#ue4-general
1 messages ยท Page 966 of 1
I don't need the position in viewport
I need it in window
anyways for editor widgets
the viewport is same as the whole screen
But the hassle and that goes through testing Linux binaries for all the distros and stuff outweigh the actual user base that demands games run natively on Linux desktop system
I tried another method
but for some reason
this time I have a create widget node which is returning nothing
like wtf is wrong with my project
ya'all do realize that they said that Unreal Engine 4 is too big for their Hard Drive Disk??
which if i understand correctly that could also mean that they can't compile it
To be fair, 200 GB is fairly big, but then you can cross compile for linux from Windows anyway ๐คทโโ๏ธ
Hey guys can I get some recommendations? After a life altering data loss due to an SSD a few years ago. I bought an ssd again because UE4 is taking ages to open. Has anyone experienced any issues with SanDisk Ultra 3D 500GB nvme? what would be the best way to prevent any data loss?
backups
This node?
backup on a spindrive
so the problem is
the create widget node you see
literally returns nothing
like the return value is blank
also you can pay for googledrive
well we should have asked them/it why it was soo mad/pissed at first place, i guess
Also I'm basically using LocalBuild out of my custom source code modification and just yeeted out my GitHub clone anyway. Took around 40 GB now in my HD.
dude he is gone, if you want to rant about linux now please do it in another channel
yea that seems the obv solution i was thinking about maybe i can use part of ssd as cache or something and keep the data on hdd or something if it works i don't know
im lucky enough to never have drives fail on me
imma go send *them a friend request and see why it was so mad
never had an issue with hdd but power went out and back for a second it was all she wrote for the ssd and i have ups and everything
linux mint is real decent btw
I think I will have to create a new project
also cool_da_noob did the note wokr?
every1 can use it for basic daily stuff
That helps sometimes
@dense knoll no ๐ฆ
my main question is
why is the create widget node returning a null
like how is that even possible
when it gets outside of the widget?
no
or is it random?
possibly its being called to fat
and hence there is no return value
I'll make a new project
@plush yew its an editor utility widget
it doesn't need a context object for anything
If the new project doesn't work I would probably have to dig DEEP into cpp to see if i can grab the code for the build in graphs
since the engine won't let me build my own ones
soo i spoke with them and it turned out that they didn't had any Hard Drive Disk space because they didn't have any money for a new bigger Hard Drive and are stuck with an old 160GB Hard Disk
Can someone tell me, if I make something in Blender in exact dimensions and import to UE, will the dimensions be exact, based on default player first person height?
Yes but actually no
Long story short:
Blender normally works in metres
Unreal normally works in centimetres
good luck
i guess that they do have a point on a second thought, When Unreal Engine is compiled is like ~30 or something GB while raw it's like 200GB soo yeah :/ kinda double edged knife here
hey guys! Does anyone know if you can have multiple media players pulling from live cams displayed at the same time? I have a video capture device and a webcam displayed at the same time but the camera seems to lag really badly. FPS stays at 120 and the PC is not under much stress at all. Any ideas?
That should keep proportions same in theory no?
Not really. There will be scaling and nightmarish deformation issues.
Unless, you specifically set the Unit Scale to 0.01, and keeping the system Metric. Setting Length to centimetre won't work.
I recommend you set the scaling to 0.01 and save the configuration as the default Blender file, especially if you're using both Blender and UE on daily basis like me.
I see ok thanks
@drowsy snow will Blender ever fix its scaling behaviour?
:triangular_flag_on_post: amin_rajaaxs#0400 received strike 1. As a result, they were muted for 10 minutes.
I won't hold your breath for that if I were you.
@plush yew but it doesn't, if you set it to centimeters it still will scale the mesh 100times
It shouldn't be an issue. I'm assuming the webcam is being pulled in as a webcam device but how is the video capture device coming in?
Hey @tame marsh I'm having a weird issue! Both are media textures and seem to work fine in the viewport but when I press play the webcam becomes extremely laggy
fps is fine, load is fine
I can't think why there would be a difference between the viewport and live play
@tiny ginkgo Hmm, I don't know either. How is it in the mediaplayer asset itself?
Try askign in #virtual-production
Thanks, I'll give them a go!
Hello guys, can you help me someone?
why does my ue use comma in numbers?
is this different from the dot?
how can ฮ change that?
https://youtu.be/HFkSJj_AHss How can i paste the coords of a location without my grouped actors merging into one?
How high is default fp camera positioned in cm?
did u ask me?
idk but it also happens when i am in play mode
the player can see that blank
I read somewhere it's 180cm
My static mesh thumbnail is too zoomed out enough to not show what it is (because it hanging in a long wire ) , is there away to focus on the mesh for the thumbnail ignoring its wire
and also now i noticed
this only happens when i assign a material to the landscape
@restive yarrow you need to select that group actor, it will be in the outliner, an then paste the coords
if there was, i think it was used instead
the 10XX GPUs can use the RTX features in a sense, although slow
I have a AMD RX 560
afaik amd didn't provided any DXR drivers for those
darn
of course when i buy a new GPU it ends up becoming irrelivent in a few years
at least its not a 1 GB VRAM
card
and i did develop on a GPU like that at one point
how much more potato can you get
I wouldn't say it's irrelevant, just, no raytracing
no one cares about raytracing anyway
what do yall do to kill time while shaders compile or distance mesh fields generate for half an hour lol
you still can work while shaders are compiling
I'd rather not risk the crash lol
you could develop c++ in a lighter editor
Icant do anything when compiling shaders
shaders are written to disc, so even if you crash they will be there
my PCs CPU is potat
i just whip out my phone and watch something
and wiat for 15 mins
Is that why my C drive is fucking bloated to hell while my D drive is nearly empty?
no need to curse
How much that cost?
idk anymore
lel
spacesniffer
wut
speaking of space, this is my drive lmao, not including another full hardrive whitch is 2 TB
F
Hello guys, I'm new here:) ๐
welcome @plush yew
hey people, i have a 16 bit image single channel image, can i somehow split it into 2 8bit channels with minimum information loss?
Does anyone have a suggestion as to how I can create the wires connecting nodes in a custom node editor I've tried to make
What I have is a 10000x10000 pixels canvas panel on which I place the nodes
The nodes themselves are derived from a parent widget which hosts the spawning, moving and deleting capabilities
Each node is made up of a bunch of slots
slots is basically one row of a node
My original approach was to create a line widget
but for some reason
unreal doesn't let me create a widget
Its bugged or something
So what else can I do to draw lines
I could draw lines using the draw line function but how would I keep track of which lines connect what nodes ๐ค
Thanks a lot. Ill check and see
Hello ! i am having issues with the unreal engine editor after a few minutes sometimes even an hour my editor will bug out and every time I right click inside a blueprint it will instantly close the window or even typing or dragging things
Uh guys I am running into another issue
In editor utility widget and blueprints
when you change a variable
they are not reset whenever the window is closed
and only reset once the editor is restarted
any idea on how I could reset the variable values
tried all of these but they don't seem to wrok
No it didnt work
@next badger
this still happens
How do i move grouped actors via coordinates without them mixing up ...
nvm found it ๐
is there away to compensate for world settings on 4.26 gpu lightmass?
Can i edit static mesh thumbnail ?
Hi guys.
This cast is to an actor BP witch a static mesh, I am basically just setting a bool so that the actor can turn its simulate physics on when the trigger box is set off...
What would I attach into the object of the cast ?
Hello everyone. Im new here and looking for some help about light bleeding walls, I know is a common issue and maybe anyone already replied about ths topic, but can't get rid of this after try many things I found on internet
Is there a reason I can not find camera shake like I see in the tutorials ?
I am in a third person game
hmmm, Camera shake should be for first person only?
Some of the tutorials use it in third person games
ok
Do you have a good solution to get rid of light bleeding walls? I did everything on intrenet talking about it but still can't get rid of this bleeding shit. Well there is a solution I didn't try it talking about put black walls around the room hidden after render... But I have an indoor and outdoor scene
@plush yew yes, but it seemsto be missing a lot from the details pannel
Top is mine bottom is tutorial
I can't say i ever did it, but in principle - the weight maps are assets, you can copy them, and save them, and reuse them on moved landscape
Create a new weight map, it will show you a generated name, copy the generated folder to new location and point to the weight maps in the layers of the landscape (they should appear in yhe drop down of weight map selection)
Let me know in pm if you can't find it, and i will turn computer on and make screen shots for ya
tyvm I am just testing it now ๐
how do i unset bodes simulate physics ?
i want to make a temporary ragdoll
how would i undo the raggy
because i already do the raggy
But my doubt is about light bleeding walls, so is tha same for game devs
I'm having an error. Can you look #packaging ?
Hey
Anyone used SaveExtension from marketplace on ue 4.26?
Right now on marketplace last version is 4.25, but on github 4.26
Im not sure how to work with it
Simple copy-paste didnt work
Often, when opening an actor blueprint, I have to click on "Open Full Blueprint Editor". Is there a way to set it to ALWAYS open the full editor?
Hey does anyone know how to find where your project file is stored?
Like the specific path/dir
I somehow ended up with 3 copies of the same project on 3 different drives and I can't for the life of me figure out where the project I have open is stored.
@ocean grove press show in explorer on any file. You'll know the folder for sure.
@glacial dawn THANK YOU!
Does anyone know a Fix for the Flickering Menu issue without downgrading the Graphics Driver?
Outside of the official Learning section are there any really good paid online courses that focus on advanced topics like AR, simulation etc?
what do you mean you can't?
it's a reference viewer, you can't edit anything there
in order to edit the references you need to edit the actual assets that have those references
be that actors having references to other actors, materials, static meshes, skeletal meshes
materials have references to textures
can i play 10bit videos in unreal?
actually i want to use a 10bit video as heightmap
any idea how i could create quicksand ?
I have a small concept I'd like to work out but it will require some small terrain deformation. I've done some research on the matter and terrain deformation seems to be quite a hurdle. Are there any examples or free plug-ins available to help me understand what I need to learn to tackle this?
when spawning a client, it seems to randomly start at 0,0 for one frame before being repositioned to the true location
is it expected? can I do something to avoid the glitchy reposition ?
@frozen pond The free version doesn't support instanced foliage which is a problem.
it seems to be this issue, but that seems a fairly obvious bug ... does every UE game have to workaround this?
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1763537-help-shows-spectator-camera-at-middle-of-map-the-first-time-character-spawns-solved
UPDATE: 05-23-2020
Problem solved.
What I learned;
โข Player spawns with only his PlayerController sitting at 0,0,0 in the map
โข GameMode PostLogin is to late to change change where your player spawns
โข As eXi said "Your Server spawns the Client's pawn and posses it, which takes a few milliseconds to replicate down
Hey guys,
How could I make the speed of a rotating object alternate ?
Like the speed of a fan in my case, I want it to slow down every couple of seconds so the player can run through it...
Have two speed variables and swap between them on a timer?
It depends on how you handle the rotation. Try to blend between two max rotational speeds on a timer that controls when the slowdown happens.
Hey, anyone who can help me out with an issue i have?
I have this animation thingy setup and when blendspace turns to 1 my rifle animation gets run and if its 0, the character idles normally,
Im trying to change this int from another bp but cant get it to work
It worked at first but suddenly just stopped working
the bottom image is the bp that changes the int
How are you changing the variable?
@pearl shoal I will have a mess with it to see if I can manage something like that
On the second image its the "combat state" thingy that changes it
instead of casting i have setup interfaces
Also, if you have only two states, use blend by bool
Ah, I see
And the combat state the only thing it needs to do is Mesh->GetAnimInstance->cast your animinstance->set var
It should work no problem
like i've done without the delay?
o wait nvm
so how do i cast?
im very new and learning constantly, do i do it like this?
might be completely wrong lol
this is how i got the interface
why would my ref variable return none if its not failing the cast? edit: i fixed it by adding a small delay. seems like there is some travel time in multiplayer
where can i change my fbx import settings once i clicked the dialog away with dont show again ?
holy fuck i fixed my shit lol
am I missing something? it sounds a really stupid issue - are controllers truly rendered before anything else, including HUD, thus leaving the room to a few frames of rendering whatever is at the center of the map?
first message on server and its self promotion. on the wrong channel too. nice
Awesome! ๐
Thanks for the help btw๐
I know there is official app for iPhone that can be used for real-time facial capture in unreal engine for metahumans etc but is there any way to do it with android?
Anyone knows how to cast when there is multible players
There is only 1 android app I found called "face mocap" that send mocap data to ue 4 but even with that I would still need to create whole system that handles actual tansformation of 3D character model face points
This used to work when there was 1 player but not with 2.
can i use 10 bit videos in ue4?
@thick charm Are you sure the anim instance is the proper players instance?
so i'm trying to set the content through a button on another widget and it doesn't seem to be working
Hello guys, anyone using Dungeon Architect? I wanted to know if it is possible to have a different ground if outside or if inside.
whats that button for? right now every time you click it you're creating a new empty widget, which could result in memory leaks
it's for an in game journal
Hello guys!
This is the last export - an apk game from ue but I can't install it on my phone. I need help. What else I have to do after the export to complete my game?
first solution is obviously initializing all your references and simply calling them later. otherwise, you can use a is valid/validated get to first check wether an instance of the game journal already exists
you did not explain why its not working, but again, everytme you press that button, you create a new empty widget.
so you have journal , journal 2, journal 3 etc.
journal entry 1,2 and 3
also i fixed the reference issue
by passing the reference through when the slot is made, thanks @rigid belfry
why is my client in first person view when i am telling it to be on third person? server is working as intended
@muted trail can you maybe try and help me?
i haven't started working with animations yet so i'm not sure
ok
Hello guys, i really need help with something.
I am trying to create an particle emitter (fog_texture) of an exhaust (car pipe).
Im following every single step from this Lynda course and doing exactly as im told to, but in the end my particles are invisible.
Please someone help me"
actually have you checked if your camera location ?
huh?
Quick question
What is the difference between unreal particle system and niagara system?
#rules 2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
ok
btw having fancy animations is not a requirement for a new programmer. you need to finish games. i often use literal cubes for most of my stuff because i know i dont have the artistic skills required to create something good looking
instead, i focus on programming
you should really try to decide what your goal in unreal is, and work towards it
you want to make a horror game? there are tutorials on youtube that can help you
plus being chased by a giant red cube is way scarier than the mannequin in my opinion
there is remarkably little info on landscape painting
does anyone know if its possible to get height maps to work with it?
anyone else have issues where the engine crashes and you lose a bunch of work even tho you're constantly saving frantically every time you make a change? idk what the point of saving is
are you saving the right levels?
I only have one level at the moment
i see....
I don't mind it crashing as much as I mind losing progress lol
might reinstall
the error was something about the D3D device going away, idk gonna go do something else
frustrating losing half an hour when I changed a lot of things in that time
ok nevermind, scratch heightmaps, all i need to know is if i can use texcoord with landscape painting
textures too small and im not a fan B(
Is there a tool for fluid Simulation in current release? Or a plugin ?
Hey guys, have a question, for my games I'm not gonna have full on animation, just different poses, should i just remake my models in each pose, or pose them with armatures?
or rigs
Watching through Asher Zhu's presentation on "fluid sim", he uses Niagara Simulation Stages, which can be obtainable by Setting-up master branch of UE4 source code
It can be used on 4.26 because it only consist of .uasset files, although I have yet to experiment with it.
@drowsy snow thx
its better to rig them in case you end up deciding to animate them later on down the line
Well, you need to set up the entire branch after cloning it.
Again, it's ony .uasset files, which are not included in the GitHub repo
Just exclude any platform except Windows (or Mac) so that you don't download unnecessary dependencies.
ok
Hey there I have a question, when you convert an object that have collision to static mesh it is still possible to have collisions?
@drowsy snow Please , i have cloned the source code and have done "git checkout master" it's not that i have to do?
I have to build from source ok
When I look at examples of the canvas panel on YT, it seems to have a size. My canvas panel doesn't show a size?
after you get the source, you need to follow the rest of the instructions which includes downloading the dependencies using the setup batch file
@soft fiber in the top right of the preview window you can change it to show as desired, and other options, not just the fixed resolution size
@grim ore ok, thanks
is there any way to scale z value without it stretching the landscape?
anyone know what this is?
it seems to still open and work anyway
Btw: What are the rules of UE4 serialization when fields change?
The ideal seem to just be make a new struct (ex: if a save game changes) and copy from old to new but yeah. Curious if there's known simplifications
Where is the Motivation to work on my game Channel? ๐
I love my game, I love the design, and concept... all that stuff, but I find it harder and harder to sit at my desk and work on it.
I find that I would rather help solve other people's bp issues and what not, then work on my own.
Why does this get stuck? It's a default project with some basic shapes added in and a landscape. https://cdn.discordapp.com/attachments/127723854171734016/824111015763116112/unknown.png
It stays like that until i force shutdown
@autumn elbow i know exactly how you feel man
Switching the default RHI to vulkan causes the engine to freeze loading at 18%
and shaders dont compile at all
my cine camera is not doing depth of field
bumped everything up to max to test
focus plane
nothing change though >:/
all these questions and non can help big oof
does anyone here have any experience with setting up google admob in a android app?
im just wondering:
1- would this setup work to display an ad
and 2- do I have to fill out the Ad Id Index or is that in the project settings
idk how to help you @calm pollen but that range between ads makes me triggered because it's so frequent xd
yeah I know lmao it was just for a example im definitely gonna change that ๐
๐
does this double up as a help channel?
I'm having two issues when setting up a 2 wheeled vehicle.
Issue 1 is solvable through better setup but more a question for @patent cobalt. I've setup the vehicle such as described in your tutorial yet the axis for the wheels has imported incorrectly and so the wheels do not align. I was wondering if their is a solution for this?
Issue 2 has my head done in. Even when I have rigged the vehicle properly with armature the wheel colliders never collide. They always pass through the ground. I must be doing something wrong but I cannot put my finger on it. Is there a solution?
is it possible to run ik once just to offset bone positions?
because currently i want to offset the bone positions to be able to re use animations for multiple weapons
but ik hasn't given me good results
May be ask on Unreal Forums. Anyway, this is a community service. Donโt expect everything to be answered.
@timid spade use sockets on weapons and translate bones to those sockets
some math would be involved right?
not that i can think of. Maybe a little bit if you want to fine tune the location of the bones
well if i wanted to move the hand to a socket wouldnt the elbow have to bend as well?
or will it naturally bend if i move the hand
you would need to use ik for that
i tried ik
i got this result
it happens when i get near the origin of the world
and as i move further away its less noticeable
also, ik has a lagging
thing
idk how to explain it
like if my shot animation plays, it lags slightly behind the animation
what ik solution are you using ? two bone ik?
yes
this is what happens originally
ive tried multiple combinations as well
no luck
this is my setup
1 min
yes so two bone ik is only using two bone... hence the name
yes
im a little confused on how to set up the node
what the joint location and ikbone actually are
i assume joint location would be the elbow
try using CCDIK instead
I figured out a way to solve this by using a fixed offset value from my right hand bone to drive the location of my left hand bone, and use the preview to adjust to get the right position.
also for effector location space
or FABRIK
effector is where you want the hand to be placed
?
one sec
here
look at the hand in relation to the gun
how would i eliminate that lag
not gon download that sorry ๐
ok one sec
im gonna post it on streamable
ignore the clipping thats not the issue
its just delayed movement
it looks weird
let me fix the clipping
maybe itll be more noticeable
why is it clipping?
i think i was just seeing things about the lag
youre probably right
ook
the clipping still occurs, im gonna try FABRIK
also @sullen sonnet whats the difference between CCDIK and FABRIK
Describes how to access and use the CCDIK Skeletal Control node to set up and control IK chains.
how are you iterating to do IK?
with tick?
yes
i have a function connected to event tick
that function gets all the info and stores it
hmm im not sure why it's clipping FABRIK or CCDIK won't fix the clipping with gun i think
event tick is only 50 times per second correct?
event tick ticks every frame as far as i know
oh
ive been told wrong then
ill try turning down the firerate
see if it changes anything
you can adjust the tick somewhere i think
it won't
it looks like its extrapolating the position of the socket
idk why it would
its way better now
it still moves tho
idk why
it has something to do with the rotation limits
fuck around with the location and how it goes to that location, im not sure what else to do
yeah thats fine man
thanks so much for the help
took me 2 days to figure this out lo
i don't think it's rotation
well capping the rotation helped
i capped the elbow to 5 degrees and it didnt clip as far
show me the full animation bp with that ik
should i add another ccdik node after slot arms
also that just just play recoil anims
cause it doesnt blend
no
still clipping ?
show
https://streamable.com/h8bj2e you can tell the hand stays a bit behind especially near the beginning of the anim
do automatic fire
it doesnt have to move far when doing automatic fire
i think it lags when the socket moves far away from the hand
maybe im just tripping again
check the socket when firing
just visually
in view port on top left click show, developer and bones i think
it doesn't show apparently
i got it
showflag.bones 1
very cluttered mess
https://streamable.com/zv08pw heres what i got but theres a lot of ghosting
ye it doesn't show sockets
๐คทโโ๏ธ
also another quick question why does unreal ghost so much
yea bro legit
i was ready to just make 50+ animations
what you mean
look at the video with the bones visible
motion blur
xd
ive never enabled it
it's on by sdefault
ikr
can i enable it on certain things?
depth of field is what you want i think for that
but it's a pain to set it up
i haven't messed with it much so idk how to set it up the way you want right now
its fine no worries
you were a great help man thanks so much
i finally figured out this dumb shit
game dev is hard XD
fr
I tried converting my entire project from BP to CPP by copying my content folder into a new project, any clue as to why it may have shifted my character up?
so I just found the solution to this problem, it seems that most people already have this file, but if the "a" at the beginning is capitalized ("A") it can't find it?
its seems harmless as everything still works, its just annoying cause you have to click past it to open it
Unreal Engine: Oooh~! So you want to delete an asset, eh? Well, it's time to spin the wheel! Everytime you delete an asset there is a 1/10 chance the program will eternally freeze until it eats all your 32 GBs of ram and you have to close it with task manager! Are you feeling lucky?
why is level streaming not showing up? Using 4.26.1 https://cdn.discordapp.com/attachments/127723854171734016/824158562741125160/unknown.png
can't have level streaming volumes if using world composition apparently
i packaged game in android when i run all mat show black only few have there mat
@scenic moon I figured out why BPS to Static Mesh wasn't working for me, perhaps yours was the same case: the brush was on a different sublevel than my current (active) sublevel; once I made the sublevel with BSP active, it instantly worked ๐
Hey guys. May I ask, I'm having a really nasty issue with basic control rig, can I ask the question to everyone here or is in another chat?
So there's a 'Draw Line' node in the UMG widgets, I have an editor utility widget (which has no relation to game performance), will drawing 100-200 lines crash the window or engine by any chance?
Hi
I am new
I want to know how to make setup an reload animation for the gun. An animation which takes the magazine out of the gun
So how can I do it?
can u send a picture?
@grim plank of the node?
yup
@grim plank
Hello
Hey all! I'm struggling a bit with the author-at-source approach of localization.
Can I realistically localize my SOURCE LANGUAGE, in an external PO editor?
The docs etc say this is just for "spot checking".
it is normal bro
https://youtu.be/6FP6pvgh-rs
What is the UMG: Draw Line Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
Its very awkward because for source language (en), I end up with msgid and msgstr being almost the same, but not exactly...
And I can't update msgid because localization import can't serialize that back into blueprint or C++
๐watch the video that I sent
@grim plank my man did you see my question?
I asked whether drawing a large number of lines (100-200) crash an editor utility window or the engine itself
have anyone encountered this issue before? ive setup an tessallation landscape material with auto cliff, however, the engine thinks the steep part of my tessallation is also a cliff. any ways to fix this? (red part is cliff)
has anyone made an infinite hallway, as seen in PT silent hill, tutorial?
Just use portals
It's basically Non Euclidean Geometry
thanks? just look that up?
Either portals
Or
Stitching up sub-level also a good idea.
Basically the part where you step down a staircase in the small room is where you unload a copy of the hallway behind and stream in another copy of the hallway in a separate sub-level
The path would be like this:
Hallway -> staircase room -> another hallway
I have one major question for my future workflow: Is it better to create static function blueprint library (function meant to be used as node in blueprint), is is better to create them in C++ or in blueprint ? I have an example of the function Angle, created in C++ and blueprint (both can be used in blueprint).
The goal is to be able to access them by blueprint.
in one way, create them directly in blueprint allow quick iteration, addition/deletion of files etc. but if I do them in blueprint, if one day I need inside a C++ file some function, I can't access a blueprint function from C++. So I think I will create them in C++, to be able to call them in both C++ & blueprint, what's your though ?
what is the advantage of a bigger tile size in the virtual texture setting?
and what is the disadvantage?
use vertex normals instead of pixel normals for your slope detection, or use the pixel normals from before you apply the tessellation normal adjustment
Anyone knows how to cast when there is multible players.
This used to work when there was 1 player but not with 2.
https://cdn.discordapp.com/attachments/225448446956404738/824035987855900672/1e5051602d70a8baa9d76daa959abc27.png
thx for the response, i will look into it tomorrow
You mean multiple classes? In that case, avoid direct casting and use either interfaces (preferred) or create a common base class for all your classes
I do have interfaces setup but it doesnt work ๐ฆ wait a sec i'll show u
Here
It used to work but suddenly stopped working
@drowsy snow I have setup the project and placed the Plugin in the engine repo , the uasset files are visibles in the editor but not the .umap files
ProBuilder was pretty good
There is the new modeling tools thingy which seems alright, not sure if it's near ProBuilder in terms of features yet though, but it looks maybe slightly better than BSP's already
On the other hand, ProBuilder also had its own quirks and wasn't quite there in terms of comparing to say with Blender
How can I convert a few 1000 actors into static meshes in place?
Blender is a full 3D suite. I donโt want it to be that. I want it to be good enough for a simple blockout, which ProBuilder is. BSP is amazing but itโs really lacking compared to ProBuilder.
Yeah.. have you tried the new mesh editing tools?
this engine is so fun to use, i get so excited when things work. i literally just started two weeks ago and i love designing environments
Are you talking about the simple mesh editing? Or is there something new I am missing?
Because I heard rumors that BSP is getting an overhaul so idk what exactly you mean here
"modeling tools editor mode", it's in plugins
Ow yeah, still lacking.
hopefully they'll keep improving those, I think it works a bit better than BSP's already
I know I can rightclick and go > convert to static mesh, but that just puts a static mesh in a folder, it does not replace the one in the world
It does, but itโs not something to use reliably since itโs still in beta.
I dunno, as far as I can tell it spits out regular static meshes so I don't think it's going to break randomly :)
Well, beta is never good for production. But itโs nice to experiment with and hope it comes out soon.
Hello, my mirror and metal material has got a problem when i look that material from far its looking like this:
But when i came to closer its getting darker
i trying put sphere reflection capture but nothing not changing
SSR
you basically only have SSR working
for your reflection capture, make sure you built them I suppose, and that they are correctly placed and the right size?
also you'll need static lights to see anything in the reflection capture I suppose ?
not "static" in engine but existing at the time the capture is done (aka in the editor) I think
i changed my light to static
this is when i far
This is when i came to closer
its blurry
well increase the quality of the capture then
try maybe a cube capture instead of a sphere too
nah those are SSR settings, I'm talking about the size of the capture texture I'm pretty sure you can configure in the reflection capture actor
u talking about sphere reflection capture?
i searching quality but
check it's settings
no have settings
like quality
i have
reflection capture but
not has settings like quality
yes it's there
a little intrusive if you only wanted to improve the quality for a single capture though
where exactly should I place the spheres?
Hey guys, how do i make it so my projects only open on VS Code, and not vs community, it defaults to the latter for some reason
Hello, does anyone knows how to rotate the sky material with a shader ? I've tried the rotate about axis thing but it doesnt seem to work with uvw texture
is it ok to use particles like this ?
I am trying to put dust throghout my level, Ill continue to do this throughout if its ok
is anyone getting fps drops in 4.26 compared to 4.25?
I got 120fps -> 70 fps for any map
Hey guys. Recently i wanted to get into unreal so i download it and messed around with the ui etc. I got a bit used to it but now i don't know what to do. Where do i even start?
Should i make a game or something?
This depends. What exactly are you doing in your sky material, and what exactly do you want to rotate?
You could use world position offset to rotate the entire mesh, for example. Or you could rotate the texture coordinates if you're using a cubemap
both need slightly different setups and math
hi, is there a good way to Spawn an actor in ue4 classes that are not uclasses?
I need to spawn an actor temporarily in a non UCLASS singleton
so anyone know why when opening visual studios from unreal like double clicking the folder etc etc the solution explorer and the error window disapear, i have to manually get them back each time
a little new to visual studios layout so keep that in mind
Trying to set a relative locaton of a camera. If I say to set the Z to 400, it is getting set to like 399.9987. Is there a reason for that? Can i get it to 400 exactly every time?
Has anyone had this issue before? https://i.gyazo.com/994ab4d30ac5e9474f6f7f8647aad5dc.jpg UE4.26 water lake and river, river doesn't blend at all
I have something strange happening. I have a endscreen (widget) that will be displayed when the game ends. This works fine on my android device. LG V4 running Android 7. I have a few beta testers added through play console. They are not able to see this widget. Why is this happening one android device and not the others? Is there a common cause for this?
you can type in the console SlateDebugger.Paint.Enable 0
@grim ore I created a widget and saved it to a variable in the game instance. Then from my BP I referenced that variable from game instance and added it to the view port. Now if I do a destroy actor on the BP, would the widget disappear?
in the texture setting of an udim, what is the "Power of two mode"?
assuming its still referenced somewhere (your GI), and its still on the screen (you added it), it should be fine
and when converting a udim to a virtual texture, what is the texture size threshold?
Why does adding a new enum row take longer and longer the more I add? Is there a limit to how many I can have in 1 enum?
Does it make sense to create all widgets required for my game(create widget nodes) in the begin play node of the game instance, save them to variables and then call them as required? Or create widgets as and when required? Also are these widgets removed from memory when I call remove from parent?
they wont be removed until the garbage collector comes to collect them
so removing wont remove them from memory until nothing references them
and as for making sense, thats up to your project.
for example an inventory for a player UI, does it need to be available if the player is dead? can anything open it or use it besides the player? should anything but the player handle it?
a main menu? something that pops up when you hit ESC? can it be used at any time? might be good for game mode or instance
are you using multiple levels? does this always need to be in memory across multiple levels? Game instance, if not somewhere else.
etc..
hell you could just make a blueprint actor that sits in the world that handles all of this, or a subsystem could be created to handle it, or uh put it all on your weapon because why not (dont do this)
All my questions about the widgets tie back to my current issue that Iโm stuck for 4 weeks now. Widgets donโt show up on some android phones. It works fine with the test device I have. ๐
I have no idea what is wrong as there is no error message.
so the ADB logcat doesnt show anything?
No..
definitely weird. Does it do this for all widgets or just some? Its possible ue4 is not compatible with that device due to its GPU
I would also try it not just in openGL but in Vulkhan if you can
It only happens for one widget that is displayed after the game is over. Iโll try the Vulkan thing
well if it only happens for one widget, then it sounds like basic UMG is supported which means most should be. Have you tried to eliminate that widget as an issue? as in just like literally make a new scene as your default that just shows that widget and see if its shows up on device
Iโll try that tonight after Iโm done with this bullshit 9 to 5 job Iโm at.. ๐
hello again, would anyone be able to give me a bit of help with OSC?
Can someone explain me what is the difference between a niagara system and a particle system?
chances are by particle you refer to Cascade which is the older FX system, that has been replaced by Niagara the new FX system
I don't know, the "particle system" that appears when you create a new asset
well you dont just randomly create a new asset, how are you creating it?
if you mean creating a new "particle system" then yes that is Cascade, the old system, and has been superceded by Niagara
Right click on the content browser
Basically never use cascade always go for niagara?
if you are learning, probably. Niagara should support everything cascade does and is the default going forward. Cascade is still there since its been around for 5 years so has more documentation and tutorials and existing content
why are there three instances of player controllers if i am running 2 players, one of which a listen server?
client has his controller, server has his controller (since its a listen), server has a controller for player 2 since its a server
thats my educated guess
anyone knows how i can add a rotation to another one
im reading up on it but it doesnt quiet work out
tells me multiplying them would give me what i want but thats just simply not the case
i have 2 global rotations, both are 0 initially and adding them should just not change the result
AddRelativeRotation
hmm not a thing i have in ctrl rig
Ah sorry
maybe that?
lmao transparent nodes tho
is there a way to make these interchangeable with a variable or enum?
what are you trying to do?
i want to be able to choose whether the target gets info from the 1st or second variable
i have 2 sight blueprints
one with a 2dscenecomponent and one without
use a select node
your index can be a boolean and your options those 2 items
is there a delay node
something similar to delay(ms);
wait how come i cant call a delay in a function
but i can in an event graph
If I set my target sdk version to 23 (android 6).. does that mean my app wonโt run on anything above android 6?
What does it do exactly?
Documentation says target is what os the app is expected to run on.. so if I want it to run on everything android 6 and above.. do I have to set it to 23(android 6) or 29(android 10)?
anybody has any experience with multiplayer? why is this happening exactly? client's bool should have the same value as the server
@timid spade functions are self contained, they run and are done. only the main graph can be delayed is why
To maintain your application along with each Android release, you should increase the value of this attribute to match the latest API level, then thoroughly test your application on the corresponding platform version.
Yeah I just want the texture to be rotated
Is it a cube map or a spherical panorama texture?
Cubemap
Thank you
the reason for this setup is that the RotateAboutAxis function does not return the rotated input, but instead an offset from the input to get to the rotated position
it's more useful this way for directly outputting into the World Position Offset pin, but counterintuitive if you want to just rotate a vector
Hello people! I don't know if this is the right channel, but I am at a place in my project where I'm stuck without further knowledge.
How do indie people with ... Not a lot of knowledge in blender create their own characters to be used with the mixamo skeleton? I used MakeHuman and tried to use Mixamo to set the skeleton, but it doesn't work out like I wanted.
Thanks for any help!
not sure wether we're allowed to post other discord servers here but theres a blender discord server that could probably help you more
first of all, MrMannequin addon for blender should be worth a take a look at, as it gives you a blender friendly rig which you can export to UE while being compatible to the UE Mannequin rig
second, mixamo and unreal doesn't work out of the box, but theres a tool to convert the mixamo animations to be compatible with the UE4 mannequin rig (it contains an FBX with the mannequin which you have to upload to mixamo)
https://terribilisstudio.fr/?section=MC thats the tool
I'm using a mixamo character, not the mannequin, so mixamo animations work well right now
But I'll definitely have a look at the tool
ah ok
if you're actually serious about animations, using the mr mannequinn tools would actually be better
the mannequin way has the advantage that you can still use animations from unreal marketplace
of course you'd need to dedicate your time doing animation work instead of coding. me myself i like to program, so i dont really bother with the artistic side of things
and basically most tutorials and stuff are focused around the ue4 mannequin
I got a bit familiar with blender in terms of animations
But sculpting and modelling.. holy hell
now my question.... when having a list of ~100 store items in my game, whats a good place to hold them so i don't have to load them each time they are accessed? is game instance a good place?
why would you store 100 items? thats a lot of data
use data tables and structures instead
can't use data tables, each item is it's own file as they can be created in an creator mode
thats why i want to avoid loading them from disk each time
and i'm talking about their meta data, so they aren't really object instances which take up a lot of memory
let's assume each item is 10kB, thats just 1MB of memory for 100 items
will the store be loaded all the time, how often will the store be loaded?
idk what crazy stuff the players will do, but i assume it's not that often
any reason not to just load it when needed then?
and if you are not showing all 100 items at once, you dont need to load them all at once
speed
so whats the actual numbers then in loading them the first time and every time after if they are in memory?
thats one of my problems, i can only sort/filter them after loading them
Hi! I have a problem and I need help
I have an object that doesnt get the material right, its like when I throw it its like washed out
and I try that on another level and its ok
so its not the object I think that has the problem but the level
do you have any idea of what might be happening ?
idk honestly, but i dont want that to be a bottleneck if the tradeoff is a few megabyte of memory, which is usually affordable
@neon bough so you want to optimize the system before you know if you need to optimize it?
yes
I guess if you want to do that make a generic store actor somewhere that just holds it all, unless you plan on having multiple maps then the GI or a SubSystem are the only things that are going to persist between loads
ok, thank you
looks like you have way more light in the 2nd scene, either tweak your material or the lighting
also... bake your light from time to time, >4k outdated objects, that could also mess with lighting
it says right on your screen 46xx unbuilt objects
it could also be as simple as one having more auto exposure than the other as well due to your lighting
ok I will try baking then
the towels may be glowing DUE to auto exposure, if its artifically brightening up the scene the towels would start to get blown out
the faucet is the same material with the soap
@grim ore I fixed the widget issue. Culprit was use external directory for game files option. In android 6 this was creating a UE4 game directory under root. In android 10 it was not. I fixed that and the widget issue is gone. Thanks for your help!
@vocal flume so what was the fix you did?
Enabled Use external directory for game files option under packaging in project settings. Previously it was disabled. It was creating UE4 game directory under root in older phones.
huh.. thats interesting to know. So its disabled by default?
Not sure if I disabled it earlier but itโs good to keep this checked so files donโt go into root folder.
yep, thanks for the update!
@grim ore are you around im sort of stuck and im not sure what i did wrong or what to search for to fix this x-x
I heard that Unity has a burst compiler that makes C# faster than C++ now. How does UE4 compare? Will UE5 have similar technology?
@safe field ask the people you heard that from?
I have, for example, 5 mobs and I need to take damage from each mob and transfer it to the character.
I can write all mobs to an array.
how can I get damage out of each? what to get the amount of damage per second ??
I also heard about UE4 modules, which can help with compile time?
they can I guess, its just breaking the code down into smaller parts so if you dont touch those parts they dont get recompiled
@prime willow that is super weird.... I have no idea, #animation is my only guess of course but... like... its duplicating those parts?
well i used daz 3d to add beast hands and feet and ears as well as a tail
@plucky jetty if damage is part of the actor attacking the player, you can ask that actor for its damage value. its normal blueprint communication. Getting a property from an object. damage per second would be up to you to figure out based on other numbers.
the morph dont move it
but the bones do
even if detached
oh wait i have an idea of what might of happened
brb
your casting each object in the array to your class, that class has the damage doesnt it?
@grim ore I figured it out somewhat
the ears, hands, feet, and tail, are all modular parts in the daz 3d engine
they had their own skeletons in those parts in particular
so the mesh became a modular mesh
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
so i need to somehow merge them or remove the bones and put them in the base mesh and weight paint maybe x3
oh gotcha.. thats gonna be fun
definitely xD
but im really glad though as im making strides forward with every moment
in time my game will be fully realized :3
yeah its going ------>
yesh yesh C:
Hello guys
Is there a way to make this as in the video
I mean to import a building from 3d software
import it in ue 4
this walking can I do it with cinematic or other way?
Hey guys,
Does anyone have any recommendations for when I can get some free audio ?
I need some ambient sounds and foot steps.
(Specifically for a fann humming sound and running inside a tin box/ air vent)
@plush yew you mean the landscapes and archvis scenes ?
I mean that I want to make this walking inside of building, I export it from 3d softwarem then import it in ue 4 and how I can do the same as in the video?
@plush yew Once you have your model / scene in Unreal, you will have to apply materials, make and build your lighting and when you are finally happy with the way it all looks you will use a camera within the engine to film your walk through.
if you havent done any of it before there will be some things to learn but its an enjoyable process
does this look proper to you guys? especially the first person movement. how do games handle first person animations? would setting the character to use the controller rotation yaw be better?
https://opengameart.org/ this is where i go during game jams
is there anyone here that helps people out on learning the basics and understanding cause ive downloaded UE4 tried making my first game, but was lost in some areas and overall confused
Thank you @rigid belfry ! Any idea if the items on the site can be used commercially ?
(just incase)
have fun
Hi Guys I have Issue with VR when im looking to Object i can use OnClick Event using the Controller but when i turn my head somewhere else i cant interact even if im tracing the mesh
thank you very much imma bookmark these
https://opengameart.org/content/faq#q-proprietary Short answer: Yes, you can use this art. Even in commercial projects.
This is the Open Game Art FAQ. If you've got a question that you think should be here, head over to our Contact form and drop us a line. Please read our content submission guidelines before posting art.
@rigid belfry As someone who has played a lot of FPS games, especially multiplayer, I think the video you posted looks spot on.
its very impressive how many of you guys can just whip up a game in UE4 like its nothing and completely understand it all
this does't anser my question ,lol , if it is related with level sequencer I can do it, but I ask cus I am not sure how needs to be done
oh trust me. i dont understand anything
i just plug in random pins until i dont get errors
https://learn.unrealengine.com/home/library go to the architecture tab
@plush yew sorry but I have not done what you are trying to do so I am unable to tell you if it is in sequencer.
I mostly make small games. the comment above from @rigid belfry should help though
i think one of the biggest burdens to surpass as a new ue4 user is that you need to have your expectations low. most will start with big dreams, but will quickly get frustated and quit after 2 days
just like many things in life, the more hours you put in, the better you'll become. the biggest tip i could give is to not blindly follow tutorials on youtube or sorts, but rather learn the concepts, read the documentation. the unreal learn tab does a fantastic job at teaching you stuff
knowing how the engine talks to each other. player controllers, pawns, characters, game modes
these are stuff you're going to reference countless of times. you need to know how these function
https://freesound.org/
But you do need to go into a daw or at least some software like audacity (it's freeware) to cut/lopp/do whatever with them. Some are decent, some are bad, but afaik, it's the go-to place for free audio. If you have some money however (really cheap stuff), get some generators from tsugi http://tsugi-studio.com/web/en/index.html
Hope it helps! ๐
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
thank you @fluid lance !
Hello. I have a question. Any idea why the material instructions are so high without even any textures etc? Its not in forward rendering btw.
i seen one time in some project that you can move to vector using curve but i can't find that
How do u spawn in an enemy ai at a certain location when entering a triggerbox because I've used spawn ai class and spawn actor class and I must have tried a million different combination and still the ai does not spawn. Please someone have mercy on me and help me? THX ๐
Can anyone help me pz?
@earnest violet so your basically wanting an AI to Spawn when you enter a trigger box? if so lemme try doing exactly that and ill tell you if it works
is it a networked game?
@delicate mesa It's a single player game. Ineed to be able to get this working so I can create certain kill missions. I am trying to spawn in a character blueprint m8 ๐
@earnest violet worked for me man
was it a character blueprint u used m8?
simple trigger box create a blueprint class with it and on begin overlap spawn the AI at your desired location
yes my ai is a character
@earnest violet
ok cool what node did u use was either spawn ai from class or was spawn actor from class man?
Thx man I will let u know in a min if it works 4 me! THX! +)
@delicate mesa Sorry if I'm being dumb but how does it know the location I want the ai to spawn at? I see you're using Get actor transform but how does that get the exact location m8?
you would have to split the transform pin by right clicking on the orange pin and filling in your data manually there or you could make a actor called AI Spawner and get the transform of that
@earnest violet
@earnest violet in my debug world it works fine so might be your not getting the transform correctly
Given GameState#Players Array, how can I access one specific Player State from there? Seems like the only available getter is "Get (a copy)" - shouldn't I use a ref instead?
copying the whole player state seems a little inefficient ...
why is DoF only affecting my perspective view instead of my cine camera?
50usd if u can help me fix my problem with alsv4. i did not touch a thing
just standerd migrate worked fine then broke all the sudden
getting on my nerves
Im looking for a way to recreate a character movement system like in dark souls. I have the roll all set up and blend space for orientation. What im looking to do now is only rotate the character based on the direction the camera is facing when pressing forward. the other parts will strafe. This technically works when i lock them, but then when i try to roll it only rolls forwards and not all directions. How should i go about this?
@delicate mesa Yeah man, thx, that worked! NICE ONE BRO! ๐
I'm currently looking for someone who can make a building asset for me (I need a custom one that isn't actually based off anything on the market). But I'm not sure which channel I should post it to because its not a contract job, and I don't want to sift through every freelancer determining or asking if they are up for the task.
I'm new to ue and my project got bigger than expected, and I have been sloppy with keeping assets organized.
Need to reformat my pc, is there an easy way to bundle everything up including all assets and transfer to somewhere safe?
you can use the post process options within the cine camera
dunno if it would work tho
give it a try
i was having problems with this yesterday as well
i have the focal plane set up correctly, but none of the depth of field options under post processing do anything
can a render target be shown in a widget?
"Set Brush From Texture" doesn't work, the types don't seem compatible
Make a material with the render target and set that as the material for the image in the widget?
Can someone please tell me what the frick did they put in there that makes the size of Unreal Engine 4, 20 Gigabytes
Is it really just pure code?
no need for cursing
Oh well it can't be pure code because there are also the default shaders and such
Still I don't get how does it get that big
What are actors?
anything and everything basically
a light is an actor, a mesh is an actor, a blueprint can be an actor
Basically classes?
well just compiled binaries (code) is 17GB with the source build in my case
You dont get an industry leading 3D Engine in a small package...
If you need something smaller look at Godot or something not as powerful? Choose the right tool for the job.
Everything comes with tradeoffs.
Unreal Engine 4 took 40 GB in mine. That includes:
- Engine code
- Engine assets
- Editor tools
- Editor code
- Debugging symbols
- Platform dependencies (each can take ยฑ2 GB)
- Plugins (200+ of them at your disposal)
- Development+Shipping build configuration
- Build remnants (not including that 40 GB)
Unreal Engine 4 comes with a lot of useful stuff out of the box. It's more than pieces of codes, it's justifiable, and I'm not complaining.
my source engine build is 150GB ๐
so... yeah, if you are in this industry, invest in some storage, cause ya gonna need it
I yeeted out the source stuff from my custom build though ๐
Reduced from 210+ GB down to 40 GB
why you have a lot of hard drives and space ๐
And not including the game files
I already have 30+ GB of assets to be used for PAST FUTURE, and it's still going on
@_@
30+ GB not including 4K size megascans, which by themselves took around 20 GB in my HD
How do you fix ue4 assighning the a player with another players aircraft?
When my own custom spawner spawns a aircraft in it gets the owning Player and posses that players pawn with the player
but for whatever reason the CLient just ends up never spawning and the Server posseses every aircraft that spawn
so then theirs just 1 unposesed aircraft
without the client
Why does my project suddenly not support atmospheric fog? Or clouds for that matter.
is it possible to enable motion blur on specific actors?
YO
Hi, I'm trying to create a folder structure in shared drive, but, it shows folder path is invalid, any ideas why its thowing the error
ok so if anyone has same issue. You can't use sky atmosphere and atmospheric fog together
is it possible to edit a model in UE4?
when i click on start host go in map and others player go back to main menu. why not all player going into 1 map
Could be you are using that on mobile or not enabled.
Try change distance-based settings in the details panel. Also, check for the world-radius parameter in the SkyAtmosphere. That affects clouds as well.
Development/Shipping package builds of our project load into the startup level with no gamemode but the editor loads into the startup and then into the actual Menu level, has anyone had this issue before?
We renamed the project (C++) and the mobile build worked fine for a few builds afterwards
@knotty falcon odds are your DefaultEngine.ini has a wrong default GameMode class
it doesn't always update properly when renames/moves are involved
just unset it in editor, set it again and you should be fine
That was the first thing I checked, the gamemode is correct in the DefaultEngine ini
other entries, like default level?
Yeah, the only references to anything to do with the old projects name are the ActiveClassRedirects which I've just removed
DefaultEngine.ini having wrong data is the only scenario where i heard something like this happening :S
Yeah ๐ , the weirdest part is it works on mobile and it works when I run via Launch, just not via Package Project
Cheers for the help
There was however a uasset reference to the old gamemode in the Content folder, I'm really hoping that was the issue
@mystic robin you have to use SeamlessTravel in order to drag other connected players with you
Now its just returning fatal errors when I close or swap map
Hey everyone,
I was just wondering, whether there is some deep-link functionality build into UE4? I know that it exist for Android, Windows and iOS, but it would be great to have a unified way to link to content in our app.
That would especially be interesting for OAuth2 and OpenID, where we need to provide a Redirect URI into our app, hence deep links ๐
https://en.wikipedia.org/wiki/Deep_linking or URI (Uniform Resource Identifier)
Anyone know how to remove a poll from your forum post?
Cheers for the help, turns out it was the Data Asset Labels stealing all of our assets and packing them into another pak file
Hello guys. I have some actors spawning under the floor and rising up. It looks like it's not working. I'm assuming because of occlusion culling, because if I change to wireframe the animation it's starting and it's working. If not, the animation is not happening. How can I solve this?
I'm having some trouble with the setup of a shared DDC for a project and not inside the editor
If I refer to this doc https://docs.unrealengine.com/en-US/ProductionPipelines/DerivedDataCache/index.html, I just need to add this to the DefaultEngine.ini but it's not working ๐ค
[DerivedDataBackendGraph]
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, ConsiderSlowAt=70, PromptIfMissing=false, Path=\\192.168.1.19\public\DDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)
It's working when I set for the whole engine but not for one project which is weird
Is there an easy method i can follow to snap objects into slot (place) in VR? the youtube videos are way too long and difficult to keep up, is there a ready Bp, i could just edit it to my models and go by?, or any help with steps would be wonderful, thank you so much
i got this in the log output
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
https://answers.unrealengine.com/questions/102953/creating-a-shared-derived-data-cache.html this person seems to have managed to solve the problem but I don't understand the solution
:triangular_flag_on_post: Zondax#2718 received strike 1. As a result, they were muted for 10 minutes.
