#ue4-general

1 messages ยท Page 990 of 1

prisma seal
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ah thx

rich spoke
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I don't see particles channel so I will ask here if you don't mind
How can I make particles spawn immediately. Like, all emmiters have to spawn at the same time

drowsy snow
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It's not like you can't dock the Output Log tab with other tabs in the same panel anyway.

fierce tulip
chrome hedge
drowsy snow
dull swan
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Anyone know why Megascans textures arnt appearing on after importing them with displacement enabled and applying them to a model?

merry bison
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Oh? But everyone says that geometry should not be used in a final product, because of performance issues.

ember shadow
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Hello all, how would i fix these

drowsy snow
merry bison
drowsy snow
merry bison
vale silo
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I need some help with aim offset making anims out of sync, please https://forums.unrealengine.com/t/aim-offset-and-animation-out-of-sync-how-do-i-fix/227999

fading wraith
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Hope this is alright to ask here, but I have this system working to fetch dialogue and put it into a dialogue box Widget. Im trying to figure out how to be able to edit "MyDialogue" after fetching it though. For example in a language like C I could easily do "MyDialogue = Enemy %f meters away" and then designate %f as whatever. Right now MyDialogue at index 0 has "Enemy meters away" so after fetching that how can I edit it before moving it to the Widget to add the distance away to the string? Or literally any value at all just for testing purposes? is that possible?

grim ore
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once you get it, you have it. what you are asking about is setting parameters inside the string (replacing the %f for example)

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your original string doesnt have that, so you cant "replace" it.

fading wraith
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so I can legit just add %f to MyDialogue and then replace it in blueprints?

grim ore
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you want to create a custom parser to do what you want, your source string could have <ENEMY> for example. then once you get it you can just look for the replace option for a string (going to have to convert the text -> string since your array is text or swap that array to string)

digital hinge
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Is there a way to import these into another project? I tried migrate but it doesn't work [SOLVED]

grim ore
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but yep its doable, just make a custom function that does it for you and call it on the output

fading wraith
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never messed with parsers before, Ill look into that now thank you for the advice

grim ore
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it shouldnt be too hard, your function takes in the "string" your working on then can take in any variables (your replacement text) then it just calles the replace blueprint node with those 2 things and returns your output string that is updated, then your function returns that back out with your updated string. You can have it "replace" multiple things in a row in the same function if you just want to chain it together

fading wraith
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yooo that's actually so helpful for way more things than just this current task im working on

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thank you so much ๐Ÿ™

grim ore
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you need to contact epic and go thru the EGS stuff, this is not really support or info for that

tough pagoda
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Why I can't change location of UCameraComponent Instance in BP?

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I made UCameraComponent in C++.

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I can change only in code location?

plush yew
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The landscape image is

merry bison
plush yew
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and when i import it it became

tough pagoda
plush yew
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can anyone answer mine

fierce tulip
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dont ask repetitively please

drowsy snow
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  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.

Also consider that not everyone here have spare time to look through the questions, decipher the poorly explained ones, reproducing the problems, and answer them accordingly. Don't treat this server like your personal tutor that sit besides you 24/7.

upbeat tendon
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ive written a plugin, i want to tidy up the UI , should i group by environment, Release,etc or another way?

plush yew
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anyone has an idea what H as a texture is it looks like a displacement one but im not sure

fierce tulip
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height

plush yew
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ye that makes sense

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sry dumb question

fierce tulip
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np

steel shell
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is it possible to see the fps in vr preview?

brazen venture
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how to make calculate direction blue?

drowsy snow
unreal venture
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anyone knows what its this bug related to?

knotty heron
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How do I cast to a camera actor from the character BP?

acoustic wraith
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What object are you casting? Do you have a reference to it in your character class?

knotty heron
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It's just a camera actor placed in the level, how would I get it to set the reference?

kindred viper
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if its placed in the level you need to get actor of class (with camera type).

fossil spade
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I rendered the light which caused this weird "effect" of certain parts of the building to become slightly darker. How do I fix this issue?

plush yew
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ohhhh
i want UE 5 right now.
and i want a good photogrammetry tool which only needs 10 pics or so. and works with reflective objects

desert ocean
kindred viper
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@plush yew nice to know. What is the question? ๐Ÿ˜„

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I could send you to Blender or Maya for those things. Then you don't have to wait ๐Ÿ˜„

plush yew
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future is not now.

kindred viper
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I wouldn't wait if I were you. I'd start going externally for your photogrammetry and setting it up for when the time comes. Its going to be months yet.

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The engine is just the rendering part right? So you can use other apps to manage it for now

plush yew
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there is nothing to set up if the new photogrammetry science can make models with just 10 pics.
no there are no other products u can use for GI. rtxgi is bad.

kindred viper
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I've not heard of that being in Unreal 5 though.

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And you can use GI in a lot of apps.

plush yew
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PG isnt in ue5. its a different thing.

kindred viper
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I know thats my point.

plush yew
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what apps?

kindred viper
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Blender, Maya, any app that lets you add external code bases.

plush yew
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they dont offer global illumination for ue4!?

kindred viper
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if you absolutely need realtime, you can even use UE4 for it

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there are several flavours of GI for UE

plush yew
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ssgi bad. dxgi bad. rtxgi bad.
lpv bad.

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i dont see any options

kindred viper
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you can use anything you want to implement with UE. It has the support for external code. The options you mention (and including VXGI and others) are realtime options that will never be as good as offline renderers because they don't need to be. They just need to be good enough for realtime. There is a price for realtime to pay. Quality is often it. UE5 won't change that.

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It would be nice if we had offline quality in realtime, but then all those offline renderers would become obsolete.

plush yew
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how pitty ๐Ÿ˜ฆ

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vray unemployed

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corona unemployed

kindred viper
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yeah one day perhaps it will become a reality. It has to happen at some point ๐Ÿ™‚

plush yew
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rtxgi would be fine if you could import quixel assets into lol

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but u cant. rtxgi stops working once u import em

kindred viper
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that would need specific material setups to enable the RTX flag I guess?

plush yew
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i gues

kindred viper
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check that out. It might be the issue. Nothing I run supports RTXGI until I enable it manually.

plush yew
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ok thanks ๐Ÿ˜„ i mean u a right in the end

kindred viper
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only problem is it can be a mammoth task with some assets

plush yew
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ue5 will give same performance as rtxgi most likely if GI is on?

kindred viper
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the property matrix can let you bulk edit so thats good.

plush yew
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even tho ue5 wont use ray tracing

kindred viper
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I couldn't say really. I would hope so

plush yew
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ok love u

plush yew
kindred viper
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the RTX flag

plush yew
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never seen that

kindred viper
plush yew
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isnt that for dxrtx

kindred viper
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it would depend what you have support for.

desert ocean
plush yew
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i use rtxgi. meaning its from nvidia

kindred viper
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most things in UE are interfaced. So it's entirely possible one flag enabled can manage several different supported modules.

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the Nvidia RTX branch is a separate build right? I would check those docs specifically. I haven't used it myself because im still on a 1080ti

plush yew
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ya

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so u use ue4 native rt?

kindred viper
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I barely use that in all honesty. Using RTX on a 1080ti is like swimming in sand.

plush yew
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Ouh.

kindred viper
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Most of my RTX stuff is offline rendered

distant cobalt
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Are there one or two people here who would like to exchange ideas? From programming and unreal engine knowledge? Would be interested in learning good things from others. Is always exciting

kindred viper
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does it pay?

short willow
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what's the most recent content examples updated with?

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I saw it updated but didn't know what parts are added/changed?

short willow
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I already saw insects before this update(like 2~3 days ago)

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I guess I can always create different project to compare/migrate what I have in the old ones

short willow
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I check the Niagara advanced map nothing new is added

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also checked the maps, no new maps are added.

mortal cedar
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whats a good way to deal with ai's getting knocked off nav meshes?

lean mauve
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So.. I am pretty new in RVT stuff. I am trying to create new blending material for landscape. Material is taken from megascans site. Looks like they changed the way they have built materials and because of that now it looks like this. The question is, how can I add "Runtime Virtual Texture Output" to it?

pure sorrel
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Why I get this message when I want to use the C++ helper

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Command 'Create Implementation' resulted in an error (command 'cpp-helper.create-implementation' not found)

spare kernel
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maybe ue4 sourcebase does not support C++ helper (whatever that is?)

plush yew
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why is my brush not appearing in mesh paint when i try to vertex paint with my combined megascans meshes, im following this tutorial https://www.youtube.com/watch?v=j_3_lYyydgA&t=447s

In this video, Josh Powers shows you how to set-up and use the completely revamped Vertex Blend Material within the Megascans Unreal Plugin. You can leverage this material to add a tremendous amount of detail to your static objects with just a few clicks. So, be sure to download Bridge and take advantage of this free, and incredibly easy-to-use ...

โ–ถ Play video
pure sorrel
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had to install the C++ helper unreal extension, instead of only the C++ helper

kindred viper
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@plush yew maybe if you ask a 4th time someone will help :p Honestly I have no idea. If you are following a tutorial I would presume you did it wrong.

plush yew
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well no one was answering so how do i know if anyone even saw it maybe they have a suggestion

kindred viper
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in that amount of time between asking, you could have gone and redone the entire tutorial or even read the documentation or used the Unreal learning portal. Just sayin'. Nobody is here to do it for you.

plush yew
kindred viper
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as usual

plush yew
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i reinstalled mesh paint in my plugins

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tested a new project

analog tusk
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What's the best way to sell a small game? I'm making a simplistc hack n slash for mobile and PC, don't know if I should sell it for $1-$2 or put in ads that you have to view to unlock stages and character colors.

plush yew
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how can i see more water from the river ? ๐Ÿ˜„

autumn latch
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how can i disable fog only client

plush yew
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what happens to my landscape? ๐Ÿ˜ฎ

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i did days on this map please anyone help me i dont want it to be ruinยต

autumn latch
thick nebula
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anyone know how to remedy this LogPlayerManagement: Warning: UGameViewportClient::MapCursor: Could not find cursor to map to 1.

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I get it as a repetitive warning

plush yew
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what setting makes this solved?

fallow hornet
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what hotkey did i fat finger to active these controls

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and how do i get it back to the other?

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this mode won't let me change between local and world space transforms

autumn latch
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what is "is locally controlled"?

devout whale
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Is it possible to create a system where if you press a button or something similar the world can go old or even modern? So like once the button is pressed the environment become very modern so like making the whole environment go in 3020 maybe, and pressed again the world goes back to present time ? Ectt

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@ me if your reply. Thanks

kindred viper
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@devout whale funny you should ask as I was considering doing that for some animation im working on right now. I asked and the general consensus was world composition could work. I've not tested it yet as im not upto there but another consideration was to have materials/shaders so the blending animation work. That might be more effective if you are a material hero, which I am not ๐Ÿ˜„

devout whale
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Oh really? Thanks this helps me alot. I'm no material expert either but what you have said gave me a few ideas thanks ๐Ÿ™Œ๐Ÿฝ๐Ÿ™Œ๐Ÿฝ

kindred laurel
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does anyone know what this error means

plush yew
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hello

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i dont know c++ or c#

kindred viper
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@kindred laurel self explanatory error message right there.

plush yew
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can i get anywhere near the works done with c++ with blueprints?

kindred viper
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yes

plush yew
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because c++ is pretty hard

kindred viper
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its not really. Not with Unreal. Dont be scared homie.

kindred laurel
kindred viper
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its the path to the map that is wrong.

plush yew
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i guess i gotta start with blueprints

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and then later some c++

kindred viper
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if you know python and java you can handle C++ with Unreal. You don't have to worry about some of the caveats of learning native C++ as its handled for you. You just need to understand the structure of how to access things mostly.

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And its quite reflective in its blueprint counterparts anyway

plush yew
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yeah i hope so

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do i gotta know something like blender

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for models and stuff

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or can i do those on unreal

kindred viper
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it helps yeah. You wouldn't want to make models in unreal. You can do basic shapes but its not a complete tool for it. Blender and Maya are the two obvious choices. If you can afford Maya, use that. If not, use Blender.

plush yew
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im newly getting into game making

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i just used to do some minecraft plugins and programming

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the model making and stuff was always hard for me

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my older brother used to do cool stuff on source engine

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but i guess source is old now

drowsy snow
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If you have experience with Source modding, the basics can be applied to Unreal.

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Also consider taking your time learning from the learning resources provided in the pinned message, and even Epic's official Unreal online learning courses, which are free to access.

versed burrow
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But if you know some stuff about blueprints I'd say learn that because it's the same as coding and if you learn that you will be able to learn c++ easily

drowsy snow
versed burrow
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Ohh

dapper swift
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Hi, how do you remove a re-routing node without deleting the connection?

kindred viper
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make a new connection

drowsy snow
hot timber
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How to fix player walk through buildings ?

kindred viper
hot timber
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which lesson ? It is not numbered, I can not specify @kindred viper

kindred viper
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like I mentioned earlier. Do them all.

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start with the introduction tutorials and keep going.

plush yew
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Best time you'll spent all year round :3

kindred viper
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its so good, even the professionals use it.

plush yew
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Or just Google whatever you want or need to learn based on the aspects your project needs to be completed than back track and pick up other stuff

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Granted I've mapped out my project from an centimeter to centimeter basis so it makes making the game infinitely easier when you dont have to think of what to do next or what is needed for each step until time to sell said project

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Just learn said function make it move on lol

kindred viper
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aye writing everything down helps a lot. However if you don't know how the structure is made, or how to use blueprints or collision in engine, then writing it down is like guessing on paper.

plush yew
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^ pretty darn much

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I spent a silly amount of time about a year really finding put how to make the most complex systems and functions into mere slaps of a button with mechanics and systems dating back as far as the atari or neogeo

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As I hope unreal engine can replicate any mechanoc or system done in old 80's to early 2000 consoles especially if made on unreal engine lol

kindred viper
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someone emulated the Apple II in Unreal

plush yew
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Its about 700+ pages long and alot of it is to be cut for free dlc content updates but it means I don't have to even process a thought with how mapped it is I just got to learn how to make the mechanics done before for over 30 years
how to make grapple system like no mercyfrom Nintendo 64 or smash bros melee and swamp animations to more martial art like forms

How do I make swimming combat like monster hunter tri from wii
Or older dreamcast games etc etc

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Wait Apple 2?

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Thats weird... xD

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However learning the basis is super important its helped me in more ways than I thought it ever could lol

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Its like learning to walk i guess

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Turn Based or ARPG?

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Arpg

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Way more engaging

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If built with action in mind

thin tendon
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Anyone else having troubles with the steam subsystem? I upgraded from 4.25-4.26 a while back. Without changing any steam stuff. It now activates fails to create instance and then shuts down the subsystem

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To update this now even the old build of my game (played through the steam store / library) which uses unreal 4.25 won't use steam overlay either. Steam says on my profile that I am playing my game. But I can't access any steam stuff from in game

tidal wigeon
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Having a problem with redirectors - we're trying to replace all our old Substance materials with equivalent material instances we've created. Replace references on the old MAT files seems to work, and Unreal seems to claim that you can do this sort of cross-class replacement for the various materials classes, but any asset using the redirector fails to load the new material instance. The MI itself is fine, and you can manually change a material in one of the referencing assets and it all works fine. It also works if an asset happens to be open when the replace references operation is done on the substance MAT it uses, which is apparently special-cased. The redirector appears to be fine, the reference viewer shows all the expected references (asset references old MAT redirector references new MI asset). But the MIs fail to import when the mesh object is opened in the editor, and the mat selection shows as the generic world material. The issue appears to be that we're trying to redirect from a regular material to a material instance. This is supposed to work, but it does not. Anyone have a notion how we can fix this? We have far too many assets and materials to want to do this at the referencing asset end

sudden olive
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So I have a gun that is 7/32 and everytime i pick ammo it goes 7/40 7/48 etc

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What I want is to 32 max ammo

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Whenever I have for example 7/30 it goes back to 7/32 not 7/38

plush yew
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help, my camera is static

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how can leave that mode?

drowsy snow
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Drag around another tab to refresh the snapping frame

plush yew
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thanks bro

sudden olive
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what logic do i have to make to not picking up more than max ammo (32)

next dome
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hi guys, when i try to paint with foliage tool, it would not let me paint, its megascans assets btw, when i try to paint, it just goes through the megascans mesh as if it was invisible and paint on a plane mesh that is under it. anyone know why?

paper sphinx
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Hey, is there any way to make make a light only light certain objects, but not effect others?

pseudo pulsar
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I'm struggling with some weird visual errors, and I'm not too sure why.

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I tried doing a clean install of my graphics driver since it was outdated, but that didn't seem to be it.

brazen venture
pastel ginkgo
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I downloaded this RTGI petra demo someone made and I want to open in in unreal and play around with the map. Is this possible with the exe?

Demo: https://www.artstation.com/artwork/kDGlmy

ArtStation

You can download the version 0.7 of this demo for free here :

https://drive.google.com/file/d/1uIoiH5F4Fux1k2O3V67RFMc05CMNPMId/view?usp=sharing

The light is fully dynamic, sky light and global illumination are ray traced, and you can move the sun with the mouse buttons.

This demo features :

  • High quality assets
  • High resolution textures (...
drowsy snow
woven patrol
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how would I link my health system to the health display

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also if ur reading this look at the messages above if u wanna help out, some dude has a deadline and I dont wanna push his message up and have no one see it

pastel ginkgo
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Where do you add "DISABLEALLSCREENMESSAGES" to the config file so messages don't show up every time you open?

rough knoll
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is it possible to create 60fps cinematics when you can't run the scene in the viewport at 60fps? sorry if this is a stupid question

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need to create a cinematic and the scene i've created is quite tolling

honest vale
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yes

umbral ferry
main pewter
prime willow
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does something like eyebrows as a mesh need its own physics assets

half drum
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is it a seperate asset?

prime willow
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i plan to make it a seperate mesh slapped on the actors face

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i ask because making small bones seem to not work so well with tiny mesh pieces x-x

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in engine i mean

half drum
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you probably don't need it

prime willow
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i still want the eyebrow to have several bones

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so it can bend and twist to make different expressions

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will no physics asset be ok if that happens

half drum
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you don't need physics asset for non-physics animation

prime willow
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ah okie :3

half drum
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check the animation channel for better help

prime willow
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thanksies thanksies

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will do โค๏ธ

half drum
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haha np

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good luck

prime willow
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thank you thanks you

paper sphinx
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Is there any way to make a light only affect a single object and keep the others dark?

half drum
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seperate the object on a different layer or smth

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not sure on the terminology

paper sphinx
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How do i do that?

half drum
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Sorry it's not layers, but a custom depth buffer

paper sphinx
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ok thanks. So do i put the light in the depth buffer as well?

half drum
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not sure, I just know it's possible ๐Ÿ˜„

paper sphinx
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ok awesome

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thank you

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just a quick question

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because i may not need to do

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it

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i may as well tell you what im trying to do

half drum
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sure

paper sphinx
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Im trying to get an effect like this (The bottom picture is photoshopped combining the ground from the left picture and the planet from the right picture)

half drum
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Can't you just add a giant distant sprite or mesh that is textured and make it unlit?

paper sphinx
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yeah, i guess i could do that. but the shader on the planet is made in unreal engine

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how would I bake the shader onto a texture?

half drum
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or is the planet dynamically lit

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does the angle change?

paper sphinx
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yes it is dynamically lit

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but the angle wont change

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its for an animation that goes for 5 seconds

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so it stays in the same position

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but i dont know how to bake the lighting onto a texture in unreal

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is that possible?

hallow cradle
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can any1 help me with some animation stuff?
@ me

woven patrol
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@hallow cradle u animating on blender?

half drum
harsh tiger
#

Hi everyone, I have a problem with my VR game. The left hand is basically the right hand by with a -1 scale. This is fine until I pick up an object with my left hand as it inverts the model it's holding. Does anyone know of a workaround for this?

hallow cradle
hallow cradle
woven patrol
hallow cradle
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the extra ones

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with crouch etc

half drum
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@paper sphinx
option 1. - Make a light only effecting the planet
option 2. - photoshop baked lighting
option 3. - maybe you can bake lighting of the planet by extracting the level lightmap of a level with only the planet and the light
option 4. - make a black to white gradient go from top to bottom, the rotate it to look at the light source and use the gradient to effect your shader instead of the scene lighting. Might require your planet material to be unlit

half drum
# hallow cradle dead

Post your issue there in detail and then someone could help you solve the issue. This is a chat forum, not support, so don't expect instant help from people

hallow cradle
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aight ๐Ÿ‘

main pewter
# paper sphinx how would I bake the shader onto a texture?

maybe https://www.unrealengine.com/marketplace/en-US/product/bakerman can help you. I'm not sure if it was on the freebies or is....you could use that plugin for baking in engine. there was also some baking BP shipped with the engine content if I remember far way back in my brain....
a there is something in the docs: https://docs.unrealengine.com/en-US/RenderingAndGraphics/RenderToTextureTools/index.html

Unreal Engine

Bakerman brings easy and extensible in-editor texture asset generation and manipulation.

Page that lists multiple links to pages that expand on the Render to Texture Blueprint tool

exotic otter
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I use SceneColor(HDR) with inv opacity as capture mode, how can I apply post processing to this. I cant use FinalColor cause then my opacity channel is fully white which it shouldnt be, with the otherr one it masks what I want

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The problem I am having is even if I use a rendertarget with alpha fully transparent, as soon as I render in LDR to it(even empty scene) the whole alpha becomes opaque

BBut I want LDR + post process while only pixels that actually have meaning be opaque, so only actual actors in the scene

sharp crest
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sometimes my UE4 tooltips get randomly disabled, how can I reenable without restarting the editor?

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the editor ones don't work + in game ones

paper sphinx
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Thank you guys so much for all the help.

lone flame
#

Hey, an animator here looking for a little help.
I just simply can't figure out, nor find a tutorial on youtube how I make a BP to toggle visibility of an actor in my scene when I press "V" key, as I have set it as an input to do so.

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I don't want to have a trigger box etc. just a key to press to set an object/actor visible-invisible.

proud narwhal
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Getting a crash [2021.05.07-11.19.16:276][ 0]LogSockets: Error: Unable to read full network header
when I try to launch to a headset

drowsy snow
proud narwhal
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thanks

ashen brook
#

simplest way, but not the most flexible

marble monolith
#

is UE4 performance and memory friendly for mobile hypercasual games?

fierce tulip
#

that mainly depends on how good the developers are at optimization

brisk gyro
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hi guys! If anyone could give me an advice that would be awesome. I want to create a little shortfilm (star wars theme) thats 100% CGI. For that I thought of spaceships that would be animated and fly through the scene. I want to build the environment in unreal but I dont know much about animating in unreal. Should I animate instead in maya and import it into unreal or should I do all in unreal. If anyone have done something like this before and can help me that would be insane!

sleek kiln
#

How do I replace the default character with a new character

storm burrow
#

I apologise, I wasn't aware that I shouldn't post this. Had no bad intentions.

fierce tulip
#

no worries at all, just a precaution

oak lance
#

Any Idea how to make planar reflection render only on a specific static mesh? In my example I have a wall with 4 mirrors near each other and want to use only 1 planar reflection instead of 4 for each mirror and so it won't render on the wall and the other props on the planar reflection area

umbral ferry
drowsy snow
plush yew
#

how to setup discord presence in unreal engine

drowsy snow
plush yew
#

i saw the video and did all things but didn't worked

#

hey people i started to do some stuff with blueprints

#

but if i wanna also learn c++ in windows

#

what should i download

#

Visual Studio 2019 & Game C++ ?

#
#

but didn't worked

drowsy snow
plush yew
#

ohhh ty

autumn flame
marble monolith
plush yew
#

is there anything like this

kindred viper
#

that discord UE4 annoys me because I wanted to be the first to do that and Discord wouldn't give me SDK access. So now I hate them. I hate them like peas.

plush yew
#

how to get arrows while scaling object in blender

#

any shortcut key to do that instead of pressing shift+tab

raw salmon
#

I'm studying cloth sim in Content examples project and I'm looking into Owen character set up. Seems like it uses these blue spheres for cloth collision. What are they? I cant see them in skeleton three

digital anchor
#

physics body @raw salmon

#

open the physics asset editor

raw salmon
digital anchor
#

check your 'show' settings, they are there

raw salmon
digital anchor
#

ah, youre poiting to the blue sphere not the capsule

raw salmon
#

I dont understand what's going on here ๐Ÿ˜„
There is these capsules, but it doesn't seem like cloth is colliding with them

raw salmon
#

I'm just trying to figure out how to properly set up cloth sims

drowsy snow
#

Not all the cloth vertices actually have cloth physics.

raw salmon
#

Yes, I know. But bottom part of his coat masked with 100 value and it seems like it's colliding with these blue spheres

plush yew
#

is blueprint easy to learn or to see courses

#

can i learn without any videos

trail crater
#

my actor is not spawning at the player start. It's giving the following error:

"LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=36280.000 Y=49580.000 Z=132.000] "

"LogGameMode: Warning: SpawnDefaultPawnAtTransform: Couldn't spawn Pawn of type Vehicle2_C at Rotation: Pitch 0.000000 Yaw 0.000000 Roll 0.000000
Translation: 36280.000000 49580.000000 132.000031".

How do i fix this?

plush yew
#

which is the best thing to do between this
creating environments in blender
or
using assets

trail crater
#

i don't see my player start colliding with anything

#

No

#

how do you do that? Sorry I am new

#

i did that however it still stays the same

#

oh ok thanks for your help though

tight needle
#

help me

#

ue4 is being a b#%!^

#

with cpp

#

I need to add C++

#

but it wont let me

#

the option just isnt there

#

and when I add a c++ content pack the project breas

#

*breaks

sudden olive
#

I have gun that is 7/32 ammo

tight needle
#

And yes i have visual studio installed

sudden olive
#

everytime when i pick up ammo box

tight needle
#

Wait what

sudden olive
#

it gives me +7 so its like 7/39 etc

#

i want it to be locked at 32

tight needle
#

I know how to fix that

sudden olive
#

what logic do i put here

tight needle
#

add a clamp node

#

between set and +

#

clamp it to the max ammo

#

and have it get current ammo and set current ammo

#

not max ammo

#

also add a get actor location to the spawn sound at location

#

weird

#

il try it

autumn latch
#

not working, why?

sudden olive
#

@tight needle Could you show me that on ur bp? i messed up sth and not working

lucid grove
#

Hey fellas, i think im overplaying myself but cant understand where

#

Simple add to array function

#

Its impact point from trace

#

When i print it from here - its showing me last index, vector data and etc

#

But when i do it outside function its showing me epmty results

#

Whats wrong with it? Cant figure out

plush yew
#

what was the command for fps limit can anyone tell me once again

kindred viper
#

t.maxfps 60

fallow hornet
#

I have faceting/aliasing occurring on a light texture that is showing up in the reflection on an object. The light texture i am using is a 2k texture that i created in photoshop. When inspecting in PS no faceting/aliasing is occurring. Mips in the texture setting are set to Blur4 to produce the best results but It makes the curve in the light texture more present.

#

Anyone have an idea how to smooth this out, or is it a matter of up-resing the texture

tight needle
#

The c++ class isnt appearing in my ue4

#

Wdym rebuild

#

and it is on

#

like rebuild the editor from source?

#

or the project

#

because i dont have the editor source

#

oh good

#

generate visual studio project files?

#

or do i press build in the editor

#

sorry its been a long time since i have done this kinda shit

#

the sln file?

finite dew
#

This is getting annoying now. I cannot find
Get velocity. Please help

tight needle
#

you have to select a component i think

#

so do get capsule or something like that

#

or get mesh

finite dew
#

Oh I'll try now thanks

tight needle
#

let me know if it works

finite dew
#

I wrote get mesh and get capsule nothing comes up

tight needle
#

your casting to the wrong thing then

hot timber
tight needle
#

its a player right

#

wait a moment nin jax

finite dew
#

I'm following a youutbe video and it's working. Yeah

tight needle
#

Ok

#

so first

#

create a child material

#

then go into the original material

#

on the texture sample

#

add a texture coordinate node

#

and add a param to the texture coord

#

then you should be able to scale it in the child mat

hot timber
tight needle
#

right click on the normal material

#

create child material

#

or something like that

#

im very tired

#

its 12pm

hot timber
#

Material instance ?

tight needle
#

yes

#

thats what there called

hot timber
#

okey i will try from here thanks bro

tight needle
#

12AM

#

sorry

#

midnight

hot timber
#

np

vernal compass
#

hello everyone. Does someone here worked/works with cesium world in unreal engine?

tight needle
#

Its still not working

#

@plush yew please help

hot timber
#

when i am clicking to a material i didnt get this

#

i am getting only this

tight needle
#

Can anybody help me

plush yew
#

Hey, does anyone know a workaround for naming folders with a space? I just dont love having to give everything a _ instead of a space.

grim ore
#

you are not opening a material, you are opening a material instance @hot timber

tight needle
#

Thats not me

#

i was responding to him about it

#

oh you fixed it

grim ore
#

@plush yew don't use spaces, spaces are bad, just don't use them. That is the workaround

tight needle
#

Yeah

#

just use _

#

Someone help me please

#

I cant access C++

grim ore
#

did you rebuild the project?

tight needle
#

Yes

#

I think

#

I opened the sln file and clicked build

grim ore
#

well you would know, you would have opened it up in visual studio

tight needle
#

is that rebuilding the project

#

I also tried pressing rebuild

grim ore
#

close the editor, open the visual studio solution, right click your project in the top right in the solution explorer, build, wait for it to be success, then open the project back up

#

then in the editor in the content browser make sure show C++ is enabled

raw salmon
tight needle
#

It doesnt say my project name though

#

it just says UE$

#

*UE4

hot timber
grim ore
#

show a screenshot?

#

@hot timber if you scroll down in the instance, it will show the parent material.

tight needle
#

Ignore that it says Hello Neighbour at the top (I know its pathetic im making a hn fan game)

#

thats when i open the sln file

grim ore
#

yep that solution file looks bad

gilded needle
#

It's not pathetic, make what you enjoy.

tight needle
#

do i regenerate it?

#

Should i d e l e t e the old one and then r e g e n e r a t e it

#

To late already doing it

#

done

grim ore
#

This is what it should look like, with a Games folder for your C++ module(s) for your project

#

so do you have any actual C++ code added thru the editor to your project

tight needle
#

yes

hot timber
#

the parent not like instance! It is completely different

tight needle
#

10 minutes later

#

same thing

#

i regenerated the file

grim ore
#

then your project is bad, you have no valid module or C++ code

tight needle
#

still hapened

grim ore
#

@hot timber open the parent material

tight needle
#

How can i get a valid module then?

hot timber
tight needle
#

because i have these

grim ore
#

that is your parent material you can edit it in there

#

those are not C++ code, that is just build files

tight needle
#

I know

grim ore
#

what is in the Source folder?

tight needle
#

Thats the source folder

hot timber
grim ore
#

@hot timber because it is using material functions and material attributes

#

its a complicated material

gilded needle
#

Did you add a C++ file through the editor or just create a source folder and put some C++ files in it?

tight needle
#

Editor

#

as i said already

grim ore
#

@tight needle you are going to need to start over or add a proper C++ class. Your code is wrong. its just wrong

gilded needle
#

Okay, well I don't work here and you have 9000 messages I am not reading through.

tight needle
#

I have those tho

grim ore
#

this is my source folder where you can see the target files, then in the module folder (tpptest) it has the source code for the module and the source for the actor

tight needle
#

but there in a subfolder?!?!?!

#

wtf

#

thats not normal is it

grim ore
#

that is EXACTLY how ue4 created my actor when I added it thru the editor

tight needle
#

do i move those to the previous folder

#

They should be there

grim ore
#

delete the source folder, go into the .uproject and remove the module

tight needle
#

I did

grim ore
#

then start over and dont move anything in the create C++ dialog

tight needle
#

when it failed

#

first

#

so delete source?

#

fully?

#

fine

#

il do it

cinder flare
tight needle
#

but i copied my code from there

#

that i need

cinder flare
#

why the fur and hair like that

#

i mean its pixelated

tight needle
#

deleted

tough pagoda
#

How to display C++ actor standard billboard(white circle) in scene?

tight needle
#

do i delete the sln to?

grim ore
#

@tight needle then you need to move files and folder to the correct place, you can see exactly how it should be. or create a new project and move them in

tough pagoda
tight needle
#

im starting the uproject

#

its up

#

now what

tough pagoda
tight needle
#

good

tough pagoda
tight needle
#

i know

#

im not dumb

tough pagoda
#

I didn't say it.

tight needle
#

i know

tough pagoda
#

:3

tight needle
#

its an expression

#

in that sense

tough pagoda
#

Emotions?

tight needle
#

because i am stupid lmao

tough pagoda
#

Hm...

tight needle
#

idk how i got 1k on yt tbh

tight needle
#

there algorithim is weird

#

what now

#

uh

#

heeelp\

autumn latch
#

when i am jumping upper physics object, my character throwing to space why

pulsar ruin
#

how i can sculpt or smooth a blueprint object with unreal world building system

weak sorrel
#

shadow quality changes super abruptly when I get further form an object. I'm using a movable directional light at the moment (eats less draw calls than the stationary one). Been trying to play with Cascade shadowing, anisotropic filtering, etc... and changes nothing

#

I'm okay having something not optimized at the moment I just want that my game doesn't looks like Stalker which was terrible for this kind of thing (great game tho)

#

thanks in advance

tight needle
#

Help me

#

please

mint raptor
#

Did you ever find out what causes this?

tight needle
#

Help me

tight needle
versed burrow
#

Guys is it better to code an ai with blueprint or c++ ?

little breach
#

I have an uasset, that git keeps replacing with a 1kb thing

#

how do I fix this?

cold ruin
#

Anyone have a quick console command fix for this landscape material issue? In the rural Australia maps, after enabling ray tracing it looks like the landscape material has some radius prohibiting proper illumination.

cold ruin
#

Moving the atmosphere directional light? CTRL-L

silver cedar
#

@cursive stone I channeled your advice, took my time, found the unreal engine default animation pack, and it comes with a backwards walk. I messed with it and figured out how to use it.

fervent verge
#

Having issues getting my unreal builds to cool on an offline network is there a work around for it?

terse zealot
fervent verge
terse zealot
tight needle
#

Help me

#

My c++ classes arent showing up in ue4

fervent verge
brittle tundra
#

it appears the login doesnt work for me ... don't know why

tight needle
#

My c++ classes arent showing up in ue4

steady violet
#

has anyone had any trouble loading the AnswerHub lately?

#

Did you add the C++ classes from the editor? File -> New C++ class? @tight needle

finite dew
#

Can anyone tell my why my animation keeps repeating it self ?

tight needle
#

there werent any other option

#

*options

spare kernel
#

@finite dew #animation and that screenshot will help no one.

steady violet
#

you have to compile after that, and it they should show up if your project compiles

finite dew
spare kernel
#

It's like asking "why is my car making a funny noise", and sending a picture of the car

finite dew
#

Lol

spare kernel
#

you can upload videos or use some capture program like gyazo to make small gifs

finite dew
#

I'll try now

tight needle
steady violet
#

There's a little eyeball in the bottom right corner called View Options. Make sure "Show C++ classes" is checked

tight needle
#

it is?

#

it is ticked?!?!

#

Visible confusion

#

I DID

#

MULTIPLE T I M E S

#

caps

spare kernel
#

closed the editor and loaded it again right?

tight needle
#

yes

#

of course i did

#

yes im sure

#

oh damn

spare kernel
#

Please dont spread fake info around.

tight needle
#

i know its a joke ok

neat carbon
#

Awww thats no fun ๐Ÿ˜ฆ

tight needle
#

ue5 isnt even out

#

no but seriously how do i fix

spare kernel
#

but people will not know its a joke, and we get influx of people saying its out

tight needle
#

for real tho do any of you have any idea how to fix it

#

yes

#

nothing

#

i have been having the c++ issue for over a month

#

wdym

finite dew
#

@spare kernel its here

tight needle
#

can you join unreal hang out so i can screenshare

#

i cant talk tho

worn granite
#

Kinda weird if you

  1. close editor
  2. close and re-open VS
  3. build/rebuild (don't do rebuild if you have a source build)
  4. open editor

and that doesn't let you see the C++ classes.

tight needle
#

damn it

#

you cant screenshare

worn granite
#

Can you make a derived type from your C++ type?

narrow mauve
#

I haven't actually tried this yet..but would it work you think to use multiple virtual texture volumes for a tiled landscape...... ..the virtual texture size just doesn't have enough resolution for gigantic worlds

worn granite
#

You don't need it to be in the content browser to use it in BP

tight needle
#

i still cant see it in there either

#

in that menu either

worn granite
#

Have you tried removing your intermediate/ddc?

tight needle
#

not for a while

#

i can try

#

done

#

restarting ue4 now

#

ye

#

i tried

spare kernel
#

ah that be the problem

worn granite
#

Just an empty file without anything?

spare kernel
#

you need a UObject derived class

tight needle
#

oh no

worn granite
#

Oh man

tight needle
#

not what i mean

#

i made a proper one

worn granite
#

Alright, it's code time.

#

Show header file

tight needle
#

wait a sec

#

``// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "AIController.h"
#include "SosedAIController.generated.h"

/**
*
*/
UCLASS()
class HELLONEIGHBOUR_API ASosedAIController : public AAIController
{
GENERATED_BODY()

};
``

tight needle
worn granite
#

Modkit?

tight needle
#

no

#

fangaem

#

Thats the base aicontroller

tight needle
worn granite
#

I'm doing other things

#

Okay, well, if you had been using their modkit you can't C++ at all

#

If you're going to ping, let's have all the pertinent details.

tight needle
#

it is

#

for some reason

#

i just realised

worn granite
#

If I would have to ask a follow up question at your next ping, I'm moving on with my day

tight needle
#

do i change it

#

to something else

#

ok

#

now im having a different problem

#

CompilerResultsLog: Creating makefile for HelloNeighbourEditor (no existing makefile)
CompilerResultsLog: Parsing headers for HelloNeighbourEditor
CompilerResultsLog: Running UnrealHeaderTool "G:\HelloNeighbourPrototype\HelloNeighbour\HelloNeighbour.uproject" "G:\HelloNeighbourPrototype\HelloNeighbour\Intermediate\Build\Win64\HelloNeighbourEditor\Development\HelloNeighbourEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users
\Ciaran - thxtnt\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed -FailIfGeneratedCodeChanges
CompilerResultsLog: ERROR: 'G:/HelloNeighbourPrototype/HelloNeighbour/Intermediate/Build/Win64/UE4Editor/Inc/HelloNeighbour/SosedAIController.generated.h': Changes to generated code are not allowed - conflicts written to 'G:/HelloNeighbourPrototype/HelloNeighbour/Intermediate/Build/Win64/UE4Editor/Inc/HelloNeighbour/SosedAIController.generated.h.conflict'
LogMainFrame: MainFrame: Module compiling took 10.001 seconds
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Yes, title: Message, text: Successfully added class 'SosedAIController', however you must recompile the 'HelloNeighbour' module before it will appear in the Content Browser. Failed to automatically compile the 'HelloNeighbour' module.
Would you like to open the Output Log to see more details?
LogSlate: Window 'Add C++ Class' being destroyed

#

that was when i tried to add a new cpp class

#

i deleted the old one

#

ok

#

also

#

ponkkis

#

what were the dependencies of unreal in visual studio

#

i forgot

#

i think i have them all

#

but im not sure

#

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#

wtf

#

Help

#

please

#

i have an idea

#

wait a sec

terse zealot
#

@tight needle usually when you change C++ files manually, you'll want to (essentially) clean and recompile. Usually for me, that's removing my Intermediate folder, generating projects, compiling.

#

It's a difficult process but you get the hang of it.

tight needle
#

i fixed it

#

i made a new project

#

and migrated the assets over

terse zealot
#

that works, glad you were able to find a resolution ๐Ÿ‘

plush yew
#

How to install dmx plugin..I did tht by enabling it .but it's still unavailable in my project file

autumn latch
#

not working with physics cube

#

any body now why?

plush yew
#

Didn't they say how ue5 demo will be out early 2021? and the full version late 2021 is that still valid, or was it delayed due to covid

fierce tulip
#

generally with this kinda thing it'll be ready when its ready.

plush yew
#

I see

#

but like as it seems ue5 wont be that big of a change like ue3 to ue4 for example

#

morel like multiple updates together

fierce tulip
#

you could consider it multiple updates yea

#

with some additional oomphsies

plush yew
#

I mean im really exited for Lumin that seems cool

graceful sentinel
#

Guys, after 20-30 minutes working with unreal engine, the menus stop working, even if i right click, i see it for a milisecond, and then dissapears...
I'm using 4.26.2, any fix for that?

fierce tulip
#

check the pinned messages, should be two about nvidia

graceful sentinel
#

thanks

next dome
#

hi guys, when i try to paint with foliage tool, it would not let me paint, its megascans assets btw, when i try to paint, it just goes through the megascans mesh as if it was invisible and paint on a plane mesh that is under it. anyone know why?

spare kernel
#

@tight needle please calm down with the amount of one /two word messages. It is really spammy.

merry bison
fierce tulip
runic iron
merry bison
#

thanks

fierce tulip
#

@junior nimbus you might wanna read the #rules hehe

ornate bobcat
#

Guys

#

do ue4 games in general heat the pc

#

or i am too bad in optimization?

drowsy snow
sweet axle
#

13gigs of Paragon Arora and monolith assets plus around an average of 2 - 3 gigs for all the characters. And it was a mobile game? That is optimization.

#

each character, not all jeez, i wish

plush yew
#

hey

#

any news on 4.27

neon bough
modest trench
#

favourite 4.27 feature: loading splash screen shows what it's doing

paper sphinx
#

Quick quesiton. If im making a cinematic and using quixel assets, should I use LOD 0 or should I use the High poly source?

drowsy snow
paper sphinx
paper sphinx
# drowsy snow Yes.

ok, and if i import it and it crashes is there any way I can get my scene back?

paper sphinx
drowsy snow
pastel ginkgo
#

Just want to give a shout out to [PF] The Hoodie Guy for helping all us newbs. Every time I get on here you're helping someone out. Thank you for what you do

narrow mauve
#

perforce or git

drowsy snow
narrow mauve
#

isnt perforce free for a certain number of users in a team

amber dune
#

where was i above? ffs

#

did discord die for anyone else?

#

was talking to @plush yew

drowsy snow
#

But I won't stop you from using Perforce if you so desire.

amber dune
#

i have the ultimate solution for people people working in teams

#

stop working in teams, and work alone

#

if you need some kinda team software to keep you going

#

meh

#

github or nothing, dont reinvent the wheel

narrow mauve
#

10-4

amber dune
#

working as a team is rare enough in real life, why chase that in an online world?

drowsy snow
# amber dune stop working in teams, and work alone

That's very egoistic and cynical. But if your game is a passive game (walking sim type), and you can create all the assets and gameplay by yourself, then by all means go alone.

Just so you know that Bing Yang ended up creating a team for his UE4 game, Lost Soul Aside, that he used to worked on it by himself.

amber dune
#

i dont see how that egotistic

#

thats

drowsy snow
#

Egoistic.

amber dune
#

its just true

drowsy snow
#

Most of the one man projects I know of still have other contributors making assets or working on other related stuff to the game.
That's basically teamwork.

amber dune
#

not really

#

thats just someone with a skill thinking they can put their mark on something they already see as good

#

one man projects dont just happen

#

when they go viral people wanna help

drowsy snow
#

Can we migrate this debate in #lounge ? I don't want you to clutter this channel.

amber dune
#

clutter?

#

noone else is talking

#

bahhhh

drowsy snow
#

We can continue the debate like gentlemen in #lounge . This is no longer related to UE.

amber dune
#

"can we leave this empty room, so we dont clutter it?"

#

makes no sense to me

#

what debate?

spare kernel
#

Move it to #lounge this is not the place.

prime willow
#

if i setup virtual bones for IK FK stuff

#

and i have 14 meshes that use the same skeleton

#

do i have to set it up once on said skeleton

#

or 14 times per mesh ._.

drowsy snow
prime willow
#

this makes me infinitely content :3

#

oh hoodie guy!

#

my creation system almost done

#

i can almost finally move on to combat and movement ;O;

drowsy snow
#

Can't wait to take a look at it, oh Snowie!

BTW heads up for those. If you want to have enemies with different skeleton (like quadruped or bird monsters), you'd eventually have to redo the virtual bones setup for their IK foot placements.

prime willow
#

yeshhhh :d

#

its ok

#

i have uefy for blender so i shouldnt have any issues with sabertooth mouses or Turle lions >O>

drowsy snow
#

Uefy?
instant rigify nightmare flashbacks

prime willow
#

yup

#

percisely that ;O;

craggy umbra
#

hey guys, I just downloaded Unreal today, following a tutorial, and the tutorial says to import a height map, i dont know what that means, and i dont want to pay for anything yet as im just messing around.

gilded needle
craggy umbra
#

thanks

drowsy snow
short willow
#

Is there a better rigger now?

#

(not a animator so was pretty not aware of all the rigging situation)

drowsy snow
short willow
#

Yeah make sense for any bipeds.

#

I like that some of those werid paragon char still use the same rig. But if you have say like a vehicle, what would you use for rigging?

drowsy snow
#

Rigify has this one nasty unfixed error where some of the ORG bones are marked as deform bones, thus screwing up automatic weighting and importing to Unreal due to it detected as multiple root bones.

prime willow
#

i barely used the rigify add on so i dont even know that that existed D:

drowsy snow
drowsy snow
prime willow
#

x-x;

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big ouch

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i will take note of this!

surreal eagle
#

how do i fuse bones iinue4

icy egret
narrow mauve
#

Anyone else having issues with the editor windows dissappearing, not moving to other monitors..

rancid lynx
#

Do I need to be careful about spamming "scene" components in a VR game? or are they nearly free? i know they are basically free but.. if all my actors have 2 or 3 extra "scene" locations, Im not sure how free they are

#

i like to throw extra "scene" markers in blueprint actors for easy access and faster math on this like line trace and spawn from class.

vocal nimbus
#

anyone know how I can increase sampling in UE 4 render?

modest gate
#

Hi All, im new to this forums and also not a programmer.. joined her to ask for some guidance on the technical feasibility on using unreal engine for a company that i want to start and am preparing to pitch to some investors..

I want to build an application running on unreal engine + cesium for unreal with some of the following features

  1. a gui to add information (basic text field, date, numbers etc) and tag it to a particular location on a photogrammetry model
  2. this data would be stored in a database such as sql, mysql or even a geospatial db

Yea so just for these 2 features first would be the base of my application.

Would really appreciate any developers input and if there is any interest to collaborate (and be paid of course) please do reach out.

copper mesa
#

Hi guys

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Any chance of using sublevels in sublevels?

#

Is it even possible?

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And if there is any workarounds?

hybrid brook
#

Hi, on 4.26 when i migrate a project to a other project he messup the collisionchannels any idea how to fix this

vague vapor
#

editor freezing at 13% when importing an 80k tri plane as a skeletal mesh

#

nvm worked with 40k tri

plush yew
#

im not able to get live cinematic preview during editing sequence..how to fix tht

loud fiber
#

anyone knows the best way to do an open world map? dynamic shadows really cost allot of performance

hot thistle
#

Hi, does anyone here have some experience with the Composure plugin? Could use some help

maiden sundial
#

Hey uh, does it make any sense to make equippable rings(Which are also visible on the hand) as skeletal mesh so that you can set the master pose component on it ?
Or should i make it a simple static mesh where i attach it to a socket ?

surreal vector
#

hello everyone i have a problem, i can only change the directional light of my scene in the editor, when i run the game the intensity or color doesnt change and when i restart ue4 all the settings restart too

drowsy snow
maiden sundial
#

It works for things like the harness, the helmet and such though

autumn latch
#

can anyone know plugin or something like "multi user editig" for level designer

drowsy snow
maiden sundial
#

Now it doesn't disappear anymore ๐Ÿ˜„
But it's still not going to the right location

drowsy snow
#

Is the Set Master Pose Component working?

maiden sundial
#

This here is how i use it.
It works for all parts, but not for the ring

#

(Also tried it with Force Update = true)

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I guess i have done something wrong in Blender

drowsy snow
#

Ah yes. Try to check if Blender screw up your bones in the ring mesh.

maiden sundial
drowsy snow
#

Doesn't really matter in Play mode tbh

drowsy snow
maiden sundial
#

Looks exactly the same.

#

I kinda feel like it has something to do with how i set the parent inside of Blender

#

Like only the rings are giving me this black line

hardy nacelle
#

Hi i was having huge problems with setting up Chaos Vehicle for over a week. I was trying everything, and now I have read that Chaos isn't working after some update in UE4 4.26.
Does anyone set up working Chaos Vehicle in current UE release?

drowsy snow
maiden sundial
#

Any chance that you could tell me how to apply it ? ๐Ÿ˜…

#

Actually, maybe it's also something else

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I haven't used the automatic bone weight

drowsy snow
#

If kliksphilip say "Valve please fix"
I would say "Blender please fix"

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I'm bringing up again a small but nasty bug in Rigify have yet to be fixed in 2.92 and 2.93 preview.

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Guess they got too carried away implementing the new features

maiden sundial
#

Yeah, it was actually due to the missing bone weight

#

Now it works how it should

drowsy snow
#

Imagine having one Blender bug that stalled you for a month

I tried to make a workaround script, but bpy has not much access to the bone system.

distant cobalt
#

why comes that

waxen parcel
drowsy snow
drowsy snow
finite dew
#

Can anyone tell my why it wont let my fly once I press e ?

maiden sundial
#

yikes

thick nebula
#

hi guys, quick question, should a portal check for player touch or player for portal touch?

maiden sundial
thick nebula
#

Not sure if it's that important, or which would be better so I figured why not ask around

#

Cheers Yinsei!!

#

singleplayer - 3D - just messing around learning unreal

maiden sundial
#

I mean, if you keep the mindset of the player should check all things you quickly end up with the player being bloat af cuz duh it checks all things xD

thick nebula
#

yeah, it makes sense, but at the same time you have everything in one place if u can organise properly :d

maiden sundial
#

No way to organise that properly

drowsy snow
#

The tilted photos makes me dizzy ngl

thick nebula
#

I did that in unity tho, it just worked

finite dew
#

Srry

drowsy snow
#

Computer gods invented direct screenshooting not without a reason

maiden sundial
#

You should take use of OOP.
Like the player don't even have to know about portals while the portal should know about players walking into it @thick nebula

thick nebula
#

Actually, the more I think about it, I think portal Script was on portals, so they did their own thing

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it was 2 years ago, I mad a masters degree for a friend

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project

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Yeah, I see your point, and it makes a lot of sense, I'll go with that logic now

#

Thank you

maiden sundial
#

Np

drowsy snow
# finite dew

Sorry, I refuse to help with overexposed and tilted photos of the screen taken from phone. I just can't read it without feeling dizzy.
Consider direct screenshot with Windows' own Snip & Sketch or Snipping Tools, or using third party tools like Gyazo, and post them via the Discord app or website on PC.

obsidian nimbus
#

some keyboards have a print scrn button

maiden sundial
#

On Windows you can also do this key combination
Shift + Win + S

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To select an area

steel leaf
#

Hi, if I want to make a 2d game, should I have big actors that contains everything in my level, or just a lot of little actors in a level ?

maiden sundial
#

If you want to make a 2D game you should consider to not use UE at all xD

drowsy snow
drowsy snow
maiden sundial
#

So really in paper2D or 2,5D ?

steel leaf
#

@maiden sundial, @drowsy snow I know ue4 isn't the best enine to make 2d games, but I was starting to code so I thought blueprint was easier to learn ๐Ÿ™‚

drowsy snow
drowsy snow
maiden sundial
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I've tried Paper2D, but it was really a pain in the butt

#

Like UE was just never made for 2D xD

steel leaf
#

So i should have a lot of little actors right ?

drowsy snow
steel leaf
#

Okay thank you!

vernal compass
#

hello. does anyone here has the cesium plugin in unreal engine?

weary hull
#

anyone know if ue4 projects will load into ue5 when it comes out, or will you need to restart a project to make it work?

fierce tulip
#

if you did not edit the source code, in theory (and hopefully in practice) it should be like downloading a new ue4 version and opening your project in it.

waxen parcel
tame bobcat
limpid spade
#

Heyo guys, just wondering, if I hide the visibility of an object, if anything happens to that object is it going to affect the performance of the game more/less than usual?

ie, if i had like 144 hidden objects moving as the player moves around is it going to murder my performance thonk

tame bobcat
limpid spade
#

So it'd just be safer to destroy and figure out how to spawn as required, makes sense

#

Just wanted to confirm, thanks ^^

fierce tulip
#

whether to despawn/make invisible, or destroy really depends on the objects, the scene, the gameplay, and what is the most performant friendly approach. (the latter can only be found out by testing each and profiling em)

pulsar ruin
#

how i can sculpt a blueprint object? in unreal landscape mode

finite dew
#

Not sure how to say this but when I play my character is runs everywhere not walks.

steel leaf
plush yew
tame bobcat
tame bobcat
# plush yew yes

That's cool, I started with the same thing today. Let's see how our learning progress compares from time to time.

noble palm
#

Anyone had this issue when loading any kind of virtual camera in? You can see it's massively effecting the hair, but seems to be other things in the scene as well. The hair is using groom and I am using ray tracing.

kindred viper
#

@noble palm yeah I've noticed that any movement or reset of positioning that enters the scene can move the physics of the hair grooms. However it tends to reset itself when you hit play (or possibly simulate but I didn't try that). If it doesn't, then I manually do a quick rotation of the head rig control to reset it

noble palm
kindred viper
#

have you tried pressing play?

noble palm
#

I do in the video

#

It only happens when I press play

kindred viper
#

ahh ok I didn't notice in tiny mode ๐Ÿ™‚

#

It seems to me to be some kind of anisotropy flicker but Im not sure how to fix it because its not my area

noble palm
#

If i remove the virtual camera from the scene and I press play it doesn't happen

noble palm
kindred viper
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yeah it might be worth testing with a couple of different materials or a post process to see how it affects it so we can get to the bottom of it

trail crater
#

When i spawn an actor using player start, it gives me a collision error. When i move the player start to a high altitude it spawns. However before falling on the ground it gets stuck in air. I can control the actor in air. How do i fix this?

#

i checked. Its collision preset is set to 'no collision'

kindred viper
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when you say you can control it, do you mean you can move the camera? ie. Camera moves but player does not. And does not animate.
If so, it's probably not possessing correctly and I would double check your settings.

kindred viper
#

this seems like we need more of a visual clue. Can you post a gif/video?

hardy nacelle
#

Is there a way to install plugin (UI navigation) for ue 4.26chaos, when it's only aviable for 4.26 ?

drowsy snow
# distant cobalt

You could set the "Enabled" flag to false, or remove the entry entirely.

distant cobalt
#

why

#

i must have it yk

drowsy snow
weak harness
#

For some reason when running UBT -projectfiles it doesn't update the uproject engine version. Ideas?

drowsy snow
distant cobalt
#

yes

#

is always correct xd

drowsy snow
#

Try deleting the PythonScriptPlugin folder from the engine (or cutting it somewhere), and verify again. Just to trigger the launcher.

hardy nacelle
distant cobalt
#

by this

drowsy snow
hardy nacelle
#

Ok thanks for the help. Have a nice day ๐Ÿ™‚

drowsy snow
# distant cobalt

I thought you're using binary builds from the launcher.
Well, now it depends on how you setup the local repo and how you build it.

#

Consider asking on #engine-source shall you need more assistance on this.

kindred viper
#

UE4 isn't the startup project in that solution. I'd fix that first

flint trench
kindred viper
#

It's not likely until UE5 (and not even sure if it will then) as it has virtually no benefit to the way UE rendering systems work (afaik)

drowsy snow
kindred viper
#

yeah especially when it's hard enough to buy one GPU right now ๐Ÿ˜„

#

but in terms of programming for them, its probably over-doing it for no real benefit

flint trench
#

I see that SLI has Alternate Frame Rendering, I figured DX12 Multi-GPU would support it too

drowsy snow
flint trench
#

ah

#

ah

#

yeah that's fair enough then

trail crater
flint trench
#

Aye, I was hoping it would be as simple as a dropdown box hehe, If not then yeah not worth it for me

drowsy snow
trail crater
#

um i don't have an egpu as of yet

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i'll send a screenshot so u can see

flint trench
#

those are either some rly big crash barriers or rly small trees

#

did u make 3D outrun

drowsy snow
trail crater
#

um i suck at graphics so yea

drowsy snow
#

Honestly I still can't get much info of what's going on from this frame.

trail crater
kindred viper
#

the issue is you aren't showing any information. You could have said "car flying" and covered that screenie. Better to have a gif or video with some more information on the settings you are using for it

#

Try cover the setup, or the detail panel with relevant information. Perhaps show the collision of the meshes in the viewport

drowsy snow
#

^

Again, lower the engine scalability settings, lower the screen percentage, and use Temporal Upsampling, so that you can record it with a measly iGPU.

kindred viper
#

Also, FYI, Outrun sucked. :p

next badger
#

FU**...Undo system in UE4 is SH !
Made some changes.
Undoed them.
Saved the asset.
And ue4 saved the asset with the changes!

drowsy snow
next badger
#

@drowsy snowoh! that may still have the asset saved there!

rigid belfry
#

any references on creating advanced animation blueprints?

drowsy snow
rigid belfry
#

does it have any documentation?

next badger
#

@rigid belfry study Advanced Locomotion System (it's free and it's overcomplicated)

rigid belfry
#

i have als but reading other people's code is not really soemthing i wanna do on my free time