#ue4-general

1 messages · Page 965 of 1

pearl shoal
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This doesn't sound normal

dense knoll
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idk

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one sec

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How do i check wether i have this enabled?

pearl shoal
#

It's RT, do you have an RT capable card?

dense knoll
#

No

pearl shoal
#

Then that shouldn't be the issue

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It may have to do with the DBuffer settings you have

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That's the only thing that comes to mind

dense knoll
#

its set to 1

#

r.DBuffer = "1"

pearl shoal
#

Go to project settings or engine settings, don't remember which and change the dbuffer

dense knoll
#

Here?

pearl shoal
#

Not that

dense knoll
#

ok

pearl shoal
#

I don't have access to my computer right now, but basically it tells you what's stored in the DBuffer

#

Have you tried changing the RHI to Vulkan or DX12?

dense knoll
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Vulkan just freezes

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when loading

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and the project is currently running DX12

pearl shoal
#

I don't think going back to DX11 will fix anything

dense knoll
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Going to DX11 softlocks the project from starting

pearl shoal
#

I'm sorry, but I'm not sure what's wrong

pearl shoal
dense knoll
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At least in editor

pearl shoal
#

As if your gpu drivers were corrupted or something

dense knoll
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When running the project packaged it doesent crash

plush yew
#

Hey Ya Mates and hi around again, was here a while ago. Iam Usually using UE4 just for testing here and there was a bit into blueprinting simple things etc. But more as a 3DArtist or Design usage in general. But yea things have changed and i was learning a bit python and licked the blood. SO i programmed here and there and now i want to come back to game engines and have a little idea. But dont know where to start off. Should i use C++ or should i start to learn entire new environment ( unity ) for the babysteps? Project Idea is more like a screensaver then a game, so just simple white spheres as little workers building an random generated little house and chop trees etc. on a maybe random generated little square map. So should i stick on blueprints? could u point me good c++ tutorials to get in + and could u maybe point out where u would start maybe ? 🙂 thank u folks

dawn gull
#

Is there a way I can make shaders that I can put in my world with GLSL?

dense knoll
#

How do you make UE4 use Vulkan as the Default RHI without the engine taking forever to load? (And never load)

obtuse egret
#

hey guys,
is it possible to output multiple outputs in the custom node (material)
and is there other way to define a function in hlsl other than inside a struct

digital anchor
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@obtuse egret click the button + on the outputs

obtuse egret
#

and how do I do it in code?

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do I return 2 values?

digital anchor
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you set them like an out param

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and you can add a file to the custom node with your function

obtuse egret
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I'm new to coding shaders can u explain a bit more

digital anchor
obtuse egret
#

oh I see

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and the functions
do I need to do it in struct?

digital anchor
obtuse egret
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oh ok thx a lot

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I was struggling with this

digital anchor
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np

crisp turtle
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anyone know when UE5 might come out?

devout whale
crisp turtle
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early release date?

devout whale
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Maybe a early bata release sometime soon 🤔

prime vigil
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Wonder if covid has pushed EOY beta release or not :)

#

Have you guys tried using Landmass blueprint brushes with levels & world composition? Whenever I create adjacent levels, my blueprint brushes just disappear =\

devout whale
prime vigil
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End Of a Year

devout whale
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Oh thanks thanks 😅

fierce merlin
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for source builds of the engine, where do i check to see what version of the engine they were built from? i think i have like 4 different ones spanning 4.22 to 4.25 and i kinda wanna get rid of the ones i dont use

thorny jay
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Wondering how to get cockpit to render without and affect from Volometric fog

dense knoll
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howdo you freeze a level while its loading?

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So that when the player isnt loaded it doesent cause a mission failure

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while its loading

dense salmon
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does anyone know how to make your character not rotate when using WASD keys for moving? I want him to just run backwards and sideways, not turn around. I have the camera parented to the character's head and I'm in Third Person Template doing an FPS.

zealous cloak
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If I am using Unreal 4.25.4 source and am going to 4.26.1 source

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should I convert straight to it, or upgrade 4.25.4 source, to 4.26.1 regular, then 4.26.1 source

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is the latter just a wasted extra step?

ashen geyser
somber rover
#

Is there a limit on how big a nav mesh should be? As I need a companion to follow me wherever I go so all my maps going to have to have a full nav mesh on them

sinful osprey
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Anyone else have issues with dropdowns in the blueprint editor rendering names over each other so you can't see anything? I can mouse over it multiple times to clean it up enough to read it eventually, but it makes some things absolutely unusable. It also eventually results in things that pop out (like selecting a variable type) not remain on screen long enough to actually select it so I have to restart...

sinful osprey
autumn elbow
#

Is there a way to get Curve data at a specific frame ?

weary basalt
#

@sinful osprey Do you have Enable Window Animations turned on in the Editor Settings?

sinful osprey
sinful osprey
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These issues happen most often when I'm making good progress on a project so I guess that's the good news 🙂

rapid frigate
#

Hi all!
How are you doing ?

I am facing the Low FPS issue in Unreal.

I have followed the following steps already :

Updated Game Ready Drivers

Updated Studio Drivers

Added Unreal Engine in Nvidia Control Panel Settings

Added Unreal Engine in Windows Graphics Settings

Restarted the laptop after these steps

My Laptop is plugged in.

Configuration of my laptop are :

Intel i7 10th Generation
500 GB Nvme SSD
32 GB Ram
RTX 2070 Super 8 GB MaxQ Design

sinful osprey
grim ore
#

@rapid frigate define low FPS and what situation. Also did you confirm in task manager it is using the dedicated gpu.

#

@sinful osprey don’t have animated menus on. It’s bugged. Other than that the video issue is newer driver related and multiple monitors cause more weird ness

sinful osprey
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Ah, I do have 3 monitors although I'm only using the main 1 for UE4 right now. Thanks for the heads up

rapid frigate
grim ore
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Then you need to fix that on your laptop.

#

But even then the intel gpu should be more than 8fps

rapid frigate
#

I mentioned all the steps that i mentioned in the message

grim ore
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Also in newer versions of 10 the gpu assigning for apps is handled in windows not the nvidia control panel.

rapid frigate
grim ore
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So your windows settings. Not nvidia. Windows. Is set to use the nvidia gpu for the ue4editor.exe

tired escarp
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hello

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curious if anyone is working on a horror game with lovecraftian or occult elements that I could help on???

grim ore
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And task manager is showing assigned to the igpu?

tired escarp
#

I trust Nvida GPUs or Intel

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my AMDs have always had problems

rapid frigate
grim ore
#

So it is showing assigned to the nvidia gpu? If so you can open the console in ue4 and type t.maxfps 200 and make sure it’s not locked low

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If it still doesn’t go up try 5 for maxfps and see if it goes down. If it does then ue4 is at least respecting the option and you can swap it back to 200

rapid frigate
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Okay I will try it as soon as I sit on my desk, I just woke up

prime willow
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Took a break from game design

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idk what the heck i was thinking xD

loud sequoia
#

any suggestions for version control? I've heard good things about plastic, but I'm not sure what is best.

prime willow
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@grim ore How taxing would groom hair systems be with a typical 3 - 6 pvp setting

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if the game was suppose to launch on typical next gen consoles

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that wouldnt break the bank right..

burnt ether
#

Hey everyone... so I installed the Discord Game Sdk to my project but now if I package without editor it's telling me that it's missing the discord sdk binary... I know I can just paste it in there but isn't there a way to include dependencies ?

rapid frigate
glacial dawn
#

@sinful osprey I have the blinking menu too, approximately after 20 - 25 minutes using it. Did you solved it?

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And I'm using just one screen. It seems related with the HDPI option but I don't want to disable because makes the application very blurry. I'm using just one monitor.

versed wagon
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hey. looking for recommendations for running a cloud dev environment, ue4/win. the game is really low end so the minumum gpu acceleration is fine. What is the most affortable option (developing a free game as a hobby - "glitch arena," 2 years in and early access on steam). Thanks for your 2c

plush yew
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Hello everyone i want to make an procedural terrain and there a plugin out there called voxel plugin but i can't buy it so i need to make procedural terrain by my self does any here have messed around with like procedural terrain ? Thx

dark depot
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@plush yew they have a free version of voxel plugin maybe check that out

dark depot
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ahh didnt know what all they started to limit

plush yew
upbeat tendon
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Hi, I am trying to import a tiled terrain from worldmachine, i've done it for a few years and it has always worked, i am trying a new terrain, but ue4.26 locks up when importing with a material and layers selected, without seems to work fine

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is this a known bug?

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just checked, it imports the first tile and then gets stuck

worn wasp
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Guys does anyone know how to make hit events from line trace in als character

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The line trace goes through it

wide swift
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Can anyone help me , to make this kind of range indicator for my game i want to make this kind of indicators for my character

upbeat tendon
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@worn wasp checkout the shooter demo

worn wasp
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Which one

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I am kinda new

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And is there anyway to make impuls opposite to the line trace rotation?

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impulse*

plush yew
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I'm sure there are a few tutorials on something similar if you search for that term.

upbeat tendon
worn wasp
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I use blueprints :(

exotic thicket
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If your line trace is going through a character, then it means the character is not blocking on the channel you're tracing on

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so you need to either trace on a different channel, or adjust the collision settings on the character

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(this is assuming you've verified your trace is actually going into the right place by enabling the debug visualization for it, that should always be the first thing to check)

merry canopy
#

Good morning everyone.
I have a question about payment with paypal, maybe someone had a similar problem:
A mate bought a plugin over MY epic account with HIS paypal account so that I can use it.
Now he was about to buy the same plugin on HIS epic account, also with HIS paypal account.
But during the payment progress, the Epic account gives an error, that the paypal account is used with another account already.
We already wrote the Epic support with the answer, they cannot give out that information because of privacy.
Anyone had a similar problem and could solve it?
Thanks a lot!

exotic thicket
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Maybe you can ask them to just remove the paypal account that's associated with your account?

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No idea tbh. Seems like a pretty crappy system if they can't do that

merry canopy
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@exotic thicket I gonna try that.

wide swift
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also i need to scale that when character uses any abilties

upbeat tendon
worn wasp
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Yeah, but I don't even know a single line of code in c++

upbeat tendon
quick kelp
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Hi, im making sort of a racing game, and i want my game to support physical steering wheels input like the logitech G29 racing wheel. does anyone know a good resource (tutorial, documentation, or even plugins) to help me set up the support for that input? anything helps.

exotic thicket
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Afaik inputs like that generally appear as regular joystick/gamepad inputs

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So using the normal axis based methods should work, you'll get analog inputs on those from controllers

merry gazelle
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I need multiple countdowns I'm my character (for abilities). Are timelines the most efficient?

quick kelp
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i would use set Timer by function name or set Timer by event delegate instead that calls a function or event that resets the ability

merry gazelle
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Ok thanks, I tend to use those most 👍

plush yew
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What is a "empty map game"?

worn wasp
mortal cedar
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why is profiling so hard haha. Theres a million "wait for events" but how do I work out what its waiting for

stuck schooner
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Help! Apparently UE Editor is running somewhere in the background for reasons unknown, and I can't end its task because it keeps telling that it is in use (EVEN THOUGH UE4 IS NOT RUNNING!) Can't uninstall it either. HELP??

mossy nymph
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kill the clientcrashreporter

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or restart the pc

proud narwhal
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If I convert a group of actors to a static mesh does that mean that I am safe to delete the original actors from the content browser?

soft wedge
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What would be best approach to have player share ingame photo to Social Media from inside my game.

plush yew
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You should delete the original actors from the scene first, and replace them with the static mesh.

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@proud narwhal then, assuming the actors aren't referenced anywhere else, you can safely delete.

winter gale
robust needle
#

@gleaming narwhal https://www.unrealengine.com/en-US/download/creators Hello! Blocking in Russia while pressing the download button. Writes: Доступ к информационному ресурсу ограничен на основании Федерального закона от 27 июля 2006 г. № 149-ФЗ «Об информации, информационных технологиях и о защите информации». Google En: Access to the information resource is limited on the basis of the Federal Law of July 27, 2006 No. 149-FZ "On Information, Information Technologies and Information Protection".

Unreal Engine

Choose the Creators License or the Publishing License, or enquire about other licensing options.

lucid grove
robust needle
lucid grove
upbeat tendon
rocky epoch
#

Hi, why the creator did that?
What do I miss because I suppose the Append+BreakOut is unnecessary.
I saw that here and there and I was always puzzled.

upbeat tendon
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anyone know how bugs are reported?

lucid grove
#

A small question about visual and Height Fog - do you use it in an open world with dynamic lighting? I mean constantly, not situationally (for example, for the effect of rain with fog or weather).

The fog itself creates very beautiful sun rays, however, which logically also creates a fairly noticeable fog effect in the player's field of view.

serene birch
#

no EGS launcher, I do not want to visually scan my whole library of not installed UE4 Marketplace stuff to find the one that has an update waiting XD

light perch
#

hi there does anyone know if there is a setting to start your application on top? Right now when it starts up you have to click on the screen to get the sound to play. (i have a simulation that auto restarts every 8 hours or so...but when it restarts there is no sound unless you actually click the application)

dense knoll
#

Why is ue4 not loading any maps?

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Only the startup map and main menu are working

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ANd the other maps are in asset manager

clever vault
#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 113] Using incorrect object initializer.

UE4Editor_CoreUObject
UE4Editor_MyProject!ABatteryMan::ABatteryMan() [C:\Users\Iulian\Desktop\MyProject\Source\MyProject\BatteryMan.cpp:24]

#

my unreal editor keeps crashing and i have no clue

dense knoll
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Or your code is broken

clever vault
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but i can't open the editor to fix it

dense knoll
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Try temporarly removing the file from the content folder

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dont delete it

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just drag it out

clever vault
#

    bUseControllerRotationPitch = false;
    bUseControllerRotationYaw = false;
    bUseControllerRotationRoll = false;

    GetCharacterMovement()->bOrientRotationToMovement = true;
    GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f);
    GetCharacterMovement()->JumpZVelocity = 600;
    GetCharacterMovement()->AirControl = 0.2f;

    CameraBoom->CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
    CameraBoom->SetupAttachment(RootComponent);
    
    CameraBoom->TargetArmLength = 300;
    CameraBoom->bUsePawnControlRotation = true;
    
    FollowCamera->CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
    FollowCamera->bUsePawnControlRotation = false;```
#
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Camera")
    USpringArmComponent* CameraBoom;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Camera")
    UCameraComponent* FollowCamera;```
dense knoll
#

go into your engine install and go to Obj.cpp

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go to line113

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UObject* UObject::CreateEditorOnlyDefaultSubobjectImpl(FName SubobjectName, UClass* ReturnType, bool bTransient)
{
FObjectInitializer* CurrentInitializer = FUObjectThreadContext::Get().TopInitializer();
return CurrentInitializer->CreateEditorOnlyDefaultSubobject(this, SubobjectName, ReturnType, bTransient);

proud narwhal
#

nice rat ?

dense knoll
#

Wrong thing

#

Those lines are what is calling a error

clever vault
#

i can't find the file

dense knoll
#

its not in your project

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its in the engines source

clever vault
#

i looked in engine source

dense knoll
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THat line is calling the error

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C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp

clever vault
#

yes

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there i am

dense knoll
#

Hmm

clever vault
#

ah yes ghosts are calling me

dense knoll
#

Then you should repair your engine

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Its normally full for me

rotund elbow
#

how do i create several skeletal mesh components that are combined and physics bodies? i can create 2, like torso and head. but combining them and adding physics is confusing.

clever vault
#

looks like i am missing some files

dense knoll
rotund elbow
#

its a skeletal mesh

dense knoll
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Skeletal meshes can simulate physics

rotund elbow
#

the info is already present i just need to add several skeletal mesh components and attach them to the same physics body and skeleton

trim silo
#

I’ve upgraded my project from 4.22 to 4.26 recently and for some reason I’ve lost quite a lot of FPS without changing anything in the scene really, I’ve read on the internet that apparently 4.26 has changed the way shadows work or something like this and that apparently there is a way to go back to legacy shading model somehow. Anyone knows how to do this?

rotund elbow
#

head arms torso, for example.

dense knoll
#

Create Sockets in the torso

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then attach the head and arms to thosesockets repectivly

scenic fox
#

why does pause at end not work with level sequencer (im using a camera)

rotund elbow
#

so i should just disregard that all the skeletal meshes are on the same skeleton?

#

redo it all but different?

scenic fox
# dense knoll wdym

so in the world i select the level sequence and check pause at end but it doesn't work it keeps resetting im using a camera

rotund elbow
#

ait

dense knoll
scenic fox
#

how do i do that

dense knoll
#

count how long the sequence is

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and have a script that pauses it right before the end

scenic fox
#

but that also didn't work

rotund elbow
#

does it help explaining that the effect i want is a procedurally put together ragdoll. generated when i hit a bone name?

dense knoll
#

wdym

rotund elbow
#

first question put into the real context

dense knoll
rotund elbow
#

alright 🙂

dense knoll
#

that or you can model out spesific models each conected

rotund elbow
#

yes so how do i add several and connect them to their respective joint on the same skeleton

dense knoll
#

MEsh editor?

rotund elbow
#

i tried attach component to component but the joints never match

dense knoll
#

You can edit them

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or manually adjust the location

rotund elbow
#

its not a mesh problem its a flow problem

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all these have the same skeleton asset

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ill just put them all into an array and try spawning them until i get the flow right

dense knoll
#

wdym

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by they all have the same skeleton asset

rotund elbow
#

what do you mean

dense knoll
#

all the physics assets share the same skeletal mesh?

rotund elbow
#

yes

dense knoll
#

you should prob re import the mesh as different skeletal components

rotund elbow
#

seems backwards

somber rover
pearl stag
#

hello. i noticed a weird bug yesterday when i exported textures from Substance Painter. The content browser in Unreal made the folder disappear. The one that had the textures in it. And i could not find them again until i restarted the editor. Anyone had this before?

rotund elbow
#

cut torso, add torso arms head and combine into a ragdoll

#

i want to add any body parts and combine them

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and simulate physics on the "combined" segment

somber rover
#

You need to look into set master pose component, tons of tutorials for that

rotund elbow
#

i tried it but maybe i did it wrong

#

i mean the character is already constructed with master pose component

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i just want to add more 😄

stuck schooner
#

Did you use Global Illumination? Ray Tracing?

somber rover
#

Make sure you only set the body to have physics asset, everything else should be a slave of the body with no physic asset

rotund elbow
#

ill try it. it gets so annoyingly complex when i try just 2 parts. i need to add all first.

#

thx anyway 🙂

rancid bramble
#

Skeletal mesh physics asset overlaps. Any way to get the overlapped primitive/bone?

#

nvm, had to break the sweep result in the overlap node and use hit bone name

tiny ginkgo
#

I have a stupid question if anyone can help? Can we use any emissive materials in UMG?

plush yew
#

Do I need to have an active controller to send variables to a character's animation BP?

#

I have a setup where I have a character type that is possessible by both player or AI. When the player dies, I unpossess but I assume it is automatically repossessed by AI controller, I set a variable in the anim BP and play a 'death' animation (before destroying actor a few seconds later). When the AI dies, I unpossess but also null out the default AI controller class; when I try and play the 'death' animation, nothing happens.

tiny ginkgo
# dense knoll Annoyingly no

Thanks! It seems like something most people would want to make great looking UI stuff. I wonder why they haven't made it possible?

dense knoll
#

The way UE4s desighned

#

they could impliment this in UE5

#

Hopefully yhey do

grim ore
#

i think its due to the fact that the ui is rendered in a separate pass and not in the normal pipeline. If you want a glowing effect you can create it as the way your image looks and show it like that. thats generally whats done normally, its all 2d for the most part anyways.

tiny ginkgo
#

One other thing, I know this will sound crazy. But you know how you can export renders with transparency from Unreal. Do you know if anyone has been able to make a real-time app/game that has transparency so that it could be used as an overlay for a broadcast etc? I've only ever seen green screen type stuff and it obviously limits your colour usage!

#

Hey @grim ore ! Sadly I'm trying to make everything real-time 3d animated with perspective so 2d stuff is out for me!

dense knoll
#

YOu could have a 3D rendered hud

#

thats Thats rendered in 3D space instead of inside of a widget

#

or UMG

tiny ginkgo
#

yeah I'm making life hard for myself

#

My goal is to have a full screen screen capture with a 3d overlay

#

I have tried a plane in 3d space with a media texture applied for the screen cap. my problem then is the camera positioning and lens settings.

#

and lighting etc.

#

using the UI elements makes it clean and precise but I then can't have 3d models in front without some sort of green screen or masking!

small vault
#

I'm trying to profile my vr game but I'm running into some issues identifying why I'm getting this small spike. The profiling is full of CPU stalls etc but I'm looking for the cause of these stalls

dense knoll
clever vault
#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 113] Using incorrect object initializer.

UE4Editor_CoreUObject
UE4Editor_MyProject!ABatteryMan::ABatteryMan() [C:\Users\Iulian\Desktop\MyProject\Source\MyProject\BatteryMan.cpp:24]

#

same error

#

wtf

dense knoll
#

even with the CPP file not in the dirrectory?

clever vault
#

let me check

clever vault
#

still not here after repair

#

wtf

dense knoll
#

Hmm

#

Do a fresh reinstall of the engine

small vault
tiny ginkgo
#

Hey @dense knoll sorry to keep bothering you (I can see you're busy)! So do you think using a plane in 3d space with a media player texture is the better option? I have it working with a UMG widget but the webcam is laggy as hell (I assume because it's applied to a 3d model that is then being rendered to a second material with transparency to cut out it. I did try a plane previously but I don't know how to position a camera to make sure the pixels from the screencap perfectly align so there's no loss of quality!

grim ore
#

well the engine is crashing due to their custom code in their project

#

its nothing to do with the engine being bad

dense knoll
clever vault
#

here is the code

dense knoll
#

If it seems a bit laggy try increasing the quality?

clever vault
#

i don't think its bad

tiny ginkgo
#

ahh ok no worries dude! Cheers!

dense knoll
#
{
    // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    GetCapsuleComponent()->InitCapsuleSize(42.0f, 96.0f);

    bUseControllerRotationPitch = false;
    bUseControllerRotationYaw = false;
    bUseControllerRotationRoll = false;

    GetCharacterMovement()->bOrientRotationToMovement = true;
    GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f);
    GetCharacterMovement()->JumpZVelocity = 600;
    GetCharacterMovement()->AirControl = 0.2f;

    CameraBoom->CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
    CameraBoom->SetupAttachment(RootComponent);
    
    CameraBoom->TargetArmLength = 300;
    CameraBoom->bUsePawnControlRotation = true;
    
    FollowCamera->CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
    FollowCamera->bUsePawnControlRotation = false;
}```
#

Something in there has a issue

#

CameraBoom->SetupAttachment(RootComponent);
\

#

this line

#

error is from that line

grim ore
#

well it tells you which line as well, which line is 24?

dense knoll
#

Wrong call?

clever vault
#

the compiler didn't trow me any error

grim ore
#

doesnt mean there is not an issue, the crash tells you there is an issue

dense knoll
#

UE4 has an issue with that line tho

clever vault
#

yea but its not very helpfull

dense knoll
#

similar issue here

clever vault
#

deleted the line still crashing

dense knoll
#

the error change?

small vault
clever vault
#

UE4Editor_MyProject!ABatteryMan::ABatteryMan() [C:\Users\Iulian\Desktop\MyProject\Source\MyProject\BatteryMan.cpp:25]

#

CameraBoom->TargetArmLength = 300;

dense knoll
small vault
#

Yeah I figure something like that is happening but I gotta figure out what it is

dense knoll
#

so if the offending line gets removed the editor throws off another line

#

odd

small vault
#

figured profiling like this would be the way to go

dense knoll
dense knoll
grim ore
#

yes the issue is probably on the create default sub object line

small vault
#

I've tried to find any consistency in it but it seems to happen at random pretty much

clever vault
#

thanks

magic fern
#

Hey guys. Anyone knows about a tutorial or resources that help me with UE basic concepts? Like game instance / Mode / Stage / Player State and stuff like that?

dense knoll
#

Nvm thats for enviroments

covert hedge
dense knoll
#

You saw nothing 👀

tough pagoda
abstract scaffold
#

Trying to make a sphere shaped projectile shield, however I still want people inside of it to be able to shoot at each other. What would be the best way to accomplish this?

dense knoll
tough pagoda
#

But it's almost spegete.

dense knoll
#

let me sohw you spagete

#

or failer replication

#

IDK how past me even managed this

#

and this is with a P51

#

with only gun

#

imagine a 22

tough pagoda
dense knoll
#

Evrything

tough pagoda
#

What means P51?

dense knoll
#

i do everything in the least conventional way possible

dense knoll
#

WW2 aircraft

tough pagoda
#

Welp.

dense knoll
#

in a game about Flying F22 Raptors

#

and F.

#

F/A-18F s

tough pagoda
#

This is hardly thing that I have ever seen.

abstract scaffold
#

yeah that just dawned on me. Instead of using a sphere collision, i'll just make a hollow mesh with collision for the shield. Thanks

dense knoll
#

np

fiery lagoon
#

Anyone have any idea why my animation is disappearing when switching to additive animation mode when using
the FKcontrol rig in sequencer?

dry latch
#

Is there anyone here that is using Sketch that could do me a service ? :p I don't have any macOS

proud narwhal
#

I did a datasmith import that has nested quite a lot of objects, is there a quick way for me to un-nest them? heres an example

rotund elbow
#

Is there a way to define "New Mesh" somehow? I want to derive it from bone name, is that possible?

thorny kraken
rotund elbow
#

or is there a way to know, from a bone name, which meshes are attached. And any meshes to connected bones?

#

like if i get upperarm_l collision, can i know which names and meshes are connected out to the hand?

tiny ginkgo
#

I'm using a media texture and the quality is awful! Does anyone have any tips? I have tried adjusting the emissive value but it always looks blurry/blown out!

#

ideally it would just display as you would see it on a monitor with no in-game lighting applied to it.

worthy plaza
#

Learning how to paint landscape and now i've this issues, anyone know how to fix?

acoustic kindle
#

hey i just needs someones feedback does there look like there is something off about the water?

dense knoll
#

tiles a bit but other than that i cant see antthing twrong with it

tiny ginkgo
#

the text is all blurry!

#

it's a 1920x1080 image

dense knoll
#

but is it pixily

#

or sharp

tiny ginkgo
#

it's fine when used an a UI texture

acoustic kindle
#

ok thank you

dense knoll
#

go into the texture settings and turn off mipmaping

#

by that go into the texture files settings

#

not the engines texture settings

acoustic kindle
#

ok thx

dense knoll
acoustic kindle
#

o

dense knoll
#

talking about dead4sure

#

autocorrect can burn in a ditch

tiny ginkgo
#

lmao

#

I'll have a look, cheers

#

yeah mipmap generation is off

#

cheers for the help

#

Gotta go walk the wife and doggo lol

#

I'll tackle this again tomorrow

#

👍

plush yew
lucid grove
#

Heya,
A small question about visual and Height Fog - do you use it in an open world with dynamic lighting? I mean constantly, not situationally (for example, for the effect of rain with fog or weather).

The fog itself creates very beautiful sun rays, however, which logically also creates a fairly noticeable fog effect in the player's field of view.

haughty peak
#

Hey there
I Wanna make a game like YuGiOh capsule monster coliseum (for PS2)
But I don't know how to spawn in a monster on the playing field

So I basically wanna have a grid , and on each tile I wanna be able to spawn a monster in game
Does anybody know how to do that?

I know how to do it in preset locations, but as I said, I need to be able to place them in game, wherever I want
Thanks for the help 🙂

grim ore
#

you would use the spawn actor node and spawn them into the world

haughty peak
grim ore
#

I dont use voice sorry. there are plenty of documentation and tutorials out there, if you are new start learning

broken lily
#

how can I debug the ai perception thing? I have it in my ai controller and I saw somewhere that you can see it

haughty peak
#

That's okay, thanks anyway 🙂

broken lily
#

yea

#

saw

#

that

#

I want to debug in the blueprint or in the scene not while playing. Cause I am developing in vr and its kinda difficult to press buttons while wearing it.

#

for example the sight one

#

when I change sight radius it changes and I can see it

#

dont know if its possible

grim ore
#

i dont think you can debug while not playing since its a live system

broken lily
#

oh ok then thx

dense knoll
#

loading times

grim ore
#

all I could think of is to put a debug sphere or a collision sphere or something to approximate your sight radius and have it update on construct to match the sight radius value so you can see it in the editor

trim silo
#

On forums people mentioned that you could use the legacy shader over the new shader model , in 4.26 but noone says how, anyone knows?

grim ore
#

what is the legacy shader?

trim silo
#

i dunno that's the problem lol

#

basically my issue is

#

i upgraded project from 4.22 to 4.26

#

and lost about 30 fps

#

i'm trying to figure out why

grim ore
#

ok... but your saying that people say you can use the legacy shader, what is that?

lucid grove
grim ore
#

@ebon linden so the for each loop doesnt print anything? if so then you have nothing in the array. Did you try debugging it by stopping it at that point to see what is in the overlapping actors return?

trim silo
#

i'm not entirely sure, in some threads on forums and on some random websites people say that 4.26 changed how it handles shading and stuff and that there is a way to change it to legacy which i assume is something that was used in versions prior 4.26?

grim ore
#

so someone randomly said something about something randomly being randomly possible and... your asking if its possible?

trim silo
#

Yes

grim ore
#

but there is no actual info of this being a thing anywhere

lucid grove
trim silo
#

basically that's why im asking here becasue people here know more about unreal probably than some randoms on internet

grim ore
#

i mean technically the engine does get updated after each version, its possible the renderer was updated for sure.

#

but like was mentioned you need to profile to find out why

lucid grove
#

There is not much info, but what i was seeing was about shading model as well

trim silo
#

I'm going to try and profile first i was just looking for some things that could be just toggled on and off or something

grim ore
#

im not seeing any release notes major changes for shaders 😦

lucid grove
grim ore
#

opengl was removed is about the only major change I can see

trim silo
#

here some guy mentions legacy shading model

#

i will find more

grim ore
#

RESOLVED : I had activated dx12 and with a 1080gtx in VR I loose 15fps.

#

so this persons problem had nothing to do with the update

#

perhaps ray tracing was enabled for your project. what is your GPU?

trim silo
#

i checked for ray tracing it's also gtx 1080 8gb

lucid grove
#

I have 3070 and latest CPU, had fps lost from 120 to 80-90

trim silo
#

ray tracing is disabled

grim ore
#

so.. both of you are using RT capable cards

trim silo
#

unless maybe im checking in wrong place

lucid grove
#

Yes we are

trim silo
lucid grove
#

About shading model:

  1. new shader model for the engine with included emissive lighting.
grim ore
#

nope thats the right spot, I would check to see if its running in 11 or 12 tho (mouse over your project name in the top right of the main window)

trim silo
#

also there are multiple threads talking about performance loss in 4.26

grim ore
#

@lucid grove where does that come from, its not the notes

trim silo
lucid grove
grim ore
#

ok so your running under 12, try switching back to 11 and see if it happens

trim silo
#

ok i just checked and old proj was in DX11 let's see if this helps

grim ore
#

so someone randomly says thats the issue but the release notes dont show it. I guess its possible

lucid grove
grim ore
#

11 and 12 will run differently for fps due to how it handles the CPU and GPU workloads

#

12 seems to be more CPU intenstive

lucid grove
#

As i remember CPU was something about 4ms

trim silo
#

checking now

lucid grove
#

Ang GPU at 11

trim silo
#

it's just the matter of selecting DX 11 from dropdown ?

#

as default RHI

grim ore
#

yes then restartr

trim silo
#

ok

grim ore
#

then check in the top right again

trim silo
#

switched to DX11 but still no increase in performance

grim ore
#

when built is the performance different? have you tested with a packaged cooked project and not just in editor?

worn peak
#

its possible to animate this property ? its from UMG Text

trim silo
#

i'm gonna build and test but in general on older versions if i had stable 60fps built version was even better

#

while now i have 30 fps in editor

grim ore
#

you might need overlap world dynamic checked on the enemy

rancid bramble
#

Is overlap body index bugged in 4.25 forward?

sinful osprey
#

@glacial dawn What plugins are you using? I'm looking at a project with none turned on and don't see the menu render issue. HDPI off didn't change anything on the other one. I'm looking into what plugin it might be now

dense knoll
#

UE4 translucency broke, Turning off DBuffer fixed the effects but everything else is still borknes

rancid bramble
#

Other Body Index returns me 0 for head bone and returns its name as "root". Then it seems the upper body returns 1 and lower body 2, and getting the bone names results in those two reversed. And some overlaps return -1.

plush yew
#

hey there... looking for a "mentor" to blast my little questions to about c++ / blueprint simple tasks ( german / english )

trim silo
#

also about performance im not sure if it matters but even unlit mode shows around 30 fps

dense knoll
#

Global Illumination tanks engine performance (on my pc at least)

#

it could be set to enabled by default in 4,26?

grim ore
#

I can say the default .26 and .25 performance for me in the default third person scene is near identical so its not a problem out of the box

#

its weird tho since its showing me 4 lights in scene in .25 and 1 light in scene in .26

trim silo
#

cooking almost finished will test in a sec

grim ore
#

im actually getting better performance in .26 since its instancing more meshes

dense knoll
#

ue4 translucency broke, turning off DBuffer helps but it still doesent fix certain materials and the clouds

grim ore
#

so whatever is causing it is project specific(ish)

dense knoll
#

that or PC specific

sinful osprey
#

@glacial dawn I seem to have "fixed" it for now by turning off PSD2UMG and Logic Driver Pro plugins. Strangely, turning on all the same plugins in a different project didn't result in that issue so maybe it's a weird race condition with plugins. I'm not using either of those for this project anyway so I'll keep an eye on it.

trim silo
#

well as i've said the project was stable 60 and then upgraded to 4.26 and it lost about 30 fps

grim ore
#

yep could be pc specific, maybe offloading more stuff to more cores now or the drivers are crazy now etc.

trim silo
#

so to me it looks like there is something going on with engine

grim ore
#

I know that .26 seems to have some weird issue with newerd nvidia drivers

trim silo
#

some improvements or something

#

could be this i did actually upgrade to new drivers

grim ore
#

I know you say it was this and now its this, and I can say that for me I am not seeing that

#

if there was a test case multiple people could compare with it would be easier, one of the epic learn projects that could be "I get this in .25 and this .26" for same-same comparision

trim silo
#

well i guess it's also different depending on the project

#

i have a lot of stuff going on

#

fog/lights stuff like this

#

but what is weird as i've said it's the fact there is almost 30 fps loss while same project was stable 60 before

#

so my bet is something changed about rendering lighting or shadows or something

grim ore
#

yep thats the problem. IT could also be a bad plugin if using them or an older setting that reset itself

#

most people seem to say occlusion is acting weird on smaller object in open world, as well as shadow casting

#

or again it could be the way that nvidia handles something in the driver now that epic did a work around for and now its broke again

trim silo
#

hmm no all plugins i use are newest versions

grim ore
#

going to try boy and his kite in .25 and .26, see if anything weird pops up.

trim silo
#

might be a good idea

#

but yeah it's really weird and im a bit stuck on what should i do because technically engine upgrade shouldn't force me to reduce quality of things and make the game worse

grim ore
#

the literal only way to know the exact issue is to profile on the project

trim silo
#

yeah i will profile afterr it finishes cooking

rancid bramble
trim silo
#

it was running fantastic too

rancid bramble
#

Yeah, that fps loss sounds too bad. Do you think a project setting or world setting in .26 version might be different?

grim ore
#

when doing stat scenerendering what bar has the biggest bar lol

#

but yeah honestly we are just throwing out ideas when only profiling tells the story

trim silo
#

would you be able to help me on some profiling in few mins and maybe try to catch the culprit

#

also just tested cooked build

#

still performance is the same

#

ok so in GPU Visualizer

#

there is this

grim ore
#

cooked build is poor performance or normal?

trim silo
#

cooked is also poor performance

grim ore
#

this is for .26, but what does it look like in .25?

trim silo
#

so standard deferred lights

#

4.25 cooked build i've had saved is still nice and smooth

grim ore
#

yes but is the gpu visualizer showing the same large chunk there?

#

says that standard deferred simple lights could be particle lighting

trim silo
#

and with this my friend we found the issue

#

so it turns out

#

i have blueprint with torches

#

i just disabled all of them and fps is back

#

i have 20 in my level

grim ore
#

using particle lighting?

trim silo
#

yes! It seems that this particle is using light

#

now the question is

#

should it be this taxing?

grim ore
#

is the emitter set to run on the CPU or GPU, I am curious

trim silo
#

i assume it's this

#

where would i check this setting on emitter? im a bit of a noob with particles i use marketplace VFX

grim ore
#

I beleive it would say on the emitter part

#

i barely understand cascade lol

#

it might not even be using a real particle system it looks like its manipulating a mesh maybe

#

but I would guess its that last module anyways, the one with the light

#

i think you can uncheck at the top just the last module, the particle emitter, see if that shuts it off and the performance is back

#

then we can go from there lol

#

nevermind the docs says light is cpu only lol

#

one would assume if you cant see them they shouldnt render tho right?

cursive frost
#

Trying to get a reticle with an arrow indicating which direction the mouse is pointing. Is there some way to turn the mouse axis values into a degrees value (0 to 360) and then use that to control rotation of the reticle arrow indicating the mouse direction?

grim ore
#

maybe that part got broken

#

@plush yew one would assume you are joking but.... this is part of the .26 release notes lol "Niagara High Quality Particle Lights"

#

apparently there is a cascade -> niagara converter in .26

trim silo
#

sorry i had to go for a sec

grim ore
#

I only see one possible cascade -> light thingy in the notes but its not like they are 100% accurate lol

trim silo
#

ok so if i removed the light from the particle

#

then i lose the light

#

but i would like to keep this light

#

is therre any difference if this light is inside particle

grim ore
#

yep but does it give back the FPS? we are trying to determine if thats the exact issue

trim silo
#

yes it does

upbeat tendon
#

evening, other than to install ue 4.25 and migrate content to 4.26, does anyone know of a work-a-round to importing tiled terrain with a texture set?

trim silo
#

when the flickering light is removed the fps comes back

#

so it seems having 20 of those torches is a bad idea

#

so now the question is

#

is it the particle light issue

#

or if i made separate flickering light

#

will it still kill fps

#

im gonna tag the other guy btw maybe he has some dodgy particles too

grim ore
#

go into the light module in there and what does it show for the Spawn Fraction?

trim silo
#

@lucid grove Issue on my end at the moment it seems it was my torch lights particles having lights inside them and they were killing fps

#

spawn fraction is 1

grim ore
#

this was literally the only thing I saw about lighting in cascade "Bug Fix: Fixed an issue where Cascade's High Quality lights would not respect the Spawn Fraction setting of the light module."

trim silo
grim ore
#

shoot, thats probablt not it then

trim silo
#

lifetime

#

because it flickers

#

spawn and burst

grim ore
#

im not getting a ton of fps loss here with the starter fire so that doesnt help lol

trim silo
#

particle does use the mesh to flow material over it

#

but it's the light itself that's the only issue

grim ore
#

when you are disabling the light are you nuking it at the top or just the light sub module?

#

so the top checkbox or the one to the right of the world Light

#

curious if its the light itself that is the issue or the particle emitter

trim silo
#

ok now i don't underrstand this

#

i got rid of all those actors

#

but now fps is back to 30

grim ore
#

gpu profiler still showing weird?

#

I was also going to suggest making the radius scale much smaller, like 5 and see what happens lol

trim silo
#

not as much

#

the lights bar is a lot smaller

obsidian nimbus
#

light emitting particles are on cpu right

grim ore
#

they are in cascade yep

trim silo
#

the editor fps is back to almost 60

#

but in game it's low

#

when i press play

obsidian nimbus
#

there is gpu emitting in niagara?

grim ore
#

maybe you have gsyn on or something weird

trim silo
#

my monitorr doesn't support gsync

#

so i don't think so

obsidian nimbus
#

vsync

grim ore
#

well gsync does weird stuff like half refresh rate is why I was curious, might lock a 60fps screen to 30

#

but vsync shouldnt. but maybe your project properties do. but then if it didnt before it shouldnt now

#

@obsidian nimbus looks like no, lights in niagara are on the CPU still 😦

obsidian nimbus
#

its gunna be heavy either way 😛

trim silo
#

maybe it is on cpu

#

i mean on cpu sides of things maybe it's not graphics that nukes the fps

#

i'm not sure why it would but im gonna profile cpu in a sec

obsidian nimbus
#

stat unit

trim silo
#

stat unit shows this

#

this is in editor window

grim ore
#

stat scenerendering gives more details whats what

#

but might need to do another gpu breakdown while in game and see what is going crazy

trim silo
#

ok so in editor

#

in game

obsidian nimbus
#

gamethread is high in editor

#

more than gpu

#

well its kinda the same

#

but cpu should be kinda low in editor

#

even with the overhead

grim ore
#

your lights are almost doubled when in game

trim silo
#

hmm how

grim ore
#

dunno was just noticing it in the bottom screenshot

trim silo
#

yeah i just noticed it too but how can lights double on their own

grim ore
#

yep lots of profiling and stat stuff to do 😦

obsidian nimbus
#

well emitters can emit

#

dunno if that counts as actual lights tho

abstract scaffold
#

I have a top-down game. Camera is attached to the pawn via a spring arm. When they move cursor to the edge of the screen I want to bump the camera out in that direction just a bit to give them a little extra view distance. But it would snap back to normal location when they get off the edge of the screen again. Best way to accomplish this?

grim ore
#

it seems to be normal tho, like in editor for me third person template is 1 and in game its 2. it might be a rendering thing

acoustic kindle
#

hello does anyone know how to make an item shop like fortnites, etc if so please send a tutorial if u can

obsidian nimbus
#

if there is movable lights as components of enemies or somethign that spawn it wil kill perf

grim ore
#

yeah I would ignore that statement about "doubling" of lights, I think its just a stats thing

#

going to just have to profile again and see what the big slice is

obsidian nimbus
#

put graphic settings way lower and see ur cpu/ gpu again

#

find out whats the bottleneck

#

render% or something

trim silo
#

ehh this is weeeeird like

#

so we managed to fix fps in the editor

#

by getting rid of those lights inside the particle

#

but the fps is still trash as the game plays

#

lol

#

¯_(ツ)_/¯

#

this is sooo odd

rigid belfry
#

whats the forward vector in ue4?

#

y?

obsidian nimbus
#

nah its the forward vector

#

get forward vector

exotic thicket
#

X is the forward axis

#

but forwar vector depends on orientation of the thing

rigid belfry
#

if the player controller has input enabled, can i rotate still rotate the camera or is it tied to the controlled pawn?

upbeat tendon
frozen pond
upbeat tendon
#

and the layer blends can be loaded from a file?

frozen pond
#

weights won't work idk why but got same problem in 4.26, in my case i just turned my grass to 100% of weight and it's freeze

upbeat tendon
#

used to work

upbeat tendon
#

this is a damn miserable manual process

pallid talon
#

Question. I have glass windows that are tented on a building, but the tint effect doesn't effect the lighting unless I use "Static" for my directional sunlight. But I prefer the "Moveable" light. Any solution to forcing the tinted window to darken my sunlight while keeping a moveable light?

drifting geode
#

does anyone know how to fix this color problem?

#

the whole project seems to have some kind of gamma problem, also the case for the packed app

grim ore
#

so that grey is the material on a floor or something?

drifting geode
#

skybox

#

but also a fresh map looks way too dark

grim ore
#

did you disable auto exposure? whats it look like unlit

drifting geode
#

everything default

#

unlit viewport looks normal

trim silo
#

i have another issue

#

my lightmaps are messed up

#

any ideas?

rigid belfry
#

if i have a camera on an actor, when i enable input for that actor and temporarily disable input for the pawn, can i use that actor's camera and rotate it? just wanna make sure before i start trying. current setup for reference

grim ore
#

if it doesnt work by default you can probably set the new view target to the camera in the actor you are enabling

abstract scaffold
#

I have a top-down game. Camera is attached to the pawn via a spring arm. When they move cursor to the edge of the screen I want to bump the camera out in that direction just a bit to give them a little extra view distance. But it would snap back to normal location when they get off the edge of the screen again. Best way to accomplish this?

dapper swift
#

Hi all, please answer when you can, need some advise regarding Megascans. When I download a quixel material/surface, no material instance shows up in Unreal Engine content. Only the maps. Please help, because that's not the first time i downloaded Megascans materials. But it's the first time with the new Bridge update.

rigid belfry
chrome socket
#

I am having trouble with animations. I'm working on a horror game and I want the AI to do a run/jog animation when the enemy starts to chase you. I can you some help.

rigid belfry
past stag
#

Have anyone encountered this weird thing, my unreal engine shows white square at taskbar, there should be ue4 logo

rigid belfry
rigid belfry
#

wait

grim ore
#

@rigid belfry well the camera itself doesnt really receive input, its not a thing that knows what input is. Im assuming its on a character or pawn, and you would take the input in there and do "something" like rotate or add movement if using a movement component

rigid belfry
#

the mouse input is currently configured inside the player pawn. i have to tell the camera to use the controller yaw/pitch inputs

#

wonder if i can just move all the mouse inputs from the TPCharacter to the controller, that way i can save time

grim ore
#

if its something that should apply to anything controlled yep

#

the controller passes the input down to items that can receive input from it, or from whatever it's possessing

rigid belfry
#

yeah this is where i hit the wall

#

current idea is to make the camera a pawn, and make the controller posses the camera instead of setting the view target

#

at least thats my solution. maybe theres something better

past stag
grim ore
#

if your trying to like swap to something else, making a separate pawn to possess seems like a good idea.

broken heath
#

Hey mathew since u owned macs do u happen to know why there’s difference in model numbers?

I am buying a mac mini and noticed a difference in model numbers with exact specs, does this mean anything?

Both
Z12N0000J
z12n000g0

Are mac mini m1 16 gb ram 256 ssd @grim ore

clever vault
#

how do i post in job board?

grim ore
#

chances are the difference is due to region

broken heath
#

Oh i thought so too , alright thanks lets hope m1 be unreal packaging friendly

clever vault
#

where do i use the commands tho?

grim ore
#

@broken heath I didnt have an issue once you got it running, its more of the need for metal to not look weird and one other setting regarding precision.

#

@clever vault did you read it, it tells you to message the bot

clever vault
#

now yes

rigid belfry
#

this is what i have working. i can access whatever camera is in the level throught the computer. i prevent the pawn from moving by disabling input, and i can swap from one camera to the other since i controller input is enabled. i set the view target to the new camera, but i am thinking about making the cameras actually pawns. that way not only am i able to possess and whatever, but i can also link eventually AI to the cameras

broken heath
#

If metal looks weird in m1 would it mean it would look the same on an ios device? Or it would look as it should for mobiles? (After packaging)

grim ore
#

what I mean is you have to use metal on the m1, there is no opengl support which is default

#

for the editor to look right, packaging is fine

#

packaging really does not care about the machine, just that it has xcode and supported libraries

broken heath
#

So performance is fine and only backside is metal

grim ore
#

@rigid belfry it sounds like that might be a good idea, it might not hurt to just try it

#

@broken heath yep. there one other box to check for the colors to look right in the editor but at some point it should get fixed. again only visual issues not impacting packaging

broken heath
#

Oh btw do u recall the checkbox , so i take note , sorry

rigid belfry
#

it could also mean that i can design characters that can hijack cameras by possessing it and doing whatever. yeah this sounds great

#

wasn't there a OnPossess event? or was it cpp only?

jagged halo
#

what happens with components within controllers? (currently testing, but if someone knows)

#

in particular, I thought that controllers weren't actually visible entities (unlike the pawn they possessed), so I wonder what to make of them ...

rigid belfry
exotic thicket
#

You probably could put a static mesh on a controller

#

they do exist in the world somewhere

#

:D

#

It would be a dumb thing to do but hey

jagged halo
#

I'm trying to render a procedural mesh on a render target, but only on the owner machine (useless elsewhere)

#

so rather than putting the procedural mesh and the capture inside the character (which seems a bit out of place), I was thinking to put them in the controller instead

rigid belfry
exotic thicket
#

You are right, I just tested it out of curiosity and that is indeed exactly what happens

rigid belfry
#

so it seems like it wasnt an straightforward as i thought. i am possessing the camera pawn, but the controller still sends input to the character instead of the new pawn. i feel like i should tell the program to do more than just possess, but at the same that should...just work.
edit, after some testing, i am pretty sure i am returning none so that might be the reason. need to debug further

steel shell
#

i have aliasing only infront of the sky. how can i prevent this aliasing?

fluid swallow
#

Well

fluid swallow
steel shell
#

what information?

#

i want to provide all the information you need 🙂

fluid swallow
#

Are you saying in the other side its okay ?

#

or the whole thing is like this

steel shell
#

i marked the problematic aliasing in red in this image

#

in the blue area there is no aliasing

fluid swallow
#

I see

#

I know what the issue is

steel shell
#

cool what is it?

fluid swallow
#

Something with the translucent of the terran

#

terrain

#

or the sky depends how you want it to be like

rigid belfry
#

very funny

fluid swallow
fluid swallow
#

once you click on the terrain

#

it should be somewhere in the settings

broken heath
steel shell
fluid swallow
#

Looking for it ill screen in a sec

rigid belfry
#

i am telling the pogram to add nothing

plush yew
#

why on earth would this be giving me 'accessed none trying to read 'AI controller''?

rigid belfry
#

like telling a calculator to to " 2+ "

fluid swallow
#

@steel shell hey can you show me your details ?

#

like this

fluid swallow
#

okay i did something similar to yours

steel shell
#

no aliasing...

#

maybe because i have a virtual reality project?

fluid swallow
#

Oh

#

I have no idea actually i have never made any VR projects

#
  • i have 0 knowledge of anything that relates to VR
steel shell
#

mhh ok

#

but its good that you dont have this aliasing

#

so its something that either my project or i set

fluid swallow
#

Hmm There are a few console commands to try out maybe

#

its r.PostProcessAAQuality 0

#

up to 6

#

so r.PostProcessAAQuality 2 ~ r.PostProcessAAQuality 4 ~ r.PostProcessAAQuality 6

#

try out on begin play

steel shell
#

ok i try this

#

mh but the aliasing only occurs in the sky

#

its not a general problem

fluid swallow
#

This is as far as i know i guess

#

I don't want to make you try stuff I am not sure about ;D

steel shell
#

thank you for trying to help me 🙂

rigid belfry
#

its working! tomorrow i'll probably make this an interface function, that way i can better control everything. i'll probably want to clamp the camera movement and also general speed. after that(hopefully the day after) i'll make this replicate everything 👌

fluid swallow
steel shell
#

i have msaacount = 4

#

r.PostProcessAAQuality = "3" LastSetBy: Scalability

#

Aliasing works.. only not on the sky

jagged halo
#

seems like I corrupted my project; now accessing the content browser insta crashes 😢

#

no idea how to fix that ...

broken heath
jagged halo
#

no luck

light gale
#

Could someone point me to clear and up to date information relating to using purchased assets in a project in a team system? IE, the process and limitations for building with assets purchased from the store, or just knows offhand how that all works

jagged halo
weary hull
#

have epic said if there will be a 4.27 or will 5.0 be next?

dry latch
#

hey guys, I am making an apex legends type of menu. Currently my widgets works great, but it happens that when I click on the menu that I am currently in (for example the Play tab) it hides my UI

#

Anyone has an idea ?

plush yew
#

So does 'spawn default controller' handle destroying any old controllers? Basically I have characters that I want to be controlled either by players or Ai, when players unpossess them I want them to use an AI controller, I tried to store a reference to the AI controller but doesn't seem to work, but 'spawn default controller' does, however I assume this deletes old versions of the AI controller? Otherwise is a memory leak I think

ocean pumice
#

what's the best option for creating characters with clothes etc.. in your opinion ? It's just for creating some poses for an instagram avatar..

#

thanks a lot

rigid belfry
ocean pumice
#

ah thanks a lot but i'm looking for something to create the character, the integration won't be a problem..

#

i've tried Character Creator 3 but the options are really shallow

rigid belfry
#

oh i see

#

well your best option is to hire an artist

#

i guess

ocean pumice
#

true 🙂 thanks 🙂

autumn elbow
#

Anyone know why this silliness is happening ?

#

The foot slides in realtime, yet at .2, it's locked

tall plume
#

Does anyone know what this problem is?
screenshot from a small scene in Oculus Quest 2
Textures behave strangely, like low resolution, but not all

jagged halo
#

is there a way to debug runtime-created render targets?

sonic quest
jagged halo
#

already doing that, but things seems ok - until they are applied to another more complex mesh

sonic quest
#

Ah okay. Don't know about anything specific render target debug options.

still hemlock
#

Hello

#

can I get some help

#

I'm trying to setup SpatialOS for Unreal

#

but the Linux download isn't working

#

has anyone tried using SpatialOS recently?

#

like the setup

#

btw it's the toolchain I'm trying to download from

#

I click it but it doesn't redirect me

tall plume
tall plume
still hemlock
robust marten
#

Just curious but would y’all consider it wise to use a master actor for creating NPCs?

jolly vector
dreamy zenith
#

Hi, im new here, i got a question about a issue with the game im making so in which channel do i ask

hearty idol
#

Why has there been absolutely zero ue5 news? It's almost April. I really have been hoping for more exciting information, even if the release has been delayed.

blissful wharf
#

what are the axis (+/-) for forward (away from viewer), right, up?

plush yew
#

Is there a way to move my blue prints from side scroller to third person?

blissful wharf
#

what do you mean?

#

moving them to a new project?

#

you can copy the uasset files of the blueprint to a new project, but if a blueprint inherits from another blueprint then you need to make sure you copy both over

plush yew
blissful wharf
#

import the third person character

#

(it's an asset that you can import and drop into the scene)

maiden otter
gilded root
#

Hi, I wonder is it possible to customize the color of UE's window frames based on projects? When I have multiple projects open at the same time, it would be nice to tell which window is of which project.

surreal vector
#

Hello i have a question, can having a lot of variables in the game instance (like 100 variables) can create performances issues?

modern cedar
#

@surreal vector That should primarily depend on what you're doing with these variables and what they are. If it's just 100 ints that just silently wait for their turn to be checked once in a while it really shouldn't create any bottlenecks. But when in doubt -> prototype what you're intending to do and then check the performance - that's the only way to get a definite answer! 😉

surreal vector
#

Alright thank you!

dim merlin
#

Hi, anyone knows how to optimize my AI so i wont get this warning:

plush yew
#

Is there a better way to check if a key is released inside my character BP, other than 'was input key just released' on tick?

obsidian nimbus
#

yes

plush yew
#

how

obsidian nimbus
#

on pressed and on release

plush yew
#

i don't see that anywhere, only 'is input key down' and 'was input key just released/pressed'

obsidian nimbus
#

project settings input events

plush yew
#

ah I see ty

sharp shadow
proud narwhal
#

Is there any way to filter the worldoutliner to only show certain types?

drowsy snow
#

How do you actually use this material function? I'm still confused.
Of course SimpleGrassWind won't suffice, because this is in context of sky clouds, not grasses. I want to pan textures according to Wind Directional Source actor.
What's to feed on Vector4 WindActor input really?

plush yew
#

this is maybe a dumb question but does playing games from the epic store affect my rights to publish my own ue4 games

obsidian nimbus
#

you can open up that wind function

#

i expect madness under there

tame marsh
#

@plush yew It's possible that if you get your Epic Games account banned, you might lose access to your Marketplace purchases

magic fern
#

Hello guys. I have one question, I have water as a cube, but when the player looks at the horizon he can see then line where it ends. How can I disguise that?

proud narwhal
#

Any way to lock an object in the world outliner so you cannot accidently interact with it

tame marsh
#

@magic fern Fog, distant scenery...

#

Some things I can think of

restive yarrow
#

Hello folks, I have a set of grouped actors, and dragging them from the X,Y,Z arrows takes too long ( my pc freezes ) so i have decided to move them by adding X,Y,Z coordinates . but when i write the coordinates all the actors get jumbled and mixed into each other when they move. how do i stop this from happening?

sturdy plinth
#

hello, from an actor reference, for editor purpose, is there a way to get the thumbnail generated by UE ? from BP or C++ ?

tame marsh
#

It's the thumbnail_info property. That might give you a direction to look in

dim merlin
#

So i have a game with lots of AI actors spawned, around 2k

#

these are just plain actors with a skeletal mesh

#

however when they distance cull, i still have a low fps

#

When i 'reset' the mesh to empty, the fps gets better

#

why doesnt distance cull work for me?

leaden dust
#

why does this print the absolute desktop position of the cursor

#

The window is this small

forest finch
#

can somebody explain to me why till this day there are no "Community Pre-Built" versions of UE4 for Linux??

#

(||To who ever dares to say "Pakage blah blah blah" don't fool me i know that the Linux community is big enough to make a txt file with the needed dll's and other stuff||)

next badger
#

@forest finch well, cause UE4 officially is not supported on Linux

forest finch
#

the UE4 Source Code is available for compiling

desert widget
#

Hello all, does anyone have any news regarding UE5 beta release? Will it be by the end of march?

next badger
#

@forest finch who is "community"? You - go and make it, then maintain it

#

@desert widget probably not

forest finch
fierce tulip
#

lol

rocky radish
forest finch
#

why?

rocky radish
#

it's in the TOS

forest finch
#

eff the TOS

next badger
#

*TOS -> EULA

forest finch
#

if they are so smart why don't they compile it?

#

i'm sick and tired of being a Linux user and not to be able to use something as a normal person

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

dense knoll
#

Use WINE

#

*Windows In Linux

next badger
#

@dense knoll probably will lag like hell

forest finch
#

What was that for??

#

you know what?, i'll come back to UE when Linux gets fully supported(which is probably never) i guess i'll need to start learning C# and Unity now

hearty idol
#

@sharp shadow thanks for the update!

#

@forest finch ok you do that. Let us know how that works out for you.

dense knoll
#

Classic

#

"Im going to use the competitors product because you cant help me with ___!" I have heard similar lines like this so many times its getting old

fierce tulip
#

no need to be mean

forest finch
dense knoll
#

again

hearty idol
#

One tip though. You should get used to that feeling being a Linux user. What percentage of Linux users are there now for game development? Outside of a major studio like Activision studio, which makes their own engine anyway

#

It all comes down to need

#

And I doubt it is there for Linux to justify the priority

fierce tulip
#

there was this research done by some game developers on if its worth porting to linux, and no its not.
you get more sales adding new language options even for obscure languages over porting to linux compared to time spend/costs.

#

so kudo's to those who do port their stuff, but doing it out of profit is not a decent reason atm

dense knoll
#

Im pretty sure you can port UE pretty easily if you have access to the source code?

forest finch
fierce tulip
#

neko, behave. your blatant bs about getting treated badly by epic will not do well here.

dense knoll
#

Whining isnt going to change anything

#

IF your this annoyed about something so small like not having proper support for one of the most modifiable OS

forest finch
#

well epic should get their job together they are bigger company than Unity yet can't manage a simple thing it's more of a shame than something also im outta here no need to ban me

dense knoll
#

then i doubt the Unity Community would fare well either, Just calm down

exotic thicket
#

I'm not really sure why Epic should do anything

#

If it doesn't make them money then they don't really need to :P

#

You have to keep in mind that ultimately they are a business

fierce tulip
#

they left

exotic thicket
#

Rip

#

:D

dense knoll
#

Well i can tell that the unity community isnt going to like him either

obsidian nimbus
#

unreal does have linux suppiort right?

fierce tulip
#

¯_(ツ)_/¯

dense knoll
#

they have one thing missing and he has a mental breakdown and a midlife crisis

exotic thicket
#

sounded like he just wanted to vent lol

obsidian nimbus
#

pretty sure FN servers are linux

dense knoll
#

isnt there a Linux fork of UE4?

fierce tulip
#

its like "i picked this thing and its not supported, Y U HATE ME Y U NO SPOORT ME"
imagine them making a blueprint for X using Y, but the proper approach would be to use Z for X.
Y U MAKE ME USE Z I WANT TO USE Y WHY YOU NO SPOORT ME

#

y u no let me use tick on everything omg

dense knoll
#

Actuall

#

you can compile UE4 for linux

exotic thicket
#

Well no one says you can't use tick on everything alex

dense knoll
#

i just checked the git

exotic thicket
#

Yeah afaik it does compile there :P

obsidian nimbus
#

i never tested it

dense knoll
#

i would test it but my PC has issues with UE4s Zip file

leaden dust
#

uh guys seems like my problem got buried under this whole rant, how soon can I repost it?

obsidian nimbus
#

if u do dedicated server u should prolly do a linux build tho

dense knoll
#

now would be fine

obsidian nimbus
#

linux servers are way cheaper

fierce tulip
#

yea, you can repost cool

leaden dust
#

I have this small window

#

but this

#

prints the absolute position of the mouse cursor

dense knoll
#

Ok im confused on this as well lol

leaden dust
#

I can't seem to figure this out for the life of me

dense knoll
#

oh wait is this a drawing BP?

leaden dust
#

No its an editor utility widget

#

I am making a custom node editor

#

for dialogue system

dense knoll
#

You can just use BP for that

#

its a tad easy

#

er

leaden dust
#

I know

#

I already have a system in place

#

Just want to make it a bit more designer friendly

#

Things were going smooth enough until this crap happened

dense knoll
#

the windows too small?

leaden dust
#

I don't think so

#

I have used this code fragment a fair bit of times

#

this is the only place where it seems to mess up

dense knoll
#

i dont get whats messing up? Is it not showing the nodes?

leaden dust
#

@dense knoll its not giving the local position

#

which would start at the top left of the window

#

its giving me the absolute position in the whole screen

dense knoll
#

did you recently update your engine?

leaden dust
#

@dense knoll I didn't update this project

#

I made it on 4.26

#

I use 4.25 normally

#

but since I was making this as an experimental feature I decided 4.26

drowsy snow
#

Holy shit, Neko.

dense knoll
#

Neko is gone

drowsy snow
#

IKR

#

Also, we assume Linux users are mostly super nerd anyway, they would go their way tweaking WINE or even make Windows KVM inside their Linux system, so we could just safely built both the game and editor with Windows or Mac

dense knoll