#ue4-general
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I mean ACF alone was pretty expensive.....
ACF?
I think you'll find you can get really far with free content/examples in UE4
In my mind, everything is accessible and possible through a free path
there isn't really a "must have" tool or plugin except for a couple of cases
also check out free marketplace content every month
i think it was 350 for acf + 180ish for the toolset.
then all the mawi content.
and brushify
๐ค what the hell have i been spending my money on ๐คฃ
Meanwhile me starting off with basically nothing but YouTube tutorials.
And it was 4 or 5 years ago.
I started before youtube so im a bit jello tbh.
I've probably spent about $300 on marketplace content during this sale. Basically cleared out my wishlist.
I have slight problems.
Even then you could save some money by creating your own implementation because you know what you're doing
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.
Or heck, even finding some good free alternative that the community made on GitHub, and repurpose that.
https://www.youtube.com/watch?v=PAs-9KGlVJc
Here you go ๐ made 100% free ๐
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...
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.
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.
run without source - save - restart editor. exit editor. Make all files writable - run without source- save restart editor.
Unreal's autosave is rather hit or miss. At times it won't be able to get the correct autosave files because (presumably) the check out thingy.
Either manually recover from the autosaves folder (it's in the project folder) or forget autosaving entirely.
thats how i get around when p4v screws up on mine
pros design around based on what is needed. For example poly count and trist based on what is seen on a specific FOV
That and most people with good marketplaces content want to help their customers.
That's an immediate ban for sure.
they left lmao
...
๐คฃ
Sneaky. Left the server immediately before mods and Manny take action.
it won't do them any good
luckily, discord's ban button still works
well they won't be back that's for sure....
any of these awesome mods can help me with this problem?๐ซ
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?
can someone help me with my ai
it can't see the player for some reason
OnTargetPerceptionUpdated won't actually do anything
it used to
and i haven't changed any of the settings for AIPerception
guys I need help
lol
well I need help on connecting and syncing to my friend's project with ue4 @drowsy snow
idk how it works
Use source control. (GitHub, Perforce, SVN, or Plastic)
but now I dont know what to do on my part
no tutorials show how to connect to one's project
only set it uo
up*
you probably want to clone it instead of just downloading it
how should I do that?
the github desktop client might be the easiest option
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:
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)
What..
fixed.. I think..
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?
how do you make the unreal water dark?
no color setting or anything.
there is also no light being shone on it
@rough knoll what's your material look like?
@lost sigil based off the nav mesh? What do you mean?
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 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?
it doesn't affect the speed of the character
it's basically only there to assist with pathfinding
speed of char is always max speed from the character movement component
Is there any way to reduce draw calls of thousands of stationary actors while being able to interact with the actors individually?
i wonder if there's a way to import cooked blueprints into ue4, or at least view cooked blueprints
since you can't really uncook them
Blueprints get converted to c++ when you package them I believe
is there a way to view the C++ then?
(i know some C++ btw, i just wanna know how these blueprints work)
I exported a 4k surface from Quixel Bridge and i don't how to scale its UV texture. Can somebody help me with this?
Use Texture coordinate node and multiply it.
okay but where do I connect this? sorry just a noob w/ unreal @drowsy snow
Oh, wait, maybe you can adjust it in the material instance.
where can I find that?
oh wait. is this the material instance?
yep
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
tried playing with the landscape sculpt and whenever I use it it create some sort of weird shadows, how do I fix this?
you gotta build lighting. hit the build button at the top
ahh i see
Or use fully dynamic lighting
where can I enable that?
set your lights to moveable
Just set every light to Moveable
okay thanks!
There's an option to cook the blueprints into C++ once you cook it it's obfuscated, from what I know
@wintry bobcat Lights moveable and disable static lighting in settings, also generating mesh distance fields has to be on
Is it worth buying stuff from the marketplace such as the Advanced Combat Framework?
all assets are worth it in some way
Gotcha, but as me being new to it I think it'd probably be best to just now spend the $200 some dollars right?
Nah it's not worth it at the moment I think.
they're good to learn from
i mainly just buy textures/trees/random stuff
nothing really noticeable
i'll show off a list of what i've got and i can recommend some stuff
I find that all big systems on the marketplace are really hard to adapt to your own project
they're useful for learning but other than that they tend to be... meh?
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
PIE has network enabled by default I'm pretty sure, it doesn't matter though
it's all stand alone network modes anyway
"enable network simulation" is disabled in the advanced settings for stand alone. Could that be it? I'm not too sure
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 ๐
I do not think many people would use a deprecated EOS engine.
There are still people using UDK, but it's a small group. Mostly modders for older games.
Unless you're a NetherRealm employee, you won't use UE3 for productive use.
their job listings go for UE4 since 2020 ๐
Next MK game probably uses UE5 ๐
@ebon bough UDK is alright, but time spent learning that is kind of wasted, but, it depends what you want to work as.
This started taking a lot of time all of a sudden, what could be the reason?
@queen wasp Try rebooting UE4
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..
hmm, did you backup before you did that?
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++ .. ๐
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
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... ๐
ahh yeah
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..
It looks like it is making some debug info of sorts..
recreate-addprimitive ...well, I'll keep trying things.
hi im trying to import a material instance into my landscape and this shows up. what do i do?
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
Do you have NVIDIA GPU?
Yes a 3060
what does this mean
Bruh thank you so much lol
Just "Fix Now"
Next time we should have mass protest on NVIDIA to fix their driver issues with UE4 editor.
can you tell me how can i change the speed of player only for 1 level
I'm a hobbyist with no ambitions to become a professional game developer, I just have a story in mind that I think would work well as a single player fps.
but I see what you mean when you say learning UDK is time wasted - if I eventually end up upgrading to UE4 I'll have to relearn everything then, right?
Yes, so might as well use UE4 already.
You may have 2 copys of UE4 open
First thing is, UE3's UnrealScript is not carried over to UE4, in lieu of Blueprints and C++.
Set max speed in the character movement, but save them per level basis
i have a variable with speed defined how can i do
Well it's not that you can't make things in UDK (Here's a level with default assets I made https://www.youtube.com/watch?v=WPGlYdo2CC0 ) I started there and transitioned to UE4 fine.
https://www.youtube.com/watch?v=wJJn9igmznc&list=PLL0cLF8gjBpqGJwEe5XL5mSL8UvwwVMKu Virtus really helped me get my head around things, since all I ever did was 2D monogame stuff.
Ue4 does have scalability settings too.
@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
No actually
The other window is the message thing
ahh right, where are you trying to save it?
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?
@rare pulsar Good question, one would assume it's for both.
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
I would assume there will be a warning if a none maxwell GPU is trying to launch the game
I see i was mostly wondering how well it runs what assets they used since they didnt use any landscape
Its Mostly Limestone Quarry from Megascans right if i see that correct?
@rare pulsar https://www.twitch.tv/videos/1036759038 Not sure if my video will help you but I explore and glitch out the new full auto rig
and pretty much just megascans stuff
but that video might be of use
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
it's in maps
i only found the main starter map
30-60 FPS with 3090 RTX i think i miss something right
that's what I got
Since i saw some Youtube videos with 120 FPS its not like there is better card then 3090
They really filled the whole map with only MESH ahhahaha
Really currious how it runs on lower End Computer That map for example runs a round 120FPS but sometiems dips to 90
Is it bad to do this rather than a landscape?
@dark briar Landscapes are only really a base then you put meshes on top
๐ฎ thank you, i suck at making a world map but that's a good idea
Anyone know how to solve this problem?i have try search on google,and regenerate visual studio files still pop this error
Yeah i am not sure if they used Mesh only to show the Nanite System or maybe you cant use Nanite on Landscape.
Ah yeah that works when you no longer need to edit it.
I may just do the same, so I'll give UDK a go then we'll see.
the alternatives for me atm are the Source Engine or making a mod for Call of Juarez 2 (it's a western), but I feel like UDK is still a better option than them
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.
I guess if you use 2K Textures with Nanite you could probably get best performance / Size for a Project.
can i open 2 levels at the same moment
@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
Can anyone help me in the feedback/support voice channel with some questions about ui ux? It has to do with pipeline and stuff
I was annoyed my surface pro 3 i think it was, struggles with UE4
@plush yew yeah sure I can assist
I'm just trying to bash my head against the wall on this modular sound system
Iโm there ๐ thank you
can i stop this lightning effect
unfortunately buying a new pc is not a priority for me atm, but I plan to get one around that price as soon as I can
can i stop this getting copied to clipboard
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?
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?
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
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
That sounds good, I've learned quickly here how to word my interests so they don't come off as poor shaming, haha, I want everyone to enjoy UE4, do you use a laptop or desktop?
[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.
it's probably that they have no simple collisions, you can use complex as simple collisions which might help you
@plush yew I'm not seeing what you're seeing, i'll need more information sorry
Like, holy shit, Control Rig is like time bomb
The more you work on it, it eventually killed itself.
That's strange, is your collision set to camera view or what ever it was?
@granite spire No mocking reacts please. I'm not in the mood for mockery.
anyone know what happened here? All I did was deleted a recorded take and it's flat out bricked my project
add in a clamp node and set it to 0.2-0.8 but add that to the alpha of your lerp
Sorry I thought you were being comedic, can I help you some how?
I don't see collision complexity field here...
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?
@granite spire The lazer is just a particle system
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. ๐
@jade surge that would say to me the particle system only works in view of the camera, I wonder if that's true
At least remove the react.
Other than that, I can redo 25 minutes of animating work myself while banging my head on the floor.
Well once you render the actor that owns the particle (lazer) it shows up forever
@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
@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.
why there is a cross sign on light
I love you
@jade surge
It doesn't matter. I've been fighting with this issue for weeks. Tried 13+ versions of drivers, Control Rig still causes GPU crash after prolonged use.
I'm glad, all I want to do is be loved here, I've already offended a few people by mistake, lol
@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?
If you have too many lights in an area you cap UE4's lighting "thingy" I don't remember the name of it, but that's it in a nut shell
Guys how can I fix it?
is it a C++ project?
yes
then try rebuilding it from source manually
I tried compile but It can't find it
open visual studio, select the project. Make sure "Set as Startup Project" is enabled. Then build.
so it means there is a problem
Here's the log.
@drowsy snow what's your GPU temps?
Here's the log.
You just gotta be more sparingly with your lights
@plush yew Protip: Use emissive maps where you can, they're cheap and effective lights.
hmm viewport invalidation then @drowsy snow . Perhaps a corrupted material or something?
Then again, Im just guessing
Could try using DX 11 and see if it helps. I get allsorts of issues with DX12
Can't tell at the time of crash, but usually it's around 60-ish degree celcius, and it cool down rather quickly.
sometimes an odd resolution can cause DXGI to force a reset of the viewport and if it retains the error, it can crash
but again, It's just a guess
Make sure there are no external apps running overlays too. Anything like MSI Afterburner, Nvidia Shadowplay/etc can cause it
@drowsy snow Hmmm, when did it start happening? (I'm also a computer tech that deals with these things)
its definitely not editor related, more Direct X related
Is it "Debug Game_Editor"?
I can't find it
@drowsy snow Also when did you last install windows 10 (I assume it's 10)?
After several minutes or around 1 hours of continuous Control Rig usage, and it's almost consistent if it's going to crash because of it.
@drowsy snow I assume it's Only that
difficult problems are always a 1 thing
but it's the most pain in the butt thing
I also don't have any overlay apps, other than Windows' built in Game Bar. I doubt that's the issue, because if I'm not using Control Rig, it doesn't crash.
it might be that too
@drowsy snow https://geeks3d.com/furmark/downloads/ this is a GPU stress test, run this for an hour or 2
FurMark - GPU stress test and graphics card benchmark
Not that I'm aware of, no.
All of my materials are usable even after the crash, and no compiling shaders going on restart.
Yeah the material was a guess. But this is checking the swapchain so it's related to Viewport specifically in this case
Might be worth redownloading/installing DirectX, or trying a different DX version for now. But I see a lot of this error with overlays
Can I add you=
?*
no
I suggest you go read the documentation on how to compile a C++ project
Compiling individual game projects using Visual Studio on Windows, or Xcode on Mac.
Thank you very much.
no worries. If you have other questions, ask in here. Its better to get help from many than one
Okay๐
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?
Scale box tends to cover such scaling issues. Anchoring to your Canvas Panel also
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?
@sharp tulip I think using it as a "child"
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.
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.
what does this mean
Go to that BP and debug it coz some logic is incorrect, or just try recompiling.
You must have changed something in another BP causing this BP to break.
Just look around and debug it.
@plush yew click the hyperlink so we can see it
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?
@neat ether You can set it to "consume input"
yo is UE5 actually 100GB?
no
how many GB is it, I don't wanna spend a sixth of my storage on a beta
just started the download, apparently 12.1GB? lol
W8 for it to install.
I think its close to 38
GB
oh thats alright, once i am done I'll uninstall it anyways
you dont need to install everything, for example andoid ios etc support are of little use when trying an early version
intalled its 17gb for me
Does a collision box keep track of the actors inside it?
You can use a node called "Get Overlapping Actors" I think
Or should I keep track of it myself?
I usually keep track of it myself but I could be wrong.
Seems sensible
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.
thanks :) I'm using a laptop atm, but I want a tower pc next so I can upgrade single components as needed. that's the issue with a laptop for me now
anything I should know about unreal engine 5 before downloading it
like its it really useless
VRAM
videocard ram
It says on the system requirements u need 8gb of ram tho
I am wondering if I should get 32gb or 64gb in my next dev box
You need that for UE4 aswell
Oh ๐
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?
wait if its laggy at under 5gb vram how the heck can it run milliions of polygons
i have 8gbvram i should be fine
?like would the same scene (static meshes only) perform better in ue5
Yeah you will be fine enough from what I have seen.
I dunno why people are saying that
the ancient demo in ue5 is 100gb
lmao my download is stuck on verifying
I might get a new laptop for graduation
Should I get a 2020 Razer Blade 15 from Bestbuy?
Oops
do we have an area for groom hair systems?
i have a question about stretchyness of the hair ;-;
or would that go into animation
okie ill try animation >.<
how to change the value of a variable only for a level
I'm building an army
Nice
Same, but I actually don't really play much Nintendo anymore. Zelda and Splatoon are the only games I'm interested anymore
If you've downloaded the sample can you upload the character's files and blueprints? I don't wanna download 100gb's of data lol
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
Yeah that's ok. They're open to everyone, a sample
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
there's the right BP. let me look for the character files but they might be too big for me to send
Oh, thanks anyway. I was looking for the whole character.
I'm zipping the folder now
๐ let me know if you can upload it
files too powerful T_T
hmm. anywhere else I could upload it?
man look at this hair!!
https://gofile.io/welcome is a nice alternative
yeah they really worked hard on it ๐
woah, I can upload as a guests? :0
yeah this site allows that afaik
but I really don't know where they got the server money for that kind of service ๐
nice! gonna put an expiration date of by Monday though
just cause yeah. idk where they get the bandwidth xD
not a problem I'll download it right now
oh jeeze! it's s slow upload!! o_o
oh, how much time does it say left
that's a bit much :/ will you continue to upload?
Yeah. I I think I'll have to leave for work before it finishes, but I can check it at work
thank you ๐
np!
man, free upload site must be at the expense of upload speed ><
hard to complain though
oh I thought that was your original speed
what's the original speed tho
my ISP gives a max of 8 mbps here ๐ฅฒ
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 ๐
5 mbps checks with the value you're getting
really?? : (
yeah generally we don't use upload speeds apart from emails ๐
5mbps converts to 625 kB/s ๐ฆ
I'm using a converter too shhh ๐
8k textured prob
yep but I don't think a shipped game would use them
disk space is important these days
Yeah, I guess I should have known her textures would be so big. I knew the environment assets would be.
he make render for flex so he wasted time
Can we not play the same demo that was at E3?
They haven't released that
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?
@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
@stiff sky what do you mean exactly?
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
@vestal gate What are you trying to do?
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!
โบ Resources: https://www.devsquadacademy.com/resources
Unreal ...
this tutorial
at 7:00
@vestal gateits not on the mesh, look at the tutorial again
he literally tells you where it is at that point in the video...
im using a 4 viewport setup--1 view is 3D, the other 3 are 2D orthographic. zooming/moving in one orthographic viewport moves all of the orthographic ones at the same time. I don't want that to happen
It's not terrible, I really like the lumen global illumination, but lumen reflections don't looks so great.
it's probably not meant for super sharp reflections
also here's that download link for the character assets https://gofile.io/d/zGfHh5
expires Monday morning at midnight eastern time so technically Sunday
it is what it is, epic themselves said 'mirror like' reflections are still yet to come, also the transition between ssr and offscreen is a bit harsh yet in general
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
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.
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
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 : )
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
yeah but that's good advice for me cause I make my own materials a lot of times.
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
yeah glad i could help then
just in case if you're using the scans lol
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. ^^
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
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
what scale did you bring the animation in at?
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
Is there a way to prevent Launcher to open a store web page?
I have the same one scale on the mesh and bones
ok.. so.... what scale did you bring the animation in at?
might also consider the Blender UE4 addons out there
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? 
how common is it to change the default world scale? ie from 1 cm to 1 m
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
gotcha
deleted some files and need to undo and pull the latest from Perforce. Pending Changes -> Right Click -> Revert Changes -> now what?
could it be athat a plugin designed for a newer version wont run at all on an older version
yes... that's a weird question
im new to plugins
if the plugin uses code that is added in the new version, it wont work in the older
not sure about that but im gonna assume thats the reason why it wont build
Does anyone know if its possible yet to import a tiled terrain into UE5 EA ?
why does UE use 40gb system memory to import a 45mb fbx... -.-
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?
anyone know why I've got some weird holes in my navmesh? been messing around with recast to fix
could try to reduce the agent size radius, or to bump up the navmesh resolution
can I use destrucible mesh in a particle?
I want a destructible mesh with custom gravity
is there any easy way to bulk convert materials to material instances
while keeping their static mesh dependencies up to date
yeah i've tried that
doesnt let you replace materials with material instances
only normal materials
oh rip
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?
wouldnt this be for #ue5-general
Already posted there, no one answered yet.
I'm entirely new to this. I don't know how to navigate these programs to even "try". Figured I'd ask the professionals.
...
your question is if i dont have bridge intalled can I still use metahumans in ue5?
so uninstall bridge and try
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?
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
https://www.youtube.com/watch?v=8e_p2fljUYA how can i optimize this technique of vegetation while keeping the aesthetics
Learn how to create a realistic, animated, windy field in Unreal Engine 4 using Megascans materials.
Megascans
http://www.megascans.se
there is no smart assery, your asking for people to do your work for you and that really doesnt fly around here
Cause it's a question that literally takes 2 seconds to answer. But you'd rather spend MINUTES being a dick.
Thanks though.
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.
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.
<@&213101288538374145> should be banned alr
shrug you're going to just end up not getting help in the future if you want to think of it that way
โ
is this the place to ask for help
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
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
color? like the material and texture?
Probably also #metahumans
^^ and more than likely its due to the fact that Blender and UE4 do not use the same texture/material systems
I tried googling this but there is nothing...how do I disable mouse free look in unreal engine?
in the editor? when playing?
yeah when playing
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?
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
so its using the third person character, where you can see the person and move around?
yeah
but I didn't load the starter content. so it's blank with a player start and stuff like that
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
this q might have blent in , just pulling it ๐
ok
Do I open the blueprint of the character? I imported the starter content
Or maybe the gamemode blueprint?
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
ok
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
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
@near sundial Changing any structuring in C++ will generally break Hot Reload. Thats why people tend not to use it.
What structuring? What I should not use?
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.
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?
does nanite works with specific hardware?
no, except too old GPU
it's from Maxwell from Nvidia's side (gtx 7xx)
does that mean that uh
it can lower most cpu's usage when running a game
@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!
Compiling with the Editor Open Do's and Don'ts
No - Live Coding doesn't support changes to the .h file
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
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!
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
have you tried to move the decal closer to the wall?
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
I can fix it by forcing the scale, but at 1:1:1 it's off the png ratio
Is this one still available for download?
Explore, learn, and reuse techniques for the highest-quality interior rendering with our new sample project for Unreal Engine. Set in a small apartment, this sample demonstrates how to create convincing effects using real-time ray tracing that show off your designs to their best advantage.
You can access the Archviz Interior Rendering sample pr...
I'm looking at marketplace but I can't find it
might be under the "learn" tab
You're right, thanks a ton!
how can i animate a skeletal mesh component on my character?
New to Unreal: why isnt the terrain raising to meet my road/spline?
I have the "raise terrain" box checked on the deformation section.
does anyone know how to convert a world comp map to world partition?
@nova kernelhae you checked the docs on that subject? https://docs.unrealengine.com/5.0/en-US/WorldFeatures/WorldPartition/
you use the commandlet on each map but as far as i know everyone that tries it gets a bad parameter error
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?
I do as well. yes
trying to convert an existing, or make a new one?
yes, i followed it and never works, still trying
I tried using an exisiting, cant get to work.
When i make a new one, no way to import tiled world,
I think migrating existing content is "not working" right now ๐ฆ
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
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?
huh? you can migrate normal assets just fine (converted the whole infiltrator demo which was an 4.26 project) or is converting in place different from the migration option?
migrating existing content to world partition level in the context of what the issue was
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 ๐
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]```
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
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.
any errors in the material nodes when you open it up?
no
Are you using nanite?
I just heard only opaque materials work with nanite, so no two sided foliage or else it just uses the default checkerboard material ยฏ_(ใ)_/ยฏ
but it looks like the materials themselves preview as checkerboard in the content browser, so it might be something else
hmmm
is there an out of the box time of day feature in ue5? like a day night cycle?
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
it's also in ue4
anyone have some experience with ALS v4? having a weird bug
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??
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?
How can I make a change in child actor variables?
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
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
hm, weird
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
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)
Anyone know how to track down what's being used on the "World Tick Time" ?
Using UE5 if that makes any difference
Don't think so, they're just a lot more granular in between 0 and 1
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
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?
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 ๐ฆ
try restarting your pc
yeah we just did that and also uninstalled and re-installed everything to no avail ๐ฆ
is there any other way to install unreal engine?
woo okay actually on the SECOND restart it worked! Thanks Mathew ๐
So it looks like these. So after a spawn, how can I change name of BP actor?
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.
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.
@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?
what tasks are running under the first one? and you have 2 loaded might need to kill one
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! ๐โโ๏ธ
What I basically need is to figure out how can I access "Subscriber name" and change it's value using text variable inside spawner.
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
@grim ore That's what I did, but still for some reason name doesn't refresh.
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
@grim ore all good! I figure it out. I bypass text to text render, and changed straight text render, and now all good
Thank you for the help! I ended up restarting since it never was going up anywhere near 80% like you mentioned it should, and after restarting it finally starting taking up CPU resources then compiled just fine!
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
do you guys think we will see a 64-bit coordinate system in UE5?
There is/was plans but nothing like "its gonna happen at XXX time"
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]```
are both standalones on the same machine?
Is it possible to create a card game like yugioh
sure
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
Sorry for delay, Yes they are both standalones on thesame machine. Is that a problem?
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.
Unreal Engine 5 ๐ณ
is there any sort of thing where we can share our projects
#work-in-progress #released #share-your-stream
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?
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
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
Hello can anyone tell me how to play in full screen mode
i just wanted to record a clip
package the project and play it, or tell it to play in standalone then open the console and set it to fullscreen
how can i stop this lagging issue
How could I do a OnHit for landscape?
Again, package the project or play it in standalone mode and press Alt+Enter.
Are there any resources on how to get finger tracking set up for the valve index controllers?
Youtube?
Been looking all over youtube but I can't find anything useful, maybe my googlefoo just needs some help
That sucks
frfr
This video aims to show you how to easily implement the valve index finger tracking in to your unreal games. Please note that the Steam Input plugin is required: https://www.unrealengine.com/marketplace/en-US/slug/steamvr-input-for-unreal
Thanks I'll take a look
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.
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.
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.
question: what are the requirements for a character to be possesable?
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!
yeah?
this is an unreal engine server
in unnreal it looks perfect
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?
@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
hello guys can i share a Nintendo switch game on epic store?
why is it still not blocking each other?
both are set to block btw
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".
the project is of older version of ue4 how can i open with latest version of ue4
Find the project in the explorer by right-clicking->Show in Explorer. Then, right click on the .uproject file and click switch engine version.
thanks
what option do i use
so instead of destroying point light
it gotes for example red
The wheels are moving with stuck to the ground, can anyone help?
Enlarge the hole and I might have a 5.25" floppy disk lol
which color would look cool for my character
Pink.
how do i fix this
Go to camera, and click the small yellow arrow next to location and rotation
Drag out from the Point Light and search for the node "set light color"
ty
why there is no execution pin in this
ok i did but it still isnt working ๐ฆ
i tried all the four options
was it removed in the latest version of ue4
hello
does anyone know how can i paste these parameters?
why does a projectile have gravity despite me disabling it
nvm figured it out
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
If you want to look back in one button:
Simply switch the active camera to the rear view.
If you want to have inset widget of the rear view:
You can use ScreenCapture2D for that. Be careful though, as recapturing is super expensive on performance.
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?
By not using level streaming in the first place?
That's why loading screen exists though.
ok...
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.
how can i use a public variable of one blueprint to another?
@drowsy snow Much thx
@haughty adder you might wanna read the #rules and check #instructions
Ohh
Which chat shall i post that?
depends on what you need.
probably you wanna hire a freelancer
I cannot. That channel is locked for me
:triangular_flag_on_post: GameDevAndCoding#7775 received strike 1. As a result, they were muted for 10 minutes.
hmm if only I mentioned #instructions
Few days ago someone posted here a discord server for exclusive multiplayer help , does someone remember it?
Hey guys, Im having trouble firing a bullet to the mouse position in a 2d platformer. Can someone help me?
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
how can I press resimulate button in Procedural Foliage Volume from a utility blueprint?
I just duplicate blueprint of enemy because I wanted to make 2nd stronger but there is error I cant to fix
Get a ref to the volume, and use the simulate node maybe? Not tried it myself though
there is a simulate node but for a foliage spawner and not volume
there is a node in UE5 tho
Is there a way to change the packed game logo?
ah yeah my bad, I had context turned off
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)
@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 ๐
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??
Oh that was fast! Thank you
np ๐
Oh mine are all grayed out.. do you know why?
Choose a gamemode
Game Mode Override isn't and it's selected to none
Oh I figured it used the one I just made sorry
good luck ๐
Thank you
looking for material with local grid texture
@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?
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.
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
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
does the browse button on the localization translation screen not work for anyone else?
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
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"
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
I want to export a normal map but it only lets me do these file types. any way to export as jpg or png
f
@lime egretexport as BMP and convert it
got this error
I think you base performance on what texture resolution you choose--2k, 4k, 8k, nanite (foliage w/alphas can't use nanite yet).
If it's a hero asset--as high as you can. BG foliage can be 2k or so.
and the image that came out freaked out
It's using 4K textures from what I see right now
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.
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!
Thank you
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?
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
It's interesting Torb--even pro studios have this issue sometimes.
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
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
Can I convert Instanced static mesh into a Static mesh?
Ah prefabs
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
my Unrea Engine 3 robot ๐
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"
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
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
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
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
Hey guys, I packed my game, does anyone knows how to set an Icon to it?
To something like that for example
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
how to fix verifying sdk and device failed
In your project settings, Go under Platforms -> Windows. See Game Icon.
Make sure you produce the icon as a .ico file (which is not PNG, but can be converted using online tools for example) and 256x256.
From: https://answers.unrealengine.com/questions/397901/how-to-change-the-icon-of-your-game.html
silly question but what's the difference between scalable and maximum quality when creating a UE game project?
nothing that cant be changed later
will I need to spend hours reconfiguring stuff if I wanna switch modes?
I mean is it like URP/HDRP on unity?
no and i dont know unity
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.
4.26 is allright i think
ok, and what does target platform do? Will I still be able to build for any target?
yea
regardless of what you pick, you can revert/change it all without much headache
now renaming a project is another story
I guess I'll try 4.26 out. I just wish it would open the projects once not twice
avoid the launcher and add a desktop icon ๐
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
@obsidian nimbus Lol true! The amount of times I open this project I should just do that
oh yeah it totally is. I just avoid changing the proj name and usually choose a generic one
improve productivety by 20% stop using the launcher
๐คฃ
Teaching myself gamedev in unreal the past month. really feeling this lately
GPU crashed.. or it was removed ๐
@mighty jetty Thank you bro
does anyone know how I can fix this navmesh? it seems to dislike the stairs and it has tears.
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
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?
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
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
build -> navigation?
Yeah I couldn't find that, but moving them up and down seemed to help ๐
Never mind I am blind, ty lol
@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
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.
Why is Unreal creating this folder? Is it for python?
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
determine what "retro style horror game" is, break it down into parts, make the parts
what rule did i break
anyone know how to setup a "open file" dialogue box in blueprints?
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?
Is there an official rigging tool for Unreal Engine produced by Epic? For bipeds and quads?
Hello , is it still impossible to override OnRep function on derivated classes?
what rule did i break
2/7
@versed lion ye not working xd
i was being patient when needed help ???
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.
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.
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.
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 ๐ฆ
i was not overclocking either
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
its a variety of things, for me downclocking (an apparently slightly faulty gpu) worked.
Thank you very much for your support
for someone else it can be drivers, for another it might be that their house is on an ancient burial ground
Please : A repnotify variable does the notify function but does it replicate the value?
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
i wish someone has a list of all the things to try
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
"whenever the variable it is attached to updates" can you explain please
I will try all the solution related to it, thank you so much for your support
good luck
ok thank you
@fierce tulip thank you a lot
i dont know i have to call a Server event to replicate my variable
or i doesent work
well how does replicated work?
replicated is server -> clients
so , i will create a server event for each variable setted in runtime?
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.
you dont need an event, you just need the variable to be changed on the server
where are you changing the variable?
In the Armor_piece_BP , i have tried with switch has authority, it doesent work
so where are you changing it? on the client or on the server
well is the server pushing the key or the client?
the client
then your client is likely changing the variable and that is why it is not being replicated