#ue4-general

1 messages · Page 1000 of 1

fickle ridge
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What's the max map size in unreal?
Like, is it possible to make a 400km square map, multiplayer?

acoustic sleet
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Hello guys, does anyone know how to activate multigpu use in the editor. I assumed it was a new feature for 4.26, but the only place ive seen possible access to it is through console variables, but when i try to activate it there, i get a message saying its "read only" . Please can someone advise me on the best way to go about this.

drowsy snow
fickle ridge
median sandal
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heya, I'm having some issues with lighting in unreal engine, I recently switched to unreal so I am kinda lost, can someone help me?

bitter viper
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the further you move away from the world origin, the more bugs and arteffects you will encounter.

fickle ridge
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Like didn't they imagine people having worlds bigger than like 100mk sq? lmao

plush yew
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How could I export render target as an image?

drowsy snow
pseudo river
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what the heck does the engine store in the virtual memory page file after build has ended

plush yew
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@drowsy snow It needs to be done outside the editor, ingame.

random pagoda
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When they update projects like ShooterGame where do they post the patch notes. Im working in the project and I swear the editor is freaking out every 30 min. I cant pull off blueprint pins or click on drop down tabs.. Its getting annoying

exotic radish
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Say I want to have a global TMap<FDataTableRowHandle, FMyDataTableRow> LoadedItems as a sort of caching system for data tables. Where would be the best place to keep it to access from different actors and components? Is having an actor that serves as a container for this TMap and referencing it and just placing it in levels a bad idea?

prime willow
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I return~

drowsy snow
native bough
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Any body have idea on how to make in game tutorial like when player install tell him click here etc

drowsy snow
prime willow
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o/

toxic birch
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Hey, I have this node structure right now and it keeps erroring saying that the widget from "create Ally Spawn Chat Widget" wasn't found to execute the remove from parent node. Now I know why it couldn't find it because it didn't even show it in the begin place but it's still erroring for some reason.

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or actually

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maybe i should move the true to add and false to remove

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rather than true to create and add

marble delta
old nimbus
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So basically, my Unreal Editor simply stops responding when I try to load or place this particular tree asset, which is used in Unreal Sensei's 4 hour beginner tutorial

shell surge
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hey guys, anyone here that is selling stuff on the marketplace ? I need some help

plush yew
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How do i call find function on this array to find the index of the current level name

plush yew
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how do i add 1 to result

worldly lynx
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How can I do this in C++? I did but I get some errors

marble delta
worldly lynx
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thanks

plush yew
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how do i add acceleration multipliyer to my player

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cmc ?

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i am confused

radiant sun
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Is it possible to get the variable name that you put into an array?

exotic thicket
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I don't think so, when you put values into arrays, all it does it is copies the value. It doesn't save any info about where the value came from

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Why do you need to do that? It's not really something that you'd typically need... but if you really need it for something, you could use a struct which you fill with the variable name information along the actual value (but it still sounds pretty weird)

radiant sun
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For an objective system, I'm trying to optimise it as much as possible 😅

ivory gulch
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Can someone tell me why Unreal is not importing certain parts of a FBX mesh modeled in blender? The export settings were alright

radiant sun
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Guess I could go a simple route and just compare it to a variable though, would be easier lol

toxic birch
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Hola! When I try to add something from the vault to my project it gives me this warning which says that it already exists but I don't see it in the content tab or anywhere in the project (Ex: As a mannequin or Anims)

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I did restart the engine couple of times btw

radiant sun
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My advice would be, copy the project, then just replace them. It means that if it breaks anything you can easily go back ☺️

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You could also search for paragon in the search bar

toxic birch
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I just tried both, they still don't show up

radiant sun
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And did you apply all modifiers

toxic birch
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My other imported model (Paragon Kwang) is in the content browser and can use in all aspects of the engine but I tried adding two others and they just don't wanna show up

river crypt
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quick question: does anyone know if the imposter system is good for mobile projects?

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It does reduce the verts/triangles which is obs amazing but im wondering if it adds more materials to render?

honest vale
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great

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the editor just decided to delete all animation asset references in my animation blueprint

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whoop de doo

runic iron
# river crypt quick question: does anyone know if the imposter system is good for mobile proje...

Apparently fortnite uses them for mobile but you should probably try both and monitor performance for your particular project : https://shaderbits.com/blog/octahedral-impostors/

For mobile we limit impostors to 1024 textures across the board. In the ASTC format, the 1024s use 341kb each. So on mobile the total texture memory cost is 8.1mb. So when you look at the numbers that way, switching to impostors DID save memory for mobile and everybody else paid a few megs to look nicer.

cyan bronze
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Im making a fps game WITH C++ and atm im adding projectile shooting and i want to ask that do i add the shoot function to the gun or the player, which is better way in UE4 because in unity i had the gun do the shooting but i need to get the player inputs to the gun somehow so how do i do this

pseudo river
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how do i disable lumin to stop this

river crypt
pastel ginkgo
river crypt
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which stat command shows the vert/poly count in viewport?

plush yew
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can I keep all content for a map in the same folder and drag and drog everything under the same path in UED?

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It's easy to get lost with so many folders and subfolders

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I use xxx_yyy_zzz_ssss .... naming conventing for all my files

tribal prairie
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Hi, everybody) The problems came from nowhere I didn't expect.) I turn on the simulation and the capsule falls into the previous bone. Has anyone ever had this?😤

unique kraken
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anyone knows how i can update the construction script of a bp based on another bp?

plush yew
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I have a character I wanna put another piece of clothing on

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how should I go about that

unique kraken
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hmmm

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wdym by parent function?

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also found this node here

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wonder if it does what i want, cant get it to work though

bleak drum
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hey. is there a place where i can find some clothing/gear for my game? any specific keywords i should use? (for my items)

unique kraken
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yea reading that but i have 2 different bp´s

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this here talkes about beeing a child wich isnt the case

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i have variables im chainging on one bp, and then the other one needs to update the construction script

dense gazelle
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Hi everyone. How would I go about making AI navigate a procedural level made from static meshes? I have a dynamic navmesh set up and it shows in simulation but the AI will not move

plush yew
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guys, how to calculate tangents for a mesh which I import to my scene in runtime? I have some artifacts on normal map.

brave niche
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Me trying to launch the UE Editor I built from source

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So wait, I press UEEditor.exe and it lets me create a new project

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then when I select my stuff, it send me to visual studio and closes the editor

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do I need to build a new editor for this project?

radiant sun
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\UE_4.25\Engine\Binaries\Win64\UE4Editor.exe

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That's what you should be looking for to launch UE4 🙂

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If it doesn't work, try verifying the installation

plush yew
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i dont understand this lool

brave niche
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Verify installation? It built overnight

solemn arrow
brave niche
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@radiant sun the highlighted project was created from the editor, but the editor will close after I create it. So I reopen the editor and click on it here

gentle ivy
solemn arrow
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Can someone help me with this? The skeleton looks off from camera!

gentle ivy
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in visual studio

brave niche
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Oh? Okay

gentle ivy
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yeah otherwise it launches the UE4 editor

brave niche
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Do I need to flip that every time I make a new project?

gentle ivy
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yes

brave niche
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wow, that's cumbersome and unfun

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lol

gentle ivy
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its just once per install

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if you don't like it you can use visual studio code or another IDE that doesn't do that.

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(unless you delete your .vs folder)

brave niche
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I tried opening after I changed my startup project. Do I need to rebuild it?

gentle ivy
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yeah hit the local windows debugger play button

brave niche
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kk

toxic birch
gentle ivy
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The files are there

toxic birch
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Well, it says they are but I don't see where

gentle ivy
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Add it to a blank project

toxic birch
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It's not only that one, anything I add from the vault does the same thing even though I imported one earlier today and it worked

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So I don't know how that messed up

gentle ivy
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maybe the folder is marked as read only or such

brave niche
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I clicked the local windows debugger button and it seems to be building another Development Editor. Unsure though. I guess I'll just wait and see?

toxic birch
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I can import other stuff from Bridge and Megascans

gentle ivy
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ideally you should be adding anything from the vault into a blank project to migrate to your real project to avoid bloat

gentle ivy
brave niche
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Okay. Interesting.
UE just gib dedicated server support in the binary distribution so I don't have to do this kthxbai

gentle ivy
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heh

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I think you actually can now days just package a server directly from the editor

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maybe you still need a source version of the engine

brave niche
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According to documentation

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I can't

tired mulch
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Hey guys just making a placeholder blood effect but every time I simulate the effect comes out black but its red in the particle effect screen any solution to this please?

gentle ivy
# brave niche I can't

ah, yeah. Looks like it's specifically still source builds but you can now build it from the editor.

gentle ivy
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if you showflag.lighting 1 it should show unlit

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(to check)

tired mulch
gentle ivy
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That's the most common reason at least.

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The particles should have an unlit option as well

tired mulch
late stag
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Hey is there someone that drives irl able to help me with something really quickly

mild phoenix
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Hello guys who know what is object for weapon blueprint?

autumn grail
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Hello , my problem is:

-I have One skeleton for my two characters , and they share also the same AnimBP
-The characters have Armor pieces which are child actors
-I have retargeted the skeleton as explained in the doc ( the root bone is Animation , the pelvis is Animation scaled , and the other bones are skeleton )

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But the armor looks fine with the first character and don't match precisly on the second

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first character

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second character taller

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the boots are not correctly placed

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i have tried to adjust the location in BP but it dosent match

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How can i do?

late stag
solemn marten
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I'm still getting the 404 error page on the Unreal's github version but I linked the account and I already received the confirmation email

thick herald
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Contact Epic, ask them to revoke the connection so you can reconnect. I had to do that, mind you, it took a few emails to actually get them to read what I was saying.. 😄

bleak drum
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im looking on some tutorials on how to make armor pieces (which you can change during the game, on your mesh) in blender, any idea where to start? any good ones out there pretty please?

toxic birch
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So I'm having a bit of trouble with the "Move To" task in the behavior tree. The character isn't really moving to the blackboard key that I passed in. When I do simulate the game and check the blackboard key value for the vector I pass it DOES have a value but it just isn't moving towards it

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I assigned the AI Controller to the character and made the AI Controller start the behavior tree

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Not sure where to point my finger here as nothing seems wrong

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The task to get the vector is working because I see the vector's X,Y,Z while simulating, the move to which is a default task isn't though

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Which is weird

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Yeah, the task is running fine

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But on the behavior tree it's not getting past the default "Move To"

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So it's executing the first task, returning actual results then when it gets to the "Move To" It doesn't get past it

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It highlights that it's running it but the character doesn't move

pastel ginkgo
river crypt
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does anyone know why my sk mesh lod does not want to show LOD 0 in the scene but goes strait to LOD1?

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seems to work fine in the actual asset window

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but once in the scene it just does not want to work

mystic holly
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For some reason when ever I try going into the vr preview it won't work. Everything is working fine on my desktop, my hmd is being tracked. But when I go into my headset, there's just a big fat loading screen for ue4

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Anyone know a fix?

dusk summit
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Anyone knows how can I make 2 lod levels show up at the same time? Like LOD 0+1 > LOD 1 > LOD 2

sharp kestrel
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I'm following a tutorial on making a dedicated server and I cannot find a file named "Win64" in WindowsNoEditor\Engine\Binaries. How can I get this file? This is for 4.26

valid acorn
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This is really simple but I'm struggling a bit as am new to UE4. Any suggestions how I can record a clip of me walking throught a level? OBS seems unable to capture UE4.

thick herald
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OBS is usually fine. Just make sure you have the correct display options in OBS. If you are using the window it needs to be set to the correct 'window' of UE4 (as OBS see's it)

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or just capture the whole display

drowsy snow
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Is there a way to reduce hitches when streaming in/out landscape chunks with world composition? I already have my landscape chunks small in the hopes to reduce the load time (it's around 500KB / chunk) but still got short burst of hitches.

merry bison
valid acorn
restive eagle
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@drowsy snow are you testing in editor or packaged game?

drowsy snow
restive eagle
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it should be fine in a packaged game

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had the same issue with short freezes

drowsy snow
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Also I think there used to be mesh LOD generation for landscape, but I forgot where it is.

restive eagle
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there should be yes, last time i used world comp was ~3years ago so dont remember myself

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but as far as i remember you will have to remove everything from that level to build lods

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and with collision had the same issue, for a workaround i made a manager which would disable physics for those actors so they wouldnt fall to the oblivion, but maybe there are better approaches for that

ivory steeple
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What is this error?

pastel ginkgo
merry bison
# ivory steeple What is this error?

it's not an error, just a reminder that the light isn't calculated properly, if you press build it'll go away - until you do a change in the scene

drowsy snow
ivory steeple
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thx guys~!

mystic holly
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pls help

drowsy snow
fierce tulip
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heh, worth a reportsie

celest mantle
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is this a bug in 4.26?

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i press background change color no ui show up

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is there another way to change to white background for the particle

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4.25 works fine tho

analog wasp
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hi

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anyone?

lucid grove
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Hey fellas. How can i with animnotify jump to next section

analog wasp
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I'm trying to learn how to extrude a hallway from a room and I can't figure out how to do that, would someone mind helping me with that?

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if anyone wants to help me just reply

hidden pendant
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Anybody have any good resources for learning the engine ? I just finished q series about landscapes. But the blueprint section makes me cringe into oblivion

drowsy snow
modest trench
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googling "100% cringe free Blueprint tutorial" at once sir

hidden pendant
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Haha

drowsy snow
analog wasp
hidden pendant
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I mean the problem is I'm code illiterate

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(

modest trench
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you need to embrace the cringe sir

drowsy snow
hidden pendant
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But I really want to make a prehistory type game like bannerlors except open world

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But I know that'll never be possible without coding

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I'm a 3d artist and thats the extent of it

drowsy snow
hidden pendant
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I'm def more visual

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The lines of code make me cringe even more

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Just dont really know where to begin to really grasp it

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I was watching one tutorial

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And they were plugging stuff in and I couldn't even imagine how they interpreted the use of some of the nodes to get the desired effect

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My mind was melted

drowsy snow
modest trench
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learning the "why" they use certain things where can only come with experience

glacial skiff
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any ideas of how to create a material in blueprints?

hidden pendant
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I dealt with that when learning modelling and texturing

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For some reason when I deal with code I become impatient as hell

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Which is a recipe for disaster lol

hidden pendant
drowsy snow
glacial skiff
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in editor

modest trench
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do you mean changing parameters of an existing material from blueprints?

past mountain
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no

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completely making a material instance

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and moving it to a path

drowsy snow
past mountain
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not run time

modest trench
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I think editor scripting might help

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Not sure if they can make full new assets?

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why do you need to automate materials like this anyways?

past mountain
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i don't have much time to do materials for many textures

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this just makes it eaiser

drowsy snow
past mountain
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my idea is to select a bunch of textures

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find out the type of material (diffuse mask ect..))

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and make a material instance from them

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i have finished the 2nd part

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making the instance is something i don't know

modest trench
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ah, this looks relevant

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ooof... the link 404s

past mountain
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i am not about to buy this

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also

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this is not what i'm looking for

modest trench
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according to the marketplace specs it's made with two BPs

drowsy snow
# past mountain this is not what i'm looking for

You can go C++ editor scripting, and copy whatever the engine's doing when creating material instances after importing FBX.
It's complicated (and considerably overengineering), but it'll achieve exactly what you're looking to do.

glacial skiff
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but they want to do it in blueprints

drowsy snow
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If you want to do it entirely in BP even without creating C++ blueprint function library, you're likely SOL 🤷‍♂️

modest trench
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I think there's a chance

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you can apparently change asset metadata from BP which is surprising

past mountain
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i've shifted to editing the asset

dense knoll
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UE4 keeps getting a d4d crash
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] SwapChain1->ResizeBuffers(NumBackBuffers, SizeX, SizeY, GetRenderTargetFormat(PixelFormat), SwapChainFlags) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:376 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG Num=3, Size=(517,63), PF=18, DXGIFormat=0x18, Flags=0x802

past mountain
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which i can do

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without any help

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thank you

drowsy snow
dense knoll
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k

drowsy snow
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It's Substance doc, but it's about editing the registry, so the steps still apply.

modest trench
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does this happen on long gpu builds etc?

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interesting

dense knoll
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its aldready at 8

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and the crash happens instantly

drowsy snow
drowsy snow
dense knoll
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still does it

modest trench
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you gotta restart man

drowsy snow
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You replied so fast, I don't think you thought of restarting the computer.

dense knoll
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oh

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ok ima do that

pastel ginkgo
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How do I get rid of this giant seam where my texture meets?

pastel ginkgo
# late stag wdym

Like where the camera doesn't rotate with the truck. Just follows it level

terse ice
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how do i change the lightmap quality to avoid this mess?

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it's been a while since i've used ue

stray ruin
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anyone else get lots of crashes when using structs

late stag
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my root is my skeletal mesh

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so i cant really do that

terse ice
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oh. why won't textures work on this mesh?

devout whale
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I want to create an fps game, do you reckon I should use raycast or physics based weapons, or even both? I want to create an experience like fortnite, cod or any other fps games. What do you recommend.

late stag
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depending on the type

devout whale
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Yeah I was getting raycast vibes, you reckon using physic based bullets for grenade launchers would be good? Or raycast with bullet drop?

devout whale
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Nice pfp btw 😏

late stag
dull lintel
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Hey there... As many before me... I am creating a game that has modular characters that the players can use. However, I was wondering... What is the typical approach to doing something like this? Where you can change clothes, hairstyle, weapons, etc at runtime.

Is it most common to:1) import all of the mesh options with the parent character and then hide/show the mesh options as sub-objects at runtime? OR 2) do you import all the mesh options as stand-alone objects...and just marry them to the correct skeleton on import?

terse ice
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how do i make ue use the complex collision instead of the simple collision

bitter valve
mystic holly
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For some reason when ever I try going into the vr preview it won't work. Everything is working fine on my desktop, my hmd is being tracked. But when I go into my headset, there's just a big fat loading screen for ue4
Anyone know a fix?

drowsy snow
sharp kestrel
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How do I get a folder named "Win64" to pop up in the WindowsNoEditor\Engine\Binaries file? This is for packaging a ue4 project and isn't the github server binaries.

bitter valve
dull lintel
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Hey there... As many before me... I am creating a game that has modular characters that the players can use. However, I was wondering... What is the typical approach to doing something like this? Where you can change clothes, hairstyle, weapons, etc at runtime.

Is it most common to:1) import all of the mesh options with the parent character and then hide/show the mesh options as sub-objects at runtime? OR 2) do you import all the mesh options as stand-alone objects...and just marry them to the correct skeleton on import?

sharp kestrel
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Yes but for a tutorial I am following there is a Win64 folder in the Engine Binaries. I need this folder

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yes

kind dew
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Any Idea why PlayerState is returning null here? This is in my player controller blueprint

sharp kestrel
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Im following a dedicated server tutorial and I need that folder. That is what it is for. Do you want a link to the tutorial?

drowsy snow
# dull lintel Hey there... As many before me... I am creating a game that has modular characte...

I assume you want more in-depth answer, as you dismissed my short burst answer, so here you go:

Games often approach modular characters by having copies of the base model "wearing" different clothes. For example, shirts, tank tops, bras, mails, pants, trousers, skirts. To prevent clipping issues, the skin underneath are removed and the cloth mesh merged with the skin mesh in the DCC software. If not, you will have either the skin or the cloth clipping out.

As for the switching, you would divide the head part, the upper body part, the lower body part, and the feet part, and "soft" mix them in engine. You then sync the pose of each meshes with the parent mesh that has the active animation data - often it's the head part. Of course, all the different body meshes have to share the same skeleton, otherwise you'd have a hard time syncing the animations.

In Unreal Engine 4, this can be done with a Blueprint of any Actor class derivatives, containing the skeletal mesh components corresponding to the body part that can be swapped at any time, and an animation Blueprint that allows you to sync whatever the parent mesh is doing without compromising any animation dynamics you might put in on them (usually fake physics).

I hope this is clear enough, as typing in a small text box is quite difficult.

unique kraken
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those are a lot of draw calls per min?

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yea idk, i smacked 32 copies of my char in to see how things go

drowsy snow
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IIRC GTA V around 5000 draw calls per frame, and it's one of the most optimised games.

unique kraken
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yea they are instances, sry

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how do i see per frame?

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that would me much more helpfull lol

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bcs it says min

drowsy snow
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It's min as in minimum

unique kraken
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3:30 am i shouldnt work anymore

narrow mauve
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Uh..my ...LODs...arent..working..tf

unique kraken
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hmm but 1k for smacking 21 chars in.. seems high to me then

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32*

drowsy snow
unique kraken
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sure but i just started out. i guess im going to rework my mat setups. probably can combine some

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yea my character roughly has 7

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not roughly, it has 7

narrow mauve
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OMG

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SHHHH

drowsy snow
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Unless you want to have character crowd as dense as Hitman games, of which squeezing the least amount of draw calls per character

unique kraken
narrow mauve
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NO ONE SAW ANYTHING

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SHHHHH..we dont speak of this

unique kraken
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im a character artist

drowsy snow
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It's already 08:27 here.

unique kraken
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and im working out a way i can put my chars into ue4 and well just store them there basically

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all onto the same skeleton as long as they are humanoid. but the mats always mess with me bcs i always try to set up everything and want freedome lol

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channel packs?

drowsy snow
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Speaking of which, is it a good idea to repurpose biped skeleton for quadrupeds?

unique kraken
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^^daubt it, many animals just have different bone layouts

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i could imagine you could pack birds together

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another keyword or connection would be nice

drowsy snow
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Okay, channel pack is the act of mixing specular, roughness/glossines, and metallic into one texture

unique kraken
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im useing 2 8x8 textures for my char

drowsy snow
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Say, the specular is in the Red channel, roughness is in the Green channel, metallic is in the Blue channel.

unique kraken
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yea i know what it is, just didnt hear the term befor

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but my textures are so low, there isnt anything to optimize lol

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magic

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no but some are not fully worked out yet

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its mostly math, shading etc

drowsy snow
unique kraken
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oh hm

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i have 3 uvs

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but vertecis on the same position merge, right?

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i specifically looked out to have most of my uv vertecis on the same position to merge them when importing

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im unconventional

drowsy snow
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Don't say there's some HLSL or expensive procedural material going on here 🤔

unique kraken
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im not a programmer if thats what u mean. but i worked some stuff out in bps etc

drowsy snow
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It's never a good idea to procedurally generate texture every frame, which Unreal will do.

unique kraken
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nah

drowsy snow
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It's not a 64kb demo tool, so procedural textures without prebaking it is discouraged.

unique kraken
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i dont follow

narrow mauve
#

K so this is new to me. My meshes are not switching their LODS

mystic holly
#

I swear I'm the only person who never get's help

narrow mauve
#

I havent the faintest idea why

unique kraken
#

didnt change the distance?

narrow mauve
#

They are all stuck at their hlod

#

its so weird

#

ive obviously done something totlaly unaware

#

but I cant figure out what

unique kraken
#

well did u manually fix the distance when the lod should trigger

narrow mauve
#

the lods work in the mesh viewer just not the landscape

#

I didn't even realize this until the last 20 minuntes trying to fiogure out how to fix it. I noticed my performance was bogging down (big open landscape with lots of foliage)..and then it dawned on me..and I realized that the meshes were being rendered to their full detail as far as you can see and the mesh lod viewer shows them all attheir hlod

#

.... 😐

solid pebble
#

hi

unique kraken
#

okey, any documentation on how to modify the capsule on run time?

#

i just want the top to move down, like the crouch does, but my own thing

dull lintel
bold jetty
#

Hey, was recommended here by a friend of mine. Can anyone here help me solve a weird problem I’ve been experiencing?

#

It involves Steam and Unreal Engine

#

Idk how anyone here feels about it but
I’ve been trying to downgrade FNaF VR Help Wanted on Steam to its earliest incarnation

#

But every single time I start it up, it instantly gives me a UE4 crash screen and closes

#

I used the Depot Downloader to download all the files, but it just insta crashes every time I start it

#

If anyone here could provide some help, I would really appreciate it

midnight cloak
#

Somebody know i have this error Blueprin runtime error"Acessed note trying to read preprety componentAimBot",

#

i see the component

#

so why he said he dont see it?

drowsy snow
paper sphinx
#

Ok guys, I have a pretty complicated question but here goes. I am making a cinematic shot so FPS does not matter and I am also using raytracing. In the background of my shot there is a mountain. I have painted many trees onto this mountain and the surrounding terrain using the foliage paint tool. These trees have culling set to 0 in the foliage panel. These trees also have a material with Blend Mode set to Masked and Shading Model set to Two Sided Foliage. My problem is that after a certain distance, the tree meshes partially disappear but the shadows are still there for some reason. As you can see in the image, the tree meshes above the green line have dissappeared, apart from where the ridges of the mountain are(the yellow arrows are pointing to where some of the trees are still there). And also the shadows are still there(you can see all of the faint splotches above the green line, those are the shadows). When I go closer to the mountain the trees reappear all over the mountain, and also the hills that are closer to the camera(bellow the green line) have all of there trees. I don't want this, I want to see trees all over the mountain no matter the distance. I have r.RayTracing.Geometry.InstancedStaticMeshes.Culling set to 0, and I also have r.RayTracing.Translucency set to 1. Thank you to anyone who may have any help 🙂

signal bone
#

Hey

#

how can i make my models be imported as flat polygons

#

instead of smooth

#

because im going for a low poly style

drowsy snow
signal bone
drowsy snow
signal bone
#

but when they load in ue4 they appear smooth

#

gonna try with edge sharpness as you say

paper sphinx
#

Ok, i've figured out a part of the problem (sort of). I think it is partially to do with the LODs, because i figured out that the foliage is actually underneath the terrain

#

so for some reason when the mountain is far away from the camera the foliage goes underneath the terrain but when the camera gets closer the foliage goes to the right place

#

but then again i dont think that it is the LODs because when I force LODs to 0 it has the same problem

#

It may be something to do with the shader

#

Hey guys

#

what is the console command for freezing LODs?

#

I have found more clues

#

In this image i forced the LODs to 5 and the trees reappear. BUT, at the same distance that they were dissappearing before they are now losing their self casted shadows.

#

Why is this? How do I remove this?

#

I know what its doing but I can't figure out why

#

its culling the raytracing at a distance

#

I have raytracing culling turned off

#

so why would it be doing it by distance?

#

pls help someone

#

I am in dire need

paper sphinx
#

ok dont worry about that problem

#

it is the origional problem i need help with

#

why is the foliage bellow the terrain when i am far away and above the terrain when i get close

#

even though the LOD is 0 the whole time?

wary ferry
#

heya I would like to talk to some folks about game design whos outside of my usual influence radius

#

anyone interested to review my "idea" for the minute to minute flow of a game i work on?

drowsy snow
hidden pendant
#

Do you guys think having an open world map of west europe would be too demanding ?

sinful token
#

Is there any good source giving tips and rules to placing reflection capture sphere?

#

I place but they always conflict

honest vale
#

@hidden pendant demanding how?

#

workload wise? Definitely

drowsy snow
sinful token
#

and the reflectiopns are pretty distoreted

honest vale
#

I mean, you'd need a hundred years to do that at least 😛

hidden pendant
#

well of course it wouldnt be 1to1

#

but i have this map set to the highest map resolution in the reccommended section

drowsy snow
#

The map of FF14 in comparison, was small, but then expanded over time as new expansion lands.

hidden pendant
#

The idea was to make a bannerlord esque type game

#

except open world

#

but not with the same graphical fidelity

#

something a little lower

paper sphinx
paper sphinx
paper sphinx
gentle ivy
#

Is there any way to prevent BP from remembering your open function tabs?

wary ferry
plush yew
#

People

#

I was released gta sa unreal engine

drowsy snow
plush yew
#

Great

brittle thistle
#

Is it possible that add view mode in plug-in?

drowsy snow
lethal jasper
#

reset laoyt doesnt help

honest vale
#

that's... interesting 😄

lethal jasper
#

this came after 4.24 -->4.26 switch 😄

brittle thistle
#

oooh, okay... , modifying the engine is so boring

brazen forge
#

Hello guys, I have a question, so I guess you all know Minecraft right? The wold can become very big where it takes hours/days to reach the border (3.7mil blocks) about 30h of pressing [W]. Could this be done with Unreal Engine 4 too? I know UE4 has a chunk loading feature/function and how would that work when having caves or objects that should connect with each other. So a mountain wouldn't just cut off suddenly into a cliff.

brittle thistle
#

Are you a QA?

hidden pendant
#

Here's a roman face mask helmet i made

#

Now I'm just kinda focusing my attention on game making in general. But like I said I dont plan to make it graphically impressive. Probably even close to valheim

#

But with nw Europe

#

Open world

#

With bannerlord mechanics but in real time

#

Thats the plan at least lol

drowsy snow
#

I'm so beat right now.

ember walrus
#

Can anyone give me advice to do this kind of widget? I have 5 Character on map and i want their icons to show up like this.

drowsy snow
paper sphinx
hidden pendant
#

wont let me delete these folders

#

also i cant re import the 3rd person content for some reason

#

my mannequin was broken

#

so i deleted the folders for 3rd person

#

the contents within were deleted but the folders remain

#

?

drowsy snow
hidden pendant
drowsy snow
#

Usually the folder refuses to go away because of the redirectors remained.

hidden pendant
#

yeah its weird

drowsy snow
#

Fix up the redirectors in the folder and then delete the folders.

hidden pendant
#

I did that already

#

didnt work

drowsy snow
#

Just yeet them out in File Explorer then

hidden pendant
#

okay

#

but

hidden pendant
#

lol

#

did i accidentally delete them from the file explorer when removing them in Unreal?

vocal herald
#

I need to take 1000 camera shots with random locations. I made a blueprint that randomizes camera location. Any idea how can I make a rendered camera shot for 1 frame each time camera changes its location?

hidden pendant
#

nvm i got it

#

was just a bug

#

just reset

drowsy snow
# vocal herald I need to take 1000 camera shots with random locations. I made a blueprint that ...

It's a two way process:

  1. Use SceneCapture2D component to capture a scene to a render target.
  2. Export the render target into a file (if that's what you want). See here:
    https://docs.unrealengine.com/en-US/BlueprintAPI/Rendering/ExportRenderTarget/index.html

If you want to have 1000 operations of capturing and rendering to disk, do not do it simultaneously in one pass.

Export Render Target

finite dew
#

So I had a refund from an asset around 13 hours ago but I still dont have my money yet. Any reason why ?

buoyant graniteBOT
#

:triangular_flag_on_post: Jemmy simp de braixen#7114 received strike 1. As a result, they were muted for 10 minutes.

next badger
#

Have anyone used 2 CPU builds for UE4?

drowsy snow
next badger
bleak drum
#

hello everyone. id like to create an inventory system, istead of using an existing one. but i dont know where to start as i head there are many ways to do it WRONG. can you guys point me in the right direction please?

drowsy snow
next badger
bleak drum
#

any?

next badger
#

instead of any?

bleak drum
#

instead of buying one on the asset store

#

i prefer to put that money in a udemy course or whatever that will teach me how to do it

next badger
#

there are free ones as well

drowsy snow
#

Isn't there one inventory system that free? I forgot if it's permanently free or used to be free for the month

bleak drum
#

wich one? only foudn one that is beeing shot down in the reviews

fierce tulip
#

save your udemy money, get that pack. find out how it works, improve upon it. done.

thick herald
#

Check near the bottom of the play lists

fierce tulip
#

moa'd. since there is a discord link in that url i have to remove it.

#

rules being rules and all (I do agree its great stuff)

bleak drum
#

yeah i dig Ryan's stuff, but his inventory course is like 6 years old

drowsy snow
fierce tulip
#

even better :p

bleak drum
#

to reverse engineer , you need skills, you wrongly assume i have those skills 😄

thick herald
#

@bleak drum Ryan's stuff is aimed at beginners, easy to follow and adapt

drowsy snow
bleak drum
#

yes moa.d i have used his stuff a lot, i just fear that inventory course, which is 6 years old, is seriously out of date

drowsy snow
drowsy snow
bleak drum
#

yeah action rpg inventosy system loks awsome, i almost wanted to buy it

#

but its 35€

thick herald
#

It still works fine, and if you encounter something that has changed, that's a learning opportunity for you to see what's changed and work out what to do yourself 🙂

bleak drum
#

a udemmy course is 15 bucks 😛

drowsy snow
#

Oh wait, it used to be free for the month
whoops

bleak drum
#

too bad i missed it, cause it does a lot of things im interested in. guess ill buy it

#

(i started this month :P)

thick herald
#

That tutorial was last updated August of last year, so you should be good

bleak drum
#

ah yeah sorry

#

was seeing another one, from 6 years ago, my abd

#

and got a copy of that free inventory system, guess i have my work cut out 😄

late stag
#

So I'm my game I am using a skeletal mesh but I want to add visual upgrades what would be the best way to do it.

drowsy snow
bleak drum
#

also, since im here, and you guys are in a helpfull mood 😄 Did i understand correctly that if you want to make, for example, a chest armor; you need to attach it to the character skeleton in blender, remove the character, and export the chest piece with the skeleton? and then use the character skelymesh as master and attach that armor to it?

drowsy snow
bleak drum
#

i started with pants and a shirt.. so i was sht out of luck....

#

now i have a beautifull tshirt, but its clipping like a mfker

drowsy snow
#

If it has cloth piece, however, you'd might as well replace the skin underneath the cloth, to avoid clipping issues.

bleak drum
#

ow

thick herald
#

CHAOS cloth physics 😉 😄

bleak drum
#

so, export the torso cut up ?

#

yeah Moa.d i read somehting about it, but SOO MUCH STUFF to cover

drowsy snow
bleak drum
#

and animation is hell btw :> i have reexported my mixamo anims like 5 times since the start of the project.. i hate it :> 😄

#

i see, makes sense i guess

#

but, i will have to cut up my dude first then

#

hmm

#

thats why they use the box armor from infinityblade in all those tutorials? 😄 to not bother with skellies? 😄

drowsy snow
#

For example, in the character mesh for my game, we removed the cloth piece that wraps around the body part tightly, like this pants piece.

bleak drum
#

what about the blouse? it looks like cloth too

drowsy snow
#

If it wraps around the skin without any physics or "opening", you should remove the skin underneath.

bleak drum
#

on your char, did you cut that brown blouse too, or is it far away enough to make it static?

drowsy snow
#

It's not a blouse - it's a vest
No, we didn't cut anything underneath the vest, as it has (fake) physics simulation going on.

bleak drum
#

k. i think im understanding it all better. thanks a lot for all the help 🙂

vagrant hornet
#

is 4096x4096 terrain res fine for an open world?

drowsy snow
vagrant hornet
#

overall

drowsy snow
#

The closest you'd get is 4081x4081, which is around 4km of landscape per tile.

#

Overall landscape resolution can be way bigger than that - World Machine can export it on per tile basis, if you use that tool.

vagrant hornet
#

ok

thorny atlas
#

Hi, guys, does anyone have a Riging sharing sample memtioned in this video?

drowsy snow
thorny atlas
#

Thank you, I have subscribed his channel, but he does not have that I think.

vocal nimbus
#

is there a day to night setup in UE that i can use? I want the sun to rise and set and the moon to show up

#

and reverse

toxic birch
#

Repost since no one answered since yesterday:
I'm having this issue here where the first task is running and it is returning the patrol path vector to move to but the AI character isn't actually moving to it...

#

I don't know why

fierce tulip
toxic birch
#

oh, my bad

plush yew
#

how and where do i apply acceleration multiplier on my player pawn

potent cosmos
vagrant hornet
#

?

dense yoke
#

is there an area for beginners on here?

fierce tulip
#

not really, we do have a beginner-care-package thingy in the pinned messages on this channel

hidden pendant
#

we out here

fierce tulip
#

@hidden pendant thats kinda #wip or #lounge stuff
also, i recognize the netherlands on that map and the lack of water when zoomed out too much :p

dense yoke
#

@fierce tulip thanks will check out ray whatshis names tutorials 🙂

oblique tangle
#

Hey all! Super random, but is there a feature with UE/blueprints whereby I can record player locations/rotations and bake them so anims can be built off of them?

restive eagle
oblique tangle
#

@restive eagle Thanks! Not interested in making animations in game, but will control rig allow for me to move around in game and record the loc/rot of the player for export? Not sure if this is even a feature supported in majority of game engines

restive eagle
#

other than that you can only save poses in editor

#

but with control rig you can make anims

#

@oblique tangle you can save bone location/rotation but i guees you would need to do that for every bone

#

as far as I know control rig is just for making anims, so as you said it's probably not what you want

#

try looking into how to save a pose of your character, have no idea if this can be done while you are playing the game

#

this maybe? seems like not

gleaming crypt
#

who can help me resolve a couple issues with my project? they are probably very simple fixes but im pretty new and have no clue how to fix them

cedar wave
#

No one can help you with anything if you don't explain the issue.

gleaming crypt
#

yh ik lol was hoping someone would dm me

#

im making a tower defense game for a school project and ive ran into 3 major issues, 1 of the turrets only shoots once at the enemy, the other turret doesnt seem to be doing any damage to the enemy and the enemies cant reach the end and destroy themselves

fierce summit
#

Hi there so i've been learning ue4 for a few months now and i think it's time i begin a bigger project. I'd like to have some advice on "early-decision" from more experimented developers.
My goal is to make a multiplayer shooter with advanced movement like wallruning.
Would you suggest using the advanced locomotion pack?

restive eagle
#

i would recommend not starting any MP games without having a solid understanding of the engine

#

my biggest mistake was when i started learning unreal was that i started with a MP project

grim ore
#

@gleaming cryptthose are 3 issues, try and work thru one at a time. Does your code fire more than once for your first problem? we have no idea what the code is so asking for help with a specific problem with code could ge you help

fierce summit
restive eagle
#

you will be redoing your project everytime you learn some better practices, why not learn them first and then start learning networking?

gleaming crypt
#

i can always upload my project if someone wants to check it, and ive been trying to work through it but im just completely stuck

restive eagle
#

networking has way less information out there, you will struggle a lot

fierce summit
#

But what do you suggest i learn first then? I'm ok with the basics, i know cpp, i've done movement (a lot) and animation and GAS

restive eagle
#

doesnt matter much really, you can take any system like a grenade throw and make it replicate for other clients

#

or look into how to join/create a session, but while learning it's not that important

#

you can start with reading the guide i've posted

grim ore
#

if you want to start with multiplayer start with multiplayer, not a game or a larger project, but learning multiplayer like they suggested. Pick something small like a single level with 4 players that all need to do separate goals (pick up different items perhaps) that have customization such as colors

#

and just make sure its all working networked from the start menu to the end and the restart loop

fierce summit
restive eagle
#

yup, it was written by one of the mods from this server. you wont find anything better for a beginner

#

for multiplayer it's very important to understand how the communication works between server and clients

fierce summit
grim ore
#

movement isnt an issue, movement is built in

#

try having client 1 spawn in an item and have client 2 pick it up but not have client 3 or 4 able to and then client 2 is able to equip that item to a socket on their character and it's now visible to the other 3 clients but not the client 2 that picked it up since they are in first person and they dont see equipped items

#

its simple....

fierce summit
#

ok gonna try somehting like that. thanks a lot for the advices

plush yew
#

How could I add more depth (bump?) to procedural noise?

paper crest
#

i think ive killed my animBP,

#

its crashing and crashing now

#

any chance i can edit it? how

pallid cove
#

I keep having this issue with compiling:
CompilerResultsLog: clang: error: linker command failed with exit code 1 (use -v to see invocation)
I really need serious help. I don't know how to fix this on an iMac.

grim ore
#

roll it back to a good version using your source control, or read the output log and see what it says

#

the last error in the compiler log is normally not the actual error, look above it to see what causes it

paper crest
#

ripp, ive got no source control

pallid cove
#

Me neither. Shawnthebro doesn't use that for his fighting game tutorial. Also, this was the last error in the log.

grim ore
#

yes

#

LAST ERROR IS NOT NORMALLY THE ACTUAL ERROR

#

error error error error then "something broke, you gots error"

#

so you need to look to find the actual error that caused the "I give up I cant do this" error you are seeing at the end

pallid cove
late stag
#

But I don't want to make like 1000 different meshes for one car

grim ore
#
CompilerResultsLog:   "AHitboxActorBP::TriggerVisualizeHitbox()", referenced from:
CompilerResultsLog:       AHitboxActorBP::execTriggerVisualizeHitbox(UObject*, FFrame&, void*) in HitboxActor.gen.cpp.o
CompilerResultsLog: ld: symbol(s) not found for architecture x86_64```
#

this error is right above the actual linker failed

astral phoenix
pallid cove
grim ore
#

are you doing a hot reload or building in xcode?

pallid cove
grim ore
#

yeah based on what the internet says this might happen if you build in editor and not xcode, they suggest closing the editor, doing a clean in xcode, and try building again

grim ore
#

try cleaning and rebuilding see if it gives the same error, if so you might need a more specific module for physics

severe ibex
#

a bit arbitrary but has anyone got swarm agent running through a wireless network? I have a laptop that's connected via the wireless but the PC is directly wired to the router

runic iron
fringe rivet
#

Hello

#

Okay, so, I was wondering

#

Is there any plugin or tutorial on a voxel landscape, that, if a chunk of the ground is not being supported by anything, it becomes it’s own separate object and enables physics?

#

If so, that’d be real neat.

plush yew
#

how do i select this

exotic thicket
#

I don't think there's anything there to select. You need to select the edges instead

pallid cove
little breach
finite dew
#

Has anyone had a refund from the marketplace ?? And how long does the money take to get in your account?

narrow mauve
#

Anyone use treeit?

grim ore
#

@little breachusually the error causing the error is above the error line that you posted, look higher up to see if there are other errors

little breach
grim ore
#

it could be, I dont know where that is at or any other issues. maybe post the entire log or try restarting the PC and try packaging again

fringe rivet
#

Hello

Okay, so, I was wondering

Is there any plugin or tutorial on a voxel landscape, that, if a chunk of the ground is not being supported by anything, it becomes it’s own separate object and enables physics?

If so, that’d be real neat.

#

(reposted)

little breach
little breach
grim ore
#

there are quite a lot of files that are missing, did you delete files and not clean up redirectors?

#

but yes that 1 errors seems like it might be the issue

fringe rivet
#

But could voxels be left flying?

little breach
#

not sure on how to fix that

#

error

fringe rivet
#

I sort of want terrain that is realistic, so floating masses of terrain wouldn’t be stationary in the air

little breach
fringe rivet
#

I’m not really that experienced, are there tutorials?

little breach
#

not really but there are some papers

#

on octrees

#

mesh generation

fringe rivet
#

And would adding physics be a big extra step?

little breach
#

no, if you go with octrees

#

you just generate the mesh, and then let the engine handle the rest

#

octrees allow you infinite detail

fringe rivet
#

What exactly is octrees?

little breach
#

while classic 3d arrays allow you little detail, with potentially infinite worlds

little breach
fringe rivet
#

Oh

little breach
#

and the process can be repeatead

#

as much as you want

#

splitting splitting splitting

fringe rivet
#

Infinite?

little breach
#

until it's the amount of detail you need

#

octrees allow you infinite detail with ok performance

#

and chunks with 3d arrays(minecraft like) allows you infinite worlds

#

I for instance combined them for a older project of mine

#

octrees with 3d arrays

#

and I've had the infinite detail while keeping the infinite terrain(it's not good for low end machines)

fringe rivet
#

Would it be pixelated?

little breach
#

depends on the mesh generation algorithm

runic iron
#

Pretty sure it was made by someone here, phy iirc

astral phoenix
fringe rivet
#

Thanks for the help

grim ore
#

@astral phoenixpackage it with logging enabled and check the logs

astral phoenix
fierce forge
#

hello, is there any way to delete an actor at a distance, save it in memory and if i'm close to the location that actor had, it will get spawned (with all the variables the actor had) ?

grim ore
#

it sorta does that now with culling, or you can LOD it down to almost nothing

#

or you can have a radius around your character that hides/unhides stuff as it gets near it

fierce forge
grim ore
#

LOD or build your own radial culling then

fierce forge
#

it's procedural mesh

grim ore
#

but keep in mind destroying and spawning in actors is going to cause issues as well

fierce forge
#

i'm not gonna spawn all the actors at the same time

grim ore
#

based on what your asking tho visibility is what your asking about, if you destroy it then its gone and you have to recreate it. if you "delet eit but its still in memory" then its not deleted, its stil there just not visible

#

otherwise you keeping track of stuff based on distance and destroying/recreating

fierce forge
#

like if somewhere is not generated, it will generate (i'm making a voxel world generation)

astral phoenix
#

@grim ore did u know why the plugin got unloaded? 🙂

gleaming rain
#

Hi. I'm trying to prepare the localization of my game. I'm using the Localization Dashboard. Now problem: if there is any way to exclude some files from text gathering? There is a category "Exclude Classes" but texts in those classes are still gathered. If that option is not working? Thank you very much for help

toxic birch
#

Is the sky sphere the same as the sky atmosphere?

#

Because I can't find a "Sky Sphere" in the place actors panel and somehow it's not in the world outliner

grim ore
#

its a blueprint so it will only show up if you have used it or its added by default in your template

#

are you using a template?

#

if you are not it is in the Engine Content under the EngineSky Folder

toxic birch
#

I am using the template but I'm pretty sure I accidentally removed it, which is why I'm trying to add it again

grim ore
#

look in that folder then for the blueprint

toxic birch
#

Done, thanks!

ancient spade
#

Hi guys!
Any idea why my editor is opening multiple PhysicsMaterial Asset type in 1 single tab showing multiple values on some variables

steady hull
#

That usually shows up if you have multiple assets selected. It says multiple variables because you have those assets selected and some of those values are different than others

ancient spade
#

I know that, but it never opened more objects as one tab

#

See?

steady hull
#

Doesn't that mean you have 17 of them

#

Maybe they're grouped

ancient spade
#

yes but why it doesn't open single tabs

grim ore
#

because you opened it in the property matrix

little breach
ancient spade
grim ore
#

how did you select and open them?

#

well first, why can't an actor take input?

grim ore
#

and two, they would handle it no different in C++ than in blueprints

cyan bronze
#

Actors cant take inputs @grim ore

steady hull
#

Is there a better way than using the foliage tool give a landscape grass and the hills lots of trees? I'm working on a new scene where that's all I have so far and building lighting takes forever with 100% CPU too

grim ore
#

Why can't they take inputs? mine can take inputs...

#

are my actors special?

cyan bronze
#

You use blueprint?

grim ore
#

doesnt matter if its for C++ or not, blueprints are C++ behind the scenes

cyan bronze
#

hmm

#

will google some stuff

grim ore
#

and you can handle firing any way you want, the weapon could just be a mesh with all logic seperate from it and the action of firing going thru the player who then just gets the data he needs and uses it to calculate anything. The weapon could be a blueprint that holds the mesh and data and the firing event that the player calls when they take the input. the weapon could be nothing at all and part of the character itself and all the data is in seperate data assets.. the options are as endless and programming

sweet axle
#

it takes inputs but not in the traditional way like a character. You have to tell it to move using force or radiuns or whatever, timelines. But it cant take animations or character movement input.

little breach
#

static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshAsset(TEXT("StaticMesh'/Game/Unit0/itembag.itembag'")); this line works just fine in the editor, but it crashes when I try to run it standalone

#

how can I fix this?

sweet axle
#

the input event can still be called in an actor what you do with it from there is whatecer you want.

blissful trail
#

yo anyone know why this multiplayer system aint workin?
on one device i open a map with (?listen)
on the second device i connect to (myip:7777)
on the first device it opens the map
on the second device it opens the menu level
[and it is portforwarded]

cyan bronze
blissful trail
#

heres the bp if that helps

cyan bronze
#

Or call that function that is inside the actor from the player

gloomy ginkgo
#

Guys I used Subtractive box brush to make a door and I can't go through the substrative brush. Any help?

sweet axle
near sundial
blissful trail
#

lemme try

sweet axle
#

create a variable in the actor of that class type

blissful trail
grim ore
#

calling a function in an instance from another instance is basics, get a reference to the other class and then use that.

magic lantern
#

Wtf is Simulation Generates hit event

blissful trail
toxic birch
#

I still don't understand why the stuff I import from Vault are not showing up anywhere. I imported one Paragon character which worked and then on I couldn't import other ones.

magic lantern
grim ore
#

@cyan bronzehow you do it is up to you. how does this "Gun" actor exist in the world in the first place?

cyan bronze
grim ore
#

so what spawns the gun?

cyan bronze
#

Character blueprint

grim ore
#

the character is the one taking the fire input isnt it?

#

ugh ok so thats an issue, your trying to get C++ to talk to a blueprint spawned object

cyan bronze
#

at the moment nothing is taking fire input

grim ore
#

well first decide how input is going to be handled. will the player take the input and do something, or will the weapon take it directly?

cyan bronze
#

Im not really sure which one is better in the long run and how does it work with the weapon switching so i would say that the gun does the shooting

grim ore
#

@magic lanternit does what it says it does. If you are simulating physics, will this collision call a hit event when it hits something/is hit by something else

#

ok then your code is fine right now, you just dont have that actor listening for input. Call EnableInput on the actor passing in the player controller and it should now listen for any input events you bind on it

#

and it looks like your binding the event so it should work

blissful trail
grim ore
#

could probably put the EnableInput call in the Begin Play, thats where I did it on my test

blissful trail
# blissful trail

so if i type myip:7777 on the second window this happens
if i type 127.0.0.1:7777 it works

grim ore
#

well 127 is the local machine so your just connecting to yourself

blissful trail
#

ye idk why my ip aint workin it should be port forwarded

grim ore
#

unforward it and try again, see if anything different happens

cyan bronze
#

@grim ore Are you able to remember how did you write the EnableInput

autumn latch
near sundial
#

@blissful trail Does it work when you test from editor? Like running two PIE instances of the game?

autumn latch
#

false ise hit eventleri çalışmaz

blissful trail
near sundial
#

Going to main menu is a sign that something is wrong with connection. That's what happens when server quits, or so

blissful trail
#

idk if this is right the

near sundial
#

did you try pinging your PC using port. Just to make sure everything works?

#

try connecting using some other software. probably there is a ton of test software for this

gloomy ginkgo
#

Guys I placed substrative box brush to make a hole in my wall but I can't go through the hole. Any help?

blissful trail
#

ahh i see it says no

grim ore
#

@cyan bronze

#

thats an actor that will take input and do somthing, with the input being one of the input action defined in the project settings.

#

the uh... enable input in the begin play was not needed its a duplicate of the one in BindInput... or the one in BindInput is not needed because its a duplicate.. pick one lol

#

@gloomy ginkgodid you mess with any settings? are you sure the subtractive brush is going all the way thru the other brush? it should work out of the box

gloomy ginkgo
#

Ohh

#

No it was not going all the way thru

#

Thanks dude!

keen cargo
#

Quick question: Performance-wise, is it better to use Landscape Spline or Blueprint Spline to make roads in an open world game?

winged notch
#

why dos this open every time i start 4.26

grim ore
#

did they?

toxic birch
#

@grim ore Do you have any idea for the issue I mentioned previously? I think you were here when I first posted it. Basically when I try to import stuff from my vault. They don't actually appear but if I try to reimport it tells me to overwrite. I imported a paragon character and it worked but when I tried to import other characters it wouldn't work

#

Let me know what and where to look

#

i tried searching for them in the search bar and all, they don't appear

grim ore
#

so stuff you own doesnt show up in your vault list?

#

I didnt see anything

#

oh loll now they show up

#

yeah was nothing there when you first posted for me

winged notch
#

@grim ore

#

In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.

Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Nanite, a virtualized micropolygon geometry system that will enable you to create ...

▶ Play video
#

In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.

Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for features like Nanite, Lumen, and Niagara, which will provide an unprecedented leve...

▶ Play video
grim ore
#

yep I see them now, just didnt earlier

winged notch
#

ok good

toxic birch
grim ore
#

is the project a lower version than the item you are importing?

toxic birch
#

One of the paragon models that I imported at the early stages of the game is there and I can use it but the others are just not working well

toxic birch
grim ore
#

but I would check the output log then. it should tell you why the asset is not loading

toxic birch
#

So.. Kwang is imported and working, I can see the mesh and the anim class and all but the others say they are imported and when i try to "Add To Project" again it says to overwrite the files even though they're not actually in the project

#

idk it's weird, I get no errors or anything

grim ore
#

close the project, open the project, read the output log in the project it should say something.

toxic birch
#

I searched for paragon in the output log and it only shows stuff about the character that DID work

#

Nothing on the others

grim ore
#

try something simple then, new blank project and import one of the ones not working into that blank project and see if it loads

toxic birch
#

alright

pure glen
#

Anyone ever get the "Create process returned 2" error? Trying to distribute a apreview build for testing and Ive only had one person able to run it

grim ore
#

usually missing files, for example you packaged up just the .exe and not the actual folder properly. Could be their Anti Virus deleted/locked files.

toxic birch
# toxic birch alright

Found it, apparently there was a duplicate of my project with the same thumbnail and all. I was adding to that rather than my project. The duplicate has exactly everything from the original project

#

No clue how that appeared but at least I found the issue

grim ore
#

yay

gleaming rain
fallow hornet
#

Has anyone seen with the automotive materials pack that the car paint in certain scenarios fades in around anything that has a gap (like doors)? Is there a way to fix this?

pure glen
#

The build that is. Not the project file

pallid cove
#

Here's a dope fighting game making tutorial. Give it a try:
https://www.youtube.com/watch?v=efEYGkOIxkk&list=PLfAjixzz6o81qGPz5OoDcPQuJm1o7K7oo&index=4

Here is the fourth installment of the Unreal Engine 4 and C++ Fighting Game Tutorial series. In this episode, I go over creating AnimBPs (Animation Blueprints), state machines, and skeletal meshes.

This set of tutorials will help you create games in Unreal Engine and C++ that are similar to (but not limited to): Street Fighter, Tekken, Mortal K...

▶ Play video
cloud stone
#

When making a decently sized game, is it conventional to use only c++, or only blueprints, or maybe a mix?

spare kernel
#

Mix

runic iron
#

A mix is perfect yeah, take advantage of both

cloud stone
#

So how would you split it up

#

What would you leave to blueprints and what would you leave to c++

runic iron
#

Too fast...

cloud stone
#

Thanks for that

grim ore
#

@pure glenmaybe the person downloading your stuff is just downloading the .exe and not the entire packaged project structure

winter gale
#

In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.

Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for features like Nanite, Lumen, and Niagara, which will provide an unprecedented leve...

▶ Play video

In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.

Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Lumen, a fully dynamic global illumination solution that will enable you to create...

▶ Play video

In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.

Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Niagara, a node-based programmable VFX system that helps you to create everything ...

▶ Play video

In May 2020, Epic Games provided a first look at Unreal Engine 5 through “Lumen in the Land of Nanite,” a real-time demo running live on PlayStation 5.

Prior to this, in January 2020, we went behind the scenes with the team at Epic to discover the inspiration for Nanite, a virtualized micropolygon geometry system that will enable you to create ...

▶ Play video
hazy jungle
#

hello! I'm new. I'm a 3D artist and I'm trying to get into unreal engine to make a game

river crypt
#

@hazy jungle Welcome 😄

hazy jungle
#

thanks!

#

ok, so I'm making a sidescroller, and I want to give the camera depth of field, but I have no idea how to do so

drowsy snow
#

Seems like we're going to get the same editor UI as Unreal Engine 4 👀

plush yew
#

In lots of older ue4 tutorials I can see that in BPs they're just able to right click and add any key, while in mine no keys will shop up in the available actions. How can I fix this?

sharp crest
#

thx

mental helm
#

Yay epic released more marketing only UE5 demo videos. 😴

grim ore
#

@drowsy snowwell those say they were recorded in January 2020 so maybe not

#

Epic is in the business of making money, they have to sell product to make money so yes marketing is a sin we have to live with

#

@plush yewcan you show an example of what you are looking for?

plush yew
#

this is from a tutorial i found

#

@grim ore

mental helm
#

Just saying there's nothing new info wise

plush yew
#

but when i right click it in my own it doesnt show up

#

when i for example type X

drowsy snow
#

Also the Nanite girl seems to be named "Echo" 👀

grim ore
#

@plush yewwhat class of blueprint are you in,. they wont work in every one. and they should show up they are just named different.

#

try for example type in "X keyboard"

maiden swift
plush yew
#

ohhh, I was in widget blueprints the whole time haha, never knew there was any difference to different types of blueprints :-) thanks @grim ore

drowsy snow
#

Still, though, I wish they keep the editor's flexibility - I'm hoping for the UI to be more consistent down the line.

mental helm
grim ore
#

@drowsy snow I think you might be guessing/assuming too much based on these videos lol

maiden swift
#

I'd be surprised if the UI looked identical. I expect it to be very similar, but with a fresh coat of paint.

#

They're not going to ditch what works well.

grim ore
#

I expect it to be bright green and look like GameMaker... 😛

maiden swift
#

lol!

#

Lumen in the Land of GameMaker.

mental helm
#

It'll probably keep going the same direction ue4s went. Flatter, less wasted space, less flashy graphics

#

No one misses the warning stripes /////

grim ore
#

I also dont think they ever said they are going to release the demo to the public

drowsy snow
#

Although UE4's editor UI is already pretty customisable without recompiling the engine.

grim ore
#

which I would love to play with due to the niagara stuff

mental helm
#

If the level is just quixel, they could release it with little licensing issues

maiden swift
grim ore
#

could but lets be honest, if its been a year so far without any release this demo was/is... not designed well heh

mental helm
#

But since it was made for the PS5, might be tricky

grim ore
#

im sure the demo was a "lets just make something work and pray for the best" like most prototypes are heh

maiden swift
#

Yeah, I wouldn't be surprised if they don't release it. But they'll have something, I'm sure.

#

More importantly, I'm looking forward to the first 5.0 version of Content Examples and new project templates.

sharp crest
grim ore
#

are we getting new templates tho?

maiden swift
mental helm
#

I REALLY hope there's a better impostor baker if automatic asset processing is going to be a big part of UE5

grim ore
#

I hope so as well, the newer templates tend to be better than the older but how much do you really need to do to stuff like FPS and TPS

maiden swift
#

Well for one thing, Manny has a UE4 logo on his chest. 😄

#

But yeah, I would assume they'd at least update the templates to show off Lumen, Nanite, etc.

grim ore
#

well a UE logo, no 4

#

eh but...

#

we dont know what platforms lumen or nanite support and templates should be platformish agnosticish

maiden swift
#

They don't need to update any of the templates, but I think it would be a smart idea since it's a new major version.

grim ore
#

maybe we get like the vehicles, an advanced version that turns on stuff like RT and nanite and lumen and uh the other stuff heh

maiden swift
#

Show new best practices, at least.

grim ore
#

best practices alone would be nice lol, some of the current stuff is fire and forget we ever did it

drowsy snow
#

BTW here's how you change the editor font in UE4:

||- Go to the engine directory: Engine\Content\Slate\Fonts

  • Replace the Roboto font TTF files with any other font you like
  • Make sure the name is the same as the Roboto font files; this is to fool editor Slate to thinking that it loads the usual Roboto font
  • et voila, new UE editor font.||
grim ore
#

welp we know its a new marketing push for UE5 so its either to coincide with a year or more material?

plush yew
#

why does my widget UI stretch out over the entire screen when I have it set up like this in the editor?

pulsar badge
#

When i export from bridge ue4 crashes?

grim ore
#

@plush yewyou have it set to desired on screen at the top of the UMG editor, change that to get a more accurate idea of what it will look like.

#

and to answer the question it looks like that since you set it up like that, what are your anchors set to

maiden swift
#

So it sounds like new info is finally on the way.

grim ore
#

I did not read the descriptions lol...

maiden swift
#

Wednesday May 26 at 10AM EDT.

grim ore
#

omg your right

drowsy snow
maiden swift
#

Oof.

plush yew
#

where can i see my anchors?

grim ore
maiden swift
#

^Click that Anchors dropdown and you can change the anchor.

sharp crest
#

Is this location too far from origin? I'm getting weird movement errors. Would moving the world origin to player location fix it?
(X=-3M,Y=-14M,Z=-1M)

maiden swift
#

You may need to change the Size X and Size Y values after setting a new anchor, depending on your goals.

plush yew
#

i cant find the anchors dropdown

grim ore
#

click on the widget

maiden swift
#

Select the widget and look at the top of the Details panel.

grim ore
#

it cant be the root panel, it has to be a child. the root is the entire screen

plush yew
#

its not there?

mental helm
#

Any big tech or gaming events coming up? Epic does like to use them for announcements.

drowsy snow
# mental helm No one misses the warning stripes /////

You can replace the editor Slate images to get rid of the warning stripes.
https://forums.unrealengine.com/t/ue4minimal-my-unreal-engine-minimal-theme/220518

grim ore
#

borders dont have anchors, they fit to the parent

maiden swift
#

Oh, because it's inside a border.

maiden swift
grim ore
#

read up on how UMG works @plush yew

maiden swift
#

Epic is listed as a partner on the website, as well.

plush yew
#

Alright thanks guyss

grim ore
#

parents control the children, your parent has to have a way to anchor. your size box does not have a way to size

pulsar badge
#

When ue5 comin D:

maiden swift
#

When it's ready.

pulsar badge
#

they updated their website

grim ore
#

42 days from now

pulsar badge
#

didnt they

pure echo
#

Hello all I had a question about the best way to go about getting various planes to have different effects.
Ex. Mud texture plane = increase friction, Ice texture plane = reduce friction, Lava = apply damage
Also is there a way to make it easy to reuse on multiple maps

maiden swift
#

Yes they did.

#

New logos, too.

pulsar badge
#

how do u know @grim ore

#

lol

grim ore
#

because 42 is always the answer to any important question.

pulsar badge
#

um

#

Why am i getting this error

#

trying to export from bridge

plush yew
#

wasnt like the number 42 the meaning of life or something

grim ore
#

@pure echoyou can look at applying physics materials and then using that to determine effects

cedar wave
#

One of the things I'm more intrigued about is their new scripting language. I want to see what their actual goal with it is.

#

Like - we saw it in the context of Fortnite Creative.

maiden swift
#

No word yet if the scripting language is coming to UE5, but it seems probable. Would be weird if it were Fortnite exclusive.

grim ore
#

we only saw it in the context of Fornite

maiden swift
#

But it might make sense, too. It's targeting modders.

grim ore
#

@pulsar badgetry deleting those materials, the master quixel materials, then importing again

cedar wave
serene birch
#

there's a few UE5 videos today

#

were they posted already here?

hidden pendant
#

Any suggestions on how to deal with drivable boats and bouyancy?

maiden swift
serene birch
#

ah

cedar wave
#

Which leads back into - me being curious about more info with it, lol @grim ore

drowsy snow
#

And then I'm still going to stick with UE4 until my game's fully released.

maiden swift
pulsar badge
#

@grim ore wym

grim ore
#

oh I would never swap to UE5 when it comes out, because it wont be out lol

maiden swift
cedar wave
serene birch
#

yeah, in two days even 😄

grim ore
#

@pulsar badgeQuixel uses master materials for its items, that fodler is pointing to those master materials in your project (MSPresets folder). I would delete those, then try reimporting

maiden swift
#

Yep. Also mentioned that in the new post so people know. 🙂