#ue4-general

1 messages Β· Page 989 of 1

upbeat spoke
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Think though. If there was a place to sale your products outside of the unreal engine / epic launcher. Where anyone who contributes gets a bit of profit, in some form.

honest vale
#

you can

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nothing stops you from selling elsewhere

drowsy snow
#

Epic doesn't penalise you for selling UE4 asset pack in fucking Gumroad and ArtStation.

honest vale
#

gumroad, patreon and so on and so on

upbeat spoke
#

Again, that's the same argument Apple has for Epic

thick herald
#

ArtStation, GumRoad to think of two off hand

honest vale
#

@upbeat spoke you keep on insisting that, it's not true

#

what is your point even?

upbeat spoke
#

Yet not EVERYONE who contributes to the market place, thus adding value, gets paid

honest vale
#

...what?

thick herald
#

Eh?

runic iron
#

I don't get your point either

upbeat spoke
#

My point is Epic is full of Sht

upbeat spoke
#

that they exploit morons

honest vale
#

value has not been added to the marketplace IF NOBODY BUYS YOUR STUFF

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it's not valuable

drowsy snow
#

They get paid from selling the product, what the heck do you want to imply?

honest vale
#

if nobody buys it

upbeat spoke
#

they exploit morons with the promise of "exposure"

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and all these morons who don't no better contribute for free

thick herald
#

I smell troll

upbeat spoke
#

making them billionsares

drowsy snow
#

<@&213101288538374145>

honest vale
#

sounds like one @thick herald

upbeat spoke
#

wow, brainwashed

honest vale
#

sounds like someone who went through econ101 and read marx' capital one time πŸ˜„

thick herald
#

Sounds like someone doesn't understand the marketplace

upbeat spoke
#

should have known can't get through to children

buoyant graniteBOT
#

:triangular_flag_on_post: B Γ† NON A-12#7645 received strike 1. As a result, they were muted for 10 minutes.

grave aspen
#

keep it civil people ❀️

thick herald
#

Maybe he didn't understand that people get paid from the marketplace, inc the monthly and perm free stuff. Maybe.

grave aspen
#

perhaps, but no need to be insulting either way ^_^

thick herald
#

For sure.

#

I stand my by first assessment.

drowsy snow
#

Out of the blue, bringing up Epic v. Apple thing, comparing with Marketplace payouts, and shunning on others who bring out the facts in that regard.

vague shale
#

I got a weird question
I'm running a custom branch of the engine source for added shading modes, naturally the full size on disk of the source code is massive
I'm using Unreal Binary Builder to reduce the file size so I can share the branched version of the engine with my team
However a project made in the source code version of the engine doesn't recognize the binary version of the engine as being the same.
Is there some line in either the project file or engine file I can change to prevent constantly getting the "this project was made in a different version of the engine" message?

drowsy snow
vague shale
drowsy snow
#

I guess so? Again, I don't encounter such problems, so I can't guarantee it'll iron out the issue.

steel crest
#

Hey ive got a 'spell' that involves spawning two actors, how would i set it so after spawning the second one, any new spawn destroys the last two?

vague shale
#

If I hit edit in notepad on the game's uproject file I see
"EngineAssociation": "{2784775D-4F3C-8408-B2E5-39B86675AFA9}",
which I assume is what I want to edit, where do I find the string I want in the binary build folder for the engine?

steel crest
#

its a linetrace function, so idk if a break loop would work, or a separate counter function

drowsy snow
#

In my case, it would be like this

vague shale
#

when I tried to make the project with the binary build, or after making the project in the source build and trying to convert it to the binary build per the select engine version menu, I get this error

The project could not be compiled. Would you like to open it in Visual Studio?

Running C:/Program Files/Epic Games/Cybold426/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/lordm/Documents/Unreal Projects/Wavebusters/Wavebusters.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for WavebustersEditor (no existing makefile)
ERROR: Could not find definition for module 'Launch', (referenced via WavebustersEditor.Target.cs)

drowsy snow
#

Compile the project in VS. It'll build all the stuff in your project according to the binary build modules.

echo zealot
#

Hey I've heard of the Gameplay Ability System but i don't quite get whet it is/does/could be used for.. And is it even something worth learning?

drowsy snow
# echo zealot Hey I've heard of the Gameplay Ability System but i don't quite get whet it is/d...

Simply put, Gameplay Ability System or GAS (not to be confused with the eurobeat song) is primarily used to define gameplay abilities, usually things like status and ailments in RPG or special abilities in shooters.
I would say it'll worth learning, although you would mess with it in C++, so the learning curve is tad steep. You could run away with similar behaving Blueprint codes if you can't wrap your head around it, though.

drowsy snow
#

See if omitting 'Launch' module inclusion in the Target.cs file helps

runic iron
#

Whether or not it's a good idea to learn it will depend on the kind of game you'll make

distant cobalt
#

with what an engine is generation zero made?

drowsy snow
drowsy snow
# vague shale

Do you remember the settings you used in the Binary Builder app?

runic iron
drowsy snow
#

I'm kinda taking a wild guess, and assuming something's wrong with the build configuration.

vague shale
#

I think these are the settings I used?

idle dragon
#

I'm trying to get my aircraft AI to slowly pitch up/down based on target position

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But it's always going in a loop :/

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Is there anything that immediately stands out as wrong with these blueprints?

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I don't know if I'm normalizing correctly or not, is the problem

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(the bottom component on the left is the target position btw)

drowsy snow
# vague shale there isnt one

Maybe try evacuate (move) the Target.cs file somewhere, close VS, and right click on the .uproject -> Generate Visual Studio project

I assume it was from 'outdated' modules carried from the source build, and the Target.cs file needs to be regenerated.

#

Should've thought about it earlier, damnit πŸ€¦β€β™‚οΈ

vague shale
#

hmm, that didnt seem to remake the target.cs file

idle dragon
#

yo, where do i ask to stream my project?

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Who do i message?

vague shale
idle dragon
#

got it, thanks.

drowsy snow
vague shale
#
1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration 
2>------ Build started: Project: test, Configuration: Development_Editor x64 ------
2>Creating makefile for testEditor (no existing makefile)
2>UnrealBuildTool : error : Could not find definition for module 'Launch', (referenced via testEditor.Target.cs)
2>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command ""C:\Program Files\Epic Games\Cybold426\Engine\Build\BatchFiles\Build.bat" testEditor Win64 Development -Project="C:\Users\lordm\Documents\Unreal Projects\test\test.uproject" -WaitMutex -FromMsBuild" exited with code 6.
2>Done building project "test.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========```
#

this is from a freshly created project
(c++, desktop, no starter content, raytracing disabled)

pseudo river
#

what the hec

vagrant hornet
#

is world creator worth it?

versed burrow
#

Hey

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Guys

thick herald
vagrant hornet
#

wdym

lost sparrow
#

Everytime the unreal-news channel turns white my heart stops for a minute. Epic pls. πŸ˜›

floral heart
#

Don't blame Epic for what you do to yourself.

plush yew
#

how can i fixx this please? πŸ˜„

stoic ridge
#

do someone knows how to rig into epic skeleton, if someone knows contact me dm

vague shale
#

its just called test while I try to work out whats wrong with getting the binary build to actually compile projects, as for the editor.target


using UnrealBuildTool;
using System.Collections.Generic;

public class testEditorTarget : TargetRules
{
    public testEditorTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Editor;
        DefaultBuildSettings = BuildSettingsVersion.V2;

        ExtraModuleNames.AddRange( new string[] { "test" } );
    }
}
plush yew
#

ow haha i ment the water on the landscape but it fixes itself :p

agile belfry
#

Hi all. Bloom question. Using default bloom I'm seeing the bloom wrap from the bottom edge of the screen to the top. Anyone know of a way to stop this? Thanks in advance!

#

(aka the bright light is at the bottom of the frame, and is blooming properly in that area, but some bloom creeps/wraps to the top of frame where it shouldn't be)

drowsy snow
#

I just realised Epic launcher finally have regional pricing for Indonesian Rupiah πŸ‘€

plush yew
#

Hello! I do not get this! The green "frog" is a sprite actor and the white is a plane mesh actor. The yellow is the selection for both of them. Why is the selection so off?πŸ™„

opaque vector
#

is there any decent place to listen to epic vs apple case? I tried geoff's utube stream but I can't understand what they are saying

plush yew
#

Sorry for asking here, I know there's a umg channel but my question is not just about umg, but how can I create an interactive thing where I can make a widget that goes over in-game events? for example, not just a static image

rigid belfry
#

what is an interactive thing and what do you mean by

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" a widget that goes over in-game events?"

thick nebula
#

anyone familiar with dynamic mesh/navigation invokers/topdown mouse input?

plush yew
#

Let's say I don't want a static background in my widget and want the in game aesthetics to go with the widget

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like trees shedding leaves, npcs moving around, etc

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its like you are in game, everything functions like normal, but there's no player and its a main menu

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@rigid belfry kinda like this

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you can still see everything move but its like he layered a widget on top

rigid belfry
#

so you want a 3d main menu widget?

plush yew
#

yes

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ok just with no player input

rigid belfry
#

because, iirc, without specificing the tipe of input mode on the player controller, you're able to more around and interact just fine

plush yew
#

ok thank you

rigid belfry
#

say you have a player health widget, its not like you cannot move or anything

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the input mode is set to game and ui by default i think

plush yew
#

but if i just wanted it to be ui and not meant to make the player move, I could just set it to ui only?

rigid belfry
#

yeah

#

then the player controller would receive no input

plush yew
#

Ok thank you

#

I apologize, I am just now switching to Unreal again from Unity

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I just can't deal with Unity no more

sudden olive
#

why isnt this working?

thick herald
#

What do you expect it to do?

sudden olive
#

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

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I want them to spawn every sec

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but idk what to do im lost

plush yew
#

How can I make my AI open/close doors?

fierce tulip
#

@frosty gust you might wanna read the #rules and post that kind of stuff in #released or #work-in-progress depending on.. well if its released or a wip

sudden olive
#

:C

rigid belfry
#

do you have direct control over the spawn points?

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or are you procedurally spawning them?

thick herald
#

Well if I'm reading that correctly on begin play you are getting all the BP Enemy actors, then getting the 1st array index of that and calling the Mobs event. Then you are getting all Spawner locations and checking to see if you have less than 100, if so you then get an array of all the spawners and get the 1st index of that (random values are both 0 ) Then trying to spawn a BP Enemy at that spawners location.

#

The random min max at 0 isn't doing what I suspect you think it's doing πŸ™‚

rigid belfry
thick herald
#

The begin play get actors bit isn't actually doing anything either

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Other than call the Mobs event.

rigid belfry
#

also, the "get all actors of class" et similia, they all run for loops of all the actors in the level

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if you have a lot of actors in your scene, that could really cause big freezes on begin play

#

without really knowing what you're doing, i can at least say that the spawn logic should be inside each individual spawn point

sudden olive
#

So could you show how this blueprint should look like? I mean I want to spawn enemies every sec on notes that are set on map

rigid belfry
#

and then the spawn actor node is inside the spawner actor

#

its not complicated

sudden olive
#

For me it is at the moment. I'm just new in that things

rigid belfry
#

might be worth to re-read what was written πŸ™‚

robust oar
#

yo

#

anyone else is having a problem with the marketplace assets

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70% of my assets are gone

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oh nvm I had to update the launcher

thick zenith
#

Heyo, I have installed the Shooter example project, but I cannot find where the C++ files are located? I follow the instructions but it just says the classes exist and that's that...

main pewter
#

@thick zenith have you enabled show c++ classes?

thick zenith
#

Okay I just found the filter for C++ and it says there are no results...

main pewter
#

do you have a solutin file in project dir (*.sln)

thick zenith
#

ah okay, I tru

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No I don't think I have that kind of file

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the root is like this

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and under Characters -> HeroFPP

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The middle one is just blueprint

main pewter
#

no outside of the project like in "A:\Dev\Game\yourprojectname" - where also the uproject file is located (in windows explorer)

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you've screenshotted A:\Dev\Game\yourprojectname\content from within the editor

thick zenith
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oh I found the header files

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yes I found them

main pewter
#

you can open the sln file with visual studio, all the source is in - source folder πŸ™‚

thick zenith
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I don't like how they are hidden outside of editor

main pewter
#

you can also have a look in the top right corner if you have a BP open, to access its parent class - so if this is a C class it will open when clicking on it

thick zenith
#

The ShooterGame -> Private has the cpp files

main pewter
#

they should be visible in editor! you normaly don't need to jump out and in

thick zenith
#

nice

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I don't even have the same structure in the editor lol

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that folder is the one seen in the editor

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ooooh! you can click the folder icon and it allows you to change the folder

pseudo river
#

can anyone compile the master branch?

thick zenith
#

like that little folder icon

main pewter
#

yes the structure is different. thats normal

thick zenith
#

Adnoh thanks for your help!

thick zenith
main pewter
#

maybe you need to click that little bad guy which shows your folders inside the editor

last dune
#

Hi

thick zenith
#

Okay apparently it's a common case for example projects to not have a solution file

main pewter
#

you can also generate it by right clicking your uproject file

thick zenith
thick zenith
#

"Trivial" things the Unreal's official tutorial didn't bother to mention 😝

sterile tulip
#

This months monthly free content

main pewter
#

hey guys, is there a way to "collect" all changed actors during runtime (meaning their properties are != their default ones / when they spawned) and also collect that properties? Idk if BP or C? I guess I could use kind of UObject/FPropertyChangedEvent but it wants a property - so it isn't half way what I need

stiff bane
#

Is it possible to change a mesh width, size, thickness etc. inside ue4? I have a static mesh here, but it is too thin. I want to make it thicker without a external software. Inside ue4, is it possible?

main pewter
stiff bane
#

You remember the name of this plugin?

main pewter
#

I think "Polygon Editing" or "Modeling Tools Editor Mode"

plush yew
#

Show Selection in viewport is truly πŸ’©. Do anyone else have an answer to this? I have stopped select objects in perspective mode if it supposed to look like this! I hope i get an answer tomorrow to this "hot potato". Night πŸ‘

plush yew
#

it's ok πŸ™‚

drowsy snow
#

Have you tried restarting the editor?

plush yew
#

i always had this "problem" πŸ™‚

drowsy snow
#

I guess newer version of UE4 editor didn't play nice with Windows 8.1, or maybe issue with your drivers πŸ€”

plush yew
#

yes, i have Windows 8.1 πŸ™‚

past gull
#

can anyone tell me really how expensive casting is in UE4, i want to make a function Library that just auto casts to everything and returns the references, just kinda got sick of doing the whole cast to object is valid promote to variable thing over and over again for each and every widget I create

drowsy snow
past gull
#

Let me rephrase it, each object will only be casting once and ill still be saving refs, the'yll just be calling a function that casts to every object in the game (that i need a reference for) and the function will return references for all the objects and I can just pull off the ones I need. It wont be casting everytime, that honestly sounds like even more work tbh but there would be still quite a few unnecesary calls

#

idk think i might just have to mess arnd with it

thick zenith
#

Hey, I'm trying to open visual studio from unreal and it just opens build tools in cmd and nothing else

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I have visual studio 2019 installed, and have set the unreal to use the 2019 version

weak sorrel
#

Maybe a path issue

thick zenith
#

ah pressing the refresh few times helped

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for some time I didn't have this problem

slow leaf
#

how can i run multiple sessions/rooms on the same server?

main pewter
slow leaf
leaden garnet
#

multiple insrances of different maps with different IPs?

kindred viper
#

server instancing is possible for sure. Check out AWS and any other cloud service that is similar. Server sharding is another method that seems to be better.

versed burrow
#

Hi

main pewter
# slow leaf no i mean multiple sessions

I don't understand it - it does that by default? you run your server (dedicated or listen), create a session and multiple clients can connect to it (by finding the session with your online subsystem or by connecting directly to the ip of the server)
or do you mean multiple instances of the same "game"? give it different listen ports and fire them up
what doesn't work?

versed burrow
#

@kindred viper mate thanks for the help I've been learning blueprints and there much more easierπŸ‘

kindred viper
#

Absolutely but don't thank me. You did the work πŸ™‚

versed burrow
#

πŸ™‚

distant cobalt
#

is ui making hard?

kindred viper
#

not really. It can give you some caveats to trip over, just like anything else in game dev, but you learn the best practices and it's pretty straight forward

winged notch
#

how do i fix the LOD and stutter im using world composition

drowsy snow
# winged notch

Isn't that too fast for moving across the map anyway?
Also consider using smaller chunks.

distant cobalt
#

can i use a normal static mesh as character

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?

winged notch
winged notch
distant cobalt
#

i have a static mesh

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and i will use it as character

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this to a static mesh

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like a cube

drowsy snow
winged notch
#

and just asking how will that help ?

slow leaf
#

Is there any server hosting solution that can use UE4's built in replication features for multiplayer?
and supports HTML5? (im on 4.23)

digital anchor
#

thats two parts, the server and the client, any compute server that can open your server will work fine, now for the client all you need is a hosting

#

google and aws both works fine for either compute instances or hosting

drowsy snow
slow leaf
#

ive set up a simple listen server when you type in another player IP to connect. how could i make it so that when you click play, it loads you into an available session automatically?

#

or creates a session on the server if one is not available

kindred viper
#

you need to check out Advanced Sessions Plugin

digital anchor
#

creates a session on the server if one is not available
thats called orchestration and depends on your provider

pallid moat
#

random quick question for anyone that has or is using advanced session plugin/code. Is the best way to troubleshoot and test to create a VM that has a different steam account so you can test creating/joining sessions?

digital anchor
#

yeah, i use a laptop, but a VM should work fine

drowsy snow
#

Or even better, a KVM
(although it's a Linux only feature, and setting it up with WSL2 is still finicky)

stiff summit
#

Does anyone know which iPhones work with live link app and which ones don't?

winged notch
#

@distant cobalt that did not help

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what dos the SK mesh have to do with land LODs ?

drowsy snow
#

I believe we had an info crossfire going on here.

digital anchor
#

he wanted to know how to change his mesh

winged notch
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@drowsy snow the speed dos not matter

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it dos but that is not the problem in my case

drowsy snow
# winged notch Slow

I assume your sublevel chunks are huge, causing the loading/unloading stutter.
Maybe try for smaller sublevel chunks.

winged notch
#

how do i up the view distance ?

thick nebula
#

menu flickers

old lodge
#

So I created a static mesh using Box Brushes and I want the UV grid from the world grid material to return to normal scale. How do I do this?

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I want it to return to this scale

winged notch
distant cobalt
#

i think no xd

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too much performance

winged notch
neon bough
#

that's just culling and unreal should do that out of the box

winged notch
digital anchor
#

frezerendering command

winged notch
digital anchor
#

im not sure it will freze world composition tiles tho

neon bough
winged notch
winged notch
# neon bough https://www.youtube.com/watch?v=6WtE3CoFMXU

thanks look at the demo thy use
https://youtu.be/6WtE3CoFMXU?t=695

Learn how to optimize your games by setting up and using the available culling methods available in UE4! In this introductory stream, Tim Hobson will go over the high-level use of these culling methods with some practical demonstration of how visibility and occlusion culling works, this session will primarily focus on View Frustum and Hardware O...

β–Ά Play video
neon bough
#

xD

grim egret
#

quick question, i'm putting together a demo of my game, i recall seeing something in engine for creating an in-game tutorial on how to use abilities etc, might be using the cinematic sequencer, can't recall exactly. Anyone able to point me in the right direction?

kindred viper
#

there are tutorial assets in the Miscellaneous section of the new asset menu. But it's for in editor. In game is different and you might find a plugin to help, or some tutorials. But really it's best to create your own. The same way you would with regular game logic/UMG/etc

grim egret
#

ye thats what i want to do, create my own in-game tutorial but i need a starting point. I remember seeing something that pauses the game and brings up a widget of the UI for example and explains what each button does etc. I can go ahead and code something but the engine has a built in functionality for that and i was hoping someone here might be able to help with what that is

kindred viper
#

well that makes me wonder what you want because those functions are in the engine. You can pause the game (or slow down the pace to a crawl) and create widget. But if you want a pre-made system, it's not there. It's just how you want to do it. The tutorial system built in is accessible by the method I spoke of previously, but it's probably editor only.

#

is entirely different than what you want is what I am saying.

distant cobalt
#

now i make fallguys in first person πŸ˜‰ xd

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nice idea ik

grim egret
#

marc appreciate the reply. I could be mistaken but there is functionality in the engine to use the sequencer for an in-game opening tutorial on a starting level / map for example. i'm just asking if there is anyone here that is aware what that is as i dont want to waste my time coding something that is covered by best practice elsewhere

kindred viper
#

well you can just make a sequence yourself. Sure. check out the Unreal learning portal as they have a full sequencer course.

#

It's called "Your first hour in Sequencer"

drowsy snow
#

Is the Gameplay Tag introduced after GAS debuted? I can't recall if it exists in older engine versions.

kindred viper
#

there are different types of tags. Actor Tags are the ones that are the older version. Per actor. Gameplay Tags should be part of GAS. iirc.

spare kernel
#

GameplayTags are not part of GAS

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they are in the main engine @kindred viper @drowsy snow

kindred viper
#

ahh confusion afoot

spare kernel
#

they were "made" for GAS

kindred viper
#

yeah now I think about it I remember them before I remember GAS

spare kernel
#

but moved separately cause they can be used for other things

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i heard they are even going to break GameplayCues out of GAS

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which would mean easier networking of stuff for multiplayer games

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like particles, sounds, etc

sinful osprey
#

Anyone know what this is?

sinful osprey
# sinful osprey Anyone know what this is?

I've been working on this project all evening and a cook failed after adding a Print String node in BP. It's a BP only project, I'm not using anything Paper2D as far as I know. How can I turn it off or uninstall it if I can't open the editor?

kindred viper
#

looks like you are accessing something that isn't loaded. Perhaps you need to either enable the plugin or add the dependency to your target build cs file

drowsy snow
#

Paper2D includes Sprite and Flipbook assets.

I think you can disable built-in engine plugins by editing the .uproject file

kindred viper
#

BlueprintFuoctionLibrary is a spelling error too.

drowsy snow
#

You could also outright delete the Paper2D folder inside the engine's Plugin folder.

latent sonnet
#

So I want to play a sound effect in an animation but I want the sound to me chosen at random. How do I do this?

kindred viper
#

create an array of sound cues and pick one using the int value of the array index. RandIntInRange works for that

drowsy snow
#

I think Sound Cue also has random picker. Forgot the node name.

kindred viper
#

cool

drowsy snow
#

It's actually just called "Random"

sinful osprey
drowsy snow
latent sonnet
plush yew
#

Why did calculate direction go from blue in older versions of unreal to green?

#

like this is blue and in an older version of unreal

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and green on newer

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also just realised it requires the same amount of code

kindred viper
#

@plush yew the blue one has Exec pins. The green one does not. That is because it is the Pure Function version. Which means it simply gets the value. The non-pure function gives you the execution path which can help with error checking.

plush yew
#

ohhh that makes sense thank you

idle dragon
#

Question: do actor relative locations always equal zero at the root?

#

or local locations, should I say.

soft tapir
#

what does this setting:
HighPrecisionGBuffers

surreal eagle
#

anybody knows why having a smaller mesh breaks animations?

modern salmon
#

Is there a way to install Unreal Engine without admin privileges?

#

I do have an installed version on my desktop

grizzled mulch
#

Not sure where to post, so general we go: Has anyone ever made a very basic "technical trailer" to try and show off basic functionality and gameplay in essentially (pre) alpha state as a recruitment tool? Or anything in that vein. Id be curious as to their results

vague shale
#

I feel like I'm about to scream
compiling a custom engine from source files, using Unreal Binary Builder
If I run the engine from the local builds folder everything works, I can make projects (though I need to compile them in vs first), and project maps open just fine
If I run the engine from the generated zip file I cant build projects via editor or via compiling in vs due to """reasons""" and if I open a project/map previously made from the local builds folder the scene is entirely black

fresh geode
#

hey guys i migrated a map which contains my gamelevel into a new project to safe space and now i get this blueprint error for my widgets, I have no compiling Errors or anything so i am pretty lost. Can someone help me out pls?

magic wren
civic cobalt
#

can i work with variables with BP? can i find all variables that have "alpha" in them and increase them by 0.1 ?

soft thicket
#

Hey, I'm pretty new to Unreal and I'm wondering how I would best go about building a Junk yard/landfill type landscape to fly around in. I'm looking to scatter a lot of different objects across a big landscape to make it look and feel like a busy, full place.

There's a scatter plugin on the marketplace that does exactly that but it's 40 bucks. Does Unreal have something built in to do this or would it be fine to do this in Blender (where it's rather easy) and import those? I'm wondering about performance and if there's something related to object instancing or something that I have to pay attention to, and if that would make the blender approach not as good?

#

I'm basically trying to do something like this, just more:

drowsy snow
#

People used the foliage tool to scatter rocks around the landscape, so I don't see how you can't do the same with your junk meshes.

soft thicket
#

Cool, I wasn't sure if that was a smart idea when doing that with a lot of meshes so I wanted to ask first πŸ˜›

#

But that does sound what I was looking for, thanks

#

I assume that's gonna come at some cost for performance, is there anything to pay attention to with that approach or can I just model different junk items and have at it?

drowsy snow
#

Don't forget to make LODs of your junk meshes to reduce the poly count over distance. It'll improve the performance even more.

UE4 has built in LOD mesh generation tool in the mesh viewer, so you could model just the LOD 0 (nearest, most detail) of the junk and let UE4 generate the LODs for you. You can still author them yourself, if you want to have more control over the silhouette.

#

(I suspect that tool would have the realtime version and become Nanite in UE5 πŸ‘€ )

soft thicket
#

Sweet, thanks. I was going for a rather low poly style in the first place, to not bog myself down too much but I'll definitely do that. Gonna try out the automatic LODs, otherwise just make them myself.

Other than that, is it fine to build an environment this way or is it generally a bad idea to make a landfill-style environment by actually going in and throwing "garbage stuff" all over the place? I'm sure this wouldn't have been the way to go a few years ago, but I find the thought of having all these different objects actually there pretty cool for atmosphere

main pewter
drowsy snow
wet osprey
#

Hi, it is old topic but, i figure out how solve my issue. It is really simple.. Just build/map checker if you have same mesh overlapping one across second. Map checker told you..

thx for your work!!

soft thicket
foggy canopy
#

Hello to all!

Is there a way to stop the shader compilation (e.g. pause it?). I'm wasting a lot of time, as I'm working on a pc that isn't necessarily a high-end pc and I don't need to worry about the graphics in real time.

orchid vector
#

Using nDisplay on more than one screen; How can I make a color correction in only one viewport (screen)?

dim oriole
#

What is the best way to manage assets (specific lights + meshes) to quickly turn then on and off for rendering?
I can group them by folder, but the outliner is for the viewport editor only.

drowsy snow
mellow sluice
#

Question, is possible to add an empty subobject inside a blueprint?
I mean, like empty gameobjects in Unity (an object which only contains a transform, i.e: position, rotation and scale).

digital anchor
mellow sluice
#

Thanks

fresh geode
#

hey guys i migrated a map which contains my gamelevel into a new project to safe space and now i get this blueprint error for my widgets, I have no compiling Errors or anything so i am pretty lost. Can someone help me out pls?

exotic otter
#

Is there a way I can do ReadPixels on a render target but instead of using the array of pixel colors, get them as pointers so I can change the color data?

#

Im trying to invert the alpha channels of all the pixels of my rendertarget

foggy canopy
neon bough
exotic otter
neon bough
#

but what are you doing with the texture?

exotic otter
#

so I just want to invert in code

#

Just save

neon bough
#

ah ok, then dont mind my suggestion

#

thought you would use it to display it somewhere else ingame

exotic otter
#

cant say the use case of the texture cause NDA

#

but its not applied in a material

#

I wanted to doi readpixels

neon bough
#

you could use it to render it to another render target with correct values πŸ˜›

exotic otter
#

so use a material and then render that material to a rendertarget?

#

so two draws

neon bough
#

yea xD

exotic otter
#

wanna avoid that overhead if possible tbh

#

ReadPixels gives a copy of values tho im guessing -_-

#

so I cant change the pixels??

neon bough
#

they are fast, if you don't to it for every frame the overhead should be ok

dusk echo
#

Can someone help me a bit? I am kinda new to ue4 and I wanted to try to create my game without following a tutorial from start to finish and I decided to go with a shooter game since it already has a template etc but idk where to start. Should I create an enemy first maybe?

neon bough
exotic otter
#

nothing wrong with tutorials

dusk echo
#

I mean if you guys know any really good ue4 c++ tutorial I could go through that

modern salmon
#

There's a free one from GameDev.TV if I'm not mistaken

polar fossil
modern salmon
#

Let me send a link, one moment

polar fossil
#

the sale timer has about 9 more hours

modern salmon
#

Here you go

#

It has the BP, VR, and Multiplayer as well

plush yew
#

how many space should i need for unreal engine

#

?

drowsy snow
#

The engine alone can take around 30 GB, and projects you made can go higher or lower than that, depending on how many assets you used.

plush yew
#

how to improve quality

#

it feels blurry

drowsy snow
plush yew
#

i got it but can you solve the upper doubt

zealous magnet
#

Hey, I'm currently wondering a bit about third-party libraries and licenses for UE4. The UE4 EULA states that GPL, LGPL or Create Commons licenses are forbidden. However, the library I wanna use is licensed under AGPL, and I'm wondering whether it'd still be forbidden to use?

drowsy snow
paper sphinx
#

Hey Guys, I'm currently making a cinematic but I have a problem, my viewport looks quite different to my sequenced render. The colors are different, there is depth of field in the render but there is no depth of field in the viewport. I have all the settings turned up in the viewport so im not sure why this is the case. Please let me know if you know why this could be happening

#

Thanks

plush yew
#

hey guys it was giving above 120 fps now it is locked on 60 fps how do i solve this

zealous magnet
#

I know there are some ways around it using a "bridge" application - but don't wanna get into legal trouble either

plush yew
zealous magnet
plush yew
#

this console ?

paper sphinx
#

no press ~

#

tilda

#

then type t.maxfps = 0

drowsy snow
plush yew
#

if i type type t.maxfps = 0 it does no changes and if i type t.maxfps = 200 the the fps increases

paper sphinx
#

So uh, guys

zealous magnet
paper sphinx
#

does anyone know why i might be having that problem?

paper sphinx
#

ok

plush yew
#

can i change sensitivity

#

in play

gleaming umbra
#

Can any one please tell how to control metahuman facial rig as i can control it but cant set i with sequencer for animation

drowsy snow
#

Better safe than sorry.

plush yew
#

answer me

#

can i change sensitivity
in play

#

how

gleaming umbra
#

please tell

runic iron
#
  1. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details
graceful sky
#

Is there some common method to set up a 'global' function library that is centralized so that when something is added in one project, its updated in the other ones aswell?

drowsy snow
graceful sky
#

But it would still require me to update it in the plugin then, for it to be updated in the projects?

plush yew
#

how

drowsy snow
#

Don't afraid to break things up. If you mess up the project made by the template, you can always undo or create a new project with the same template.

plush yew
#

i need a help..i want to replace mannequin with custom character..but i m losing the bones and the character is out of shape while i use animation in unreal engine..i wanna use mixamo character..

chrome hedge
#

[Question]
Is there a shortcut to open the output log ? (deleveloper tools -> Output log) ?

drowsy snow
neon bough
#

they provide a tool which comes with an FBX file that contains a mannequin that you upload to mixamo, then you process the animations with their tool after download and get files that are usable within UE4

plush yew
#

thanks for helping..im working on it

kindred viper
marble mango
#

have you ever tried metahuman?

drowsy snow
#

But this is server for Unreal Engine...

marble mango
#

not unity my bad

#

misspelling

#

for unreal engine

#

my bad bruh

kindred viper
#

I don't think I'd have the stomach for making animations myself anymore. Not after the last burnout. But one or two here and there I guess is ok. I would pay someone to make better animations, or at least take the ones I had and do some re-alignment/re-adjustments.

brave owl
#

Yo

#

Is that the place where i can look for help?

kindred viper
#

depends what you need help with

marble mango
#

how much times do we have to complete Build on android platform on unreal engine 4,26

brave owl
kindred viper
#

julianz thats entirely dependent on your computer, the build, the content, and the stability of your computer

marble mango
#

what is lowpolly animation for?

brave owl
#

Its kind of broken xD

kindred viper
#

and probably 10 more factors

thick knoll
#

I am having an issue where my scene inside UE4 Editor will be running at 45FPS consistently, but when I render out and save an .avi cinematic, it dips to 12fps and stays there until I close and open the editor again -- Does anyone know why this would be the case?

kindred viper
#

@thick knoll you should profile the scene and see what the GPU and CPU is doing. Stat commands can help with this or there is a profiler. Also there is Unreal Insights.

brave owl
#

I think that arm shouldn't look like that

#

Xd

marble mango
#

thats a pikaaboo animation

kindred viper
#

what did you do to it?

brave owl
#

I don't know XD

kindred viper
#

then how are we meant to know? πŸ™‚

marble mango
#

Lol

brave owl
#

I was only making camera being in first person mode

marble mango
#

third person

brave owl
#

But manequin model just broke up

#

xD

kindred viper
#

well you have moved something you shouldn't. Just reset it by adding the TPS again

#

sorry the mannequin char only. not the entire project

marble mango
#

what tools do i need for creating android games in unreal?

#

bih answer me bih

kindred viper
#

Julianz you are being obnoxious now

marble mango
#

what is obnoxious

kindred viper
#

the way you are acting.

marble mango
#

what is that?

kindred viper
#

nevermind

marble mango
#

oke

#

i pull up

#

lesgoooo

#

dababy

#

bro are u happy with ur life?

brave owl
#

What a question

marble mango
#

bro are you hear dababy music while making a animation?

#

i pull up

fierce tulip
#

hey @marble mango can you please tone it down a little? thanks

marble mango
#

lesssgoooo

fierce tulip
#

just in case, read the #rules :) thanks!

brave owl
#

Oh btw

#

Interesting thing is thra

#

Female manequin works perfectly fine

#

Only male model is broken

#

Xd

kindred viper
#

I noticed your camera is tiny there. Did you scale the manny?

marble mango
#

πŸ‘‰ πŸ˜† πŸ‘ˆ

brave owl
#

Yes

#

I did what the guy in the video

kindred viper
#

yeah never do that. It's a bit of a no-no

brave owl
#

Wh

#

Why?

kindred viper
#

because its a character class and it has physics applied. When you scale, physics can be awkward. It can break animations sometimes too depending how they are setup.

#

and look at your manny. It broke when you scaled it

brave owl
#

Uhh

#

XD

#

Shit

marble mango
#

what shit

brave owl
#

I have just talent to break things

kindred viper
#

I started in computers by breaking things and fixing them to learn. So it's not the end of the world πŸ™‚

drowsy snow
#

If you break the project made by the template, you can always undo or start a new project.

marble mango
#

how much sallary you make for working with unreal

brave owl
#

I did it 2 times

#

Couse for the first time it just didnt work for some reason

#

I dont want gto do it third time

kindred viper
#

welcome to game dev πŸ™‚ refactor, refactor, refactor

drowsy snow
#

"Third time's the charm," they say.

marble mango
#

lets forget it with playing payday 2

brave owl
#

Its literally such a looong process

marble mango
#

where i can download unreal engine 3

brave owl
#

That i dont want to do it

drowsy snow
#

The first two years of me using Unreal Engine 4 are learning from bunch of trial and errors

kindred viper
#

11 years of unreal and I still do that πŸ˜„

marble mango
#

still do what

drowsy snow
marble mango
#

do what

kindred viper
#

yeah thats a great video for motivation

thick knoll
#

@kindred viper how do I get the profiler up without the shortcut (ctrl,shift + ,) it's lagging so bad it won't register it

brave owl
#

But even if i do it for third time i wont learn anything from it cous ei dont understand what those all things mean

kindred viper
#

@thick knoll I would check the docs. I'm a bit rusty in that department

drowsy snow
brave owl
#

But i didnt even know what i did

thick knoll
#

The Post process seems to be going mental, but this only happens after I have done a couple exports, and never goes back to normal until I close / reopen the project

drowsy snow
# brave owl But i didnt even know what i did

Consider replicating tutorials first. There are few of them in the pinned message. Try experimenting by deviating the steps a bit, see how it doesn't work, or how does it really work.

kindred viper
#

I'd also put my faith in the Epic Unreal Learning portal. Sometimes Youtube videos use really bad methods.

thick knoll
#

event tick for EVERYTHING! πŸ˜›

robust marten
#

I'm not too sure what this means or why I can't edit the skeleton if the bone exists

kindred viper
#

it means the mesh that has been skinned to it has no weight for that bone so it doesn't know it's there I believe.

robust marten
kindred viper
#

probably take the skeleton and mesh to a DCC and makes sure it has some weight for that bone

kindred viper
#

digital content creation. Blender, Maya, etc

robust marten
#

Well the weird thing is that the original character had the bones and I retargeted the skeleton to another skeleton that also has those bones and this happened

kindred viper
#

so you are saying the skeletons are exactly the same?

robust marten
kindred viper
#

then the problem is the mesh isn't weighted properly to it. I'd take it to the DCC and simply make sure its got a weight for the bone/s it doesn't

fringe wigeon
#

heyo! i've got a baked camera track in a sequancer, and want to move it somewhere else before i render it

#

any ideas how to do this? i tried parenting it to an actor and re-positioning that, but when i render the camera just defaults back to its origional location

kindred viper
#

@fringe wigeon does using Attach Track work?

fringe wigeon
#

@kindred viper oooh i've never used Attach Track, lemme look into what that is and where it is and get back to you

coral lotus
#

heyo, does anyone know of any tutorials on how to blend quixel assets with a terrain..? Lot's of them seem to now be outdated 😦

kindred viper
#

they shouldn't be out of date if they are within the last year or so

coral lotus
#

I think the megascans master material has changed a lot, a lot of people in comment sections are asking for updated versions :/

fringe wigeon
#

@kindred viper is this what you meant?

kindred viper
#

no thats the look at tracking settings

#

they moved functionality to the new modes setup so I think there were other refactors around then too. Cant be too sure. It's not my area really

fringe wigeon
#

could you explain where/what Attach Track is? trying to look for it but not having much luck!

torpid stone
#

hi, how to enable V-sync in editor play mode?

#

i want to limit fps to 60

grim ore
#

you cant unless its fullscreen but you can cap the fps to 60 with the project settings or the console command t.maxfps 60

torpid stone
#

yeah but where can I write that command down

#

I want this mode with 60fps limit

grim ore
#

you would do it in the project settings, or in the console when it is playing

#

which one have you tried that is not working

torpid stone
#

great it worked thanks

#

now how do I set a default resolution? when I alt + enter to full screen seemed like it scaled to max resolution (my monitor is 4K but I want it to run at only 720p for performance)

grim ore
#

alt-enter will probably not be fullscreen native but windowed fullscreen, you have to run it packaged more than likely or try setting it with the fullscreen console command or using the game settings nodes or C++ code

harsh tiger
#

i've got a problem that's been an issue for quite some time. some moveable actors have messed up lighting for whatever reason, so i rebuild the lighting and it fixes it. but i package the project to an apk and then load the level on the quest 2 it looks like it did before i rebuilt the lighting. it's almost like the built lighting data isn't being used for some reason.

does anyone know what could be happening here? i spend hours rebuilding lighting and repackaging each week

spare kernel
#

anyone know of a way to stop the game reducing usage when tabbed out?

drowsy snow
spare kernel
#

thanks no idea how i missed that..

#

so its default to 0

#

so why do i get reduced performance when tabbed out (i mean really bad)

grim ore
#

built projects or in editor?

spare kernel
#

built

runic iron
#

Always thought it was a shame none of them is translated, fortunately some of them can be understood well enough

#

But yeah the unreal jp community has a lot of neat stuff

harsh tiger
grim ore
#

does it have an issue when previewing it in editor? also are you using the shader preview for GL/Vulkan in the editor?

sudden olive
#

whys is my character isnt moving after 1 sec?

#

im forced to use mouse button

#

so i can move

grim ore
#

using the mouse to move?

sudden olive
#

nah im using WSAD

harsh tiger
#

no issue when previewing in editor and i'm not using the shader preview

sudden olive
grim ore
#

that normally happens when the input mode is not set to game only mode, do you change input mode anywhere or set focus on any widgets?

sudden olive
#

perhaps thats the reason

knotty heron
#

How do i keep the blueprints that are spawned in a sequencer from despawning right after its finished?

sudden olive
#

do you know where to change it back?

grim ore
#

@sudden olive you would have to change it first, if you dont change it then it should be fine. you can always try forcing it with the Set Input Mode Game Only

#

@knotty heron Spawnable actor or how are you spawning them?

sudden olive
#

@grim ore probably I changed it

knotty heron
#

Nevermind i figured it out. Had to also set the transform to keep

sudden olive
#

im sure that i did

grim ore
#

then use the Set Input Mode Game Only node to set it back

sudden olive
#

where is it

lean mauve
#

Does anyone know how to fix this?

#

My unreal engine is running but I can't open it

#

it's been an hour already. Restarting doesn't help

#

I can open the engine by itself, but as soon as I open project, it actually never opens

#

@plush yew 3 of them at the same time

#

oh okay. it happened after I enabled RVT blending so I could blend megascans and landscape

#

oooh alright. Thanks for help :)

versed burrow
#

Hi

surreal eagle
#

Hey guys

#

I need some help

#

I put my character into my game, but it looks like the arms are stretched out weirdly when I play a animation. How do I fix this?

autumn latch
#

What is the difference between an impulse and a force?

cedar wave
grim ore
#

@surreal eagle you would need to give more info or try in #animation or give more info because arms are stretched out weirdly isnt much of a clue

autumn latch
#

so what i need the use for granade system

#

Δ°mpulse?

cedar wave
#

Well - is an explosion sudden or continuous?

autumn latch
#

sudden

cedar wave
#

There you go. Now just go with the sudden one.

autumn latch
#

okey nice, thanks bro

worldly cipher
jolly ibex
#

I'm just curious to know the Best Mocap suit for unreal engine

drowsy snow
thick herald
#

XBox Kinect v2 πŸ™‚

drowsy snow
#

Forgot about Kinect lmao
Though from what I seen, the setup is rather complicated and the animation data isn't as clean as the pro solutions.

jolly ibex
#

any other alternatives than Xsens

drowsy snow
#

Again, Xbox Kinect is an option. Though since Microsoft admits defeat on it, it's kinda difficult to find since IIRC Xbox One S didn't shipped with one built in

thick herald
drowsy snow
#

It's like the Xbox One VCR relic.

kindred viper
kindred viper
#

thats fine as it will only refer to redistribution of the code stuff. The results should be fine. If not, just slap a skeleton on then retarget

drowsy snow
#

Most likely iPhone X grade cameras

kindred viper
#

Also, the software exports to FBX. I think once it's in that format, they can't do much about it. Just do the import/export shuffle and you are good to go. It does seem like an extreme limitation tho.

#

@plush yew you can do a lot with the more recent android cameras, especially samsung. I'm gonna be using my wife's for some facial mocap.

#

ARCore is pretty good these days and Mediapipe is a nice compliment for AR features like face/object tracking etc

#

Leap Motion was pretty good for hands. Realsense was also decent for face but it requires some messing with the SDK to get more facial landscape points setup. The default is enough for some basic lip syncs and eye tracking tho.

thick herald
#

@plush yew Don't know if this may be relevant to you or not, but over in the MH channel there is this:

This is Karen from Faceware. Please do not write to support - that will inundate our system! We are launching a webshop link that will distribute free licenses for personal learning and Metahuman testing later today. Promo code is JSFILMZ for those referred by Jae from JSFilmz.
6 months free use with that code.

chrome ivy
#

i accidentally solved a bug lol

#

i am still not sure what I did to solve it

terse zealot
rustic panther
#

Sorry to bother you about this, you probably don't know the answer, but is there any news on this? The latest drivers STILL cause this issue and the 460.89 don't support DLSS

spare kernel
#

Nope nothing, i experience it daily

#

i just get used to it and restart the editor when it happens

#

or move editor to anothe rscreen

rustic panther
#

ugh I hate it

#

is it card specific

spare kernel
#

i have no idea, it does it on my 3080

rustic panther
#

Im on a 2080 ti

neon bough
#

there's a fix on the nvidia website

terse zealot
neon bough
#

maybe mod can pin it

neon bough
#

thx

hoary geyser
#

could any 1 with a kite demo project installed pass me the grass blades mesh asset? would be greatly apreciated

fair wren
#

Has anyone got any experience with the Oculus Renderer? For some reason two-sided textures are not working properly for me (the basecolor map is ignored)

lean mauve
#

So.. I am trying to open material editor. Once I want to access parent's material, it is replaced with MS_DefaultMaterial. How can I add RVT output function?

plush yew
#

@fierce tulip are u the gpu baker guy

fair wren
#

What settings could be changing these stats? One is an empty project (left), and the other is the project I am working on at the moment, both materials are exactly the same

fierce tulip
#

@plush yew no, im the other Luos (vfx guy)

#

Luoshuang is the one you are thinking of

valid slate
#

Any devs out there interested in an NFT SDK for Unreal Engine 4..?

kindred viper
#

we already have it. It's called Unreal Engine. It's got loads of tools for it too. You can even export jpegs and png. !

plush yew
#

eh wat is nft

novel cipher
#

no need to spam the multiple channels with this

sharp willow
#

Hey there!

Audio Components have 4 curve options for Fade In and Fade out:

Linear
Logarithmic
Sin (S-Curve)
Sin (Equal Power)

What do these graphs look like?

knotty heron
#

Can I create a custom Input Mode? I would like to disable all my input actions but still be able to walk and jump etc

kindred viper
#

just add booleans to check on each input

#

you ideally want to do some combo of state machines and anim graph work with your input to drive anim states though. It's a bit complex to start but it really adds a modular level to your controls.

vernal tinsel
knotty heron
#

@kindred viper Alright thanks I was hoping you could just add one in the preferences lmao

kindred viper
#

there are ways to over-ride input as it's a bubble system but it depends where you need to do it from and my experience has been over-riding it in the UMG input system.

acoustic wraith
#

I've been having the same problem for the last four days and I can't find anything like it online that has a solution.

#

I can't launch my project with the Development Server configuration.

past stag
#

what would you say, would Unreal or Unity be better for possibly larger open world pc 3d (atleast initially, might do a mobile release at some time through) game?

past stag
#

Then there is the usual floating point problem which can be handled in singleplayer in Unreal pretty good, but what about multiplayer

acoustic wraith
#

I've posted in two channels and I've looked online for hours and I can't find a solution.

#

When I try to launch, I get the error

Assertion failed: GDefaultMaterials[Domain] != nullptr [File:C:/UnrealEngine/Engine/Source/Runtime/Engine/Private/Materials/Material.cpp] [Line: 544] 
Cannot load default material 'engine-ini:/Script/Engine.Engine.DefaultMaterialName'
versed burrow
#

Any1 else tried it

plush yew
#

hello everyone!

#

I am going to start game making

#

is unreal engine good for begginers and for fps games?

versed burrow
#

Idk about beggingers

#

But it would be really good for fps games

#

Many fps games have been made in it

plush yew
#

nice

mossy nymph
#

you even have a working example in shooter game

#

networked and all

plush yew
#

nice

#

i thought about using source 1 or unity

#

but unity is not that good

#

im not sure about source

versed burrow
#

Source is uhhhh

#

Not for me

#

But u Do u

plush yew
#

its a bit old i guess

versed burrow
#

Ye

plush yew
#

anyone heard about frostbite?

obsidian nimbus
#

there is also lumberyard from amazon, but i dont think any games ever got made with it

#

star citizen runs on it tho

kindred viper
#

lol

#

burn

obsidian nimbus
#

just wait til SC is done

#

who has the last laugh then πŸ˜›

mossy nymph
#

"runs" is a generous description for a game that won't be released until 2045

plush yew
#

whats sc

obsidian nimbus
#

star citizen

#

it was all hype back in 2010

#

its allmost done now i heared

plush yew
#

oh cool

#

also does anyone know which engine minecraft uses

obsidian nimbus
#

custom

plush yew
#

dont they use LWJGL

#

java i guess

neon bough
#

they use their own which uses functions of lwjgl

plush yew
#

oh

#

thanks

versed burrow
plush yew
#

Could someone explain me please?

bitter valve
#

Hello, lately I have been experiencing the engine to be quite laggy when moving nodes around. The other problem that I've had is when I right click in the graph to show the menu, there are some times that it will immediately disappear.

fierce tulip
#

if its nvidia, you might wanna update drivers, and/or check the pinned message about it

bitter valve
paper sphinx
#

Does anyone know why my viewport looks quite different to the game when I hit play? I have all of the viewport settings turned all the way up.

#

Viewport:

spare kernel
prime willow
#

oh thanksies

languid sundial
#

how hard is it to make realistic games on unreal engine and what do you recommend learning first

paper sphinx
spare kernel
drowsy snow
prime willow
#

if i was making a game with character customization whats a decent amount of hairs to start off with for each gender and race considering there is 3 starting races the 4th one would be a machine so we can ignore the fluffy boi, if the end goal would be 200 + for each race and gender by the end of the year or mid next year from launch @drowsy snow

sudden olive
#

Something weird happend - when i use bp to spawn enemies they are doing nothing just stand and my other enemies the same type that i put on map by dragging are also not working, but when i dont use that bp, the enemies on the map are working

#

my character is moving after i click LBM or RBM dunno what I messed up

drowsy snow
prime willow
#

well i want to have expression of character or possible style and gameplay as a core value for the players

#

so i really really really want many options for people to find their own identity in the game

#

so mass cusotmizations for details to accessories to hairstyles and clothings and colors is a priority to me in this borderline hentai martial art violence simulator ;D

#

if possible i wanna have 10000000000000000 hairstyles by next year but im being realistic

#

so i wonder whats a satisfying starting number for 3 races, 2 genders with teenage and and adult/elder pusyical variations akin to demons elves and humans for simplication purposes

sudden olive
#

why nothing is happening

#

even if it should work

drowsy snow
prime willow
#

nope not a live service

#

think of it more like phantasy star universe for the xbox 360

#

or pokemon for example

#

or even dragon ball xenoverse

#

ill definitely add content if i can lots and lots if possible

drowsy snow
#

Sorry, I meant start with 15 and adding them overtime with subsequent updates

prime willow
#

actually

#

thats a good question

#

i just wanna make a complete game

#

and if its over its over

#

but i want to add tons of content every now and again

#

even though its completely offline with online play

#

would that make me a live service game o-o

drowsy snow
#

Either start small amount and bring in new content via updates or DLC
In a way, you could consider it semi live service

prime willow
#

so im mking a semi live service game o.o

drowsy snow
#

You may consider putting in mod support too for extra measures

prime willow
#

so

#

i want

#

mod support tbh

#

i know most game devs seem to hate it

#

but as long as they dont lewd my under 18 characters i support the mods wholeheartedly and want to make it easier for players to imploy their mods tbh

drowsy snow
#

I have a character that's 15 years old, and tbh I'm not concerned about lewd mods.

It's not canon, not endorsed nor officially made by the game developer. I'm not taking those kind of possibilities too much.

General rule of thumb: quality mods tend to be more popular and successful than lewd novelty mods.

prime willow
#

no no i mean i dont want to support their mods ingame if their lewding underage character

#

im sure i might go to prison for that xD

#

but i mean cool outfits

#

haircuts

#

weapon ideas

drowsy snow
#

Are you going to make those kind of mods?

prime willow
#

even enemy ideas

#

god no

#

lol

#

my game doesnt even let you see nipples because ratings and bleh bleh

#

however i do want my characters to be atttractive looking if possible

drowsy snow
#

Then there's nothing to worry about on your side. The responsibility will going to be on the modder, not you.

prime willow
#

oh so if i just say not me i didnt do it nor do i support it they wont witch hunt me regardless? o.o

candid falcon
#

Stupid question: dose anyone know if you can still play Pargon?

prime willow
#

i dont think so

#

but all of its assets are on unreal for free

drowsy snow
prime willow
#

^ this

#

i mean you can find a private server

#

but officially its ded

candid falcon
drowsy snow
prime willow
#

oooh

#

okie

#

so im safe ;D

#

ok so i was thinking like 13 - 14 hairs per gender

#

but if 15 is a solid number

#

that would be about 45 haircuts for base it seems o-o

#

between elves humans and demons

#

oh wait plus opposite gendered so like

#

90 haircuts O.O

#

thats not so bad lol

drowsy snow
sudden olive
#

Is somebody able to help me?

drowsy snow
#

You have nothing to execute after Get All Actors of Class.

sudden olive
#

Ye my bad

#

Now it works XD

#

another question is that why aren't they chasing me?

#

and dont attack

pure hollow
#

anyone know how to generically set up a skeletal mesh to copy its pose from it's parent without needing to know what skeleton it uses?

random violet
#

does anyone know of a tutorial to recreate Call of Duty MW's weapon mount system (it's probably in Black Ops too, but i haven't played it yet :P)? For me, that's really what sets COD apart as far as gun play in a FPS at this point.

gleaming umbra
#

please can someone tell how to animate with metahuman facial rig

prime willow
#

If i setup collusions on my model/mesh/actor would clothing and hair and such clip less against said models?

#

ive noticed hair just flurps and moves into the actors skull and wonder if that can be prevented somehow

gleaming umbra
#

can anyone please tell how to animate with metahuman facial rig as i know how to control it but cant animate it with the sequencer once edited and adding a new key at that time it remains same at all places and dont change with time
please can someone tell

spare kernel
#

@gleaming umbra please be patient, read #rules 7.

grim sphinx
#

Now here's an interesting challenge I've done a lot of thinking about, and even made some progress on.

#

Globular level design. Being able to circumnavigate the world without teleporting back to world origin as you approach the limits.

#

Obviously not a perfectly spherical world--probably a collection of tiles forming an n-gon, but one that offers a spherical approximation nonetheless.

#

DM me if you want to talk. As far as I know, it's unheard of before.

#

Totally new ground.

plush yew
#

someone have "Advanced Water Material"?

#

its very expensive

spare kernel
#

If you are asking someone to share it, it is against the rules here, and its against the Marketplace TOS.

plush yew
#

ok

#

does anyone know how to hide the vegetation?

gleaming umbra
#

is there anyone who can solve my query

drowsy snow
low violet
#

ty

drowsy snow
prime willow
#

im using multi hex for my meshes atm but i might reconsider because maybe its heavy on performances lol

#

just dont know if the same applies to grooms >_>

drowsy snow
#

You mean convex hulls?

prime willow
#

yes those

#

i noticed its skin tight for the shape

#

seemed like a really good idea for fighting like games that care about pixel perfect combat o.o

drowsy snow
#

Well, convex hulls aren't good for clothing physics. You have to go with approximate capsule collisions.

prime willow
#

oh

#

so skin tight physics are actually an oof long term? x-x

drowsy snow
#

Skin tight physics are best in offline rendering or prebaked simulation only.

Even in triple A games they approximate the collisions with capsule collisions or other primitive collisions.

prime willow
#

oh so im making a big mistake it seems xD

#

i thought it would be a good idea for fast paced fighting combat since skin tight phyiscs means skin tight dodging is possible i would hopefully presume lmao

#

like this i guess

#

there was a pretty one where the pnuch flew right near the scalp lol but cant find

drowsy snow
#

Nah, even in games with limb damage system, they still use primitive geometries for collisions. It's easier on performance

prime willow
#

oh dang..

#

i see

drowsy snow
#

It's not like 2D games that operates in screen space and just look for overlapping pixels of the sprites.

prime willow
#

ah

#

i want to make someethhing more arena fighter like

#

so i guess i should use primitive shapes right?

drowsy snow
#

Indeed.

prime willow
#

ah okie okie :3333

rough knoll
#

how do i stop materials from scaling with my mesh?

cloud igloo
#

I'm trying to get my third person camera to turn with my character. How can I do this? I've been looking for videos but I still havent found any that may help so any video tutorials are greatly appreciated :]

prime willow
#

i think the term is dynamic camera @cloud igloo

cloud igloo
#

Ah alright thank you! πŸ˜„

prime willow
#

hopefully that helps

drowsy snow
frank fulcrum
#

Hey all,
I'm trying to make objects disappear when they are not in view of the player character. This is similar to quantum objects in 'Outer Wilds' if any of you have played that.
What would be the most efficient way of going about this?
Is there such a thing as a HUD line trace that I can use to despawn the object when not hit?

honest vale
#

alternatively use world space UV coordinates

main rock
#

Any ideas to get smooth lines / softer renders? FXAA gives better results but it looks to crispy. DLLS helps a bit but not enough

plush yew
drowsy snow
#

Also consider using distance field sharpening and other tricks you see fancy.

upper karma
#

Does the top down template allow for WASD/controller movement?

#

Ik it says mouse/touchscreen but does it also allow for WASD movement

modest trench
#

I think it would be simple to implement in it

upper karma
#

Is there a guide for how?

honest vale
#

just add movement input to the pawn based on wasd input

upper karma
#

That's a tad too simple of an explanation for me πŸ˜…

#

Because this project works differently than the 3D one unfortunately

craggy sierra
#

Hey, i have a strange bug. Sometimes, after few hours of constant work, every dynamical window in UE dissapears after showing up (for example, the list of functions and variables when you press RMB in event graph, or pressing File/Edit etc in upper toolbar), it shows up for like 4 frames and dissapears. I wanted to record this problem, but on video its still there πŸ™‚ i can't see it, but my video recorder can xd To fix it, i need to restard UE every time. Anyone had the same problem?

modest trench
#

I had this issue as well, it might be related to firefox

#

Sounds weird but I swear I fixed it by closing the browser

boreal glen
#

I'm super new to UE4, and just have a few quick questions - how do I see which license I'm currently operating under? Does the publisher license allow for the development of linear content, even though it's made primarily for games?

upbeat spoke
boreal glen
#

Linear content as in 3D animations

#

If I wanted to make animations to put onto YouTube (which would call for the creator license), but also wanted to make a monetized game (which would call for the publisher license), which do I go for?

drowsy snow
boreal glen
#

More relevantly though, how would I go about switching from one license to the other? I can't seem to find a way to do that, nor can I see which I'm currently working under.

drowsy snow
tough pagoda
#

New free stuff!

boreal glen
drowsy snow
boreal glen
rare jetty
exotic otter
#

anyone an idea how I can have scenecolor in rgb and inv opacity in A on a scene capture and STILL show post processing. cause I need both

serene birch
#

that Light Foliage is a little weird

#

the demo map has so much "pop in" when you move the camera

#

they aggressively lod their foliage meshes into versions that don't cast shadows!

thick herald
#

That will be why it's light πŸ˜„

plush yew
drowsy snow
plush yew
bitter iris
#

just wondering if theres anything out there for recording the last 30 seconds of a click of a button in ue4

drowsy snow
bitter iris
#

but thats more like recording the whole session

drowsy snow
#

You could be selective in the replication.
Kinda like how Doom demos only record the replicated inputs in a tic.

bitter iris
#

ah

#

ill have a look around see if i can find anything the market might have something

frail plover
#

anyone know how to read UEMinidump.dmp files? I have engine source installed and did add WindowsNoEditor/mygamename/binaries/win64 path to Symbols in visual studio.

stone stump
#

Hello, i want to add sound to different parts of my game that differs is there a good tutorial anyone can tell me about

#

Thx

#

Please @ me

lucid grove
#

Heya fellas, in old atmospheric fog there was option "Fog distance" but i cant find same setting in new sky atmosphere. Can some body point me on right direction?

drowsy snow
plush yew
#

Is there a good video series on mouse interactions? Like click and play and or hover actions etc? πŸ‘€

#

Is UMG a good place to start?

runic fern
#

hey guys is it possible to possess more than one player in Vehicle ?

merry bison
#

I'm about to blockout my first level with geometry instead of static meshes.. But I encounter a thing that worries me. If I create a level with geometry and then convert it all to a static mesh - how can I go back and re-edit it if it needs adjustments? Because once I convert my geometry then it's no longer geometry, it becomes one static mesh... /confused

thin tendon
#

Were there changes made to unreal regarding steam? Suddenly my game no longer lets me use any of the steam stuff

#

I literally haven't changed any of the stuff I used to set steam up

obtuse path
#

Just had a strange bug where I opened my project and it (for some bizarre reason) tried opening the epic games store in my browser (which is just a blank page with "Not Found" written on it)

#

Reckon the Epic Launcher just having a funny moment?

plush yew
#

I know this must've been asked like a thousand times but I really need a maven here, I'm like a sailor lost at sea without a captain, soon I'll drink the sea water and die a horrible death. If only I could get some water 🚱

drowsy snow
spare kernel
#

@runic fern no

#

and a lot of games you don't actually possess the vehicle (if you are a player character for example)

#

normally you attach the player to the car, and pass inputs through to the car

serene birch
#

oh god, why did they turn the bloom to >11 in their demo map?

#

are they hiding something?

runic fern
#

oh yes that what im doing attaching them so after attachment i have to change the settings to the vehicle setting

plush yew
#

I will not die, I will prevail. I'll show you world! I'll show you! pant

drowsy snow
plush yew
#

it stucked

#

my pc feels like laggy

tight prawn
#

its compiling shaders

#

give it some time

plush yew
#

it is not using gpu why

tight prawn
#

Nvidia Quadro, I'm jealous

plush yew
#

why

#

its not good

#

it keeps crashing

#

help me

tight prawn
#

its better than 1050ti

plush yew
#

it gives only 130 fps in valorant

obtuse path
#

Quadro is generally better for CAD and stuff than realtime. Still good, but the architecture of the cards is optimised differently I think

plush yew
#

hmm..

#

CAD meaning

obtuse path
#

Computer Aided Design - like product development/engineering

I might be wrong though - certainly used to be the case. Quadro cards are still impressive though so should run games fine, the difference is negligible

plush yew
#

why it uses cpu more than gpu

honest vale
#

because GPUs can't compile shit

#

they aren't CPUs

obtuse path
#

Because shaders are compiled on the CPU - someone said above

thin tendon
#

Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: OSS: Unable to create OnlineSubsystem module Steam

#

Anyone know why I would suddenly get this?

plush yew
#

but i think it is using gpu

obtuse path
#

@thin tendon Post it in #multiplayer or #cpp should get a better response. Only post it in 1 though to stop spread topics, I'd personally go for multiplayerchannel

honest vale
#

well yeah now you're in the editor @plush yew

honest vale
#

your GPU now has something to render

#

the viewport is there

plush yew
#

lol

#

very low fps damnnnnnn

thin tendon
#

@obtuse path its not a multiplayer or c++ issue. The subsystem plugin suddenly won't work and I only use it for the overlay and achievements

serene birch
plush yew
#

ohkk

#

but it is notresponding and responding

#

many times

honest vale
#

shader compilation happily consumes 100% of your CPU power

#

that's probably why it's not responding

plush yew
#

if i was having i9 9900k then also

orchid lodge
#

Im running this peggle thing and my ball is a projectile movement component with bounce that uses simulated physics.

#

Im not sure what it is but randomly my ball will just lose collision

#

if this happens if there anyway too reset it as it cant overlap or interact with anything

chrome hedge
#

[Question]
Is there a shortcut to open the output log ? (deleveloper tools -> Output log) ?

drowsy snow
#

I didn't know making error message with blutility can be this fun.

prisma seal
#

what is the console command to limit the fps? I've tried t.max fps=10 but it didn't work

chrome hedge
#

sucks, any way to add it?

drowsy snow
fierce tulip
#

@prisma seal t.maxfps XX

#

dont add the =