#ue4-general
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This is the handplaced and instanced meshes next to eachother
Is there any way to fix this floating point error?
@small basinwhat if you scaled the instance after placing it?
@quaint snow please dont post same questions in multiple channels, thanks. *points to #rules *
oh sorry, thanks!
What i meant is that the horizontal one does not trigger for some reason, see how it is inside the mesh:
i actually don't have that instance, just got that example image from web
is this return value that's promoted to a variable an object reference for the timer or does it contain the time remaining?
that's exactly it i wanna do but in UE4
oh @grim ore i though you were answering to me, sorry ๐
Just found it in the issue tracker, apparently it's been a bug since 4.8 and is marked as "won't fix"
@dusk nebulaobject reference, you may be able to get the time from it as well I cant remember
The related answerhub thread has a workaround though, it should work by increasing the instance size by .0001 if the yaw is 0
is there an easier or better way to get a timer effect/ a variable that shows time remaining? I need to do something when it hits zero and also scale the timer onto a progress bar
@dusk nebula In one of my tutorials, the guy used a repeating 1 sec delay
I'd rather not do that if there's a better way
also, does set timer by even play the event or does it play the timer when the event happens?
delay 1 second, decrement, if 0, finish else loop to decrement again
this is for a progress bar so I don't want to use integers
can anyone help
@dusk nebulathe timer calls the event/function hooked up to it after the time. The return value is a reference to that "timer object" that is created and is used to check for example if its still running or to cancel it if you dont need it.
if the goal is to count something down for example, you could use a timer that calls an event every X time and then update your ui, or you could do it on the tick as time goes by, or you could perhaps use a timeline that updates the UI as it ticks.
hello i need assistance, so i added exponential fog and a fog particle system to my level however when it comes to rendering it refuses to render. It renders everything else but the fog
anyone know how to fix this issue
i cannot save the built data
please help me guys
is your project open more than once?
what do u mean u mean i open my project more then once
i mean twice on same engine
or u mean something else
is that file there already? the builtdata
yeah it was
i have been saving built data of my map since i am working on that project
Lmao, randomly pressed control + tab inside of UE.
Didn't knew such a thing existed xD
sadly it doesnt flip between tabs properly, but its something
Seems like it's pretty properly, at least to me xD
@timid frostit may be bad now. Try deleting that file, saving all, then rebuilding
@grim ore what can be lost from my project if I deleted it
can someone help me with this ๐ข
Does GPU lightmass not work yet for AMD cards?
Are we ever going to get support for it in UE4 or do we have to wait until UE5?
Is it possible with C++ to create a bake system and bake textures in ue4?
@plush yew it's not mentioned on ue platforms yet so I cannot say anything about it
@plush yew bake in what way?
Take a high poly and bake a normal map to low poly
ah, iunno. i bet that it could be a thing but zero experience on how/what exactly to achieve that
@grim ore what can be lost from my project if I delete this built data file
that file contains the lighting and navigation and you can rebuild it by hitting build
@plush yewits possible. Just as it's possible in many of the DCC apps. In fact I saw a plugin that added this kind of texture baking support on a project I was meant to work on (I never did) and they let me have a play with it.
Is the plug-in on the market place ?
I believe so. it was for making custom textures
I think it was a pure blueprint system too. It used a specific camera setup which was set to a top down view and took a range of different screenshots to build the textures.
see if the files are still there
it just means the browser cant find it and load it, check your output log
so its not gone, its there just not loaded so check out the output log
widnows -> developer -> output log
chances are the .uasset is fine, the output log tells you
how would you switch different light settings of a level fast.. i mean i store some that i like and want to present them by switching fast between them
so i want to store the values of skyatmosphere, volumetric clouds, directional light
and switch between different settings fast
always create a new map?
So i installed 4.26 source and now i get this message: Engine modules cannot be compiled at runtime. Please build through your IDE.
when do you get it?
when it trys to build a project
so you open the .uproject and get that issue?
did you compile the engine?
Yes
did you try opening the project directly in the editor?
I thought I did, but let me try again.
run ue4editor.exe from your source folder and then browse to that project and open it
I figured it might not be through an individual project because It didn't work on a new project
also you shouldnt get that error if you open the solution file
how do i fix volumetric fog not showing up when rendering a sequence?
what does the output log say is an issue?
you dont get them back unless you have source control
guys, I'm making a linear color by decreasing the green value and increasing the red at the same time. I would expect a gradual change from green to red but it basically immediately goes to yellow and then only around 253 it changes to orange and then red:
https://i.imgur.com/GwDSGEd.gif
what am I missing here?
This seems like it's working! Thanks! Just taking a sec to load into editor which is completely normal. Will I have to do this each time?
are you sure your range is not 0..1 instead of 0..255 ?
@deep stumpwell I dont know which fix worked, but try it again from the .uproject and see if it opens. Its possible its trying to load the wrong editor so maybe right click the .uproject and tell it to switch version?
I just opened the ue4 4.26 source and browsed for the project. I've already switched versions and actually created a project in 4.26 source and the same error occurred. I'll give this loading another like 10mins and see if anyhting changes. Thanks โค๏ธ
sorry if out of context but how would i convert unreal light intesdity and range to unitys?
You would presume to look up how the information differs in the first place. Whether it be lumens or some arbitrary figure but asking unity questions around here is likely to get you ignored rather than answered. I understand your predicament because where else would you ask... but the answers lay in the documentation of both and a lot of people here don't use Unity.
@grim ore I deleted the build map data and rebuild it again after deleting it then again I rebuild lightning having the same issue
What can be the fix bro
Ahhhh I see! Thank you so much for your reply! Cheers ๐ป
I'm new. I want to make a asteroid mining game that is 2d. I'm not sure where to start. Its not a side scroller. It'd be more like a management game that is mainly just ui pages with a window where you can interact with the asteroids that get tow'd in. How do I begin?
I noticed that if I promote to variable the (Actor Class) on the Get Actor of Class , it no longer finds the actors. Any idea why? If I delete the promoted variable it works fine
Is it possible to integrate/play spotify and other streaming services into a game and run them through a submix?
with a virtual I/O it is but I'm not sure the direct stream will work outside of the application streaming it. However they can't stop you taking your audio and mixing it externally. So essentially you become the streaming service by proxy. Legality is an issue though. Read the EULA thoroughly before you put time into coding it.
@clever axle
@kindred viper hm.. thing is, I can't make a soundtrack for my game. I don't have the funds/connections/knowhow. So I figured everyone has a spotify/pandora/di.fm anyway
would be cool to just hook it into my game
You can use music that is copyright free/royalty free though. Even if it's temporary to test functionality with, and then get someone interested later, or perhaps afford it later. Lots of musicians do work for cheap these days because it's a tough market to earn in
Perforce free for a small team, how much data does it allow before charging
its free to use the software. Where you host it is different. If you host it yourself, its unlimited data
If you want to host it on somewhere like Digital Ocean, they will have pricing structures.
@clever axle we all know bassdrive.fm is the only online radio allowed ๐
they stream on shoutcast too (winamp) so you can hook it via http
if anyone is interested in some quality unreal work music, I've listened to this for the last 11 years or so whilst I code ๐ http://bassdrive.radioca.st:80
I see 'industry standard' buzzword lol
its not a buzzword with either. Git and Perforce are the two main source control apps used. And both have their pros and cons
@kindred viper bruh. di.fm has 3 different pure dnb channels (dnb, liquid dnb, dark dnb)
and then also jungle, future bass, dubstep, liquid dubsteb etc etc
yeah but do they broadcast from the top of the Empire States Building? I think not ๐
haha, good point
I love liquid dnb. Sometimes I like it to go hard, but I love the smooth jazz dnb for working.
I like all the liquid channels but rn I'm listening most to deep progressive house
and that's what I'm testing the game with
I haven't really put anything in my player controller, are there specific advantages to using the controller or is it more of a preference thing?
How do I combine the data and functions of two levels? I have one level that allows me to use certain things and another that I am trying ti import the stuff from one map to.
They nerfed the Unreal blade...
You can right click on something in your content browser and select the "show on disc" option or however it says it. Then you just navigate from one project to the other and copy-paste the specific things you want to move. Things that reference other things that aren't moved will most likely break
And if you mean combining blueprints you copy-paste what you can in the editor and then work to implement things like your events that might conflict initially
I have the issue where I have two different levels with different called upon functions within one game so would I just correct the functions?
My games all kinds of messed up right now
My understanding is that you only want to store level-specific things within your level so that you can ensure that you have the things you might need for any given level
Well apperently my main character was running under a different game mode and bp in the first level so thats cool
Oh do you mean that your default player and stuff was different?
Isn't it funny when people don't wanna use source control and tell you to give them all the assets and they'll do the rest, for an unpaid job.
ok so when i have it unchecked it does export with the morphs i can tell from just looking at the mb size
however blender doesnt pick up the blendshapes when i do via importing to blender
So you want to bring it back to blender for cross checking?
well the goal is to export my actor to blender move its morph targets to the clothing give it a shrink wrap than port the clothing into the engine ;-;
And you're exporting from Unreal? Or something else?
exporting from unreal D:
Luckily I have VRM4U model exported from Unreal, let me check my Blender files
it doesnt appear in shape keyys and i dont know what to do to fix that .-.
Yeah, it doesn't seem to export the morph targets properly...
yeah :C
Let me test things around
i couldnt find a work around
which sucks because blender has such good tools for shrink wrapping and moving morph data from mesh to mesh with ease ._.
@drowsy snow PM me if you find a solution im going to lay down until i feel better enough to get back to work..
so is it just me or UE4 doc or editor's font is kind of blury
like, they aren't terrible, but after long time work, it's hard to maintain the focusing
for example i feel the font is kind of weird, also its rendering is not saturated at all
alright i take it back, now at here comparing to discord, it is terrible
If you use Firefox, you can override the fonts.
good to know, and what about the editor?
altho it's not a big of deal since i spend most of the time in Visual Studio
but still
Roboto is nice tbh, but it's difficult to modify.
yeah if it's not click and drop, i will just leave it as it is
(although even the Roboto font used in editor is the older variant and hasn't been updated since)
Just for reference here's what it normally looks like
Sounds good to me. ๐ป
Someone needs to do it, especially in VR lol
Anyone know how to modify the ground contribution for the volumetric cloud without changing the shader code
The ground contribution looks great for lower altitude clouds..but looks garbage at higher altitudes..I would prefer to use a curve
I've been having this weird problem where suddenly all popups stop working in the editor, and then things like the blueprint editor still start flickering. I can't get anything to work until i completely restart unreal and I have no clue what is wrong.
...let me gues you have an Nvidia gpu?
try different drivers..thats how I fixed it for me
I switched back to game drivers
Studio Drivers (I think) geared more towards offline rendering as opposed to Game Drivers which geared towards real-time game engine renderer
I use older drivers, 460.79
technically it's the new design of the Unreal Engine website... no 4
True
5 was probably released we just can't find it on the new website lol
Kinda like how the 3xxx series of nvidia cards was shown off, sitting in the background of the video the entire time
I guess they are behind with their ue5 preview
rider even released an update to support it a couple months ago
but not a blip from ue lol
can someone help me fix this?
anyone know how to make the entire screen greysale
protip: use anchors to help alighn the thing in the center
no thats not the thing when i press p or esc key pause menu comes up and i want to make it not come up
use remove from parent
btw guys, is not visible mesh cost performance? something like a bp, with alot of hidden mesh in it, so i can just visible the mesh i need
WOAH
projects come preloaded with wasd input?!?!
this is awesome
aight
i'm new to unreal, and programming for that matter
anyone have any advice, tutorials, or anything to tell me about ue4?
youtube tutorial, google search, alots of em ๐
lol
Check out my Unreal Engine 4 courses:
โบSouls-Like Action RPG with Multiplayer: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
โบMultiplayer First Person Shooter with Dedicated Servers: https://devaddict.teachable.com/p/multiplayer-fps-inspired-by-cs-go
โบMultiplayer Top-Down Dungeon...
@uneven crater
does this tutorial use blueprint or c++?
Pretty sure he does blueprint I havnt finished it myself ive moved onto a lot of other things but he has lots of good guides
Honestly been just reverse engineering a lot for the most part myself. Learning how things are used and then trying it myself in a similar or even new way.
So far learnt a lot.
Hype
when?
you download the other version separately in the launcher and upgrade the project to the other install
after you get 4.26 start it up and open your 4.25 project
This looks very interesting regarding ue5, also with the date it has been added ๐ค๐ค
The top one
Also the brand guide has ue5 now in it
it was a day before the 1 year anniversary of the Ue5 reveal
When is ue5 coming why some people say like in 40 days?
ue5 is comnnnnnnnn
I hope soon, but now with the new branding logos including ue5 and ue5 early access, from a week ago it shouldnt be too long
TIME FOR THE BIG UPGRADE BOIS AND GURLZ
depends on what you are optimizing
I am doubtful the c++ gameplay code side of things will get that much better but I am hopeful something hasn't been shown yet
if Nanite works as advertized on middling gaming pcs then nobody will retopo anything again lol
From what I've seen it only works on opaque materials
that's not a huge sacrifice IMO
and then the new lighting system will probably work like shit on foliage (vertex animated stuff)
and probably with nanite too
in due time grasshopper
๐ค
expect the worst, hope for the best ๐
Expectations low..never be dissappointed lol
Just updated to 4.26 today for my project
got my access to metahuman..wahoo
from what they have said most projects won't have big issues porting to UE5
Should be easy to transfer
expect the workflows and knowledge to mostly carry over
Wym knowledge?
the ancient dark arts of Unreal Engine?
masters of hall of mirrors
like there are experimental plugins in dev right now slated to be used in UE5 you can see on master
so I assume a lot of the ideas about how to make stuff will carry over
the only big thing I can think of that's for sure getting replaced is PhysX
and the Character Movement Component will probably live on for a few versions until the new one gets going
the future one will be easier to extend
basically you just give it an Input struct and a State struct
and a simulation function
true, but here you can just send these to the Network Prediction plugin and it Just Works with fixed tick rollback
yea I hope
it's also not 10k lines of c++ in one file (yet)
I would just keep going with learning stuff
If you are new enough to gamedev as a whole you need to learn more about how to do stuff than the trivia of how a tool works
It's always easier to learn how to do something if you've done something similar before and UE5 is honestly more like UE4.30 than a massive redo
(at least, if what we've seen is true)
that's what we think, yeah
nope
Overview Here you can find a list of procedure and terminology differences between UDK and Unreal Engine 4 gathered by the community. Keep in mind that some of those may be subject to change in tim...
syntax, numbers change
but how you think about things doesn't change much
i hope they make the custom model colission making easier
I've always wondered
how bad is it really to just use complex as simple on static rocks and stuff?
guys why does ue mess up my Uvs?
look between the visor and and moutpiece
What's better resource-wise, one 2k map, or three 1k maps ๐ค
is that a different LOD?
Looks like different smoothing, is it low poly quads? Maybe engine triangulated it differently on import creating a different edge than blender
ue4 and blender is not same at shading
Its not that low poly
now the engine front page shows UE 5 stuff ๐ค https://www.unrealengine.com/
....that is one annoying page
how did web designers came up with the idea that elements moving about based on mouse scrolling is a good thing?
Why would you want to? Blender material system is not directly translateable to UE.
Vin Deisel is the UE5 mascot
Because it looks dope for most people :P
guys still need help here ๐
is it possible to edit a terrain in runtime??
hey im trying to show a "widget" when pressing key button
but object wont worlk /ร
:/
Well it's those idiots that will be buying your games, so eh ๐คทโโ๏ธ
What does it look like from the side? Have you triangualted before import?
How do i do that?
@untold yacht I guess you need to read about what cast actually does
it doesn't create anything
it asserts that the input you plug into it is of some type
There should be an option for that in blender, you'll have to google since I am a maya user ๐
Side view btw
and if the assertion is true it gives you a reference as that type
You make a blue material at ue4
Use OBJ then and auto-create material on import, it's a checkbox
It usually comes with the color from blender already
Oh, it's also an option for fbx it seems, thought only obj have materials with them
It did absolutely nth anyother fixes?
No clue what could be causing it. Feel free to PM me the mesh and I can take a look but no promises it will amount to anything ๐
hi ! whats the name of the unreale engine platform with already pre made assets etc.. ?
it was featured on a blog a few months ago but i cant find it
Seems like the UE webpage got a massive overhaul
It also starts with a UE5 demo on the splash
Hey guys. Any idea why my virtual textures are white? I've followed the Unreal Sensei tutorial - it worked first time.. now it doesn't and I've started from scratch twice. The only difference is I created a level this time.. I wonder if it's a memory issue??
thanks
Ok I fixed it!! If anyone else has this issue - Unreal Sensei's VT_groundblend material function doesn't work well with some megascans assets that have the "MS_DefaultMaterial_Fuzzy" Parent material. Change it to the "MS_DefaultMaterial" and it should work
I have two versions of UE 4.26 
Hey guys, with UE4 still is possible develop game for ios?
I'm on 4.28 ๐
Always put UE stuff in D:\ drive.
The derived data cache will consume your C:\ drive pretty quickly.
8 GB of RAM is alright.
Hardware as powerful as the base PS4 is also good for development.
Guys help here I'm looking for the best zone to learning unreal's workflow and C++ dev tuts anyone have any best choice?
Yes very possible just go for it
Reuben Ward's YouTube channel is one good learning resource.
oow ok thanks lemme go check it out right now
@swift basin 8GB RAM will suck, as editor leaks memory left and right
mine, for example, is 5-6GB on start, can get past 15-20 if not closed for a full day
Not in my installation.
UE4 always starts at 1 GB of RAM usage.
it tends to load most of the assets in the project on startup
I've been using UE4 in 8 GB of ram for years, and the only odd malloc I get is with prolonged control rig usage.
i worked on what i consider smaller project with 16, and that was a pain
hello, i have a procedural world generation with chunks, is there a way to make the chunks disappear if there's a big distance between the character and the chunk ?
Hey fellas, anyone encountered delay before AI got ai move to node and actually moved to target location?
Its simple as it is, but for some reason there is delay before AI actually moves
Yo dudes, did anyone ever figure out a proper way to do faux isometric camera?
Orthographic cam is basically non functional
Also dragging the FOV to <5 messes up with light and shadows on perspective camera
Any other ideas?
messes up?
could it simply be a depth buffer precision issue if the fov is really small and camera really far away?
you should be able to help it by adjusting the near clip plane ๐ค
hello all, there's this "snap to floor" feature by hitting the End key with an actor selected. Can I exclude some specific static mesh component for that calculation? Like, I have a simple mesh component which only draws to a RVT. This mesh component shouldn't be used for calculating the hit when snapping the actor to the floor. Is that possible?
Any player mobile standarts free models.
is there a help section in this discord anywhere?
Guys, how to get objects in a scene lit by a skybox I create?
SkyLight with Capture Scene instead of Cube Map
I did that and it does't illuminate them.
basically I want to rotate my skybox and illuminate my scene
So your SkyLight doesn't work?
It does, but I guess I need to bound my geometry with this parameter to be able to rotate a skybox geometry and the skyLight at the same time.
so im quite new to unreal engine and im trying to add water (river) to my landscape that i created, and like on the videos i should be able to move the water around and move it above the landscape...except i cant. Also, when i click on the water itself the outline of the water is made of of squares and isnt fine tuned to the shape of the water itself???
like this
Can anybody help disabling action mapping in a widget?
Or you could just scene capture it all so the light always updates based on the SkyBox state if editing the Angle is a problem
You do that in SLS Specified Cubemap section, otherwise i don't really get what you're trying to achieve with that
thanks for the help guys
I want to rotate an hdri image on the background and illuminate my scene with that ๐ I don't want it to be static while I play with Source Cube Map angle in SkiLight
Help me fix widget overlapping problem
@brazen venturethere is a Z-Order to widgets. If you look it up you will find more information on it
i didnt explain very much so when i press p button it opens pause menu and then i click option button that opens keybind widget and when i press p key it open pause menu and it overlapps and i want to disable that
@swift basinInput keybinds can be used to open the menu.
Also play test it in Standalone, pressing Esc in PIE will quit the game instead
right, i need to create a lookup table for a 3d tile map system, something along the lines of an array containing bitmasks like 00000000 = no surrounding tiles, 10000000 = tile at the front, 01000000 = tile at the back, 11000000 = tile at the front and back, 11111100 = tile at front back left right top and bottom
any idea how to approach this in c++?
actually an array or map where the bitmasks are the indexes
What is everyones source control of choice for Unreal?
Perforce and Git. Both have their pros and cons.
I have only been using perforce with UE but always git with other stuff. Can you go about locking files to work with to avoid conflicts like perforce in git?
I dont think Git has file locking, it resolves instead I believe (its been a while since I used it in a team so I can't actually remember ๐ )
@amber duneYou would create an Enum for bitmasks. Then you can label them with your position per member
@kindred viper i thought of that, but how do i generate the actual bitmask when checking neighboring tiles?
Im not sure you can generate it as Enums are compiled objects. So you would have to know beforehand
i mean when im performing the check on the tile
Nah, we avoid LFS altogether ๐คฃ
when generating the mesh
@amber dune I would review this information and see if it suits your purpose. https://www.ue4community.wiki/bitmask-bitflag-enums-kdq2na6w
C++ Usage of Bitmasks and Bitflags
the tilemap itself is just a 3d array, im looping and checking x+ 1, x -1 etc, if x+1 has a tile then i want 10000000 then if x-1 has a tile change the second bit* to 1 also, and so on for each tile
yeah its the way i plan on doing it, i just dont know how to generate the bitmask used to pull the correct enum entry
oh i seeee
i missed a bit there
ok i get it now, thanks:)
handcrafting the enum for every possible outcome though:S
actually not hehe
wait, no i dont get it
ok i do, but i dont know how to generate the actual adjacency to tile map
Ok So I have It set up so that you Press a Key It makes horn noise. The issue is If I spam the key itll keep overlapping the sound audio. How can I prevent this from happening and only allow it to play the audio once when pressed the first time.
Apologies for the super-general question, but anyone had much exp writing a custom camera player manager? Or even custom controllers? I have a very basic cam manager in place and am tweaking it as i go along, but it's leading me more and more to override a lot of functions in our custom player controller class too, as the standard player controller seems so intertwined with the camera manager and vice versa. So I'm finding myself copying and pasting parent class functions before taking a few lines out here and there so any unwanted calls to SetViewTarget or AutoManageViewTargets (maybe not the correct name) aren't called.
This experience is cool as I'm learning a lot, but on the other hand underlines that in a lot of cases working with general use-case engines like Unreal can be tough when there's not a lot of documentation on how some parts fit together, or "best practice" when overriding some of the more common classes.
Hey everyone! I've been thinking about something. So I want players to select an item, think ultimate chicken horse level start UI, then be able to set it down within a selected rectangle and where it's placed it would displace the mesh horizontally making the rectangle wider at that area. Would a spline to able to do that at run time or would I need some sort of voxel system.
you could do it with displacement on a vertex shader but a voxel system would offer an entirely new set of functionality. It depends how complex you want to go
what is "Mesh Streaming" in the project settings? https://answers.unrealengine.com/questions/964349/what-does-mesh-streaming-option-in-editor-do.html
quick math question: I want to analyze frequencies of a sound file and would need a good representation of the frequency bands. afaik this is log.. how would I create a good log scale that goes from 0 to 20k?
.
You can set up a delay.
What I would do (idk if it's the best way) is have a boolean variable 'EmmitingSound' or a more general 'lockedAction'.
When the key is pressed, set the boolean to true, set a delay for as long as the sound plays and set the boolean back to false.
Every time you press the key, check if this value is true or false and branch out accordingly
You also need to set the input mode to UI Only or Game & UI.
Oh, I misunderstood. If youโre already doing that, when you start your game, you need to set the input mode back to Game Only.
Hi, I have a tool that I use to generate hierarchical instanced meshes. Works fine, but how can I convert these meshes to a hism actor? When I try to use the merge tool I get an empty actor only.
You want Set Input Mode Game Only to give the player control back.
I would put that code in the player controller or pawn tbh. The level blueprint is generally a bad place to write code. You need to make sure the player is spawned before this code is executed so I would expect it's best to do it there.
looks like broken code
it says those 2 variables do not exist on the target
its saying that the "skillpoints/Attributepoints" is not in the ThirdpersonBP
but they do O-o
SkillpointsSave and AttributepointSave
makes sense ๐
yeah z)
maybe you know this
When im starting a new 3rd person game when pressinf F1+Esc then it brings out the cursor
where can i find the BP for that ?
the release cursor function? its part of the editor
should be shift-f1 to release cursor
I'm stuck in how to restart the level when player dies, because after Destroy Actor it doesn't restart but if i remove Destroy Actor it does restart.. I have no clue how to do it properly.
well think thru the process
destroy actor with self as the target destroys the current BP and nothing after it will run
That's what I figured out
if you are reloading the level, why destroy the actor?
well... if the actor falls from the map then he keeps falling and falling.
there are a few ways to handle this
the "betterrer" way is to have an event in your game mode that handles all of this stuff
and easierer way is to use the on destroyed function in the actor to do the reload so when you call destroy actor, that part runs and reloads
as for falling off the map if you do the 2nd part (on destroyed -> reload level) and you combine that with the KillZ setting in the map (destroys actors when they hit that low of an area on the map) it can handle itself
I personally would have a "Handle Game Over" or "Handle Player Died" event in the Game Mode that I could call whenever that would take care of "stuff" like destroying the player, saving stuff, resetting stuff, reloading stuff, etc.
I'll read through what u said and digest it for a sec.
is there a reason why my trace wouldnt update in bpยดs? iv set up my trace just as i want it but it just doesnt update in the bp?
how do you update it?
i mean, i simply try to get a boolean out of it
but its not changing tru/false, no location
did stuff like that befor so im a bit confused why that doesnt work?
start is pelvis,
end is a direction, scaled + pelvis loc.
it does exactly what i want... just doesnt... return what i see in the editor
or anything
whats not updating? it looks like its hitting
it doesnt always mean its accurate, have you tried pause it and debugging the current value
how would i do that?
move it to somewhere where its hitting so it should be a good result
go to the set scalar parameter value node and hit F9 to breakpoint it, it should pause
then mouse over the return pins for the location and blocking hit to see what the tooltip says
alternately PRINT STRING debug it! print string after the trace and print out the variables
f9 does nothing for me, used that breakpoint befor
okey it seems to update but why is every 2. one false lol
ah nvm, had a 2. char bp in
all good
is this blueprint duplicated yep
so you were watching the other BP
just was a bit dumb here
well, it jsut seems that this "watch value" doesnt really work
using that a lot in ctrl rig, works better there
well...
if you were watching the other one, that never moved then....
the drop down in the top right when playing in the blueprint shows the active instances, you were probably watching the wrong one
probably, seems i just got a bit confusled there
Anyone have expereince level streaming the UE4 ocean/river/lakes?
I have a map setup where my ocean and landscape are not in the persistent level and cannot be in the persistent level due to swapping levels for the experience.
LMAO
Unreal Rick Rolled us hard
Uploads new UE logo...changes name to unreal engine 5.. ..and then proceeds hours later to just continue uploading UE4 stuff...LMAO
Could I make a game and put it on steam for free?
yes
Wait, can I even put it on steam since I'm using unreal and it's owned by epic?
ofc you can
Ah ok good
how do i apply material to multiple BSPs?
Half blender question here - refresh my memory, I've applied the origin in Blender to where I want it, but when I send it to unreal it's in the middle of the model - what am I forgetting here? (using blender 2 unreal pipeline tool)
NOW I remember - you have to make the pivot point in Blender be at 0,0,0, just the way Unreal is - so set origin in blender where you want, then set the cursor to 0,0,0, then set object to cursor position and export
future search '
pivot point blender unreal how to set
Check the pins in #metahumans.
Ok thanks!
Where's Righy these days?
@swift basin So, there's probably some money for whoever makes a good "hotkey memorizer" mini-game in Blender, or any app, that lets users who don't work in the program but still understand the general concepts get their workflows faster, much more quickly
@vapid snow Bro can you help me i have some issue from your tutorial.Pls answer me in direct messagges
@vapid snow
I'm working with graphics settings and the game user settings. Is it best practice to load and apply the game user settings in the Game Instance init event?
what's the version control software mostly used for UE projects?
@swift basinadding grass would force the lighting it is using to be dynamic which costs more cpu to process, building might takes those items and build the light so they used textures now and are less cpu to process. so yes that is normal if your project is set to do that
which tutorial was that?
and assuming you are using a max health and current health set of variables it should be fine
@swift basinyou would need to build yes, when you add new items and are using static lighting it defaults to dynamic until you build. you could lower the lighting quality in the editor scalability settings
@ebon lindenugh yeah I hard coded it to 100 didnt I lol. lemme figure this out
its more about making it give a percent and not a value as the correct fix
i dunno yet, trying to fix it on my side. My current thought is adding in 2 new values that we adjust whenever we adjust it, then just making those the new percents its using.
yep I should have it in a few, trying to "fix" it with the least amount of changes
is it possible to have a mesh ignore the post process volume?
.
what I did was rename the CurrentHealthValue to CurrentHealthPercent since that was more accurate
same with NewHealthValue -> New Health Percent.
then added in 2 new variables, Current Health and Max Health. Set them both to whatever I wanted
then you can see in the first screenshot I adjusted the middle part to use some math to get an actual Percent from the current/max health and use those
I wanna ask about video playback being choppy, anyone know what channel would be best to ask in for that?
also at the top in the begin play should probably set up the current health based on these new numbers so it can start out at the correct health in the event the currenthealth is not the same as the max health
@light lagooncould be #cinematics , could be #virtual-production , could be #ue4-general all just depends on the issue
I'm not really sure where to start debugging. 720p and 1080p videos are choppy for users on decent machines, when they have no trouble playing the videos in VLC. I'm using the standard UE4 Media Player class
its stilly but have you tried a lower resolution just to elminate that is the issue? is the % choppiness relative to the size as in the 1080p is much choppier than the 720?
have you tried another video?
is it in fullscreen, windowed, fullscreen exlusive. is it using the start up videos or using the media sytem like on a material
is it on an item in the world, a blank scene, UMG.
Yeah the resolution does reduce choppiness, 4k is awful, 1080p is choppy, 720p is still choppy but less so. But it kind of sucks that someone with a i7 and good graphics card can't even play a 720p video, seems wrong :S
Media system on a material, the material is shown on a UMG UImage widget that's in a nearly-empty world, it's inside a scalebox. The issue shows up in fullscreen and windowed and fullscreen exclusive
ugh
I would personally grab the sample file from epics media page and try that to eliminate the codecs and file. https://docs.unrealengine.com/en-US/WorkingWithMedia/MediaFramework/HowTo/FileMediaSource/index.html
can atleast eliminate your file as the probable issue
@grim ore Good idea! I'll try that. Their sample is only 640x360 so I hope it will work hehe
does your sample play back fine in editor?
It runs fine on my machine but it's pretty beefy, it's just on some users and QA that it is choppy so it's quite a long turnaround time for testing, unfortunately
and built on your machine its fine as well? my only real thought is bad codecs or they arent tabbed/focused on the game which lowers cpu resources and lowers the fps on the video
I'll double-check but yeah i'm pretty sure they're playing w the window focused. Good idea tho
considering the media playback should be fine for mobile it is weird it would have issues on a decent PC
@grim ore how would I check what codecs they have installed? dxdiag?
What's the trick to hiding this text so that it's not reflected in surfaces like glass?
that's a 3d widget but i don't want it's reflecting in that cube
hello! i am in dire need of help
im watching a tutorial on hwo to make a start screen and its telling me to grab mainmenu and options menu out of the variables place but i cant find them (they are both vertical boxes)
i wonder, can i change how often a line traces?
i have a line that doesnt need to trace literally every frame
can u elaborate?
thx
ah so this is essentially a tick where i can set how often it ticks?
so if i put in a higher timer it will be more efficent?
Has the editor always locked itself to 30fps when you open an asset editor or has something gone terribly wrong?
Hello guys who can help I have some issue with collision
That just means that the Component you enable physics on needs to have the collision also set to physics and not query only or even none
Actually i try set it to not query but its not working ๐
My engine just starts spamming this in output log even if I don't hit Play when I sit in editor for a few minutes LogUObjectArray: Warning: Other object in slot
That's all i can say. That's what the warning says
Might sound idiotic, but check if the "damage" set on the weapon is actually 100. To me, it happened multiple times that it straight up does a third higher of damage than the set value
https://www.youtube.com/watch?v=BcxtpSLMnH4&list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB&index=135
how can I get the codes for this live stream?
Richard Hinckley, Sr. Learning Resource Engineer, returns to the livestream to discuss data-driven character movement. We'll demonstrate how to use curves to affect the feeling of your game's character controls. Friction, acceleration, jump arcs, and even gravity can all be altered with curves to create a unique feel for your character.
NEWS
...
does anyone know if they have published the codes for this live stream? I could not find any links!
normally its linked in the "announcement" url, but its so old that the dropbox link no longer works
ah that's bad, the instructor is showing a very little parts of code which is really hard to find out just by taking a look at the video!
have they moved these links to some new directory?
is there a setting to make the volumetric clouds move?
what am i missing about this set static mesh node? I made a blueprint class derive from StaticMeshComponent and set static mesh is not doing anything and returning false:
For some reason whenever I open my widgets, they always DPI Scale up to x8. This is incredibly annoying and I dont know why it started doing this. I disabled the DPI Scale in UE4 Properties too. Anyone know how to fix this?
does anyone know if ui video is possible on mobile?
like using video media player on image
What's the process of porting a finished game to a console?
Like what would I have to do to bring a game to xbox?
Get a devkit and follow instructions given I guess
They'll give you the necessary stuff to build your game to whatever format the console uses
Register yourself for a development kit, and contact Epic for the necessary platform builds.
If you're going for Xbox, you could pay the entrance fee for developer account and turn your retail Xbox One / SeX into development mode.
If you're going for PlayStation or Switch, you must fill in the paperwork and wait to get approved for enlistment and devkit from Sony/Nintendo.
Once you have officially authorised to have devkits, contact Epic directly for the matching platform build, so that you have the build targets for the engine and build for the consoles.
Every time I start my UE4 game, it seems to default to fullscreen on a particular monitor, and then only after a few seconds it loads the users' preferences and changes to windowed/fullscreen or a specific monitor.
Does anyone know a way of avoiding that initial "grab full black screen on monitor 1" thing? It's just kind of a crappy user experience
Taking a poll: Do you prefer putting your character's attacks in Animation Blueprints, or do you prefer putting them directly into the Character's Blueprint? Any reason?
Figuring out how to get all my controls mapped to a controller was more difficult than I thought it would be.
Why is there no "New C++ Class" Option? https://i.gyazo.com/cf740941cbd43fe454f511352441eb75.png
I think you need to be under the C++ folders.
If you don't have one, then you need to go to File->Refresh Visual Studio Project
Or make new one if you don't have one.
Hey so I got a True First Person camera, and would like to reduce the "Head Bob" by lerping the camera location to make is more stable and smooth, Does anyone know of any examples of how to do this?
Oh they moved it into files, thanks
@chilly geyserYou probably want to create a camera boom and attach it to the character and not the mesh.
Also you need to add a camera to the boom.
@pliant trench my player camera manager system is using a skeletal rig and an Anim BP (ALS v4). So it works like a boom (I already have a functioning third person camera). I have a custom camera behavior function im using to control First Person and ADS (which just moves the camera to a socket location) So all I would just need to know how is how to lerp the "raw" camera movement into a "Smoother" average
@chilly geyserOk. And so you know, there is a dedicated ALS community on discord who might know more than me. You can set the "socket" to any bone. Try one of the spine bones and see if that gives you the results you want.
Anything more advanced and I can't really help. I'm still learning ALS4. But it's an amazing project.
I take it you've tried lerpping over x amount of time?
@thick herald thats where Im stumped. Would I need to constantly set a var for the transform of the previous tick to lerp from?
Im not sure what to lerp from and to
ALS discord would be much more helpful.
Does anyone here have any experience with UnrealGameSync (UGS)?
I have some questions for someone who does.
When you switch streams using UGS it ends up calling p4 client -f -s -S ... .... This updates the client to be on that stream, but when done this way it requires Perforce to basically sync all files again.
Compared to if you switch streams using P4V it calls p4 switch -Rn ...
The difference is huge in terms of files being synced. The switch command results in only the files that have changed being synced versus all files requiring a sync.
Are we crazy? Is this expected? Are we doing something wrong? When our depot has 500k files and everyone is remote this hurts.
@pliant trench oh im also there, but very few know how to use the ALS camera system. besides, its really just a matter of what to lerp, as I have lerping from third person to first and to ADS working fine
My mistake. Sorry.
lol no mistake made! here is what I made to lerp between sockets
@plush yew i completely overlooked that
seems you can only add and remove a camera modifier in the camera manager class
oh ok! i will check that out! thanks everyone! Ill post what I came up with later
yeah thats another thing im hoping to lerp or something
hey, where can I ask some more math-related question? I want to replicate axis movement (grab x axis to move on x axis only), but im having issues with the way the mouse position is translated
(I think) i need to convert the mouse world position to the x axis?
Why do I get a error when packaging saying "Missing UE4Game binary"? I already created a C++ class that was opened through VS.
Heya So i made a character and he just absolutely ignores gravity and objects so i enable physics and now he falls like a ragdoll down (like a slug without bones on the ground basically like a corpse) any idea is welcome
Please elaborate with video capture of the issue.
i cant video rn but basically if i enable physics collisions work but my character just flops like this
how is your character rigged?
it supposed to be a normal character that you can control and everything but enabling physics just does this if i dont enable physics then he walks on air doesnt fall and goes through everything so yep
@plush yew oh heck, thats easy, thank you!
ah weird
I haven't encountered that issue with a controllable character yet
only with an empty character body
also Cookie wdym by that ๐ i used an asset from store and i know collisions used to work perfectly
i would be even fine if the body itself had no collisions but the box or anything around it had but well that doesnt work sadly as well so i am running out of ideas
(By box i mean collision box around the character)
Maybe try to recreate the character step by step to see if there might be something you missed?
i thought about it as a last case scenario it seems like the problem is with the skeleton mesh itself probably since copying the code to another character works but then the question is what setting did i turn on or what did i do wrong i will try to do it i guess tho so i can at least finally go to sleep in peace ๐
What you can try to do is get the thirdpersoncharacter template, add your animation bp, skeletal mesh and character bp to it, see if that fixes it
Otherwise, sorry can't help you further as I'm pretty new to it too.
no problem thanks for trying to help ๐
also an update i tried recreating it and its 100% problem with the skeletal mesh i am using so i somehow just need to find out how to stop it from ragdolling and just falling down like a corpse if i set physics on
open up your character and check the collisionsettings on the capsule
they should be correct tried using block all and everything and its ok if physics are disabled on the mesh itself right ?
Consider using ALS V4 - it has a well made ragdoll functionality.
I am using ALS rn i think
i just need to make it so he doesnt ragdoll and just fall down when i enable physics
Well, it's supposed to do that unless you have a setup for physics driven movement
oh i see then how am i supposed to set up collisions and make it so gravity works ? just using the anim starter pack since i am a begginer also thank you for help everyone
Hey guys, I figure I'll ask this here but it may be a #multiplayer question.
I know that I have to be using a source build of Unreal in order to use the dedicated server method
But do I really have to give up the ability to use any blueprints?
If so, I almost only ever see tutorials for blueprints, is there a site that shows you the methods which appear in blueprint nodes, and how to access them in a C++ IDE?
For example, this node: https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/GetCommandLine/index.html
Get Command Line
Isn't ALS has UE4 standard animations built in? You can use set master pose component on the character mesh and hide the blue manny.
Gravity problem sounds weird tho, you using a Character in the first place?
Cause if it just floats around it could be something else
I am using a pawn is that a problem maybe ?
The skeleton mesh i am using is completely done with bones and everything so that should be fine
What do you mean by that?
I think you try to make your own character actor from scratch.
Do you mean from source?
the material undo bug is well known i assume?
the weirdest thing is i remember it used to work and collied/fall properly long time ago but i will still try to fix it
Well, thing is, it's a Pawn you're using, CMC handles all of that fun stuff for you
anyone know tuts for mobile , like touch input , swipe camera and drive button? thanks
Whats that node in bluepritns called where you type in the math
Yep thans\
thanks
Do we need to wrap const char* E.g. "SomeText" like this TEXT("SomeText")
I realised i was using an asset thats supposed to be for an older version is this maybe the reason for the body just flopping and giving up when i enable physics ?
Mesh asset shouldn't affected by engine version. The whole PBR material systems didn't changed much for the past couple of dozens versions.
Engine version for plugins are more likely to have setbacks on Blueprint/C++ plugins.
then i have absolute no idea what to try next changing the skeletal mesh could work but i need to use this one for this character
Use the third person template or use ALS V4 (it's free on the Marketplace)
is that the military soldier you trying to use?
What collision setting does the capsule and the mesh have in the details panel in your actor bp?
i tried using all combinations but as long as in collision enabled : Physics are enabled it always falls dead no matter the other settings
It seems like many people wanted to have ball rolling game that has third person controls lately ๐ค
But check both mesh and the capsules settings. And i dont think you want physics enabled on capsule just the mesh.
That was like the first thing i did when i followed the ball rolling tut, and also for the endless runeer hahaha
I've been considering to make a free template for that, since I did the same thing for my cancelled game jam project ๐ค
btw even with capsule collision removed my character still flops on the ground when i start the game
I'm actually still developing mine. I had to ask allover how to fix an issue i had with the ball bouncing when it crossed over an intersection where 2 meshes met and were totally flush. Took like nearly 2 weeks before someone finally solved it.
so the meshes collision is still working but why do you want physics enabled?
well without physics it doesnt work no matter what thats what i meant
what do you mean it doesnt work? what do you want it to do?
i want my character not to walk on air and i want him not to go through walls
basically at what height he spawns he walks on even if there is nothing under him he just becomes jesus
and i need to fix it
Consider using Character Movement Component.
at the moment he doesnt even walk
yes, thats what i was gonna say
Or better, reparent it to Character class.
If he collapse on the floor then his collision is working. Select the wall you want him to walk through and make sure that it has collision or he will walk through it anyway
yes, if you switch the viewport to front view then you can make sure your charcaters feet are at the base of the capsule then he wont float
he collapses on the floor if physics are set on and i cant move him or do anything cause hes like a doll i checked the walls with other characters and they worked
hahaha
??
also i tried increasing the capsule size ( way over the skeleton mesh) and still nothing i honestly have no idea what to do
Delete that blueprint actor. right click in content browser and create blueprint from class, select character. Then add the mesh to that bp and see what happens.
i think i already did that but let me try again 1 min
make sure to select character
Well i guess unreal wants to do everything in its power to stop me from fixing my problem haha well lets hope it doesnt crash again
Nicee!
in case you get stuck again this tut is fun to follow https://youtu.be/w4nJ578XP48
In this Unreal Engine 4 tutorial you will learn how to set up a new playable game character from scratch, by creating a game mode, character blueprint and mapping the ability to move, jump, run and crouch to different keyboard keys and mouse buttons. Furthermore, we'll create public variables for jump height and run speed, thus exposing them to ...
also a question isnt there any map setting or anything that could cause it ? since i still think its me setting something wrong in the map or project or idk since it used to work
If it floats it's cause you're Pawning around
Use a Character if you want to stop defying laws of physics
Try that first
Memnoch thx thx but i already my character fully done (the code part) now just to get the collisions working and it should be fully done and yep i am trying that rn when unreal loads
Again, consider retargeting the blueprint to Character class.
i am doing it by creating the character and then putting the mesh and etc in it
I don't want to be that one broken vinyl record, but you're creating the blueprint from Pawn class, and Character class is a subclass of Pawn, and has all the things you need for proper movable character logic.
Good news is that without any code gravity is working so thats good
Well i'm off for an hour, gonna do some metahuman creation.๐ good luck and make sure you have fun.
CMC is actual magic confirmed, makes gravity work
btw since i am reimporting my code is there a way to automatically create all the variables without having to click and make 1 by 1 ?
Right click on the variable node. You should have the option to create one
You'd have to right click on each one and create varaible, all other instances will be made variables aswell so only need to do it on each type of variable you have.
oh so i have to do it 1 by 1 like that since i saw on yt some ppl had an option to create all variables or something when they copied
there is blueprint properties transfer t5hingy but i aint going there.
yep yep np i did most of them already
You can transfer normally too, 1 by 1 sadly
Hello, what's the way to store data's on the dedicated server? Or will it be include in the eos plugin I will buy? Thanks
Eeh, depends, and don't even know what plugin, am not a fortune teller
You can create a Database of sorts or just use plain old SaveGame
So I can use the same nodes " save to slots" with a " branch has authority" before?
It will be run in GameMode so it will always have Authority in that case
Collisions and everything working thank you just need to fix the Bp itself since when i pasted it only something got pasted for some reason
Ok thanks
As slot name you can use player ID or name for example so each player has own save
Ok I'm very excited to do that
well everything worked and when i was changing the capsule size just poof and again flying in the air well i am going to sleep for now since need to wake up in 3h and then i will just do the character again step by step and it should work thanks everyone for help
Hello, i implemented voip talker to my game and it works, but I want to give the option to mute other specific player. It works only to the server, the host can mute other players, but on the clients it dont work. I am calling an event on the player controller from the widget when click the mute button. Anyone know how make it work?
Good evening!
I would like some help if possible
Following a tutorial and I block when he adds a "Table List" in "GameplayTags" but I do not see anything despite having like him to import beforehand the files that he provided. Looking at the folder, the said files are there, but it's as if unreal doesn't recognize them. thank you in advance
@autumn flame you were talking about database, if it is more optimized I'm interested, how to do that?
It's just a data table?
Gives you more control
Look into SQL or JSON
I know SQL, but where we do that in blueprint
You would have to write your own thing in C++ or use a marketplace plugin iirc
Good night, anyone knows how to get the user GPU VRAM size?
I moved my project folder and now I'm getting this error
I deleted the old folder, and I tried to re-generated the project files twice
Any way I can fix?
The project runs fine, this only occurs when I compile the code from VS
I'm trying to change the walk speed of a pawn and I need to do it on the server so that it replicates to all clients but when ever I try to run any server custom event I get:
"No owning connection for actor BP_PlayerShip_2. Function SetSpeed_Server will not be processed."
but i don't want the ship to have an owner i want the server to own it so how do i change the speed?
Alright so because I didn't find a solution and somebody might search this in the future: I fixed this by deleting all folders in the project save for Source, Content, and Config
Dunno why but hey
What is persistent state?
Hey guys, does anyone know a console command or button I can press to display all foliage (or even all meshes) at LOD 0?
how to use Isinviewport node?
console command "r.forcelod 0"
I tried that but it doesn't work.
the problem isnt exactly lod
there is no shadows on my foliage after a certain distance. im using raytracing
im trying to make a cinematic so fps doesnt matter
ive also tried r.ForceLODShadow 0, but that didnt do anything
hmmm ๐ค may be need some settings inside foliage type asset, i don't have this issue yet.
when i go closer to the foliage the shadows re-appear
Do you mean distance cooling ? And distance to show foliage
Im not sure. I can still see the foliage but there are no shadows. Its almost like they are unlit.
let me show some screenshots
This is the foliage far away.
And this is when im close
r.Shadow.DistanceScale
r.Shadow.CSM.MaxCascades
r.Shadow.MaxCSMResolution
If performance is not important, last parameter set 8096, second param set 4, and first increasing from 1 to the one you want
is there any way to expose Defined property flags on uassets?
I did all of that and it still looks the same
I set shadow distance scale to 10
I FIXED IT!!!!!!
๐
You just have to put in this console command: r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0
oh, i see. You trying to make cinematic at raw level. A lot of cinematics tricks are post process, DOF, bloom and may be particles noise.
Thanks for the help ๐ just another question, how do i set a console variable to the default value?
It's UPROPERTY() thing
i don't know๐ but i think to bring it down to acceptable values
i cant find any specific examples** regarding epropertyflags. if you know any specific examples i would be curious. i was hoping to do it though BP/graph, but i will try, ty
i stored this issue in my issues base๐ง
Cool ๐
Are beginners welcome here?
@severe robin if you want on my discord I help beginners
Yes. Make sure to adhere to this server's #rules
Please, Can i use the same skeleton on a mesh bigger ( but with the same bones) ?
its two characters
one small and one tall
i want to use the same skeleton system and animation on differetent characters
Yes, you can.
ok , because the second i have imported have the head on the feet
its a ball
maybe i have to apply transform in blender
i ll try
now its like this
Repurpose it to be siren man monster 
rofl
What's your unit scaling in Blender?
ok
now my main char is broken too , i cry
main char repaired , ouf
now the second i try what you say
@drowsy snow i scale the mesh or the skeleton containing the msh in blender?
Both.
if i do that mesh is 100 times bigger than the skeleton , its that?
in the viewport i mean
because scaling the skeleton scale also the mesh a first time
Not really.
I've been doing that many times, and both the mesh and skeleton shares the same scale, not multiplying them.
Select all, and apply the transforms
Try retargeting it instead
Hi, I am trying to use "Mesh Distance fields" but it is not working for some reason. On docs i found that it is disabled on intel cards. I have intel uhd620. Any one here who has intel card and "Mesh Distance fields" works?
retargeting the animations? sorry i m lost @drowsy snow
You'd want to have a dedicated GPU to have mesh distance field working instead of intel iGPU.
Describes how retargeted animations can be used with multiple Skeletal Meshes, allowing you to share animations.
great thanks
If you're using PC, having one GPU as powerful as PS4 (like the GTX 780 or 16xx) isn't terribly expensive, even brand new.
Thanks :). I was just wondering if there is a way to make it work in intel. Looks like there is no other way but to buy new GPU๐
I mostly work on my laptop. I do have an old PC but I doubt I can get any new GPU to work on that๐
Hello
We have a project that runs greatly, we are trying to package it and export for windows, problem is that faceAR is not running, in standalone player or exported exe file. It runs perfectly in viewport play, other than that nowhere.
I use the live link app and iPhone 11
#packaging might able to help
Thank you
Hi!
How do I export my meta human character to blender/maya?
I want to make ingame tutorial for
Simple runner game pls help me that how can I achieve this
If you're able to create events, creating in-game tutorial prompts is easy.
Otherwise, there's so many ways to approach in-game tutorial system.
hi. is there a way I can change the saved folder location to documents?
stuff that is around on the internet tells me to change source code that I can't even get to
Guys, how to set Source Cubemap Angle in BP? I cannot get the parameter
I can only get but not set
I suspect the UPROPERTY of that var is EditAnywhere but BlueprintReadOnly, so I think you have to go modify the class in C++.
Thanks
doas anyone have time to help me i wanna make a third person shooter so like u have a gun and just shoot targets thats it
task manager
run it in a different window
open task manager
and find the process
You can use Rivatuner to show hardware stats in a cooked/standalone build of your game.
Please note however, that Rivatuner can cause issues with the editor.
whoever teaches me how to make a fps game ill pay hm
Hey guys, I've just finished my app in UE4 and I was going to put it on the Windows Store, but... Like... It's weird and I think it still needs to be UWP in 2021?
Does anyone know how I can build in UWP? I was looking around and it looks like it might be a pain in the ass, but most of the things I found were from 2016 ๐
Hi, I'm doing ray-tracing renders on Unreal for one of my projects and I decided to bake the lights to optimize my scene. However when I bake, I have shadows too contrasted/intense, I have enough things but I can't find the problem, can you help me? (I don't think it's due to the AO) here is a picture of the problem, thanks in advance.
Anyone ever encountered this before? Exporting the skeletal mesh from UE4 to Blender 2.92, export/import settings are the same as the other vehicles which I've had no issue with. Tried exporting from different versions of UE4 (26, 25) but still experiencing it!
how do i make it in a main menu to make a animated image so it changes
Didn't really know where to put this, so I am asking it here. I imported the ThirdPerson content into my level, Now this untextured pawn appears and after combing through every blueprint I can't find where it's spawning from. Any ideas why this is happening? I was also sensible enough to make a backup in case stuff like this happened, it's just annoying me.
It should be noted that the pawn spawns randomly, as if there was a game mode selected that would try spawn it at player start. I don't have player start as I do not need it.
Edit: Never mind, the project settings were bugged.
Hello guys, are we allowed to take the megascan assets and make changes on it or are people only allowed to use them like they are? Thanks in advance
Thank you very much
hey! i have a simple question
im using ue 4.13, but i cannot use any of these options
i assume there is a drop down menu, but clicking it does not do anything
odd, they should work
ye
im trying to mod LN1, and this would be my first brush with unreal engine
already running into problems
im using 4.13.2 btw
version should not matter. no experience with modding though.
i have a tutorial for modding, so dont worry about that
i just dont want starter content to interfere, but i also don't know what to delete if, for some reason, i cannot disable it
iirc its just there. if you dont touch it there should be no worries besides some project bloat
it wont affect exporting uassets?
I would try to see if it also happens in 4.12 or 4.26 just in case. if it does, might be a weird bug related to hardware or software
it wont
yeah im trying 4.26 now
works on 4.26.2
hm
can i make the project in 4.26 but open it in 4.13
sadly no
frick
yeah, thats why im trying to use 4.13
if starter content wont affect what i want to do, and i can just delete the table and chairs, i'll just go ahead with what im doing
now im confused!
i think changing the setting in 4.26 made no starter content the default in 4.13
rad
ftw hehe
ye
what video file extension is unreal engine using
mp4 is usually the standard compression but there are options
Hi, I am trying to understand the logic flow on selecting a spawn, i've build a system to allow a player to select a character, now i am looking at how to select the player start, I thought it might be as simple as overriding ChoosePlayerStart_Implementation however that seems to get called before a character has been selected
why cant i delete this folder
odds are there are still redirectors in it
means
means you have a word you can research :p
(enable show redirectors in the content browser filter)
i turned on show redirectors now what
and inside the explorer?
when i rename the folder it creates a new folder
i deleted the folder from explorer
there is a file in there (which you can probably see in windows explorer) if you are 100% sure its a useless file you could delete it, but in some cases it might remove a reference
I could be wrong but is there a hair shader already made for ue4 i should be using because im trying to get transparent hair and i just cant wrap my head around it
doas anyone know how do i make my cursor show in one level but the other not?
You could run the editor utility that clears all redirectors. Right click on the folder, and then hit 'fix up all redirectors in directory'. You can do it on the content directory as a whole too, which should fix all redirectors in the content folder. @plush yew
@plush yew there is a hair specific shader yes
@olive nicheGet Current level Name and decided if its a level you want the cursor in
in the main menu level
the folder is now empty then also i cant delete it
my game wont turn on please help
i did something with player controls and it wont launch
ctrl+z
Hello , i have a first character , he has Gloves , they are skeletal meshes , i want the to use the gloves to the second character who is sharing the same animBP ( for the character mesh and for the gloves)
how to achieve that properly
The second c haracter is taller than the first
so the gloves are not matching the hands however i scale it precisly
nothing happend
nvm
can someone help me with collision
Ask the question directly, if someone has the knowledge/time to help they'll help ๐
In regards to joining levels in world composition... is it better to have the levels tightly packed in a square/rectangle or is this shape reasonable?
hello @everyone
I need help with collision and physics. my character make glitch after moving to any location because my capsule collision collides with any objects. (I am working on a cover mechanic). I want to explain my problem through an example.
For example, I placed a cube at location 0,0,0. Then I put a mechanic on the character, when I press the C key, my character should move to the location 0,0,0 with move companent to node. In this case, the capsule companent collides with the cube and capsule teleports to a location where it will no longer collides with the cube.
What I want to do is foresee the location which capsule companent will be teleported to. So I canย directly move my character to the location where the capsule will be teleported after the glitch. Thus I will be calculate the best location to take cover and glitching problem will be fixed.
Maybe we can create a new node named "calculate new location of collision object (in this case capsule companent) based on physic or something like this.
Thanks for reading. Waiting help
โบ๏ธ
i created a macro library where can i get it to insert
Have you tried right click and "migrate"?
@magic lanterndisable collision if that is an issue, or use some of the better AI movement nodes, or yes create your own node to do that you can look for valid paths or get the collision of items you are moving to and get the bounds of it and move your character to that outside
using normal pathfinding tho should try and get you to the closest spot without warping them
How do i check if the length is above zero
greater than node?
what is impure functions and pure functions
Slight confusion here - I thought you didn't need a reference to call an event dispatcher - or is that you only need a reference if you are having it CALLED on a blueprint (the receiver needs no reference) - for some reason I thought you could call them from anywhere but the receiver had to implement the event dispatcher
which, now that I'm reading "dispatcher" makes me feel dumb
no for me i saved it and right clicked on event graph and searched the name of the macro and i got it
@plush yewthe googles knows, but basically pure means you intended to change nothing inside of the function and the result is unique each time it is ran
unique mean it is ran every time it is used, the data is not cached
i was not knowing when i asked
one has an execute pin and one does not as well
yeah and impure can affect state
I think the pure node just turns it into a node without an exec pin, it doesn't state anything about whether it modifies something... the const checkbox on the other hand means it shouldn't modify. I'm not sure if BP's enforce this on const nodes though
(yeah it's confusing because pure means it shouldn't modify)
pure function probably means
Ask a question and get an answer
@rotund kernelit needs a default object and isn't finding the one defined in the constructor
default object meaning the character's mesh?
meaning the default sub-object, which every actor generally has. Whether it is a default scene component or an actor component or a skeletal mesh component etc
ok. http://learn.unrealengine.com is the best place to start
im not planning to get into ue4, this is sort of a pick up then drop thing for me, i just want to mod ln1
this is probably specific to the C++ side but you can set it in blueprints by dragging the object into the actor over the default scene component defined with a new actor
ahh well in that case, good luck ๐
how do i make this function pure
is this not right tho
@plush yew go into the function and then in the properties panel you should have an option for it
or rather, details panel
ohh i got it thanks
Take a guess lol
@swift basin oh course it's important. Try setting it to a low value and see how bad it looks
oh sorry the const checkbox is actually not visible by default, you have to expand the options from that little down arrow
yes most likely
there should be a big red warning on your editor viewport if you need to
welcome to baked lighting
I am having problem build map data
It says failed to load assets
And even I cannot delete that file
Idk what to do please help me guys
There could be any number of Bp Win Volumes in the world, the pin lets you choose which you want to work with
means
when you don't set at target it, it get the remaining crystals from itself
but you could use the node to get the remaining crystals from another actor
can i remove it
if you want to get this from anywhere you have to use something global like a blueprint function library
otherwise in needs to know where this is at
i have mentioned but
remove the const if you never plan on calling this from outside this blueprint
and that node is not a blueprint function library so no idea why you pasted it
its a blueprint function
ok and?
Hey my map build light is corrupted
What can I do to fix it
When I left click on on file it says failed to load assets
@grim ore my build light map data is corrupted what can do to fix it
what does the message log show?
it also says its building lighting at the same time, maybe it shouldnt be?
Friends, I have a new problem) Please help me. When importing to UE4, for some reason, the shading groups from one element are lost. Triangulation is carried out and everything is fine in MAYA, everything is bad in UE4. How can this happen?
@grim ore before building lightning it state the same message . Message log state as : post tag is not valid . File might be corrupted
stop building, restart the editor, delete the bad file, open a new blank map, copy the map with this problem to a new map (duplicate or copy/paste) so you have 2 copies of the map, open the new copy, try building
@grim ore it got fixed how I did it I build light again and transfered new world map build data into another folder rename it and then saved it and restart the folder I had no problem
@tribal prairietried exporting the smoothing groups from the face? Edge and normals might cause this
Hello.
I have a huge problem with setting up Android for Quest 2.
I have followed the documentation but IT still gives me error.
I have installed Android Studio 4.0 (proper settings)
I have installed Java 8
Then I have run SetupAndroid.bat (which didn't ask me a permission) and setup project settings.
When I try to pack the game It gives me an error:
ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.
Yes, indeed. Thanks. There was a problem in the edges. Very strange, why MAYA doesn't display this? ))) Makes my life difficult))๐