#ue4-general

1 messages · Page 1003 of 1

tawdry python
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the game I'm working on right now (in UnFeelsPukety tho) starts struggling with about 200k tris

desert verge
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i'm coming from unity, been learning that for a year1

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🙂

sterile tulip
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Where can I download the new UE5 project demo

ornate forge
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The C++ project code in UE5 is very similar to UE4

sterile tulip
#

Thanks very much 🙂 😊

ornate forge
#

MetaHuman is still not available for me 😦

wet pond
#

Is there like a specific term for like when your weapon doesn’t move synchronously with your screen when you turn, like it glides towards the direction youre facing when you turn

trim bough
inner cloak
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Any of you streaming UE5 projects ?

half panther
twilit hill
#

world composition < - > world partition

sterile tulip
#

What are the pc specs for the sample project? 🙂

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Ok the minimum pc requirements are 8 GB of VRAM and 32 GB of system RAM. NVIDIA GTX 1080.

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100GB of Space 😄

rare agate
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Official documentation for 5.

runic iron
rare agate
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The docs are online, and they list limitations.

sterile tulip
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Can you send me the link ? @rare agate

rare agate
#

Give me a few..

half panther
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scroll down

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its in the faq

warm hornet
#

Anyone have Launcher crash on launch? How did you resolve?

rare agate
twilit hill
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quixel assets are nice and all but ... drag and drop a rock into your game and bang, 15gb bigger

sterile tulip
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Thank you very much ❤️ 😊 😊 ☺️

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The nice thing is, is now that its 1 file per asset @twilit hill

rare agate
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Drag and drop many, many rocks, and it's even better. 🙃

fringe rivet
#

UE5 Hooray

sterile tulip
#

You dont need to download a whole pack of 30 assets now to get a specific asset or material anymore

gray kindle
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does nanite work with foliage?

rare agate
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Sorta

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It doesn't like the overdraw.

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And no wind effects either.

twilit hill
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oof

gray kindle
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but for stills it could be decent

rare agate
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They state in the docs to use it for the trunk and branches.

twilit hill
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my trunk and branches also move

rare agate
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Not anymore. 😆

twilit hill
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id assume its usefull for the base layer of the map

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go wild, spam assets

rare agate
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Aye. Also, the file size of a 1 mil mesh is smaller than a 4K texture normal.

sterile tulip
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Its usefull for anything not moving probably

rare agate
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Things can move, just not deform.

sterile tulip
#

Its fine, you can have nanite for anything still and for the foliage you can have lods probably

twilit hill
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yeah good to know

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ive already hyper-optimized my foliage anyway

sterile tulip
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The project files are gonna get big 😄

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With nanite

tacit moon
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I'm wanting to make a game that is built mostly around clouds and strong cloud esthetics. Is Unreal the best choice over Unity?

sterile tulip
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There is a plugin for volumetric clouds in UE4 I believe

tacit moon
#

The youtube videos of the built in cloud tools seem superior to any plugins I've found for Unity.

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But I've been toying with a raytracing alogrithm of my own, but it is ridiculously slow.

sterile tulip
twilit hill
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volumetric coulds are heavy on performance tho

feral sierra
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no ancient giant fight scene unfortunately

void barn
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anyone having this issue? i choose my external HDD with 2TB but somehow it keeps creating file at my c drive

twilit hill
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gotcha

fierce tulip
#

@void barn
Under Settings in the Launcher
You may need to edit your vault cache location

sterile tulip
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Have they increased the max. map size for multiplayer in UE5?

twilit hill
#

wdym

runic iron
twilit hill
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you could have an endless world with world composition

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ages ago

sterile tulip
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Thats for singleplayer projects

runic iron
twilit hill
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world composition is the map, that has nothing to do with multiplayer

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do you just mean connected players?

sterile tulip
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I have read that it doesnt work and if you are doing multiplayer projects 20x20km is the highest you can make

tacit moon
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@sterile tulip That looks incredible. Think there's anyway that could run on high end mobile devices?

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Is raytracing even possible on mobile with any fidelity?

twilit hill
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well you have read the limitations of what i assume is a single map segment, ... without world composition?

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i did a 32x32km map by splitting it up

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and replication definitely works outside of 20x20km bounds

sterile tulip
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for mobile devices you might want to add some cloud shaped static meshed and make them move in the sky @tacit moon

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No world composition doesnt work for multiplayer because of how the position is calculated

tacit moon
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@sterile tulip The game doesn't work without high fidelity clouds.

sterile tulip
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In singleplayer the position always recalculates meaning you can go anywhere

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but if more players start to join the calculations of the position of the player doesnt recalculate anymore

twilit hill
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ive never heard of anything like that

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got a link?

sterile tulip
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yea its in the unreal engine forums

glad loom
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Hello, so with ue5 early access released, is ue4 going to get updates until they fully release it and then stop the updates for ue4 and start them for ue5?

sterile tulip
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you can read into what world composition does and that it reaches its unlimited map sizes by recalculating the player position once it moves but that it doesnt work when there are more players

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I´ve had this researched a while back ago

twilit hill
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that is a post from 6 years ago, weird

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i didnt encounter any precision problems

sterile tulip
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did you try this out with multiplayer having bigger map sized than 20x20km? @twilit hill

twilit hill
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yes

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However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.

sterile tulip
past stag
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ooh. I have been waiting for this. ue5

sterile tulip
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The link you sent is saying origin shifting is not supported in multiplayer

past stag
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doesn't ue5 have double precision?

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and is it a setting?

twilit hill
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i dunno, it worked on a 32x32km mapset of mine which were just imported plain heightmaps (grey)

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i could load about half before the engine crashed

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world partition might be worth a look ... mhhh

sterile tulip
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hmm I dont know, maybe there are some workarounds but I dont know about them

past stag
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I think its pretty good time to learn unreal engine now that the 5 is out on EA

tacit moon
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@sterile tulip Why don't people just rebase to the origin?

past stag
ornate forge
#

The default vehicle physics in Unreal 5 seems to be much better

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The car no longer flips on every bump

past stag
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Has ue5 got rid of physX?

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atleast from what I understood, they now have their own chaos physics because they need the 64 bit floating point support

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which physx doesnt support

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when the ue5 is fully released it might be time for me to do another compilation of it with clang

chrome beacon
#

Hello everybody. I wonder if I can ask some suggestion here about some hardware {hard drive in this case} to get in order to speed up the use of the engine and my workflow

hardy cedar
#

is it just me or is the website hugged to death due to UE5 EA? Can't login to the learning hub in neither Chrome nor Firefox 🤔

chrome beacon
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I know in general what would be best but I'm on a tight budget and choosing models is quite hard... I spent the last 2 days trying to figure out what to get

past stag
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not completely down but lagging

tawdry python
past stag
#

kingston ssds are cheap

hardy cedar
#

Ah yes, now I'm beginning to get 500er. That's a clear sign after 10min of trying to login in vain. 👍

past stag
karmic shard
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It's taking so long to "verify" rn

rough knoll
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hmm

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i can't seem to find tessellation in the material settings like i did in ue4

past stag
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maybe there is so much ppl using it

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and btw the new gui looks amazing

karmic shard
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i havent clicked anything that will show ue5 i wanna see it for myself

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lol

rough knoll
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its nice just some things are missing

past stag
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I have seen one pic

rough knoll
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such as tessellation haha

past stag
rough knoll
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im looking around for it

icy cargo
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Unity

past stag
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6gb remaining 🧐

rough knoll
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am i just blind?

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i don't see anything mentioning tessellation or displacement

karmic shard
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weird

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ive never used tessellation so i wont be able to help

sturdy smelt
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@rough knoll because Tesselation and Displacment are depcreated, and will work something in Nanite

rough knoll
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interesting

sturdy smelt
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i readed it somewhere, where Devs said, The Workflow is gonna changed, and Displacment like we know it will deprecated

rough knoll
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is there any documentation on nanite that shows how to use displacement maps in ue5?

past stag
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idk if it has

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but maybe worth a look

long thicket
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quick question

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are nanite and lumen turned on by default?

past stag
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atleast for nanite

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idk through

long thicket
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thanks for the info

karmic shard
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i love how variables look in the blueprint editor now

past stag
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"Newly-created projects in Unreal Engine 5 have Lumen Global Illumination and Reflections enabled by default"

rough knoll
#

i wonder if it's able to be used in landscapes. displacement on landscape materials is a must for me

long thicket
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i think it can

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from what im reading it can be used for kilometers large terrains

upbeat rampart
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damn ue5 is the real thing

past stag
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and physics

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better physics

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atleast for 3d

drowsy snow
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If you can do it in UE4, you can do it in UE5

long thicket
rough knoll
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hm. nanite docs say nothing about landscapes

thin knoll
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Guys, what you think of my awsome theme for Unreal Engine 5???

long thicket
#

now need to look into lumen

rough knoll
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they also don't say anything about displacement maps

long thicket
#

LSD unreal engine

thin knoll
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In editor preferences you can edit theme like Blender.

past stag
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just try it

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the recommended specs aren't always right

karmic shard
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you dont need a 3070 and r9

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not even close

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pretty sure those specs are for the 100gb demo project

upbeat rampart
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i think now were gona see games that exceed those 175gb of warzone

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prepare for cinematic immersion

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people excited for cyberpunk and got a broken garbage

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here is the real thing

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no promises no marketing

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but the real thing

karmic shard
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for some reason my projectiles are floating in front of me in mid air

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but only sometimes

past stag
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me with intel i5 2400 and radeon 5500 xt 4gb

karmic shard
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and I keep getting runtime errors with a "switchOnECollisionChannel" node

long thicket
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@swift basin I have a 1060 and nanite runs incredibly well

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scene went from 2 fps to 20 fps

upbeat rampart
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guys

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how do i fix this

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cant see anything

past stag
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I am waiting for fortnite to get upgraded :D "we will migrate Fortnite to UE5 in mid-2021"

long thicket
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it will probably get slower the more you add for sure, but i have atleast 6 assets in my scene that are over a million polys

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assets from quixel too

upbeat rampart
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pls can someone say? i cant work

dusk nebula
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Does it seem like most UE4 guides are applicable to UE5?

upbeat rampart
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i just closed a thing

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nothing more

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it shuld be a way to reopen

fallen schooner
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Can someone tell me how to download UE5 preview? My library tab in Epic Launcher only lists Unreal 4 versions.

long thicket
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you can, youll have to pay royalties i think, and make sure the assets youre using are licensed or made by you by licenced software

slate thicket
upbeat rampart
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im pretty sure you can make assets with blender

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and sell the game

solemn cloud
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You can^^

long thicket
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it is

past stag
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f it. I am going to compile ue5 from source rn

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and leave it for night :D

tacit moon
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Can you add hooks into mutiplayer updates? Like if you want to offset transforms?

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Like Player A's transform is at 10000,0,10000 but has been offset by -10000,0,-10000. That offset needs to be translated to other players over multiplayer.

grim ore
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in theory? if that transform offset variable is replicated and used as part of the calculation then yes?

tacit moon
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@grim ore So there are multiplayer update hooks you could use to inject there offsets.

proud prism
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Do distance fields have to be on for nanite to work?

tacit moon
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@grim ore But every player would need their own offset variable. So that they all stay close enough to origin to not have floating point errors.

somber stump
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Just wanna say that this right here, the splash telling us what its actually loading is pretty awesome. The time's I've sat wondering why I'm stuck at 45% or 79% for long periods has worried me. This is cool thanks

upbeat rampart
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how big is UE5?

somber stump
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about 12GB

upbeat rampart
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isnt ue4 like 45~?

somber stump
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yea

upbeat rampart
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i guess ue5 uses alot of ue4

somber stump
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ok just checking internal folders now

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it's 36GB

hoary pike
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does someone know how to disable foliage animation/movement? its really downgrading the performance

somber stump
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it downloaded 12GB but maybe it transferred files from ue4 I don't know

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isn't the foliage movement thing a particle system? or is it a dynamic material you have set up?

hoary pike
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like it has material instances and such

somber stump
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I mean there's quite a few ways to do moving foliage. See if you have any blueprints in your content browser that reference foliage somewhere

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you might have a simple animation set up

hoary pike
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ok lemme look, thx

plush yew
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lets say i have 10 meshes i wanna apply one material to it. but the meshes have different sizes.
do i really have to create 10 material instances?

grim ore
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depends on the material and what you want it to do

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if its supposed to fit the size, then the material can be created to fit

lusty jay
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Hey, Everytime i do "#include "PhysicsEngine/PhysicsConstraintComponent.h"" or do class UPhysicsConstraintComponent in the header file my game crashes and everytime i try to open the project again it crashes on startup and i always have to go back to an older commit

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is this a bug?

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is there any other way to get arounf this?

grim ore
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do you get an error on that line?

plush yew
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Yo guys, idk if someone else asked already, but were the geometry brushes removed in UE5? Can't seem to find them

lusty jay
grim ore
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but you get those errors on the other lines?

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it sounds like your include line is bad, or you put it in the wrong spot?

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show your code

abstract geyser
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@plush yew Brush Editing is still in the editor, cant find them but you should still have them

lusty jay
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ok

abstract geyser
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@plush yew Press Alt - P

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then it comes up with this

plush yew
abstract geyser
lusty jay
tacit moon
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So with nanite can you just make as big of terrains as you can fit in ram and nanite will handle LOD issues?

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And what's this open world streaming? How does that work?

fierce tulip
#

check some of the merged meshes

broken heath
#

Is it ok to create collision using unreal engine “add box simplified collision” ? For an asset that i would sell

Or i better make the same boxes outside of unreal (blender)

grim ore
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@broken heathif thats the correct collision for it I dont see why not

broken heath
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@grim ore thanks

dusk nebula
#

And most systems are the same, too?

tacit knoll
#

Hi, I'm having this oddly specific bug and it's extremely concerning because I can't progress the project without solving it.
Basically, after a recent update, the team members noticed that the project would no longer load, it would crash every single time the project starts up. I was able to get it back to loading by reverting my recent changes to the base AI actor, one of which included spawning an actor that is used for loot drops. I found that adding that code node back in specifically causes the crash. It's a simple "Spawn Actor from Class" node.
Over the day I've found a few things, firstly it isn't just the base AI, I was able to replicate it on the playable character actor too. It also isn't all actors, I added a Spawn Actor From Class to the loot drop itself and it was fine. Lastly, I have tried removing the C++ classes that were added semi-recently (possibly within the timescale of the bug, but unlikely) and it didn't make a difference.
The immediate crash log doesn't give much insight, unfortunately, mostly spamming "UE4Editor_CoreUObject" but ending with "kernel32" and "ntdll".
Any help or theories would be greatly appreciated.
Crash Log (Some info censored): https://pastebin.com/Cx2JBfm2

dry fossil
#

is there any course (preferably free on yt but I'd be fine with paying up to 20 euros) that teaches the basics on how unreal handles the concept of pawns, character controllers, player controllers and such? it's so confusing :(

grizzled bluff
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oh boy do I have a course for you

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its 8 videos long in which one of them she explains this in such a simple manner

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im not sure in which one she talks about it so ill just send you the first one

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best tutorial series out there imo @dry fossil

trim bough
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I have a problem with my includes on the ue5 main branch, my includes are not found, and "CoreMinimal.h" is not found either

ancient lotus
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@dry fossil if you like c++ heres my beginner series, if you want to skip the outside UE4 stuff skip to video #11
https://www.youtube.com/watch?v=6UaQ4ZztT9U&list=PLnHeglBaPYu9FFgnYww2UC1g3F7fYWkaT

Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/VUJKzE3

In this video we discuss variables and the different types that we will be commonly using in UE4 with C++'s standard types compared to Unreal Engines types.

▶ Play video
dry fossil
dry fossil
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(thanks anyway, really appreciate it and I may still get a grasp of some important things anyway)

warm delta
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UE C++ is not exactly C++

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its has a lot of features that makes kind of C# such as GC etc (afaik)

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UE 4 development will continue? or 4.27 will be the last version?

drowsy snow
grizzled bluff
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i dont get why you would bother learning c++ when everything can be done in ue's visual scripting

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or am i wrong here

grim ore
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you arent wrong or right

drowsy snow
tacit knoll
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Plus a big reason is to diversify a CV, for work with other engines.

grim ore
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yep learning C++ and UE4 works great on the CV for a Unity job 😛

grizzled bluff
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just starting out on gamedev, learning how to code is gonna be a huge roadblock for me

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Since ue just makes it so simple

desert jackal
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Trying to make this key variable appear on another BP

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So I can set it.

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But it won't show up.

grim ore
#

just stick to learning UE4 and using Blueprints with it, you can learn c++ later if you want

drowsy snow
#

Using C++ is not obliged, but if you want to do game engineering, consider expanding BP with C++ later on

grim ore
#

@desert jackal what do you mean appear on another BP?

grizzled bluff
#

thanks

desert jackal
long thicket
#

is there a way to check if lumen is on, i just cant seem to find that out

desert jackal
#

I have a variable for a key on the door BP, but it won't show up on the Key BP.

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I have to get / set the variable right?

grim ore
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so where is this variable supposed to be stored? who tracks it

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like i assume something somewhere says "you have/do not have the key"

desert jackal
#

Oh, not in text no. I'm sorry, a bit new to this haha.

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For a key and a door to work, you need to share a variable between them right?

grim ore
#

chances are your "player" should have this variable, and when you pick up the key it tells the player to make it true and when you get to the door it asks the player who overlapped it if its true

urban iris
#

anyone else getting very low framerate in UE5 editor?

desert jackal
vestal turret
buoyant graniteBOT
#

:triangular_flag_on_post: SirWanThePink#1165 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
#

Ever since UE5 came out of early access, Manny seem to strike on more people than ever.

fierce tulip
#

need to keep people in check a little hehe

drowsy snow
#

Considering the influx of members from the early access lol

viral lagoon
last dune
#

UE5 Vs UE4 vs UDK

drowsy snow
#

UDK is the ugliest of em tbh

long thicket
#

@last dune did you manage to find settings for lumen?

long thicket
#

enlighten me daddy

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show me the way

last dune
#

first: eneble this

long thicket
#

do i need an RTX card for it?

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because i cant seem to find that setting

last dune
long thicket
#

alright

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i think ive found it

last dune
#

remember is on project settings

long thicket
#

in post process volume

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i found some settings for GIU

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GI*

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it was switched to lumen

last dune
#

and remember to set to directx 12

long thicket
#

alright

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thanks for the help

last dune
long thicket
#

okay i found the setting

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i was on editor pref thats why i couldnt find it

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project settings is the right tab

vast tartan
#

Man the UI is sooooooooo much cleaner. It "feels" so much more professional. Super clean, super tidy.

last dune
tacit knoll
grizzled bluff
#

when changing levels, do variables of a character, or any blueprint, reset?

#

I basically want my character to have upgradable abilities in a game with multiple levels

blazing niche
#

Well. I don`t know what is that. But i think i should wait until UE5 become more stable.
I hope that I don't have to buy a new graphics card at current prices so I can to start using it.

urban iris
grizzled bluff
river cradle
urban iris
river cradle
#

damn, thats shit

#

what are your specs?

urban iris
#

but only in editor's viewport, when i run the project in new PIE or standalone its much higher

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6700k and 1060 6gb

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even a newly created empty project is the same

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might be a driver issue?

river cradle
#

possible

grim ore
#

check out the #ue5-general channels, they have info on performance and other stuff that might help you out

urban iris
grim sphinx
#

Now that UE5 is here...

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RIP Unity.

regal marsh
#

Did anybody got to setup Nanites + Lumen already?

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I could not find much about Nanites

thick herald
grim ore
cold condor
#

Imagine if Unreal Engine kill Unity

thick herald
regal marsh
#

ahhhh, makes sense!

cold condor
#

Also is UE5 easier to use than 4?

vestal turret
vestal turret
strong summit
#

Well to avoid while you go to the content browser and flag it manually :v

broken heath
#

I am new to creating collisions why unreal messed up the collisions i created in blender?

vestal turret
strong summit
# vestal turret did not check for Maya, just Blender

My question was, I'm out of the engine atm, so I didn't check this. But when you click import, is there a check for convert to nanite mesh? Because if that's the case there shouldn't be any issue importing any mesh regardless of the massive polygon count. That's how the megascans works with drag and drop if not mistaken, it's seamless and there's no hickups whatsoever

ember raven
#

can i play unreal engine 5 demo ? can id ownload

vestal turret
vestal turret
ember raven
# vestal turret it's not a demo but a full working early access version, just open your Epic Lau...

Here's a first look at Unreal Engine 5.

Subscribe to Watch The Game Awards: http://bit.ly/tga18sub

Follow The Game Awards on Twitter: http://www.twitter.com/thegameawards

Follow The Game Awards on Instagram:
http://www.instagram.com/thegameawards

Follow Geoff Keighley on Twitter:
http://www.twitter.com/geoffkeighley

▶ Play video
vestal turret
ember raven
#

ahh niice

feral sierra
#

Anyone knows how to convert landscape mesh into NANITE?

vestal turret
ember raven
#

not nice i have 20gb left!!

strong summit
narrow mauve
ember raven
#

and 1080 TI will not work on it right

feral sierra
strong summit
vestal turret
strong summit
# vestal turret good catch!

Yea so I believe that if you import it as a nanite mesh, your performance won't tank and it should help with crashes when importing large stuff.

feral sierra
vestal turret
feral sierra
#

😆

#

definitely not worth

potent edge
#

so i tried booting up ue5 and uh. had to abort lol

ancient lotus
#

@broken heath your collision mesh looks concave, instead make the collision mesh 3 parts (3 separate collisions)

broken heath
#

Alright thanks @ancient lotus

strong summit
strong summit
vestal turret
#

that make a HUGE difference to tick nanite haha🤪

strong summit
feral sierra
bitter ether
#

sorry guys, if I want to clear vault cache I need to delete the folders in "C:\Program Files (x86)\Epic Games\Launcher\VaultCache", right?

tacit moon
#

Wait, unreal now runs on macs?

strong summit
tacit moon
#

Can you actually use Unreal to make games on a mac?

feral sierra
vestal turret
tacit moon
#

What is the Unreal IDE called? I want to research if MacOS has full support for dev work.

desert ocean
#

How can i rotate an actor to the direction its moving(Velocity)?

strong summit
jolly steppe
#

It seems UE5 doesn't like my hair, LMAO

late stag
#

Does anyone know any good paid ue4 fps courses?

strong summit
jolly steppe
#

I don't think I set the screen percentage low. Did UE5 make the default lower?

#

trying to remember how to set post process volume to global. haha.

#

found it!

#

yeah so I forced the screen percentage at 200 and that still happens

strong summit
slate vessel
#

Anyone else disappointed with the recommended specs for 30fps with nanite and lumen 😆

ancient lotus
#

what was the specs it suggested

slate vessel
#

12 core cpu 64gb ram gtx 2080

ancient lotus
#

idk why on the ram, i only saw 17gb used

jolly steppe
#

ahh, well I use to use the hair option in "shading model" but something doesn't seem to be working now. I'm not too worried about atm. I just though it was funny. My hair turned into space 😆

strong summit
ancient lotus
#

need a 6800xt/3080 for 60fps it seems

plush yew
#

where can I ask general development questions? Stuff like, why does the color I set via my code for the InstancedStaticMeshComponent doesn't take effect 😄 ?

ancient lotus
plush yew
#

funny if one uses F# 😹

#

Well I use a plugin called UnrealCLR which exposes the API to .NET languages, that's why I'm a bit lost 😄

#

However I'll try my luck then in #cpp

tacit moon
#

Anyone know if Unreal runs on the Mac M1 chip?

jolly steppe
#

Is that UE5 demo they showed at E3 available for download?

#

or do I have to make a build of it

remote parrot
jolly steppe
#

oh my

#

well...

#

uhh....

#

screw it. I'm a masachist

#

rip my SSD LMAO

remote parrot
#

I'm on laptop so downloading it you be a suicide mission

#

i'll try ue5 tho

jolly steppe
#

I really like the new interface

#

also lumen is super nice!!!!

remote parrot
#

yes it's amazing

jolly steppe
ionic tide
#

Not sure how to share it but I made a UE5 Animated Wallpaper (4k) in Wallpaper Engine heh 😄

jolly steppe
#

lumen tracing : )

#

don't mind me. Just playing with balls <_<

potent bridge
#

Is there a method within UE4 to make While Loops only execute every [x time]?

#

Sorry, I meant for loops

drowsy snow
potent bridge
#

no I mean it has a timed delay between each execution

#

for example 0.1 seconds, execute, 0.1 seconds, execute

#

thing wont let me put a delay node here

coarse turtle
#

WHere to download the UE5 dmeo sample project?

drowsy snow
coarse turtle
fervent maple
#

Hello, i am using on my game the steam leaderborder stats, it was working fine, activating the achievements and counting the stats, but suddenly this is not working anymore. I dont have changed the programming and i even created another project and put the same programming. In the other project the achievements worked. Anyone know what can be the issue?

cedar wave
#

@grim ore You had access this whole time? Why you little....

#

Mathew is doing the sneaky sneak

true falcon
#

😮

#

ketchup time

robust spoke
#

Hiho someone know the VA Rest Login Plugin?

#

I have a little Problem with the Register and Login Button.

sly ember
#

Are collisions broken on cable components? I can't generate an overlap event for the life of me

autumn grail
#

Hello. where is the "run dedicated server" checkbox in 4.26 and 4.27? please

astral rapids
#

ue4 cant build lighting at all on my pc, doesnt matter what project
reinstalling and clearing vault cache didnt help
could someone help me out?
[Interface:OpenJob] Error: The service cannot be started, either because it is disabled or because it has no enabled devices associated with it.
^ from swarmagent log

patent cedar
#

Hello my friends

plush yew
#

hey guys

#

how to clear baked light in ue5 ?

patent cedar
#

whats a good way to have a single large face with a repeated 16x16 texture across it. I tried this method but it made the texture extremely blurry

autumn grail
serene birch
patent cedar
serene birch
#

usually you set that in the texture settings itself, then the engine will automatically use a sampler that matches what you configured in the texture

#

though the worldaligned node might do tricking things to manage it's triplanar mapping

clever marsh
#

bro I havent saved in a while and my pc just crashed 😳

#

oh god

drowsy snow
clever marsh
#

I saved like 30m ago but since then I have done a lot of work

muted hazel
#

Hey everyone 🙂

#

Im having this problem when i open UE5 now

#

"Pure virtual function being called while application was running (GIsRunning == 1)."

#

Had it running today but now it just crashes 😦

river crypt
#

does anyone know if UE5 brings performance boost to mobile games?

river crypt
#

ah ok, thank you for the fast reply

drowsy snow
#

Stick with UE4 until mobile manufacturers get their arse off of improving selfie cameras only.

marsh forge
#

can anyone explain me how the tech behind "virtual geometry" in Unreal 5 works ? What is it based on ? How it can render (stream) these millions triangles ?

warped osprey
#

does anyone know the system requirement for ue5

drowsy snow
modest trench
#

(assuming you set it up the same way)

#

Lumen is fairly costly

coarse turtle
warped osprey
#

Guys that's what I thought. No, My PC won't be able to run the sample games that you can download and play with.

#

Plus I don't have the HDD space.

lament plaza
#

Slightly off-topic, but they're no other sub-forum dedicated to the launcher. Anyone know what happened to the chat in the Unreal Launcher - maybe once it became the Epic Launcher ... I can't reach fellow devs anymore.

plush yew
dire lantern
#

How do I fix this guys?

dusk nebula
#

Best way to display text over an actor's head? Bonus points if I can do things like a progress bar or an image

zinc cave
#

Hey all--curious if anyone knows off the top of their head why my dark areas of the foliage mesh is showing up white like this in UE5? Within the Post Processing Volume is where the culprit is--it happens when I turn on GI using the Lumen method. Most of it goes away when I activate Reflections (lumens), but some of it at the darkest areas still remain white. Thanks in advance! Loving UE5!

#

And you can see here that it only happens close to camera, as farther away things don't have this effect. You can see the bottom of the image below it starts to happen.

grim ore
#

@dire lanternmaybe remove the + from the file name

heavy egret
#

ive been wanting to try out unreal engine for a while now and was planning on starting soon, now ue5 early access came out. Should I jsut learn unreal engine 4 now and do stuff in that or try learning ue5 while it's sitll in early access.

worn anvil
#

UE4 and UE5 work the same really so start with UE4 and get ur feet wet

#

Anyone know if making a full game in blueprint is good idea? I’m not a beginner in the Unreal space but C++ is still very daunting to me lol, I’ve just been making smaller experimental projects

warm prism
#

You cannot do everything with blueprints, there are limitations. Which C++ does not have.

worn anvil
#

Would things like gameplay work fine? I don’t mean anything advanced like procedural terrain or things like that

#

How much harder is C++ compared to C# anyway thats the only programming experience i have

heavy egret
#

umm there are more things you have to deal with in c++ that are easier to do in c#

cedar wave
#

Raw C++? A bit more difficult. Unreal C++? Not so much honestly. Just more verbose and not as high level as C#. So it is missing some niceties.

vocal marlin
#

Think of C++ and BP as something that complement eachother instead of a choice that overrides the other one

#

To start getting your feet wet, BP is very good. It can take a bit of the headache of starting learning the logic behind programming before starting using C++

#

After you have gotten the point of learning C++ you will find more easily exactly the best purpose if each

worn anvil
#

I have another question, can Unreal perform as good as Unity on lower end PCs?

#

Also thanks for ur messages

paper sphinx
#

Hey guys im trying to render a cinematic with movie render queue. It was working fine up until this after noon when i started another render and after about 20 seconds it crashes and comes up with an error mesage saying "gpu crashed or d3d device removed"

#

please i need help

worn anvil
#

and by perform i mean like actual build

vocal marlin
#

C++ for flexibility and power, BP for iteration speed

vocal marlin
worn granite
#

Yeah, you definitely can beat Unity if you know what you're doing.

You can outperform Unity on Mobile if you know what you're doing and have the time.

#

The editor? Oh gosh, no not really.

worn anvil
#

Yes I dont think Unitys editor will get beat performance wise lol

#

But they also have like 100x less features so

worn granite
#

And by the time you have all the features, you'd have to be very skilled to still have better perf all around

#

But, you can try; that's what drew me to UE in the first place. You can just go do things in the source code

vocal marlin
#

Not gonna lie, if both Unity and Unreal editors where as performant as Godot I would be a very happy man.

cedar wave
#

Won't happen. Unreal offers way more than Godot.

worn granite
#

Godot feels pretty lightweight and snappy, even to build from source

worn granite
pastel ginkgo
#

Does anyone know what a "map" texture is for? I'm trying to link textures and I'm not sure where it goes. There's also an additional "diff" texture. The one with the black around the green leaf.

vocal marlin
worn granite
vocal marlin
#

Unity, may actually become as lightweight as Godot if it the modularization that is having actually ends in something tangible

#

But it can turn it into a weird engine where you installed by pieces

worn granite
#

One could have opacity baked in with other map textures...

R - Opacity
G - Specular
B - Metallic
A - Roughness

is possible for instance

noble wedge
#

I told UE5 to install on the D drive. And I told the sample to install to the D drive. Yet it's checking space on the C drive.

dire lantern
brave niche
#

When I first built the engine from source it was really quick to load

#

but now it's slow.

#

I find it odd.

violet zenith
#

Hey just trying to load an old project from ue4 4.25 its loading the minimal default level? all the assets are there in the content folder but the project isn't loading them

#

anyone know why this would happen? did i somehow delete only the level data or something?

cloud pilot
#

Best thing I’ve seen today, well maybe 2nd best, UE5!

thin tendon
#

lmao

vocal marlin
#

A classic

winter rain
#

Hey guys, I created a mesh in blender that I'd like to import to UE4. Problem is, it has 6.5 million polygons. What polygon limit should I be looking to not exceed for a UE4 import? My last import attempt crashed the program

grim juniper
#

You can change the asset vault cache location in the launcher settings

winter rain
#

Right, that's how you lower the poly, but is there a number I should be shooting for?

autumn flame
#

Depends on what really

#

Small mesh, what it is, etc etc

lusty dew
#

should I use UE3 or UE4?

#

cause I feel like my laptop can't run UE4

fervent maple
#

Hey guys, I'm having a issue with steam achievements, the node cache achievements always fail. Does anyone knows how I can solve this?

grim ore
#

@lusty dewif your laptop can't run 4, then try something else. using UE3 at this point is not a winning idea

old nimbus
#

Lol

warped sluice
#

fps is maxed at 60 even when i set it to 120 in UE5, is this a known issue?

wet pond
#

what is the best way to learn ue4? Is there a really good tutorial series on youtube or something

plush yew
#

can anyone tell me how can i export a project to another computer

grim ore
#

@wet pondread the pinned messages in here

#

@plush yewyou can just copy the entire project folder to another computer. the project is all in the folder. If you need to you can compress/zip up the folder then send the 1 file

fervent prairie
#

coming over from unity, and confused by the terminology of "map" and "level" - are these two words for the same thing (Unity "scene") ?

grim ore
#

yes* with some exceptions

#

if your just learning you can associate them, you might want to check out the unity -> UE4 docs and course for some quick start tips

fervent prairie
#

thanks

old nimbus
#

Basically, this is what I started from.

warped sluice
#

Bridge also doesnt seem to import assets into my ue5 projects

maiden swift
#

Definitely been a long day but I managed to install UE5 on the laptop before leaving. I just made my first MetaSound. 😄

#

Not gonna get a ton of time with it until next week, but I at least got to experiment a bit tonight.

#

MetaSounds are insane.

#

It's like the material editor but for sound design. I can build a synthesizer in the engine procedurally.

#

Fully programmable audio pipeline. ❤️

#

I'm off to bed folks. Have fun, I'll return tomorrow. 👋

remote parrot
#

were you guys able to open a previous c++ project on ue4?

#

it made a copy of a bp project i had, but for the c++ it couldn't generate some files 😦

marsh shore
#

Ok. Building ue5. And looking at prices of SSDs 👀

true sail
#

How would I get a headless server build of a multiplayer game into the cloud using a server provider such as AWS or Azure? What are the requirements of doing so and are there any resources I can look at for more specific detail on how I would do it?

upbeat rampart
#

guys

#

is this normal

true sail
#

yep

upbeat rampart
#

2.5k shaders?

true sail
#

yeah

upbeat rampart
#

how to speed it up

true sail
#

get a better computer

upbeat rampart
#

jesus

true sail
#

ikr

#

kinda a pain

upbeat rampart
#

u mean better CPU

true sail
#

well cpu is just one part

#

ram is another important aspect

#

hard drive, graphics card, etc.

upbeat rampart
#

i have 16g ram

true sail
#

That's probably enough

#

What's your CPU?

upbeat rampart
#

for packaging i think cpu is the thing

#

its bad

true sail
#

Well if you get a better cpu, it might speed things up, but there's the chance that it wont

#

have you heard of bottlenecking?

upbeat rampart
#

AMD A8-9600 RADEON R7, 10 COMPUTE CORES 4C+6G 3.10 GHz

true sail
#

Oh 3.1 GHz not too bad

upbeat rampart
#

its on ssd aswell

brave niche
#

Real quick question, which VS option should I choose for a client to have console access?

#

Test Client?

#

I'd assume

upbeat rampart
#

it will compile all those shaders no matter the size of the project right?

#

cus this project is pretty much the default rolling ball one

void matrix
#

A8-9600 looks fairly low end on the benchmarks - might be worth seeing if you can upgrade.

you can reduce shades to compile, to some extent. there's a lot of project settings and material settings that relate to this, and you can designate some master materials as well as disable cook/package editor content.

upbeat rampart
#

yeah ive been told its quite low end

#

but its an old pc anyway

#

will upgrade

#

espetially for UE5

#

maybe will build a custom pc for that

drowsy snow
#

Does anyone having issues when saving maps with Landmass' Blueprint Brushes? I get this error which prevents me from saving my maps that uses it.

sly glade
#

Hello all,
Is there a good thirdperson project available somewhere with :

  • the regular male mannequin (of course)
  • the weapons starter animation pack, implemented in the character controller
  • basic weapon templates working with the animations (probably using Paragon weapon models)
  • and a decent thirdperson shooter controller ? with basic expected controls (shooting, aim down sight, and so on)
drowsy snow
sly glade
#

Ha, that's probably true yeah, I suppose that injecting the weapons anims shouldn't be too hard, especially with ALS3

#

somehow didn't think of that !

drowsy snow
undone sinew
#

Anyone know how to fix this Unreal viewport grid display issue? I've set the grid size to 2.54 aka 1 inch.

#

In 3D, it looks fine, 2D is the issue.

rugged oxide
#

dude

#

its so weird seeing a 5 here

#

like surreal

#

it doesn't feel real

#

i guess you could say it feels

#

unreal

plush yew
#

is ue5 slower than ue4

harsh oak
#

ue5 starts faster for me than ue4 lol

#

also, why is quixel bridge not a thing for 4.26? I mean you dont need to use the highres assets.. the drag and drop is just so crazy good

plush yew
#

i usually get above 100 fps in first person shooter template and 20 fps in ue5

drowsy snow
drowsy snow
grizzled hazel
#

why does my ue have to compile shaders everytime i load into my project?

drowsy snow
grizzled hazel
#

i see

plush yew
#

Guys how to enable tessellation in a material? in UE5

drowsy snow
plush yew
honest vale
#

tessellate stuff in your 3d modeling program

drowsy snow
honest vale
#

tessellate works too

#

verb
decorate or cover (a surface) with a pattern of repeated shapes, especially polygons, that fit together closely without gaps or overlapping.

#

okay enough procrastinating ->

harsh oak
#

okay guys.. I have some thoughts about making 24-30fps games playable

#

I thought the only problem with fps like this, especially in FPS games or so, is that it feels sluggish.

modest trench
#

make them turn based?

harsh oak
#

VR has fixed this problem in a different way how normal games work

#

because in VR you feel every little latency

#

its called Asynchronous Spacewarp

modest trench
#

I feel like with enough drugs/sleep deprivation you could maybe convince me to pretend to play an action game at 24fps

#

I just realized 144hz is only 6.94ms

harsh oak
#

anyone know how that works? so the frame renders but the input is taken once more right before the frame renders and then the image gets distorted to match the input if it changed late

#

could that make extremely low fps not sluggish if it were used for normal games? 😄

modest trench
#

I love the BP nativization being gone

#

Just "lol, optimize somewhere lse dude"

#

there has to be something else

harsh oak
#

if you get the input first and render an image at 24 fps.. it takes 40ms to get on the screen.. of course that feels sluggish as hell

#

but if you get the input right before it renders it should feel like 60fps

minor pine
modest trench
harsh oak
#

headmovement = input

modest trench
#

I can't blame htem

minor pine
#

Nooo

modest trench
#

they actually might

minor pine
#

Or you mean old hot reload (not live coding)?

#

Ah, ok, it doesn't work too

modest trench
#

I'm honestly not really sure what any of that commit means exactly

#

honestly the improved startup times in 4.24 were a huge help as well

#

yeah, still seems fairly cursed

minor pine
#

Awesome. Interesting how it works, "reinstancing" sounds like it replaces actual data, but there can be old callbacks referencing old data structure, and how does it know how to copy old data structure into new

potent bridge
#

Question, is it possible to get how far the destination is from the player on a nav mesh? Example I have a tile system and the maximum movement is 7 tiles, that calculation starts to have issues if we’re stepping up or down.

#

So I want to disable the tiles that are not within 150*7 walking distance of the player

honest vale
#

the path finding query should return the path along with its length

#

at least on C++ side it's easily done

potent bridge
#

Ah, never done C++

#

I know theres a node thats Get path distance, but theres little documentation on it

drowsy mesa
#

My shadow is just being weird I need help

honest vale
#

the mesh is probably one sided

drowsy mesa
#

Yes the mesh is one sided

#

Should I make it as two sided?

minor pine
#

You can add 2-poly roof facing up so that it makes shadow

honest vale
#

yes, otherwise it won't cast shadows

drowsy mesa
drowsy snow
#

You can make the material Two Sided (which means both side of the faces using the material have textured that will block light) or have the mesh cast two sided shadows, which make the light pretends that the mesh is double faced when it's not.

drowsy mesa
#

Ok thanks

minor pine
#

Yeah, I think there is also two sided shadows option in mesh actor/component settings somewhere in light mass category

But I meant, add special polygons in the mesh at back side for them to cast shadows. That would be a tiny bit faster

clever solstice
#

Anyone having issues with shadows when using nanite ?

drowsy mesa
#

Two sided material has worked but do I need to turn on every single of materials?

deft sky
#

Hi i got a lightmass problem where the building light all ways fails. I tried to use swarm. But that dos not fix it.

honest vale
drowsy snow
drowsy mesa
#

Thanks

#

But the plane in ue4 just works while my plane needs to turn on two sided material

#

Plane in ue4 just casts shadow normally without two sided material

honest vale
#

are you sure?

#

maybe the plane has a face on both sides

drowsy mesa
#

I just tested

#

Hmmm

serene birch
#

isn't there a material flag that basically says "casts shadows as double sided"?

#

or is that some other engine 😄

drowsy snow
#

It's named "Shadow Two Sided" in 4.26

serene birch
#

hmm, ok why not

long thicket
potent bridge
#

so get path length seems to hate negative values for whatever reason.

restive yarrow
#

Is the early access version of UE5 a 64 bit engine? if it is then the world bounding should be more than 20 sq km right?

serene birch
#

I'm pretty sure the Unreal Editor has been 64bit only for years

restive yarrow
serene birch
#

you must mean that it uses float32 types and not float64

restive yarrow
#

but what i am asking is that UE5's world bounding limit should be more extended than UE4's right

serene birch
#

people spotted some support for using doubles in UE5 but I don't think it's finished yet

serene birch
#

double as a 64 bit float

#

float is a 32 bit float

restive yarrow
#

tell me about the world bounding limit in UE5

serene birch
#

yes, double are a lot more expensive than float

restive yarrow
#

will the world bounding remain the same as 20 sq km?

drowsy snow
#

I counted that every edge is 20km long.

restive yarrow
serene birch
#

I think 20 sq km doesn't mean 20 km² but "a square of side 20km" 😛

#

anyway, UE5 seems to have a new method for world composition/offsets too

#

supposedly it should handle big worlds ?

upbeat tendon
#

hi I am trying to enable RVT, in the tutorial i am watching i see copy rotation and bounds for the RuntimeVirtualTextureVolume, however on my screen i don't have these buttons, do i need to enable something else to get this functionality?

restive yarrow
serene birch
#

ask in t he ue5 channels

restive yarrow
#

if you can make levels larger than 20sqkm

drowsy snow
worldly lynx
#

can anyone help me , why Animation morph work on editor but it dont work in game?

drowsy snow
potent bridge
#

Am I doing something wrong here? It seems to be very inconsistent, one moment its 1700 units from destination and then its 1100

iron frigate
#

heyy

#

so does someone have knoiwledge of the slice procedual mesh node?

potent bridge
#

a few inconsistent changes of about 400 rn

iron frigate
#

its working like a charm but my mesh can now be cut into infitie independent meshes and thats causing my project to to crash. would anyone know how to put a limit on that ? theres a boolean called "create other half" but im not sure how to control it

drowsy snow
#

Man, this Landmass plugin is a bitch to work with.
Guess another sanity check.

feral sierra
#

anyone knows what is this one? And how important it is for graphics?

drowsy snow
feral sierra
#

it is worth the 3.5 ms? for a stylized game maybe I don't need it?

drowsy snow
grim juniper
drowsy snow
#

For one thing, it'll scale up small render resolution with less blur than normal linear upscaling.

hushed kraken
hushed kraken
drowsy snow
hushed kraken
#

Temporal Upscaling is designed to get around blurring

#

Unless youre trying to upscale like 10x

#

in which case, basically any upscaler will fail there

feral sierra
hushed kraken
#

like... youve got like everything enabled there

#

or it could just be your hardware

#

¯_(ツ)_/¯

feral sierra
hushed kraken
#

yeah.. pre-20 series likely arent going to do so well with next gen game engines

#

Mine is starting to get expired aswell as stuff gets crazier (I have an RTX 2070 Super)

#

slowly but surely Its getting outdated

serene birch
#

it wouldn't be that bad if there was reasonably priced 30xx cards to buy 😛

feral sierra
#

yeah, I cannot play properly with the UE5 project sample. That's a huge gap in performance needed, still very performant regarding the number of polygons

hushed kraken
#

My 300$ 2070 Super is now 500$ in nvidias store

#

it can go up to 2000$ on ebay and amazon

serene birch
#

reasonably priced

hushed kraken
#

well

#

its a GPU

#

there is no "reasonably priced"

#

if you want a powerful GPU, youve gotta invest in it

#

take a bite out of your wallet

potent bridge
#

Does anyone know why "Get Path Length" is extremely inconsistent at telling me how far two points are away on the navigation mesh?

hushed kraken
#

like, what exactly is happening

potent bridge
#

even in a straight line, I get massive jumps of about 300 units.

#

to explain my goal, I'm trying to get tiles within 7 walking units (each units 150 UE4 units) to turn red.

#

I'll get some images of my issue though

plush yew
#

Anyone else have the creation of the project of ue5 (ancient) stuck?

#

Its around 1 hour stuck on creating project..

restive yarrow
drowsy snow
potent bridge
#

what it actually does

#

I mean yes I can detect if tiles are within standard distance but that raises the issue of these ledges

drowsy snow
# restive yarrow and how big exactly can you tell me?

I hope this quench your curiousity thirst.

https://youtu.be/-HBR8Z7gslg

potent bridge
#

the hoodie guy, sorry to bother you, but would you know whats up with the grid system? theres no way all those red squares are within 750 walking distance

potent bridge
#

np

drowsy snow
restive yarrow
#

functions as in pickup and drop and equip items

#

respawn

drowsy snow
gloomy ginkgo
#

Guys help
I have a computer actor that has 3d widget component but I can't interact with buttons that are inside of a vertical or a horizontal box, any help?

#

also I have hardware input enabled and I can interact with buttons that are not inside any kind of panel

upbeat tendon
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with UE5 coming, will UE4 development stop?

drowsy snow
upbeat tendon
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I was thinking that UE4 development was going to end as soon as 5 comes out

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i am guessing the code won't be portable

upbeat tendon
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oh hey a new room, didn't see it

gloomy ginkgo
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👍

drowsy snow
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Seems like the Grass Maps rebuilding everytime is what actually stalls my Blueprint Brushes. Before I go try looking for it, is there a way to temporarily disable Landscape Grass Maps?

sterile tulip
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Hello guys how are you, I hope you are all doing fine 🙂 ☺️ 😊

visual drum
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Hi.
Can someone help with python for ue? How can I import asset to plugin folder with python?
With '/Game/*' work fine. If I try to use any other folder then game I get critical error.

visual drum
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Thanks

old marlin
potent bridge
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i figured that out by now, but ty

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Would you happen to know how to get all actors this multibox trace hit though (and is it possible to append them to another array?)

old marlin
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No.

severe warren
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hello

steel gull
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Hello

severe warren
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i tried creating actors which have an instanced mesh as a component and create an instance of that in construction script. Another actor creates these actors in a grid fashion but nothing seems to spawn

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anyone help?

steel gull
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I am a noob 🥲

regal mulch
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Show your code, properly visible and organized and then someone can probably help you

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Without that, all my crystal ball says is that you did something wrong.

steel gull
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Point

severe warren
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this is the room construction script

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this is the generating script which creates the rooms

regal mulch
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I would start by giving your room a normal mesh component, like a box

autumn grail
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Hello , i have troubles for spawning and possessing a character on the server. what is wrong ?

regal mulch
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And see if stuff shows up

autumn grail
regal mulch
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Because if it does, then there might be something fishy with hte AddInstance call

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If not, then there is probably an issue with your grid code?

severe warren
severe warren
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this is the create grid function

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and this is the display grid function

regal mulch
severe warren
autumn grail
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Game manager , is my master class managing all the things concerning the whole game like sounds musics etc

steady bramble
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hi, how can i get output image data from composition layer to screen? Is there a way to get realtime data from the composition to monitor, led wall, projector etc? Thank you

regal mulch
severe warren
regal mulch
# severe warren nothing shows up

I would further suggest putting PrintString nodes into the ConstructionScript of the Grid thingy, or place break points and check if your TMap called GridArray is actually looking like you expect it to.

autumn grail
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Game manager , is an actor placed in world , it is not replicated each client has his , i don't know if this is the right way , but i ml currently converting a solo game in multiplayer

regal mulch
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What triggers the spawning of your Players?

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Usually the GameMode should handle the Spawning of the Players

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So you are making it additionaly hard for yourself using an additional actor in the scene

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There is no real reason for the existance of such an actor

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GameMode and GameState, together with Components if needed, should be able to fully take care of your game

autumn grail
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so i can just copy paste all is in the game manager to the game mode?

regal mulch
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In the GameMode you receive events for Players Joining as well as existing functions that call to spawn pawns for your characters

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Idk how much you have in that Manager, so can't answer that

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I would do it step by step

autumn grail
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ok , But just for trying , if i pass the event "run on server" it would work?

severe warren
regal mulch
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Server and Client RPCs require that the Actor is replicated and owned by a specific client

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The last thing is called Ownership and your Level Placed Actor isn't owned by Clients

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If you know you are on the Server you don't need RPCs

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Idk what triggers the spawning of your players

regal mulch
autumn grail
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When the button "multiplayer" is clicked it call "open level 127.0.0.1" and the begin play event redirect to that event "start Multiplayer " you have seen

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My custom game instance rememebr with a boolean this is the multiplayer mode

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so the begin play call the start multiplayer

regal mulch
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open level 127.0.0.1 makes no sense

severe warren
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i just printed hello to see if the construction script runs at all

regal mulch
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Either you call open 127.0.0.1 to connect or open level?listen to host

severe warren
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rip

regal mulch
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But yeah, you should probably move spawning code to the GameMode

autumn grail
regal mulch
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And given the lack of knowledge about this, I would suggest you don't port Singleplayer Games to Multiplayer and read up on Multiplayer a bit more. No offense, but you don't do yourself a favor.

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That's not a mapname though

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Not sure if it works the same, but usally you would use the ConsoleCommand node in BPs

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with open <ip>

autumn grail
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ok , i learn a lot

timid turret
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Is there anywhere in the documentation someone can point me to that talks about the amount of player movement comprises data packets and updates from the server of player positions?

autumn grail
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like that

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?

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i try

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I'm not porting a single player to multi , i do a game with a single mode and a multi mode

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sorry

severe warren
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@regal mulch i think it's rather better for me to try and ask how to achieve what i wanna do(cause i've been struggling to do this and debug it and stuff never seems to work perfectly)

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maybe someone can suggest me the proper way to do stuff

regal mulch
# autumn grail like that

Yeah, but that's not the issue you were talking about. I would suggest you get rid of that manager and move the code step by step to the appropriate classes in UE4.

autumn grail
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Sure i will do

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Someone here tald me to make a game manager , bad idea

timid turret
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My experience in tech support told me to ask multiple colleagues the same question to see how different the answers they give for that reason 😂

regal mulch
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Was just about to say that

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Ask multiple people

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The first answer doesn't have to be good or bad, or wrong or right, but it doesn't hurt checking with multiple people

autumn grail
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ok

timid turret
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Trust but verify approach

regal mulch
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I do this sh'te for a living for the past few years and I'm still learning every day. So even if I say something it doesn't have to be the best solution. :D

severe warren
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i want to create a dungeon generator(i have meshes for the 4 types of connections that rooms and paths can have)
i want to

  1. spawn random rooms
    2)generate paths with a* algorithm and eventually make it a bit more complicated and better at making paths
  2. Read and make the appropriate meshes from the 16 types(rotations) of possibilities of each(rooms and paths)
autumn grail
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The open 127.0.0.1 dosent open the map

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console command

regal mulch
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No, that's for connecting of course

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If you want to open a map you have to use OpenLevel with the Map Name and then listen as option (if you want to host)

severe warren
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i've went as far as writing all the cases within a single switch statement without branches

regal mulch
autumn grail
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ok

severe warren
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but it ended up not working exactly as i wanted it generated weird artifacts

timid turret
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Oh did anyone have an answer to my question regarding how much of player movement comprises the data packets for replication?

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Or where in the documentation I can see that

wary wave
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I would just run tests and see for yourself

drowsy snow
timid turret
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I suppose my question implies a follow-up that I would like to be able to edit said composition.

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As different games require different amount of updates. I'm looking to build from the ground up network optimization to fit as many players on screen as possible.

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That's why I need a direct answer on documentation. I already know how to run a perfstat on datapackets. But that doesn't tell me the composition of that data.

severe warren
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I guess no one knows answer to my dilemma

drowsy snow
severe warren
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there i replied it so you can find it easier

hybrid eagle
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new UI in UE5 works more slowly? Or is it just me...

regal mulch
drowsy snow
# severe warren i want to create a dungeon generator(i have meshes for the 4 types of connection...

I'm not particularly good at doing procedural dungeons with more than 4 direction paths. (It's not like I have purpose to create one - and I use external software to generate dungeons)

Though generally you want to have the room assembled with static meshes, and generate the the transforms. My idea would be to have one central point to calculate the transform for the walls and stuff, and then determine which side of the wall should have entrance.

severe warren
olive oriole
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how do i use the megascans texture blending feature in ue5? is there a new button, because the megascans tab is gone

olive oriole
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they arent answering

drowsy snow
# olive oriole they arent answering

Rule #2:

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

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Also consider experimenting yourself while waiting for answers.

fierce tulip
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I just copied that rule as well :p

olive oriole
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:) sorry

dry fossil
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is it a bad idea to use the third person project to get the headbobbing on a first person controller by attaching the tp camera to the head?

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feels like it is

severe warren
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ok i'll also share my previous code maybe people can suggest/ figure out the issue with that code. it executes something like this

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as you can see there's a path that leads to nothing in the bottom right(an artifact that idk how or why it get's constructed)

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the algorithm is kinda messy so excuse my organisation

vast pawn
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So I've been working on my own game project in UE4, would it be wise to jump to UE5 and continue my project from there?

grim ore
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no

severe warren
grim ore
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and if you read the thingy when you downloaded UE5 it told you that

cedar wave
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UE5 isn't "released" per say. It is in early access. It still has about a year before it is "released".

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And that's assuming that it doesn't get delayed again.

severe warren
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i'll help explain if you get confused

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this also happened where the top paths aren't connected rn as i compiled to save and close the project for the day

dry fossil
severe warren
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i'm sorry

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😅

dry fossil
severe warren
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but idk really how to organise them

dry fossil
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you can add comments with C (I think?)

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literally the C key, not the C language

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:D

severe warren
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cause i am using the min max value almost everywhere in that function i guess i can make local variables but i thought it'll be better to save space

drowsy snow
severe warren
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doesn't it just create a macro?

drowsy snow
drowsy snow
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Oh shoot, I guess discord didn't have player for M4V 🙄
Should've renamed it to MP4 for convenience

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Well, sorry to have you download a video file.

night crystal
severe warren
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welp either way i'm gonna try to change the whole path making algorithm into a* soon

night crystal
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but I find using hdrp in unity makes it fatter than ue4

severe warren
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so i'm not gonna trouble myself with trying to fix this

drowsy snow
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It helped that I crank up the TAA and Post FX to Epic, which is very minimal on performance.

drowsy snow
night crystal
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there's about three or four months of work on this environment, terrain, and ui - I realize ue4 would have done most of it for me, and probably better - but tbh, I don't know how in ue, unity my home 😛