#ue4-general

1 messages ยท Page 988 of 1

plush yew
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also if its going to be mandatory in future that worries me

versed burrow
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Just wanted to know

proud dome
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alright ๐Ÿ˜„

versed burrow
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If ur gonna release It or sum

plush yew
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heyyy, is it possible for me to adjust the opacity of a UI border like this one?

proud dome
versed burrow
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nice

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Did u use BP or c++

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?

proud dome
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BP

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I dont know c++ for shit

plush yew
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I think I found solution!

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I just need to install launcher on local drive

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anyone know, unreal engine cool to run on rx 480?

drowsy snow
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I don't see any reason RX 480s can't take UE4 editor.

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It's not too ancient for modern raster graphics.

plush yew
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yeah I mean I play Call of Duty latest one on it

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hits around 60% utilisation with 80 degrees heat usage (which where I live is normal its really hot here)

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I am bit annoyed I bought into crossfire

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Why can I see my sun?

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or sky

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although funnily it works well in scientific computing lol

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I was right!!!!!!!!!!!!!!!!!!!!

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install on C drive not another drive

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then epic installer works perfect!

drowsy snow
plush yew
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nope

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does anyone know, last time I downloaded epic installer via google it told me to choose between license types

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but this time I download epic installer on there site I did'nt get that

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In this free tutorial you will learn the fundamentals of Unreal Engine 4 with an emphasis on the similiarites between UE4 and Blender! This beginner tutoiral is made specifically for Blender users so you can transfer your skills from blender to Unreal Engine. Unreal Engine is the leader in real-time graphics and is used to make video games, but ...

โ–ถ Play video
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I was following this but its not working

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we have the same settings

finite lark
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hei gius; running into an issue rn

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hope someone might help me

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So im making a pistol shooting.

  1. Did a pistol bp with the mesh
  2. The pistol attach properely to the right socket when it's called
  3. Did a bullet bp with the mesh
drowsy turtle
finite lark
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However i can't tell the bullet where to spawn

drowsy turtle
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also, when I open my project this happens.

finite lark
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this should be fairly easy however the command "get " doesn't return anything

drowsy turtle
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I can't even open UE4 without it crashing

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what could be the issue? My computer did a disk scan today when I booted it up

ripe verge
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spawning the bullet but not going the direction I was tightening I looked on the internet but none of them worked

vagrant hornet
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why when i press play i dont play as character

gray sage
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Hey so I had a question about the defualt 3rd person example

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I've got a new blueprint that I want to use for the character

ripe verge
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me?

gray sage
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How would I swap out the thirdpersoncharacter actor to an entirely new blueprint

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A new model blueprint, mean

ripe verge
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I guess there is no such thing

finite lark
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ok now the projectile spawn but it doesn't move..

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any idea?

finite lark
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do i miss something?

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to make it work?

drowsy snow
# gray sage How would I swap out the thirdpersoncharacter actor to an entirely new blueprint

If your model have the same bone hierarchy/naming with the default UE skeleton standard:

Simply assign the skeletal mesh to the default Manny skeleton, and change the mesh in the ThirdPersonBP

If your model have different bone naming but similar hierarchy:

Retarget the anim blueprint to your model, make sure it works, and then change the mesh and anim BP in the ThirdPersonBP

If your model have different bone hierarchy:

Create your own animation sequences and the animBP for the model, and then change the mesh and anim BP in the ThirdPersonBP

drowsy turtle
fierce tulip
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not sure, but that project folder name has spaces and other oddities. ue4 might not understand it properly.

ripe verge
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dont work @finite lark

wicked sparrow
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Hey folks, wondering if anyone here who might have a bit more PC knowledge than me could tell me what my bottleneck is hardware wise?

MSI MS-7A71
i7-7700K (4.20GHz)
32GB RAM DDR4 3000MHz
GTX 1080

I've had some crashes in UE4 recently, mostly due to having large landscapes and compiling shaders is so insanely slow.
No issues gaming, but obviously that's not what my main use of this PC is anymore, so perhaps it's not as good as I thought.
Houdini is crashing out on me due to memory, which says to me I might need to up to 64GB, but I feel like my ram can't possibly be my bottleneck?
Substance Painter runs so slow as well, especially when messing with mask stacks.

finite lark
inner sundial
ripe verge
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ow

inner sundial
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i got it

topaz kettle
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anyone can answer a quick question?

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is this made entirely within unreal?

hallow compass
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How difficult are Battle Royale games to make within Unreal Engine?

digital anchor
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yes

fierce tulip
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if you have no experience making battle royale games its super hard
if you have experience making battle royale games its hard

kindred viper
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any game is difficult. ๐Ÿ˜„

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what Yoeri said ๐Ÿ˜„

proper stump
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Hey, im explring the 3rd person character blueprint, i want that right/left movment will move the character sideways.. but not rotate the actor itself in the direction of movement. so that the player would strafe right/left but will keep looking forward... any pointers on how to get there?

digital anchor
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theres a setting called "orient rotation to movement" enabled by default on 3d person char

kindred viper
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you would want blend spaces for this. You need to have animation on the legs not interfere with the upper body

proper stump
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thanks @digital anchor

autumn grail
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Is it very hard to make my own nodes in c++ for Online Subsystem?

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Because the plugin wont compile

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i think i ll have to code it myself

meager coral
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is it necessary to have an RTX card to enable RT and GPU Lightmass?

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in UE4

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Also there is a free animation starter kit with strafing, so if you use their BP instead of 3rd person character BP it will strafe with some more advanced movement

drowsy snow
meager coral
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notoriety, but sometimes money

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i'm not a majority view

drowsy snow
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Most of the time it's just for the money
They see how battle royale game developers rack in multi million dollars of profit, and they want the piece too.

They probably didn't know one BR game that kickstarted the genre and now kicking the bucket due to market oversaturation (ahem, The Culling)

meager coral
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a superclocked 1650 wouldn't GPU render in LM?

digital anchor
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1660 only

meager coral
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yeah, i don't get the indie floods, just make a prototype with your day job, then if you truly have a good IP, ask a platform/publisher to see it

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damnit i just bought a 1650 and while it will run games well, i looked at the GPU Lightmass YT video *and figured it might work,

analog blaze
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wonder if we will get a 4.27 surprise soon

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like in 2 weeks

versed burrow
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Why are so many people going live

fierce tulip
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just buddies hanging out

proud dome
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I want to know the best way for a respawn/death system that is multiplayer friendly, and if anyone has a good idea and can throw in some references please do so, cause this is next on my do-list for my game im making

Basically i want it like this
Player dies -> Turns into ragdoll -> Camera change -> New UI for respawning

versed burrow
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Which stream should i join lol

next parcel
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answer to my own problem, look into RepNotify

fierce tulip
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iunno, pick one :p
just be kind to everyone

proud dome
fierce tulip
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thats mippie XD

proud dome
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Whos mippie

fierce tulip
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the mod with the japanese name

proud dome
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Nah, your's is deeper

fierce tulip
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O_O

proud dome
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that sounded wrong for some reason

versed burrow
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Hahahha

fierce tulip
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i got it hehe

proud dome
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!role

buoyant graniteBOT
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Which role do you want to learn about?

proud dome
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idk

buoyant graniteBOT
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Role not found. Please enter a role name, mention, or ID.

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The timer expired. Please start again.

plush yew
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Hey fellas

late stag
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does anyone know where to start from a realistic pyshics based car? im new to cpp so sorry

exotic thicket
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there should be a vehicle game demo project on the marketplace, it's probably not like super realistic but it should give you at least a starting point

autumn grail
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Can someone help me to understand , there is EOS SDK , OnlineSubsystem in 4.26 release branch , OnlineSubsystemEOS plugin in master branch

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I dont understand what i have to use$

distant cobalt
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how can make pixel depth

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by quixel textures

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but my MS_DefaultMaterial is this

kindred viper
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@autumn grail The EOS SDK is a dependency of the plugin. So you need that installed for the plugin to work. Right now the master branch is setup you want, the EOS SDK is in that branch too so take both commits/folders.

autumn grail
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I can't use the EOS SDK i have downloaded from developper dashboard? (v1.11)

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and why it says to me EOSShared is absent

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i have removed it from buiild.cs

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and from uplugin

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@kindred viper

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will it works if i comment these lines

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it will not use my EOS SDK?

kindred viper
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The system is still in development technically so the SDK and Plugin may change along the way. I wouldn't recommend using an old SDK because it might cause issues. I'd keep upto date with it personally.

autumn grail
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I use 1.11 it is the latest

bitter iris
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why is it when you copy paste a bunch of items in blueprints it parents to the 1st one

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annoying af as it ruins the location

placid crown
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does chaos fracturing have an equivalent to the old Import FBX chunks option where I can use my own pre-authored chunk shapes?

onyx vigil
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Im having issues trying to get my character to rotate. Im messing around with a topdown type, where W and S push the object forward and backward, while A and D rotate it. Any ideas?

vale silo
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why are there quite a few FPS templates, when there is Epic's Shooter game project ? What is it missing that people keep making different templates ?

modest trench
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more BP focussed, closer to game needs etc

drowsy snow
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Epic's Shooter template is purely C++ (and superseded by Action RPG template), first timers would have difficulty reverse engineering it

pure jacinth
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It's not really superseded by Action RPG as they were different examples meant to show off different things, ShooterGame has a lot of networking focused example code (including encryption) whereas Action RPG is singleplayer focused and is more of a showcase for utilizing GAS and Asset Manager

vale silo
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I see.. I didn't know it was all C++

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what's the cleanest, easy to work with and with BP exposure counterpart on Marketplace ?

kindred viper
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ShooterGame is the only one you need for the core basics. Everything else is specific elements

modest trench
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quite a few big games based entirely off of shootergame

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Ark, Valorant and probably others

vale silo
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yeah, except I don't C++ ๐Ÿ˜ฆ

kindred viper
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you could start. You've been doing UE long enough. Slacker :p

vale silo
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yeah, but I don't do UE4 all day every day. So I do what I can within the timeframe I have.

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which is BP, on top of everything else related to art

drowsy snow
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Using BP is fine.
I'm still using BP because my C++ compile time is quite long, including restarting the editor for extra reliability.

I had to get the demo done by the end of this month anyway.

kindred viper
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@vale silo think how much quicker your workflow would go if you knew C++ though. It's not like you have to learn everything, just what you need.

vale silo
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basically I need a template with gameplay features of something like Doom 3 (or Quake 2 at least), without AI, but with functional coop.

drowsy snow
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So, no NPCs?

vale silo
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I'll add those myself (currently building AI for my VR project)

strong smelt
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Is there a channel on here that is for problems/troubleshooting?

drowsy snow
karmic dagger
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there exists an uwp export branch for unreal engine 4.26? or there is a way for export to uwp on 4.26?

karmic dagger
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ok thanks

pastel ginkgo
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This is too good

vale silo
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noice

old lodge
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So I am trying to record myself creating a level using OBS. I want to use a camera view port to make it looks cleaner and do a time lapse eventually. Does anyone know how to do this? Ive used the ( DX12 compatible camera for SPOUT/OBS) plugin but that only works in play mode unfortunately. Does anyone know how to do this?

kindred viper
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you could create a region for the viewport area only.

old lodge
inner sundial
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you could do that in post

kindred viper
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Well I meant a specific region. You would have to go look at the OBS docs because I don't really use it often enough to remember. But you can set a region

old lodge
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Okay so I just found out that you can create new view ports in unreal, pilot the camera in that view port, then have OBS just record that. Thanks for all the help.

jaunty matrix
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anyone have any good tutorials for setting up camera rigs?

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id like to make a sidescroller camera for my game

kindred viper
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just install the example project for it. It's pretty good

jaunty matrix
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i want to get little nightmares style

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im actually making a remake of it lol

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modest trench
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do you mean completely remaking the game again or a fan game inpsired by it?

noble zenith
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This may be a silly question, but has anyone ever had the issue of Sky Atmosphere not working?

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When I drop it into my level there's no changes. Just a black void.

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Strange thing is it seems to work fine in other projects, but as far as I know I haven't done anything that could affect it in my current project, so that's odd!

modest trench
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does it have the directional light etc?

noble zenith
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Yep, all the essentials.

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It works fine in any other project.

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Makes me wonder why it's giving me issues in this scene I'm working on.

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Could it be I've enabled something that conflicts with it? A plugin maybe? To my knowledge there isn't anything that should conflict or cause issues with it, but I'm not sure.

modest trench
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this is for the lower half/ground being dark

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maybe it has a clue?

noble zenith
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I'm aware of the ground being dark, and that's fine. My problem is that everything above the horizon is also black. lol

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But I'll take a look!

modest trench
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wait, I was trying to link the "addional notes" section in particular here

jaunty matrix
noble zenith
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The thing that's weird is, when I drop it in any other project it just shows up. Instant sky. Not so in this one

coarse turtle
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Anybody knows if Oodle could be used on UE4.26. If not when ue4.27 coming out?

kindred viper
rancid lynx
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[CONTROL RIG] Can I use control rig or UE4 to make animations like running animations? I know how to make run animations with blender and import them correctly, but can i also make run walk jump animations for my rigging inside UE4? or is control rig only used to expose animations ?

kindred viper
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you can use it to control your skeleton and make new animations, handle your IK and more. You can also record the movement to sequencer and export as FBX.

cerulean warren
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does anyone know about the UE5 preview release? it was supposed to be early 2021, im thinking we're very close to mid 2021.

rancid lynx
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what part makes the new animations? sequencer?

kindred viper
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nobody knows who doesn't need to know and those that do, wont say

rancid lynx
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ill search google and youtube, once i know what part of the editor to look for

kindred viper
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@rancid lynx check out some control rig tutorials. It's complicated to explain how it works without literally doing a tutorial :p

rancid lynx
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well, ive seen tutorials on setting up the IK, i got that far. i just didnt see the "new animations" anything

kindred viper
rancid lynx
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thanks, i started watching tha ton this morning, ill finish it also

kindred viper
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its a long one but there is a lot to cover. You could check out some of the smaller tutes if this one has too much banter or irrelevant stuff for you.

rancid lynx
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just wanted to confirm that you can use these to make New animations before i watch tooo much

kindred viper
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yeah you can. You can add a Control Rig to a sequencer track and get each control's transform. So it's just like using a standard timeline approach with a dope sheet

rancid lynx
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sweet. two years of UE4 dev, never done anything with sequencer before. probably gonna be a nice upgrade for something somewhere in teh game X_x

kindred viper
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if you want to learn sequencer, there is a competition started 2 days ago (it lasts a month) where you will go through 3 sequencer based animation courses on the Unreal learning portal. You will use it to make an 11 second animation and possibly win a new high end laptop and other stuff. https://www.11secondclub.com/competitions/current

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im actually running it myself right now

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I need the prizes so fingers crossed ๐Ÿ˜„

noble zenith
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I fixed my issue with Sky Atmosphere. If anyone else has problems with it not working, make sure you enable "Atmosphere Sun Light" in the details panel for your directional light. Took me embarrassingly long to find out.

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Can't believe I forgot about that setting...

modest trench
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nice!

rancid lynx
# kindred viper I need the prizes so fingers crossed ๐Ÿ˜„

You can do it ! I won 400 bucks from the company that made the VR Game "RecRoom". i had the highest traffic RecRoom custom player made map for 4 months straight during the contest, so they sent me 400 bucks from Austrailia, before they were getting huge, the owner used his personal email, so i may have the coe's email also haha.

kindred viper
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nice, I liked that as an experience. The dungeon crawler was cool

rancid lynx
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it was a crossover Red Dead redemption pvp map with alot of star wars iconic stuff thrown in the sky, like crashed Xwings and R2s, it was a pretty fun map

fading pond
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Anyone have a good recommendation for a full blueprint tutorial to learn everything you need to know to start?

deep stump
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does anyone know if you can run a listen server and a client at the same time with 4.26

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its rlly annoying to have to package each time O_O

kindred viper
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@fading pond Unreal Learning Portal

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@deep stump not sure in a packaged game, I guess it's possible. You can run multiple instances though so I don't see why not

deep stump
kindred viper
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oh then yeah sure. Just set it to run two instances

deep stump
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Ya but wouldnโ€™t that run two servers or two clients?

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I want one server, and one client

kindred viper
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that is how it works yes

deep stump
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How?

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If I click play with 2 instances, it will launch 2 clients

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Or 2 servers

kindred viper
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check the documentation for more information on running a listen server in the editor

fleet sparrow
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What are the optimum values of game thread, draw and GPU? Any threshold limit?

deep stump
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I thought I did

kindred viper
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working within your frametime millisecond requirement basically.

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as a global total

deep stump
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Ah, thanks

polar fossil
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hi, does the editor still cause high fan spin on laptops? I'm especially curious about the macs

kindred viper
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well that depends what you are doing with it. Of course if you run raytracing, even a high end PC is gonna fire the fans up. A laptop should be no different. The editor performance specifically is obviously higher than running a game because its using the raw assets before packaging.

polar fossil
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i was reading about somebody saying that as soon as they open the editor, the fans ramp up to max

kindred viper
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well its gonna be based on laptops, quality of parts, build and OS

plush yew
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what is twin motion

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can anyone tell me

kindred viper
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tools for archviz I gather but google knows more

plush yew
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archviz meaning

steel crest
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hey what date does marketplace give new free stuff? does it always change or same date eachg month

bronze vault
bronze vault
kindred viper
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first tuesday in every month

steel crest
bronze vault
kindred viper
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everything is free. If that's not useful then I don't know what is. I dont use everything I get but I need it

vale bone
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Morning ๐Ÿ™‚ I'm trying to make a Phasmaphobia-like mechanic whereby an Actor only appears through a camera (like a Scene Component 2D), but I'm struggling to get it work. I've tried setting the Actor to 'Only Owner See', set the owner to an actor who has the Scene Component 2D, but it still can't see it. Any thoughts on how to achieve this?

pastel ginkgo
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Does anyone here use luoshuang's gpu lightmass?

bronze vault
# vale bone Morning ๐Ÿ™‚ I'm trying to make a Phasmaphobia-like mechanic whereby an Actor only...
vale bone
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thanks @bronze vault, that's super hacky though and won't work for me as it's a multiplayer game

bronze vault
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@vale bone Ah, sorry I couldn't be more helpful, multiplayer is where my brain starts to melt. :)

vale bone
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I'm trying to hack it a different way now; using a photo camera instead of a video camera

late loom
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Guys i am trying to find a plugin. It was some sort of alternate to BP , Visual scripting plugin. It was free and was also showcased on the UE4 blog sometime ago. Any1 knows the name??

bronze vault
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@vale bone oh, if your "camera" view takes up the whole screen, you could try to toggle the visibility for the actor you want to reveal, for just that client. ๐Ÿคทโ€โ™‚๏ธ

vale bone
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@bronze vault interesting, I might try that ๐Ÿ™‚

modern sinew
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Anyone up to help me fix a bug? Currently, my moving carpets accelerate the player; I want them to move the player at a constant speed without restricting the player's movement (so the player can walk on them normally)

runic fern
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Hello guys the world composition crash the engine when i go over the boundaries how can i expand it ?

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also i was unloading the previous level before working on new one

jaunty matrix
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anyone know how to check what object went through a trigger?

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got it!

drowsy snow
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Or maybe SkookumScript?
It's practically harder to use, tho, since it's not upgraded for 4.26 due to API change in 4.25, and the last plug and play version was 4.24

tight needle
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I have a weird bug that i need some help fixing

drowsy snow
tight needle
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I AM NOW

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caps

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I'm making an AI

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and when ever it reaches a certain point

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the editor crashes

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same with the packaged game

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i tested

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but only when it is chasing the player

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do you have any idea when this is?

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*why

drowsy snow
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Apologies. You should type your message as one cohesive paragraph instead of per line like this.

As for the crash, what's the callstack or the error message you got from the crash reporter?

tight needle
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there is none

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it freezes

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rather than a traditional crash

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but it never un freezes

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holy shit

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nvm

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it un froze

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for the first time

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one error

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in the log

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"infinite loop detected"

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why the f#*% doesnt unreal just say that

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i found it

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i can fix it

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but thats dumb

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that never use to happen

drowsy snow
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Of course it has to be unresolved loops.

tight needle
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oh well

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i can fix it easily

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there was one node miss placed lol

late loom
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@drowsy snow Omg thanks for telling me. Yes its flowgraph. I just forgot the name

tight needle
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btw i have fixed it

tough pagoda
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When I export mesh from blender to UE4 with addon Send To Unreal I'm getting the issue. That my hasn't single material.

vagrant hornet
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you have to remake the material pretty sure

tough pagoda
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When I use single material for mesh in blknder.

tough pagoda
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Can you give to me the tip, please!

vagrant hornet
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hang on

tough pagoda
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Okay.

vagrant hornet
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are you exporting as fbx?

tough pagoda
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I'm using addon Send to Unreal.

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This addon made by Epic.

vagrant hornet
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if you open the material you should see that its incomplete

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like the nodes arent connected and stuff

tough pagoda
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Yes.

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But this is a single mesh.

drowsy snow
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Remake the materials in unreal.
Both material systems are not compatible with each other, and rarely carried over.

tough pagoda
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I resolved issue.

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This is m bad.

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@drowsy snow @vagrant hornet
Thanks for help.

distant cobalt
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why dont reflect on wall?

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while when i stand here then i cant see

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i will the light reflect on wall ๐Ÿ˜‰

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why does not work

hallow compass
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are buildings in Battle Royale games such as pubg and warzone automatically spawned by the engine or have they been placed by hand? Any idea let me know please ๐Ÿ™‚

digital anchor
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definitely placed by hand

brazen venture
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yep

hallow compass
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wooooow how would I get my hands on that many types of buildings lol. There is no pack on the marketplace that has that many different types ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

brazen venture
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build them yourself

hallow compass
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I guess a Battle Royale game takes a lot of people to make haha

late stag
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is someone able to help me

hallow compass
versed burrow
#

Guys if you would want to learn coding should u start with c# then go to c++

fierce tulip
#

they where just talking about cpp in lounge.

plush yew
#

do you guys no any free assests

fierce tulip
#

marketplace and learning tab have free stuffs

plush yew
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any free zombie assest ?

young juniper
#

I have an error log saying the modules are missing or built with a different engine version, its the correct engine version and I backed it up entirely

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any idea what's wrong?

odd wasp
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is it possible to use blender to import custom models, with custom rigging

fierce tulip
#

@plush yew use the search function.
@odd wasp yes, though I personally dont know how to set it up

young juniper
#

if this isn't the right channel to post in please tell me which is

autumn flame
#

Rebuild from Source, should fix it

young juniper
#

how do I do that?

autumn flame
#

Is it even a Source build in the first place?

young juniper
#

???

autumn flame
#

Did you install the Engine through launcher or github?

young juniper
#

launcher

autumn flame
#

Yeah then i doubt you can manually recompile

#

You would need source

young juniper
#

I see

#

github huh?

autumn flame
#

You could try doing it when you start the project and clicking Yes on the rebuild popup

#

If it doesn't work you need source

young juniper
#

it doesn't work

#

oh?

#

I'm just trying to reopen the project

#

I followed tutorials on youtube and was in the process of implementing an inventory system

#

I tried to?

#

I'm confused

#

I tried to open it

#

it said it wouldn't open because module's missing

#

try to rebuild, won't work and says try source

uneven mica
#

how do i change the char speed of the paragon chars

young juniper
#

where do I add it?

#

remind me what are modules?

#

yes

leaden dust
#

I create an actor or object on begin play (just assume its a pointer variable). If I want to have a function that accesses it in every NPC class I have, which class should I create it in so that I have easy access to the object?

#

I want to have a function like

#

Get{object name here}() which gets me the object I created on beginplay

late stag
#

how do you add bones to a sekelton

steel crest
#

Hey guys, is their any guides on how to add character changing things after an event? Like say you do a quest for someone and they teach you a new spell etc, say for combat, i know how to add things to the character itself, but not only to work after event, would it just be written as part of the character the full time with the condition waiting to be checked, or can it be coded separate, so you dont end up with a character bp with every spell and attack etc written on it itself, hope thats a clear question, hope to find out

drowsy snow
plush yew
#

?

drowsy snow
steel crest
# drowsy snow Just set it disabled by default. Once you completed the event, change a persiste...

This will probably be very basic q, but is there a way to write separate bp for however you want these additional things to be divided, say it was a shooter, and you wanted him to learn how to use each type of gun, would you write everything on the main bp, or could you have a seprate bp for each that are just linked to the main one? or is it simpler to just write all on the main bp and then collapse the nodes or change to macros or something similiar

drowsy snow
uneven mica
#

how do i change the char speed of the paragon chars.

late stag
#

ayy i got it to work

#

sorta

distant cobalt
proud orchid
#

O

lofty quail
#

I would appreacite some help, I'm getting some errors.

#

It only throws errors if I dont have the BP_LeverZone in the Level

#

I think I should have a Is Valid connected somewhere, I've tried on multiple spots but without success..

autumn flame
lofty quail
#

Hmm

#

This is not correct right? ๐Ÿ˜„

autumn flame
#

No

fleet sparrow
#

Any best way to create inventory system in C++ ? UStruct/ActorComponent / DataAsset which would be the best?

autumn flame
lofty quail
autumn flame
#

Well, i don't know anything you're doing and it's blueprint related i think #blueprint for help is a better place

cerulean geyser
#

guys, on Level sequencer, when i pause the sequence it also pauses the animations it was playing. is there a way to keep looping the animation(which by default it loops)_ while the sequencer is paused? Think of those games with dialogue where the animations from characters are looping while the game waits for the player to click next dialogue

plush yew
#

How can you export in mp4 because it exports AVI

#

why does the text end up below the anchor here?

bitter valve
#

Anyone experience lag when moving nodes and having disappearing right-click menus with Nvidia graphics cards?

bitter valve
exotic jackal
#

so i believe i changed something in project settings that lead to the appearance of the text "Something" down there and i cant remember. Can somebody help me with finding the setting?(or where is the text from)

plush yew
#

Hello, im really sorry but im making a Memory Palace to learn a book and lighting is pitch black after I close building, is there any way to completely remove this pitch black thing?

desert ocean
#

The text of my input field shows up like this. is this normal?

spare kernel
#

it means it has not got the correct font

desert ocean
#

Thanks

grim ore
#

@exotic jackal that looks like subtitles

plush yew
#

guys any opinions on the lighting which should i add remove anything

#

something is off in the lighting that makes it unrealistic but idk what

tough pagoda
exotic jackal
grim ore
#

@exotic jackal search for subtitles and yes

brazen venture
#

UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
i get this error everytime exporting and dont know how to fix it

exotic jackal
azure shore
#

wow, trust unreal to destroy my entire fucking project because I tried to add some bones to the skeleton

#

that Ive been working on for months

grim ore
#

@exotic jackal the words? if you have subtitles enabled then those words are part of the sound wave you are playing (maybe your music?)

#

disable subtitles first to see if they are what you are seeing, then you can adjust them if you want them

fierce tulip
#

@azure shore version control saves the day

azure shore
#

what do you mean

#

I have one backup from like months ago

fierce tulip
#

dont you use perforce, git, svn, plastic, or any other version control?

azure shore
#

no I dont even know how

grim ore
#

if it is important, why a month backup?

exotic jackal
fierce tulip
#

then its not unreal's fault, but kiiiinda your own.

azure shore
#

that it cant handle changes to a skeleton?

#

I didnt even save

#

and it saved itself

grim ore
#

@exotic jackal yep then keep it off if you dont need them, or edit your sound waves and remove them/change them

fierce tulip
#

every file I edit is backed up in multiple versions so if I or an engine makes a mistake, i can revert the changes

#

and most developers do so

azure shore
#

well Im even trying to get the skeleton from my last backup working yet thats refusing and all animations are a pose it doesnt make any sense

#

unreal has shot me down so many times I dont know why I still havent quit

fierce tulip
#

it would have only been a minor inconvenience if you used version control though.
Just like forgetting to save when you close word.

azure shore
#

Ive tried and I dont get how to do that

fierce tulip
#

lol

azure shore
#

what

#

I purposely didnt save when it ruined it and it did anyway

fierce tulip
#

next message is so I can pin it for others.

#

Software: Unreal Engine 4.24 | Git for Windows | Git LFS | GitHub Desktop What is this all about? A game development project is in fact a software development project, and therefore requires Sourceโ€ฆ

This document overviews the Source Control features.

azure shore
#

I have this old working skeleton in the backup, yet even that wont fix it

#

and either way, its already happened

exotic jackal
brazen venture
#

UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
my PROJECT is ruined by this error

fierce tulip
#

having said all that, back when online storage was not really a thing and/or super expensive I've lost years of work when a new hdd fritzed my computer.. so I know how it feels and how frustrating it can be.

kindred viper
#

thats a ubiquitous error if ever I saw one

azure shore
#

I just

grim ore
#

SooooooouuuuurceControllllll

azure shore
#

I was barely managing as it was

kindred viper
#

@brazen venture migrate the project to an empty project seems to fix it. Unless you can isolate the files causing it

azure shore
#

its so stressful trying to get things to work and now this has happened, I genuinely dont know what to do

brazen venture
kindred viper
#

@brazen venture thats a heavy operation so I would try isolate the file first.

grim ore
#

try and figure out why the project is broken now and see if that can get fixed rather than pulling in the backup

azure shore
#

thats what Im trying

#

its genuinely gone

restive swallow
#

is it possible to add clients to pie after you pressed "play" with 1 player?

azure shore
#

this skeleton does not do anything

kindred viper
#

@restive swallow if you have a listen server broadcasting then you can fire up another instance and join the listen server

#

same with a dedicated

restive swallow
#

its possible with another editor session or do I need to launch it through powershell?

brazen venture
kindred viper
#

@brazen venture have you got a log file?

azure shore
#

Im pretty sure all I did was try to retarget the skeleton to my new skeleton, and so now theyre both completely fucked

kindred viper
#

you dont retarget a skeleton to a skeleton. You retarget animations to a skeleton

azure shore
#

assign then

#

or regenerate or whatever

kindred viper
#

@brazen venture do you have a custom icon?

kindred viper
#

this makes me think it's the issue. Try changing it or deleting it for now

azure shore
#

all the animations are invalid

brazen venture
#

okey thanls

kindred viper
#

ok please let us know so we can confirm either way. Its an error that might show up again and its good to know if its the cause.

brazen venture
#

Sure

idle dragon
#

Has anyone here had any luck hiring some "blueprint expert" on the internet to help them out for an hour or whatever?

fierce tulip
#

not myself, but a few friends do offer that service. (like shadowriver)

exotic thicket
#

I've done that sort of consulting a few times, not specifically on UE4 though, so it probably largely depends on if you find someone reliable (and at least for me, reliability doesn't come cheap)

versed burrow
#

Hi

vagrant hornet
#

why when i press play does it not start at the player start

grim ore
#

where does it start?

kindred viper
#

@idle dragon if the price is right and I think I can help, I would do it for free because helping others is reward enough. And if you believe that, send $50 to my paypal :p

vagrant hornet
#

it just doesnt start as player automatically

#

like i have to press possess

#

how do i default possesed?

kindred viper
#

the process for spawning into a player start is as simple as assigning the controller on the player start.

plush yew
#

hiiii ๐Ÿ˜„

#

im pretty advanced but that landmass is pretty hard, i want to reshape my game and try to put my harbors and cities into the new map so i can do some stuff with my boats, is there any recommended guide for this? something to read;watch;

#

๐Ÿ˜„

#

the thing i wanna learn is landscape

vapid karma
#

I am trying to redeem code in unreal engine launcher
and it said I did but I can t find it anywhere
it s course on Unreal Online learning
where can i find it

grim ore
#

@vapid karma after redeeming it, restart the launcher. then it will show in your vault on the library tab of UE4

ember copper
fierce tulip
#

"No results for "#MonthlyMarketplaceMashup""

kindred viper
#

see tweets? I remember when I could do that ๐Ÿ˜„

ember copper
honest sand
#

Does anyone maybe know if theres a good tutorial somewhere of a inventory system for a third person game?

kindred viper
#

no there isn't. You can buy some nice pre-made ones on the marketplace though. I'd take a look there. Or if you want to make your own, I would learn UMG widgets first.

honest sand
#

Oh okay i see thanks, ill take a look at the market place. But ill aslo learn UMG widgets and see how far i get

plush yew
#

can anyone help me with my lighting if i send an image on what i should improve?

#

or change

kindred viper
#

you should post it and a description whilst asking the question in here. The more people see it, the more chances you are to get help. Also there is often a channel dedicated to questions that you might want to check out as often people hang out in the channels that represent their skill sets

plush yew
#

i did earlier and no one said anything i think soi im trying again now

#

which would fit more cinematics or graphics?

coral wasp
#

Epic Acquires Artstation ?

grim ore
#

As of Friday yes

drowsy snow
#

It's Tuesday here, but I forgot the freebies won't be given until it's Tuesday in PST, so the freebies would come on Wednesday for me lol

dusky cypress
#

have you all done this?

covert hedge
#

hi, is there a way to increase the verbosity of Unreal Build Tool's logs ?
I'm having trouble finding the cause of an error when it runs

analog tusk
#

I set up a git hub repo with git lfs and all
does that mean that, if my PC were to die, I'd be able to just download everything on a different PC?

covert hedge
#

if you had comitted and pushed to the remote repository yes

#

commit early commit often being a good way to go about it

analog tusk
#

alright thanks

cerulean geyser
#

guys, on Level sequencer, when i pause the sequence it also pauses the animations it was playing. is there a way to keep looping the animation(which by default it loops)_ while the sequencer is paused? Think of those games with dialogue where the animations from characters are looping while the game waits for the player to click next dialogue

wintry ravine
#

Hi, I have a question regarding beam particles.
Say Im providing it a target and a source, but i want the beam to get shorter (so as if the source got closer and closer to the target until it disappeared) I thought maybe size by life would help but it seems to be only changing the entire beams height and not the its length. Thanks

pseudo river
#

when did this happen

kindred viper
#

its the master build version so it happened when 4.26 released ๐Ÿ˜„

rigid belfry
pseudo river
#

๐Ÿคค does it compile?

kindred viper
#

sure

#

Epic try to make sure the master build at least compiles, even if it does have bugs to work out. No point uploading a broken build that doesn't work. That would be for the testing build

pseudo river
#

understandable

#

making sure your branches at least compile is a good business model

latent mango
#

can someone tell me how to enable pawn control rotation?

#

It should be under camera setting but its not there

sweet axle
latent mango
#

which one

sweet axle
#

click the yellow arrow on the right panel once

latent mango
#

ko

#

ok

#

thats it?

#

it does work but it doesnt let me look down

sweet axle
#

click on character movement componentand search orient in the right panel

#

check that box aswell if it isnt

latent mango
#

got it thanks

sweet axle
#

Plaesure

plush yew
#

pretty without having to much knowledge :p

latent mango
#

looks awesome

plush yew
#

hihi :p

sweet axle
#

That does look awesome.

kindred viper
#

if I may add one criticism (ignore me if you wish) but the flat texture on the shoreline distracts me. Using something to hide it a little would be cool.

#

maybe a blend with some shoreline detail would work too.

plush yew
#

yea that will be great

#

this is one scene to .D

sweet axle
#

but for game optimization that its perfect as is

kindred viper
#

the shoreline edge is a bit straight but yeah that hides the ground material well.

#

sorry if my criticism isn't wanted. It's habit

#

I just want people to improve, just as I want myself to improve, so I see the things I would improve and try share

plush yew
#

critisin is wanted

#

i am a bad answerer :p

kindred viper
#

dakyo no nai shinjitsu. It's the best way to live.

steel crest
#

Hello, im looking to create a magic spell that is far beyond my non existent knowledge, is there any subs where someone would be willing to help translate my idea into specific blueprints to implement? i know the best course would be learn until i know how to do it myself but im excited to see it in action and im sure with the help of someone capable they would be too

fierce tulip
steel crest
#

sorry i didnt realise i was violating things by asking im brand new to all this

fierce tulip
#

no worries :)

versed burrow
#

Guys is it possible to use c# in unreal?

steel crest
#

does it help that im just looking for help to do it myself and happy to let everyone see the advice given if they wanted to use it, rather than just tell someone to make it for me and sit back? Like (i think) i know how it should all function if i use normal english instructions, but i dont know the blueprint function equivalents if that makes sense, again sorry if im barking up the wrong tree

rigid belfry
versed burrow
#

How?

fierce tulip
#

@steel crest does not really matter in this case.

versed burrow
#

Cuz I've just giving up on c++

steel crest
rigid belfry
fierce tulip
rigid belfry
versed burrow
#

iirc?

rigid belfry
#

Usharper?

versed burrow
#

Ohhhhhhh

rigid belfry
#

"if i remember correctly"

versed burrow
#

Ok thanks

steel crest
#

thanks guys#

kindred viper
#

@versed burrow if you have given up on C++, why would C# be any different? It's all the same.

steel crest
#

thanks guys for help with navigating here, if i get the help and it turns out like i think i think it would be very fun to implement yourselves and will post in the appropriate sub

merry bison
#

Guys, I'm about to draft my first level in my 3D platformer/puzzle project. I have a question about the floor/platform. What's the best way to create it. Is it to create it using:

  1. BSP, then convert all geometry to one static mesh.
  2. Small blocks of static mesh floor instead of one big one.
fierce tulip
#

one big static mesh

merry bison
#

ty

kindred viper
#

some people swear by blocking out with BSP but I dropped it like a hot stone once I learned a DCC application. Why make BSP that may convert sub-optimally when you can do all the topo/UV work once instead of cleaning up later and then replacing it again.

merry bison
#

dcc?

kindred viper
#

digital content creation

#

maya/blender/3ds etc

merry bison
#

oh

#

so you import smaller blocks of meshes and build your level like "lego"?

#

for flexibility?

kindred viper
#

I don't really do much level design but I would find some blockout toolkit on the marketplace initially perhaps. Just because I've seen some pretty good ones. If I couldn't afford it, I'd just replicate it myself by making the blockout meshes

merry bison
#

i see

#

ty

calm pollen
#

does anyone know how to make a random number+letter combination? idk if this has been asked this before

autumn grail
#

I need help for compiling OnlineSubsystemEOS plugin from masterbranch

#

i have these errors:

kindred viper
kindred viper
#

@autumn grail the French is making it a bit awkard for me ๐Ÿ˜„

#

@calm pollen google is your friend

autumn grail
#

oh sorry i dident expect

kindred viper
#

c'est bonne ๐Ÿ˜„

calm pollen
autumn grail
#

i make my VS english and come back

kindred viper
#

thank you

#

@calm pollen I'd double check.

calm pollen
autumn grail
#

I have put EOSSHARED from master branch

#

and EOSSDK

#

in the appropriate folders

kindred viper
#

its still in French but Ill see if I can decypher it.

autumn grail
#

oh sorry

kindred viper
#

it kinda looks like you didn't add the EOS to the target build cs file tho

rigid belfry
autumn grail
#

OK i try with it

#

@kindred viper In what build.cs i have to add it? my project?

#

or Onlinesubsystem plugin?

kindred viper
#

I don't know I've not installed it yet. But most things like this need adding there. What the name is I couldn't say but im sure there are documents that explain it

#

ie. "Core", "Slate", "EOS-SDK", "EOS" or something

autumn grail
#

ok i search by that

calm pollen
autumn grail
silent parcel
#

I'm new to Unreal and this problem has been haunting me for ages, I have no clue on how to fix it and googling isn't helping me much either, how to I stop shadows disappearing like this?

#

I want to do production in it at some point and the shadow fading is really distracting

kindred viper
#

@autumn grail I would not be guessing that stuff and if I were to, I'd try at least use the right folder/plugin names. You have the EOS shared setup and the actual plugin. Unfortunately I checked the historic docs and they were loading it by platform based dll/etc so it's going to be different right now. I'd perhaps put it up on Answerhub and see if someone more knowledgeable can help. Or you can resort to paying Redpoint the $100 they want for their plugin

rigid belfry
silent parcel
#

Thank you!

rigid belfry
autumn grail
#

-_- Ok marc thanks

versed burrow
#

Ok well

#

Idk what to do now

#

I just heard that c# was better and easier so I wanted to use that and then advance to c++ but yeah

kindred viper
#

you know what to do, you just don't feel motivated to do it. I can understand that. It took me almost 15 years to even touch C++ from when I first began programming. But Unreal C++ is a different flavour. It's memory management and templated systems make life a lot easier

versed burrow
#

See here whenever I see a c++ code in unreal engine I just think what is that

#

And then I don't know what to learn

#

Like idk if I should just start with the basics like hello world or what

kindred viper
#

thats mostly because it's a language. I look at Arabic and think "wtf?" but if I learned the core essentials, I might recognise some words and figure out the rest. It's the same with any coding language.

versed burrow
#

Ok so we're should I start

kindred viper
#

@versed burrow have you ever done any programming before? ie. know about if statements, conditionals, arrays and data types, variables, functions, events, classes

versed burrow
#

Ik about variables

#

And that's it

#

Brb

kindred viper
#

then start with blueprints. Learn what you need there. Then create a Blueprint Function Library and practice making static functions with C++ and exposing variables and functions to blueprints. Once you have that in your memory banks, the rest is all about finding what you need at the time. Then over time, it will all add up. Or you can pay and do the Udemy course and see how far that gets you. I wouldn't suggest learning it all alone

plush yew
#

Can you create custom code in blueprints outside of just custom events?

tough perch
#

Hi. I'm solo developer and I'm going to publish my first game on Steam. Does anyone know any legal stuff when I have used Marketplace assets and Quixel Megascans? Because I used many free epic games marketplace assets (paragon and other free). I also used Quixel Megascans.

kindred viper
#

@plush yew sure. macros, custom functions, external plugins/classes.

#

@tough perch read the EULA. Legal advice over the internet from word of mouth is nearly always wrong or doesn't encompass the full details. But the rule is, you can only use it in Unreal for Unreal projects

drowsy snow
versed burrow
#

Finally my Internet Internet is working g

kindred viper
#

there is a game on steam called ShooterGame that is the ShooterGame template with some assets flipped into it. Selling for $19. But it's legit.

hallow compass
#

which of the following do I need for displacement? This is a grass texture but I need it to look less flat

kindred viper
#

@hallow compass my guess would be the displacement.

versed burrow
hallow compass
#

@kindred viper but what others do I need. They are 4k textures so dont want things that UE4 doesn't need lol

versed burrow
#

So I can't use bp

kindred viper
#

@hallow compass well depends on your setup. All of them are useful in some way. Displacement and Normals/Bump/AO are an effective combo but it's all asset dependent.

#

@versed burrow what do you mean? Are you using a mobile phone for development or something?

versed burrow
#

No

#

I have a pc but it only has 4gb of ram and i need 8 to run it

hallow compass
#

@kindred viper I just need some grass texture for my landscape material that's all

kindred viper
#

@hallow compass I would check out master materials for landscapes. You can get some pre-built ones that are great.

plush yew
#

when i move the mountains there is a gap in the water, anyone how

#

know how to fix this ?

calm pollen
#

ok so for an alpha-numeric random code, I have this. It works with the randomization aspect, but for some reason the number/letters keep changing every like .1 seconds. Does anyone know how to make it not change and just stay still?

#

it doesnt change when it is not appended, but once i add it to the Append node, thats when the problem occurs

drowsy snow
coral lotus
#

Hey folks, does anyone know how I would change my Cinecamera from a 16:9 to a 21:9 aspect ratio..?

kindred viper
#

@calm pollen its a random stream. That means the seed for the random will change constantly.

plush yew
#

I have .dss textures is there a way to change them into like png?

drowsy snow
kindred viper
#

dss? or do you mean DDS?

#

@plush yew

plush yew
#

Ye sorry DDS

kindred viper
#

yeah google mate.

#

2 seconds to find a converter

calm pollen
plush yew
#

does ue4 import them?

kindred viper
#

dude.

#

@calm pollen its a stream. Its like water. It constantly changes.

plush yew
#

i just didnt know if ue4 allowed to import or not maybe i did something wrong

calm pollen
kindred viper
#

random int in range.

calm pollen
versed burrow
#

Maybe it's the graphics card

drowsy snow
versed burrow
#

I waited like 30 minutes and it stayed at 45% the whole time

drowsy snow
#

If you're still able to switch to the splash box and the CPU usage is high - be patient.

The engine is compiling the shaders that are used for the editor.

versed burrow
#

Ohhh

drowsy snow
#

Unless it's crashed, let the engine do its thing.

kindred viper
#

Im sure I told you that the other day too

#

It might have been another dude though. My head isn't right today I could be mistaken

#

pretty sure it was you though

versed burrow
#

I was asking about c++or BP

#

I never said anything about that

#

.

#

Yeah that's what I was on about

kindred viper
#

well its funny that you have that issue, I presumed it was you I advised to wait to compile shaders and you mention it again here. And in the past few days Ive seen a lot of questions by you and one other guy who have been constantly asking things. Just sayin like. The fact remains, you need to wait for shaders to compile.

versed burrow
inner sky
#

How can I make a tutorial for my game? Is there any tutorial to making tutorials in-game for the players?

drowsy snow
# inner sky How can I make a tutorial for my game? Is there any tutorial to making tutorials...

Tutorialception

It really depends on how you want to deliver the tutorials in the first place.

You can be very subtle about it, and let the level design do the tutorial.

You can be less subtle about it, but not intrusive. You can use hint prompts that appears in the corner of the screen without pausing the game a la Rockstar Games, and spawn them in first missions.

You can be even less subtle about it: spawn your tutorial widget and pause the game.

You can have a dedicated tutorial level.

kindred viper
#

There are tutorial blueprint assets but I believe they are for the editor. There may be some way to use them in game but I've not used them for that.

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other than that, in-game tutorials are just levels with guidance

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you could incorporate it into gameplay, so bring up a UMG widget explaining, and wait for the right inputs or events to fire before moving onto the next stage of the tutorial

inner sky
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Oh ok. I'm trying to make it subtle with some text and icons showing what buttons do what.

plush yew
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Is there anyway to scan a given area and make it into a 3d model without drone tech?

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Just wondering and too lazy to check google

worldly cipher
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Anybody got an idea how to tell the ue4 sequencer to use the camera i put inside the sequencer to be whats being rendered with? When i render it just falls trough the ground

drowsy snow
worldly cipher
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ah, probably unfortunate that ive deleted the camera cuts^^

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getting a new one how do you assign the camera to the camera cuts?

drowsy snow
worldly cipher
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Yes, thanks.

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tough I think ill have to put the keyframe to the beginning again, dont i?

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Awesome. I think that did the deal. lets render it and see if that fixed it

drowsy snow
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Camera cuts (not to be confused with shots) are not strictly tied to the keyframe on other tracks.

worldly cipher
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thanks a lot, that seems to have done it, tough i feel like the quality is being a bit wonky

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I wounder if its because of Avi. Ill try doing it in PNG, ill be doing colorgrading on it in another software anyways

drowsy snow
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Set the compression quality to 95% for balanced result. 100% can blow up the AVI file size tho

worldly cipher
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i did set it to 100^^ i think 95 would make more sense

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so exporting it as pngs the quality still seems a bit off

drowsy snow
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I mean, uncompressed 1080p PNG file can get 10 MB of size in lossless.

worldly cipher
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Ah the file size doesnt matter for the initial export as i put it on a 1tb m.2 ssd.

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but it looks like the scalability is being low there

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you happen to know any good written guides for ue4 rendering?

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okay thats weirdo

drowsy snow
drowsy snow
# worldly cipher https://prnt.sc/12fz878

Still get the jagged edges? If your materials are mostly static (not much animations going on), you can set the delay between frame in the Export Settings to let the TAA catch up with the frame.

worldly cipher
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what number would you think would be good?

drowsy snow
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Depends on the render framerate, because it's in seconds.

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If you crank up all the quality to Ultra/Cinematic and use insanely high resolutions, you may have low rendering framerate and use longer delay per output frame.

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Although longer delay can make any animated materials, particles, physics, and anything that runs on Tick look speed up and disjointed while the animation plays like normal.

worldly cipher
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I put it to 1s and now it appears to only render the first frame and just stall time

drowsy snow
worldly cipher
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any reason why you disabled cinematic engine scalibility?

true ridge
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Is there a way to snap a mesh's feet to the bottom of the collision capsule?

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Or rather has someone already measured the correct z offset for the default Unreal mannequin's mesh?

kindred viper
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Snapping tools in the editor. You can vary the method. You can also vertex snap by holding V when you move

drowsy snow
worldly cipher
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ah okay

drowsy snow
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Feel free to turn that on if your render needs it.

plush yew
#

hello not unreal related but any one else having trouble with discords chat? like friend and dc servers chat not showing? i had to wait a while but yeahh

snow fog
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hello, does anyone know how to make such a graphics settings menu when entering a finished project?
As I understand it, this is done through a plugin.

drowsy snow
snow fog
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well, the window I'm talking about opens before starting the game and when you click on the Launch game button, the game starts

kindred viper
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You could do that with any application if you code it. Its just setting config file settings

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and perhaps a command line argument or two

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if its a plugin you can download, I'd like it also ๐Ÿ˜„

worldly cipher
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thanks hoodie person

drowsy snow
kindred viper
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aye thats how I run it down. Just for the exercise but if I was at packaging stage and it was an afterthought, I'd rush it.

rain lintel
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Hey, is there a way to pop out a separate window to see what my camera sees? I have a static camera view of the room so is there a way I can see what it sees in a separate window?

kindred viper
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You should get a camera view in the viewport (bottom right) when you select a camera in editor. If you aren't getting this because of the mode you are in, you can also unlock the viewport so it will give you the camera view in a similar window.

rain lintel
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I can see the camera in the bottom right and its what Im using but I find it a bit too small for me

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How can I unlock the viewport?

kindred viper
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try this.

rain lintel
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That works, thanks!

kindred viper
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no worries

lean ibex
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would ue4 questions go here? I don't see a help section on first glance

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or would a more precise channel ie blueprints etc be a better place to ask

kindred viper
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this is just a general channel. You can ask here but if it's something specialised, its often better in the specific channel instead.

lean ibex
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ok im not sure if its the material or the floor object that i need editing ( the problem is my material that i have i need to not stretch but instead tile) i can show examples if need be

kindred viper
lean ibex
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ok ill look into it, my tilling is very simple, just need tiled squares, and i have that but the become way to big when put on the floor, and i need each (graphical chunk) to only be as big as the player

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this is what my material looks like in the editor, but when its on the floor....

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its just too big

cerulean geyser
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is it possible to add a custom object collision to an actor class? i need something for a ghost type pawn that ignores the player collision but that doesnt ignore the other ghosts collision(otherwise they intersect each other)

spare kernel
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actors don't have collisions

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but you can ofc do that on your components inside the actor

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normally tho you change your characters collision so it ignores say "GhostWalkable" object type

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and all stuff it can walkthrough has that object type

cerulean geyser
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yeah i am having a hard time being able to do it with the collision presets/on capsule for instance

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since the ghosts also inherit from the Pawn class

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(basically theyre child bp's from my character class)

#

when u say ghost walkable object type

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how do i define a new object type?

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is it only c++?

#

ok i think i get it

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except lol theyre going througtht the floor even tho collision on object type ghost is enabled to everything except pawns

autumn grail
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Hi , how to retrieve the default material of a mesh (static or skeletal) in runtime (BP) , i mean the material overrided in the Blueprint containing the mesh

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I change my materials with inputs

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i need to set the materials back to default value with an action

cerulean geyser
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at begin play or construction script set a var with the original material

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and then call it back when u need it

autumn grail
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ok , but it would be better if there is a node for that

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thanks

true ridge
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If I wanted an actor to have a collision sphere overlap another actor's collision sphere to trigger an interaction, what collision responses would I ignore/overlap?

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Setting it to pawn doesn't seem to trigger anything until the collision sphere hits their collision capsule.

abstract cradle
plush yew
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Don't suppose anyone would happen to know how to adjust the IPD when you're setting up a VR camera?

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I know you can adjust the world scale, but.. that's not much help, because I'm trying to set it to a specific real-world measurement

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Only thing I've been able to find is a post saying that you can "change the IPD directly - stereo e=<value>"

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Only problem is, I'm not entirely sure how, or what to do with this.

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Obviously there's an attribute buried in Unreal somewhere that can be altered, but I'll be damned if I know how to do it

kindred viper
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IPD is usually handled physically on the headset. I've not seen anything that sets it in Unreal, but I would presume the SDK for the relative headset takes it from the hardware setting

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@plush yew

plush yew
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Ah thanks - so in theory, the IPD should already be accounted for by default?

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perhaps it's some kind of lens distortion then - things always seem to feel smaller even when they're to scale

kindred viper
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yeah its a physical distance between the lenses/eyes. Based in millimeters.

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It shouldn't affect scale at all though, just the convergence effect of the stereoscopy. So too little or too much would cause blur and image distortion

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The only thing I could think that would affect any kind of scale is 1. the actual scale. The eye can judge this pretty well according to real world references. So if anything is out, the eye will notice. 2. Possibly foveated rendering effects. Although this shouldn't affect scale, it can limit what is rendered and cause fishbowling effects which will in turn cause image distortion.

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sorry for slow reply.

latent sonnet
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So I installed the plugin for replica studio from the marketplace but it isn't showing up? Can anyone help?

desert ocean
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How can i get these options?

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Mine looks like this:

desert ocean
gentle linden
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good morning, I have a special question regarding bringing some stuff to xbox:
using unity I went this way to get a sln file.

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then I got a xboxtest.sln file ... open in Visual Studio and publish to ...

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... a file like this:
E:\STEF\UNITY\xboxtest\toVisStudio\AppPackages\xboxtest\xboxtest_1.0.0.0_Win32_Debug_Test\xboxtest_1.0.0.0_Win32_Debug.msix
just copy it to the xbox in dev mode and everything was fine...

I have tried to get the same way using UE4 ..... //I am currently switching away frm Unity
but I only could build a folder like this:

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the test_collections file is running on pc! no problem.

But it should also run on xbox, isNt it?
So ... now my question //sorry for the very long description
Is there a way in UE4 to build a special file which I could use for Visual Studio
to bring it to the xbox???

( I assume I doNt understand the functionality of Visual Studio - so I am sorry for my stupid question)

mighty badge
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if something is for unity like .dll or other lib u need one for unreal ๐Ÿ˜„
because is written for different engine (the the top layer)
and look on this https://forums.unrealengine.com/t/developing-for-xbox-one/140666/3

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@gentle linden

keen hatch
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hi someone know how i can fix it?

gentle linden
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@mighty badge u wrote "if something is for unity like .dll or other lib u need one for unreal" YEP ...

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is there a possibilty to "Build" //to get a sln File from UE4?

mighty badge
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idk hmm unreal even has support for xbox ๐Ÿ˜„

kindred laurel
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could anyone help me to fix my character anim. I wanted to change it so that it will play a different animation whenever the bar gets below 20%

kindred viper
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@kindred laurel use an event to set the variable in your animgraph that triggers the Transition Rule to your new animation

kindred laurel
kindred viper
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Unreal Learning Portal does. They have full animation and animgraph tutorials. You can obviously find a specific tutorial on youtuve though if you look for "setting variables in animgraph from blueprint" or similar

kindred laurel
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ah okay thank you ๐Ÿ™‚

neon magnet
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I installed the engine like years ago why am I getting this now lol

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I did update the engine but that was DAYS ago

kindred viper
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you shouldn't have even received an email like that. Time to run a malware check.

neon magnet
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the source is all clean, seems legit

kindred viper
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even so, I've installed the engine a hundred times (possibly more) and never had an email about it

plush yew
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Is the frosty editor a safe program if anyone knows?

neon magnet
plush yew
kindred viper
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@plush yew you are asking a question that doesnt seem to be unreal related. Try the lounge where people talk about non unreal related stuff

drowsy snow
# plush yew ?

Your question isn't related to UE. Frosty is Frostbite modding tool.

plush yew
kindred viper
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I see

polar fossil
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i have a static mesh that has multiple materials, it was made by converting bsp brushes

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after upgrading engine version, it seems that it only displays one material

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i have everything backed up with source control so i can easily revert to the previous engine version

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how can i go around this loss of material information?

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plush yew
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My game has awierd bug, it has a tunnel made by meshes many of them beside eachother that rotates, using the rotateting movement component , game works fine on my and other ppls pc, but one friend getsthat the tunnels starts to turn in other axis , this happends sometimes after a few seconds, sometimes after a minute or more. only different we can see it that this friend has a amd gfx card 5700xt, other ppl has nvidia cards as far as i know, any one knows what could be the issue here ?

drowsy snow
wicked crystal
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What is the best TCP conn with Message Queue library to use for a MMORPG?

drowsy snow
# plush yew

So the tunnel is supposed to rotate in one axis and stay in place?

drowsy snow
# plush yew yes exactly

What about doing the rotation by Add Local Rotation executed on tick, and apply to single axis?

drowsy snow
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I'm afraid it has something to do with floating point imprecisions, since you mention that the rotation deviates after few minutes.

trim bough
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Project name censored, it will soon be time, some already have it

drowsy snow
# trim bough

Ah yes, modifying the Engine\Runtime\Launch\Version.h code never gets old.

trim bough
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๐Ÿ˜‚

drowsy snow
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I'm already able to spot it from miles away lmao

wicked crystal
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Well currently I made it with websockets and it really sucks

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and I was looking at RabbitMQ

analog blaze
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= lagggggggg

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you'd have to write your own UDP exchanger

lean ibex
stoic ridge
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Hey do someone know how to rig into epic skeleton?

analog blaze
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?

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you use the retarget manager

stoic ridge
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yeah but doesnt work

drowsy snow
pulsar ruin
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why i can't find sculpt tools?

kindred laurel
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my projectile, when spawned, isnt the same size or colour that it is in the view port. Not only that it also goes through the floor :/

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it never used to do this im not sure what happened it used to just sit on the floor

plush yew
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i just added this

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in my project

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but where it will show in the projevt

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can anyone help

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???

drowsy snow
analog blaze
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rip

plush yew
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i just started learning today @analog blaze

analog blaze
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@plush yew

plush yew
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how do i switch the green character as main character and stop the spawning of the in-built character

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btw the green character and the character in this image is not same

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how do i make same

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can anyone help ?

drowsy snow
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Here's the thing:
If you're really just getting started, familiarise yourself with Unreal Engine 4 editor and its basics first. No need to jump the gun and flipping marketplace assets just yet. UE4 already have beginner friendly templates and starter contents - it's not like Unity where the first step of learning is going to the asset store.

There are several tutorials in the pinned messages, and Unreal's official online learning course is also available for free.

plush yew
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no i just saw the video tutoriaal in that he told

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sry i was not knowing

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i will not see that video

thick herald
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Pinned messages in this channel have links to various learning resources.

pulsar ruin
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i have other problem i follow tut and he import to scene a water system i can't find it when i try follow him

gilded needle
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Did you enable the Water and Landmass plugins?

pulsar ruin
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land mass

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only

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i must enable other plugins ?(landmass,water, any thing else?

grim ore
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what tutorial is this, are you sure your following it and he didnt tell you what plugins?

pulsar ruin
# grim ore what tutorial is this, are you sure your following it and he didnt tell you what...

How to use Landmass to create landscapes in 4.26!

In this tutorial you will have a quick overview on how you can use Landmass to create really fast environments using the new procedural and non-destructible system to get your environments to the next level.

Questions? Let us know in the comments!

Download FREE resources here:
How to make a li...

โ–ถ Play video
drowsy snow
thick nebula
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does this matter in swarm agent? :

10:34:07 AM: File 'aqProf.dll' does not exist
10:34:07 AM: Failed to load 'VtuneApi.dll' (GetLastError=126)
10:34:07 AM: File 'VtuneApi.dll' does not exist
10:34:07 AM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)```
grim ore
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@thick nebula those are "normal" log entries

thick nebula
drowsy snow
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Also yeah, the Water plugin is also tied to the Landmass.

thick nebula
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that being said.. my lighting builds really slow now

grim ore
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it is but that tutorial guy assumed you knew what he was working with and didnt specify the water plugin as needed ๐Ÿ˜ฆ

robust marten
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It's been a few months since I've messed with widgets, could someone remind me how to set the focus of the cursor to the widget I just created on screen please?

sudden olive
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how do i connect it

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i mean from spawners

robust marten
drowsy snow
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Set Input to Game Only?

sudden olive
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i want to spawn enemies in spawn points that i set on map

robust marten
robust marten
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And then for location "Get actor location" of self

robust marten
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Make sure to set the classes to what you want to spawn

sudden olive
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I think I messed up something

robust marten
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lol how I sent you the blueprint to make

sudden olive
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I got 8 spawn locations

robust marten
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Shouldnt matter how many you have

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let me see your BP

pulsar ruin
sudden olive
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It looks like this

grim ore
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@pulsar ruin just have to wait

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@sudden olive what are you trying to do because.... nothing is hooked up

hasty wharf
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not really unreal releated but it is my unreal machine

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so im running two p6000 gpu and thinking of upgrading to the
rtx6000
has anyone ever ran two differnt video cards ? or should i just go for two rtx

grim ore
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the editor is not really designed to use 2 cards for rendering except for certain uses like nDisplay

hasty wharf
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we use alot of 3dmax for rendering

cold condor
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Heard rendering on Unreal Engine can be tedious

fierce tulip
hasty wharf
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ok, my bad

pulsar ruin
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so in path it have just 4 points is there a way to add more of points to do Custom shape ?

cold condor
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Without 3dMax

sudden olive
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@robust marten what where im blind

tardy frigate
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Hi guys, need some help with Electra (4.26), we've been trying to use an HLS feed to run the stream inside the editor, but we keep getting error.

  1. Started with extracting a twitch stream, which didn't work, and from UDN found out it supports Fmp4 and not .ts

  2. Tried few other test streams available online with fragmented MP4 and electra still seems to not play HLS.

Can you guys suggest something? Point me in a particular direction?

sudden olive
#

@robust marten Something happened that you deleted it?

drowsy snow
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I haven't used 3ds max for 10 years now, and my tools of trade are Blender and Unreal Engine.
Rendering wise, it's not complicated. Just have to be smart with the materials as not to bog down the realtime renderer.
Rigging wise is more complicated, because Blender's bone orientation can be a bitch at times.

unreal linden
#

Hello, I'm quite new to unreal and i'm trying to figure out how to make an image appear when you hover over an object. What would be the best way to do this?

sudden olive
#

@grim ore you there?

drowsy snow
unreal linden
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Well kind of i guess

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something like this to appear after hovering an object

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just changing this paper to an image and it would show when you hover over an object and disappear when you move your crosshair away from the object

high abyss
#

Does anyone know if there's a simple way to get a hash of an asset in Unreal? I'm having an issue where a SkeletalMesh is, in rare, cases looking visually bugged a small percentage of the time and I wondered if I could do some sort of hash safety check to see if the asset loaded with or without errors just to more easily catch and log when the issue is occurring.

steel crest
#

Anyone able to give me some help getting a line trace spawn actor to work?

high abyss
#

@runic iron Yeah that's what I was looking into right now. Just trying to figure out how to use that API on a particular UObject.

upbeat spoke
#

#fab Since Epic is suing Apple to show how enthusiastic (said sarcastically) about helping developers/creators perhaps they should share their profits with people who contribute to the unreal engine market place. They take advantage of these creators based on luring them in with "exposure" but it adds value to their market place. If anyone wants to share their same type of enthusiasm perhaps you all should sue Epic. After all, in their view that's the right thing to do.

honest vale
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wat

drowsy snow
upbeat spoke
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Not really a cause. just making a point

drowsy snow
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Still, you would talk about it in #fab, not everyone in this channel are marketplace creators.

upbeat spoke
#

Thinking a market place where devs could sale their products for both unity/epic and any other engine would be good

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get rid of epics own monopoly. they should support it

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it's what they are trying to do to apple

drowsy snow
upbeat spoke
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Unreal-Engine seems good

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it's an overall discussion

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not specific to the market place only

honest vale
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nothing stops you from selling your own projects somewhere else

upbeat spoke
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That's apples argument against EPic lol

honest vale
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@upbeat spoke except Apple doesn't allow third party stores

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so no, that's not the same as apple's argument

upbeat spoke
#

LOL