#ue4-general

1 messages ยท Page 980 of 1

royal stirrup
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guys, is it possible to change visibility of sublevel from a blueprint?

rose tiger
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but also if i put 1000 1000 1000 it doesn't change

potent bridge
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Question, can quixel megascan assets be used in games / is there a way to make those assets game-ready?

buoyant graniteBOT
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:triangular_flag_on_post: Xlyoid#8692 received strike 1. As a result, they were muted for 10 minutes.

broken heath
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Wuts with strikes today

fierce tulip
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people not behaving/following the rules

graceful zephyr
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anyone ever had a problem with PIE crashing the 2nd time you play it?

spare kernel
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@graceful zephyr no, but if you have crash report maybe that can shed some light

graceful zephyr
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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

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followed by a bunch of UE4Editor_SlateCore

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works fine outside the editor and the first time i play it with PIE

spare kernel
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best bet is to download the debug symbols for the editor, and when it crashes you will have more information

graceful zephyr
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ahh thanks i never knew about that

spare kernel
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tick the debugging symbols

fierce tulip
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after so many years i still feel 32gb for editor symbols is a bleepload hehe

spare kernel
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32gb extracted, about 4-5gb download i think

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pdbs are massive :/

fierce tulip
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(then again, i just downloaded gtaV today after 5 years of not playing it, and after 5 minutes I was "right, thats why i didnt play anymore" and uninstalled it)

spare kernel
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heh

graceful zephyr
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damn 32gb

narrow mauve
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Hope someone can help me out here but. I saw there is a render target volume, so I wanted to try experimenting drawing volumes to it..however there is no such thing. So I don't understand how it could be utilized. You can create them but you can't draw to them..so how are they possibly useful?

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Is there a way to draw to a render target from the material itself without using blueprints? then I could see it making sense

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I also can't find a single piece of information on it that is in anyway useful to its utilization

cosmic matrix
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hi, Do you know where in the engine source i can get the class/method how manage rendering.
i mean something like iterate over all actors looking for cull distance etc etc?

honest sand
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Hey, i have been struggling with a problem for about 2 days and really not sure what i have done wrong, im trying to create an rpg to help me understand how unreal engine works. Im still very new. But the problem is when my character turns around and runs, he faces a weird angle for a second then goes to normal, same applies when going left and right. Id really appreciate it if someone can help. Ill send screenshots if someone wants to try and help

upper tinsel
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@honest sand interesting

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@honest sand I'm guessing u've started with a starter project, and maybe added some sort of component to ur Actor?

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@honest sand I don't wanna give u any sort of solution, but guide u in that direction, u have mouse input, and keyboard input, if u want to control ur character right?

honest sand
# upper tinsel <@!450387904909410305> I'm guessing u've started with a starter project, and may...

So i started with a starter project but have my own character that i imported, with some mixamo animations. I added a blendspace and also added some stuff in the animation blueprint to get the velocity and actor rotation and set the speed and direction. I created an healing ability with an animation as well dont know if thats what cause it. Cause when i first updated the anim blueprint it worked correctly so dont know where it went wrong

honest sand
honest sand
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i only started learning unreal engine like 5 days ago so sorry if i sound dumb lol

upper tinsel
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for 5 days this is very impressive

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can u screenshot ur blueprint?

honest sand
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This is in the anim blueprint.

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Not sure if the bottom part is entirely correct

bitter valve
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Hello, Im trying to make a level with floating islands, however I would want the islands to not be just grey cubes. So I would like to model them that texture them, does anyone know of a video, from modeling, to making the texture and applying that?

upper tinsel
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oh lol yeah

honest sand
# honest sand This is in the anim blueprint.

When i dont connect the return value of the calculate direction to set the direction. The running animation is fixed. But that will probably cause other issues along the way. So it has to be there where i did something wrong right?

upper tinsel
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it's an ez fix

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but

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can u check the execution pins

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play the editor

pallid talon
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Anyone know why when I now open my level, all of my foilage on the landscape is gone and the system wants to save the file, as if I've made changes? But I didn't get rid of the foilage.

vale grove
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Hello

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I am only getting wireframe images on Unreal all of a sudden

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I'd like to view my real image once again

honest sand
twilit pivot
fierce tulip
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where it says "top" change that to perspective

vale grove
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Nope ๐Ÿ˜ฆ

twilit pivot
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Also apparently it is Alt+4?

vale grove
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Thank you so much all!

twilit pivot
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Is anyone else on the current Dev Insider for Win10? Because I've tried to enable Raytracing and while it worked before, it doesn't do anything now.

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The options are set and it is starting under DX12. Console also responds that r.Raytracing is set to 1

narrow mauve
# bitter valve Hello, Im trying to make a level with floating islands, however I would want the...

If you've never modeled and textured before you will find it quite complicated (at first) It's a whole other set of problems. Being able to model and texture yourself is a great skill to have. Use the program Blender. It's completely free. Learn how to Model basic shapes, then how to UV map (UV mapping will likely give you headaches for a while until you get the gist of it) There are free texturing programs like Armor paint. However if you want serious control try Substance Painters 30 day trial

twilit pivot
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My only guess is that it might be Insider Build related.

nova kernel
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Anyone try the new ocean?

I imported, and rendered like 4k shaders, but no water haha

narrow mauve
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Does anyone know anything on Render Target Volumes

twilit pivot
nova kernel
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though i noticed, i also have a new issue

narrow mauve
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Doesnt fornite use the ocean system

nova kernel
bitter valve
narrow mauve
nova kernel
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also, might be a stupid question, and not sure where to post, but how can i align this? The Orange Box is not even centered,

daring crypt
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Hello!, I just joined, Is this the room where i can ask for the solution to a small problem?

narrow mauve
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I'm working with hundreds of tiles in my game..and world composite is kind of a pain in the ass

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I read somewhere the world composition is being replaced by something else for ue5

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I can't f**king wait for whatever it may be

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I find it odd that Rider came out with support for UE5 over a month ago ....and we still haven't gotten any word from epic. However the update leads me to believe it is right around the corner

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Otherwise it would still just be kept for internal testing

fierce tulip
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meh, many games have been announced using ue5, and obviously software related to ue4 will be made ue5-ready. nothing spectacular there

narrow mauve
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I have high hopes...I think there is good reason. Otherwise why not just say its 4.27

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UE5 has a new generation of tools that will push it ahead of UE4 in many ways.

prime willow
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if i were to export my mesh from unreal to blender and back

narrow mauve
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Why would you want to do tihs Snowie?

prime willow
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would i lose my morph targets and skeleton setup

narrow mauve
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oh I woudnt know about that.

prime willow
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because i fixed my meshes hair groom issue and such

narrow mauve
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Just make a backup and see what happens

prime willow
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but i forgot to setup a skincap on the head for hair ;-;

narrow mauve
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I always back anything up if I know trying something might break it

prime willow
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so if groom moves too much it doesnt seem noticable

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;O;

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idk if you can just add that in lol

narrow mauve
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Did you try yelling at it

prime willow
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i slapped it

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but that didnt work

narrow mauve
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slap it harder!

prime willow
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i asked it to forgive my stupid

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but no dice ;o;

narrow mauve
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Ah now see it's playing you now

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It has you by the proverbial balls

prime willow
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;W;

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send halp

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unreal jesus

narrow mauve
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I am useless here. soarey

prime willow
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is okai

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im very useless as well

fierce tulip
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please keep this chat nice and on-topic. thanks

narrow mauve
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I'm about to get yelled at...yes that

prime willow
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Sorry forgives pls

narrow mauve
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pl0x f0rgiv m3 lord of unreal-engine topic

prime willow
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Well does anyone know if doing such would cause severe issue

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i dont wanna break my bootiful boi

inland orchid
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hello yall!,is there any spanish unreal server?

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or do you know of*

twilit pivot
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Okay, for some reason the Nvidia 4.26 UE4 works with raytracing, but not the other ones? I wonder what is different

narrow mauve
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Anyone know why my volumetric clouds are super grainy

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Stupid question without showing material. Retracts

dusk portal
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Hi there folks

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Is UE 5 lost somewhere?

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Cuz I thought "early 2021" means first 3 months of the year

spare kernel
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it said preview, and it was never set in stone. You will know once everyone else knows.

twilit pivot
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Wasn't that time frame also announced before this pandemic started? So delays might have happened because of home office and such.

pure jacinth
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It was announced well into the pandemic, I'm sure they are still on track

twilit pivot
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Ah, then I was just misremembering. Everything kind of flows together, so it gets hard to tell apart.

daring crypt
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i have a little question:

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is it normal that lightmaps dont work in these?

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it bakes the whole lightmap, doesnt matter if i have a project with or without RTX enabled

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but after baking it just doesnt show

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when i try this in regular ue4 (for games) it just bakes it correctly

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but in this archvis template, it somehow doesnt show up

sterile yew
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LETS GO

prime willow
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if my groom doesnt have a mateiral

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how would one add a material to said grooms

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if i do it in blender

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will it be good to go in unreal or?

crude current
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Hi, don't know if it belongs here but I just want to quickly ask:
Is it better (more performant) to use line or other shape traces, or is it better to use collision spheres for
detecting pickup items in the direction I am looking and certain distance? Or is there another more efficient way?

latent mango
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Can someone tell me how to remove those black lines?

worldly leaf
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#fab for people who want to make asset flips

drowsy snow
tender parcel
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Hello everybody ! With an "AttachActorToComponent" i have a big offset which is .. a big problem ! Basically here is my setup :
I spawn an actor to a location and i want to parent an entity on it WITHOUT Modifying the location

drowsy snow
tender parcel
lone pebble
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hey guys, i have always problem to export animations from blender to unreal. any suggestions?

lone pebble
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i mean i can't export correctly any animations. they dont run in unreal

drowsy snow
drowsy snow
lone pebble
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and where i should change scale?

gaunt abyss
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Distance checking could easily end up being more expensive with enough items in the scene
Line tracing is not expensive

drowsy snow
lone pebble
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which setting to export here?

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and which setting to import in ue4?

lone pebble
drowsy snow
lone pebble
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yup i did

lone pebble
abstract frigate
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Hello
I'm downloading version 4.26.2 and sometimes i get the MD DL error, and today i was getting this error everytime i try to continue the download

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Is there a fix for it?

pulsar badge
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Is chivarly 2 going to be on the normal xbox?

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or only series x?

narrow mauve
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Hm. How can I clamp a volume texture? I don't want it tiled.

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I can't find an option for it anywhere

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oh nevermind

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I got it

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nevermind again I don't got it lol.

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I clamped the source texture but it still doesnt work..it tiles

winged notch
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how do i fix this

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[SM5] Function Landscape_Layer : (Node PixelDepth) Invalid node used in hull/domain shader input !

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this is a error cums up wen i enable GPU Tessellation it dos it when i use (PN Triangles) or (Flat)

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and (Landscape_Layer) is a Material Function i made

warm stirrup
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Hey all, trying to find a way to replicate this move/snap-to-wall feature like in Dead Space 2, but in 1st person.

https://www.youtube.com/watch?v=c5QyrCBUh2U

Around 10:20 you can see it slide/snap into position and I'm trying to figure out how to do that. I was suspecting sockets are at work but can't find anything that says about using them in real time like this.

Leave a like on the video, it really helps me out :D

www.videogames.fyi
www.twitch.tv/GleasonRyan

โ–ถ Play video
digital anchor
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@warm stirrup Yea, one easy way would be having a sphere collision on your "plug", when overlapping, just snap to the socket (with attach to component)

deep viper
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How would one approach storing substantial volumes of text assets for ue4 for say a story centric game? (and being able to easily reference the correct text)
It doesn't seem like ue4 has many tools for handling large quantities of one-time text and runtime generated text. Would it all just be hard coded?

prime willow
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okie so sincerely how would i make my groom material become visible

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the color and material shows in third person blueprint as well las groom asset

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just not in editor

uncut zodiac
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Hi Everyone! Is there anyway to get rid of un used asset in UE4 project? For example i download a big asset pack but i only use half of the asset then i want to clean my project to make it not as heavy as it is?

prime willow
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that should set you up pretty well

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leave the physics on default and itll turn out like this

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i messed with physics and it got jank fast

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however you might want to tweak it if it doesnt turn out proper

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this tech is new so using proper will be nice as youll be the very smart few with it in their game :3

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if you figure out how to fix the materials send help okkk

neon bough
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it should, it even worked with a 1660 if the scene wasn't too complex

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also depends on amount of characters with hair in the scene and the overall complexity

nimble warren
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For some reason after my AI loses me, if i walk near it, it randomly sees me again without even looking at me, anyone know how to fix?

cobalt shadow
prime willow
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im trying a new method by master marvel if it doesnt work ill take your help, i wouldnt want to waste your time ^^;

cobalt shadow
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don't worry i'm having my morning coffee haha, I'd be happy to help

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tag me if needed

prime willow
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yay will do, thank you so much โค๏ธ

potent cypress
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Hey guys! Iam having this issue with UE4. It's saying Insufficent video memory everytime I hit render in ue4's sequencer.
My Rig :-
ASUS GTX 1050TI OC EDITION
8GB RAM
I3-9100F

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Iv'e made more complex renders that the project Iam currently doing now

cobalt shadow
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use virtual textures to go out of core

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your vram seems to be full

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and stop rendering in ue4 sequencer, you should use the Movie render queue

potent cypress
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I'll try it out. Iam new to UE4. Thanks for the help!

cobalt shadow
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sure, no pb !

lime linden
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I wanted to do some research on adaptive meshing for skeletal meshes. I'd like to find out what's actually possible or theoretically possible in 2021, if anyone could refer any reading or video on the subject that they know of? Really appreciate any help. ๐Ÿ™‚

cobalt shadow
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You should check out the Niagara doc, I believe I've some possibilities for adaptive meshing using niagara

lime linden
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thanks, I'll start there!

honest vale
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@potent cypress well you don't have much of memory

cobalt shadow
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Not 100% sure about what i'm saying tho. Maybe you should ask in the Niagara channel down there

lime linden
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alright, I'll take your advice ๐Ÿ‘ ^^

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thanks!

coarse jetty
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Does somebody know how can i automate migrate assets (dataprep, bluetilites, python) anything? Thanks

slim badger
pastel ginkgo
kindred viper
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@uncut zodiac there is a plugin for it on the marketplace.

prime willow
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@cobalt shadow i'm really sorry but if youre still willing i kind of need your assistance..

worn copper
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Is there any way to MoCap for android metahuman

prime willow
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the method i tried did not work at all x-x

dusky cypress
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what node is this in unreal?

coarse jetty
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Constant3vector in material

dusky cypress
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thank you

cobalt shadow
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so you can show me your screen

prime willow
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um is it ok if we start in 10 minutes or less

cobalt shadow
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sure

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ping me

prime willow
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thanksies โค๏ธ โค๏ธ โค๏ธ

cobalt shadow
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or just join the channel

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np haha

prime willow
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im streaming avatar for my friends x,.,x

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the episode is near ending

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thx thx ill be free in a tiny itty bitty bit โค๏ธ

dusky cypress
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sorry but... where are my bones in the fisiks asset?

cobalt shadow
prime willow
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its guud show im glad their enjoying it after it got its second run C:

cobalt shadow
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the blue asset

dusky cypress
cobalt shadow
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seems like you just got your groups, not your bones, you must have messed up your import

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Try to export / reimport properly

dusky cypress
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I have bones... is this good?

cobalt shadow
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ooh

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I thought it was your groups due to your naming

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yeah

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seems good

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The problem might be your skeletal mesh doesn't have the proper skeleton binded

kindred viper
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isn't it x-forward for wheels?

dusky cypress
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oh no I named the bones

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yes

kindred viper
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thats not x-forward tho

dusky cypress
kindred viper
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look at the gizmo. its got y-forward

dusky cypress
kindred viper
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it might not have it's transform reset in blender. Also, wheels are meant to link to the root bone of the vehicle

dusky cypress
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axis is all good

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I have applied all transforms and all

kindred viper
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perhaps the automatic bone orientation messed it up or something then.

dusky cypress
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I only have the body phisics asset. not the wheels

kindred viper
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Ive not exported a vehicle from blender before, only 3dsmax so Im just guessing really. I must do one sometime.

dusky cypress
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oh

prime willow
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says i cant stream in this channel @cobalt shadow

kindred viper
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@prime willow you need to head down to the voice chat channel and msg Manny from there

cobalt shadow
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yeah no worries, we got to a private call, thanks bud

loud scarab
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Please help me ๐Ÿ™

uncut zodiac
cosmic nexus
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does anyone know if there is official unreal engine merch like clothing apparel etc?

modest trench
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I believe that is a thing

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They give it out occasionally for events etc

slim badger
modest trench
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No idea if they are available for purchase though

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Winners of game jams etc

cosmic nexus
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sheeeit lol

modest trench
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I always wanted a Tshirt...

cosmic nexus
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there's some on redbubble but that's fan made and not from epic themselves

surreal vector
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hello i have a question, i have a tree but the material for the leaves only appear from the top, the bottom is transparent, do you know how to fix that

modest trench
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You could make the material double sided I suppose

surreal vector
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i tried but it doesnt work ๐Ÿ˜ฆ

neon bough
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so you checked "two sided" in the material of the leafs? because that should certainly fix your issue

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otherwise, the geometry is too flat and you are just watching from an angle where you wont see much of it

surreal vector
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it works now i just forgot to check it lol sorry

honest sand
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I kinda need help with a third person rpg im trying to make. Theres a problem with the character. whenever i look in one direction then turn to the opposite it stays in a weird side ways angle for a second then returns to normal. Dont know if that makes sense but yeah. Dont know if theres something wrong with my anim blueprint.

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Does anyone know if the bottom part of this blueprint is correct?

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Id appreciate any sort of help. There was a guy that said he would help and that theres an easy fix. But he might have forgotten about me for a while and i kinda wanna get this fixed as soon as possible

prime willow
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is there a set of nodes to stop post process effects from effecting materials >O>

honest sand
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I just started using unreal engine like 5 days ago so not to sure ๐Ÿ˜…

prime willow
honest sand
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Do you know if theres maybe a tutorial on that somewhere so i can maybe do that and see if it works?

prime willow
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im not really sure what youre trying to do x3

honest sand
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Oh lol, well basically when my characters facing like forwards for example, and i turn around and run. The character faces a weird angle for a second\

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then returns to normal

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I want to stop him from facing that weird angle

prime willow
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oh i definitely have no idea how to help with that xD

honest sand
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Sorry if my explanation doesnt make sense

prime willow
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im not even sure how to setup head looking stuff but i need to eventually x-x

regal mulch
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A video of the issue would help whoever can help with this (not me)

honest sand
prime willow
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sorry >.<

honest sand
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Its okay, im sure ill get it figured out sometime. Maybe that guy that said its an easy fix replies today

prime willow
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my best advice to you is to search google, youutube and forums

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most of the time if you look hard enough the fix and be found by combing painfully through tons of sites and pages x-x

honest sand
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Ive went through so many sites and youtube videos and then found absolutly noting haha, and gound this discord and thought maybe somebody had the same problem before. But ill continue my search thanks

dusky cypress
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why are those settings grayed out?

kindred viper
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are you using something that interpolates the turn and limits it based on the angle? It might be hitting the angle, but the forced rotation then flips it to the new position

dusky cypress
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oh fixed it im stupid

kindred viper
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was it something to do with inheriting from a base class or not having the right component as the defaultsubcomponent perhaps? Kinda interested for future reference. ReadOnly perhaps?

honest sand
kindred viper
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it's ok I sound dumb most of the time and I'm a pro.

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the reason I ask is I recall the head turning to a max turn point and then when the angle of the turn reaches enough to turn the body it turns with it, but if you turn really fast it can flip the head to face the other way where you are rotating too. There might be a delay there sometimes if you are using animation to hard turn it

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or I might be talking out of my posterior because its been a while since I did character work :p

honest sand
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Oh okay, ill look further into that.

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Also i have another question

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Is it possible that a animation i added for an ability may be causing this as well?

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Cause i remember that at the very start everything worked. Then dont know when it started doing this

kindred viper
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it could be its impossible for me to say without knowing more about it.

honest sand
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Oh okay, thanks for the help anyway

kindred viper
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no worries. Welcome to Unreal. Enjoy the ride ๐Ÿ™‚

honest sand
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Thanks๐Ÿ˜…
I need to get used to the blueprints tho, or should i consider learning c++?

upbeat tendon
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@honest sand learn both

honest sand
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Do i try to learn them at the same time?

upbeat tendon
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i did

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ok i knew c++ from years ago

tranquil kestrel
honest sand
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Okay then ill get a course on c++ and see how far i can get with that

upbeat tendon
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there are good c++ primers out there, also look at the example projects

honest sand
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Cool, ill look at them as well. Thanks

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How hard is c++ to learn on a scale from 1-10 in your opinion?

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Just curious

upbeat tendon
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can you code in another language?

kindred viper
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@tranquil kestrel pretty much exactly the same way except inside a function or in an event.

honest sand
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Ive been doing web development for the last year so i dont know any game programming langueges lol. Ive had an interest in game development for a few years now tho, so im trying it out

upbeat tendon
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do you know javascript?

kindred viper
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@honest sand start with blueprints. C++ with Unreal is a templated system so it's not exactly your regular C++. If you have time though, learning C++ is one of the best things you can learn.

honest sand
upbeat tendon
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then you shouldn't find a ue4 c++ primer too difficult

honest sand
honest sand
undone pelican
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I'm using a decal to get a circle underneath my units just like an RTS where you select units, the problem is I have some units that are constantly rotating so that completely messes up the decal. Any idea what I could in that case?

kindred viper
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I found starting with a blueprint function library was a good way to practice making static functions in C++ to use in blueprints. Then you get the idea of how to make a new node in C++ and make it appear in blueprints. Just remember they are static.

honest sand
upbeat tendon
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i think the difficult thing to do is understand how to structure things

kindred viper
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any run of the mill primer will deal with that. Tom Looman's was a good source for me

upbeat tendon
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right now ive got a problem, i've got a hud and a umg menu for selecting a character, should i add it to the view port, or add it to the hud?

kindred viper
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viewport

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the HUD is actually a relic of the old canvas system but the class remains because some reason.

upbeat tendon
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if i do that then i get weird conflicts

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the hud seems to mask the umg added to the view port

kindred viper
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yeah it's probably a depth in front. I can't say I've used the HUD class since UE4 though so im not sure of the fix. Unless it shares z-depth with widgets

steep steeple
#

Quick question, does anyone know how to scale up the underwater post process on the 4.26 water? I can't find any scale option

drowsy snow
#

Lads
Is it a good idea to do "special" sun lens flare in widget?

I'm still splitting my hairs with Niagara, as they don't give the system sample for what's shown in UE5 demo

#

I looked at one GZDoom mod for lens flares, said that they do it with HUD trickeries

kindred viper
#

there is a plugin on the marketplace that lets you use particles in UMG but I think it's Cascade (not that it should matter as Cascade is still powerful). You could do all kinds of tricks for it though. From flipbooks to using the renderer's usual way of doing it. Many ways to skin this cat.

drowsy snow
dusky cypress
#

๐Ÿ˜…

kindred viper
#

I'd fake the hell out of it tbh. You could do it with a couple of images overlayed and parallax scrolled I guess, perhaps interpolated towards a direction or using a focal point etc. if you know what I mean

viral fractal
#

does anyone know if its possible to get HABLE tonemapping in unreal instead of ACES ?

kindred viper
#

@dusky cypress you need to ensure your wheels are x-forward. I don't mean to re-iterate this as you already know, but Vehicles requires an exact method that aligns with the documentation. One wrong step and the entire vehicle gets whacky.

viral fractal
#

without a huge effort since its just a personal spare time art project

dusky cypress
#

is that a axis issue?

kindred viper
#

it could be a number of things from not being linked to the root bone, or an incorrect wheel setup, or an incorrect physics asset setup or not being x-forward (although that one usually makes the wheels sink into the ground)

dusky cypress
#

so the bones are not linked correctly?

kindred viper
#

I can't specifically tell from Unreal. I'd have to see the setup in the DCC

dusky cypress
#

is this good?

kindred viper
#

yeah that looks ok. Not sure where the bone is linking to, presumably the root bone right?

#

Ok, time I asked a question because why not. I rarely do.

#

Does anyone know if it's possible to export a Groom for editing ?

honest vale
#

looks like we're getting 4.28 version before UE 5

dusky cypress
#

both are great options

kindred viper
#

@plush yew you are in the blender discord, I think you already know ๐Ÿ˜‰

dusky cypress
#

where is vehicleAnimationInstance?

#

like in the tutorial?

drowsy snow
#

I have gone through lots of calories passively burned just to get the necessary engine modifications up and running

dusky cypress
#

oh fixed it

drowsy snow
#

Unreal Engine IV lives on ๐Ÿฅณ

mild phoenix
#

Hello guys who can help?

#

Now I working in project and it has some bugs or something like this

ocean pumice
#

hi anyone ever had that problem with perforce ?

#

havent connected in a few days, was working perfectly before that$

#

"If you get the "host unknown" error, speak to your administrator." who is my admin lol

kindred viper
#

it might be your token expired. I'd try manually logging into the P4V client and seeing if it works. Otherwise make sure your P4V server hasn't been borked somehow. Perhaps make sure the service is running.

ocean pumice
#

thanks a lot i'll try that how do you manually log in ? with console ?

kindred viper
#

I guess you can do it via command line but I don't personally. I use the windows P4V client

ocean pumice
#

p4v admin you mean ?

#

@kindred viper

kindred viper
#

admin is for the accounting. Client is for logging in and seeing your workspace

ocean pumice
#

yeah ok that's what i thought but i can't access the client sadly.. i get the error message when trying to acessing the client

#

thanks again for your help btw

rancid lynx
#

if I put a wifi6 PCI card into my PC, can my Oculus Quest 2 connect to that PCI Wifi ? or can the pci wifi only wirelessly connect to another router ? anyone know ?

plush yew
#

Does anyone know why Unreal Engine requires Xcode in MAC

bleak viper
#

where can i find free game map height map

#

*game Height map

rigid belfry
#

do you guys know any good retro 8-16 bit arcadey games? kinda like asteroids and similiars

rigid belfry
#

12seconds in, still no actual video. bad trailer

spare kernel
#

@pastel gulch #work-in-progress

rigid belfry
#

Making a strong trailer for your game can be a huge challenge, so Iโ€™ve collected a bunch of tips and best practices from the industryโ€™s top trailer makers. More resources can be found in the description, below.

Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit

Have Mark talk at your studio, university, or even...

โ–ถ Play video
pastel gulch
pastel gulch
spare kernel
#

well test in the right channel.

rigid belfry
#

remember that we're all devs here, so there is almost no point(personally) in trying to advertise a game here

earnest wigeon
dusky cypress
spare kernel
#

drift setup or is that toe in for drifting? ๐Ÿ˜„

dusky cypress
#

oh hack yea baybe

#

my camera is broken now

spare kernel
#

sure its toe-out for drifting ๐Ÿ˜„

dusky cypress
#

oh fixed it

earnest wigeon
#

i wonder how bad it would be if i tied the camera to the orientation of the front wheels

dusky cypress
#

oh no

earnest wigeon
#

oh yes

#

its happening

dusky cypress
#

fisiks

earnest wigeon
#

oh

dusky cypress
#

help

earnest wigeon
#

i havent done anything in ue4 so far other than make sum mountains

#

and a cavity for a river

dusky cypress
#

I turned on fisiks bit stil doesnt work

#

send help plz

bleak viper
#

Thanks @rigid belfry

spare kernel
#

@dusky cypress please don't keep spamming help.

dusky cypress
#

do I ๐Ÿ˜Ÿ

spare kernel
magic trout
#

i wanted to do unreal editor 4.25 the version but this happens send help

spare kernel
#

@magic trout what graphics card you have? latest drivers?

magic trout
#

yes

spare kernel
#

yes to what?

magic trout
#

let me check

#

latest drivers

#

i have intel HD graphics

magic trout
#

3-4 years

earnest wigeon
#

even though i have used epic for a year no issues

magic trout
#

still says dx11 feature level 10.0 required

plush yew
#

great ๐Ÿ˜ฆ when i set up sun with 75.000 lux and lit view mode looks good, path tracing looks like shit.

#

cant compare now path tracing to rtxgi lit. path tracing doesnt like 75.000 lux and camera ev?

dense shadow
#

How can I make a character have a shadow that doesn't look like their mesh? For example

rigid belfry
#

could be a decal, a sprite

#

another character

#

just because it looks like a shadow, doesnt mean it is

plush yew
#

thats not the difficult part lol

#

doing the math is

rigid belfry
plush yew
#

that the decal or whatever reacts to all light sources

#

or can collision box make shadows? oO

drowsy snow
merry bison
drowsy snow
drowsy snow
drowsy snow
rigid belfry
magic trout
#

is it possible to change hello mod kit version?

rigid belfry
plush yew
#

this doesnt look right or?

drowsy snow
rigid belfry
#

yeah. torque and ue4 just dont work

#

making a simple rolling character is actually impossible

#

compared to unity, which takes literally 2 minutes

earnest wigeon
#

or different kind of torque

rigid belfry
#

you could fake a rolling effect with animation

drowsy snow
plush yew
#

im using rtxgi

rigid belfry
#

i am strictly talking about a rolling ball character here. no idea how that would work with cars...but i know its somewhat of a challenge to get it right, although possible

drowsy snow
plush yew
#

and amd too

earnest wigeon
rigid belfry
drowsy snow
plush yew
#

this is good

#

lpv only makes ugly dark artefacts on faces ๐Ÿ˜„

merry bison
plush yew
#

@drowsy snow and lets not start with lpv is only for exterior

next dome
#

hey guys, im having issue with folige paint tool, when i try to paint lets say pebbles on a static mesh, nothing paints, any ideas why?

hard quarry
#

is it possible to see all sockets in the world viewport?

plush yew
#

rtxgi is so noisy :<

#

where can I ask a question about post-processing?

cinder bloom
#

Hello guys, how can I add the rtx mode to the graphics settings for other players to use as well.

#

This is episode 42 of my unreal engine 4 beginner tutorial series, in today's episode we show you a quick introduction to creating AI inside of the engine, having said that you'll be able to create an additional character that can sense the pawn and follow it accordingly!

This is all done through blueprints, I explain how to create an AI class,...

โ–ถ Play video
runic iron
#

you need a AAA budget first

honest sand
#

Is there a way to show my capsule collider for my character while testing/running the game?

plush yew
#

how do i open one server and one client window? My current setup is

Number of Players: 2
Net Mode: "Play as Listen Server"
Click on Play "In New Editor Window"

yet it still opens 2 client windows

runic iron
warped wasp
#

hi guys:D

#

does anyone know why i cant select a spline?

#

i can't select it

#

๐Ÿ˜ฆ

runic iron
#

start by making simple enemies and then build on that

midnight wren
#

how do I add collision to objects?

fresh geode
#

hey guys i have an object that can be pushed. after i played a level sequence and push that certain object, it disappears. any ideas?

grim ore
#

@midnight wren double click the mesh to open it up in the mesh window then go to collision at the top and start adding stuff

frosty bloom
midnight wren
grim ore
#

cant really comment as I cant see what you are doing. Adding collision should work assuming your mesh is set to use that collision

#

did you use the show collision button, or add actual collision from the drop down menu at the top?

merry bison
#

Didn't realize simple stuff such as controls and camera could be so.... hard to configure the way you want, in UE.

timber birch
#

Does ayone know if we can disable Volumetric clouds in Render Target only?

#

using VC with RT causes a 100 fps drop ๐Ÿ˜ฌ

midnight wren
#

but where is add collision, then?

grim ore
#

the collision menu at the top

midnight wren
#

thats show collision for me

grim ore
native marten
#

So guys i have a question. If I have some knowledge in C# will it be easier to Learn C++?

grim ore
#

yes, any knowledge is knowledge

native marten
#

are they different a lot?

grim ore
#

yes

#

the basics of any language is the same, variables functions methods etc etc.

#

how you use it is quite different

static arch
#

Just get to work already @native marten

grim ore
#

well not quite, you could cheat and never use a pointer but.... its c++ lol

native marten
#

lol

static arch
#

Pointers are quite nice to deal with in UE code in my opinion tho :)

midnight wren
shy aspen
#

any level designers present?

static arch
drowsy snow
#

Try create something like Doom's AI

#

Doom's AI is primitive but elegant in combat. It covers most of the basics of creating AI in games

#

You don't even have to know robotics to know Doom's inner working.
I know jack shit about robotics stuff, but still learning from a 1993 game.

static arch
#

Df ๐Ÿ˜‚

drowsy snow
#

And you thought hiring someone without having any basic idea of how things work would be a good idea. smh

static arch
#

@drowsy snow You are appreciated, your time is not wasted :]

#

I'm curious as to how robotics and DOOM's AI would even be related to be honest

crude robin
#

has anyone try cg master academy i seem to have trouble teaching my self the correct way to put level design in to good use with unreal i think being force to finish a project thru classes would put me on a right track but dont want to spend the money if the courses are trash

rigid belfry
# merry bison Didn't realize simple stuff such as controls and camera could be so.... hard to ...

i couldn't reply as i was asleep. it looks like you come from a unity background, so i recommend this https://docs.unrealengine.com/en-US/Basics/UnrealEngineForUnityDevs/index.html. essentially your logic right now is made to work only on the character, whereas unreal works with different classes that come by default inside all your project. you can see these classes if you open up the world settings window.(from the top left of the editor, go Window->WorldSettings). every character comes with a Player controller by default. all Player Inputs communicates directly to the Player Controller, which then sends to the possession Pawn Information.

lusty siren
#

hi

#

roblox

crude robin
#

aagain i have blender it not that modeling is hard it that building shit in unreal is where i lose focus

lusty siren
#

im bad at coding and building

#

so what am i

#

lol

rigid belfry
crude robin
#

i need like something to keep me focus on it cause when i get in to level design it all looks horrible even using quixel and then i just quit trying.

lusty siren
#

why does unreal take like 2 hours to download T&T

#

*T^T

#

literally 1% per minute lool

rigid belfry
drowsy snow
static arch
#

I was surprised how fast it was since last week tbh

#

~ 1 hour with Ryzen 7 2700X

#

Before I thought that the docs are definitely outdated regarding that point

drowsy snow
lusty siren
#

at least it got faster

#

31% in 10 min T^T

static arch
past basin
#

Hello, I am coding an aim assist system for my top down game in c++. I sweep for game object a capsule in the aiming direction. And it is set to only hit pawns. It works as intended but it can also pass through walls. I want to sweep another capsule for world static objects but I want the capsule to be able to pass through objects with holes like prison bars. In other words, I want the capsule to stop if every point is hit, not stop if only a small part of the capsule hit something. Is it possible to sweep like this?

drowsy snow
static arch
merry bison
grim ore
#

is your "player" a pawn or character?

bleak viper
#

anybody knows how to import to unreal from blender

static arch
merry bison
#

@rigid belfry I do have this though in my SpringArm

static arch
static arch
drowsy snow
rigid belfry
static arch
#

There was some Blender2Unreal stuff introduced recently though I believe

rigid belfry
#

keep Pawn Control Rotation on. can you show me your movement code?

merry bison
drowsy snow
#

Also, Blender users:
You can create Groom hair with Blender by exporting as alembic

static arch
#

I hope it works better than XGen :P

rigid belfry
merry bison
lusty siren
#

93% ๐Ÿ˜ฎ

static arch
lusty siren
#

ok

static arch
#

Thank you

drowsy snow
upbeat tendon
#

i was wondering what people's experiences were with this ultrawide monitors, are they any good for ue development work?

rigid belfry
# merry bison Here you go

right so i was experimenting a bit regarding impulse based movement but couldn't find much. right now this set up won't exactly work, since you're only adding impulse to the sphere while the character cannot receive impulse reliably. if you only push the sphere, nothing happens, while turning on Physics on the capsule component(root) will result in a very funny scenario.

drowsy snow
rigid belfry
#

something that comes to mind right now is have an empy actor and then make the sphere the root component. i will try right now and report

merry bison
rigid belfry
static arch
merry bison
upbeat tendon
#

what monitor do you have and how on earth do you put it in portrait mode?

upbeat tendon
#

i don't mean 16:9 ratio like those crazy wide aspect ratio monitors, does your neck also go into portrait mode?

drowsy snow
#

Intel iGPUs support display rotation

upbeat tendon
#

i mean something like this

rigid belfry
merry bison
upbeat tendon
#

sorry that was just trying to share what i meant by ultrawide monitor and how do work with ue with one? portrait mode on something like that blew my tiny little mind

rigid belfry
drowsy snow
#

flashback of rigid editor layout of UDK

#

Actually I still have UDK installed in my HD lol

merry bison
past basin
#

After updating my gpu drivers I started to expreience stuttering in drop down menus of ue4. Every other program is fine. How can I fix it?

merry bison
past basin
#

I do need to restart once an hour

merry bison
# past basin I do need to restart once an hour

Does it happen that often? To me it happens now and then when I switch windows (have two screens) in combination with some keypresses - more specific than that I can't explain right now until I figure out what makes UE bug like this. But yes, I do have the same issue and it happens maybe 1-2 times a day.

past basin
#

Is it about unreal or nvidia

rigid belfry
drowsy snow
merry bison
rigid belfry
#

i've also added some comments

plush yew
#

where is the issues github page in ue4 and nvidia rtxgi ue4 branch??

rigid belfry
#

turn on pawn control rotation for the springArm and simulate physics for the sphere

#

make sure in your gamemode to select the proper Pawn

merry bison
rigid belfry
#

you need to download it, i think. might not be complete as it is over 2k characters long

eternal dagger
#

per team

wispy knoll
#

hey, wanted to check here to make sure I'm not planning on implementing this in a dumb way;

I'm working on a socket-based building system for VR. The current plan is to define the sockets on each staticmesh building block, then fetch those when the game loads or the user places a new piece. Then those socket locations are added to a SocketManager actor which spawns SphereCollision for each socket and replicates to clients. Then those clients can use physics overlaps to check if a piece should be snapped to a socket.

Any issues with attaching hundreds of spherecollision components to a single global actor? Worried that'll become a problem somehow.

merry bison
wispy knoll
#

just wondering if replicating a lot of sphere colliders for each socket is a good idea or will run into performance problems

drowsy snow
#

Paste the entire thing into Event Graph and Unreal will treat it as a cluster of BP nodes

rigid belfry
merry bison
drowsy snow
#

Just make sure you paste it on somewhere empty, a bit far from your nodes, so that it won't overlap on each other

rigid belfry
proud orchid
#

Hello I'm new

#

Thanks

#

What do I do here

rigid belfry
#

you read the rules

#

and check pinned messages

proud orchid
#

Oki

#

Thanks

rigid belfry
cunning notch
#

howdy, is it ok to ask for help with something here or is there another channel? it's related to lighting, i think haha

rigid belfry
cunning notch
#

good call. i'll head over there

candid falcon
#

anyone know how to fix this?

grim ore
#

fix which part? you need to use a chaos branch of the engine or remove chaos support from that project/plugin

sly vine
#

hey guys is something odd with my project once i open level its take him like hmmm 10 min to open it

#

i wonder what can do this any idea?

grim ore
#

watch your task manager, see if its higher?

sly vine
#

nope but but its become not responding for 10 min after that the level open from low fps to high fps

rigid belfry
#

well what do you have in the level?

candid falcon
grim ore
#

if you launch the chaos editor, then open the project from there, does it open?

#

literally hit launch on the right and wait for it to open then browse to open it in that version

candid falcon
#

sorry for the trouble some how I got another engine involved and that was causing problems cause that engine didn't have it.... I feel stupid

reef silo
#

big oof

candid falcon
#

ay your the one who pushed it

copper linden
#

Under project settings.. Level Streaming there are these settings.. Anyone has deeper info than what you find here? Like.. Examples of what setting a high value or a low value in either of these would do?

plush yew
sterile tulip
#

guys

#

where can you backup your UE4 projects online?

drowsy snow
silver mulch
#

hey guys, for the past few weeks ive been battling an issue with constant UE4 crashes. keeps " losing D3D device " every 15 minutes or so. Today tested by just whiteboxing a whole area with no issues. But the moment I jumped into a blueprint editor it crashed within the next few minutes. So it is something to do with the secondary editor screen causing the crashing. I've done everything I have found online as to proposed fixes but nothing has worked. Anyone have any ideas?

#

maybe something i could do in the preferences or something to test out

sterile tulip
#

You can upload your blueprint based projects of all sizes (50gb,100gb etc) on Github for free? @drowsy snow

drowsy snow
silver mulch
#

should i direct download the driver via online or just do the auto install via Geforce Experience screen?

drowsy snow
silver mulch
#

ive just been doing auto updates so far via nvidias stuff

drowsy snow
sterile tulip
#

Thank you very much ๐Ÿ‘ @drowsy snow

silver mulch
#

ok will do, thanks. This did start after one of the more recent driver updates i grabbed from the experience page

drowsy snow
#

Yeah, I heard many people having issues with the latest NVIDIA drivers...

merry bison
# rigid belfry all good?

I started a whole new project from the UE template "The Rolling Ball" . And it still doesn't work the same way you showed in your video... dunno what I'm missing.

EDIT: Now it works! Thank you so much ๐Ÿ˜„

fierce tulip
rigid belfry
#

there's only one problem

#

i dont see enough spiders

smoky junco
tropic jasper
#

Is there any Perforce source control people out there? i wanna set one up via Ubuntu, but dont have a clue how it all works

winged crypt
#

Anyone know if it's possible to have a constraint limit be a range from 0 to 45, instead of -45 to 45?

And if not, is it possible to save a constraint's orientation in a constraint profile?

wet berry
#

Is there a way to disable the autohide/autominimize behavior on the launcher?

#

It hides itself really often at really annoying times

#

and I am fully capable of clicking the minimize button if/when I want it minimized

nova kernel
#

hey everyone,

Question,

When using World Comp and larger Worlds, is it better to have smaller tiles or larger tiles?
So for say a 8km x 8km, would you say to have just 1 tile, or 2x2 4km tiles, or have 8x8 1km tiles?

orchid lodge
#

Wheres the best palce too ask for in engine issue

#

Where im not sure the specific problem?

static arch
#

Does the Character class have an " on purpose?

static arch
static arch
orchid lodge
#

Its just

#

A box collision turns into an ifninite portal when its interacting with the middle

#

As soon as it interacts with the same x as the middle of my level

#

It just soars upwards

#

And im tearing my skin off over it

#

Ive asked my classmates no one get sit

#

pain

static arch
#

Lazy classmates :P Screenshots/BP of the class that's doing it?

#

And is there anything on X=0.0 in your level?

orchid lodge
#

Ill show you screenshots if you like

candid steeple
#

Do any of you guys know a good YouTube channel that goes over unreal tutorials, I specifically am working on 2d enemies and I havenโ€™t found anything yet

static arch
#

Just Fetch Origin at the top -> Pull Origin -> Recompile

#

In case it won't show freshest commits, you might need to re-log

#

Branch can stay release except you want a special build

#

Appears afterwards (if new commits are available for pull)

#

If not you're up to date (newest 4.26.2 commit should show up in History as well) or you need to re-log

digital anchor
#

iirc for a fork you may need to use cmd and call git fetch upstream (theres a while since i dont use git so i may be wrong)

#

github client is kinda simple tbh, but maybe there is

static arch
#

There's Git GUI, but you're already using the fancy version of it :p

hearty walrus
static arch
hearty walrus
#

like this looks like someone's first windows forms app

#

personally I use desktop or github cli

static arch
#

Because maybe it was :D

hearty walrus
#

god bless powershell

#

Also design problem

#

I'm working on a game that essentially takes place in someone's coma

#

And, an experimental system is used to communicate within them

#

How would something being brought into memory look like

#

no lol

#

Like in short

#

The game takes place inside your memory

#

And the main gimmick is how things break

#

Areas that you don't remember quite well have broken parts and interference with other memories

#

Like going into a small room takes you into a large lobby for example

#

I'm planning on doing streaming fuckery for the effect

sterile yew
#

In 3D

hearty walrus
#

Also I still need to write this entire game and oh boy

#

I already have a few scenes that qualify for a content warning at the beginning

#

Like it's nothing greusome, it just focuses on pretty dark stuff

#

Like PTSD

static arch
sterile yew
#

Potato PC

#

UE crash at 45%

static arch
#

Time to run UE4 shaderless :p

hearty walrus
#

not a specs issue

#

my gpu's horribly bad and it runs ue4 (mostly) fine

warm delta
#

Hello, is there release date for UE 5 / preview? I want to see it already ๐Ÿคฉ

weary basalt
#

No there isnt.

#

There has been no new information since initial announcement.

warm delta
#

and MetaPeople will be free?

stuck scarab
#

playing around with grid and noise to create this island shape. I now would like to detect and change the lakes into green. Any logic Idea how I could detect if blue is a "lake" and not "ocean" ?

modest trench
#

Hope i'm wrong lol

tiny sonnet
modest trench
#

Set the bone the component is attached to

tiny sonnet
regal sparrow
buoyant graniteBOT
#

:triangular_flag_on_post: elliot.#0873 received strike 1. As a result, they were muted for 10 minutes.

marsh swallow
#

So, has anyone else ever had WHEA UNCORRECTABLE error BSOD's due to OC and/or Turbo enabled? I found a number of articles that in general UE4 does not like OC and also some boards dont handle the voltage change for Turbo quick enough for UE4's demands.

#

I never had this issue for years and then about 6 months ago this all started. The temps are all very normal and running nice and cool

#

its only when the map loads as well. If i am just working in UE4 normally without any map opened, i tend not to crash.

#

i9-9900K, 32GB, Z370 board, 2080

#

and the CPU is running 20 degrees cooler now at 30c. lul

fallow hornet
#

foliage keeps disappearing on my auto landscape material anyone know how to keep that from happening

#

or at least how to get it back without having to re-save the material instance?

#

????

narrow mauve
#

Is there not away to move these points at run time?

spare kernel
#

spline points?

#

if so sure you can

narrow mauve
#

its a linear cuve

#

linear curve

spare kernel
#

oh

#

no

narrow mauve
#

I know tehre is a way in c++

spare kernel
#

you can make your own runtime curve

narrow mauve
#

I just cant be botehred

#

oh

spare kernel
#

but C++ only

narrow mauve
#

cpp it is then

plush yew
#

I've got a rotator that goes between -35 to positive 215. -35 is the min. Problem is that if I input a goal rotation of 215 then the item rotates the "wrong" way to reach that rotation. Is there a way to force the direction or am I going to have to write some sort of function to get it to got the way I need it to

#

-180 and 180 are the same, so logically its faster to rotate -155 rather than positive 215 but I can't have that

west cedar
#

Hi all, if 4.26.2 doesn't show up as a launcher option for download is there an alternate way of grabbing it?

#

Reinstalled the Epic Games launcher and logged in/out and it still hasn't shown up.

#

Nevermind update button appeared on the third reboot

cunning notch
#

evening friends, got an issue with setting the default pawn for the basic gamemode in the thirdperson template. I've got the character down but despite my assigning it as the new default pawn in the project preferences, I still am put into the original character when hit play. When I delete that default character, it just puts me in a separate camera, not even in the other character. What am I forgetting? sorry if it's a silly question, I'm still picking it all up as i go

ancient fiber
#

hey all, trying to help a friend install ue4 so we can work on a project, but 4.25.3 isn't showing up in the launcher to download, is there a way to get this version?

kind dew
#

so if I have a simple pawn that uses Add Movement Input to do forward and backward movement. How do I make it so that the pawn doesn't instantly stop and start going the other direction when the player reverses directions. (Eg pressing W to go forward then pressing S will instantly stop pawn and start going backward. I want a smooth deceleration)

ivory hearth
#

Anybody know how to upgrade to 4.26.2.
I don't have that option in epic launcher

drowsy snow
ivory hearth
#

I upgraded the plugin now it's impossible to work on my 4.26 project.. is there a way I can go back to the old version of plugin

#

I have a plugin called advanced vehicle system. It was working on 4.26.. then there was a update to the plugin..I updated it..but the plugin requires 4.26.2 to work else it will fail

#

I can't find the 4.26.2 engine version in launcher...so am stuck

vocal flume
#

Anyone here released a game in play store with this engine? Weโ€™re you able to get the in app purchases to work?

plush yew
#

Hello, unreal engine is giving me crashes at the time of entering, it never happened to me, I only use the program to animate, here are the lines of calls that come out in the crash

mossy nymph
#

download editor symbols for debugging from epic launcher

#

then try again

fringe jetty
#

unreal is pretty lit

plush yew
#

forget it, I just lost all my project

drowsy snow
#

Reminder to use source control even for the most mundane projects

drowsy snow
mental solar
#

Hello there.
I am quite familiar with unity, but unity is less and less supported, has lots of bugs and I always had some trouble with it.
I was thinking of switching to unreal, but I am not sure if its free, or how much revenue I can get, or if I can.

#

I also heared unreal has some more advanced features too.
What are the pros and cons of it?

scarlet birch
#

Anyone encountered odd bugs in 4.26.2 with pawns being unable to spawn due to a false error of a blocking collision? It seems like the pawn attempting to spawn is actually blocking itself from being able to spawn. It's odd, and occurs even in an entirely empty level under specific circumstances.

plush yew
#

Is there a way that I can call a method of an actor on a specific frame of an animation? Lets say i want to call a method on frame 12 of my attack animation. is that possible?

scarlet birch
#

Anim notifies, but they aren't 100% guaranteed to fire everytime.

plush yew
#

Alright. Thanks! Im just gonna check it out

hasty hill
#

Is it normal that enabling the Water plugin requires UE to compile more than 3000 shaders by default? (noob here)

mossy nymph
#

when my tech artist tweaks the base materials i get 80k to chew through

#

3000 is nothing

hasty hill
#

I see. I'll make lunch in the meanwhile. Thanks Zlo

drowsy snow
obsidian nimbus
#

can allways try and compile em by hand ๐Ÿง 

mental solar
#

is unreal free?

drowsy snow
mental solar
#

oh great

#

do you know the percentage of that royalty?

drowsy snow
#

5% after the first 10K USD/quarter

#

You can see the details in the FAQ page in UE website

mental solar
#

ok thank you

glacial dawn
#

It's so easy to reach that profit?? I see a lot of people asking about it, in my head it's a lot of money, for a publisher maybe not so much but for any indie developer it seems easy to reach

mental solar
#

it doesnt seem easy, but I always think about: what would happen, if...
imagine reaching that profit and then having to pay half of it to epic ๐Ÿ˜‚

drowsy snow
#

$1M is practically a high bar to reach for indie devs.

Again, the details and example cases are mentioned in the FAQ

drowsy snow
mental solar
#

no problem

#

still thanks

true falcon
#

Spent three hours trying to get foot IK to work with a combination of parameters, plugins or whatnot, nothing working. Cursed the plugin developers, Unreal, and my mom (that unstrategically called). Then realized I'd changed the skeletal mesh so the post process IK anim blueprint wasn't running at all ๐Ÿ˜ซ

exotic otter
#

does anyone have an idea how I could make a small popup warning window in c++?

old nimbus
#

uhm.... hi

plush yew
#

bug? If i migrate quixel megascan content from vanilla ue4 into ue4 nvidia branch, rtxgi doesnt work anymore. if i import my own models rtxgi works.

drowsy turtle
#

how to run an event at a certain real life time?

plush yew
#

I'm quite confused, after adding a widget to a widget switcher I can no longer add things to do in the editor?
"This widget cannot have children"

old nimbus
#

How long does it usually take to get used to Unreal Engine?

#

I mean like, I started it out today

#

Lol

#

I mean like.... If I'm dedicated to learn, and devote around 2 hours daily to Unreal

mental solar
#

I'm new to unreal

lucid grove
#

Yo, we fixed fps in 4.26.

#

Anyone had this problem?

#

ShowFlag.Translucency 0

#

Im not sure, i was using optimised foliage from project nature

#

But since i didnt changed anything between 4.25 - 4.26 this command restored fps

#

Same scene: 30 fps difference

#

With this command i have restored almost all of it

sharp cloud
#

Does anyone know if it's possible to set default 0,0,0 origin coordinates in a level to someplace else in the map?

lucid grove
#

Hmm, seems like you are right.

#

My grass not using it, but seems like water and stuff do

#

Its strange since i dont have a lot of it but it still completly kills fps

#

Maybe there is some translucency quality settings

#

I have translucency only on few surfaceds

#

Which shouldnt kill fps THAT MUCH

#

Any ideas about this?

#

Something from same character on the left darken out even other characters

drowsy snow
true falcon
#

There's a special place in heck for the programmer that made bone names case-sensitive. What's the use-case, to april fools your colleagues? ๐Ÿ™‚

plush yew
#

that and skeletal jokes

true falcon
#

animation programmers are hilarious

unique kraken
#

i wonder... how many bones are to many bones?

true falcon
#

Well, forcing everyone on the planet to bid my whims is already on my todolist so I think I'm covered

unique kraken
#

CASE SENSETIVE

#

lol i think u just saved my day

#

but srsly, anyone knows how bones impact performence (im not going over 4 weights per vertex)

true falcon
#

"Decree Nr 1: NO UPPERCASE"

unique kraken
#

well default mannequin uses Root
while i almost named my stuff root

true falcon
#

yeah, Pelvis - pelvis is common too

unique kraken
#

nah most naming is done automatically for me, just the root

true falcon
#

heck, could even be an project setting to treat everything as lowercase

unique kraken
#

i still would like to hear how bones impact perfomence

true falcon
#

it does impact performance, thats why you dont have massive face-cap skeletons always

unique kraken
#

well i do

#

thats why im asking

drowsy snow
unique kraken
#

i will also need to add some empty bones

true falcon
#

you could always have a face-skeleton mesh using master-bone and switch it out when necessary, probably how metahumans does it or something

unique kraken
#

i get that, thats why i dont go over 4 weights per vertex.
but i already have a facial setup and will need to add additional bone to get the right bone pos later

drowsy snow
#

I prefer doing it with shape keys, but even the metahuman rig have quite a few small bones

unique kraken
#

thing is, shapekeys just seem to unconvenient to me, i will set up some adnvanced ctrl rigs and animate in engine

#

thats why im trying to work out a good facial solution

drowsy snow
#

Look at the metahuman sample.

unique kraken
#

is it on the marketplace?

#

been looking for it earlier

drowsy snow
#

It's on the marketplace and Learn tab, free.

unique kraken
drowsy snow
#

If not, you can just downlod ome metahuman from Quixel Bridge, there are 50 or so samples to choose from

drowsy snow
unique kraken
#

hmmm meta human is just a bit overkill for me in my case but it might be a good refrence.

#

but is metahuman actually intended to like work in runtime?

#

like, intended for games?

drowsy snow
#

Well yes, the only thing that makes it heavy is the 8K textures and the groom hair asset

true falcon
#

there's a combonent called like "LODSynchronization" which manages Lod, and different skeleton meshes can be "drivers" or "passives"

unique kraken
#

i see, guess i just gotta dowload with my amazingly fast new internet, not

true falcon
#

and you can set like Force LOD to 3, 4 or whatever for performance

#

When you make your own metahumans they need not be 8k like the quixel ones

proud dome
#

Guys help me out here im new. If i were to make a multiplayer game, BUT you cannot change perspectives (you'll be stuck in first person), and the animations between both perspectives are completely different, what is the first steps to come by it?

drowsy snow
proud dome
#

so i can learn this more efficiently?

drowsy snow
proud dome
#

Ok, so... do i create a first person template or third person? XD

drowsy snow
#

First person is fine, but I'd recommend creating a shooting system from scratch.

#

Maybe try copy the provided template BP and improvise it yourself.

buoyant graniteBOT
#

:no_entry_sign: const&#3914 was banned.

spare kernel
#

@dusk echo don't post in a channel then ask in other channels for help.

dusk echo
#

sorry but no one responded so I asked here hoping to get some answers

gaunt spoke
#

Had a question about how you would go about handling moving a pawn/character to a precise location before playing an animation. Consider this scenario, I want a character to navigate to an exact location and then play an animation to enter a vehicle. If the avatar is even slightly off, the animation will cause them to clip through part of the vehicle. Using Move To and Rotate Towards tasks in the BT get them close, however due to tolerance it still could be slightly off. Results wont be consistent. I've seen some solutions that teleport or move the character to the correct spot from inside the character BP, but this just causes them to jump/snap to that location, not navigate to it. I imagine some kind of creative solution is needed for this and was just curious what other people do.

spare kernel
#

@gaunt spoke if you look at mostly any game, you will always see clipping, you can't be 100 percent, specially when using Vectors which are floating point. You can minimize, but it won't be perfect. Only way to make perfect is 100 percent fully scripted, not relying on move to and making sure all points are 100 percent fixed. It is really not trivial to do for most cases.

#

Some games will move to within X distance, then use a bit of snap, (can see this in games like Watchdogs)

polar barn
#

has anyone managed to get an html5 export working in 4.25?

gaunt spoke
#

@spare kernel Thanks for the reply. Yeah I mean I have it really close. Probably 9/10 times it looks great. Just once in a while they are slightly off when they start the animation and they clip. Yeah I tried to study some other games to see how they are doing it and they seem to either snap the character to the correct location first, or hide the whole thing via camera swaps. Neither is really a solution for me. Sounds like I might be at the point where its as good as its going to get then?

spare kernel
#

i mean 9 times out of 10 is pretty solid

#

Players are not going to care about a slight clipping

gaunt spoke
#

Players probably won't, but upper management has lol

spare kernel
#

I have seen lots of weird clipping in triple A games, and it just becomes the norm

#

You just need to minimize, we have executions from monsters in our game

#

9 times out of 10 they are fine, odd time they can be slightly off, but its fine

gaunt spoke
#

Well thanks for the information @spare kernel, I appreciate you giving me your input on this.

spare kernel
#

It's just one of those things, a lot of games like you said, hide it with some smoke and mirror system (camera swaps, quick snap, etc)

#

Players won't really care, design team maybe, players not.

merry bison
#

So I have this mouse zoom in/out on the player.. But currently you can zoom out indefinitely. I want to limit the range...

merry bison
#

that was my initial thought, but have no clue on how to implement it... and i've searched on UE forum, there's no documentation on clamp

#

so i dont know how it works as well

#

I'm here now

robust marten
#

Try Lerp instead

gaunt spoke
#

@merry bison How are you controlling the zoom in/out? If you are feeding it a float it should be simple to clamp.

robust marten
drowsy snow
merry bison
dusky yacht
#

whats the right channel to ask about performance issues?

fervent bay
#

When I hold left mouse button and Ctrl and move the mouse, selected objects move. How can I disable this feature?

#

Its very annoying when using Ctrl+Click to select multiple objects and accidentally move objects slightly and cause built data to be lost. some times I don't even notice I moved things slightly.

gaunt spoke
dusky yacht
#

just wondering about all those stats, what they mean so what is taking all my cycles...

plush yew
#

woah ^

gaunt spoke
# dusky yacht just wondering about all those stats, what they mean so what is taking all my c...

You probably want to use the session frontend tool to get a more detailed breakdown to what is actually contributing to this. Here are some resources to check out. https://unrealartoptimization.github.io/book/
https://gpuopen.com/unreal-engine-performance-guide/
https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/index.html

GPUOpen

Our one-stop guide to performance with Unreal Engine.

How to identify performance problems and fix them.

#

@dusky yacht if you check out UE4's specific sections on GPU and CPU profiling it will cover what can contribute to some of these stats, along with ways to reduce them.

dusky yacht
#

thanks

fervent bay
# dusky yacht

type in stat SceneRendering and see how much draw calls you have got there.

dusky yacht
#

"if it looks too good to be real it probably is" ๐Ÿ™‚

#

right time to learn about optimization (learning UE the hard way is fun)

light thunder
#

Where can I find the actual listed controls for the editor built-in Spectator Pawn?

dusky yacht
#

tho i expected to see more load on GPU on those stats,

buoyant oar
#

Hello, I use version 4.26 and an RTX3080, when I activate ray tracing, everything starts to jerk .... does anyone know why, or do you also have the problem?

manic bloom
#

Hello! Does anyone know how to give the full input to the character after the node: (Switch View Target With Blend)

sturdy gorge
#

plz help

plush yew
#

Does anyone know of any good tutorials on ListView and TileView Widgets, I'm really struggling to find anything

light thunder
#

Well this is confusing AF - how do I have instances when the game is not running at all?

gaunt spoke
grave shadow
#

How does the "Selection in Property Matrix" feature in details panel work?

rigid belfry
rigid belfry
#

๐Ÿคทโ€โ™‚๏ธ

dusky yacht
#

hmm shadercomplexityview seems not to work at all(?)

grim ore
#

@plush yew what does the repo look like in the web version, not in the client? does it actually show the files?

plush yew
#

dude I hate my brain, I have so many video game ideas I really want to create, but I don't know which one to stick to because usually I change my mind halfway through the project lol

autumn flame
#

You can always create mini prototypes of them and see what inspires you the most, it'll just help you get better no matter what

merry bison
# rigid belfry

what's this?

Edit: Wow, thank you man. Exactly what I wanted. ๐Ÿ™‚

grim ore
#

no it doesnt what? it certainly shows up on the website

#

and it should function just like a normal fork or repo

#

this one just isnt updated for the past few months, I dont know what you are expecting of it

#

and why would you be using this fork?

tawdry narwhal
#

Can someone walk me through how a shared DDC works? Suppose I have two computers on my LAN and I want one to be building all the shaders without having to use something like fastbuild - would setting up a shared DDC be the way to go?

#

right

grim ore
#

assuming that one is opening the project first to build them sure. It's just one place for the files rather than 2 (each machine)

tawdry narwhal
#

problem is I've tried setting a shared DDC up but the slow machine had kept trying to compile its own shaders

#

does it have to be a writable network path?

grim ore
#

did you set it up on the editor level or project level?

tawdry narwhal
#

does it have to be a mapped drive or does a simple share work?

woven falcon
tawdry narwhal
#

alright do I share the DerivedDataCache folder in the engine or the game?...

grim ore
#

@woven falcon coordinate space is in the top viewport, the globe/square icon

woven falcon
#

oooh i'm blind

#

thanks rooVV1

candid cypress
#

Anyone have the issue of after using sequencer or piloting a camera that your viewport widgets disappear even when not possessing a camera ? The widgets do appear when I hit play and disappear when the sequence stops playing.

So far only solution to get them back is close the editor and relaunch.

tawdry narwhal
#

sure