#ue4-general

1 messages ยท Page 1005 of 1

strong slate
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Jesus ....

steep basin
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I mean ACF alone was pretty expensive.....

strong slate
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ACF?

steep basin
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ascent combat framework

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  • toolset
modest trench
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I think you'll find you can get really far with free content/examples in UE4

strong slate
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In my mind, everything is accessible and possible through a free path

modest trench
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there isn't really a "must have" tool or plugin except for a couple of cases

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also check out free marketplace content every month

steep basin
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i think it was 350 for acf + 180ish for the toolset.

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then all the mawi content.

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and brushify

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๐Ÿค” what the hell have i been spending my money on ๐Ÿคฃ

drowsy snow
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Meanwhile me starting off with basically nothing but YouTube tutorials.

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And it was 4 or 5 years ago.

steep basin
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I started before youtube so im a bit jello tbh.

true ridge
steep basin
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I have slight problems.

drowsy snow
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Even then you could save some money by creating your own implementation because you know what you're doing

true ridge
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Don't do open world for your first multiplayer project. That's running before you know how to walk and I'm not just saying that as a joke.

drowsy snow
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Or heck, even finding some good free alternative that the community made on GitHub, and repurpose that.

steep basin
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https://www.youtube.com/watch?v=PAs-9KGlVJc

Here you go ๐Ÿ˜„ made 100% free ๐Ÿ˜„

In this training series we will be taking a look at a step by step process to build an MMO in UE4. MMO's are very complex and take dozens of people working together to complete, but by the end of this multi-part training series you will have a simple MMO demo that you can package up and play with friends. You will also have acquired a basic kn...

โ–ถ Play video
drowsy snow
#

Don't use pirated goods for learning.
Unless you know what you're doing, and by then you won't even think to ask us on how to get cracked goods.

lost sparrow
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I keep getting a " unable to check out from source control" message whenever I try to restore files after a crash. I never set up source control on this project. I once had it set up as a test on a different project.

steep basin
drowsy snow
steep basin
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thats how i get around when p4v screws up on mine

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pros design around based on what is needed. For example poly count and trist based on what is seen on a specific FOV

true ridge
drowsy snow
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That's an immediate ban for sure.

snow crown
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they left lmao

gaunt abyss
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...

steep basin
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๐Ÿคฃ

drowsy snow
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Sneaky. Left the server immediately before mods and Manny take action.

ashen brook
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it won't do them any good

snow crown
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luckily, discord's ban button still works

gaunt abyss
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well they won't be back that's for sure....

drowsy siren
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any of these awesome mods can help me with this problem?๐Ÿ˜ซ

kind dew
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I'm using the advanced session plugin and I am setting bShouldAdvertise to false when i create a session. But then when i use the find sessions node it will find it.

I'm trying to make it so that the player can make a private session that won't show up on find session calls, i thought bShouldAdvertise did that but i must be wrong?

terse ice
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can someone help me with my ai

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it can't see the player for some reason

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OnTargetPerceptionUpdated won't actually do anything

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it used to

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and i haven't changed any of the settings for AIPerception

hot yarrow
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guys I need help

drowsy snow
hot yarrow
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lol

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well I need help on connecting and syncing to my friend's project with ue4 @drowsy snow

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idk how it works

drowsy snow
hot yarrow
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well yes we did

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he already setup the github and everything

hot yarrow
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no tutorials show how to connect to one's project

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only set it uo

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up*

modest trench
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you need to clone it from github

hot yarrow
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do I download the zip file?

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@modest trench ?

modest trench
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you probably want to clone it instead of just downloading it

hot yarrow
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how should I do that?

modest trench
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the github desktop client might be the easiest option

hot yarrow
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i have it opened

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u know i'll just dm u

queen wasp
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After reparenting a lot of actors and moving scenegraph to c++ for all my units.. I am getting this crash bug almost every time I run, at random time played:

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I guess it is debug time again.. Wish I got it to work, spent a whole week reattaching components to the c++ scenegraph (blueprints inherit from a c++ class with the scenegraph now)

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What..

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fixed.. I think..

lost sigil
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How can I get the movement speed of my character to be based on the nav mesh? It will try to path around, but if I force it to run through, there is no change movement speed. Is this something programmatic I have to do, or just an option I'm missing?

rough knoll
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how do you make the unreal water dark?

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no color setting or anything.

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there is also no light being shone on it

granite spire
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@rough knoll what's your material look like?

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@lost sigil based off the nav mesh? What do you mean?

fickle girder
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Guys, what is the best unreal engine course focused on environment design you have seen? I have been looking for days but the ones I have found do not seem to be of good quality.

granite spire
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@fickle girder depends what you need to know.

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Cause there's loads to learn

lost sigil
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@granite spire Perhaps I'm asking the wrong question, but: the navmesh is of limited value to me if it doesn't actually affect the speed of characters. If I move into (say) a forest, which has an increased cost due to a Nav Modifier, the character should slow down proportionally to the pathing cost.

Does that make sense?

granite spire
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it doesn't affect the speed of the character

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it's basically only there to assist with pathfinding

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speed of char is always max speed from the character movement component

exotic cave
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You can implement zones

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Not too hard

tulip charm
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Is there any way to reduce draw calls of thousands of stationary actors while being able to interact with the actors individually?

terse ice
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i wonder if there's a way to import cooked blueprints into ue4, or at least view cooked blueprints

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since you can't really uncook them

jade surge
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Blueprints get converted to c++ when you package them I believe

terse ice
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is there a way to view the C++ then?

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(i know some C++ btw, i just wanna know how these blueprints work)

wintry bobcat
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I exported a 4k surface from Quixel Bridge and i don't how to scale its UV texture. Can somebody help me with this?

drowsy snow
wintry bobcat
drowsy snow
wintry bobcat
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oh wait. is this the material instance?

modest trench
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yep

wintry bobcat
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okay got it

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but how do I make this landscape looking like tile?

kind dew
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Can someone explain the flow of what happens when a level with a new game mode and a new player controller is loaded? I have a lobby map with a lobby game mode and controller. And I want to load into the game map with a game mode and game controller, but I want to pass the game settings that were set in the lobby game mode and controllers to the new game mode/controllers

wintry bobcat
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tried playing with the landscape sculpt and whenever I use it it create some sort of weird shadows, how do I fix this?

kind dew
wintry bobcat
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ahh i see

wintry bobcat
kind dew
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set your lights to moveable

drowsy snow
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Just set every light to Moveable

wintry bobcat
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okay thanks!

granite spire
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@wintry bobcat Lights moveable and disable static lighting in settings, also generating mesh distance fields has to be on

leaden moon
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Is it worth buying stuff from the marketplace such as the Advanced Combat Framework?

granite spire
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all assets are worth it in some way

leaden moon
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Gotcha, but as me being new to it I think it'd probably be best to just now spend the $200 some dollars right?

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Nah it's not worth it at the moment I think.

granite spire
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they're good to learn from

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i mainly just buy textures/trees/random stuff

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nothing really noticeable

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i'll show off a list of what i've got and i can recommend some stuff

honest vale
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I find that all big systems on the marketplace are really hard to adapt to your own project

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they're useful for learning but other than that they tend to be... meh?

granite spire
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Yeah in a way

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I steal a lot of icons and what not from them though

kind dew
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any idea why when a player creates a session in PIE, he is properly designated as the host, but when I do it in stand alone, he is not considered the host (and he should be

granite spire
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PIE has network enabled by default I'm pretty sure, it doesn't matter though

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it's all stand alone network modes anyway

kind dew
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"enable network simulation" is disabled in the advanced settings for stand alone. Could that be it? I'm not too sure

ebon bough
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hello everyone! here's a possibly silly question: is there anyone still using UDK in 2021?
my computer and specs are too old to run UE4 properly, so I thought of giving UDK a go instead, since I'm a beginner with game dev and UE3 games still look pretty good to me anyway.
any opinions and feedback are much appreciated ๐Ÿ™‚

candid haven
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I do not think many people would use a deprecated EOS engine.

kindred viper
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There are still people using UDK, but it's a small group. Mostly modders for older games.

drowsy snow
candid haven
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their job listings go for UE4 since 2020 ๐Ÿ™‚

drowsy snow
granite spire
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@ebon bough UDK is alright, but time spent learning that is kind of wasted, but, it depends what you want to work as.

queen wasp
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This started taking a lot of time all of a sudden, what could be the reason?

granite spire
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@queen wasp Try rebooting UE4

queen wasp
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I have rebooted the machine and UE, not reinstalled though... IDK it happened after a massive actor reparenting session, moving scenegraph to parent c++ class. Yet none of the affected actors have been placed on the level at the time of profiling so IDK..

granite spire
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hmm, did you backup before you did that?

queen wasp
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Yeah I have backups, but spent a week now fixing up all scenegraphs (RTS lots of units) and assorted calls to parent functions that disappeared etc.. I have backups before that too but don't really want to roll back :S Since it is a move towards getting more units into c++, eventually all ticks should be c++ and I need that scenegraph in c++ .. ๐Ÿ™‚

granite spire
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hmm, I'm not too sure, usually if something like this happens, I keep a copy of what i've got currently, roll back and redo the work bit by bit

queen wasp
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I've tried to recreate the recast navmesh, might try re-adding the navmesh bounds volume etc.. Really don't want to rollback too much. I had to due to another weird crash error with TickManager.. So I've been there once... ๐Ÿ™‚

granite spire
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ahh yeah

queen wasp
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My root node in the c++ parent class is a static mesh component, it had settings in blueprint that might not have been re-made same in the c++ version. I replace it with unit meshes in constructors.. for collisions, and nav.. But as said the slow performance happens already before any of these units are on the map..

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It looks like it is making some debug info of sorts..

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recreate-addprimitive ...well, I'll keep trying things.

sterile perch
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hi im trying to import a material instance into my landscape and this shows up. what do i do?

random pagoda
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Is anyone having issues with the UE4 editor? I legit cannot work In it without it glitching out. Cant pull from Blueprint pins or interact with any drop down menus.. How do I check for a memory leak in the editor.. Something is going on but Im not getting any errors just a lot of buggy interactions

random pagoda
drowsy snow
plush yew
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what does this mean

drowsy snow
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Next time we should have mass protest on NVIDIA to fix their driver issues with UE4 editor.

plush yew
ebon bough
drowsy snow
granite spire
drowsy snow
granite spire
plush yew
granite spire
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@plush yew That's not max speed, that's acceleration, here's what you want, then store it on your game instance then just edit that each level beginplay

sterile perch
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The other window is the message thing

granite spire
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ahh right, where are you trying to save it?

rare pulsar
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I am curious does that mean if you create a GAME it will require this 2 Cards As well or does that just count for the Editor?

granite spire
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@rare pulsar Good question, one would assume it's for both.

rare pulsar
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I see i was just wondering since they palyed the Demo on Ps5 and Xbox as well so i guess this 2 systems use that as well

granite spire
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I would assume there will be a warning if a none maxwell GPU is trying to launch the game

rare pulsar
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I see i was mostly wondering how well it runs what assets they used since they didnt use any landscape

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Its Mostly Limestone Quarry from Megascans right if i see that correct?

granite spire
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and pretty much just megascans stuff

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but that video might be of use

rare pulsar
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I just downloade UE5 and the Sample project i currently try to find the map. Because the landscape looke very well made was currious how they filled all the floors since i guess they dont use 5000000 Mesches for that haha

granite spire
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it's in maps

rare pulsar
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Yep i watched wrong folder

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hmm

granite spire
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i only found the main starter map

rare pulsar
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30-60 FPS with 3090 RTX i think i miss something right

granite spire
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that's what I got

rare pulsar
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Since i saw some Youtube videos with 120 FPS its not like there is better card then 3090

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They really filled the whole map with only MESH ahhahaha

granite spire
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I may not have had stuff enabled

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yeah they did

rare pulsar
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Really currious how it runs on lower End Computer That map for example runs a round 120FPS but sometiems dips to 90

dark briar
granite spire
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@dark briar Landscapes are only really a base then you put meshes on top

dark briar
formal needle
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Anyone know how to solve this problem?i have try search on google,and regenerate visual studio files still pop this error

rare pulsar
granite spire
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I think you can

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if you convert it to static mesh

rare pulsar
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Ah yeah that works when you no longer need to edit it.

ebon bough
rare pulsar
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So i deleted it now 200GB free again but i really love the new Lumen Lights its very Beautiful and it was interesting to see how they made the whole map out of multiple meshs.

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I guess if you use 2K Textures with Nanite you could probably get best performance / Size for a Project.

plush yew
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can i open 2 levels at the same moment

granite spire
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@ebon bough Can you gain access to a better PC? I mean things are hard to get atm, pre builts are available easier though, I know a $1000au PC will run things fine, if that gives you a bit of perspective

plush yew
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Can anyone help me in the feedback/support voice channel with some questions about ui ux? It has to do with pipeline and stuff

granite spire
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I was annoyed my surface pro 3 i think it was, struggles with UE4

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@plush yew yeah sure I can assist

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I'm just trying to bash my head against the wall on this modular sound system

plush yew
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can i stop this lightning effect

ebon bough
plush yew
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can i stop this getting copied to clipboard

primal tendon
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why does meshes downloaded from bridge have no collision properties and even if I check the preset to something like block all dynamic it doesn't work?

jade surge
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I have a lazer that won't render until the camera can see the source of the lazer... Is there a way I can change that?

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The lazer moves around so the player needs to see it at all times. It's just straight up invisible until the camera renders the actor that spawns it

vagrant pagoda
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with a gradient mask is there a simple way of just having a texture show only in the threshold of between the black and white of the mask so only in the grey transition? cheers

granite spire
drowsy snow
#
[2021.05.29-12.37.43:247][979]LogD3D11RHI: Error: Result failed 
 at D:/MyDatabase/UnrealEngine-release/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp:356 
 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG

You may wonder how I ended up in this situation.
Not even 5 minutes of TDR Delay do shit to this.

granite spire
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@plush yew I'm not seeing what you're seeing, i'll need more information sorry

drowsy snow
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Like, holy shit, Control Rig is like time bomb
The more you work on it, it eventually killed itself.

granite spire
drowsy snow
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@granite spire No mocking reacts please. I'm not in the mood for mockery.

kindred viper
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anyone know what happened here? All I did was deleted a recorded take and it's flat out bricked my project

granite spire
granite spire
primal tendon
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I don't see collision complexity field here...

wary depot
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Hello, the #more-resources didnt tell that very well, and im new here, does questions and problems go here or is it only for discussion?

jade surge
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@granite spire The lazer is just a particle system

coral solar
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Hey, I installed 4.7.6 and it worked. Felt a bit out dated so I tried 4.20.3 and it also worked. Weird. I'll try uninstall 4.26.2 later and redownload it. If it fails to open again I'll just go down a version each time till it works. Thanks for all the help. ๐Ÿ™‚

granite spire
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@jade surge that would say to me the particle system only works in view of the camera, I wonder if that's true

drowsy snow
jade surge
granite spire
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@jade surge Looks like it doesn't destroy itself off camera, remember you have to set the loop count to 1, I think particles are 0 by default

kindred viper
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@drowsy snow you need to try a different driver version. You won't fix it with the TDR setting because that isn't a fix for the issue. You might also try doing what you are attempting from an SSD to speed up drive speed access, but I dont know what process you are attempting there. Slow drive data through the bus can also cause it.

plush yew
#

why there is a cross sign on light

granite spire
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@jade surge

drowsy snow
granite spire
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I'm glad, all I want to do is be loved here, I've already offended a few people by mistake, lol

kindred viper
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@drowsy snowI've been using control rig for over a year and never had a GPU timeout from it. Not saying it's not the issue as you can most likely replicate it right? But something else is probably at fault in between. Can you see anything in the log before it dies?

granite spire
uncut drum
#

Guys how can I fix it?

kindred viper
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is it a C++ project?

uncut drum
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yes

kindred viper
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then try rebuilding it from source manually

uncut drum
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I tried compile but It can't find it

kindred viper
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open visual studio, select the project. Make sure "Set as Startup Project" is enabled. Then build.

granite spire
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@drowsy snow what's your GPU temps?

granite spire
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@plush yew Protip: Use emissive maps where you can, they're cheap and effective lights.

kindred viper
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hmm viewport invalidation then @drowsy snow . Perhaps a corrupted material or something?

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Then again, Im just guessing

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Could try using DX 11 and see if it helps. I get allsorts of issues with DX12

drowsy snow
kindred viper
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sometimes an odd resolution can cause DXGI to force a reset of the viewport and if it retains the error, it can crash

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but again, It's just a guess

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Make sure there are no external apps running overlays too. Anything like MSI Afterburner, Nvidia Shadowplay/etc can cause it

granite spire
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@drowsy snow Hmmm, when did it start happening? (I'm also a computer tech that deals with these things)

kindred viper
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its definitely not editor related, more Direct X related

uncut drum
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I can't find it

granite spire
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@drowsy snow Also when did you last install windows 10 (I assume it's 10)?

drowsy snow
granite spire
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@drowsy snow I assume it's Only that

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difficult problems are always a 1 thing

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but it's the most pain in the butt thing

drowsy snow
kindred viper
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it might be that too

granite spire
drowsy snow
kindred viper
#

Yeah the material was a guess. But this is checking the swapchain so it's related to Viewport specifically in this case

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Might be worth redownloading/installing DirectX, or trying a different DX version for now. But I see a lot of this error with overlays

kindred viper
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no

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I suggest you go read the documentation on how to compile a C++ project

uncut drum
#

Thank you very much.

kindred viper
#

no worries. If you have other questions, ask in here. Its better to get help from many than one

uncut drum
#

Okay๐Ÿ‘

sharp tulip
#

Hey guys I wanna know how to get a widgets image to scale along side the black bars of an aspect ration constrained camera. Is there a quick solution?

kindred viper
#

Scale box tends to cover such scaling issues. Anchoring to your Canvas Panel also

sharp tulip
#

Well the scale box just lets the image sit there the aspect ratio's borders can show from behind, what did you mean by anchoring to the canvas panel? My canvas panel doesnt have an anchor, did you just mean simply using the images anchor?

granite spire
#

@sharp tulip I think using it as a "child"

kindred viper
#

the canvas panel deals with the overall DPI scaling and resolution. The anchors tell the "children" where to sit within the CPanel so it can relatively reposition them. The scale box is for scaling based on that position and DPI.

sharp tulip
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Well it doesn't work for hiding the aspect ratio if the screen is stretched far enough. I was thinking of calculating the current resolution of the screen and the visible area resolution of the game, then scaling/moving the image relative to that.

plush yew
#

what does this mean

sharp tulip
sharp tulip
# plush yew

You must have changed something in another BP causing this BP to break.

#

Just look around and debug it.

granite spire
#

@plush yew click the hyperlink so we can see it

neat ether
#

guys, if I want something to happen when any key is pressed, but the Any Key node isn't working the way I want it to, do I have any other options?

granite spire
#

@neat ether You can set it to "consume input"

clever marsh
#

yo is UE5 actually 100GB?

granite spire
#

no

clever marsh
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how many GB is it, I don't wanna spend a sixth of my storage on a beta

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just started the download, apparently 12.1GB? lol

sharp tulip
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I think its close to 38

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GB

clever marsh
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oh thats alright, once i am done I'll uninstall it anyways

sleek spear
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you dont need to install everything, for example andoid ios etc support are of little use when trying an early version

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intalled its 17gb for me

upbeat tendon
#

Does a collision box keep track of the actors inside it?

sharp tulip
upbeat tendon
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Or should I keep track of it myself?

sharp tulip
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I usually keep track of it myself but I could be wrong.

upbeat tendon
#

Seems sensible

lost sigil
# exotic cave You can implement zones

I.e. just set up Begin- and EndOverlap events to modify the character's speed?

I can definitely do that, but was just a bit surprised that the two aren't related. If pathing isn't perfectly synced with speed modifications, bugs will tend to emerge where either:

  • It's faster for a player to run through something/cut a corner, despite pathing telling them to go around.
  • Pathing keeps directing a player to go through something when it's faster to go around.

So I was trying to find an idiomatic way of doing it.

ebon bough
versed burrow
#

.

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Hi

plush yew
#

anything I should know about unreal engine 5 before downloading it

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like its it really useless

sharp tulip
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Its laggy if you have under 5GB of VRAM

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Unless there is an option I dont know about

versed burrow
#

So I can't use ue5 without 8gb of ram?

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...

sharp tulip
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VRAM

versed burrow
#

K

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Thx

sharp tulip
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videocard ram

versed burrow
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It says on the system requirements u need 8gb of ram tho

upbeat tendon
#

I am wondering if I should get 32gb or 64gb in my next dev box

sharp tulip
#

You need that for UE4 aswell

versed burrow
#

Oh ๐Ÿ˜”

jolly steppe
#

UE4 didn't have this weird shading did it?

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using UE5 here

stiff sky
#

I have a question--I'm fairly new to UE4 but I've got some experience in other editors. I've got the editor more or less set up how I like it, but I can't figure out one thing: Is there any way to independently zoom and move the orthographic viewports in a setup where there's more than one?

plush yew
#

wait if its laggy at under 5gb vram how the heck can it run milliions of polygons

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i have 8gbvram i should be fine

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?like would the same scene (static meshes only) perform better in ue5

sharp tulip
plush yew
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also ive been hearing its 200gb

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and 100gb

sharp tulip
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I dunno why people are saying that

fierce tulip
#

the ancient demo in ue5 is 100gb

sharp tulip
#

That makes sense.

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Ah, the source build, alright.

clever marsh
#

lmao my download is stuck on verifying

cold condor
#

I might get a new laptop for graduation

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Should I get a 2020 Razer Blade 15 from Bestbuy?

fierce tulip
cold condor
#

Oops

prime willow
#

i have a question about stretchyness of the hair ;-;

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or would that go into animation

fierce tulip
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not really, would prolly fall under graphics

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or that

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iunno, never used it

prime willow
#

okie ill try animation >.<

plush yew
#

how to change the value of a variable only for a level

jolly steppe
#

I'm building an army

cold condor
#

Nice

jolly steppe
#

INKLING!!! :0

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bruh Splatoon's like one of my favorite games!!!

cold condor
#

Same here๐Ÿ˜

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I grew up with Nintendo

jolly steppe
#

Same, but I actually don't really play much Nintendo anymore. Zelda and Splatoon are the only games I'm interested anymore

barren pasture
jolly steppe
#

Is that an okay thing to do? I'm assuming it is since the file's pretty much open to everyone but I just wanna make sure

barren pasture
#

Yeah that's ok. They're open to everyone, a sample

jolly steppe
#

one sec

#

wait

#

those are anims?

#

yeah sorry

barren pasture
#

not a problem, I guess we can make it like this:

#

can you go to the file directory and zip the folder containing the character files

#

I guess it should contain skeletal meshes and textures, blueprints for the character too

jolly steppe
barren pasture
jolly steppe
#

I'm zipping the folder now

barren pasture
jolly steppe
#

files too powerful T_T

#

hmm. anywhere else I could upload it?

#

man look at this hair!!

barren pasture
barren pasture
jolly steppe
#

woah, I can upload as a guests? :0

barren pasture
#

but I really don't know where they got the server money for that kind of service ๐Ÿ˜„

jolly steppe
#

nice! gonna put an expiration date of by Monday though

#

just cause yeah. idk where they get the bandwidth xD

barren pasture
jolly steppe
#

oh jeeze! it's s slow upload!! o_o

barren pasture
jolly steppe
barren pasture
#

that's a bit much :/ will you continue to upload?

jolly steppe
#

Yeah. I I think I'll have to leave for work before it finishes, but I can check it at work

jolly steppe
#

np!

#

man, free upload site must be at the expense of upload speed ><

#

hard to complain though

barren pasture
#

my ISP gives a max of 8 mbps here ๐Ÿฅฒ

jolly steppe
#

idk, but I'm pretty sure it's faster than that since I use to stream lol

#

hahah, I'm from the use so it's not great but I think it's 5 mbps

#

I forget tbh ๐Ÿ˜‚

barren pasture
jolly steppe
#

really?? : (

barren pasture
barren pasture
jolly steppe
#

dang

#

Yeah embarrassingly, I never knew how mbps and KB/s added up

barren pasture
jolly steppe
#

๐Ÿ˜‚

#

man this file is bigger than I thought then.

#

lotsa high quality assets

barren pasture
jolly steppe
#

Those textures really do look nice!

#

There isn't a lot of animations in there.

barren pasture
jolly steppe
#

Yeah, I guess I should have known her textures would be so big. I knew the environment assets would be.

quiet token
#

he make render for flex so he wasted time

jolly steppe
#

Can we not play the same demo that was at E3?

barren pasture
neat ether
#

the documentation says I can do math operations with datetime and timespan, but when I try it unreal tells me they're incompatible, what gives?

barren pasture
#

@jolly steppe I guess the reason is water and sound system is not finished yet
there was a part with water sim and the sound had a nice reverb generated real time

jolly steppe
#

aaah

#

sad :<

#

Lumen doesn't seem to be finished either, lol

barren pasture
#

but I think lumen is production ready at this state

#

did you have any problems?

granite spire
#

@stiff sky what do you mean exactly?

vestal gate
#

hello i need help with something small

#

im quite new to ue4

#

where do i find the option 'use controller rotation yaw' on the mesh?

#

i dont see it

granite spire
#

@vestal gate What are you trying to do?

vestal gate
#

In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.

We also take a look at setting up our project and adding the animation starter pack to it!

โ–บ Resources: https://www.devsquadacademy.com/resources

Unreal ...

โ–ถ Play video
#

this tutorial

#

at 7:00

grim ore
#

@vestal gateits not on the mesh, look at the tutorial again

#

he literally tells you where it is at that point in the video...

stiff sky
jolly steppe
#

it's probably not meant for super sharp reflections

#

expires Monday morning at midnight eastern time so technically Sunday

plush yew
#

if you're building an indoor level it'll look low res to the point where you'll have to consider it as a slightly upgraded ver of default 128x reflection captures

jolly steppe
#

rip, yeah I can see lumen reflections working nice for more rough surfaces. but mirror like stuff might still need ray traced or reflection captures.

plush yew
#

yep

#

roughness .15 to .3 work the best, you want to cut it off either at .3 or .4 bc otherwise it'll have yee yee ass performance

jolly steppe
#

also in that pic, I put another mirror like ceiling above just to see how it would look

#

ahh I'll keep those numbers in mind then : )

plush yew
#

i mean not to downplay anyone, but you would just want to leave most materials 'as is' unless you're 'fixing issues'

#

unless you exactly know what you're doing

jolly steppe
#

yeah but that's good advice for me cause I make my own materials a lot of times.

plush yew
#

it'll still look natural with higher roughness values anyways (just like how reflection captures aren't that visible on more rough surfaces), it's just the 'mirrors' lol

plush yew
#

just in case if you're using the scans lol

jolly steppe
#

aaah yee. I like to work on stylistic stuff. I still have a lot to learn though. I'm sure a much more experience person could take those magascans assets, throw them into a texturing software and tweak them to look more stylized. ^^

dusk nebula
#

I looked into render target and it just doesn't seem right for what I'm doing. I want to effectively put another camera view over part of individual players' screens

tough sinew
#

Hi all! Could you help me with my problem? I'm trying to import skeletal mesh with animation from blender. It works, but when I apply animation to mesh it stays very small. I have attached video to describe my problem

grim ore
#

what scale did you bring the animation in at?

daring schooner
#

is it common for unreal plugins to have very little documentations? the water plugin has 1 overview page, 2 vids that only explain like half of what it shows, and for some reason everything related to fluid sim just straight up doesn't work by default as far as I can tell

next badger
#

Is there a way to prevent Launcher to open a store web page?

tough sinew
grim ore
#

ok.. so.... what scale did you bring the animation in at?

#

might also consider the Blender UE4 addons out there

woven falcon
#

idk where this would fit - i just have a quick question.
If i have a scene object in my actor - can i transform that into a 3d model or do i have to delete it - make a new static mesh - name it the same - and then switch out every single reference? rooCry1

shrewd axle
#

how common is it to change the default world scale? ie from 1 cm to 1 m

kindred viper
#

its not common. In fact, thats the first time I've ever heard such a thing. It would break quite a lot of physics based stuff I guess.

#

You would just scale what you need by 100

shrewd axle
#

gotcha

sly ember
#

deleted some files and need to undo and pull the latest from Perforce. Pending Changes -> Right Click -> Revert Changes -> now what?

signal bone
#

could it be athat a plugin designed for a newer version wont run at all on an older version

grim ore
#

yes... that's a weird question

signal bone
#

im new to plugins

grim ore
#

if the plugin uses code that is added in the new version, it wont work in the older

signal bone
#

not sure about that but im gonna assume thats the reason why it wont build

plush yew
#

so i did the math

#

UE5 takes longer to load than GTA online

ruby folio
#

Does anyone know if its possible yet to import a tiled terrain into UE5 EA ?

neon bough
#

why does UE use 40gb system memory to import a 45mb fbx... -.-

hidden sparrow
#

Can someone help me with the Now node? I connected it to the text and it shows correct time but it says 9PM instead of 21. How do I change it?

potent bridge
#

anyone know why I've got some weird holes in my navmesh? been messing around with recast to fix

neon bough
#

could try to reduce the agent size radius, or to bump up the navmesh resolution

potent bridge
#

also simple move to location doesn't seem to work anywhere

sharp crest
#

can I use destrucible mesh in a particle?

#

I want a destructible mesh with custom gravity

slate thicket
#

is there any easy way to bulk convert materials to material instances

#

while keeping their static mesh dependencies up to date

sharp crest
#

replace reference @slate thicket

#

it's not bulk but works

slate thicket
#

yeah i've tried that

#

doesnt let you replace materials with material instances

#

only normal materials

sharp crest
#

oh rip

warped quail
#

With Unreal Engine 5 and Bridge being integrated directly, do we still need the external Bridge app installed to use MetaHumans, or is it redundant now?

warped quail
grim ore
#

well...

#

did you try?

#

it seems like a question that can be answered by trying

warped quail
#

I'm entirely new to this. I don't know how to navigate these programs to even "try". Figured I'd ask the professionals.

grim ore
#

...

#

your question is if i dont have bridge intalled can I still use metahumans in ue5?

#

so uninstall bridge and try

warped quail
#

Wow. First time in this Discord and the first question I ask gets replied to with "smartass-ery". If you didn't know the answer, why reply?

grim ore
#

I do know the answer, Im trying to figure out why you asked a question that is just you not trying to figure it out yourself

wispy steeple
grim ore
#

there is no smart assery, your asking for people to do your work for you and that really doesnt fly around here

warped quail
#

Cause it's a question that literally takes 2 seconds to answer. But you'd rather spend MINUTES being a dick.

#

Thanks though.

grim ore
#

the answer is the bridge in UE5 is the same as the standalone version, but again why couldnt you determine this yourself?

#

you didnt get help because you didnt need help, you wanted someone else to do the work for you.

warped quail
#

Work and "simple question" aren't the same thing. Maybe you should get the stick out of your ass and just "be helpful" sometimes, especially to newcomers.

wispy steeple
#

<@&213101288538374145> should be banned alr

grim ore
#

shrug you're going to just end up not getting help in the future if you want to think of it that way

warped quail
#

โœŒ

lime egret
#

is this the place to ask for help

grim ore
#

any channel is the place to ask for help, some just more appropriate based on the question

#

asking for help with Lumen in the networking channel might not go well

lime egret
#

thanks

#

anyways, im trying to import a metahuman into blender but its not importing with colour. any idea why its not working?

#

its just the model

grim ore
#

color? like the material and texture?

regal mulch
lime egret
#

yes

#

oh yeah ill go ask there

grim ore
#

^^ and more than likely its due to the fact that Blender and UE4 do not use the same texture/material systems

scarlet current
#

I tried googling this but there is nothing...how do I disable mouse free look in unreal engine?

grim ore
#

in the editor? when playing?

scarlet current
#

yeah when playing

lime egret
#

im importing as an fbx

#

also obj

grim ore
#

there is no mouse free look unless you set it up, so your character/pawn has it set up. Did you assign a character or is it the default pawn?

regal mulch
#

Third Person has "free look" in that regard though I guess

#

It's not stuck behind the characters back or?

#

Probably cause the Character is not using ControlYaw or so

#

can't recall

scarlet current
#

no I didn't

#

I started a new project thrid person with no starter content

grim ore
#

so its using the third person character, where you can see the person and move around?

scarlet current
#

yeah

#

but I didn't load the starter content. so it's blank with a player start and stuff like that

grim ore
#

open the third person blueprint, it is what you see running around. find the Mouse Input section and disble those inputs. no mouse input = no mouse look

wispy steeple
scarlet current
#

ok

#

Do I open the blueprint of the character? I imported the starter content

#

Or maybe the gamemode blueprint?

grim ore
#

that blueprint, ThirdPersonCharacter, is the entire character you see in that template. It is the mesh you see and all logic driving it including controls

#

this is the mouse input code inside of it, that controls what happens when you move the mouse (it rotates the camera)

#

you might want to check out the pinned messages and watch/read some of the learning material to get how UE4 flows

scarlet current
#

ok

feral sierra
#

how can I make a exe build of my project with FPS and GPU stats?

#

I choosed Debug mode but still nothing is displayed in the exe

near sundial
#

Hello, anyone has the issue of engine crashing on hot reload? It happens no almost every time I change something in C++, and it does not matter what and where. I can literally add logs, and this will happen. Then, after I restart my engine everything starts working fine. This started happening last year when I upgraded to 4.25 and I'm struggling with this ever since.
Any of your help is really appreciated as this is really iritating.

Full log: https://pastebin.com/hiBx3dEC

thanks in advance

kindred viper
#

@near sundial Changing any structuring in C++ will generally break Hot Reload. Thats why people tend not to use it.

near sundial
#

What structuring? What I should not use?

kindred viper
#

ie. Don't change Structs. Classes. Constructors. Anything that is required to be compiled before it's referenced.
Things you can do is change function content or let the editor create an entirely new class.

neon bough
near sundial
#

I would be so happy to disable it... let me google that out

#

@neon bough will enabling of live coding disable hot reload, or should I still disable it somewhere?

signal bone
#

does nanite works with specific hardware?

feral sierra
#

it's from Maxwell from Nvidia's side (gtx 7xx)

signal bone
#

it can lower most cpu's usage when running a game

near sundial
#

@neon bough @kindred viper
First of all, thanks for your help. Can you please clarify if I understood correctly, but I should "ditch out" hot reloadd totally? I used LiveCoding, and it works fine as for now. I see functionality change when I change CPP. But, for example, I don't see UFUNCTIONS (BlueprintPure or BlueprintCallable) until I restart the engine. Is it expected to restart the engine whenever I make some changes to the .h files and constructors, as explained in the link Ben provided, and then here: https://www.ue4community.wiki/live-compiling-in-unreal-projects ?

Thanks a lot again, you guys saved me, I wish I have asked this year ago!

cedar wave
#

No - Live Coding doesn't support changes to the .h file

kindred viper
#

I wouldn't use hot reload AND livecoding. Seems superfluous. But then I wouldn't use hot reload full stop. I prefer stability over that 60 second reloading of the editor. However I don't always switch it off and if I am setting up C++ files its fine. When I want to change structure, I always close the editor first. So best of both

near sundial
#

But how do you disable it (hot reload)? By using double click on the project file, and disabling LiveCoding? or is there any other way? Or you just shut down the engine, make C++ change, and run it again?
@cedar wave thaks for clarifying!

neon bough
#

personally, i use hot reload sometimes, adding new functions usually works fine for me (but thats just because i can't use live coding with my IDE on linux)

#

i just take the risk of having to fall back to a backup

proper stump
#

Hey, UE4 is stratching a decal im trying to place on a wall, any idea why?

neon bough
#

have you tried to move the decal closer to the wall?

proper stump
#

This is how the original file

#

@neon bough doesnt change anything

neon bough
#

scale the decal box? haven't worked much with them on my own yet, so i'm guessing

#

but i think it uses some kind of projection, and your box looks really big if the green line is from the decal

proper stump
#

I can fix it by forcing the scale, but at 1:1:1 it's off the png ratio

night burrow
#

Is this one still available for download?

#

I'm looking at marketplace but I can't find it

modest trench
#

might be under the "learn" tab

night burrow
#

You're right, thanks a ton!

lusty scaffold
#

how can i animate a skeletal mesh component on my character?

junior nimbus
#

New to Unreal: why isnt the terrain raising to meet my road/spline?

#

I have the "raise terrain" box checked on the deformation section.

nova kernel
#

does anyone know how to convert a world comp map to world partition?

grim ore
versed anchor
#

you use the commandlet on each map but as far as i know everyone that tries it gets a bad parameter error

marsh swallow
#

okay funny enough i came here to talk about this

#

I have enabled it in the project, but i cant enable it in the map

#

Its greyed out

#

and WorldPartition has no drop down items listed

#

Is there something I am missing that docs arent telling us?

grim ore
#

trying to convert an existing, or make a new one?

nova kernel
nova kernel
grim ore
#

I think migrating existing content is "not working" right now ๐Ÿ˜ฆ

#

but there is a hotfix for "stuff" coming so fingers crossed

#

I also just noticed the docs for converting to world partition in UE5 are based against 4.26

#

yeah OFPA was / is supposed to go into 4

unborn hound
#

Hi!, Did someone ever happen that the game works perfectly in editor, it works perfectly in build shipping, but there are some random errors in Standalone?

neon bough
grim ore
#

migrating existing content to world partition level in the context of what the issue was

neon bough
#

okay, that makes sense

#

the infiltrator scene also had trouble with a hand full of materials, but overall it worked quite well (but possible that they where broken in the original project already, never opened it before UE5)

#

and it barely has bp logic, as pretty much everything is animated

#

yea, looks like the default style is something global from the engine ๐Ÿ˜„

kind dew
#

Okay now I'm having an issue where PIE create join session works great, but when I try to use 2 standalones to join a session. The one joining the session errors out and can't join. This is the error in the logs:

LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: , Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2

LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: , Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver IpNetDriver_0
LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost.
[2021.05.29-23.28.37:816][383]LogNet: NetworkFailure: PendingConnectionFailure, Error: 'Your connection to the host has been lost.'
[2021.05.29-23.28.37:816][383]LogBlueprintUserMessages: [BP_SGKGameInstance_C_0] Pending Connection Failure
[2021.05.29-23.28.37:816][383]LogNet: DestroyNamedNetDriver IpNetDriver_0 [PendingNetDriver]```
dusk nebula
#

hi, I still haven't found an answer, but I want to put input from a second camera on a part of the screen that I choose

zinc cave
#

Hey all--I'm in UE5, and I've been able to open my old level, and use foliage assets from the base project file...but when I add Bridge assets, the materials never show up, and remain checkered. I've fiddled with this for hours now, what am I missing? Thanks in advance.

#

ps. It's not the shaders not loading in. I've waited forever.

neon bough
#

any errors in the material nodes when you open it up?

zinc cave
#

no

grim juniper
#

Are you using nanite?

zinc cave
#

I may have activated it previously...

#

on a project level or for that asset?

grim juniper
#

I just heard only opaque materials work with nanite, so no two sided foliage or else it just uses the default checkerboard material ยฏ_(ใƒ„)_/ยฏ

#

but it looks like the materials themselves preview as checkerboard in the content browser, so it might be something else

zinc cave
#

hmmm

summer turret
#

is there an out of the box time of day feature in ue5? like a day night cycle?

neon bough
#

there's a get game time node which is halted by pause, which you can modulo divide by anything you like, that pretty much gives you a daytime

summer turret
#

woah

#

is that a ue5 only thing? never came across that in ue4

neon bough
#

it's also in ue4

zinc cave
#

Ya, none of my Bridge assets' materials work now in UE5.

#

Not sure what I did.

vestal seal
#

anyone have some experience with ALS v4? having a weird bug

tulip oracle
#

Is there a way to scan a qr code or some code like it, and then activate an event in blueprints such as a card being played??

kind spear
#

Hey, this is in the UE5 early access but I think this is something I'd run into in UE4 too (I'm a bit new to the whole realtime thing)
Basically I made this 8k png heightmap that I'm trying to import as a terrain in Unreal, but I just get this weird stepping effect. Has anyone ever had this happen and maybe knows what I can do to fix it, or what I might be doing wrong?

dapper hatch
#

How can I make a change in child actor variables?

kind spear
# grim juniper is it a 16 bit png?

I'm actually not sure how to double check that, but I assume so - it's exported from Houdini and the export node doesn't really have a setting for 8bit vs 16bit

#

Actually, I think it's 24bit? Didn't even realize that was a thing for png's

grim juniper
#

I'm checking random PNGs on my PC and they also say 24, but I know they're not 16 bit. I don't know what this is about

kind spear
#

hm, weird

grim juniper
#

I just know that if it's not 16 bit, then it doesn't have the depth to store all that height data and it'll be stepped exactly like that

kind spear
#

Do you know if height maps usually go below 0 or over 1 in rgb values then in 16bit files? Because I remapped mine from 0 to 1 (black to white)

foggy raft
#

Anyone know how to track down what's being used on the "World Tick Time" ?

#

Using UE5 if that makes any difference

grim juniper
kind spear
#

Gotcha, yeah I feel like this should work then... this is my import settings if it matters, and then I just hit import and I get that stepping :/

#

I've been trying to read up on if I'm missing something but I haven't found anything so far

grim juniper
#

Maybe the 24 bit has something to do with color

kind spear
#

hmm, I'll try to find a more in-depth video course/tutorial on exporting terrains from houdini to unreal I guess. I was just hoping to avoid the multiple hours long videos if possible but yeah I have no idea what the problem could be. Houdini should be exporting 16bit png's anyway

#

Maybe 8k just isn't enough resolution for a 1x1 km terrain?

sour mango
#

Hey everyone! I'm trying to install Unreal Engine and nothing is showing up in the launcher to install - any ideas?

#

Like i can't even click the '+' button or anything ๐Ÿ˜ฆ

grim ore
#

try restarting your pc

sour mango
#

yeah we just did that and also uninstalled and re-installed everything to no avail ๐Ÿ˜ฆ

#

is there any other way to install unreal engine?

grim ore
#

not easily. clicking the install engine button at the top does the same?

sour mango
#

woo okay actually on the SECOND restart it worked! Thanks Mathew ๐Ÿ™‚

dapper hatch
#

So it looks like these. So after a spawn, how can I change name of BP actor?

kind spear
# grim juniper Maybe the 24 bit has something to do with color

I sort of figured it out! I had to use another node in Houdini to render the png and force it into 16 bit, then it does seem to work. Still looks surprisingly lowres and therefor a little bit "steppy" even with an 8k heightmap though, I guess I gotta push it even higher maybe, or just use displacement and/or bump textures.

pseudo pulsar
#

Hi! I'm having an issue with my project's editor launching. I thought since it was getting stuck on 45% that it was just compiling shaders, but it's been about 3 hours, and I did do some setting changes prior to it restarting so I'm getting a little suspicious that it might be something else.

grim ore
#

@dapper hatchdo you have any more info, the question is confusing. Do you need to change that when you spawn it?

#

@pseudo pulsarwhat is your CPU usage in task manager?

pseudo pulsar
#

0%

grim ore
#

what tasks are running under the first one? and you have 2 loaded might need to kill one

pseudo pulsar
#

Just my project's name. Also I'm realizing I have way more than just 2 UE4Editor's saying their open. I'll try closing all of them and then relaunching to see if that fixes it.

#

P.S. I love your videos. They're so incredibly useful! ๐Ÿ™‡โ€โ™€๏ธ

dapper hatch
grim ore
#

yeah I would say restart and try again. and yes 45% is compiling shaders. If its at 45% and your cpu use is 80% or more you are good

#

@dapper hatchyou need a reference to it somehow from the thing that wants to change it. So the question is where are these 2 things at?

#

if your adding it, then setting it, after that you should be able to get it

#

probably get the child actor like you have it, then cast it to the correct class, then get your variable

dapper hatch
#

@grim ore That's what I did, but still for some reason name doesn't refresh.

grim ore
#

see if the cast failed

#

your adding a child actor, then settings its class to the class it already is? does that not seem weird

dapper hatch
#

@grim ore all good! I figure it out. I bypass text to text render, and changed straight text render, and now all good

pseudo pulsar
paper sphinx
#

Hey guys i need desperate help. I need to make a certain object or material not be affected by raytracing and instead be rendered with rasterisation. Is this possible? Im using movie render queue

#

ok nvm im just going to use stencil layers

plush yew
#

do you guys think we will see a 64-bit coordinate system in UE5?

grim ore
#

There is/was plans but nothing like "its gonna happen at XXX time"

kind dew
#

Okay now I'm having an issue where, if I run PIE, create/ join session works great, but when I try to use 2 stand alones to join a session. The one joining the session errors out and can't join. This is the error in the logs:

LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: , Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2

LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: , Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver IpNetDriver_0
LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost.
[2021.05.29-23.28.37:816][383]LogNet: NetworkFailure: PendingConnectionFailure, Error: 'Your connection to the host has been lost.'
[2021.05.29-23.28.37:816][383]LogBlueprintUserMessages: [BP_SGKGameInstance_C_0] Pending Connection Failure
[2021.05.29-23.28.37:816][383]LogNet: DestroyNamedNetDriver IpNetDriver_0[PendingNetDriver]```
grim ore
#

are both standalones on the same machine?

tulip oracle
#

Is it possible to create a card game like yugioh

grim ore
#

sure

tulip oracle
#

Because I am new to programming

#

I am trying to create a game of yugioh that involves real cards but they show up on the monitor

kind dew
runic narwhal
#

Is there a "design chat" or some place that's good to bounce around ideas on various design challenges, best practices, that kind of thing?

#

Thought that existed at one point in time.

last dune
#

Unreal Engine 5 ๐Ÿ˜ณ

plush yew
#

is there any sort of thing where we can share our projects

woven elk
#

As I remember when I download the projects from marketplace I told it to install to my slave drive. how come it creates a copy on my C drive is it safe to delete it?

grim ore
#

downloading goes into the cache, installing goes wherever you want. You can change your cache folder in the settings in launcher. Yes it is safe, you will just have to download them again if needed

past stag
#

Hello, does anyone know what ark survival evolved uses to be able to have 144km2 large world and peer to peer multiplayer?

#

and players can be very far apart

#

and still be playable without floating point issues

plush yew
#

Hello can anyone tell me how to play in full screen mode

#

i just wanted to record a clip

grim ore
#

package the project and play it, or tell it to play in standalone then open the console and set it to fullscreen

plush yew
mystic holly
#

How could I do a OnHit for landscape?

drowsy snow
marble silo
#

Are there any resources on how to get finger tracking set up for the valve index controllers?

marble silo
# mystic holly Youtube?

Been looking all over youtube but I can't find anything useful, maybe my googlefoo just needs some help

mystic holly
#

That sucks

marble silo
#

frfr

mystic holly
fast ginkgo
#

Can you get the Modes tab to spawn elsewhere than on the left of the main viewport? No matter where I dock it, it always spawns back to the left. No other tab does that, which is very weird.

#

If I undock it, it remembers to spawn undocked. But if I dock it anywhere else, it just ignores it.

fast ginkgo
#

After some more tests, it can dock & save position to the top and left most position. That's it, dock it anywhere else and it's just ignored.

glacial mason
#

Can someone recommend a good guide to start using unreal engine? I just started and know basically nothing about it, my eventual goal is to recreate my neighborhood and have some climbing and shooting mechanics.

grim juniper
fathom locust
#

question: what are the requirements for a character to be possesable?

novel wren
#

I need some help with texture painting on a landscape. All the tutorials for the thing im trying to do are 4 years old. I dont want to explain it without getting an answere so if anyone can help just dm/ping me. Thank you!

novel wren
#

yeah?

sullen rain
#

Guys anyone know why my shaodw looks all broken up in composting (Nuke/AE)

novel wren
sullen rain
#

in unnreal it looks perfect

novel wren
#

oh

#

can anyone help me tho?

glass imp
#

Hi guys, I have a question on large worlds. We have one light (sun light) which is not moving and we have set it as static, and then we have a number of other dynamic lights. On large levels the static build data is quite big, example one level has 744Mb of Build data file. I know that static light should have better performances than full dynamic lights, and this is why we use it, but at the same time I'm wondering if such large datafiles are going to be detrimental on the other side on memory and loading times. Are there guidelines on that?

honest vale
#

@plush yew what do you mean 5-6 ms missing?

#

GPU took 12.5 ms to render the frame after being told by the rendering thread (draw time)

#

draw time is the CPU time it takes to submit stuff to GPU and GPU time is the actual rendering time by GPU

#

I think while GPU is rendering frame N then the game and draw threads are already preparing frame N+1

#

the frame time is a maximum of one of the times there

#

not a sum of them

pulsar ruin
#

hello guys can i share a Nintendo switch game on epic store?

steady vale
#

both are set to block btw

#

projectile and static mesh ar set to block

tardy birch
# steady vale projectile and static mesh ar set to block

Make sure your projectile has collision geometry. You can check by opening the mesh and clicking "Simple Collision". If it doesn't, you can go to Collision in the tab above and choose a primitive, or in the details panel under Collision Complexity you can set it to "use complex collision as simple".

plush yew
#

the project is of older version of ue4 how can i open with latest version of ue4

tardy birch
sudden olive
#

what option do i use

#

so instead of destroying point light

#

it gotes for example red

limpid pier
#

The wheels are moving with stuck to the ground, can anyone help?

drowsy snow
#

Enlarge the hole and I might have a 5.25" floppy disk lol

plush yew
#

which color would look cool for my character

thick herald
#

Pink.

plush yew
#

how do i fix this

tardy birch
tardy birch
plush yew
#

why there is no execution pin in this

steady vale
#

i tried all the four options

plush yew
#

was it removed in the latest version of ue4

severe warren
#

hello

#

does anyone know how can i paste these parameters?

#

why does a projectile have gravity despite me disabling it

#

nvm figured it out

native bough
#

How to add and play two cameras in runtime.... My game is.... driving a car and to view the traffic from back I want to add another camera and both must me run during play

drowsy snow
versed lion
#

Hey guys, is there a way to make the engine load all the levels on start so it wont stutter when changing from level to level?

drowsy snow
versed lion
#

ok...

drowsy snow
#

You can put all your levels as sub-levels into one single level, and the engine will attempt to load them all, unless you specifically use async level streaming.

steady vale
#

how can i use a public variable of one blueprint to another?

versed lion
#

@drowsy snow Much thx

fierce tulip
haughty adder
#

Ohh

haughty adder
fierce tulip
#

depends on what you need.
probably you wanna hire a freelancer

haughty adder
#

I cannot. That channel is locked for me

buoyant graniteBOT
#

:triangular_flag_on_post: GameDevAndCoding#7775 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
autumn grail
#

Few days ago someone posted here a discord server for exclusive multiplayer help , does someone remember it?

grizzled bluff
#

Hey guys, Im having trouble firing a bullet to the mouse position in a 2d platformer. Can someone help me?

molten agate
#

i am having extreemly bad performance while upclose to any type of foliage performance is fine far away but when i come abit clos the fps tanks drasticly

vocal herald
#

how can I press resimulate button in Procedural Foliage Volume from a utility blueprint?

sudden olive
#

I just duplicate blueprint of enemy because I wanted to make 2nd stronger but there is error I cant to fix

thick herald
vocal herald
#

there is a simulate node but for a foliage spawner and not volume

#

there is a node in UE5 tho

versed lion
#

Is there a way to change the packed game logo?

thick herald
sudden wing
#

Hey guys, just joined this server, hopefully I'm able to get help on this problem. I feel like it's not major and that I'm just overlooking something. The outputs for the branch are SUPPOSED to do the same thing, but they don't. Is there a reason why?

#

If the branch outputs false, the actor moves to (0,0), but if outputs true, the actor moves to the intended location

#

this is the Move to Hit Location function (already made by UE4)

versed lion
#

@sudden wing I am using this type of movement to my top down project

#

Ignore the interact node and the get examine location (custom nodes)

#

Move player to function:

#

Hope it helps ๐Ÿ™‚

sturdy trail
#

Can someone tell me how to choose the (default?) Character I play as in my game? This video I'm watching says it's in maps and modes but it's not where it is in the video??

versed lion
#

@sturdy trail

#

over there you can choose the gamemode and the player character

sturdy trail
#

Oh that was fast! Thank you

versed lion
#

np ๐Ÿ™‚

sturdy trail
#

Oh mine are all grayed out.. do you know why?

versed lion
#

Choose a gamemode

sturdy trail
#

Game Mode Override isn't and it's selected to none

#

Oh I figured it used the one I just made sorry

versed lion
#

good luck ๐Ÿ™‚

sturdy trail
#

Thank you

plush yew
#

looking for material with local grid texture

sudden wing
#

@versed lion I'm trying to understand why Get Hit Result Under Cursor for Objects is ignoring when I'm clicking on a different object type than selected. Like below, node is set to check for WorldStatic, but when I click on a pawn, it moves anyway

#

If I set the array to "Pawn," then I click on anything other than a pawn, it moves to (0,0)

#

Is that a bug?

versed lion
#

I am not that familiar with that node and the method, sry the pictures I posted are simple checking if the actor it hits has a blueprint if so it will move towards it, simple as that.

sudden wing
#

hmm

#

do you think if i upload a quick GIF you might be able to help?

#

to kind of show what's happening, because it's strange behavior

versed lion
#

Not sure if I can help as I said I am not familiar with this but you can always upload so maybe other users will hop on the boat and try to rescue your issue

supple totem
#

does the browse button on the localization translation screen not work for anyone else?

sharp crest
#

Is there a way to use the UE5 UI in UE4?
Like copy the UI folders over from UE5 to UE4 or something?
To make the UI dark flat look, like in UE5

gray narwhal
#

Hey all. Anyone know where blutilities have moved to? I'm following along with the tutorials and they appear to have moved where you can create them.

#

Ahhhh kk its now "editor utility blueprint"

flint rover
#

Anyone got any good resources on how to optimize foliage? I am making a scene which is based on this reference:

#

I am adding some foliage through a procedural foliage volume but just adding grass from megascans tanks my performance

#

Are there some tricks to it?

#

I'm a beginner to make it clear

#

i'm running a decent comp with 3060

lime egret
#

I want to export a normal map but it only lets me do these file types. any way to export as jpg or png

sudden olive
#

f

kindred viper
#

@lime egretexport as BMP and convert it

lime egret
#

got this error

zinc cave
#

If it's a hero asset--as high as you can. BG foliage can be 2k or so.

lime egret
#

and the image that came out freaked out

flint rover
plush yew
#

Anyone here familiar with the VR expansion plugin? I changed into it but can't seem to get snap rotate to work right. I can move around, but turning isn't working.

zinc cave
#

I posted this a ways up, but it wasn't answered. I'm going to bump my question today if that's OK.

Anyone know why in UE5 my megascans assets' materials aren't working? The materials are checkered, and never load in. Thanks in advance!

hidden sparrow
#

Can someone help me with the Now node? I connected it to the text and it shows correct time but it says 9PM instead of 21. How do I change it?

jolly steppe
#

I'm using cloth physics for my character's ponytail and the ponytail is a separate mesh from the character, but I'd like the hair to collide with the body. Does anyone know how I can do this? My character does have a physics asset.

#

That's what the hierarchy looks like atm.

#

atm, the hair goes through the body.

#

using clothing material for the hair.

#

This is what I'm trying to prevent

zinc cave
#

It's interesting Torb--even pro studios have this issue sometimes.

jolly steppe
#

I think I might be doing something wrong or missing a setting. I'm sure it would work if the hair was a part of the mesh, but I'd like to have different hair options (and it's just easier to work with stuff in parts) so the pony tail is a seperate mesh and parented to the body

narrow mauve
#

Hm. Does anyone know what they use to offset the rays for volumetric clouds

#

Digging in the code I dont ..see it anywhere

#

Makes me think they are just brute forcing it

#

Which are?

#

I never used unity before

#

I come from a 15 years ago in source XD

vocal herald
#

Can I convert Instanced static mesh into a Static mesh?

narrow mauve
#

Ah prefabs

daring schooner
#

anybody knows if there's a way to know when a SceneCaptureComponent2D starts and finish rendering? the docs are super unhelpful on this

#

docs seem super unhelpful in general in my experience at this point
half the features I looked up have little to no documentation on them

last dune
#

my Unrea Engine 3 robot ๐Ÿ˜Ž

narrow mauve
#

UE docs are kind of trash. Whoever writes the Docs seems to be under the impression that by putting the word of the thing you want to know into a sentence that it automatically makes sesne. Example; "I wonder what Smibbling does?" UEdoc: "Smibbling: Smibbling is smibbling"

daring schooner
#

the doc (read : single page) for the water plugin has like 2 sentences for the fluid simulation tools, but don't tell you where to find them and also don't tell you that they don't work by default

#

I have zero experience in c++ so I guess I'm screwed

#

I mean I literally need it
I'm doing a thing inspired from portal except instead of flat portals it's 2 spheres
I need to know when the render for each portal starts and end so I can hide and unhide the spheres otherwise they show up in their respective renders, making it impossible to see through them

#

also would help cause right now I move each portal's camera in event tick which results in each camera being "late" compared to the player cam's movement, making the portal not line up when moving

#

ah

#

doc isn't very helpful on what "owner no see" actually does tho

#

thanks

flint trench
#

Any idea why static skylight would just not work at all? I set the following cubemap setting and it works fine on movable, as soon as I set to static it has no effect

#

movable

#

static

daring schooner
#

that fixed the issue of each sphere showing up in their respective renders
still got the issue of the cameras lagging behind and also, one of my sphere is 100% white/black/whatever clear color I set on its render target, despite said render target clearly having stuff rendered on it that i can see in the editor, and its material having the render target set

#

and its instance material

#

yeah I figured

#

just don't know what alternatives there are to event tick

#

oof

mighty jetty
#

Hello guys
After a while the drop down and contextual menus on my unreal editor become "invisible" and i have to restart the program ยฟany help with this?

#

Well i do get a warning about my driver version on startup

#

It asks me to "update" to an older version

halcyon canopy
#

How to i fix it?

#

do*

versed lion
#

Hey guys, I packed my game, does anyone knows how to set an Icon to it?

#

To something like that for example

daring schooner
#

changing the tick group to post physics seem to have fixed the camera lagging behind issue thing

#

only have to figure out why one of my portal doesn't render now

halcyon canopy
#

how to fix verifying sdk and device failed

mighty jetty
dry fossil
#

silly question but what's the difference between scalable and maximum quality when creating a UE game project?

obsidian nimbus
#

nothing that cant be changed later

dry fossil
#

I mean is it like URP/HDRP on unity?

obsidian nimbus
#

no and i dont know unity

unreal comet
#

So I'm still using 4.23 for my current project. I'm debating on upgrading to 4.26 but I wanted to know if you guys think it's stable and won't crash all the time. Also why is it that when I try to open a project in 4.26 from the Epic Launcher, it never opens unless I try to open it again and then it opens up two project instances. Annoying little issue there.

obsidian nimbus
#

4.26 is allright i think

dry fossil
obsidian nimbus
#

yea

fierce tulip
#

regardless of what you pick, you can revert/change it all without much headache

obsidian nimbus
#

now renaming a project is another story

unreal comet
#

I guess I'll try 4.26 out. I just wish it would open the projects once not twice

obsidian nimbus
#

avoid the launcher and add a desktop icon ๐Ÿ˜›

narrow mauve
# flint trench static

place your skylight just above ground level (in settings the skydistance set to 1 or some other small number. 1..10..20) and set solid color hemisphere to off

unreal comet
#

@obsidian nimbus Lol true! The amount of times I open this project I should just do that

dry fossil
obsidian nimbus
#

improve productivety by 20% stop using the launcher

unreal comet
#

๐Ÿคฃ

stray grove
#

Teaching myself gamedev in unreal the past month. really feeling this lately

obsidian nimbus
#

GPU crashed.. or it was removed ๐Ÿ˜›

versed lion
#

@mighty jetty Thank you bro

potent bridge
#

does anyone know how I can fix this navmesh? it seems to dislike the stairs and it has tears.

blazing pumice
#

so...Is there anybody who could possibly send me a message and talk with me a bit about landscaping in UE4? I'm not looking for tutorials, just a plan of action for myself going forward so I can get an idea of where to start

lean kernel
#

hey.

I wanted to try the landmass and water plugin. I added water and mountains. My Landscape was too small. I added a landscape tile to where a mountain was and after adding it all mountains + river dissappeared. My ocean is still present.
Do you know how to fix this?

polar schooner
#

When I build the lights, I get an error

#

Failed to connect to Swarm.

wet pond
#

is there a way to transform components using blueprints? I want the orange sphere to revolve around the green sphere in the direction I turn

#

^something like that

fierce tulip
radiant sun
#

Any quick way to rebuild navigation? I added a new level and for some odd reason that completely removed all navigation data, but the navmesh bounds are still there

grim ore
#

build -> navigation?

radiant sun
#

Yeah I couldn't find that, but moving them up and down seemed to help ๐Ÿ˜›

#

Never mind I am blind, ty lol

sudden olive
#

I duplicated enemy blueprint

#

can anyone tell me whats is going on

halcyon ice
#

are all ue4 icons low resolution by default

#

or am i not doing something right

versed lion
#

@sudden olive Try to re set the variable

#

Pull out the widget cast blue point and re-set it's variable

#

Then make a new self reference because the "self" is still belong to the first boss

radiant sun
#

It's important to note, just because the references on a duplicated blueprint are the same, doesn't mean that it's right. You will probably have to reference self again as the blueprint can't find it. Or at least that's what I've had to do every time I done it.

glacial otter
#

Why is Unreal creating this folder? Is it for python?

plush yew
#

Can anyone tell me why this is doing this? I am on UE4 and the particle is blurry when I walk. I am using local space

#

friends um how do i make a retro style horror game i cant find anything on youtube

grim ore
#

determine what "retro style horror game" is, break it down into parts, make the parts

fierce tulip
#

@plush yew could you please read the #rules when you have some time. thanks

plush yew
#

what rule did i break

gray narwhal
#

anyone know how to setup a "open file" dialogue box in blueprints?

late badge
#

is there a general recommended polycount limit for game grass with a high density or is this something just needs to be tuned manually? I'm looking at megascan grass but at LOD0 these things are like 4k triangles each. I don't have an idea of range is considered sane for not bleeding edge hardware but that seems insane. Should I stick with low poly billboard meshes?

odd steeple
#

Is there an official rigging tool for Unreal Engine produced by Epic? For bipeds and quads?

autumn grail
#

Hello , is it still impossible to override OnRep function on derivated classes?

fierce tulip
#

2/7

sudden olive
#

@versed lion ye not working xd

plush yew
fierce tulip
#

no, you posted the same question in multiple channels.
to avoid that, i politely asked you to read the rules so it does not happen again.

dusk tartan
#

Hello everyone, may i please ask for your help ? i'm really frustrated with UE4, i get this error " Unreal Engine is exiting due to D3D device being lost " everytime i use. Does anyone else has this issue ? Did you fix it ? ( UE4 4.26.2 ) Thank you.

fierce tulip
#

you might wanna search that specific error in the discord search bar/google.
besides potential driver errors it can be an error in ue4 that causes a hard crash, or a faulty gpu.
what worked for me until the gpu died was to downclock it a little.

dusk tartan
#

i'm not overclocking my pc, i trid the google search solutions and got nothing, i can't spend 15 min on ue4 without crashing and i can't save my progress ๐Ÿ˜ฆ

fierce tulip
#

i was not overclocking either

dusk tartan
#

i update every software i got ( related to ue4 ones like windows Nvidia ... ) and still nothing. I've seen a lot of people getting it too and no one says which is the solution xD

#

@fierce tulip i searched for it on discord and apparently a lot of people having the same issue

fierce tulip
#

its a variety of things, for me downclocking (an apparently slightly faulty gpu) worked.

dusk tartan
#

Thank you very much for your support

fierce tulip
#

for someone else it can be drivers, for another it might be that their house is on an ancient burial ground

autumn grail
#

Please : A repnotify variable does the notify function but does it replicate the value?

grim ore
#

yep thats the problem with that error, 99% of the time its on your side and it could be a variety of reasons so you just have to keep at it

dusk tartan
#

i wish someone has a list of all the things to try

grim ore
#

You can set a variable to Replicated, which means the variable produces a one-to-one copy of the variable that is replicated from the Server to Clients. Or you can use the RepNotify variable, which does everything that Replicated does, but also provides a Function that is called that executes on both the Server and Client machines whenever the variable it is attached to updates.

#

@dusk tartantheres no list is why, pretty much your video card is breaking down when its running UE4 and giving up. making it less stressed seems to be the common fix

autumn grail
#

"whenever the variable it is attached to updates" can you explain please

dusk tartan
#

I will try all the solution related to it, thank you so much for your support

fierce tulip
#

good luck

grim ore
#

explain what, rep notify is "replicated + function"

#

updates is when its replicated

autumn grail
#

ok thank you

dusk tartan
#

@fierce tulip thank you a lot

autumn grail
#

i dont know i have to call a Server event to replicate my variable

#

or i doesent work

grim ore
#

well how does replicated work?

autumn grail
#

the variable is not automatically replicated to all other clients?

#

I'm new with it

grim ore
#

replicated is server -> clients

autumn grail
#

so , i will create a server event for each variable setted in runtime?

grim ore
#

if that is how you want to update them, sure

autumn grail
#

I read this , but in this example , no event is called on the server , just changing the value of the variable automatically replicate the variable on all clients

#

it doesent work for me i don"t know why.

grim ore
#

you dont need an event, you just need the variable to be changed on the server

#

where are you changing the variable?

autumn grail
#

In the Armor_piece_BP , i have tried with switch has authority, it doesent work

grim ore
#

so where are you changing it? on the client or on the server

autumn grail
#

it is triggered by a key input

#

the server doesent know my keyboard inputs?

grim ore
#

well is the server pushing the key or the client?

autumn grail
#

the client

grim ore
#

then your client is likely changing the variable and that is why it is not being replicated