#ue4-general

1 messages Β· Page 983 of 1

merry bison
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yup, I got that part in your first video but it's not working here

rigid belfry
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what about the other videos

merry bison
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gonna watch them now

robust oar
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I want to take a picture of my viewport

upbeat tendon
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Hi, I've managed to get my client to join a session, but i am probably being dumb as rocks, I think i now need for the client to connect to the server, my google powers seem weak as i can't figure out what command i need to issue

robust oar
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without all the editor properties showing

merry bison
robust oar
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like decals

rigid belfry
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are you plugging the reference to self? like in this video?

upbeat tendon
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oh as simple as PC->ConsoleCommand("open 127.0.0.1");

rigid belfry
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did you set the MainMenuGameMode in the world settings?

merry bison
merry bison
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My guess is that the reference doesn't work properly, because I might've implemented it wrong.

rigid belfry
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it must work. its not possible for the gamemode reference to be null, since youre setting it when creating the widget

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on a new level, set the main menu game mode in the world settings. inside the gamemode, create the widget and plug in a reference to self to the widget's variable

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that alone must work. buttons or not

arctic path
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does this look natural to you guys?

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no actual grass added yet

rigid belfry
# arctic path

thats how it is usually done. the landscape is painted to the grass color to sorta blend in the foliage

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you could make it slightly darker and it'd simulate shadows, without actually having any

arctic path
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thanks for the comment, ill consider this πŸ™‚

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you wrote simulate shadows, is this a option in the material editor?

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or is this in the landscape itself

robust oar
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Guys I want to edit the player camera in real time

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and see the changes

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how to do that?

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just like material instances

rigid belfry
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its just colors

arctic path
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Ohhhh i got you. i have that but backwards lol

rigid belfry
#

something like this

#

so it looks like there is depth, but in reality its just a color spiel

merry bison
#

wow, if you delete old files from a project manually, then the perforce source control breaks.

midnight wren
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Thanks!

vagrant hornet
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what is the recommended resolution for large scale open worlds?

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Is buying world machine indie worth it?

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is 1009 x 1009 fine or is a higher res more preferable?

rigid belfry
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the thing with open world is that you need actual content

ebon garnet
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how is it going guys? de animation drop down is empty what m I missing?

rigid belfry
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cant just have an empty mega world

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its simply not worth it for most people to make an open world game

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especially when you're alone

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you'd be looking at 2-3 years of constant work most likely

rigid belfry
ebon garnet
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@rigid belfry this character has animations on him, like idling/ walking

rigid belfry
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ye but the target for that is a widget

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you need a widget animation

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that has nothing to do with a character

vagrant hornet
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yeah ive been working on it for like half a year already and have way too much spare time

mild phoenix
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Hello guys who know why when I package my game for android after I open it on phone its showing UE4 logo and quit.Whats problem?

vagrant hornet
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my summer holiday is 16 weeks

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also a few friend are helping sometimes

ebon garnet
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@rigid belfry oh man.... how can I detect if idle animation is playing ?

brittle gulch
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Hi guys, I have a lot of problems with Quixel Bridge, sometimes I can't download assets properly, it starts and then it stops all of a sudden without any error message, nothing. Do you guys also have this?

rigid belfry
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also you already know, otherwise you wouldn't be able to play idle

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if you have code that says "if velocity = 0 ->idle animation" then thats how you know you are playing idle? i dont quite understand what you're trying to do

ebon garnet
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@rigid belfry when I'm idling I want to play a sound

rigid belfry
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are you using your own character or a template?

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scrap that. from the character do Tick->get velocity->length->lenth greater than 0->false->play sound at location->getactorlocation

plush yew
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can't search for anything in the marketplace on the epic game launcher, any suggestions?

midnight wren
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I downloaded a project from github. But when I tried opening it from the downloads folder in file explorer, it set couldn't set association for project. Can someone help?

plush yew
midnight wren
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yes

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ok, it just opened, but when I opened the project, it was just a blank project

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it was as if it had just been created

deep viper
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How performance friend are Child Actor components? I've been using them to composite actors out of multiple meshes, though I am unsure how well this will scale.

gaunt abyss
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Nothing inherently slow about them, it just creates the actor attached to it

woven falcon
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i need help rooCry1

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i'm stuck.

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Why does my idle animation translate so weirdly

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all of the running animations in the blendspace work fine

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just the idle animation doesn't

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I got direction, and speed

deep viper
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Is it possible to hide ChildActors inside the Level Outliner?

ebon garnet
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@rigid belfry thanks!!

twilit pivot
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Does anybody know what could prevent Raytracing from being enabled? Are plugins a possibility?

digital anchor
twilit pivot
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The properties in the project settings are set and the engine does start in DX12

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Console also says r.Raytracing is set to 1

narrow mauve
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Does anyone know how or if you can have multiple curves in a material? I am using curves to help with controlling volumetric cloud layers. If I use more than one curve in an atlas the second curve doesn't have any effect

hearty walrus
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How would I add a letterbox effect in-game?

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The idea I had was to have the screen letterbox into 21:9 on certain points

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if it already is 21:9, the letterbox won't apepar

native widget
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Hello, I need help with something, I have finished creating a game, however when i package it, The AI does not move like its supposed to
I have a navmesh set up and everything, but it fails to follow its behavior tree, but it works fine in the engine itself iff anyone would help me I'd greatly appreciate it, this is for a uni project I am working on

fallow hornet
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how do i get my render output DOF to match what i'm seeing in engine?
When rendering out of MRQ the DOF is way stronger verses what i'm seeing in engine

upbeat tendon
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what does this distance relate to 50000 what?

merry bison
upbeat tendon
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is it this? the streaming distance would be +50k around this point?

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so 50k units around the layer

merry bison
upbeat tendon
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oh yeah πŸ™‚ i think that sounds right

narrow mauve
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I'm getting so frustrated. I don't get why the second curve is having no effect in the material

merry bison
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lol @rigid belfry, my project is now a complete mess and non-working with the changes you recommended (not your fault though - i'm sure I'm doing something wrong)... I need a break and will dig back into it tomorrow to try solve the issues.

upbeat tendon
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version control is your friend

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i think there should be some best practices on how to lay a project out, there probably are somewhere

narrow mauve
merry bison
rigid belfry
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if you've made 2 gamemodes and 2 levels(just like in the videos) you wouldn't have overwrote anything really

merry bison
rigid belfry
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matter of fact i also just did the same thing again for a game jam and it is (obviously) working as intended

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how is it broken? whats breaking?

merry bison
rigid belfry
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the main menu works?

merry bison
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Never mind mate πŸ™‚ I'll pick it up again tomorrow

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Right now I can't fix it. I tried.

rigid belfry
# merry bison Well. No.

create a new folder and call it "debug" there, add what you need to debug and you can safely delete all once you figure it out

narrow mauve
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No one knows about using more than one curve in a material?..and the second curve not working?

rigid belfry
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just make sure to understand what i am doing in the videos i posted

merry bison
upbeat tendon
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oh i have a fun bug, i've setup a dedicated server and imported my tiled world, enabled world composition, kept use client side level streaming volumes, placed levels into layers, however the client doesn't load the level and its effectively floating in air and runs over the terrain that i guess is only loaded on the server

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i guess i should use client side level streaming volumes

merry bison
upbeat tendon
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maybe i have it backwards, but i believe a streaming volume will keep a level loaded while you are in it

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i think you would load all volumes and place them into your root level

merry bison
upbeat tendon
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that is related but not what i am working on

merry bison
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I see

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I hope you find a solution to the issue.

upbeat tendon
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i think i probably need to enable something

plush yew
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where would i find a 3d modeler?

merry bison
plush yew
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thanks

molten solstice
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Hey! Is it possible to publish an UnrealEngine game project to make it playable directly on a website?

upbeat tendon
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it used to be

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i think the html target has community support these days

molten solstice
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Is it complicated to convert to HTML?

rigid belfry
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if you use 4.22, you can package a game as html5 and then you'll be able to upload a game directly on a hosting webpage(like itch.io)

merry bison
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hm, why did Epic remove html5 export? - curious..

molten solstice
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So if I export to HTML 5, I can put my game playable on a website?

molten solstice
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It seems easy haha thx!

rigid belfry
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yes, although many hosting webpages will have a limit to the game size

gray berry
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Hello, I have a question. I packaged my game and placed it on itch.io, but some users get an error when playing the game, that it is "harmful to your computer". It's a paper2d game, but I think this may be a packaging problem...is there a fix for this?

molten solstice
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Yea, this is for a little runner game so i think it's good!

rigid belfry
rigid belfry
merry bison
wispy knoll
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getting CPU limited in a very basic scene, can anyone explain what's going on here?

merry bison
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@rigid belfry - So I managed to fix some issues. Like the main menu allows me to click on QuitGame now and it quits. Open Level_01 still does nothing.

And I watched your videos 2-3 times each πŸ™‚ - I did what you did.

I mean, the code below seems to be fine, right? Code is in the MainMenuGameMode.

rigid belfry
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i dont think there's any need to change the input mode, since you wont be able to do anything with the incoming input anyway. also maybe see if you can do open level by name instead of reference. just make sure the names are exactly the same

merry bison
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it's like the code is never run

rigid belfry
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and it isn't working? well is the event firing?

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press f9 to add a breakpoint

merry bison
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it's almost like it doesn't

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good idea

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omg.. it does break

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hmmm

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breakpoint works

rigid belfry
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so it is getting called?

merry bison
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yes

rigid belfry
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you can add a breakpoint to any node that has an execution pin(the white arrow pin). see if all the nodes are getting called

merry bison
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i just did before you wrote that

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it breaks/stops on every node

rigid belfry
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once the first breakpoint gets called, press "step over"(i think) to go to the next node in the current graph

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so everything is firing.

merry bison
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yes

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was a very good idea - breakpoints

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now we know they ARE firing

rigid belfry
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the only logical answer is that the open level has no reference

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had a print string and print the level reference you have there

merry bison
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i'm not sure i get it

rigid belfry
# merry bison i'm not sure i get it

i need to have some sleep after a day of coding for the ludum dare, but essentially from this node, in the "In String" pin, drag the level reference variable you have there

merry bison
rigid belfry
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i see

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well i mean. a open level by name must work

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so maybe try again?

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cant never be too sure

merry bison
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@rigid belfry you have been awesome today btw. I really, really appreciated your help man.

rigid belfry
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its not like you're some pioneer of the engine or some

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open level works 100% and there is no way that the engine just randomly bugged for you

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so there must be something going on behind the scenes

merry bison
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same error again

rigid belfry
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and we cant complete the puzzle just yet

ember lark
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@merry bison Can you do GetDisplayName on SelectedLevel?

merry bison
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yeah, lets get some sleep and i'll dig back in tomorrow... THANK YOU for today man. I'd kiss you if you were here πŸ™‚

rigid belfry
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you can kiss me by leaving a positive review on my ludum dare entry once i upload it πŸ˜†

merry bison
merry bison
#

like this?

rigid belfry
merry bison
#

Here's a better screenshot. Is this what you meant?

ember lark
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@merry bison That might be the exact way to do it. I haven't used soft references before, so I can't say if that's exactly how you want to print a soft ref, like if there's some information lost in the conversion to an object

merry bison
ember lark
halcyon flame
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@merry bison am I missing something?

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I think you just need to async load asset, cast it to the correct class, and then use some sort of easy get name node

merry bison
merry bison
halcyon flame
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ok. I guess you're trying to get the world name from that soft object reference?

arctic path
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did i do a good job with this? i was trying to make the ground not look flat with it being flat.

merry bison
halcyon flame
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@arctic path add props?

arctic path
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working on landscape mechanics first

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ohh you want to see it with a prop

halcyon flame
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ok. well if you're set on finding a string from that reference, you will need to load it.

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no, I'm just being a smartass.

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you're trying to add more depth to the grass texture? why not just add grass

merry bison
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so this is not enough to make UE understand what to open?

rigid belfry
halcyon flame
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that's actually irrelevant. it is enough. the soft object reference just won't work for that

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I mean, it will work.

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you just need to load the reference.

halcyon flame
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'AsyncLoadAsset'

merry bison
halcyon flame
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then pass execution from the when loaded arrow.

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but considering you've been at this for a week, I don't think you need to use soft object references.

merry bison
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hm.. main menu flashes now when using AsyncLoadAsset but main menu doesn't disappear and level one doesn't show up

rigid belfry
halcyon flame
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I'm opening levels by name as well.

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just make sure you have the right syntax.

merry bison
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this seems much harder than it should be tbh πŸ™‚

halcyon flame
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it's not hard.

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I think you've gone down a convoluted route.

arctic path
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@halcyon flame my world is huge and im trying to optimize the ground textures to add more detail with not that much detail for performance. I might actually be over thinking this lol

halcyon flame
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it looks good to me. maybe increase contrast with a fresnel or something like that

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to give it some lowlights

rigid belfry
halcyon flame
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as if looking down it looks more contrasted/dark like you can see the holes between the grass patches

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but looking across it looks green

rigid belfry
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A main menu shouldn't be clustered with nodes

arctic path
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wow fresnel, i never even knew this was a thing!

halcyon flame
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welcome

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haha

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brb

rigid belfry
arctic path
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thanks for that πŸ™‚ new here just googled unreal engine help and it came up with this discord. I like to be around others while game deving, to give my self that ATTABOY pat on the back when i am done with something lol

rigid belfry
merry bison
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Yeeeeeeeeeeees!!
Thank you @rigid belfry
Let me know when your ludum dare entry will be uploaded and I'll support you.

arctic path
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now only 1000 more hours left πŸ™‚

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hah

rancid lynx
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Is this save to spam around somewhat? or is it cpu heavy ?

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passing around references is kinda tedious. Im curious how much it cost to use this 50 times on startup.

buoyant graniteBOT
#

:triangular_flag_on_post: Vice#5333 received strike 1. As a result, they were muted for 10 minutes.

tacit aspen
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Hey guys im trying to put a bridge material on landscape but as soon as i ad displacement the ground goes black patchy

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tessalation is turned on

austere whale
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im trying to make my eg account and it says i must be externally authenticated whatever that means

spare kernel
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Anyone here know how to reduce the quality of a video playing in the Movie Player ?

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Seems to cause lower end laptop/pc's to freeze up and get rather warm

kindred viper
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hmm good question. Perhaps you can downsample in the media texture material. But I'd like to know more about this. Perhaps fallback mp4s would be a cool idea

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technically it might be possible within the UMG that shows it also (if that's the case). if you find anymore info though gimme a shout next time you get on comms and im there please πŸ™‚

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looks promising along with non-default codecs if you can pack the codec with your game

austere whale
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let's say our game uses an account feature, will players be required to sign in through epic games/epic games launcher?

kindred viper
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they don't have to. You can call out to any web service with json and validate them there. But if you want to use Epic Online Services it might require a specific setup for login. I haven't looked too deep into that yet because they didn't offer the plugin for free (when it should be) and I haven't bought the RedPoint plugin yet as it's $100 and im poor :p

spare blade
#

I noticed my postprocess volume show EV100 min & max. I am following a tutorial that says I should set the Brightness Min & Max to 5. I am wondering why I cant find the Brightnes min & max. Is EV100 the same thing?

vocal flume
#

When I run my game on an android device.. one of the widgets show a black screen but only when running for the first time after installation. From the second time that widget loads correctly.. anyone know what could be causing this?

latent sonnet
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Does anyone know of a way to make collectables that don't respawn after collecting them once even when restarting the level?

soft tapir
#

Hi guys, I come with a question that all Tera players ask ourselves.
is there any way to optimize the game via programs and or configuration files?
since the game company has never taken the community into account in this regard.
Tera uses a lot of CPU and very little GPU, that is, it is CPU dependent (CPU% 100: GPU20% / 50%).
Even having a top-of-the-range cpu or a master race pc, the game sometimes becomes impossible to play due to the bad implementation of the engine in the game, as well as many bugs.
It was believed that with the 64-bit patch the game would have a better performance, which was not the case, leaving the community on the ground again.
not to mention that it consumes more than 16gb of ram due to some problem in the game that was never fixed.
you see how things are going.
This game is quite a challenge and I think there are many more with the same engine, but this one in particular means that not even a NASA pc can throw it away hahaha.
I assume that your knowledge is incredible and that somehow I will be able to get something from here that will be useful for me and for the tera community since I will post in the forum the improvements that I can get.
Attached here the configuration files.

grim ore
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tera is not UE4, so you wont get help here

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plus this is not support for tera

soft tapir
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I know it's not ue4
is there any ue3 channel that you know?

grim ore
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none that I know of

soft tapir
#

sad

vocal flume
#

@grim ore any pointers> When I run my game on an android device.. one of the widgets show a black screen but only when running for the first time after installation. From the second time that widget loads correctly.. anyone know what could be causing this?
@vocal flume

vale grove
#

Has anyone encountered this error when running UE?

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Sorry building project using VS for UE

spare kernel
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set your project as startup

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right click -> Set as Startup Project

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inside visual studio solution explorer

novel summit
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@torpid crest

vale grove
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I still get the error, but my UE project opens up

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Thank you

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Another idiotic question 😦

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Even after trying, I cannot change the orientation of my player during startup

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I want it to face away from the wall, i.e 180 degree from what it is facing

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I tried rotating the x, y and z axis on the right (within details), but nothing seems to work!

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Never mind

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Just had to modify the z axis

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Thank you anyway πŸ˜„

plush yew
#

How can I access those folders?

tender skiff
#

Looked through channels and pins, there's no real solid clear answer on how to do this, but I was wondering how you guys integrate rigged models into character sliders / customization, etc? Seen a few tools that do it but we kinda want something low poly and flat shaded, kind of a pixelated 3D look.

I guess basically beyond attaching hair and clothes, how do you guys handle modifying that stuff on custom characters? I have no time budget

kindred viper
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It's mostly how you setup the assets as modular so you can change and use skin weight profiles to alter. I'd look more into that area. It's not a simple subject though which is probably why you can't find a one-stop solution.

spare blade
#

Should the SunSky and the Sky_Sphere be connected? Is it normal to have both these lighting tools in a scene?

pastel ginkgo
thick nebula
#

is there anyway to make it so unreal doesn't force all windows on top when you alt tab

void barn
#

which one do you guys think is harder
system/UI programming like inventory
shop
skill tree
setting menu and etc
or combat/gameply programming

robust oar
#

I want holding a flash light animation

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anyone has a link or something?

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Like somewhere I can search :3

rigid belfry
trail crater
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can i import megascans assets to blender using my unreal engine account for free?

drowsy snow
rustic panther
#

how did deleting my Saved folder fix a on startup editor crash?

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the crash starts whenever I hit apply settings change in my options menu in editor

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specifically something in the Config/Windows folder fixes it that makes sense

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Scalability.ini gets broken

upbeat tendon
#

ah seems like world composition isn't good for multiplayer

agile kettle
#

Hello everyone

native torrent
#

heeey

agile kettle
#

Cmon man I was told this server was active

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its quiet for 50,000+ members

upbeat tendon
#

its sunday

agile kettle
upbeat tendon
#

its even a low point on steam

agile kettle
upbeat tendon
#

means there aren't many people around

rigid belfry
agile kettle
rigid belfry
#

this channel is used for discussions about unreal engine related topic

simple nest
#

why is there no way to adjust rotation and position for this cube?

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there's only scale

rigid belfry
#

is it the RootComponent?

simple nest
rigid belfry
#

you might not receive an answer to that here right now. maybe delete the message in this channel and repost it in #graphics

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most people are still asleep

chilly gale
#

Thanks for the tip

pure sorrel
#

How to keep a good learning flow while coding in unreal, i always find my self stuck with tutorials

west fulcrum
#

@pure sorrel easily, just redefine the good learning flow. How can you measure it anyway. Maybe you have a better learning curve than 90% of users. Do not compare, enjoy the coding πŸ™‚

proud dome
#

Guys i need to understand one thing. If i were to make a sniper rifle in blender with a scope, and UR i want players to zoom in with a scope, do i need to make the scope transparent for the sniper or how do i do it?

west fulcrum
# pure sorrel Really struggling with that.

you are not alone, many struggles. I blame social media, but it's for longer converation. But back to coding, it's perfectly ok to be stucked on tutorials, probably you found something not familiar and you need to follow that path before you can continue...

pure sorrel
amber ibex
#

Hello, I'm currently trying to build a little inventory system. When I pick up, lets say, "Item 1", it gets added to the inventory like it should be. When I add another "Item 1", it adds 1 to the Item Count of that item and does not add another one to the Inventory, as it should. If I now pick up "Item 2", a different item, it gets added to the Inventory aswell, as it should. But if I now try to pick up another "Item 2", it does only print string the Item ID of the upper ,,branch" of the blueprint and not execute any other nodes. Can someone spot the problem in the blueprint? If there are any questions, just let me know. I hope you can help!

#

Nevermind, apparently it was the Do Once Node down there

drowsy snow
proud dome
#

If i were to make a sniper rifle in blender with a scope, and UR i want players to zoom in with a scope, do i need to make the scope transparent for the sniper or how do i do it?

amber ibex
plush yew
#

Hello, just a quick question: The dude I'm learning from scales its world 1/10, is there an advantage to do that ?

spare kernel
#

@tiny grove No idea why you posted that random picture, but please do not do it again.

rigid belfry
#

any reasons as to why the execute console command doesnt seem to be working?

amber ibex
edgy seal
#

Hi guys, I have a question for basic use of the Unreal Engine which really bugs me and can't find how to fix it

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I am unable to save the environment that I'm building

edgy seal
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For example: I'm going with the first person mode when creating a project, going with the blank option(with nothing pre-built for the environment)

rigid belfry
edgy seal
#

I am building the environment, I save it through ctrl+shift+s/ctrl+s and when I try to load the level and move on with my project, it opens up as the default thing for the FPS mode. The one with a couple of boxes to show you what it would look like, and my progress gets completely removed. Any idea on how to fix this, please?

amber ibex
rigid belfry
#

that must be it. i thought the screenshot tool captured the whole viewport?

amber ibex
#

As far as I know it doesnt, just checked it

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Maybe just place something in your level and see if its really just not capturing the UMG

rigid belfry
#

yep. only capturing actors in the level

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fixed it by pausing and taking a screenshot myself

prime willow
#

is there a way to make fbxjointrenamer work on large mesh files ;-;

runic fern
#

Hello guys
If we have a wall and the wall have many section in UV can we interact with each UV section Individually?

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Like i want to paint just small part from the wall

merry bison
#

Are these artifacts shadow, reflection or material artifacts? Check the lower part of the sphere and on the ground, what's the best way to get rid of them?

I encapsulated the sphere and floor with a Reflection Capture but didn't notice any difference.

#

another view

kindred viper
#

looks like the resolution is too low

merry bison
buoyant vapor
#

Hi, do you know how to export a Project for Android in Unreal engine 4.26?

kindred viper
#

@merry bison check the docs.

#

@buoyant vapor check the docs

buoyant vapor
#

ok, thx

kindred viper
#

checks the docs

buoyant vapor
#

when i open SetupAndroid.bat, it closes immediately and does nothing πŸ€·β€β™‚οΈ

kindred viper
#

@buoyant vapor if you want to see what it does, open it via your command line exe rather than click it. Or if you know how to edit batch files you can get it to persist after it's done until you press a key.

buoyant vapor
#

ok

maiden sundial
#

I guess when you have an weapon equipment system where a player can equip things like swords, shields, bows... you should only use skeleton meshes as the mesh for it, or ?
Cuz i see how a sword could be a simple static mesh component, but when it comes to bows and similar you'd need it to be a skeleton mesh for the bow spanning animation, right ?

spare kernel
#

We use skeletal meshes

#

but if they don't need bone manip, we toggle the bool in Skeletal mesh to render them as static

maiden sundial
#

Didn't knew you can toggle that. In this case it totally make sense to only use skeletal meshes

spare kernel
#

and it simplifies things

maiden sundial
#

Is there maybe an easy build-in feature to create an skeleton mesh out of a static mesh, or would i have to use blender or similar for this task ?

proud dome
#

I want to add sneaking here, do i just copy paste theses? since they are already altered?

kindred viper
#

@maiden sundial combining meshes has the added effect of creating a static mesh. So technically you could abuse that by combining it with an empty unused, unweighted bone (so it has no influence) and the static mesh will combine any loose meshes and all materials into one baked material

maiden sundial
proud dome
maiden sundial
#

Oh, didn't saw that. Picture is too small xD

proud dome
#

so?

#

does it?

kindred viper
#

you might not even need the extra bone. I think I did my last paragon character combine without it

maiden sundial
#

Don't know what it does, so no idea if you need it or not @proud dome

proud dome
#

its IK for the foot bone

#

But still, this is very important for me as a information in the future. If i want to add more animations on the blueprint, do i alter it or just create a new blueprint?

surreal spear
#

ello my friends!
where do i post issues and bugs, where i need help with?

maiden sundial
#

If i'd start creating a sneaking system i'd add a boolean like IsSneaking in this animation blueprint where set or unset it depending on your logic.
Like e.g. Is player holding shift down -> IsSneaking = true

#

And this boolean would be used in your state machine to decide if he should use the sneaking animation or not

versed lion
#

Hey guys, in the unreal engine there is a subtitle system, now the problem that i have with that subtitle system is that the text is really small i mean like really small, how can I resize it?

proud dome
surreal spear
#

hey guys, i am trying to cooka mod in ue4 but i have 379 errors and all of them are the same! that some of the stuff i have is refrenced in my Mod content folder
which it doesn't like
ModdingModCooker: Cook (Windows): LogCook: Error: Engine or Game content E:/Epic/PostScriptumSDK/PostScriptum/Content/PostScriptum/Environment/River/waterplane_muddy_mediumspeed.uasset is being referenced by DLC! DLCPath: E:/Epic/PostScriptumSDK/PostScriptum/Plugins/Mods/british_training_camp/Content

maiden sundial
surreal spear
#

and i got no idea on how to fix

proud dome
#

Ok im so lost... this should work...

#

i have a key for crouching set up

#

and when you hold it down, the capsule, but no changes to animation

maiden sundial
#

How have you done the logic ?

proud dome
#

wdym? ive done everything.

maiden sundial
#

Ye, but we can only guess if we don't see what you've done xD

proud dome
#

does having two animation blueprints matters?

maiden sundial
#

It does, i think

#

Cuz you only have 1 active animation blueprint at a time

proud dome
#

oh...

#

hm...

#

cuz i have two

#

one for walking-jumping

#

other for head rot

#

and it works... so why the crouching wont ?

maiden sundial
#

That's not how you should use animation blueprints πŸ˜„

proud dome
#

ok...

maiden sundial
#

This here might give you an idea on how to use it

proud dome
#

yeah because i get really confused. Watching the tutorials their event graph is like form square one, aka not like mine

#

so i dont have any idea how to alter it without changing the input/output of the script

finite lark
#

hei guys i have an issue.
An animation isn't playing properely; who can help me out with this issue?

maiden sundial
#

Surely ppl in #animation if you explain your problem

proud dome
#

Also is it possible to make the capsule wider when crouching?

#

cuz his head clips thru walls

kindred viper
#

it's a capsule so it only has a half height essentially. It will always keep the shape. You can change it though I believe but that particular shape is optimal for human form in terms of physics collision stuff.

#

You could have an extra component to check for clipping of the mesh however. If that would suit your game.

fresh geode
#

anyone knows a tutorial on how to lock onto an object and then push it?

spare kernel
#

But you just posted a picture with no information. It was just spam.

tiny grove
#

No no there was a caption

spare kernel
#

No there was not.

tiny grove
#

Maybe it didn't get copied here

#

I'll share the info again.

gentle vault
#

hey, maybe some of you had issues with sequencer camera movement? It's supposed to move in a straight line but it keeps auto-forming these loops and U's. Haven't had this issue prior.

#

I've tried placing keys when piloting cam and manually in 3rd person - same result

proud dome
#

Can i actually change the collision from capsule to my character bones?

lusty stratus
#

How do i fix this (there should be no sub levels): World Composition auto-discovers sub-levels by scanning the folder the level is saved in, and all sub-folders. 2 level files were found in /Game and will be added as sub-levels. Do you want to continue?

twilit pivot
#

Does anybody know why enabling Editing Layers causes this?

nova kernel
#

anyone here know of a good tutorial or system for a alarm system? One that would go off from opening a door, where you then use a interface and try to enter a code to disable. Wrong amount of times, it would then go off and run for a certain time?

kindred viper
#

I could give you the general idea. Have an actor that holds a 3d UMG widget (or a 2d one if you want to work in screenspace). Use a volume that detects a keypress to start the process.and give the widget focus. Then the user clicks the numpad. Everytime they press, you can store the value. Lets say its a 4 digit pin. You can store each press until the length of a string is 4 chars. Then check the number is correct. Or you can check along the way (so if the first press was correct but the second was not in the sequence, it would set off the alarm). When the check is complete and the user failed, fire an event that calls the correct sound, starts the lights flashing, etc.

#

@lusty stratus By default the WorldComposition works from it's sub-folder structure and checks for sublevels there. But it doesn't have to. I load dynamic level instances from anywhere in my project. But it's not preloaded that way. I have to do it manually. Which can cause hitching, so you may want a Latent Stream Level Node.

lusty stratus
kindred viper
#

that was the simple version πŸ™‚
A latent node basically lets you call a function and do other things whilst it's executing and gives you an OnComplete event.

proud dome
#

Pretend you are in a first person there, and your body only rotates when you look in a specific angle. How do i make it work, or matter of a fact, is there a video example explaining it?

kindred viper
#

@proud dome are you just moving a head mesh then? Either way, check out Advanced Locomotion System. Im sure it does that effect.

#

@faint juniper if the clothing is separate from the mesh, sure, just set the mesh visibility

#

thats your problem then. If the clothing IS the mesh, how can you hide what is not underneath it, but is the actual mesh? I can tell you that it's possible to use a material to add transparency to specific vertexes/poly but it's not gonna be performant. I suggest having clothing seperated and perhaps added to it's own component. @faint juniper

kindred viper
#

no

#

@robust marten you are returning from inside the loop, essentially ending the routine. You need to store the value and check at the end, or use a ForLoopWithBreak to exit

proud dome
kindred viper
#

it was free when I got it.

cursive salmon
#

Hi, do you know pq my Android project is basic in English while it is supposed to be in French, I used the dashboard localization. I put French, English and Spanish in the localization. And when I want to change the language in game it doesn't work (I created an interface where I can change the languages)

kindred viper
#

and 4 euros for a well known, well used plugin is great value

proud dome
#

agreed

#

well, money well spent i guess

#

oh nvm its free dafuq

arctic path
kindred viper
#

ask the paperclip πŸ˜„

arctic path
#

lol

digital bloom
#

Hello,
This is a screenshot of my viewport and I am trying to get this exact lighting for my android/ios based game but I am not able to see any lights in PIE. I have tried switching light modes to static (also few other online solutions) but nothing seems to have helped. Also, I need one point light attached to the main object so it can cause shadows as visible in the screenshot. Would really appreciate it if someone can enlighten me about what I am missing or where else I should be looking.

proud dome
#

there's height, but i also need width

tame shore
kindred viper
#

there is no width only scale. The shape is fixed to : 2x half-spheres connected. So width is scaled.

tame shore
#

Someone, plz tell me - why max walk speed resets when i set new value

fresh geode
#

hey when i use the landmass plugin sometimes all the mountains disappear, the splines are still there and editable. but the geo they should create are missing and wont show up even after restarting. anyone encountered that?

crystal moth
#

so i'm in 3rd person and have a button on my in-game HUD that the player can click on with their mouse. if i click on it, then press spacebar (which is normally jump) the spacebar will re-click the button
is there any way to remove this function?

kindred viper
#

disable the button for the UI or you can over-ride keys in the widget and tell it not to register.

magic lily
#

Is there a way to get all unused string table entries? I've used them for localization, and I'm going to outsource it. But as the third party is charging per word, I'd like to eliminate unused string table entries, to keep cost down. Also it would be nice to know the context where those sting tables are used, is there a way?

kindred viper
#

good question

finite lark
#

Sorry not sure if this is the right section as #animation should cover blender i guess, not sure

#

however this is my issue

#

having issue playing an animation can someone help?
It's a simple animation that has to be played when reciving a hit ( a dumb stun animation )

  1. I did converted the animation from mixamo to unity fbx
  2. I did a montage ( aware of the fact that i could have simply used "play animation")
  3. Did the player interface to comunicate the damage with the Player
  4. --- The animation doesn't play when the damage is dealt --- it somehow try to plays it but instead it acts super weird
plush yew
#

HOW CAN REMOVVING THAT WORD "PREVIEW"

finite lark
#

and this is the simple code that i came up with in order to play the animation ( did a custom event )

plush yew
#

HOW CAN I MAKE IT?

kindred viper
#

man its loud in here πŸ˜„

plush yew
#

THANKS

gaunt abyss
plush yew
#

What are you talking about?

gaunt abyss
#

About your excessive use of capital letters...

plush yew
#

Ah sorry, block mayus are actΓ­vated XD

storm burrow
#

anyone here taking bets whether we'll get an update on UE5 on the 13th? 😏

maiden sundial
#

Any chance that i can see what "Additional content" will be added from this plugin ?

#

Cuz when i click on Epic Games, Inc. i'll be just guided to the www.epicgames.com/store which doesn't help me here xD

lusty stratus
#

Hello, can anyone explain why i cannot remove the example map from my project?

#

the delete button is there but its grey

upbeat tendon
#

if i enable use client side streaming volumes, when a client leaves a streaming volume then the level doesn't unload, also the server doesn't appear to have loaded the level in so the client will fall rather than float in the air because the server has the level loaded and stops the client falling

lime hatch
#

Hi, did you happen to find a better place to discuss pixel streaming?

plush yew
#

Hi

astral seal
#

I am as of yet unsure if it's a difficult task to implement or not as I have no experience with it, but it is in my future tasks for this project.

#

It was in relation to another web technology, in this case voice chat, and I was wondering if it would beneficial to implement pixel streaming and voice chat in a native/web app separately from the core streamed Unreal app to prevent additional roundabout time because the voice data would be heading to the Pixel Streaming server and then the Voice Chat server.

#

But, I left it as a problem for future Slaggy as I am not really close to that task as of yet.

quiet token
#

i dint know the place actors panel of the editor was all hardcoded..

#

is it possible to make an editor utility widget that can function as a place actor thingy ?

rigid belfry
#

in game or in editor?

kindred viper
#

@quiet token yes.

arctic path
#

what is the best ocean tool for ue4, so many options i have oceanoligy but its broken with 4.26

kindred viper
#

its so dead now tho right?

lime hatch
midnight wren
#

so, i downloaded a project from github, but when I opened it, it was a blank project. Can you guys tell me what I'm doing wrong?

knotty slate
#

Evening everyone rainbowsheep

drowsy snow
midnight wren
#

nope, I'm in it

#

what version of ue was in july 2020?

#

the video of me doing it

drowsy snow
midnight wren
#

oh

drowsy snow
#

Most new assets are created with UE4.26 in mind, unless it's otherwise stated somewhere in the repo

midnight wren
#

ok

#

so what happens if the project is in ue 4.25? I can't open it?

plush yew
#

how can acces to engine content folders?

kindred viper
#

use the content browser filter to show engine content.

#

dunno why I answered. That was 4 minutes ago. Probably found it on google by now πŸ™‚

plush yew
#

thanks bro

midnight wren
#

but can I run a ue4.25 project on ue4.26?

royal stirrup
#

hey, guys! I receiving error message: "WorldSettings Maps need lighting" and "Swarm filed to kick off. Compile Unreal Lightmass." when I trying to build lighting. Does anyone have an idea how to fix it? I tried clean swarm cache, but it doesn't help

plush yew
midnight wren
plush yew
midnight wren
#

ok

plush yew
#

i guess

midnight wren
#

thanks

maiden sundial
#

Uhm, i just noticed that the prefix SM fits for both, skeletal mesh and static mesh.
Now i'm unsure on what to use what for either one πŸ˜…

#

I can life with that

eternal rain
#

Can I copy a static mesh from one project to another, then use that actor in the new project simple as that? Or is there more to it than that, like copying every material and texture it uses?

viral badger
#

Please @ me with any help for this:

viral badger
eternal rain
#

cool I'll try that out

potent bridge
#

Is there a way to make certain objects unaffected by post processing? This shader seems to disagree with any reflective surfaces

midnight wren
#

Thanks guys, I got the project to work! Thanks so much, guys

eternal rain
#

@viral badger Hey that worked great! I now have trees to decorate my forest with!

#

For my next trick I'll see what I need to do make dirt and grass paths. Is that a landscaping thing, or done with materials/textures, or a little bit of both?

robust smelt
#

guys, I have a material that turn the image corner rounded

#

I want to use this material for my buttons

#

how to I set this up to create a dynamic material for each button to change the image parameter?

kindred viper
#

@potent bridge i saw this question posed yesterday and from what I could tell, not in the conventional way but workarounds might work in certain situations. It's something the team looked into and decided not to do.

prime willow
#

@kindred viper i have question

#

thats kind of silly maybe

kindred viper
#

shoot

prime willow
#

if i setup my model using custom bone setups

#

its daz 3d by the way

#

will there be any crazy issues down the line making the game or using asset content from the unreal marketplace

#

because the bones arent named the same as the unreal mannequin

#

they share all of the same bones daz comes with a few extra esepcially for face

#

but idk if the name not being exactly the same as the mannequin one will cause issues down the road ;-;

kindred viper
#

im not sure about Daz3D specifically but you can use any bone setup in Unreal. The only issue comes when the bones structure uses a head+tail system, like Blender, and orientation issues between apps. As for not using the manny, that's fine. It's just a guide skeleton for having easy to retarget anims when sharing. But you can retarget anims to skeletons if they are close enough, and where they are not, you can add a Control Rig and modify the animations where needed.

prime willow
#

so lets say someone mades an asset that uses the mannequin based bone setup for its function or setup

#

i can just use my daz 3d which has all of the same bones and thansome and be fine

#

even though their not exactly named the same

#

like clavlice to shoulder for example

kindred viper
#

yeah. the names don't matter (except for the root bone). You can manually select bones for retargetting in the editor

prime willow
#

so the name itself doesnt matter

#

just the function of the bone being the same

#

_>

kindred viper
#

nope. Just the expectation of a root bone

prime willow
#

so im really stupid

#

;O;

#

blahhhhhhhhh

#

thank you so much

#

;-;

kindred viper
#

well now you are not as stupid so enjoy πŸ™‚

kindred viper
#

you're welcome

timber jay
#

Anyone interested in making an apocalyptic online only survival game ?
Very the last of us inspired but no zombies, but Vampires? XD

kindred viper
#

does it pay?

timber jay
#

No, just a project I’d be very keen on making, was seeing if anyone else would be as I think it would be a great game seeing as zombies are over rated.

Obviously if it sells (which i think it would) you would get shares

kindred viper
timber jay
#

Oh thanks πŸ™‚

ebon wind
#

Could be very van helsing.

kindred viper
#

i noticed they made a Solomon Kane game recently. That sounds like something I'd play.

timber jay
kindred viper
#

the best vampire ever was Luke Goss' character in Blade 2. They needed more of those.

autumn grail
#

Hello , how to make a child actor have the wright scale of his class components

#

i have overidden the scale of the root to 0.25

#

it appears 1 1 1 in runtime

kindred viper
#

take the original scales of all objects and figure out the difference. Then rescale it. However the true method would be to reset the transform in a DCC app to the right scale first. One thing I don't like to do in Unreal is mess with the scale of components of actors too much. Only when I have to and I try make sure everything comes into the engine with a 1,1,1 scale

autumn grail
#

solved

#

that was because the root was a scene

#

scene dosent make inehrit the sclae overriding to childs components

#

i dont know why

#

Other thing

#

does someone know how to change dynamically the color of an object which have emissive and base color

#

ColorBurn dosent work for every colors

#

for example i succefully changed a red to a blue base and emissive

#

but the other like purple green yellow appears all white

#

i dont understand how coloburn node works

#

ColorBurn

#

@kindred viper ?

viral badger
autumn grail
#

Ok i m learning it

autumn grail
#

@viral badger does PPMaterials must have a PPV attached?

idle dragon
#

Hi, I have this problem. I have this jet fighter that shoots out projectiles (basically a copy of the first person projectile BP) but at certain speeds and angles, the projectiles collide with the jet fighter firing them. How do I get the projectiles to just ignore the jet as a collision?

merry pilot
#

Is there anyone that’s experienced with the horror engine plugin? If so message me

lucid grove
#

Hey fellas

#

I recently thought about using Metahuman for facial animations and using it for character meshes.

However, I faced the problem of all the armor assets and other modular elements were not available to me: I suspect because of the presence of two additional spine bones.

It looks like this:

#

With a regular skeleton like this:

#

I understand correctly that I can only use the old skeleton with my purchased assets?

With just attaching head giving me not the best results.

#

Im not any using animations, its default pose without anything.

flint wraith
#

no idea bro just put some lines in some boxes and its fixed

thick nebula
#

it take so long to stumble across little things sometimes, but when you do it opens up doors and clears up so many questions

#

i've been trying to use the same map for all my menus and gameplay modes, just to make it look dope and also easier for me on UI design. it took me forever to figure out a very basic thing until i found this: https://forums.unrealengine.com/t/how-to-make-2-gamemodes-share-the-same-level/121812

remote gale
#

Hey all,
What is exactly stored in the heightmap of the landscape? I understand that the red and green channels store the height value (16 bit), but what are the blue and alpha channels used for? When I change either of them the shading of the landscape changes, so my guess was that vertex normals are stored there, but how would the 3D vector be stored in these 2 channels? I would appreciate if someone can provide any insights

prime willow
#

do i need multiple skeletons for multiple copies of the same mesh

#

or can they share a skeleton even if ill animate them differently and apply different systems to those meshes?

kindred plaza
#

so im pretty much a noob. i really want to get started learning ue4 in depth so i can create my own game efficiently on my own. where would be the best place to start?

drowsy snow
wicked sparrow
olive ginkgo
#

is it better to set a second floor as a blood material which plays a splash sound or create a shallow ocean and limit that to each room? (lag wise)

drowsy snow
wicked sparrow
olive ginkgo
#

I was wanting more a small river of blood 50cm deep covering the entire floor

wicked sparrow
#

Hmm, well you could make a plane mesh to cover the floor 50cm above and apply a material to it

#

The splash sound would still be triggered using the physical material

olive ginkgo
#

would that make much lag if its repeated alot?

wicked sparrow
#

A simple plane with a material on it won't be a problem at all

#

Make the material work in world space instead of UV space and then you can stretch the plane mesh to fit any shaped room

#

If you need ripples there are other ways to do that but too complex to explain

olive ginkgo
#

the animated texture doesnt look too bad if i just turn collision off on the material so it appears that the character is walking through it

#

the room will be dark so detail isn't terribly important. Mostly just having the sounds playing

wicked sparrow
#

Yeah, that would be the best way

eager venture
#

@kindred plaza watch some tutorials on YouTube. I had a great time and learnt a lot watching tutorials

thick nebula
#

anyone know what Warning: UGameViewportClient::MapCursor: Could not find cursor to map to 1. means?

kindred plaza
#

@eager venture yeah ive been doin that. so much info out there. i figured i would start with landscapes and textures

eager venture
#

@kindred plaza yeah do what ever interest you man I started with titanic games RPG series

drowsy snow
latent sonnet
#

Idk if this is just a glitch with UE4, but does anyone know why AI will randomly stop moving in a level?

#

Like it works for a while then one time when I play the level they won't move.

#

And the only fix seems to just move them to another level.

eager venture
#

@drowsy snow I found him really good how long have you been using UE4 ? I started around 3 years ago still learning slot

#

@latent sonnet I have had a similar issue and it ended up being my navmeah I had delete it and rebuild a new one

latent sonnet
drowsy snow
eager venture
#

@latent sonnet have you looked at the ai blueprint to see if the event is firing ?

#

@drowsy snow nice have you released anything ?

drowsy snow
eager venture
#

@drowsy snow Nice I've been trying to get my head around multiplayer and blueprints for the last year finally it's starting to make some sense. Programming is not my day job just a hobby

drowsy snow
inland dew
#

Hey everyone, I’m new in unreal engine, and I’m new here hehe, so just a simple question, how do I make my own character in unreal engine? I mean like the eyes, and the clothes, and the other...

spare kernel
#

You don't, you use a external modelling tool

#

You can try MetaHuman, or Blender

inland dew
#

Ok so if I use blender, how do I export it to Unreal Engine?

final sparrow
#

Blender can export fbx
UE4 can import fbx
File > Export > FBX

acoustic stump
#

Would anyone have any idea how I could make a sight system like this?

#

Is it a hud + fov trick? Or the use of use of material functions such as "Distance Blend" and "Cutoff Effect".

eager venture
#

@drowsy snow sweet what kind of mods on Doom ?

#

@acoustic stump I remember seeing something like this with a scope I downloaded in the blueprint the scope had a camera component attached to it

shut moss
#

I created a cpp class AFloater according to the tutorial I am doing. It names the class in code AAFloater, so I want to delete it and do it over as Floater in the editor and AFloater in the code. However, the editor has the delete option greyed out when I right click the class in the content browser. How do I delete it?

grim ore
#

close the editor (ue4), open the solution in visual studio, delete the class from the project, close the project, regenerate the solution files from the right click .uproject file, open it up again

eager venture
#

@grim ore mate I've watched slot of your tutorial videos thanks for your hard work

shut moss
#

hmm, it is still there

grim ore
#

when you open up the solution file, are the .cpp and .h files there?

shut moss
#

when i regenerate by right clicking the uproject, the .h and .cpp come back

grim ore
#

but you deleted them in VS?

shut moss
#

yes

grim ore
#

are these the only .cpp/.h files in the project?

shut moss
#

aside from the ones the project made itself when created, yea. i could just start over, but i want to learn how to do this proper in case it comes upo when i am knee deep in it

grim ore
#

nuke it from orbit then. Close UE4, close VS, open the SLN file. nuke the class. close VS. go into the source folder and find the .cpp/.h files and ask them nicely why they re still there if they are, nuke them from orbit in file explorer, then go back and regenerate.

#

reallly weird tho

shut moss
#

neither the project or the solution file refer to the class i made, if i look in notepad++. I deleted the files with everything closed, and sure enough the damn thing is still there in the editor when i open it again

#

i videoed the whole thing

#

and the code came back too

grim ore
#

delete the .cpp/.h files from disk, delete the binaries and intermediate folders from the project, delete the .sln file, then generate the solution files again, then load the solution file in VS, then compile the project, then open the .uproject

#

if this fails.... theres a gremlin in your machine

shut moss
#

me thinks it needed some of those dlls in binaries folder

#

this is pretty outrageous. has it been this way for long? they can't make it to where you can right click delete a class in the editor?

grim ore
#

well the binaries folder you generate when you build the project

#

so that shouldnt be an issue

#

i think the issue is the solution file and the project backing the editor prevents them from letting you nuke it from the editor, you pretty much just load the stuff from VS/solution into the editor

#

its why hot reload is so weird to use

shut moss
#

i guess i better commit every single little thing to source control

grim ore
#

I think you can remove them from disk using VS as well depending on how you remove them

shut moss
#

i went did it from file explorer, and from VS solution panel, but they got remade everytime i opened the editor again

grim ore
#

the intermediate/binaries may be doing that but thats weird

shut moss
#

i dunno where unreal lists the actual files like a msbuild for cpp would in the project file. i didnt see anything in the uproject file

grim ore
#

removing from disk should remove them from disk, then removing intermediate should remove the temp versions of it, removing binaries should remove the built versions, then deleting the .sln and regenerating it from the .uproject should remove it from the solution

drowsy snow
grim ore
#

when you tell it to regenerate it scans your source folder and does all that stuff

shut moss
#

even more strange is there is a copy of everything in /users/myname/unreal projects

#

i had made the project in D/programming projects

drowsy snow
grim ore
#

@shut moss yeah that shouldnt happen lol

shut moss
#

if i delete files from there they are gone from the editor

#

its as if it was using two copies of the same project

#

im gonna g make the a new project in another location and see if it occurss again

grim ore
#

maybe you did have 2 copies on accident

shut moss
#

i am sober

#

cant reproducde it and now files delete as you describes, so i will chalk it up to misunderstanding, mistake, or demons

#

on with the original lesson!

grim ore
#

whoo!

brave arrow
#

yo can anyone help me i just started ue a few days ago and i have no clue about this thing

shut moss
#

oh my goodness, it came back again

thick nebula
#

does anyone understand camera blends between persistent levels? i am trying to reference different cams on the same map in multiple types of game play modes.

shut moss
grim ore
#

can you right click it and create a new blueprint from it?

shut moss
#

no, it tells me it cant find the source

grim ore
#

that means your project has not been rebuilt

#

its loading the old module .dll file from your binaries folder

#

nuking intermediate and binaries should require a rebuild of the module (cpp source code) and then it should match the solution

shut moss
#

ok so steps:
delete source files
delete intermediates
deleted saved files
delete binaries
regen
open editor

grim ore
#

dont need to delete saved folder

#

i personally always delete the .sln fiel before generating for no reason other than to know it actually did it lol

shut moss
#

yea, i did that too

#

last time i deleted binaries it broke project, lets see what it does this time

#

seem ok and poop is gone

#

yay

#

if it comes back, i quit for tonight

#

thanks for your help and patience

brave arrow
#

yo can anyone help me out

#

im new to ue just have a question

shut moss
#

its hard to say until you ask the question

neon bough
#

just unreal things... when you have to create 24GB swap because 40GB system memory isn't enough to import an 40MB fbx file....

thick nebula
#

wtf is "LogAnimMarkerSync: Leader (ThirdPerson_IdleRun_2D) (normal advance)" my logs are going crazy

#

i must have checked something

#

i use verbose but still, it wont stop

clever niche
#

why does the shootergame demo project use skeletal meshes with muzzle sockets for weapons instead of static meshes with scene components? To my knowledge you can hard code things like a fire animation on a static mesh

drowsy snow
clever niche
#

ahh so it for things like guiding the hand to the magazine during the reload animation?

drowsy snow
#

Because the reason weapons used as skeletal mesh is to support any form of animation, including hammer sliding, trigger pulling, reloading, and any other mechanisms the gun might have. It could also a guide for hand IK for holding the weapon in idle situations.

clever niche
#

i thought you could hard code animations onto a static mesh

drowsy snow
#

Of course not. Static mesh is, well, static. It cant change form into another (without the help of displacement map, which is hugely inefficient for weapon mechanism) and can only be animated as a whole.

Skeletal mesh can have more animation, and it's also more efficient and performant than animating a bunch of static meshes.

clever niche
#

ok and since you have to have the skeleton anyway its seems like its far cheaper to just have the muzzle be a socket instead of having to track a whole separate component on in a large game would be hundreds of different weapons instances

#

tyty that makes more sense now

pastel ginkgo
#

Is there a way to store your favorite console commands so you don't have to type it in each time?

drowsy snow
timber jay
#

Hey ! I’ve had a lot of issues today, I’ve purchased an archmodel building set from evernotion and wanted to import into UE4 (fbx)... the meshes import but don’t know which texture goes where

#

Like it says β€œbase” β€œgloss” β€œalpha” β€œao ” β€œspec”

pastel ginkgo
drowsy snow
timber jay
#

Thanks mate!!

pastel ginkgo
jaunty matrix
#

anyone know how to make the shadow resolution higher? the mesh is static and the light stationary

drowsy snow
jaunty matrix
#

so weird

#

nothing changes

agile kettle
past basin
primal tendon
#

is there no free to use heightmaps...? Terrain party doesn't work...

drowsy snow
primal tendon
#

Thanks I'll try it out

rigid belfry
#

why are all my files missing when using a different engine version?

#

downgrading from 4.26 to 4.22 and all my assets dont show up in the content browser, yet they still are there in the file explorer

#

i have approx. 3 hours to downgrade the project

drowsy snow
#

Well, Unreal assets are not backwards compatible, only forward compatible.

thick nebula
#

whats the proper way/where is the proper location in the blueprints to spawn a camera actor after a level/gameplay change? when i try to blend the camera from the position i have loaded on the main menu to the lobby menu position, it just resets the camera at the default 0,0,0 position. i am trying to utilize only one map with persistent levels.

rigid belfry
#

i disabled all plugins and now everything in the content browser is missing. anyone knows what plugin i need to turn on to see my assets again?

#

i also want to point out that the plugins option is missing

proud dome
#

i dont get it

#

the animation doesnt save?

fresh geode
#

hey i have a trigger volume that spawns a widget and after pressing E i will remove it from parent. but when doing this multiple times, i will always trigger all events when pressed E. what is a way to prevent this?

drowsy snow
lusty stratus
#

Hello can anyone link me a tutorial on how to make objects move when you bump into them? cannot find any video or i might have worded it wrong in the search engine

drowsy snow
lusty stratus
#

yes

drowsy snow
#

You could just reduce the mass of either the collider or the colliding object.

If that's not sufficient, multiply the object's direction by a magnitude and use it as a force amount for sending impulse to the other object.

fresh geode
fresh geode
mystic island
#

Anyone have experience with this getting thrown as an unhandled exception in debug mode

https://gyazo.com/e2475daa582e5bbb2e67cded68e25344

I do have voice chat in my project but I am not actively using it, this happens when I possess a new actor

Sometimes it also says β€œFailed to lock voice buffer”

plush yew
#

Hello, I'm looking for a tutorial to do a Warcraft-like RTS (multiple units, control and movement, abilities and objects). I found this one, but is there another one that's considered the best ?

#

Welcome to the 18th Lesson in creating a Real Time Strategy Game in #Unreal Engine.

This video is the first lesson of the 4th section of the series, in which using the #UE4 mannequin we we'll create our Unit Master, which we will use through the rest of the series as the base for our humanoid ground units.

Please note there are unit portraits...

β–Ά Play video
magic trout
kindred viper
#

I didn't realise SM5 was default now. the more you know

feral sierra
#

in shader complexity, what PS and VS stand for? can't see it in the documentation

#

ok thank you

analog sparrow
#

Hey guys just wondering. Do you guys write documentation for your projects?

midnight wren
#

as in, a log?

#

or a GDD

analog sparrow
#

yeah gdd

midnight wren
#

Well, I'm planning to lay down the foundation, then I might create one on the more advanced features, not the whole game

kindred viper
#

@analog sparrow if you aren't doing documentation, you have a high chance of failing with a project depending on the complexity. If I am prototyping, I write a quick overview. If I am setting up a serious project, I try do the systems analysis and project management a bit more seriously, but not too seriously because everything changes along the way. You can't think of everything up front. You will trip up eventually and end up in refactoring hell.

midnight wren
#

basically what @kindred viper said

#

how do I make a folder just for the parkour project that is the same as the one ue makes for you when you create a new project?

analog sparrow
#

thanks for the answers guys!

proud dome
#

How do i limit how far the camera can go in z axis?

#

cuz i dont want the player to view his feet

spare kernel
#

you can adjust the max pitch in PlayerCameraManager

#

these values here

#

@proud dome ^

silver cypress
#

Hi , I need help, I imported alembic file into ue4 and applied a material to it but the alembic file turns black even if the material assigned has texture

lusty carbon
#

Multiple planar reflections not working huh?

proud dome
#

Also how do i avoid this? the player is crouching btw

spare kernel
#

what am i looking at?

lone pebble
#

hey . is there anyone that use the workflow blender -unreal engine? i have problem to export animation and i need help

proud dome
#

or better yet, i dont want him to be off of an edge to begin with

kindred viper
#

@lone pebble can you explain the problem?

lone pebble
#

the best one reult datasmith, but i have problem with rotation (i should have applied it correctly )

kindred viper
#

are you using Blender? Maya? 3ds? Cinema4d?

#

sorry my bad

#

you said blender but it was some time ago and im being talked to in one ear πŸ˜„

#

Try selecting "Automatic Bone Orientation" on export. Make sure the scale is default.

kindred viper
#

vertex anims?

lone pebble
#

it is linear animation with keyframes

kindred viper
#

ummm. you have no skeleton?

lone pebble
#

nope, it is object animation. it is a trolley

kindred viper
#

so you applied Shape Keys and animate between them?

#

oh wait. static object. no skeleton. just move from A to B. I get you

kindred viper
#

add a root bone.

lone pebble
#

why?

kindred viper
#

because otherwise the animation won't carry through properly afaik. UE4 treats static meshes as static. Skeletal Meshes are for animation

#

yeah that should work too. Presumably it just made a single bone?

lone pebble
kindred viper
#

yeah

#

probably best to make sure the root bone is at the origin too

#

then you can animate the root bone in your linear animation, export and it will be fine

lone pebble
#

tjhat animate separately

kindred viper
#

I see

#

then it sounds like an edge case. Perhaps each piece will need a bone. Or a complete armature. I'd have to see it to understand better.

kindred viper
#

this looks like it should be an armature that you should be animating the bones of in relation

lone pebble
#

so many bones for each animation?

#

*parts

kindred viper
#

well this is one item really. Even if it's in separate parts it's one object right? You can link items or rig them etc. Are you trying to explode the parts in any way? ie. they all go in separate directions to "splay it out"?

lone pebble
kindred viper
#

ok they can simply be moved to appear that way. The mesh doesn't have to be one closed mesh. It can be separate parts but you will want to add bones and weight painting to ensure they affect the right parts.

vocal marlin
#

a bit of an odd question. Is there a way to make the editor look less cramped or use monitor space more efficiently?

fierce tulip
#

enable small buttons in editor settings, that helps

#

and you can rearrange any window to your liking

maiden sundial
#

Any idea how to properly take pictures from in-game items which will be used as item picture in the inventory ?
Like that i end up with smth like this

#

I've done this in the window which appears when you double click a static mesh(background also set to dark), but i feel like this method is really bad cuz i can't always get the same angle and such

vocal marlin
maiden sundial
#

Blender is sadly the thing i want to avoid the most just cuz of the materials

#

Actually

#

I think i've found the way

#

I forgot that i can set the perspective in UE.
So i just open the static mesh window, set the perspective to Front and i disable the grid and similar to get this result

grave vapor
#

Hi guys, does anyone have a problem downloading any version of Unreal Engine? Epic games servers not working now? I have tried any version and it gives me the same error.

#

It's the code error MD-0011

maiden sundial
#

I actually have 2 of this kinds already due to the monthly free assets. Maybe one of them works out

plush yew
#

How do I make events work in the sequencer?

#

guys anybody know where contains a commands like a set\get\getall\showlog\ListLoadedPackages

gleaming narwhal
grave vapor
gleaming narwhal
#

@grave vapor Can you restart the launcher and try again? Seems like we've resolved the issue on our end

grave vapor
#

then I congratulate you, your team is doing a wonderful job with the latest version of Unreal!

midnight wren
#

What is the best anti cheat system?

maiden sundial
#

Don't really think it will work well

#

Mainly cuz of your "GPU"

#

Maybe if you make a game which only uses widgets Kek

drowsy snow
#

It could work, but you will have difficult times testing/making footages.

#

Not to mention Intel iGPU is incapable of rendering distance field stuff, and more prone to D3D device crashing.

#

I tried.

midnight wren
drowsy snow
#

The core part of Unreal Engine rendering that allows for dynamic soft shadows, refined AO, and more material effects.
Unreal disables Distance Field by default specifically for Intel iGPUs, but your scene can look ugly without it.

Also mentioning again how prone Intel iGPU is to D3D device crashing errors, especially in DX12 mode, and given how quick it is to run out of VRAM even with 4K textures (or a lot of 2K textures)

#

As per mentioned in the Unreal docs:

drowsy snow
#

Eh. running out of VRAM crashes the engine.

#

Consider that Intel iGPU shares the same RAM pool with the system RAM.
Which is why dual channel RAM can speed up iGPU by a small margin.

#

Not necessarily bluescreen, but your display may flashing for a moment or your system may unresponsive for few seconds.

#

If you have 2 or 4 RAM slots, chances are it's dual channel.

#

I joined LowSpecGamer gang, so I know well about iGPU stuff.

idle dragon
#

So I'm trying to add the speed of my aircraft (the instigator) to the speed of the projectile it fires, but for some reason the math just doesn't work. The projectile is too slow. Any ideas?

drowsy snow
idle dragon
#

The thing is, I need the velocity to be dynamic with the aircraft itself. Like, if the aircraft is going at a very slow speed, the missle needs to go the same speed too.

#

Hopefully I make sense

#

Really what I need is how to get the speed of the aircraft and add it to the speed of the projectile. The current blueprint setup, for whatever reason, doesn't work in this way.

drowsy snow
#

Isn't missile IRL have constant velocity, because of its own thruster?
Also, try multiply instead of addition.

idle dragon
#

hmmm multiply has the same problem. Darn, might need to go to the forums for this

kindred viper
#

depends. The source code is a couple of gig. The dependencies are another 12gb or so. The compiled build can take you upto 100gb if you run a debug build with symbols too.

grim ore
#

my UE4 folder is like 60gb lol

#

well I have a ton of stuff in that folder

kindred viper
#

yeah just to annoy you.

grim ore
#

well if you go thru the directory you can see what each file is and the size

#

I doubt they hid any 40gb files full of nothing but who knows

kindred viper
#

once you learn more about the engine you can learn to disable some of the things you don't need and reduce the filesizes. But until then, it's best you have everything until you know what you don't need.

#

ok bye. Nice to meet you.

grim ore
#

I mean they do include 2GB of templates, they kinda just give you all the stuff you need rather than requiring you to get it later

#

in the end its the same if you end up doing the same

kindred viper
#

πŸ˜„

grim ore
#

you know I bet that was done without wirework

#

like just the stunt person giving it his all

proud dome
#

How do i make a player turn into a ragdoll with a click of a button? (in game)

grim ore
#

@proud dome turn on physics on the mesh and hope it has physics set up correctly

fierce tulip
#

luckily you added "ingame" else I would be worried

proud dome
#

kek

fierce tulip
#

and im done

buoyant graniteBOT
#

:no_entry_sign: PoweredToFour#6282 was banned.

proud dome
#

huh

fierce tulip
#

he was just here to troll and be negative about things.

kindred viper
#

no pleasing some people. Give them a free engine and they moan

timid frost
#

man baking of light taking ages suggests me the fastest way baking lights (light builds )
i put my pc for backing of light mass it took about 1 hour and still on 1 percent

kindred viper
#

did you add a lightmass importance volume?

timid frost
#

no i havent added it

#

my lightning was on dynamic also

kindred viper
#

then its probably adding photons throughout the entire scoped world and trying to build according to that.

timid frost
#

so should i add it then

nocturne comet
kindred viper
#

well, I guess. But I'd have to know your project.

#

its usually the case though

timid frost
#

can we talk privately

kindred viper
#

sorry im busy

timid frost
#

ok

kindred viper
#

im just taking a drink and watching the drama πŸ˜„

timid frost
#

let me try to add light mass volume volume

grim ore
#

if all of your lighting is dynamic, then none is static and lightmass shouldnt take long at all

plush yew
#

How do I call events in sequencer?

kindred viper
plush yew
#

Thanks

worldly cipher
#

the one ue4 bakes itself when you do light baking

timid frost
#

@kindred viper hey bro it's still taking alot time

#

10 mins it's 2 %

kindred viper
#

@worldly cipher unless the asset is saved, it will be part of a proxy in which case no. But usually you can hack a way around it if you google some.

worldly cipher
#

ah okay, thanks anyways

kindred viper
#

@timid frost thats quicker than before. 1 hour @ 1% is slower than 10mins @ 1%. Lighting isn't instant. It's a process when you bake because it's got to work it's magic.

gaunt spoke
#

Just curious if anyone could reccomend a headset to develop VR for with UE4. There are tons of options and I'm not sure where to start.

worn granite
#

vive (not pro), with additional pro controllers

#

sorry I meant with additional index controllers

#

you can get the whole index if price isn't a concern

crystal flicker
#

OH GOD! For some reason when I import my fbx to ue4, It says d3d device removed and then crashes. How do I fix this?

mild phoenix
#

Hello guys who know how can I boost my vehicle's speed?

#

It drive too slow for lamborghini

#

I change RPM but not solve my problem

muted crater
#

How do you change the size of the gizmo in the viewport? the thing is enormouse and it's damn-near impossible to select the bones i need with ti blocking so much.

radiant sky
#

<@&213101288538374145>

#

Ty lol

snow crown
#

got it

calm pollen
#

hey quick question, how would I make a random number of numbers and letters appear for a player ID, and make the same combination stay for each individual

gaunt spoke
worn granite
#

if you are starting from that question it'll be quicker and better to use the existing tech. If you seriously want to explore the tech academically, that's another matter.

calm pollen
worn granite
#

eos isn't afaict

#

Tell you what is more expensive.

You eventually sell an item and a person loses their data

#

Enjoy lawsuit

calm pollen
dense knoll
#

ue4 with vulkan is not working correctly

#

clouds wont render

gaunt spoke
#

@worn granite was just wondering if you could expand on your reply. You wouldn't go with any newer headsets for development?

worn granite
#

Go wild, Index is cool

deep viper
#

I'm going to find out how multiple input node inside the same blueprint graph behave (with consume input ticked off)

worn granite
#

I personally don't like Facebook and won't get any oculus hardware

#

If I ever work with something that needs oculus support, that company can buy a kit and keep it at their physical office.

#

Facebook doesn't need yet another vector for collection.

#

That being said, the greater the variety of inputs (old vive controllers, index, ... various others) the better your game will play generally IMO

#

Lots of the devices handle rotation differently (so a resting orientation one one is awkward on the other)

#

I explicitly do not recommend dev kits for older things, but the absolute minimum besides is a old vive with the original controllers, and the index controllers

#

So... that was my recommendation.

#

If you think you might like VR, pick out your dream headset. You can dev with that most likely.

gaunt spoke
#

Thanks for the input I appreciate it. Yeah price points/budgets aren't an issue (for me at least).

#

I developed in VR before, but it was 5 years ago in unity on the original HTC Vive. And my understanding is oculus works with steamVR as well, so you can avoid Facebook if needed?

broken heath
#

What does royality free means

#

Do i own all rights if i buy a royality free thing

dense knoll
#

ue4 does not like vlukan

#

if you exit the engine it just saves and crashes itself

#

'Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 4 from an array of size 4
'

broken heath
#

I don’t remember problems with vulkan

#

What version u use

dense knoll
#

4.26

#

and its using the epic games store

#

Vulkan also broke TrueSky

broken heath
#

Are u packaging for android

dense knoll
#

PC

broken heath
#

O weird

dense knoll
#

vulkan is completely broken with 4.26

#

i guess im using open GL

broken heath
#

Ur not on mac are u

#

Nvm u said pc

fierce tulip
#

@opaque wing please read the #rules because such posts are not allowed outside the jobs-channels.

opaque wing
#

ok thanks!

warm hornet
#

noob issue - whenever I enter PIE (Selected Viewport) in the First Person Controller template my viewport seems locked. No mouse or WASD key navigation is possible. Did some googling but no answer so far...

ashen island
jaunty cedar
#

how can I set up VR preview with quest link? So I don't have to do full standalone every test and instead just run it as a PCVR game. Option is greyed out.

woven falcon
#

okay

#

i've tried literally everything thinking it's my fault with blueprints, and i've now started a new unreal project