buoyancy component on a player character? i added it but im not sure i know how to use it . right now im using collision volumes to kind of maintain buoyancy without it just thought it would be cool if i could use it
oh dude! hey i love your videos my man!
@plush yew this is the issue r.SSGI.Enable=True , disabling Screen Space Global Illumination fixes it
Oh you're the WTF is guy 😄
tomatoes?
So I just put in r.SSGI.Enable=False and that does the trick?? °___°
Has definitely helped me a lot when documentation has been lackluster or when I've needed a practical example
"SSGI does it's own AO that's identical to GTAO, so none of the normal AO parameters are functional."
you can disable it in the project settings
Did I enable that or is that default?
definitely not default
If it says Beta, it's probably not default. Just saying. 😉
no mention of it killing AO in the docs tho so not really your fault
I wonder if that could be something that could be communicated to Epic that they could put in the Docs or something.
feedback can definitely be given to them , https://docs.unrealengine.com/en-US/BuildingWorlds/LightingAndShadows/ScreenSpaceGlobalIllumination/index.html is the page and on the bottom of it is the feedback button
and I know they have someone dedicated to that thread
Hello guys. how can I change material on my characters gun mesh. I know i have to cast to it but I,m confused, Can you help out ?
What i mwan to say is I want to change when he passes a trigger in level BP
@opal lark you would need to show more code probably, but if you are going thru a trigger it has the actor that triggered it as a pin in the event (this is probably your player?). you would take that actor, cast it to your specific characters class, then take that output and get your gun from it. then you could change the material on the mesh.
you would need to learn about materials, material instancing, material parameters, and general blueprint communication along with the way parent/child inheritence and hierarchies work
Thanks Matt when my characters outside in rain Im changing his material
Is anyone familiar with this error?
it only happens in a compiled version of the game. Editor works fine
I'd check it out. Maybe it works.
If it doesn't work straight away, not really, you'd have to disable the character movement component and enable bouyancy.
unless you mean pawn, then yeah go nuts
No. From "As CH Player Character" you need to drag out the gun.
maybe they are overlapping an in world gun
(but the reference does connect to both casts so I guess not a possibility)
Yeah we'd need to see your setup, how the gun is referenced in the character. Is it a component, a child actor, or are they separate?
They are separate
Try this then?
or you can do another cast based of Cast Failed
generally if a cast passes you can't cast the original pointer to an unrelated type
it either is a player or it is a gun. casting doesn't change it.
Ok thanks
Help me find what I am looking for: Which 4.26 water actor do I use if i want an infinite plane of water without the splines for landmass? Is such a thing .. a thing?
Thank you for any assistance.
Anyone has used the BSP to Static mesh tool?
for me it's just deleting it
and not creating anything
I understand the problem but how do I fix it?
Trying to use sequencer to animate the sky sphere from the default project. If I rotate the sunlight by hand, the light direction changes but nothing happens to the sky colour until I click ‘refresh material’ on the skysphere. Rotating the light in sequencer has a similar effect - how can I get sequencer to update the sky colour?
right click your project in VS, and set it as Startup project @sick escarp
Thanks
While I'm at it, downloaded vs 2019 and I'm getting the error C4800 and according to Microsoft it should be disabled by default
It says I need to go to Advanced in c/c++ properties but I don't have such a tab
@dusty heath it won’t do it automatically. You have to call the refresh material event inside of it by hand if you want which is not efficient. There is a new sky atmosphere setup that can do this much more efficiently.
Someday I want to make a two-man robbery game called "Schittz & Giggles" , thought I'd just share that
Is this how you're supposed to animate models?
Sorry Neon, reacted to wrong post.
?
Also, uh, why does the first person example have no actual body?
It's just the arms
why would it have?
Y doesnt it work when i place a water body?
I have water plugin enabled
But still the water doesnt show up as i drag and drop
I think you needed a landscape to get it to work
But I'm not sure myself, I reverted to the long-ago-free UIWS
I have a landscape
Did u also face the same problem?
I don't exactly remember, the last time I tried was on the preview it got released, almost half a year ago
I do remember that I got it to work but it was disappointing compared to the plugin I was already using
Is there a chat/channel for completely new people? I'm brand new to designing/unreal engine, but i have a bunch of free assets already
There are all skill levels in this server. During peak hours, there are typically many people willing to help newbies — so long as you ask a specific question.
https://twitter.com/RyanJon2040/status/1372068933650448384?s=19
https://twitter.com/RyanJon2040/status/1372431322023555075?s=19
Quick #UE4 Tip number 131.
Import dialog when re-importing.
https://t.co/IiZXDayUzm
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
Quick #UE4 Tip number 132.
Format text with plural form.
https://t.co/wIBvtPz2Yd
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
hello, i painted with red (vertex) my foliage with blender, but in ue4 i can see just white when i toggle the vertex colors, why ?
Is there a way to change the thread count used for building project with custom source engine without engine reguild?
@scenic moon Yeah I wanted to used BSP for something simple first time in a long time 2 days ago and encountered it too (deleted BSP but didn't actually create a Static Mesh in the folder I wanted or in the scene). Didn't research yet if this is a known bug or what.
Quick one. How do I add debug symbols to the engine? I don't seem to have the options in my drop down menu in the Epic Launcher as everyone on the internet suggests.
@fierce forge You probably had this on Ignore (I think that is the default). Next time you have to mind this setting in the import mesh popup. After the fact, you can still change it the Details panel when you open the mesh. You'll just need to reimport the mesh then (there's a button for that on the toolbar at the top of the asset window).
thx
I just reinstalled the engine where they give you the options. -__-
is there any actor that does not lose any information on level changes by default?
i am pretty sure the game mode gets refreshed everytime you switch levels, right?
@rigid belfry I thought Game Mode still carries on between levels, but in case you're right then try Game State? https://docs.unrealengine.com/en-US/InteractiveExperiences/Framework/GameMode/index.html
Overview of the Game Mode and Game State
yeah the game mode fires begin play every time i load a new level, which means any values it had gets refreshed
what may cause this light bleeding? I've noticed it worsen the farther away from the point light I am, and that increasing the wall size somewhat solves it
which is annoying since it's a top-down game, so my camera is necessarily far from the point light (which is dynamic and follows the player)
how do you get the unreal cube look?
This.
I also used Game Instance, primarily for persistent variables (active quests, player stats, and gameplay settings) and those which are needed for save data.
to make a rolling ball do i use a pawn or player controller?
Pawn.
You could handle all the physics inside the Pawn class, and possess the ball to Player Controller
when using the open level node, how do i know when the level has finally opened? shouldnt there be an event firing?
I think you could just copy bits from Rolling ball example and modify the controls and whatnot to your heart's content.
I think this is the job for Async Level Streaming. The engine do froze when opening level with Open Level node.
If you're making loading screens, typically you want a mostly empty persistent level, and stream in sub-level(s) containing the level stuff. When you're done with the level, you could unload the sub-level and stream in another.
Or you could probe the C++ stuff to make loading screens with Open Level node, so that the engine didn't froze when loading a new level, but it's a tad more difficult.
why does every ue4 tutorial maker allways have the learning symbol blinking
like whats wrong with them
I guess to make the video less static when talking? I don't know lol
Well, if you never disable it, whats going to stop it from blinking
i spend like 10% of the tutorial looking at that symbol just wanting to click it away
I really don't care about it blinking, been blinking for years lol
i dont like you as a person
You just wish you had my patience :3
Mine's been blinking as well
At least I know the engine didn't freezing lol
your engines freeze?
At times, yea
mine doesnt but i literally bought a ryzen 7 3800 for it
Probably because I switching apps often or doing something insane
speaking of which, has anyone ever managed to get over 32gb of memory?
the max i can get is 25gb
literally dont know what peeps do with 128gigs
Nope. 8 GB RAM here.
My PC is 8 gigs of RAM.
Training me to optimise my game hard
i just opened a bunch of tabs and it barely made a dent
you using ddr4 ram hoodie guy?
DDR3.
ah rip
At least I'm more "down to earth" when it comes to optimising memory load lol
Great mindset
if I run UE4, modded Minecraft, VirtualBox and some other apps I'm sure I could hit 32 gigs lol
but no it's not a regular occurence that it goes past 20'ish :P
Substance designer, couple instances of maya, ue, a dozen browser pages, photoshop, and premiere
And 32 is already not enough hahah
It's like setting limitations the hard way, just like how they do it back in the older days.
My mindset is getting the game to run good at lower end hardware, so that gamers with higher end hardware can scale up no problem.
Aye, I mean in general, just seeing the positives, the ways you win from the situation. Instead of whining about deficiencies, thats a great mindset anywhere!
how to attach existing blueprint to new object like a cube
Quick question: Where would be the proper place to make a suggestion for the Discord server?
Select the object, there is a big blue button to add BP to the right
Where the details are
i can only see add folder
A bit dummy question: How do you make BP splines looked like PCB traces (not straight line but not curved either)?
Well they are straight lines
So you just put down enough points to make that shape
There probably is some way to code that, but i am not a programmer, can't say for sure
Need a little help, how do receive damage when hitted by a blueprint class? (which is a static mesh with rotation movement)
i dont understand i dont see thhe variables i created in my blueprint on my cube
You haven't set them to be public
How do I use Basic Collision options for making stuff interact with other stuff in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
I'm sorry
Hello everyone!
I am new to unreal engine and followed a few guides and tutorials.
Now I want to test a little around and have some questions that I do not find answers to on google.
Hopefully someone from here could lead me in the right direction 🙂
The idea is creating a small landscape-'chunk' and in a second routine appending another chunk to it.
The input would be like an array of floats where each value represents the height of a point of the landscape.
F.e. the input [0, 0, 0, 0] would generate a flat landscape with 4 points all having the height 0
The next input again [0, 0, 0, 0] would now append another such landscape to one of the sides of the existing one.
How would I approach this?
Are there blueprint solutions to this?
Yes I have done similar things in godot. But as I understand the landscape works different from meshes in f.e. taking heightmaps?
Landscape in ue is a special tool for making terrains out of heightmaps, yes
Does that mean I need to create a greyscale image from the floats and feed the image to a new terrain?
Small landscape chunk?
Maybe World Composition is the way to go 🤔
Any object can be the "landscape", characters can walk over any surface with collisions
The landscape tool is just a way to make a landscape with a height map, yes grayscale image
But you can just as easily generate your landscape
Procedurally
Through code, or bp, and then of course you don't need any images
Just checking, when you release a packaged game, it does not contain the dedicated server does it
Can't comment on that one tbh, i thought a dedicated server is a computer that hosts all the operations
So, depending on the kind of game you are making, you would use one of those methods. Games like GTA V which have a predefined set landscape are created using that heighmap method, and in that case there is no code required at all
While games where random terrain is needed, and is made on the fly, you would generate it by constructing points like you first mentioned
Do you have a code or bp example for this maybe? Or something else that can lead me to solving this?
My game rely on a similar system
I have a map of chunk TMap<FVector, Data> chunks
Then a coroutine will go throught, find missing piece and generate them one by one
Like brute force the vectors based on player position
On this episode of Inside Unreal, our Technical Artist and UK Evangelist Arran Langmead will explore the procedural mesh component and how it can be used to build art tools in the engine. He'll demonstrate an example of this with a stylized tree generator that uses a mixture of splines and random mesh generation to create foliage elements. These...
But that's only because it's streamed. If yours is all loaded at once, you dont need to do anything that complicated
Yes I actually want to test streaming from remote
Then that co-routine will use the Procedural Mesh Component to build the mesh, as Asterios mentionned
What game are you working on @green venture ?
I will check this out, thank you @sage dove
Yeah the link Asterios gave you will help with the gen itself, then you need to plug this into your map as mentionned.
Also depending on how complex your gen is, you might not need any kind of async/coroutine system, just generate 1 or 2 chunks per frame
Since it's only a HM it will work
No problem, hope you find what you need. It will take a while. This stuff is not simple hahah.
But there are definitely several ways to do what yiu want, i am just busy, can't describe it all, going to need to do some more digging.
Also watch the stream about ue4 landscape system, to know what it does
Also you mentioned a remote, streaming the level throught network is not an easy task either. THings you want to look at are, how to simplify your array to remove redundancy, how much can you "guess"/generate client side, and may be compression
Am I not supposed to have a lot more options and tabs in the property page? 🤔
I have the same I think it's due to UBT but Im not sure
You mean for me?
If so I'll just go back to VS 2017, I can't bother trying to fix stuff when the all the fixes I have looked at seems to have options that I don't
I barely go in there but the few time I have I recall there being at least two times as many options
I just wanna be able to turn off error c4800
I've added a line the chain build tools but I can't seem to rebuild the engine 🤷♂️
Anyone experiencing some CDO constructor error thing about Magic Leap popping up?
Error: CDO Constructor (MagicLeapARPinRenderer): Failed to find /MagicLeapPassableWorld/MagicLeapARPinInfoActor.MagicLeapARPinInfoActor_C
I'm not even using Magic Leap, so the error doesn't affect anything in my case, but it's still annoying because it pops up on startup.
in your own code ?
#pragma warning( disable : 4800)
I know but I can't bother doing it for every single unit that has the error
what happens when you click "Straighten connection"?
Not sure then.. Try #cpp may be ?
This is already "Straighten Nodes"
I just set the curvature to the extreme for the lols
Does anyone know what could be causing the green light on the bird? The only light in this scene is a static directional light for the sun
The settings are in the Editor Preferences -> Graph Editors
I guess Screen Space GI or Light Propagation GI doing that
Is there one specific area I need to look? Like is this an issue with the skeleton mesh for the bird or a setting on the direction light etc?
sky light maybe?
It's either something to do with SSGI, the subsurface material, or the static skylight 🤔
This is the material for the eagle
I'll disable the sky light and rebuild lighting and see if that changes anything
could indirect lighting intensity being set to 2 be the cause?
Don't forget to change the build quality to something higher than Preview. Maybe that's also the cause.
It's set to production 👍 luckily it's a small scene
That may be the case. Mine is set to 1, although I'm working with 100% dynamic lighting.
Cheers mate, this has been an issue for a long time. It just seems random. Sometimes I'll build the lighting and its fine and other times it's green
looks like indirect lighting to me
And with intensity of 2, that would make the GI stronger and spread larger than it should
Turning off the sky light didn't work hah
try decreasing the indirect lighting intensity
I've set it to 1 for the sun and sky light, rebuilding now
It's crazy how difficult it can be to get the perfect lighting in a scene
Am I crazy or is this a little less green now?
Trying it again with the indirect light set to 0
What if you lift up the bird further away from the ground?
The green is gone now, just looks a little dark
I accidentally close state machine blueprint, how do I reopen them?
I'll try that next and let you know
Can indirect lighting use decimal values? Or would 0.6 get rounded to 1?
The green fades away
Hey guys, I'm going through a course and I can't make ProjectMovementComponent to show up in UE4 editor(4.26) on a blueprint class.
So there's Projectile that inherits from Actor class and then there's Projectile_BP Blueprint class that inherits from the Projectile class.
Teacher adds ProjectileMovement field in the Projectile.h file:
UProjectileMovementComponent* ProjectileMovement = nullptr;
Then he creates it in the constructor:
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(FName("Projectile Movement"));
And then he gets Project Movement (Inherited) component in the Editor:
https://i.imgur.com/3vZD1cz.png
So these were his screenshots. Now here are my screenshots, I did the exact same as him(unless I missed something):
https://i.imgur.com/M0Sk2Ny.png
https://i.imgur.com/W97xWLZ.png
https://i.imgur.com/tK3fIUk.png
I closed Projectile_BP tab, built the solution from the UE4 editor and it refuses to show. Projectile_BP does inherit from the Projectile as you can see in the top right corner. And I even closed and started my UE4 Editor to make sure it isn't it. I also made sure that all files are saved before building.
Now I don't know what to do because it looks like it should work. Even more, there's Tank class and TankAimingComponent, and TankAimingComponent shows up on the tank when I follow the exact same pattern: Tank inherits from Actor and TankAimingComponent is an Actor component, it is just created by me and not present in the engine by default:
https://i.imgur.com/63DZyU7.png
Wall of text but I don't know how to create issue like this with less text/images
Hey guys,
I could really do with a little help.
I need to ask some questions about the UE to rigify addon for blender.
(It is for sending animations and rigs between Blender and Unreal)
Please give me an @ if you have any experience with it.
I am sure these would be simple questions if you have used it before...
Same effect without the AO map
Fixed it, the problem was is that I was creating my ProjectileMovement in the BeginPlay method and teacher creating it in the AProjectile contstructor.
I checked everything I could think of that could go wrong but I completely missed this.
How do you make 3D objects appear only to the owner?
like actors that get spawned in as 3D hud elements
but are only visible from that players view
There are Owner No See and Only Owner See checkboxes for Primitive Components
try making the player the Owner of these components
(for me it worked when the Character (Pawn) was the Owner... didn't work when I set Player Controller as the Owner (and it should I think, as the tooltips say the ownership can be indirect)... oh maybe it would work if I also set the Pawns to be owned by the Controller, ow that I think of it (for some reason IIRC stuff doesn't really have owners by default in Unreal)
Can someone point me to how to reparent a material instance inside editor?
Much obliged. Thank you. I sometimes forget that scrollbar goes further down than i thought! 😄
how do you make a widget only get added to a single players screen instead of all player screens?
I'm trying to get it where when you collect all three boxes you sucessfully complete the mission and it activates a mission complete notification. I have an integer value of 1 and add it to every subsection of the mission There are 3 crates by using ++ increment integer. I then run a branch to see whether 3 has been reached. Please see screenshot.
It's not working! Anyone have any ideas that can help please?
@earnest violet How about hooking the branch's false to a print string, and printing the value of your int? Might help you get an idea
@maiden otter Hi JX! 🙂 I'm just trying to get it to only give me the mission complete notification when I ccollect the last crate. Would a simple boolean work?
You could use a bool for if they've collected the final crate yeah. It wouldn't care if they've collected any previous crates if you do it that way though.
U pick the creates up in order
Well then that sounds like it'd work to me
DO u know how to connect them up m8? Below is a screenshot of the code before pins are connect and all3crates boolean is what I'm checking
Sorry is all this called when you hit the final crate or any one of the crates?
Just when you collect the final crate
If thats the case then really you dont even need a bool, if this event is unique to the last crate, you could just go straight from destroy actor to display global notification. Unless you need to be able to check if the final crate was destroyed from somewhere else, in which case you can set the bool to true before displaying the notification
Anyone ever had trouble when one of the action keys i mapped for interact. stops working in map. but works fine in another ?
Are the maps using the same PlayerController, Character, and GameMode? @opal lark
Anyone know why grade fails to launch when trying to launch on quest 2? Failed to run gradle.bat
Shit has been bothering me for 20 hours and no documentation
@maiden otter All the other controls works just the e key stopped working its weird
@harsh tiger that is a LOT of green... ^ ^
the problem with it is really the color palette overall
My pain causing volume is not working at all could you guys help me? All i did was drag it in from the place actors tab and I saw a video of someone using it and it just worked and i have used it before as well worked perfectly fine but now it just did not do anything.
It is a lot of green, but theres a lot of grass and trees. Not really any other colour I can use. Only option I can think of is a darker green colour
F5, you can always have blue grass and yellow trees
how do i change color on this material?
Very odd... Is there anything special about how youre checking the E key? Might be worth adding some print statements to see if it ever receives the keypress even if logic past that is failing for some reason?
its a blinking white light and i want it to be green
please someone
in fact, I would encourage you to look at some inspiring art with well chosen color palettes.
searched it up for 3 days now could not find anything
colors don't have to be taken literally. you don't have to make a green forest.. real forests have many colors, and light changes that to even more colors
I think there are too many beginner artists that try to do simple, literal translations, in terms of shape and color
like.. this is a TREE
it's supposed to look like a trunk and a round thing
and it's supposed to be brown and green
wrong
😄
look at great art, nature, so on......
there is so much variation and amazingness
please I need help im desperate
I get where your coming from, but in this instance it does have to be green grass and green trees
on top of that... good color palettes require you to understand Color. it works for realism, it works especially for stilized worlds
who decided it has to be?
😛
turning off indirect lighting fixed the green light bounce issue. Just made it darker in some areas which is easily solvable
@maiden otter It must be it works on another level in the same project but not my map
Hello, i have some issues with lighting and reflections, can i have some help please ?
in any case, it doesn't look good, it's not good art direction, and... that would be my 2 cents 😄
please someone send help
lazy, stop spamming
Thank you for the feedback
@harsh tiger my pleasure, hope it helped
a bit
and I hope you won't take it too harshly
ok ill stop
lazy, it's pretty basic stuff, look at a youtube video, figure out what's missing
Not at all mate, what you suggested would fix the green bounce if I made it a dark brown or something for mud. Just unfortunately that isn't an option in this case
tryed to did not find anything
ok, one last thing I could say about the super green forest.. is that it's all too saturated
look at farcry primal
lots of forest everywhere
amazing artwork
and it was supposed to be green and realistic
yeah, I know you have tech problems, but I wanted to touch a bit on the art side
😄
It's a game designed for kids mate, around 10 years old. From what we've seen they prefer bright playful colours more than realism
sure, but you still should be in control of your color palettes, like a painter would 😄 I mean don't use everything saturated. it simply doesn't work well, for any human, any age.. I think
Here,s a pic of my level design Im going for the old school resi feel
Hey guys, I have a problem.
(I used This tutorial https://youtu.be/3uW7CgmrKAo). While I was making a dialogue system I stumbled apon a problem.
The interaction enabled message spawns at different places.
This is the start of a new series covering how to make a more advanced dialogue system than the previous one I had made. This one features questions and responses all using the behaviour tree as a make shift dialogue tree. In this first episode I show off the final product and start things off with setting up how to show a interact message such ...
(Here it is, on the left)
It can spawn everywhere
Even behind the screen
There no Vibrancy even for kids
?!!!
Does not feel Alive
Where do I find the 4.26 sky examples they have in the feature video? With the volumetric clouds and lightning
@opal lark #work-in-progress for just showing off stuff
Yeah i sent it to the wrong place
Hi all, is there a way to place a group of objects in a circle at a specified distance from the center and in a specified order? Thank you!
@harsh tiger quick example of cute colorful green stuff, where there is strong art direction.
you would have to create it using blueprint
wow.. I was hoping the 2 pics get posted together... eh
They look great mate 👍
@noble bridge it could be many things?.. I think you have more chance to get a reply if you ask something more focused and specific.
Thank you for your answer. I’m afraid I’m very inexperienced with blueprints. Are there any existing systems you could recommend?
How can I be more specific?
I think there are some things on marketplace where you can create fractal-like patterns with an input object. Still, I would recommend getting into the basics of blueprints and trying it for yourself. It's easier than it looks and at some point you'd have to look into blueprints anyway
by trying to debug yourself first, and when you encounter a problem, as about that, specifically
ask *
basically, you're saying. here's a tutorial I'm following. somewhere.. along the line... something broke
Alright, thanks for the advice!
I said that I have a problem with an interaction enabled message
Basically it an "press e to Interact" message widget or an x button icon as I have
ok so u create a widget, you set its position... and you follow the tut and place the same nodes
I did
But
The icon's position I made was static
But when I started playing the game it was spawning in different positions
Even behind the screen
see, u start to offer more info about what you did differently from the tut, that's useful
I did follow the tutorial perfectly
But because I have a first person game mode it works weird
Cause in the 3rd person game mode the camera is static I think
I'm not sure what you mean. but I'd try to replicate the tutorial precisely, just to learn, and seee if that works
if it does, try to see what differences there are between your case and the tut example
yes, it's more work
can I debug the material instance parameters?
I'm not sure how to access them while the editor is running
ive been trying to get unreal source code, ive linked my github to my epic games, i made sure it was the right account, i got the email saying i was invited to join epic games, but i still can't find UnrealEngine
(just realized i should have asked in #engine-source
Does anyone know if it's possible to change the default location of importing vault items to projects. Like right now it's set up for all of them to be added to the Content folder in a project, can I change it to go to Content/subfolder and if I can where can I do that?
hey everyone
i need to do this same function
but in a blueprint
how to do that? any tips?
@leaden gyro did you go to the github for epic games?
so if you are signed into your account and go here what does it show? https://github.com/EpicGames
yeah the public version of the repos, gotcha. what about here? https://github.com/settings/organizations
it says im not a member of any organizations
ugh.. so no link to click on in the email?
only links
yup thats the right thing
only thing I could think of is it has you logged into the wrong account
i only have one github account
welp somewhere they have you set up 😦
so clicking join does that?
I would say just try again then. unlink it on your epic games profile page and relink it
Is it possible to make another pawn move with my characters root motion, like attach an enemy to my capsule and make it move in the same direction?
you can attach an actor to another actor yep
lol to think i'd need need to do all of this just to load levels in ue ;-;
YESSS
IT WORKS!
yay
Does anyone know what causes this problem?
Assertion failed: OwningNode [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphPin.h] [Line: 482]
Resetting collision and trace channels. My character and animbp is reverted automatically by the engine.
Hey Guys, I want to save that an enemy got killed by the player. I dont really know how to do this the best way, but If I cast to savegame BP on death, what object reference can I use for that? I only know load game from slot
@little vector did you have a trace channel that is no longer there?
Both trace channels and collisions are gone in the engine.
I can't save my character anymore.
maybe try putting it back so the line trace can find it then change it away from that one then remove it again?
@round hemlock you need to keep track of that enemy some how, you cant just plug in that enemy and save its object to a save file. So you need a unique tag, or id, or something that you keep track of in your save game that when you load it finds that enemy by its unique ID and removes it/prevents it from spawning
as for your casting question, you would either load an existing save game from disk then update it and save it again, or you would create a new save game, update it, then save it
Hey man, hmm I have Id system which is exposed to spawn. you mean its okay if I do "ondeath->async load from slot-> cast to enemy save" I was thinking it maybe bad for performance when the save file is growing.
I could make multiple save containers though.
as long as you do it before you destroy the actor it should be ok but if you plan on doing this quite often, just store the save game somewhere persistent like the game mode
then you can update the file while its in memory and every so often/fixed time/save point save it to disk
alternately you could just store your "changes" to the save game somewhere like your game mode then when you save you merge in these changes
okay I think I look into the game mode stuff, I only actually save it when the player leaves the sublevel. so you mean I use the "get game mode" node is that correct?
yep the game mode is a persistent object that is loaded up when your map loads and goes away when the map is destroyed. Its a base framework item, handles stuff like spawning characters,etc.
but a good general container to keep common stuff relevant to the level
Thanks for reply. It seems to just delete it sometimes. It's done it twice now. I've made full recovery from p4v now and hope that it doesn't happen again.
😦
okay thats what I was searching for then. thank you very much so far.
how hard is multiplayer in ue4?
New here so Hi 🙂
I have question, I am trying to install Unreal from the epic games launcher for the very first time, after 1 hour and 30 minutes to get to 84% it seemed to just stall so I cancelled it, I looked online for the install size of UE4 and got different answers ranging from 11 gig to 50 gig, when checking how far the install had actually got to the install folder was over 90 gig, is this right? I haven't had it installed before ever, thanks for any answer
so trying again so thought I'd ask if i am just being impatient, I have a really fast net connection too
theres a few things, first being what you chose when you installed it. different options change the size
I can say my .26 install folder is 58.6GB but thats install size not download size
I just clicked install lol and it started to install
if you click on the downloads button on the bottom left when installing it will tell you what its doing. ITs possible at that percent it was uncompressing the install files
ok the default size is probably about 10gb download
if this one fails, maybe it doesn't like being installed on an external HDD
that should be fine, its probably just the speed and it needs more time. watch the downloads menu
anyone know when i imported a 3d model from blender to UE4 its see through (only object to be behave this way)
your normals are flipped?
not sure, ill check ill google that
where do i check this setting? is it under static mesh when you select the object?
Hey everyone, packaging question. I have an exe and it always prompts users for admin rights before running it. Some users are locked down on some work machines and do not have full admin access so they can't run the package... Anyway to disable this in UE4 or is it purely a windows issue?
Found it, thanks!
any Blueprint developer would like to do a trade of skills with a audio technical designer ? I would like to merge 2 marketplace kits !
Greetings you smexy people! I am been getting bothered by something lately. For some reason, my thumbnails are updated real time via a camera angle some of my blueprints!
I just want to clear it. I want the default thumbnail of Unreal 4.
How do I solve this? 😦
Anything related to "thumbnails" is not here too D:
thumbnail mode is part of the content browser, option in the bottom right
I know, it allows me to edit it but doesn't tell me how to clear it to default 😦
My Character wont collide with my cloth any ideas thanks
well what do you expect the default to be?
But I didn't ask to render anything... It just started on its own 😦
you have something in there that renders dont you?
Of course it got components in it, but that doesn't mean Unreal should make a thumbnail of it?
I got other blueprints that have the default thumbnail, that also got components in!
shrug I dunno then. If there is a 3d stage to render in the blueprint it uses that as the thumbnail
I understand, thanks for trying to help, I will continue to check around. ❤️
Hi, anyone know a method to contact unreal engine team (epic games?) for asking about copyright question?
I need to know the copyright about demo scene
epic content or something else?
The demo of boy and a kite and the medieval qui le map
those are learning content so you can use that content in unreal engine
Hi all, is it possible to use 16K HDRI backdrops in UE4 or is the maximum resolution capped at 4K?
Does anyone know how i can access Montage Notifys in my Character Blueprint?
@dusky slate anim notifies? they end up in the animation blueprint.
any way to get them into the character blueprint?
tell the character to do whatever when it triggers in the anim bp
welp okay
i guess technically you could create an event dispatcher in the anim bp for the notify and have it called when it triggers then have the character bind an event to it
ok, thanks
Understood, but is not okay for commercial? I thinking for a visual project, so using commercially the render of images and videos from unreal engine,
I see a video of a guy exporting materials from medieval map into another projects, is that allowed? I don’t understand this, if is only for “learn and study” or can I use this demo for commercial, (images and videos)
it is ok for commercial
it is licensed for use in UE4, you can do whatever you want with it in UE4. https://www.unrealengine.com/en-US/eula/publishing
the majority of content released by epic is licensed as UE Only Content which means you can use it how you want in the engine, rarely they will release third party content and it will say that its not for XXX use
yep
what folder are you putting the source code in?
well you are downloading the source code somewhere, what is the full folder name
so c:\UnrealEngine-4.24.3-release
C:\Users\cbswi\OneDrive\Documents\Programs\UnrealEngine-4.24.3-release
why would you put it in your one drive folder
idk my pc messed something up so it made everything one drive
you should put it somewhere closer to root yes, if you have a single drive it should be c:\whatever
you should not have any errors when you run the setup file
k moved it should i rename it to like, "UE4.24" or something
I wouldnt use a period personally, maybe UE4_24
okay uve been so helpful today ty!
Okay, does anyone know a Fix?
For some time now, when i have Unreal in Fullscreen, my Monitor sometimes starts going black and turns back on, over and over again.
And another problem, when i use Unreal for some time, for no reason my Menus (when i try to add a Node for example) instantly close themselfs or just flicker.
the pinned messages say the second one is related to newer drivers and/or multi monitors
yikes, i just downgraded to the 461.40 driver, still buggy...
imma try an even older one
fuck Nvidia
i use 460.79 personally
i will try 461.09
just a quick question My enemy has a collision box when the player overlaps, it it plays the battle music, but the problem is i need it just to play the first time because when hes dead, the enemy the music stops
what is causing it to play more than once?
doesnt that box go away when they are destroyed?
or they can go in and out of the box during combat is the issue?
Yes but i mean if he attacks and I run. when he catches me itll trigger the sound everytime
you can use a do one node after the overlap so it only triggers once
I tried that but for some reason it messes up my annimation he freezes
you might have other code that needs to happen every time then, move the music to the end so it only happens once or redo the way your music works. depending on how you are playing it you could check to see if its currently playing before playing it
Ok thanks good idea
@grim ore sorry to bother again, but still gives me error
weird. if your folder is shorter it should work fine
@grim ore Thanks Matt worked like a charm mate
yay
@grim ore
Still stuck with this rain thing thou
I can get it to work on characters clothes but not weapon
well you never tell it what weapon to change
Anybody know how to cast the target (type Gameplay Ability Object Reference) from Break GameplayEventData into the target (type Gameplay Ability Object Reference) for ApplyGameplayEffectToTarget?
nvm figured it out, im dumb (for those searching later, target refers to the gameplay ability, target data is where you want to stick the target for the effect info, you can create it from an actor reference with the function Ability Target Data from Actor)
@grim ore Sorry Matt what do you mean do i Hve to add another node ?
I mean you never tell it what weapon to change, where in that code do you say "this weapon is the one I want to change" @opal lark
casting to luger says "treat this as a luger", but you still need a this
imagine you have 10 of theses luger's in the world, how would this script right there know the EXACT luger you want?
thats what you need to figure out
assuming its part of the overlapped or other actor, there is a start
Hello everyone! I wondering how do you guys manage massive buildings with tons of assets, decals, lights to move them to another map exactly same way? Just copy-paste (seems to be dumb way) or merging actors somehow?
If i try to select all needed assets - my computer start melting, how to move them correctly
if you want to reuse a group of actors like this, you could convert them into a blueprint then re use the blueprint
but yeah nothing wrong with copy paste
as i know blueprint work only with static meshes in it? how to add there light actors?
and how to "unblueprint" assets back when they moved
you wouldnt unblueprint it, and no blueprints work with many many more things. all the light actors in your scene have an equivalent light component
if the other map has nothing in it you could always just duplicate the map and start working in the duplicate
you could even techically start using sub levels where your building is it's own sublevel
Does anyone have a 8 Way Root Motion Locomotion pack that he can recommend? i am desperatly searching for one and can't find any good ones
@grim ore i've got my main map in the game and i try to add asset from store on in
its a pack of assets and you want to move something pre built on a sample map?
#level-design might have a better solution than what I suggested but those are my ideas if you want to keep it as is.
@grim ore it's superstore asset with many meshes on their places on it
@grim ore just wonder if there any hidden way get this kind of work done
@grim ore thanks for the help
no real hidden way. Converting to blueprint is probably the easiest
recently added was instancing levels so that might be an interesting way to try it. You basically turn the level into a reusable level that you can then spawn in or bring in multiple times
We’ve all had our fair share of awkward moments 🤭
Here are a few of ours—now, share your funniest "oops" moments below! #AwkwardMomentsDay https://t.co/FyQzE9T9ur
Hi Guys Here is better 😄
....
I want to Make the Valve Wheel Start from the Hand Position not Jumping to the Hand Position ..
Like when i catch it from left it will start count from the current value
Building lighting: 0% 😩
does anyone have any ideas how I can implement a tab targetting system that doesn't just involve giant overlap volumes and foreach loops? I have my targetting UI sorted perfectly I just need a way to select enemies.
anyone having problem with epic launcher ?
hi, question about creating main menu: should i create special map and set it to start map in project? and then from that load game/start new ?
@plush yew whats wrong with doing it that way?
@frozen pond I create my main menu separately in a map since there is no reason to load up game logic for the things normally in my main menu, so yes your idea is sound
I just thought a bit expensive flying around with a big collision volume attached?
it might be but alternatives? there is doing that check manually every so often. there are traces every so often. there is maintaining an agrro list and using it
i would make sure your first idea is bad first tho
Matt is it possible for you to help me? My hud wont hid during my level sequence and I'm not sure why.
Hey all!
I've been attempting to make a Video Texture for 3 days now. I've followed every video and for some reason my video textures keep coming out looking like this.
Ive tried projecting onto a static mesh, as well as on a Image in a UI Widget.
Not sure how to fix this. My file reference is correct
Is anyone else experiencing some project settings getting reset every time the editor gets reopened? It's specifically physics settings in my case:
on 4.26.1 btw, 4.26 had this issue too
@snow berry how did you create that material?
I have created it both by right clicking the video itself and by simply selecting to have a video material created during video upload
when you double click the new media player, and then double click the video on the bottom left in that list does it play the video?
yep!
hey! why does this happen
yup. ok now how did you test it?
Ive dragged the material onto a flat plane and nothing happens
well the plane shows the new material now right?
nope lol
on the right side it doesnt show as the material?
ok so it does show it as the material in element 0 tho in the details on it?
yep!
@surreal tundra your material is one sided plus your mesh doesnt have normals on both sides (its only facing 1 way, you only have a face on one side). fix the mesh to have 2 sides, or set the two sided checkbox in the material
ok so if you open up the media player and tell it to play does it play in the world like this?
hmm ill try that. one sec
so its playing in the media player and the material in the world
Ok yea it plays
yep then your material is fine, you never tell the media player to play
wtfff lmao
well its just a material, its not going to do anything unless you tell it. your media player doesnt exist anywhere in the world so it has nothing to do.
reading now
the bottom half, covers adding in an audio source if you want sound then the rest is setting up your media player and opening its source and letting it play (assuming it has auto play on, otherwise you tell it to play after opening)
@rich condor you want the UI to hide during playback? your going to need to tell it to hide then you can use an event on the track start or you can look at the Cinematic section of the level sequence actor and tell it to hide hud and see if that works \
Hi thank you! So the hud that I'm using is called ac main widget handler. I've tried to click the hide hud but it still doesn't seem to.
you rock! it worked! i feel like i followed those same instruction a billion times from all the videos i watched and it never worked. thanks Matt!
@grim ore amazing - thank you so much!
whoot double yay
@rich condor there is a chance the hide hud just hides the older HUD class and not UMG. You are going to have to hide the UMG widget you created
so where do you create it?
I believe it's created here. I'm using a template that I bought off the marketplace so I don't really know where things really are, I'm sorry but thank for helping.
yep thats a component but it has to be on something then in order to work
perhaps on the character for example?
if so you can either not spawn the character on level load or your going to need to do something else to prevent it from being created
Hmmm I think not spawning the character on the level load might work but I've never done that before.
you would change the game mode for that level to not have a default pawn, or you can make a new game mode and set it up like that
You can generate complex blocking volumes from meshes, but can you generate BSP geometry from a mesh?
Is it possible to generate a landscape from an array of floats in blueprint or code?
you shouldnt need or want to generate BSP, its not as performant as static meshes @distant totem
is that shader file in your project?
it's in the engine 4.26 file
but you put it in there?
True, but this is just a render so performance isn't an issue. I need to put a hole in the wall of a house and I don't have the source mesh, just wanted a quick fix lol. Cheers
did you modify a default engine material?
@distant totem turn on the modeling tools plugin and you can use those to do that
mmmm I don't think so
your engine should not have those, mine doesnt
wow thanks! Didn't know you could modify existing geometry with it like in hammer editor, cheers!
but ignoring that, try putting #include "/Engine/Shaders/Public/FP16Math.ush" as the code line and compile and see what happens
ah ha, might have found something
Matt you are right. I tried changing the game mode to first person mode and to none and it didnt show but it seems like the only way to do it that way is to have two levels, one for cutscenes and one for the actual level to be played. Is that a good way of making a game? Thank you for your help!
if your cut scene doesnt have to take place in the level it makes it easier yep
@obtuse egret so /Engine auto maps to /Engine/Shaders in that engine version so you dont need that part in your include is the issue. yours would be like /Engine/Tests/01/S_T_01.ush
the /Engine automatically unfolds to <Engine Version>/Engine/Shaders
aha interesting
but regardless.... I dont have those engine shaders so thats weird
maybe for another platform I dont have installed, totally possible
which part is the case?
.
look at the screenshot I posted
I got that error once I tried to map another virtual directory incorrectly (/Project)
yep yep, learned something new 🙂
i just installed UE4 on a new computer and when i start a new project the launcher just sits at 45% forever. why is this?
Hi, can anyone please borrow me 5 minutes so I can ask some questions? I'm pretty much lost o n where to start learning, so..
I'm on the voice chat, thx
It's probably compiling shaders.
If you wait it out, it'll eventually load. It typically only has to do that once in my experience.
If you check the pinned messages, there's a number of helpful links to get started.
i let it sit for 15 minutes and it did nothing. for how fast this computer is it shouldnt take that long
Heh, I've heard 2 hours before 
with a 2080 i dont see that happening
I think compilation is on the CPU
Do you have a lot of threads?
not sure. its a Intel 10th gen i7
Thread count is correlated to compile times, so I'm over here with 4 threads…
Takes a while 😅
But others have 32 threads and rip through it.
if i open an existing project, it opens right away but any new project sits at 45%.
If it needs to compile, there's no avoiding the CPU chewing through it.
ty
I think there are ways to get a better look at what is actually happening, but I can't give direction. I think people recommend checking your activity monitor and verifying your CPU is basically maxing out while that's happening.
ok so apparently it only does it if i have raytracing enabled.
which is weird because i have an RTX 2080. don't those have raytracing
It still sounds like you haven't yet compiled what's necessary for that type of project.
Run time performance will certainly use the GPU to render things, but this alleged compilation step is your CPU... and has to happen at least once.
Please help I do not find any guide or information on how to create a landscape (not mesh) from blueprints or code and also modify it there
Can someone point me in the right direction
anyone knows why my editor crashes when editing splines in landscape mode ?
no one can help with that
Ugh my lighting won't build
go get the debug symbols from the launcher and crash again, and come back @dry latch
okay!
Hey quick question, I'm trying to get my lighting to build but it's not happening. My CPU keeps hitting 100% but my ram is barely being used and my GPU is just chilling.
Oh god, I opened up my swarm agent and this seems like a lot "Scene surface area calculated at 6.940 million units (0.032% of the estimated 21923.969 million units)"
@spare kernel okay I did crash again! What should I do
post the crash
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000002
UE4Editor_Landscape!FLandscapeEditDataInterface::SetHeightData() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditInterface.cpp:371]
UE4Editor_Landscape!ALandscape::ClearLayer() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:5997]
UE4Editor_Landscape!ALandscape::UpdateLandscapeSplines() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:6172]
UE4Editor_Landscape!ALandscape::UpdateLayersContent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:4987]
UE4Editor_Landscape!ALandscape::TickLayers() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:5302]
UE4Editor_Landscape!ULandscapeSubsystem::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeSubsystem.cpp:122]
UE4Editor_Engine!FTickableGameObject::TickObjects() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Tickable.cpp:151]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1748]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
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
that is not good, i would go report that to Unreal
Guys, seems like no one can help me. I am looking at this fucking recursive loop in Unreal
When trying to launch my build to the quest 2
Discovered Node 74ufhdheh383h4 on Connection 127.0.0.1:6666
Is the error
Will get stuck in launch for 4 hours there
On that discovered node and it has not taken a single fix
you just asked that in #virtual-reality, you can either wait for a response, or ask on the unreal forums/answerhub if no one is replying here. maybe no one knows the answer here.
#rules number 7, don't cross post into multiple channels. You asked in the correct channel, then asked here.
Is it possible to use a flipbook in a widget? And if not, how Might I animated an image inside a widget
hello could someone assist me?
I followed a tutorial on setting up a character and animations and blendspace in unreal engine 4
when the character moves they just slide across the floor in an idle pose
Can i just say that whoever runs unreal engine twitter this person is awesome
Sounds like your blend space is not connected to your animation blueprint output pose
Or the axes in your blend space aren’t connected to the appropriate variables.
ty for responding
Hello,
I'm having one of those WTF moments and i can't understand what's happening or why it is happening.
I'm new to UE4 so it's understandable but still, i tried everything i learned and nothing worked.
I get this error and can't compile i traced the source of the problem and i saw that the interface that contains the function is the problem or rather the function itself with the "count" but i tried to delete the input and type again "ammo" but it wouldn't let me, it changes automatically to the last thing that was typed in there.
It's the first time that i see something like this, not being able to type the name of the input and having this issue...
Please any help would be highly appreciated!
Thank you very much in advance!
Which engine runs faster on low-spec PC for FPS
Unity URP or UE4 mobile pipeline
There is a typo here
I'm not sure if that's related to your problem, but still worth a fix 😛
yeah, cause i try to type Ammo and it goes back to Ammmo or anything that was previously typed
You did it on purpose to avoid naming conflict?
i thought that might fix it, i went from Ammo to Ammmo and then couldn't go back, the error persisted and nothing changed

it's really weird that i can't change the Input name, it changes back
Quick question. Is a Tarray thread safe?
Anyone know what to do if the question you have has been asked for 5 years on answer hub with no solution?
Asking in here is probably going to get you better results
Where could I go?
Like the epic devs consider this bug a "You're screwed, have had the bug listed on back burner for 3 years"
Back burner*
It is entirely a problem with Android but no on in mobile knows it and no one in VR knows it :/
Just ask the question mate. I often come across stuff with no answer. Sometimes the best you can do is come in here and periodically ask until someone who knows sees it.
Hi
how do i enable this
i want to allow unversioned content
@grim ore sorry to ping but if you are on could you help
(anyone please)
are you not using the oculus branch?
can someone help with something:
unreal engine would go through the startup sequence of the editor, and eventually was read this line from the INI
so in this class EditorServer.cpp, There is
bool UEditorEngine::Map_Load(const TCHAR* Str, FOutputDevice& Ar)
And that Str string should actually be /Game/Maps/YourCookedMapNameNoExtension
what does this mean
btw following a tutorial to have cooked levels in editor
dang support is dead today
You’re most likely stuck if you or nobody else can fix it. The usual practice is to just go in and fix it yourself, or just switch to a different software
wdsawdsaw
Quick question if anyone has a clue: if someone else bakes a level using GPU lightmass, and I pull that level from Perforce without having ray tracing or GPU lightmass enabled, shouldn't I still be able to see those baked results?
caw

Think I got it. I only need to turn on GPU lightmass, virtual texturing and virtual texturing lightmaps :p I don't think RT is needed on to show the lightmaps
Quick #UE4 Tip number 133.
Press tab key to open context menu.
https://t.co/wZriZhVhbM
#unrealtips #UETips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
yo guys do yall know the fake trees that devolopers put on the background of games where the player is not going maybe to represent a forest is there any tutorials for it because i was searching for it for a long time now.
please if anyone know tag me
Here this as a tutorial for foliages you just could use that as backround https://youtu.be/wEzl79UMJeY
The quickest and easiest way to create levels and scenes is by using procedural components. Today we're back with another Unreal Engine tutorial in which we'll take a look over a neat system of procedural foliage in UE4.
This might sound complicate at first since usually procedural stuff is a headache to set up but I guarantee it, the way Epic G...
Does anyone know why my grass looks nice zoomed in but zoomed out turns into garbage? I want a topdown view, so this really kills it.
Who knows, depends on how you set the grass up
literally just the default quixel shader, I thought it might be a common problem.
Probably LODS
Where do I change the LODs for zooming out?
Just find the mesh for your grass. Open the static mesh. Then adjust the screensize settings for each LOD
will do, thanks 👍
@plush yew This is a very powerful setting. You can also adjust the number of LODs used. And the amount of reduction for each one. This is one of the best ways to increase performance. Play around with the settings. You will eventually find a set up that works for you
Will that also affect shadows? In my screenshot it seems that for some reason they are disappearing too, I'm not sure how that would be related to the LODs.
yeah and you can also set the shadow distances in the foliage tool as well
Does someone know why pain causing volume does not work I have used it before and it work fine but now i dragged it in and it just did not work
That sounds super promising, thank you so much!
anyone who has too much time on their hands, here is how to get cooked maps into ue.
i am about to give up
thx
Hello guys
how i can paint foliage without getting a tree in a tree ?
There is an option so that you can't place foliage on bsp static mesh etc. Its one of those play with the foliage tool settings
i move an actor via setrelativelocation, but the collision doesnt work (the actor moves through walls). how can i make setrelativelocation obey the collisions?
Trying some basic multiplayer stuff in UE4 for the first time, how could I easily index each player? Give player 1 a value of 1 in a float, player 2 a value of 2, ect, something like that. Currently this project is only splitscreen though I'd like to try and get bare bones basic steam integration going soon so I can test with some friends, so I also want to make sure no code will conflict with that.
Trying to do this so the player can't accidentally shoot himself, since currently due to the charging system, if charged enough the projectile can get large enough that it clips the player hitbox thus hitting the player. This also happens if you dodge/run forward while shooting as the projectiles don't travel that fast.
Quick question. My water wont use cube maps? Its the water in 4.26.1
why is this. Is there an option im missing?
@fierce forge There's a setting for minimum distance between 2 pieces of foliage
I don't know what it's called exactly though
Does anyone use UE to Rigify ?
(Blender to UE addon)
I thought it was going to be a game changer when watching the live streams but there isnt much information on how to use it.
Hi, i have a problem with the ue4 editor, i dont know what shortcut i pressed but my editor is now freeze with that lines, can u help me to unfreeze that? Thank you
solution: drag and drop one editor window.
problem solved ?
good on you 😄
@arctic drum Why would you need to index? The methods I have all seen look for ownership and stuff by getting the interacting player
I have a question for you guys, I am a Unity Asset store tool developper and I just started to dig in Unreal to do the same on it.
To set some context, I often have like 50+ tools in the same project (see picture). these tools need to be standalone, so when I have for exemple an QuaternionLibrary script, I usually duplicate it in all the tools that need it (duplicate is gross, I know, but for the asset store purpose it's better).
And I use Assembly & nameSpace to clrearly separate my tools & script, so if 2 scripts have the same name, it doesn't matter. (and I manage dependency between assembly extremly carefully, so If I want to sell ONE tool, I am SURE it doesn't have dependency with another tool)
I want to do the same kind of stuff in Unreal. My simple goad for now is:
- having 2 plugins, each of them with the same QuatenionLibraryExtension. This exension expose function to blueprint.
My question is: I don't find any documentation of ceating assembly to separate forlder, like in Unity.
What happend if 2 static function from 2 different plugin have the same name & method exposed to blueprint ? (is that even possible ?) How to add some sort of context to it ?
If we can't create assembly inside folder to separate stuff like in unity, how does it work ?
Thanks you!
afaik if you have two libraries that expose a node with the exact same name, it'll just show up like that
Some Node Category
- Some Node Name
Some Other Node Category - Some Node Name
mmm thanks, so in that exemple, (if I have one project, with 2 plugins inside).
From a TestBluePrint inside the project (not in plugin), it will automaticly have access to both method ? and there is no way to restrict that using assembly definition like in Unity ?
Blueprint nodes that are exposed from plugins are available "globally" yeah
Well, it depends slightly on context. If your plugin has a function library which effectively contains static functions, those will be globally available. If your plugin provides a custom actor or such, then the functions on that custom actor would only be available in the context of said actor
ok I see, so if I want to expose a static function to blueprint, I have to be extra careful with the category in the UFUNCTION. But for static function now shown up in blueprint, as long as they are in they respective plugin, one plugin can't access another without PublicDependencyModuleNames.Add("OtherPluginModuleName");
Yeah I believe that is the case. The category is just a sorting helper, so even if you had two with the same category, they would still show up (I think, although I've never tried it) - You would be able to differentiate them by hovering it as it says "Target is Name of Your Function Library" or such on it
yeah ok perfect, in unity for MenuItem stuff, my architecture is always: "UnityEssentials/NameOfPlugin/stuff", So I will do that into the category.
Thanks mate! I have a better idea of my future workflow now!

Why is 3d model created in blender and exported by send2unreal plugin appearing facing wrong way in Unreal Engine?
And I am assuming +x is forward in Unreal
Model facing forward in blender. That extruded side is front
In unreal:
Or do I need to rotate that in Blender to match ue4 forward
I do think send2ue plugin should make sure its properly rotated
i dont use blender, but i have the same issue with max, so not surprised there
why me flashes my unreal engine?
When childing a playable character to some platform actor in the world hierarchy/outline, and moving the parent actor seems to not only move the child in the world, but also move in relation to the parent. Basically moving the parent actor 10 units causes the child character to move 20. What am I doing wrong?
not sure about send2ue, but in blender for unreal or whatever it's called, the export dialog has an option to add extra rotation which can be used to fix things like this
that apply transform option?
Not sure, in Blender for UE it looks like this
I have been getting this D3D crash pretty constantly over the last few weeks. I have tried disabling geforce experience, stopping any overclocking, changing graphics driver, disabling integrated graphics, firewall, literally everything that's suggested and it still crashes with the smallest things (such as hovering over level blueprint).
Does anyone have any other suggestions? I tried in the project settings changing the directx/vulkan whatever but it has no effect, it's still crashing really often and it's driving me nuts after 2 years of no crashes!
How can I show the skeleton bones in the skeletal mesh editor?
how to re add already installed engine ?
@sly pollen if what you tried does not work... ue4 might be hitting something thats broken/bad on the gpu. could be a driver, could be hardware... iunno. hope it solves soon.
yo I already did the quaternion library
also the information you got is accurate, and if you wanted to restrict it to particular types of BP you COULD but it isn't trivial and you can't (or, rather, shouldn't) restrict by literal bp type
But youd have to make all your functions BlueprintInternalOnly (or whatever the name is), and then make a subclass of UK2Node_CallFunction so that you can control what graphs (and indeed UBlueprints) the nodes are visible in
You are unlikely to be able to have a duplicate set of functions and have any individual class "see" only one set
but yeah, idk if it's an example or if you want to undercut (feel free to do so), but it's been a thing for a while.
I'd also take feedback on improving it.
you would have to push the params into the material, but yes you're looking for a switch in the material
you can't execute arbitrary code in a material, at least in terms of referencing external state
what part are you stuck on? from my perspective Ive told you the steps already
you need to add a parameter into your material which controls this choice, which you can then update from your BP if you create a dynamic material instance
Scalar probably since they don't do bools afaik
@ebon linden be a lot better for you if you learned how to set material parameters
and also how to use them
Guide for setting up and using Material Parameters
What are Material Parameters in Unreal Engine 4
ffs, how do both places that are always good not go over the BP side
okay I can't find a webpage to link
but there is a node literally called set parameter (or you can at least search for that) which will set the parameter.
?
there's a material expression called a switch?
otherwise if it won't take params you can push in, you can use the if material expr
hmm.. Which one of those is better? That which you might be using: https://github.com/xavier150/Blender-For-UnrealEngine-Addons or https://github.com/EpicGames/BlenderTools
i clearly don't understand how reflections work in unreal..
what is this?
lighting is baked, I got a box reflection capture as well
The one I'm using is the xavier150 one - I don't really know how it differs from the EpicGames one :)
At least in my use it's worked pretty well, exporting static and skeletal meshes etc. mostly problem-free... but I'm not really a particularly advanced user
One difference might be that with xavier150's one you have to manually import the mesh into ue4?
Because with that EpicGames one you just click one button inside blender and it goes straight to unreal
i'm using the epic games one and it's neat
1 click update.. if you modify you won't have to reimport
but this means you can't move the files in unreal browser so it gets messy
yeah, if you do move files in there, then there will be same mesh in multiple locations
you need to have some centralized mesh folder from which you move your meshes to proper folders after every change
but yeah you guys use glass materials sometimes?
well.. I tried
But I haven't looked at it in unreal
i'm trying to figure out why my glass is all weird I tried different tutorials but I usually get bad reflections
My glass material is just a regular translucent material with nothing fancy lol
ah
i want some roughness and reflections
i'm coming from blender cycles.. where i just press f12 ans everything is gorgeous
game engines ar emuch more work
While exporting the character from daz, the hair meshes change their positions slightly and it ends up revealing a bald spot. The character looks fine in the daz viewport, but after importing it to UE using the bridge plugin, that is when this problem arises. Can anyone help me?
anyone else experiencing UE4.26.1 freezing?? Just will not respond. No reaction whatsoever. Even can't End Task via Task Manager. Only option is to restart my computer.
Which GPU and CPU have you got? And is it a laptop?
Nvidia GeForce GTX 1650, 2.4GHz Core i5-9550H and yeah it's a laptop (not ideal I know!)
I think I may have sorted it out though: something I hadn't done is reinstalled DirectX or verified UE4. Since doing so I haven't had a crash yet (in about 25 mins of use) whereas before it was crashing every 5-10 mins before. It might still crash, not sure yet, but it's definitely putting up a much better fight than before!
For context I have used the engine very smoothly without any issues of crashing for the last 2 years, this is a very recent issue. I'm hoping that all the methods have finally fixed it.
Anyone know why my material isn't showing?
your sizing your texture coordinates to 0?
I put it on 1x1
This is the tutorial I'm following https://www.youtube.com/watch?v=Gh0im2_2Chg
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I'm doing what the guy says but I'm not getting the same result
Trying to scale a texture
the texture coordinate node is going into what node
Into multiply, which is then going into the texture sample node
and what else is going into the multiply?
The texture scale parameter
yep and what value does it have right now?
Fixed it lol, thx
rubber ducky it when having a problem, just walk the code outloud
Is there really no hotkey for increment/decrement grid scale?
When’s ue 5 coming out lol
is it possible to export textures from unreal engine as images?
i lost my image file but its still in unreal lol
they said early this year i think but idk
I haven't found a solution to this crash
Happening when editing splines in landscape mode
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000002
UE4Editor_Landscape!FLandscapeEditDataInterface::SetHeightData() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditInterface.cpp:371]
UE4Editor_Landscape!ALandscape::ClearLayer() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:5997]
UE4Editor_Landscape!ALandscape::UpdateLandscapeSplines() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:6172]
UE4Editor_Landscape!ALandscape::UpdateLayersContent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:4987]
UE4Editor_Landscape!ALandscape::TickLayers() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeEditLayers.cpp:5302]
UE4Editor_Landscape!ULandscapeSubsystem::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeSubsystem.cpp:122]
UE4Editor_Engine!FTickableGameObject::TickObjects() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Tickable.cpp:151]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1748]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
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
does anyone have any idea on how to fix the "failed to launch editor" error?
if it helps, the only version i hgave installed currently is greyed out
wait maybe its because i pulled out the drive with the editor...
@calm pollen you should be able to right click the texture in the content browser, go to asset actions, and export
heyo again lads, any of you know how i could change the colour of a plane every 4 seconds or something similar? trying to get it to match up with some music
you can change a material using material parameters
so nothing will control it? it will just randomly change colors
yeah i guess, sticking between 5 colours if possible but
well materials are what go on your mesh, and parameters are used to change how the material looks at runtime
Anyone here can reverse engineering?
has anyone had the issue when unreal is open for a while and being used, the screen starts to flicker and blackscreen out of no where?
from the pinned messages "Anyone experiencing menus disappearing/going invisible, flickering editor, degraded editor experience, try downgrading your nvidia drivers. Commonly reported working versions: 461.40 and 460.89 and below."
thankyou
the actual issue is way before that
but based on what I can see if its a gradle issue you might need to make sure the SDK and agreements are accepted in your options
is enabled
Hey I imported some fbx models and I'm getting BADsize for my player start, this is a collision issue right? I can just turn off collision if my player is just viewing this objects and not interacting with them?
@distant jewel if it clips slightly it will say this
but yes you can turn off collision for visual only objects and it'll work
Should I do that for the individual models or can I turn off collision at the parent class bp?
the player start having a bad size is the capsule, just move the capsule out of the ground
@grim ore check dms
I dont have them enabled
well half of your error is cut off on the right
welp theres the error in red, have you tried googling it? it looks like an android issue not a ue4 issue.
the first red eror or second?
are you using the correct version of the android sdk/ndk for that version of the engine? and is it targetting the right android version?
welp if you are using 4.26 it doesnt want NDK 22 so that could be it
Adjusting location didn't change it, on start I would end up spawning below the capsule location - clipping into the ground. I deleted and put player start back in and it looks fine but if I move it at all I get a bad size error.
Its fine for now, I'll fix it later.
@distant jewel it sounds like the pivot point on the mesh you are using for your player is not correct
how can i see what vers im using on ue
the player start is just a placeholder for where your player starts
I bet one of the pivot points on one of my models is off.
I imported a model with a bunch of parts and when I scaled them they went everywhere and the pivot point for it is messed up now that I think about it.
@lavish creek it should be the one that is detected during project startup, if it showed anywhere it would be in the output log. But if you followed the instructions it would be correct (not 22)
Question, if i have a blueprint with a attacking plant inside, is there any way i can scatter/procedurally place multiple blueprints of those on a map? or is that bad practice all together?
@timber birch sounds like its just automating manually placing them, dont see a problem with that. You could make a blueprint to do that for you
Thank you Mathew, ill investigate that possibility.
Hello, for some time I have been trying to solve the following problem without success. I have a glass material that I use for my front and rear light, the material is pretty nice, on the viewport render but once I render, the front light becomes weird like on this picture while the rear light is like on the viewport... Can you help me ?
In viewport
@lavish creek did you uninstall ndk22 then follow the instructions so it installs the correct android version and sets up the variables?
I linked the instruction page, did you follow it?
@lime gull maybe try masked instead of opacity?
That with install android studio?
yep its the link I linked with full instructions
When I use Masked the background is either solid white or solid black
i have a single component that when i use on multiple blueprints i run into an issue where when i rebuild the component all versions of it become linked together. IE i edited a variable in one bp and it will effect the others. However if i delete the component form the bp and re-add it i can individually re-edit them all again. what is the solution?
the texture min and max alpha are 0 and 1 respectively, unless you mean somewhere else
yep that has alpha. Any reason you are doing additive? on the material
Thats what the tutorial I followed said to do, but I changed it to masked and then replaced the Alpha with Alpha Masked
all working now
yay
hello, how i can set the grass color as the ground like this:
Hey friends- noob question here. Are Quixel megascans super burdensome from a computing perspective? In other words, if I build a scene from some Quixel megascan assets, are they an expensive from a cpu/gpu standpoint?
Hey, does anyone knows what is this about ? (18 lines) It happens when I edit my splines position / rotation in the Landscape editor
Is there a tutorial that anyone would recommend for slate / creating custom umg widgets?
You configure the resolution you want when you export, and there’s a whole host of other settings like draw distance and LODs that could impact performance.
So generally I’d say no, they aren’t prohibitively expensive on hardware.
It's super simple, look up "Runtime Virtual Texturing" (RVT)
Thanks a ton jlmakes!
Two main methods.
- Write to virtual texture from the terrain shader with the colour in and sample in the grass shader.
- If you don't want to add VT support you have to have the terrain colour material as a material function and call that from grass shader, but that's generally more expensive unless you have a simple terrain material.
anyone know why my brush is so huge
the size is on .0009
even if i set it to .00001 its to big
and it wont let me go lower
Do you know guys how can i solve problem. I can't launch my project at unreal engine 4.26.1, i can create new project, but he also cant launch. I was making check at launcher.
hello, i got array of structs, is there a way to filter it by enum inside of that struct or i should loop on it ?
would it be okay if I asked to take a survey in here?
I am researching unreal engine developer habits & usage of the software
Instead of manually choosing the static mesh in the details tab, can I do it by blueprint?
you may be able to drag off Return Value and ask "Set Static Mesh"
Oh wow, that worked!! Thank you so much!
np!
How do you remove a certain widget with set visibility plz? I know this is a basic question but I got stuck. Many thx! 🙂
Can anyone help me plz. I can't progress until it's fixed. This is a major downer. =/
@earnest violet but didn’t u already answer? With set visibility?
Is there a way to use the "Add Static Mesh Component" to another mesh in the hirearchi as a children?
Found it!
can someone please clarify if the 1 mil revenue limit includes kickstarter funds?