#ue4-general

1 messages Β· Page 1004 of 1

severe warren
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apart from this, i have a question how do i print text(so that i can print the grid indices on top of debug boxes) in 3d space while in editor(not playing)

drowsy snow
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Not convinced? This function execute every tick is all it took to create that day night cycle. Just rotate a directional sun light, and Sky Atmosphere component will do the rest - it just worked.

The rest of functions are my time struct to second interpreter, which is not obligatory btw.

queen flume
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Hello mind if I ask will UE4 work on my PC (6GB ram , SSD , Nvidia 730 GT , i5 )

fierce tulip
queen flume
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just my boss wants us to get UE4 and idk if my PC can handle

queen flume
night crystal
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I'm convinced - I just lack experience with ue, is the bottom line - I thought I'd give myself a challenge to recreate a little cutscene I made for my game, it took two full fat days to make - but then when I got into ue4 a half hour ago or so, I just blanked, been like a year since I had it open

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blueeeprintssss

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when I used it a year ago, I didn't have c++ set up properly and blueprints were too limiting, I hope you guys can help solve that prob

drowsy snow
night crystal
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I like to think i'm getting pretty good at c# for unity, but.. thats the only language I know πŸ˜›

drowsy snow
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Also Blueprints has come a long way since 4.1x - it's more powerful in 4.2x for sure.

night crystal
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yeh, probably will - I remember there being a lot of parallel systems to unity, named differently, hidden in different locations, more or less functional

grave osprey
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do old project can be used for UE 5 ?

feral sierra
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I suppose Lumen is making Shadow Depths high right?

drowsy snow
grave osprey
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hope so. i just wanna make simple games

drowsy snow
grave osprey
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i just curious about nanites. so i probneed to use theese tech. however i dont like the risk prob used later.

feral sierra
drowsy snow
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The traditional LOD still holds well, and probably for the better - you reach more users.

pulsar badge
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Guys I'm getting a error saying buildtool.exe for source build when I build it and can't launch any projects coming from 4.26

grim ore
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is this a source build or launcher build?

crisp flame
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hey, im having random long deleted components show up as ghosts in my blueprints

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Oo

willow yacht
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Anyone know how to build UE4 project for XBox Series X?

drowsy snow
willow yacht
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Yes

drowsy snow
# willow yacht Yes

Then contact Epic for verification and request for platform configuration for Xbox SeX.

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That platform configuration is what you need for building to console platforms.

willow yacht
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Hmm, thanks, I'll try

fallow hornet
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is there a way to replace the mesh used for a skeletal mesh?

drowsy snow
fallow hornet
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I think so, I have a car mesh that I rigged and a dummy mesh that i rigged, I don't really want to have to re-import the car mesh would rather import the dummy and then replace it with the car that I already have in engine

grim ore
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you just change the mesh on the component if that is what you are asking

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its a property

plush yew
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@grim ore Is the unreal 5 something i should start using now if i want to move my project over hence the stability of unreal 5 or should I wait for a full release?

grim ore
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full release

plush yew
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okie thx x,.,x

grim ore
#
UE5 Early Access provides you the first chance to get your hands on some of the exciting new features for next-generation game development. However, this is not a production-ready version, which is why we recommend only using it for testing new features, exploring the new capabilities, and prototyping your future next-gen games. If you’re currently developing a game, please continue to use Unreal Engine 4.26.```
plush yew
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oh oki

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I can wait :3

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since they did say everything will be forward compatiable

light crag
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Just got updates from Microsoft for w10pro and after rebooting the machine Unreal is ignoring using GPU...
anyone also face this problem with updates or this is only me?

grim ore
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45% is compiling shaders

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shaders are 100% cpu

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the fix is to upgrade your CPU or wait πŸ˜›

light crag
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why do I need to upgrade?

gray narwhal
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Hey all. Anyone know any resources for setting up a Render Que Render Farm for Remote Render?

grim ore
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you dont, that is the fix for your problem if you dont want to wait. "the fix is to upgrade your CPU or wait"

light crag
grim ore
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you can, it would definitely help

drowsy snow
light crag
light crag
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and I don't pay any bills

candid steppe
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Who else would just want the ue5 UI in ue4?

drowsy snow
gray narwhal
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The new UI feels like its gone past the over simplification into breaking it. BUT, with a little customization I got it back to looking like UE4. But just a preferences ^_^

drowsy snow
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I mean, what's not to love from this? πŸ₯Ί

cedar wave
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Collapsible docks. Best thing about the new UI imo.

drowsy snow
cedar wave
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It's not the same and you know it.

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In the new UI - I only have the viewport and details panel showing. I mostly navigated around using CTRL + P anyway. Just hit CTRL + Space to get the quick access to the content browser and it's just great.

candid steppe
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I just feel that the new ui looks very simplistic and less distracting.

cedar wave
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I miss the large icons though.

warm delta
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maybe Epic store could start selling GPU's? with scalping prevention? (at msrp prices)

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my GTX 660 is not even supported

drowsy snow
warm delta
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no!

drowsy snow
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Reposted here for good measure.

warm delta
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I am learning UE anyway so I can use UE5...

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and from what I saw, I think UE5 dont have the building shaders (90000) etc.

timber birch
drowsy snow
warm delta
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well with current GPU prices and the PCpocalypse, its impossible to buy new PC (even if I had the money)

grim ore
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look at pre builts, they are affordable alternatives to building one

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or as silly as it sounds, laptops are completely usable and available

warm delta
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maybe, but I want to build my own pc and laptops dont have good ventilation

honest vale
warm delta
grim ore
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you said its impossible, its not impossible.

warm delta
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I am perfectionists...

candid steppe
timber birch
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AMD Ryzen Threadripper 3990X 4000€ kekw

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Ill stick to my Ryzen 9, it compiles quickly enough

warm delta
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I dont trust AMD, but its seems that Intel fell asleep or something

serene birch
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got a laptop with a 2070 recently for a fair price

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laptop makers seem to be trying to flush there 20xx inventory, probably to make room for the 30xx models?

grim ore
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I would assume so as the 30 series models have been out for a bit

timber birch
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I always enjoyed my Intel i7 4790k, but it was absolutely miserable with UE4 compiling its shaders. the entire PC would get stucked often

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my Ryzen 3900x doesn't really care about them

fading fiber
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do you guys have flickering shadows in UE5? looks very obvious in interior scenes

finite nest
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here

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I need help, my epic games launcher wont open anything unless ue4

plush yew
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I cannot wait for the full release of UE5 I must start making games NOW!!!

finite nest
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i press that and it wont open

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any help

plush yew
finite nest
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i reinstalled it 5 times now

plush yew
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ok uhh

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try updating it?

finite nest
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how?

plush yew
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idk

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@finite nest

grim ore
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you have the store hidden

finite nest
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also it wont me install the online epic games thing

finite nest
grim ore
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click settings and see if it says "Hide Game Library"

finite nest
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cant see it

grim ore
finite nest
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oh

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thank you

lost sparrow
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Is there a limit to BSP brush complexity? I can't make any edits on one anymore. Just doesn't move

agile thistle
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@grim ore did Epic hire you? Because im checking out the UE5 course. Congrats if thats true!

grim ore
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I produce content for them, I don't work for them... lol

plush yew
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MathewW the real mvp ;-;

agile thistle
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damn it.. they should hire you full time!!

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well anyways, good to see you there

lucid grove
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Anybody know does Nanite works with Groom system?

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Right now metahuman with hair completely destroys performance

agile thistle
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I'm fairely sure though that they'd hire you if you apply and clearly state your motivations.. you are a top notch supporter

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its all alpha

uneven crater
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I could use a tutorial or two on making a game using c++

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Pretty much all the videos I've found are about blueprints

grim ore
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do you know blueprints?

uneven crater
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No

grim ore
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do you know Unreal Engine?

cedar wave
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Weren't they supposed to have a livestream today? πŸ€”

grim ore
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livestreams are in about 1 hour

cedar wave
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Ah - that's it.

uneven crater
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I'm new to programming in general

cedar wave
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Stick to BP and learn UE, then move to C++.

grim ore
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then why jump into C++.... its the opposite of smart

terse zealot
cedar wave
grim ore
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Learn Unreal Engine which teaches you how it works and how blueprints work which then you use to learn how C++ work in UE4.

agile thistle
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yeah, start with BP, its actually very comprehendable

grim ore
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dont' start with a masterpiece, learn to draw a circle

plush yew
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listen to matheww

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im making a game with an insane scope and hundreds of documents

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for it

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absolutely shit idea

agile thistle
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eventually a circle can become a masterpiece πŸ˜†

plush yew
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its beyond overwleming lol

uneven crater
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Ugh fiiine

plush yew
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trust me

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a smaller simplifer project has a decent return if you make it with actual care

agile thistle
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also take a look at programming fundamentals

plush yew
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and use such to build upon systems and such for your future games

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plus smaller easier games are a type of passive income which can make future games easier to make because of more money for items and necessary tools :3

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dont be a dumbie head like me lol

cedar wave
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The best games that I've ever played in my life are actually nice and simple.

plush yew
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^

grim ore
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tetris!

plush yew
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pretty darn much

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yasss

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sonic

agile thistle
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Skyrim πŸ˜†

plush yew
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megaman x1

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mario for the nes

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vectorman

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dumb simple games and they hold up gloriously 30+ years later :3

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if you really want to make a bigger more higher scope game break off parts of your main intended project and turn that into smaller games to perfect the systems and also make smaller projects that will lead you into your own ideals

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make a combat system and create something like street of rage

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or nice movement and create a runner like game etc etc

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eventually slap them all into one game~

viral lagoon
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I wonder if AAA studios use cinematic tools such as Level Sequencers and Actor Sequencers for cinematics/animations or if those studios use internal tools or custom UE4 integrations.

shadow orchid
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Not sure where to post this

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anyone have experience using the BuildPatchTool to deploy to the Epic Games Store?

grim ore
icy lark
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Hey pls help how to open a ue4.26 project with ue4.24

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😦

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I wanted to package for html with ue4.24

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but i am making it in 4.26

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😦

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that sucks unreal team needs to work on that

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ah i see..

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does ue5 have that?

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tell

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I will try. thanks.

grim ore
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Download source, change the asset loading code to ignore the version check, hope the .26 asset structure for those items is the same as .24 and if not step back the changes to make them compatible, and then your done. easy!

icy lark
cedar wave
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Downloading the source, find the code that loads the assets, modify it as needed.

grim ore
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yeah the easy! part of that was me being sarcastic

tame dust
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Hi guys, can someone point me to a tutorial or tell me what I should search in the docs to learn about how to mix/layer two or more materials/textures so I can paint to mix them (like painting a dirt texture on top of asphalt texture etc)

grim ore
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on landscape or static mesh?

tame dust
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both, is it different workflows?

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I will most likely be bringing in the ground as static mesh

grim ore
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well yep since landscapes use landscape layers

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for normal materials

gray narwhal
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Anyone know how to use a UDM texture in a material instance? Normal methodology doesn'y allow UDM's

tame dust
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thanks Mathew

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will read up on those

latent sonnet
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Which is best to use?

dawn gull
icy lark
fierce tulip
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@dawn gull you can enable cascade in ue5, prolly in plugins tab

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that said, its well possible in niagara

dawn gull
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yeah i havent used niagra before but ive used cascade a lot

grim ore
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@icy larkno I can't. It was just an offhand statement. If you had the experience to do this change you would know how to do it already, its not an easy fix. If you need HTML and have to have it in UE4 then you have to use the last supported version of the engine

icy lark
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Thanks for the reply Mathew. I will try.

coral solar
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Hey guys, I've just installed UE 4.26.2 and this is all I get when I open a project... Blank project, fresh install. Stays like this for hours without change.

grim ore
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@coral solarwhat does your task manager show for CPU usage?

coral solar
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Task Manager

grim ore
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what tasks are running under UE4Editor?

icy lark
coral solar
grim ore
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just the one task? no shader compilers?

coral solar
coral solar
grim ore
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super weird. maybe check the log in the saved folder in that project

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normally when it gets "stuck" like this its due to incredibuild being installed on a machine

coral solar
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I will say that I installed UE to a secondary hard drive, but apparently that works?

coral solar
grim ore
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yep shouldn't matter where. If you have Visual Studio installed I would check for incredibuild in the VS installer as a possible issues but normally that just limits the compiler to 1

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and your not showing any compilers

coral solar
grim ore
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yep that looks like its loaded, might be just a gpu incompatibility or some other weird issue 😦

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oh your GPU might not be supported

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I'm willing to bet that is the issue

coral solar
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It is a pretty old GPU I will admit

grim ore
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yeah it doesnt support DX12, but does support SM5 so it should work but.... 512MB of GPU memory might be an issue

coral solar
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Not the best CPU

grim ore
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yep all that info is in the log

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the CPU would be fine in terms of letting it load atleast

coral solar
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Yeah would think that too

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Low specs would more likely just make it perform poorly, but at least load

grim ore
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yep but the driver might be so old that it doesnt support UE4

cobalt hollow
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hey, friends, uhm, do you know how to enable Lumen on a default (not Valley) project? Info is scarce this days

coral solar
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I've been using Unity for years and it performs well enough to develop games and run multiple clients in full quality for multiplayer testing

grim ore
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the only way to know for sure would be to pick an older version of the engine that supports SM4, like 4.7, and see if it loads

coral solar
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Okay, I'll have to try that

grim ore
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@cobalt hollownew UE5 projects have lumen enabled, otherwise its in the project settings -> renderings for older projects

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and all that info is in the docs....

coral solar
grim ore
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I am curious to see if it works

cobalt hollow
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Good lord

viral lagoon
coral solar
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Downloading 4.7.6 (only option there was). Might take a while because my internet speed has already been throttled for downloading over 1TB in the first 15 days of the month πŸ˜†

grim ore
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aww 😦

coral solar
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When they say uncapped they need to be prepared for gamers and gave devs haha

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game*

light thunder
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I've pulled up an old project and it's ticking something to the screen - it's the name of an actor - I'm trying to find the print function that is doing it but that's troublesome (because I have a lot of them) - I've tried looking at the execution flow to see if I can find any ticking/timer events - any other thoughts? (I tried deleting to see if the triggering actor would throw a error but that didn't work)

grim ore
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use the find in blueprints and look for the print string?

past basin
grim ore
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you can also look for the exact string printed, or part of it, and the find in blueprints should find it if its part of the print string node

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@past basin ?

past basin
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i tried turning it on or off but doesn't seems to change anything

grim ore
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turning it off should fix that issue if its the menus only

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if it also does the right click content like the blueprint node lookups then its a driver issue

light thunder
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That or I wish I could see where it's printing from - sometimes it tells me but not this time

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wait let me check output log - doesn't it show the name it's printing from?

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(my output log takes an inordinately long time to load, (like 30 seconds0

past basin
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thanks it fixed the position issue but flickering is still there. and sometimes it is completely gone. i am using an nvidia gpu, will it help if i install the studio drivers?

light thunder
grim ore
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compltely forgot it defaults to the log as well as screen

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@past basinthe flickering is a driver issue for sure, most people seem to say the newer ones cause the problem and older ones do not. I use 460.79 without issue personally

light thunder
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Am I reading this right - "tried to access but Actor is pending kill - so I'm looking for a destroy command somewhere?"

daring schooner
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hi, I'm experienced with unity and godot but still new to unreal and I have a few questions :

  • Is there an unreal equivalent of unity's scriptableobject, as in being able to create a new type of assets that holds data and functions relevant to said data.
  • If I want to make multiple type of enemies/playable characters in my game, what would be the proper approach? Creating a base "character" blueprints with functionalities like health and other common stuff, then make other blueprints inheriting from it with their unique stuff like models, animations, AI, etc? or are there other methods?
  • Is there anything like the animation system's state machine but for "code" blueprints? as in a state machine except with functions in each states instead of an animation to play
  • If I want my character to be able to have multiple weapons with each different states and transitions animation-wise, is there a way to swap sections of the state machine on the fly without breaking currently running animation, or should I have every set of animations within one state machine?
    also, is it fine to use exclusively blueprints in a project if I'm not doing anything uniquely fancy performances wise like world generation and whatnot?
grim ore
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@light thunderthat or a natural kill, like falling outside the world or its lifetime being met.

light thunder
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it's a pawn in this case, my main now - and there's no kill functions (like health events or anything)

dawn gull
light thunder
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I wonder if changing the map is doing that

daring schooner
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oh yeah I don't mind stuff being slow in the editor

light thunder
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@grim ore LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=2128.964 Y=-38550.133 Z=779.987] for [BP_VRBasePawn_C] LogScript: Warning: Attempted to access BP_VRBasePawn_C_0 via property VRPawnREF, but BP_VRBasePawn_C_0 is pending kill

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not the clearest message but maybe it creates the actor but doesn't spawn it, and if the collision stops it from spawning in the world, I guess it would see it as "pending kill"

hidden sparrow
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Hey, when I launch my game and alt tab out of it for few minutes, the game freezes and doesnt want to unfreeze. Any ideas on how to fix this?

light thunder
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I would have thought not spawning it because of collision wouldn't have triggered anything, it should have just said, "invalid/no reference" for the vr pawn

hearty wagon
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hi there,
how can i move an asset in screen space? while placing them in the editor's viewport? like moving them in all directions?

grim ore
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@light thunderwell if you have a "spawn Actor" node -> do something with spawned actor and that spawn actor fails due to "destroy if colliding" then that would happen

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it would still spawn it, then destroy it due to collision preventing it from staying

light thunder
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Yes thank you I'm glad you explained that to me

warm hornet
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Anyone familiar with the source control inside Unreal for git workflows? How robust is it? Are any external git tools necessary?

fierce tulip
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they should work, though most users would say it might be best to use tortoisegit (or any git) and pull before opening ue, and push after closing.

night crystal
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is this as simple as it sounds, or would reinstalling be a waste of time?

still mason
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For some reason, Turnkey doesn’t seem to be work where it doesn’t register any of my SDKs. When I try to install the SDK as what it suggests it keeps failing.

fair crest
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Hello, I'm using the steam leaderbords stats, it was working fine, activating the achievements and counting the stats, but suddenly this is not working anymore. I don't 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?

night crystal
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I haaaaaaate watching a twenty minute tutorial and then at the end, it just doesn't work

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my fault? his fault? outdated tutorial?

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fml either way, I just want to import a custom skybox - why is this so hard

scarlet birch
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A bit confused that during the stream it seemed like he was indicating that precision issues still crop up at about 10k units with UE5. Did anyone else catch that? Did I misunderstand what was being said?

lean sparrow
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Hey guys, quick question regarding raytracing on unreal. Is an RTX 2060 enough to use UE4 and 5 raytracing features? Like dynamic GI

raven island
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any1 know how i can get my megascans material? all i see as a parent of it is m ms surface material

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but where can i find the actual material i need to put it in a material function

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but where is it? if i click material instance to find parent it brings me to that

lean sparrow
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Thanks @plush yew

raven island
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so if i dont have seperate materials i cant make functions of them for my landscape material?

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yes but all 4 instances come from same material

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somehow

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its 4 different materials

potent bridge
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Would anyone know how to make an object fall faster in UE4?

autumn grail
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I open my game in standalone with separate server , when i join the server with the 1st process it possess the character correctly , but it fails for the second process. the second is seeing the origin of the world.

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it is because the two processes have the same ip?

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the minimaps of the two processes are the same. i think the second process try to possess the first character

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solved

hearty wagon
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is there any physx paint like placement for objects in unreal?

lunar kiln
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Can anyone tell me why I'm getting these small, flickering black artifacts on my landscape? I've noticed it happening with certain materials in the past, but I'm not quite sure how to resolve the issue. I'm running an RX580, stock clock. This also happens in a few games I've played, like Siege and Insurgency: Sandstorm, but not with others. Thanks in advance!

lusty carbon
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What file do I need to write to in order to have UE4 launch for a set of console commands without having to write them every time I launch my project?

drowsy snow
midnight wren
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how do i recompile my project

heady quarry
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Does anyone know if it is possible to give a character a square hitbox instead of a capsule?

agile thistle
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yes it is

heady quarry
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How?

agile thistle
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its called boxcollision

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put it in your characterblueprint under add components

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this is UE5 but its just the same in 4

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in the character blueprint left sided

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side*

heady quarry
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That didn't work because the capsule is the root component, and I cant change it.

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The box doesn't collide with anything.

agile thistle
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you might want to scale it down and add the box collision

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then use it whenever you want to register hits or anything

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i think it might also count if say anything enters/overlaps etc

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im bad at explaining lol, there are experts here who do it better

heady quarry
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It does register overlaps but wold collide with walls.

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Also I just double checked, and it a paper 2d character, I don't know if that makes a difference.

agile thistle
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you can set the collision preset when clicking on the collision box in the details tab

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set it to block all

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damn thats not doing it

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i just tried

heady quarry
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Another thought I had was using a pawn or something like that, but I cant figure out how to give it gravity.

clever sequoia
#

Hello,
does anybody know, how to get rid of this flickering?

fierce tulip
#

looks like there are (at least) two instances of the meshes on top of eachother

clever sequoia
#

I just painted some trees... with the foliage tool.

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And as soon as the leaves are out of sight the flickering stops.

glass rapids
grim ore
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that looks like a normal third person camera setup where the spring arm is being pushed in towards the character as it hits the ground

fringe rivet
#

Hey,
So does anyone know how I can get the bottom result for my physics-based cube character?

fringe rivet
glass rapids
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My camera overlaps the mesh, is there a setting I need to change?

grim ore
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show what its doing?

fringe rivet
glass rapids
#

okay, give me one sec

grim ore
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it looks like your camera is not colliding with your players mesh or the capsule

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they also limit the range for the camera

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you can set max pitch for a camera to prevent it from going all the way down

glass rapids
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how would you go about doing that?

grim ore
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they might also be manually limiting the arm length on the spring arm based on the rotation pitch to prevent "upskirting"

glass rapids
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How would you go about updating that?

grim ore
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on the move of the camera the pitch can be checked and if its greater than an amount downwards you can pull the spring arm in

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easiest way might be a map range where you set the starting point for the pull in and the ending point (the min and max for when this effect starts as the camera pans down) and remap that to your spring arms normal length and your closer length then apply it

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so if camera is within this range of the pitch below the player, it checks to see what length the spring arm should be and sets it. since this is checked on every camera move it would be smooth

glass rapids
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okay, I will try that

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thank you

grim ore
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its just an idea, the probably had 100s of hours into just making the camera work right lol

glass rapids
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yeah, I just bought some animations so I wanted to make a good camera to work with them

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It works, thank you so much

worldly mango
glass rapids
#

yep

#

there ya go

worldly mango
#

thx

glass rapids
#

np

plush yew
#

so by the release of ue5 epic will keep release ue4 in lts branch ? or will stop it ?

drowsy snow
ancient lotus
#

question, im trying to setup a physics constraint to make it so the target (white part) only falls backwards, however it seems like it only rotates on the 45 degrees both forwards and backwards as if the rotation of the constraint doesnt matter. how can i solve this

woven elk
#

This probably 've been asked before. When I use megaScan Bridge . It keeps storing at my c:\user, can I change location?

ancient lotus
#

preferences or settings, theres a path for your files that you can set

dusk nebula
#

How do I add a camera to the player's screen as an event? I'm basically trying to do like in Portal 2 where you can hold a button and show the other player's screen over part of the first player's

ancient lotus
#

@dusk nebula render target. keep in mind this would be more performance heavy as its rendering what the other player sees ontop of yours

dusk nebula
#

I'll look into it, thanks

autumn grail
#

Someone here know how to replicate child actors?

#

please.

gusty stag
#

has anyone done 'large vehicle' stuff in ue4?
So Im building a sub, and its not like a car or jeep where you can just group the actors. its more like.... an apartment building with controls to move it around, which you can step away from and walk around the sub still.

anyway, i ask because, in ue4, i import my static mesh for the sub... and the Center of Mass is weird. because the collision is all crazy shapes, physx gives a CoM thats way off near the 'big' shapes, and the axis of the CoM are tilted too.

what do people normally do, for importing large vehicles, to fix the CoM? I'm aware I can just set position... but the orientation, not so much...

#

heres my CoM widget in Editor, to give you an idea

finite ocean
#

Excuse me!

#

How long is the sale going for?

#

On the marketplace. I can't find any info on when it ends.

autumn grail
#

The armors (child actors of blueprints containing skeletal meshes) doesnt replicate

deep stump
#

What’s the average price for someone to create a modern menu UI? Just looking around for prices 😌

trim elm
#

Volumetric Clouds Material & Sequencer Question: Does any one how to add parameters from inside a Cloud Material Instance into sequencer? It lets me add the Material to sequencer but that only allows me to switch between material Instances but not add any specific parameters from that material instance. Might anyone know?

exotic lion
#

Uhh. Is there a tissue for this issue? XD

lucid grove
#

Hey fellas, is it possible to disable physics of character but keep its bones position?

#

For example npc dies, ragdoll gots enabled, 5 sec delay and physics got disabled

#

In my case when i disable physics character gets back to its idle animation

ancient lotus
#

@lucid grove disable its simulation?

lucid grove
#

Yep

mighty copper
indigo totem
#

any reason why my foliage is flickering? how would somebody do the fixing

pure echo
#

is it possible to put multiple material instances on the same object but in different sections? Ex. 1 big plane for the floor and different Material on various parts of the very big plane?

signal bone
#

Hello im in the need of hte help

#

i got this uasset files but when i go to ue4 > import

#

they dont recognize them

clever marsh
#

yo question

#

so I am making a main menu and when I start it up the hud from the game shows on my screen. (health, minimap, etc.) what line of blueprints do I use to remove the widget from my screen?

pure echo
#

@clever marsh you might be able to check when u spawn the widget into the world

clever marsh
#

It's a different level and I need to know the line of blueprints to get rid of the widget on event begin play

grim ore
#

@signal bone .uasset files are already imported files. They go in your project folder and are not imported.

plush yew
#

hi

plush yew
# signal bone

it might be the problem that the asset was made for unreal engine 4 and not for 5

#

@gaunt abyss

#

hi

gaunt abyss
#

Hi
?

median island
#

What exactly is "Realtime rendering"?
I get crazy coil whine noise from my PC when I have it enabled. The noise goes away if I disable it.
But I'm wondering if I need it or what it does

grim ore
#

@median island it means stuff updates in the viewport like animations or effects and such.

#

Coil whine means it's pushing your video card too hard

median island
#

I had to go to Project Settings -> General Settings -> Fixed Frame Rate: 30 to get rid of the coil whine
I think it might have to do with v sync too maybe, I don't know how to disable v sync in the Editor

median island
#

Anything above 40 fps and the coil whine starts and my PC goes super loud
I have i5-11400, 32 GB RAM, 5700 XT, Noctua fan
What's up with that..

finite nest
#

any help?

#

i mean i deleted running, i tried to replace with walking and in result the character just t-poses

loud pilot
#

Hey guys! I worked in the past with UE(only c++ programming) and now want to learn environment design. Can you recommend me some good courses? (Doesnβ€˜t matter if it is paid or for free) or is here a section for resourcec like courses? Thank you in advance πŸ™‚

noble finch
#

epic!

fast ginkgo
#

In yesterday's stream, they said no 4.28 is planned; it's going to be 4.27 then 5.

icy narwhal
#

Under AppData->Local->Unreal Engine, the engine is taking over 60+ gigs on my SSD, can someone tell me if there's things there that are safe for deletion and can be deleted to free up space?

drowsy snow
icy narwhal
#

D_D

#

I should buy a new drive den.

finite nest
#

I am testing metahuman for first time!

plush yew
#

Will the performance of my game be always different to when I ran it standalone compared to running it in the editor?

icy narwhal
#

Yeah unless you cap it.

plush yew
#

ok good πŸ™‚

#

Now side question, why did the source code vanish from github πŸ˜„ Did not yet see someone talking about this πŸ˜„

#

and apparently I'm the only one noticing this or what 😹 ?

flint rover
#

Hey peeps, how come the Kite Demo assets are so damn annoying to open? They're not that high poly, niether are the textures anything out of the ordinary... But whenever I try to open them they just load, load and load. I can open hi-poly assets from megascans with 8K textures in a matter of seconds. But opening a tree crashes my browser, tried it with different versions, even with UE5. SAme problem

#

I just want to place same trees god damn it

drowsy snow
flint rover
drowsy snow
flint rover
#

Yeah that doesn't seem to fix it either sadly

drowsy snow
flint rover
#

It still freezes my client

#

When I try to open the mesh

honest vale
drowsy snow
#

Is your RAM happens to be < 8GB?
Because it works fine in my shitty potato system.

flint rover
#

I got 32 GB RAM 😦

#

As I said before, opening other very taxing assets have never been a problem

#

But for some reason these assets do not work, no matter what I do

kindred viper
#

there are only certain assets that have trouble loading for me. Who knows why though. That kite demo was for a specfic purpose on a specific setup for a specific reason. The fact they gave it away at all in asset form is just a bonus (or a curse).

wary wave
#

first time you open an asset in that demo it's building distance fields, which takes a long time

#

for some reason they aren't saved with distance fields

drowsy snow
kindred viper
#

didn't know it was distance field based work. You live you learn

warm drum
#

hey can anyone tell me how to add sound to zombie i added the sound in the idle animation but it plays very loud and it plays when i am away from my zombie can anyone fix that

drowsy snow
warm drum
#

okay thanku

drowsy snow
#

Also there's audio attenuation settings - you can ask it over on #audio because I forgot exactly what the settings are.

warm drum
#

but i wanted that sound to play when i am close to zombie

#

okay

stiff beacon
#

I just reopened UE4 after going to sleep and turning my PC off, and EVERY. SINGLE. TEXTURE. is completely gone. The ones that look like theyre still there become blank when i start to drag them. What the hell could have happened??

flint rover
wary wave
#

depends on your hardware, but it is slow

pliant junco
#

Please help?

autumn grail
#

there is no way to replicate f***ing child actor components?

pliant junco
#

its not cooking can someone please help me

finite nest
#

anyone using streamlabs?

#

i need help

#

sorry for the server just uhh

#

how do i stop that black background

cedar fern
#

can i use quixel bridge in ue4 the same way i can for the ue5 early access?

#

ah nvm

drowsy snow
#

Though honestly doesn't make difference to me.

cedar fern
#

but can i use the assets in ue4?

drowsy snow
cedar fern
#

great, UE5 looks amazing but i don't think my cpu likes nanite that much, it's super slow for me

#

do you think it'll be more optimized after full release?

drowsy snow
cedar fern
#

yeah, i just wanna try and make a simple vr scene in unreal cuz it takes so damn long to get everything set up in unity

neon bough
#

nanite doesn't even work properly in VR yet

cedar fern
#

wasn't planning on using nanite for VR

drowsy snow
plush yew
#

Is it wrong

neon bough
#

if you start an project, UE4 is probably always the best bet

cedar fern
#

yeah, downloading the engine right now

neon bough
# plush yew Is it wrong

depends... does get current level index return the right value, are your level names in the right order in the array?

neon bough
#

then it should be fine

plush yew
#

is this correct

plush yew
#

the next level is not been loaded

neon bough
#

well, then there are crystals remaining

#

or does it quit with a error?

plush yew
flint rover
#

I got the kite demo assets working, like you mentioned I just had to wait for a while but now the textures are not linked hehe

neon bough
#

collect all crystals πŸ˜„

#

i would replace the quit game thing with a message telling the player that he is missing crystals

#

unless that was for debugging

humble imp
#

I need your help for a moment. I'm not so sure anymore, but doesn't exist a term for the (sudden) popping up of objects in the game world?

plush yew
#

unreal engine stucked when i clicked the material

neon bough
humble imp
plush yew
#

is there any good free material pack

fierce tulip
#

your question isnt that meaningful either, do you mean controlled popping, unexpected popping, bugging, spawning, emitting, constructing, or generating?

neon bough
humble imp
#

@fierce tulip
I should have guessed that the adverb I chose would be misunderstood and have now replaced it. I am concerned with the sudden, much too late appearance of objects in front of the camera.

fierce tulip
#

could be many reasons, hard to guess without seeing the issue at hand me thinks

pliant junco
#

can someone please help?

neon bough
pliant junco
#

do i need to uninstall and install again?

humble imp
#

but maybe it is also low draw distance

neon bough
#

possible

#

depends where they pop in

#

far away from the camera => draw distance / far clip plane (but guess it's just called draw distance in UE)

#

moving backwards and pop in front of camera => near clip plane

humble imp
#

Okay, thank you @neon bough

unborn hound
#

Hi! πŸ‘‹ I don't know if I should ask this question in a specific channel,
Does anyone know of a way to get a camera to only render one (or just a few) Static or skeletal meshes?

drowsy snow
unborn hound
plush yew
#

how to invert controls for specific level

tacit sonnet
#

any idea whats wrong with my texture ? using 2 procedural mesh components to create the floor for procedural buildings. starting to run into issues using 2 components

tacit sonnet
#

and have the script only enabled on that level

plush yew
#

as i m new

tacit sonnet
#

so if the player presses 'W' for example

#

you want them to move forward so you apply X amount of velocity + in their forward direction

#

any value multiplied by -1 is inverted

#

so you take that velocity and * it by -1 and they move backwards

#

when they press W

#

you can do the same for mouse axis etc

plush yew
tacit sonnet
#

do you have any movement code atm ?

plush yew
#

i want to change this in level 2

tacit sonnet
#

so you want the opposite of this in level 2 ?

tacit sonnet
#

add a float multiply node

#

and then multiply the torque by -1

#

see if that works

#

im sure there will be a bp for it

#

but idk what it is

plush yew
tacit sonnet
#

that should invert

#

any movement

#

on that particular axis

plush yew
tacit sonnet
#

well it depends on how you have structured it

#

but

#

you could create a boolean

#

which is called something like 'isInverted'

#

set it to false for the rest of your levels

#

and when the level = level 2

#

set it to true

#

and while its true

#

run the inverted code

finite nest
#

any help?
i just deleted running animation to replace it with walking but in result is shows this also i cant find blueprint

willow gust
#

Is it possible to import Unity3D humanoid animations into Unreal Engine?

fallen marten
#

if its an fbx then yeah you should be able to

mild phoenix
#

Hello who can help in "Ultra Dynamic Sky" asset when its start raining I have this bug

worn obsidian
inland flicker
#

Why do y'all in here want to make video games? Just curious if you don't mind sharing

#

Is it the pay, the freedom of a creative outlet, or some kind of inspiration for something?

pseudo swift
#

is there a way I can render out the reflections?

haughty slate
#

And honestly, I feel like my sanity depends on it. Reality is collapsing in on itself so indulging the imagination is a nice retreat in some respect. Plus, videogames are just awesome.

pseudo swift
#

this worked for other viewmodes but not reflections, is there a console command for it? I couldnt find any in the docs..

#

its not in here either

unique kraken
#

anyone knows of tools/ workflows for procedualy PLACING stuff.
like, lets say i build myself city asstes. different houses trees etc. instead of literally palcing each one id like to have a system or tool

rotund rapids
#

Hello, I was thinking about maybe making a linear boost Sonic like 3D game in this engine at some point. How should I set up Unreal to develop this Sonic like game?

unique kraken
#

Sounds like all u need is to setup some camera switches

#

And some base movement I guess. That doesn't sound to hard I would say

#

Can you elaborate?

#

Or a link or something

#

I'm not a Big programmer. I can use some bps but mainly character related

#

So some sort of guidance, a link or so would be nice

#

Ah sry didn't realize

#

Thx

tough cove
unique kraken
#

Well the links don't work

tough cove
#

would anyone have an idea as to why unreal engine is claiming i have overlapping in my UVs when i definitely made sure they weren't overlapping before i brought them to substance

unique kraken
#

Maybe substance generated some?

tough cove
#

I have 18 UV tiles for the textures

#

sure the UVs aren't perfect but I was super short on time completing this

#

UV's are seperated based on material and parts

#

I made sure in unreal to make virtual texture support on

fierce tulip
#

lightmap needs all that into one uv tile.
if there is anything overlapping itself, or mirrored it will also give problems.

haughty slate
tough cove
rotund rapids
#

@haughty slate Got it!

tough cove
#

and I definitely don't have time to be able to do that

#

as I need to get this all done today

fierce tulip
#

nah, add a new uv-channel, repack it.

tough cove
#

in substance or unreal i'm confused

fierce tulip
#

in your 3d app

tough cove
#

that would mean doing textures again no?

grim ore
#

then dont do static lighting, use dynamic

fierce tulip
#

you can try it in unreal, but that only works if no vert is overlapping, or any poly is mirrored

#

also no, because the textures are still assigned to your first uv-channel
unless you are redoing uv's in substance (not sure if that is a thing) just add the new uv-channel afterwards

tough cove
#

"because the textures are still assigned to your first uv-channel" not sure I understand what you are meaning here

haughty slate
#

Could somebody please explain to me how Add Impulse at Location works? I'm doing a clean up of some code I haven't touched in a while and found such node. I remember just faffing about with it and putting in what feels like silly coordinates and somehow getting the desired result. On paper it seems very obvious - you specify a force and at which location in space that force is applied to the mesh. Running some tests, that doesn't seem to be the case and I'm not really sure what is going on.

I'm trying to make a wheelchair flip in the direction it is travelling when the player hits the brakes at too high a speed. This code works exactly as intended, but my mesh certainly isn't anywhere near 100000000 units tall on the Z axis, so what is going on here? I've achieved similar results with just a simple cube and I really don't understand it. Is this world space or local? Because adding a transform direction completely breaks it, which should ordinarily translate world to local.

tough cove
#

if I change anything with my UV's i'd have to do all of my texturing again

fierce tulip
#

textures > uv channel 0
lightmap > uv channel 1

#

or do what matthew said, use dynamic lighting

tough cove
#

oh is this stuff in unreal

fierce tulip
#

ok, im out.

plush yew
#

i want to change the value of acceleration only for a specific level how do i do it

grim ore
#

@tough covehow many UV channels does your mesh have in UE4?

#

@plush yewdefine acceleration? but you can store a value in a game mode specific to that level and use it?

tough cove
#

i've got 3

plush yew
grim ore
#

use a custom game mode then and get that value from your game mode on begin play and store it in the character so it uses it

tough cove
#

the mesh is in seperate pieces rather than making the whole thing one mesh as I didn't have time to boolean and fix the topology

grim ore
#

@tough coveif you are using baked lighting you need 1 UV assigned for the lighting, it can be an existing one or a specific one. You can make that in an external program or have UE4 use it. If you do not want to do this you have to use dynamic lighting.

#

so each mesh has 3 UV Channels?

plush yew
#

Dumb beginner question but how can I run a code snippet(like say turning off gravity) for a set duration of time(in blueprints)?

plush yew
tough cove
#

by UV Channels your refering to basecolor/normals/Occlusion+Roughness+Metallic

#

or are you referencing to something in Unreal Engine

grim ore
#

@plush yewduplicate the game mode, open it up and create a new variable that has your custom value in it. Set that game mode as an override in the world settings for the map. On begin play your character can get the game mode -> cast to your special game mode -> it will fail on all levels but this one -> on this one it will pass so you get that special variable which has your custom value and save it to the player (set his local acceleration variable to this new one), and now when you use your acceleration variable in the player its the one you got from the game mode

#

UV channels are UV channles

tough cove
#

technically my first time using Unreal Engine so I won't understand some of the terminology you may be referencing if it's got to do with unreal

grim ore
#

they are not textures

#

UV channels are not unique to UE4 its a modeling thing

#

like its literally a thing for modeling

haughty slate
#

Anybody here familiar with Add Impulse at Location?

grim ore
#

if you double click the mesh, go to the top bar and click the UV button, you can see how many channels you have. This is channel 0 for example on this mesh

#

that mesh is fine, each face is unique in it's own island without any overlapping so there is unique data for making lighting

#

this mesh is not, it has 6 sides but the UV was not designed for baked lighting as it only uses 1 island that is basically stacked for each side

#

so this will end up with overlapping UV's and pooor lighting

#

this is the UV channel on that same mesh that is used for lighting, one unique island per face

#

now all of this data comes from the modeling program, when it was modeled it was designed like this as its part of the modeling process. Its possible a 3rd party program creates new UV's for texturing but this is all handled outside of UE4 unless you want UE4 to take it's best guess and make one for you

tough cove
#

two UV channels

grim ore
#

so the UV channel with the red would not work, its has data outside the 0-1 range, the UV channel 1 would work but it might give very bad results due to the data being so small in it. On the right it tells you which UV channel it is using. Light Map Coordinate Index

daring gyro
finite nest
#

also, anyone wants to be a voice actor in my game?

fierce tulip
grim ore
#

@daring gyroare you sure its missing, did you filter out for skeletal meshes?

grim ore
#

click the filter button next to the search bar and click skeletal mesh

heady quartz
#

Hi, from what I've seen motion blur is available in fortnite for mobile how do i use it for my projects (mobile)

daring gyro
#

filter button?

#

like i can import other 3d models from quixel without a problem its jsut the metahumans that are causing me trouble

grim ore
#

in your content browser... the screenshot you showed us

daring gyro
#

ohh

#

no, all boxes are unchecked i didnt touch none of that

grim ore
#

I know, if you check Skeletal Mesh it will show you any skeletal meshes you have in that folder

daring gyro
#

nope

#

when i check skeletal mesh nothing comes up

#

ive tried using different metahuman models and none of that worked either

grim ore
#

and no errors come up when you export out of bridge?

daring gyro
#

nope

grim ore
#

did you get any errors when you first imported? It should tell you about a few things that are not enabled but having missing meshes is weird

#

if you try exporting again after you exported does it tell you its already there in the project?

daring gyro
daring gyro
#

@grim ore im downloading the newest version of UE rn , maybe that will fix it

cedar fern
#

it's been stuck like this for like an hour

autumn latch
#

not working on client, what can i do?

wary wave
#

do it on the server

autumn latch
#

this is not working

#

i try

#

not working for client

wary wave
#

well, think about it, debug it, fix it

there are obvious potential problems above:

  1. You're getting the local player controller on the server (controller 0).
  2. Is CharRef even set correctly?
autumn latch
wary wave
#

index is different on every machine, you probably want to handle possession in the controller itself.

proven mauve
#

How do I include arbitrary assets into my game?

#

Obviously only some stuff can be viewed/interacted with, but if I want to put something random, how can I do so?

#

If I drag + drop it fails to import (unknown file extension, fair).

#

Can I go outside of the engine to get the file in?

#

I know I will need to adjust packaging rules so that it gets cooked, ofc.

#

Like if I want to ship my game with a .blend or .pdf, what is the flow for doing so

granite spire
#

what would be the point to do that?

proven mauve
#

Good question πŸ˜“

#

Its partly a theoretical question. I'm just trying to better understand the asset flow that UE4 takes.

#

Its not clear to me yet whether I am allowed to interact with the filesystem outside of the editor, or if UE4 will complain.

thick herald
#

You can use the addon Send To Unreal, which does what it says it does, or just export the assets as fbx, obj, usd etc etc

granite spire
#

I have not fiddled with mods, but you'd go down that route I'd say

proven mauve
#

I see. So I need to utilize the asset types that UE4 knows how to handle.

granite spire
#

I would say so, or it wouldn't know what to do with it

proven mauve
#

Seemingly ue4 doesn't know what to do with a PDF, sadly.

thick herald
proven mauve
#

Although it should be able to cook PDF into images, right?

thick herald
#

Why do you want to use a pdf?

proven mauve
#

Its called a "keep" import.

#

Useful for custom handling of user-generated file formats, or even stuff like json-config, or anything else you don't want the engine to touch.

granite spire
#

depends why

#

i can't think of a purpose for that game wise

proven mauve
#

Instruction manual that gets placed on user system?

#

Or whatever.

#

I can think of any number of reasons why the ability to pack arbitrary assets into the packaged game is useful.

granite spire
#

I guess but even then you'd just zip it with the executable

proven mauve
#

But then you lose out on the ability to deal with that layer at the same time as making the game.

wintry silo
#

Got an issue when switching pawns using the player controller. When switching to another player, the player I switch out from is left stuck up in the air during the switch or is still running on the ground on the spot if moving the player during the switch..

unborn hound
#

Hi! all! Is there any way to use render to texture with SceneCapture2D, using post-procesing and keeping alpha information? Basically leaving alpha 1 to all the non rendering meshes/actors in the capture.

vocal herald
#

How can I change the shape of Procedural Foliage Volume or Blocking volume? Or can I only use box shapes?

granite spire
#

@wintry silo If you switch pawns, the other one no longer has a controller, so what probably is happening is the animation is stuck, as it no longer has any AI or controller information to update, the easiest thing would be to setup a "reset" function and call that to reset the animation, you could even have a timer that waits for it to collide with the ground before switching too.

#

@unborn hound There use to be a way to block out what you don't want on the camera 2D through the use of a "white list" which only items you want can be displayed, I don't know of such a thing existing for post process effects as unbound = everything, the only thing you could do would be to apply their own post process effects to counter what you've done.

#

@vocal herald is this a pack? I'll need more detail

vocal herald
#

Im talking about built in procedural foliage volume. When u add a procedural foliage volume or blocking volume they are box shaped

granite spire
#

Hmm I haven't had to fiddle with that, I always make my own so I can grow trees and have life cycles.

vocal herald
#

if i wanna make a round hole in my volume, Am I supposed to draw a circle with tons of box shaped blocking volumes?

granite spire
#

I would think so

#

that tends to be the case for blocking volumes

#

they're cheap anyway

clever arch
#

Hey Everyone πŸ™‚

Wondering if you can help please (Not sure if this is the correct place to post!)

I'm having an issue where one of my static meshes won't generate a UV lightmap no matter what I do and not sure what I can do to fix it

thick herald
broken heath
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The thumbnail of my bp doesn’t show the static mesh inside it , its empty world thumbnail

short willow
clever arch
short willow
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So you used this mesh in other project before also use unreal?

clever arch
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yes, recently moved from 4.20 to 4.25 and literally the first time i've had the issue so not sure if something has changed in 4.25

short willow
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How do you move? Did you upgrade the project? migrate assets? Copied the uasset? Etc?

clever arch
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completely new project just imported the same tree ive used previously into my project

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just double checked the mesh and its all ok no N-gons or anything like that

short willow
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Hmmmm. No idea then. Maybe check the issues website and see if there are bugs related to it.

clever arch
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thanks for trying to help anyway πŸ™‚

short willow
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Yeah, maybe change your uv attr names and try again. I might try that.

coral iron
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excuse my ignorance please, I literally just started with unreal yesterday for the first time, I've never used a program like this. 100% completely new to this. I'm struggling hard to find places online to help with different problems I'm having, I'm trying to follow different tutorials on youtube to learn different things, such as making an environment. The user says to enable a plugin called "Landmass", a plugin I do not seem to have, this is the continuing problem with every tutorial I follow is that I seem to have way less plugins out of the gate and I just don't understand my own issue here. I apologize for any inconvenience.

clever arch
coral iron
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One of the tutorials was from Unreal and I didn't even have the folder or subcategory that said plugin was in.

clever arch
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it could be that your using a different version of the engine which is common

plush yew
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with UE5 close to release, is UE4 support going to end?

coral iron
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I believe I have discovered I may be using an old version, I have no idea how this is possible.

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yeah I'm on 4.13, I have absolutely no idea how I did that

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I downloaded it last night straight off their website, well, time to fix this I guess, Thank you for your help very much

clever arch
short willow
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Yeah, the default sorting to get engine is weird.

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If you absolutely start new it seems to default to the oldest one somehow.

wintry silo
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Player I switch over to is stuck in air during a jump during possess how do I fix this. Skynar BP is a child of CH_Human and Ch Human (my commander) is a child of Third Person Char. For some reason the code in Player Controller is not putting the character back down on the ground after switching the player.

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so when I switch from commander to skynar and I jump with skynar in the air and switch or when hes running, hes left stuck in the air or running during the switch.

granite spire
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@wintry silo I'm going to repeat my reply.

If you switch pawns, the other one no longer has a controller, so what probably is happening is the animation is stuck, as it no longer has any AI or controller information to update, the easiest thing would be to setup a "reset" function and call that to reset the animation, you could even have a timer that waits for it to collide with the ground before switching too.

wintry silo
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I had this problem and also after switching back to the commander, the AI pawn just stands there dead and dosen't continue following the player. So I had two probkems with the ai.

granite spire
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You're also getting all actors of class, which appears to be incorrect, as you should want the spawned character

wintry silo
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??

latent sonnet
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Uh... How do I fix this?

granite spire
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you don't want to be looping through class actors every time you hit 2

wintry silo
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i wouldn't know i followed a tutorial to switch the pawns.

short willow
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Lol

wintry silo
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well it switched, but leaves the player animation running when switching or stuck in jump.

granite spire
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you're always trying to grab actor 0 and seeing if you can control it, if there's other actors for CH Human, you'll only ever grab details from the first one

wintry silo
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the timer to refresh ai is here

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i am not doing a multiplayer game but a single player party companion game.

granite spire
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well that's because without a controller, a pawn will cease to do anything, you might have to reload in the AI or have the AI take over

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if you possess a pawn you have to reload in the AI I would assume

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I don't know what tutorial that is but it's messy

wintry silo
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i don;'t know how to actually reset the ai again to follow the player after leaving the pawn.

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i know how to possess it, but not how to restart the ai after unpossessing.

granite spire
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I've never had to deal with that type of logic, I can only go by guesses

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you should be able to just reassign the AI

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set the AI controller ref

wintry silo
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the ai was assigned in the player controller by this array.

granite spire
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if you've possessed it, i imagine the ai controller ref gets overridden

wintry silo
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this allows the 10 party members to be assigned.

granite spire
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oh lawdy

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whos tutorial is this?

short willow
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Can you give us link so we can go report it? Lol

wintry silo
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what are you insinuating Penguin?

granite spire
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you don't get all actors of class, when you have the party reference there

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then loop through an array with a for loop

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it has a remove function from the party members but then a size of 10, but that could be incorrect as you might have that array shrink to 5, which then you'll get errors galore

wary wave
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there are... a lot of really truly terrible tutorials out there

wintry silo
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well I don't know what the correction is. I only tested this with just one of the pawns to see if it will work or not, Here's how I set it up for the others.

granite spire
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I might as well write a better one

wintry silo
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I managed to get the levelling component working for all the pawns. But not the unpossess part so get the ai to resume again.

granite spire
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@wintry silo you're only ever getting index[0] of the CH Loana, this is bad because one could exist if you destroy it

wintry silo
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I'm not sure why index 0 is bad when the pawns are picked by an array index with that register code.

granite spire
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it's 3:11am, I have to sleep but in 12 hours if you're still struggling hit me up

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I have to put in a capture system into my crappy game so I might see what I can do

wintry silo
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so you want me to add in the index numbers to the get arrays for each pawn.

granite spire
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well i'm only seeing half of your code, if it's the unpossess not working try and reassign the AI

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unpossess then setAI to previous possessed unit

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you'll have to manually do that

wintry silo
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only code I have is this

granite spire
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why is there a pause timer?

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if you unpossess your ai controller probably won't be valid

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if it's doing what I think it's doing

wintry silo
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that it was from a tutorial, as i don't know how to write the logic for unpossessing the pawns.

granite spire
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I would look up a bunch of tutorials till it clicks

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matthew doesn't have any on this

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surprisingly

wintry silo
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been trying that.

granite spire
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let me see what I can come up with after work tomorrow

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I know I easily got mine to work when you loot a chest

wintry silo
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ok

granite spire
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but it's nothing to do with ai

wintry silo
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i have got the widgets working with the game mode for the levelling system so when i possess pawns i don't lose their values off the screen.

granite spire
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yeah

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you should be storing all of that on the game instance or the blueprint itself

wintry silo
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so i have got stuff working, just not everything working. gem collecting for all pawns is working and that was done with an event dispatcher

granite spire
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a lot of tutorials over complicate things with event dispatchers

wintry silo
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its not a one single map game, but a game of different worlds. so there will be different maps.

granite spire
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yeah so game instance

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mathews tutorials are on point

wintry silo
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i just need to know how to set up a multiple world game with that game instance. Not used game instance yet.

granite spire
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look through his if you need help

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they're A++++

wintry silo
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Got the dialog system all working for basic dialog with the data table, but not the Dialog Choices yet in the dialog.... That's more harder to do as it has to be dynamicallky created in the same widget somehow..

granite spire
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I should probably continue streaming my little adventure game I been doing

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might be handy for everyone

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it'll be funny seeing an experienced dev be forgetful for things

wintry silo
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my game is storyline based contains alot of dialog. Thisis why I need to use data table. Is it possible to generate dialog choices using a data table, or canit only be done with an internal default array list with the NPC you chat to.

granite spire
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I'm actually not sure, I have to do the same thing so i been thinking on it

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i'll end up making a "smart" dialogue system that you feed in results, and that NPC will pick from a bunch of choices

wintry silo
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there's 2 ways I've seen dialog branching being done, 1 with a behavior tree which is alot more tedious to set up all the dialog branchings in the conversation, and the other is with an array list. Not seen it done yet with a data table to create a dialog tree in a conversation. Kotor II had its own a dialog talk editor which made things so much easier..

granite spire
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which might be just a bunch of enums

wintry silo
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A bunch of enums, not tried this. Sounds interesting.

granite spire
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I was thinking a struct array for dialogues, then enums to tie the code together, but then a data table for random conversations based off the personality and type of npc

wintry silo
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because I'm running the dialog struct through the data table.

granite spire
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say you wanted a shop keeper, you could have like an intensity level dialogue or something

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so if he is high tense and hates you the dialogue changes

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that's what I'll probably do

wintry silo
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i'll just get my struct to show what I've done so far.

granite spire
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but then there would be loads of predefined stuff

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i'll have to figureout something later

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but an intensity thing sounds good

wintry silo
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so I have got dialog working so far with the timer for showing all the NPC conversations.

granite spire
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then if you kill someone that's friends with someone, you can raise the intensity level, or get super complex

wintry silo
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and that all runs in the same widget.

granite spire
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make sure you keep calculations off of widgets as they already run bad

wintry silo
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calculations? But to generate the butons to the dialog so you can branch the dialog conversations is a little tricky.

granite spire
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so you'd feed it elsewhere

wintry silo
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here's the widget

granite spire
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if it pulls the dialogue from an NPC then that's ok

wintry silo
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yes I set all the row numbers in the dialog actor itself

granite spire
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yeah

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if widgets pull complete information, that's all they should be doing

wintry silo
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and the data table set up

granite spire
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Yeah not too bad

wintry silo
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So that works in showing all the assigned dialog conversations with npc's. Now its just the dialog button choices to do. Random dialog can also be done as well. I know how to do that.... I did that in my batch file most of my game is still in batch file format containing all the game dialog and its choices.

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I only placed some of my game in unreal engine.

granite spire
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I see

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You might then reference choice with another column linking the rows up and producing buttons that way

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Then have another column called btn choice text

wintry silo
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I didn't jump into Unreal Engine and just started making a game, I designed a prototype of the whole thing in batch text format first (game in text form) so I could playtest out all the storylines and choices and rooms and values in the game. So I went about it different, I knew it would take longer if I tried to do the changes to dialog in the engine itself so I done all the changes to text outside of the engine.

granite spire
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I see

wintry silo
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yeah otherwise you have to keep on starting and stopping the engine too much all the time just to see the new changes. So text changes to storyline ect were all done outside the engine. Then I could just insert the dialog in.

granite spire
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Yeah thats what data tables are for

wintry silo
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ok I have this in the data table as well. put in an empty array for dialog choices

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This I'm not clear on "You might then reference choice with another column linking the rows up and producing buttons that way
Then have another column called btn choice text" How would this be set up in data table if its possible to set up the choice buttons this way?

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because i want the choice buttons to read text from the data table when you click on them. So I don't have to re-create another widget.

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what pins do I need to add now to my dialog struct to make this work for the buttons? So I can pull the choices in from the data table
through the dialog struct if we can use the same struct.

unborn hound
# granite spire <@!281244900928782347> There use to be a way to block out what you don't want on...

Thanks for the reply, I am using the white list on the camera 2d, the thing is I need the "empty" space to be filled with alpha = 1.
However, in order to get the postprocess rendering in the generated texture I need to use the "Capture Source" as "Final Color in linear sRGB" and I loose the alpha info in the generated texture.
So, if you need transparency in the texture, you cant use Final Color , but if you don't use Final Color, you loose transparency D:

broken heath
#

Help i renamed a folder and i lost the blueprints thumbnail , now its just a white sphere

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How do i return thumbnail

wintry silo
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can you undo your last actions with ctrl z until the folder is restored

broken heath
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I restarted the

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Project

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Thinking that would solve

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I have no undos now

wintry silo
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I think I have to put the dialog choices in a different data table...

broken heath
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Thank u i solved it , (hidden in game) can mess up the thumbnail

wintry silo
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ok good to hear

unborn hound
light thunder
#

How would someone go about making a material that cascades, like running lights? I could make a blueprint actor i'm not sure if that's the best way to do it - ideally would be a material function

lyric timber
#

why does the color from a subsurface shader not show up in ray traced reflections?

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is there some kind of work around?

latent sonnet
#

Looking for this but it's not showing up?

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Ah nvm I got it. Needed to Click on the Skeletal Mesh to add it

lyric timber
wise trail
#

Ahh

lyric timber
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how do i fix this

wise trail
#

What happened to skin

kind dew
#

how do you get the "Blueprint Session Result" from a created session?

short willow
# lyric timber how do i fix this

You probably need a cheaper version of skin shader for the reflection(like one that doesn't use subsurface scattering and other fancy stuff)

wintry silo
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how do you set up the logic to read button choices text from a data table into a mouse click?

lyric timber
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what do you mean "for the reflection"

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@short willow can i change that somewhere?

short willow
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You probably need to create you own shader base on the metahuman ones?

lyric timber
#

umm...

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i thought thats what i did

short willow
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So a rough explanation, the mirror unlike offline renderer(vray, render man) they don't actually do ray trace calculattion.

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They are render in a different pass and read back as texture.

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And during that render a lot of things are disabled to speed up the rendering time.

lyric timber
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lol

short willow
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So as you can see, there are no indirect lights for your sink, towel etc.

lyric timber
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right

short willow
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Means they don't even look up the light maps

lyric timber
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there is a setting to change them but hard shadows is the best looking right now

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i can add a base color to the SSS and it shows up in the reflection

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but it also messes up the shader outside the reflection

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i know how it works. i just need some kind of work around

short willow
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I haven't personally set up this in unreal before, so my hunch is that you need a switch somewhere so if it's a call to render target, you use the cheaper version skin shader that are just surface model.

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In offline renderers we call it a ray switch.

lyric timber
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that seems beyond what im willing to do

short willow
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Don't know what is unreal equivalent

lyric timber
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i was thinking i could render 2 shots and edit it in post

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but thats lame

short willow
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Lol, welcome to the real-time world

lyric timber
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inefficient^

short willow
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Or you can do the terminator 2 approach

lyric timber
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i mean this is going to happen to all the humans that walk by a mirror. thats not good

short willow
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So no mirror just double on the other side and very good lighting control

lyric timber
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i mean in all reflections

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i can see her colorless body on the tap

short willow
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Yeah if you have other reflection other than that mirror, then invest the time to do the rayswitch then .

lyric timber
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i have no idea how to do that

short willow
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Cause I also have no idea if you can override that render target part.

lyric timber
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i can try to add a generic skin-tone to the base color and tweek it till it looks ok

short willow
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If you are using the rtx ray tracing, probably ask that in nvidia's forum would be faster.

lyric timber
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@short willow thx for responding

zealous magnet
#

In the profiler, what do these values actually mean? Especially Calls - does it mean how much it was called in general, or per tick?

inner sundial
#

in the source control tab for git beta i keep getting an error saying source control failed even though the path is set right

wintry silo
#

how do you get the data table to generate text dynamically in the buttons?

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its needed for dialog conversation choices buti don't know how to generate it in the widget

plush yew
#

why does the text in my editable text in a widget appear so small?

#

Where can you download the ue5 desert canyon map showed in the showcase?

light thunder
#

Everytime - I swear I've changed this multiple times and didn't think about it - but apparently I was wrong - running out of space kids? Check your vault cache

daring schooner
#

I enabled planar reflections and restarted unreal and now I'm stuck at 39%, any idea if it's actually stuck or just taking very long to load that one % for some reason?

light thunder
#

So it will take a long time to open, and then it will say like "compiling shaders 4,405"

daring schooner
#

oh yeah it just reopened

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didn't know it had to recompile all shaders

light thunder
#

Yep, have fun - I'd think about other total recompile functions and enable those too, might as well do it only once

daring schooner
#

don't know the other ones, still pretty new to unreal

light thunder
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things like forward shading, if you are going to use for example ---maybe distance mesh fields but I can't remember if that triggers a recompile or not

daring schooner
#

oh yeah speaking of
can I use distance mesh fields for reflections somehow
iirc GIProbes in godot add reflections that way so that'd be nice in unreal too

light thunder
#

I'd check #graphics for that - note it is typically not as busy their chatwise as it is here, so it might take awhile

daring schooner
#

okay, I'll do it later, thanks

wintry silo
#

how do you code a dialog skip button ?

haughty adder
#

Guys. Anyone have experience in developing multiplayer game in unreal engine.
Me and my friends we have all the resources, models, landscapes and npcs ready.
But we really lack in multiplayer experience. If any of you have a basic or good idea about introducing multiplayer in unreal engine, please DM and we can talk about it.
I can show you our project amd the videos regarding it.
It's actually a pokemon 3d open world game. Being pokemon fans, we have developed it a lot.
If you are willing to help and checkout the awesome videos of the game that is being developed, please DM.
Thanks πŸ˜„

plush yew
#

Hi, anyone knows how can i know if the user support ray tracing?

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for dlss plugin, there's a function called IsNVIDIADLSSSuported

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but for ray tracing i can't find anything

echo phoenix
#

Hi all I just use UE5 yesterday and I try to find how I can blend two quixel Material like in uE4 for Vertex Painting but I don't find how to do ?

coral iron
#

Hey, I'm trying to come to an understanding with importing megascans, when enabling displacement in the plugin for Quixel, it gets rid of the texture for the material like so:

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but when the setting for "Enable Displacement" is off it works just fine

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why is this?

smoky timber
#

Hey guys! I have an issue with the navmesh's cell size in UE 4.22. I change the cell size to 9, but all the time, it seems Unreal changes it back to 19. Could delete save or github affect the cell size navmesh value somehow? Has anyone experienced a similar issue? Any suggestions?

light thunder
smoky timber
light thunder
#

sounds like a source control issue - it's supposed to not let you save it but sometimes for certain aspects, like shader compiles, if something is 'source controlled' but not read-only, it will let you'save it' but it won't actually save (basically you've only saved a temp file, which is gone as soon as editor closes) - you'd have no way of knowing directly though

smoky timber
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Oh ok gonna have to check. Regarding regular save it works. I constantly add new stuff. Everything except this navmesh :(

plush yew
#

hey

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im trying to make a simple glass material on unreal 5

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apparently the previous raytracing stuff is deprecated or something

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does anyone know how to make a simple glass material on ue5?

fervent maple
#

Hi, anyone knows how can i know if the user support ray tracing?

wintry silo
#

how do we do the dialog skip logic with the data table to skip audio and reset the data table row? I got dialog working, but i need dialog skip

autumn grail
#

Does someone have the same graphic caard bug with ue4 editor when , after 20 minutes ~ the widgets begin flickering and are not visibles?

fervent maple
wintry silo
#

unreal engine also dosen't respond with the mouse when first booting it up i have to switch tabs in order to get the window to respond.

autumn grail
#

Pirrita you reversed to an older driver version?

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@fervent maple

wintry silo
#

my machine also been randomly freezing, then screen goes all black and saying that it lost the video signal....and the only way out is to push the reset button to boot it back up.....

autumn grail
#

which was it please? or do you remember where to search for

fervent maple
#

I'm using now 460.89

autumn grail
#

ok ty

true ridge
#

Was there a setting for swapping between controller and keyboard UI buttons or was that a paid plugin?

sharp crest
#

why does my texture look like this when I'm attaching it to a material? it should be transpernt

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NV. this fixed it.

serene birch
#

I don't see why it should be transparent considering you didn't show any value plugged to the opacity pin

sharp crest
#

I was trying to combine 2 textures, not actually make it transper

coral iron
#

can anyone help me decipher these errors?

serene birch
#

you must have plugged a vector plug into a vector plug of smaller size

#

like passe a float3 to a float2

coral iron
#

I should have explained I'm brand spankin' new to this, and this is just me looking at the parent of a megascan, I'm trying to import with displacement enabled but it gives me the default checkered skin instead of the intended result. TL:DR, I have no idea what that means

#

I found this on the issue:

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If anyone runs into the same problem as me, it seems to just be a bug for this project type (VR), unfortunately the work arounds are not easy

autumn grail
#

I'm stuck since 3 days on how to replicate my characters armors can someone help me?

drowsy siren
#

guys im trying to use virtual run time textures but all my textures are black when i try to paint, does anybiody knwo why?

steep basin
#

advice on using quixel assets and getting collision setup good?

#

deff in the wrong place my dude.

modest trench
#

asking for pirated content is against the rules

strong slate
#

Ty Alucard

steep basin
#

iv spent thousands on my epic account on random crap 🀣