#ue4-general

1 messages · Page 1006 of 1

autumn grail
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so in this case i need an event?

grim ore
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I dunno what you are doing, possibly

autumn grail
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ok

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thank you

grim ore
autumn grail
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I read a lot , its not so simple to go from theory to concrete usage

kind spear
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Hey, I hate to be "that guy with infinite questions", but...
I have a terrain in Houdini that I've been trying to export to Unreal Engine using tiling heightmaps and/or tiled meshes for more than a full day now. I've asked around in here and other discord servers, read through documentation and watched multiple videos on the subject, but I just can't seem to figure out a good workflow. Would anyone more experienced with terrains in UE be willing to hop in voice with screenshare and help me figure it out? I think that'd be the fastest way at this point

autumn grail
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Where are you calling "Input action Shoot" from? If you are calling it from the playercontroller then you need to ask the server to change the variable for you. Create a custom event which is set to run on server, and the call that event when you press the button. When the server changes a replicated variable the value is replicated to all clients and the the Repnotify function is also called on all clients (and the server). Hope this helps. and check this link as well: RPCs

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I need an event

novel wren
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Im pretty new to unreal. not 3d. but how do people get free Height maps for open world games.

sudden olive
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what should i put there

clever vault
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i will leave this here

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how do i remove the preview from socket?

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how do i undo the position here?

dapper hatch
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If I have 300 SM is there a way to automatically add them in array? Or only way is manually adding each with +?

drowsy snow
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No fricking way.
UE4 detects the MetaSound plugin. I don't know if this is going to work, it's too good to be true if it works in one fell swoop.

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Also managed to port UE5 actor icons to UE4.

drowsy snow
native bough
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As you may play Dr driving <mobile >game they have multiple cameras for rear and side view but I think that does not effect performance I want to implement like similar

plush yew
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rendering with 2 views will esentially cut your preformance in half

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iirc

drowsy snow
native bough
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How can I use multiple camera and display them to one view port by one player controller?

0

Hello, thank you for seeing this question.

For example, you want to make a game the content of which is like this. ↓

At the upper left of the screen, pictures of monitoring cameras are displayed, and the player can controll a first person carácter using main camera. Using monitoring camera, the player has to kill enemies and defend something important.

To make a game like this, you have to use multiple cameras and display them in one screen.

How can I do this?
.. This question is in documentation and similar like me but no answer

autumn grail
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Does someone i have experienced this issue: Set master pose component does not work in multiplayer?

gleaming creek
dapper hatch
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Does UE5/ue4 have triangle or instance cap? I can't get over these numbers lol

celest vapor
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I've been working on a grid system that I can adjust the X and Y values of and just regenerate the grid, Each grid square has an index. its generated row by row. I've been looking for a formula(s) to check if an index is on the edge of the screen (mostly the left or right side of the screen) Can someone help me find the comparison 'formula' to check if an index is on the left or right edge of the grid?
Edit: I would like the comparison to work should I adjust the size of the grid on the X or Y axis
Here is an image for reference on the square's index;

drowsy snow
dusk nebula
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So if I want to increase movement speed for a specific duration would I basically just set it to whatever amount and then reduce it by that same amount after a delay?

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It seems that simple but I'm wondering if there's something I'm missing

celest vapor
dusk nebula
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So I could use a timeline to make it decay over time, for example?

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Because it would output the value to set it to every tick

celest vapor
autumn grail
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it works in single player but not in multiplayer

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its executed by a multicast

rancid lynx
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Clicking a Folder in the UE 5 content browser now shows shit in SUB folders also. is there a way to toggle that ass backwards option on and off ?

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i didnt click c:/folderA/FolderB. I clicked C:/folderA X_x

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this new ue5 content window is extra chunky. so much blank space pads everywhere X_x.

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ahhh... "show folders" does more than just "show folders". it "includes subfolders in browser also X_x. interesting

dreamy schooner
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is anyone here a genius about animating widget actors?

drowsy snow
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Is it just me, or does UE5 actually start faster than UE4.26?

woven falcon
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HEAR YE HEAR YE

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BEHOLD

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the ultimate unreal engine mannequin

weak holly
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it says i have an infinite looping problem can anyone tell me whats going on

sterile tulip
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Dont forget to drink enough water :tumbler_glass: :milk:

rare sorrel
latent sonnet
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Is there a place where I can find someone to look over my blueprints for a bug?

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I'm having this really annoying glitch that I don't know how to fix and it's a bit hard to understand

humble yacht
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is it possible to use visual studio to debug andriod builds on andriod devices

plush yew
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Need good resources on Unicode stat

pallid talon
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Question, should Texture Streaming still be utilized in UE5? Or is it no longer necessary in 5?

dusk nebula
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can I just test if an input is being held rather than use an event for it?

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I'm not asking if that's preferable; I'm literally just asking if I can get a boolean from if a key is held

white marsh
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hello im new to unreal hoping to teach my self how to do this

drowsy snow
white marsh
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thank u

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ive been inspired time and time again it time i bring my ideas to life

fierce forge
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hello, is there a way to make a slow loop, like 50 times per tick ?

spare kernel
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That sounds wrong

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If the array is that big you need to do some time splicing over frames till its completed

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Then allow the loop to start again

spare kernel
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So either make it on s separate thread or do time splicing

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Ie x amount of time per tick till the loop is finished

dusk nebula
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hey I'm trying to use my input axis nodes from my movement input to determine which keys the player is holding but it's only outputting zero

spare kernel
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Well you need to get the time at the start of the loop then check after every element if time has exceeded then break the loop. Store the next index then next tick carry on from the next index rinse repeat.

fierce forge
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like i want my loop to execute "loop body" slower

spare kernel
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Till the array is finished

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You can not do that.

fierce forge
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but it's too fast

spare kernel
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Again you can not do that.

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And don't go putting delays in cause that will cause issues.

fierce forge
spare kernel
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You have a design flaw if you need to slow down a loop.

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So go rethink your design

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Maybe split things up.into chunks and do one chunk per tick.

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But no context on what you are doing.

fierce forge
spare kernel
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Like I said this is a design issue if you need to slow down a loop

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Your best bet is to time splice

fierce forge
spare kernel
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I'm 15 years of programming I have never needed to slow down a loop

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Nor even thought about it

spare kernel
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Timeslicing not splicing my phone replaced slice with splice lol

worldly lynx
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I have Unreal engine 4.26.2 installed and I want have Chaos in the editor but I dont see Fracture tool here!! how can I have it?

keen totem
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Is it possible to use intel realsense on ps5 or xbox usb ports with unreal?

forest steppe
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hello, I'm having a problem with 4.26 water plugin, I can use it in the editor just fine but the water material won't render in packaged game (it turned into the default material)

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has anyone experienced the same problem? is there any solution?

spice field
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Can a mod please help? I can't message @buoyant granite to put a job listing up.

wary wave
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if you can export it into fbx, then yes

haughty adder
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It works.

pure gulch
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when making third-person shooter game,
how do you ensure that the trajectory of the bullet from the muzzle is correct(Especially when the shot will penetrate multiple targets)?
Is there any way to correct the trajectory?

wary wave
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the first problem is defining what the "correct trajectory" actually is

hidden folio
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any idea why client 1 in a multiplayer setup would have netcode issues that 2, 3, 4 and so on don't have? i'm having the player character mount and become attached to a physics vehicle, and then having the physics vehicle move. for some reason the body of client 1 moves double what the vehicle moves, whereas the server and clients 2 3 4 remain fixed in the seat lol

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normally im fairly confident troubleshooting replications issues but this is just super weird given that i'm not trying to make specific character IDs be any different from eachother

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i assumed it was happening to all clients and then was really shocked to find out its only for client 1

pure gulch
hidden folio
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@pure gulch the way games do it is to do a line trace from your camera straight ahead, to determine where your "target" is, then the projectile trajectory is rotated to point towards that target

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get look at rotation from your projectile origin, to where the line trace hit landed

forest steppe
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nvm, fixed it... it's because I haven't set the use with static lighting flag in the water plugin materials

hidden folio
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its tricky if you're working with slow projectiles or arcing shot gravity type projectiles

wary wave
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you get disconnects between what players expect and actual behaviour, etc

hidden folio
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ah yeah ive heard of people trying even weirder stuff in the case of trying to allow for leading targets with slow moving projectiles

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anyway im extremely confused atm why a replication issue would be effecting client #1 and not clients #2 and onwards in a multiplayer test

finite nest
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I need help, basically i deleted running animation while trying to install walking animation on it. First off i didnt found any blueprints that lead to animations, secondly

molten agate
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IF anyone ever wondezrs why this happens i figured it out, it is because Raytracing was enabled on a card that doesnt support it.

vocal herald
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How can I instead of painting layers just use a texture in landscape material?

pure gulch
vocal herald
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I wanna proceduraly generate random textures instead of hand painting grass

hidden folio
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yeah thats tricky idk how exactly

digital nimbus
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@zinc cave Were you able to resolve the issue?

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Bridge materials does not carry any texture info in UE5. Idk what's the problem

woven osprey
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hi where could i ask about crashes and whatnot? i dont see any text channel pertaining to these. would appreciate it if someone can help because now my ue crashes 100% of the time

long comet
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Hi people! someone can help me with composite font to support chinese and japones language?

digital nimbus
# digital nimbus Bridge materials does not carry any texture info in UE5. Idk what's the problem

UPDATE: (FIXED)

So basically on ported projects, you have an "MSPresets" folder. On UE5 when you import a material from Bridge, the parent material does not get linked to these newly created material instances automatically. Just rename or delete the already existing "MSPresets" folder and next time you import a material form Bridge, a new 'MSPresets' folder with Parent material is created and after this point Bridge imports works as always.

old nimbus
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Looking for a friend who knows Unreal Engine, is around my age, and with whom I can talk to whenever I want.

drowsy snow
granite spire
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I just put taming in my little asset flipper

long comet
drowsy snow
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I think CJK Compatibility range alone wasn't enough. Let me open back my project.

long comet
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Thanks, you are awesome

old nimbus
drowsy snow
# long comet You can see that japanese and chinese doesnt work but korean works

These are my CJK range that worked for me. Those are:

  • CJK Compatibility
  • CJK Compatibility Forms
  • CJK Compatibility Ideographs
  • CJK Radicals Supplement
  • CJK Strokes
  • CJK Symbols and Punctuation
  • CJK Unified Ideographs
  • CJK Unified Ideographs Extension A
  • CJK Unified Ideographs Extension B
  • CJK Unified Ideographs Extension C
  • CJK Unified Ideographs Extension D
  • CJK Unified Ideographs Extension E
  • Hiragana
  • Katakana
  • Katakana Phonetic Extensions
  • Halfwidth and Fullwidth Forms
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It's quite a lot of a range, but I think that pretty much covers all the CJK characters.

gloomy ginkgo
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Guys help. I an trying to apply a material on my prop which I modeled in blender but the texture does not apply only color.

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Any help?

drowsy snow
gloomy ginkgo
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Yea i just checked

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My model does not have any uvs

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Why is that and how can i fix it?

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@drowsy snow

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Ooh i just did some search

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Turns out i have to generate uv map in my modeling software

old nimbus
drowsy snow
drowsy snow
old nimbus
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I mean

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The course is about Building Bettter Pipelines, and it seems like this course is for people who work in teams, and are professionals.

plush yew
drowsy snow
old nimbus
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Yes, I know that.

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But, bro, what I am trying to ask is, I am a beginner with basic knowledge of the editor, would it be right to learn this course now?

sudden olive
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When i create child blueprint class, am i somehow able to turn off some functions?

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that i made? like chasing for exmaple

drowsy snow
sudden olive
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@drowsy snow

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i get error when im trying to do that

drowsy snow
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Although I might less specific about my answer, so correction:
To override a function, override them via the side panel of the BP editor.
To override an event, use Bind nodes instead.

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In the node list, you should have something along the line of Bind Event to Shoot or something like that.

forest holly
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What's it mean when it just says "prerequisites" after hitting launch

drowsy snow
sudden olive
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Ok I still don't know how to override this event after all

forest holly
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Thanks

sudden olive
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although ill try one mor etime

void kraken
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What’s the cause for the code compiling takes like 12 - 15 mins just to compile after adding 1 empty class.

sudden olive
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@drowsy snow Thanks for help it works

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i cant move my gun

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i can change mesh to pipe but cant change size or move it in to enemy's hands

celest vapor
# plush yew how can i stop this

The spring arm that your camera is attached to has a check box called "do collision test" that you can uncheck and it wont collide.

celest vapor
# plush yew thank you

Idk if you want to but just in case you do, If you want to make it collide with only certain objects you could fiddle with collision channels it uses when doing the collision test or even make your own trace channel in project settings.

plush yew
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i have attached the muzzle flash to my gun when we click left mouse button but when we fastly click the left mouse button the muzzle flash disappears but the sound effect keeps coming

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any help?

celest vapor
plush yew
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the muzzle flash is at the end of the barrel

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the auto active is off

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so i activate it when the player clicks the left mouse button or right thumbstick trigger

celest vapor
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the function you showed, is that being called each time you click?

plush yew
celest vapor
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you're toggling the active. so you fire once it activates, you fire again it deactivates, you fire again it activates again.
with that every other shot will activate the particle system

plush yew
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when i release the left mouse button it deactivates

celest vapor
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ah

plush yew
celest vapor
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perhaps when you are clicking fast you're deactivating before it has time to finish

plush yew
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not that fast but having a gap of 1-2 seconds

celest vapor
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thats odd, do you reference the particle anywhere else?
I usually 'spawn emitter attached' and attach it to a bone on the gun or scene component

plush yew
celest vapor
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can I see the entire start shoot function?

plush yew
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start shooting function

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stop shooting function

celest vapor
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oh thats all XD
try replacing the toggle active with 'spawn emitter attached'

celest vapor
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yeah but you would attach to the gun and then fill in the attach point name as the muzzle socket name (case sensitive I beleive)

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nvm I see you attached to the gun lol

plush yew
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but its not working

celest vapor
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oh, make sure you set the location and rotation to the socket's world location and rotation XD

plush yew
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do i have to do anything in stop firing function

celest vapor
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no, this spawns a particle and will auto destroy it when finished

plush yew
celest vapor
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to rotate sockets you would rotate the socket in the skeletal mesh

plush yew
celest vapor
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oh, drag off of the gun reference and "get socket transfor" or something like that, I'm loading my project rn for reference

plush yew
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is this

celest vapor
plush yew
celest vapor
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If i'm not mistaken you need to set location type to world

plush yew
woven urchin
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Does anyone know where should i find, or how should i search for tutorials that are only for shader creating?

celest vapor
halcyon topaz
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hello guys, where are the setiings for the engine, like graphics, shadows, these, that the categories were low, medium, high, epic, cinematic?

drowsy snow
woven urchin
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i was playing 4 years ago with that one, but all i can find now is just old one, i need advanced, like making shader from scratch with functions, animatyions..., not only how to conect tekstures and setup simple power functions

inland gorge
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hey guys, do any of you have ever generated FileOpenLog in consoles?(ps4/xbox) i've been able to do this on PC but i'm having a hard time to do this in consoles.

drowsy snow
celest vapor
woven urchin
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what i need at the moment is making materials for buildings, hight blending, working with vertex paint, paralex maping, displacement for cinematic, playing with animated effects... I am doing reverse engendering at the moment taking free samples.

left mulch
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Hey there people. Hope I'm not interrupting much. I'm having trouble painting foliage. My landscape is a static mesh imported from blender which in exchange was taken from Unity. I'm selecting foliage tool and trying to paint, but brush doesnt appear. I have static mesh ticked in foliage, and as for collision I have selected the original mesh as Complex collision mesh. Collision preset - BlockAll. Is there something else I'm missing? Anything that could help me appreciated, even if it's another place to ask for help (x

woven urchin
restive yarrow
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scam?

wary wave
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world composition.

serene birch
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I want to make sure

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where does UE4 starts to fail?

drowsy snow
serene birch
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I don't like people talking in m² for that

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400km² is a square of side 20km

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if I'm not messing things up 😛

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failure from float accuracy issues is best measured in "distance from 0"

wary wave
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square meters != meters squared 😄

restive yarrow
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Guys watch the video, then you will know what he is talking about

wary wave
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I mean, I did watch it, but I'm not sure what your point is

restive yarrow
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I just told you

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This video says "400 square kilometers landscape and playable" where are in UE4 everything beyond 20 sq km start to fail , like physics floats and meshes start jittering. So tell me guys is this video a scam?

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^ this

wary wave
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I literally replied how it's possible - world composition

restive yarrow
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i once made a terrain that was 80 km long and 80 km wide and several things started to fail

drowsy snow
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Use the bloody World Composition.
Problem solved.

wary wave
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yes - world composition with origin rebasing should allow you go far beyond 20km

wary wave
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but in this case it's still 20km x 20km

drowsy snow
wary wave
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multiplayer is a whole different problem, but origin rebasing is the starting point

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the engine doesn't support it in multiplayer though

serene birch
drowsy snow
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Origin rebasing is for single player only.

serene birch
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which is > than 400 km²

restive yarrow
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in MP?

wary wave
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UE5 doesn't support much of anything at the moment, but in theory it does have 64 bit coordinate support on the way

plush yew
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how to get fonts for UI

mortal cedar
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Is there a way to undo the changes you've made to an asset or level without just quitting the editor and choosing not to save?

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Like unsave an asset

wary wave
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no

restive yarrow
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( in multiplayer as well )

drowsy snow
wary wave
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^ ooh, that, yes

drowsy snow
wary wave
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that should work for most smaller projects

mortal cedar
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@drowsy snow thanks

drowsy snow
native slate
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heyy
i'm new in UE4, and i'm learning with a tutorial that say I have to go to a section called "brush setting" in details' panel, but i didn't found it. is it deleted or my UE4 is bugged ?

native slate
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yes i think

serene birch
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Outer Wilds has the player move the whole solar system around them

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rather than move inside it 😛

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that works too

native slate
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I just want to set the brush type of a cube substractive

mortal cedar
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At what point do people recon floating point precision becomes an issue? My game is about 10x10km. But I haven't actually tested moving to the edges yet.

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Of is this only really an issue for space or driving games with like 100x100km+

native slate
left mulch
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Hey people. What are requirements for foliage tool to work on Static Meshes? I have a tick in tool and a complex collision set as mesh itself, but the brush doesnt appear. Anything else is required to paint it?

drowsy snow
wary wave
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10km is probably towards the upper limit of what you'll get away with, without origin rebasing, but it also depends on how much physicsy stuff you're doing

mortal cedar
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@drowsy snow my game isnt using world comp and it's multiplayer so out of the box origin rebasing isn't an option

drowsy snow
mortal cedar
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Some guy on a forum suggested 8km before it becomes an issue

drowsy snow
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Also, what's with influx of people wanting to make multiplayer open world all of a sudden?
I understand if it's open world single player, but multiplayer open world? (which is commonly used for MMORPG)

mortal cedar
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Isn't world competition for streaming levels?

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I'm generating my world around the players

drowsy snow
mortal cedar
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Ok good to know, hopefully I shouldn't run into issues

drowsy snow
wary wave
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big world multiplayer is optimisation hell, and I'd stay well clear of it with anything less than an experienced team, heh

cedar wave
mortal cedar
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In two years there'll be a bunch of valheim clones hitting the store. Including mine :)

wary wave
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survival games in UE4 tend to use heavily customised versions of the engine, FYI

mortal cedar
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Why?

drowsy snow
wary wave
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because UE4 isn't build for it and doesn't have the feature set

drowsy snow
cedar wave
native slate
wary wave
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UE4 sucks at long term persistence, multiplayer with large coordinate systems, large numbers of actors etc

mortal cedar
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Well I've built my own world generation system and networking for the world itself. But it's not a custom engine by any means

wary wave
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so people layer on a whole load of additional engine subsystems to manage it

drowsy snow
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For one thing, my game is single player only, but I still modify the engine. Because of manipulating the renderer to support deferred anime shading.

wary wave
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the difference between ~2000 actors needed for a small environment, and the 30,000 needed for a larger one, is... not easily ignored

mortal cedar
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I'm not using the standard replicated actors for things in my world yeah. Unreal networking isn't designed for that

wary wave
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that and in open-world multiplayer you have the whole sharding issue to deal with

mortal cedar
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You're not wrong but it's not an engine level customisation

drowsy snow
mortal cedar
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I'm just saying it didn't for mine

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But fair enough

drowsy snow
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Damn, I miss when people starting out making single player games, and not aiming for MMO cash grab attempts, especially if they less knowing what they're doing.

wary wave
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there are still plenty of singleplayer games out there

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I lament the loss of smart, small scale coop games though

serene birch
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the thing world origin rebasing and multi

plush yew
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HEY

serene birch
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that that mostly, it's big MMO like games that need to use that

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and they just have their own custom server anyway

long comet
wary wave
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games like Sanctum 2 and Deep Rock Galactic, I've lost hundreds of hours to 😄

plush yew
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how to edit ue4 default settings from ini files ?

drowsy snow
wary wave
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it's not a new thing tbh

mortal cedar
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Let them make MMOs if they want 😋

cedar wave
plush yew
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inorder to make it start with particular settings

wary wave
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UE community has been plagued by people wanting to make MMOs and large scale survival games since UDK went public in 2009

cedar wave
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This isn't something unique to UE either

drowsy snow
serene birch
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the game doesn't hook you well

torpid sequoia
serene birch
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I tried the free weekend with a friend and we both felt like we did all there was to it

drowsy snow
cedar wave
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People largely want to make the games that they are playing. Because that is what is currently inspiring to them.

wary wave
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yeah, I think the new player experience is not the best, and it encourages you to play on too low difficulty to begin with, so you miss out on the wax/wane intensity

drowsy snow
cedar wave
wary wave
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but there's quite a lot of content, and the more complex caves can be quite challenging at times

serene birch
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Nanite solves the easiest part of making an open world game: getting the assets to fill the world with

drowsy snow
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Lumen, though, it's a heck of a magic bullet alex

serene birch
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all that's left is the huge manpower for filling the world 😛

torpid sequoia
drowsy snow
fierce tulip
#

if you see how much time and effort they put into biomutant, only to read in reviews the world is rather boring (but beautiful)...

serene birch
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that only gives you the assets 😛

fierce tulip
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and thats 8x8

cedar wave
#

It's incredibly difficult to make an open-world interesting

serene birch
#

Biomutant at only 65% review on steam, that must hurt

fierce tulip
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oddly enough, botw (depends on who you ask) does feel interesting. but that is because the few mechanics that are there, are implemented everywhere

torpid sequoia
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. _ . It is - to make an complex open world where everything is integrated with each other,

drowsy snow
wary wave
#

good open world games come in two categories; systems-led sandboxes, and content-filled spaces

fierce tulip
#

people nowadays refer to bland open worlds as "Ubi-worlds"

wary wave
#

most people don't have the capacity to build content-filled spaces, which is where Biomutant failed

serene birch
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UE5 will solve the part where you need a big engine team to write the engine for your open world

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you'll still need a big team to fill the world and write the gameplay for

wary wave
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IMHO Satisfactory is a good example of the kind of open world game a small(ish) team can build - because there's almost no content outside of those that drive the core gameplay mechanics

serene birch
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is it procedural generation too? I don't remember

wary wave
#

it's not, fixed world

torpid sequoia
#

Still need all other types of optimisations ;-; geometry optimisation (LOD etc) was a small part which every game (big or small) used

serene birch
#

well, then there's no doubt it's entirely on it's core gameplay 🙂

drowsy snow
drowsy snow
torpid sequoia
#

I wonna see how new mesh pipeline programming works with all of this,

#

The trusty vertex shader has served us well over the last 20 years, but the time has come to take the next step in technological innovation. Mesh shaders apply the full power of generalized GPU compute to the geometry processing pipeline, unlocking a new level of flexibility and performance. In this video, you will learn the basics of Mesh Shade...

▶ Play video
drowsy snow
#

BTW I should test Nanite with that infamous Nefertiti bust scan, in lowspec hardware.

#

I'm genuinely shocked that Epic managed to get Nanite worked in DX11 at all.

woven osprey
#

Hi! Where could I ask questions about ue c++? 🙂

woven osprey
#

thank you!

drowsy snow
#

Though that makes me think...

Is packaged UE5 game even worked on Windows 7?

serene birch
#

well it's DX11 no? so no reason

long comet
#

@drowsy snow Hey, asian language works, thanks ! you are awesome!

tacit moon
#

I'm playing around with the default Unreal third person project and removed the walls and had the character jump out. The player is destroyed after it falls a few meters. How would I go about finding what destroyed the character?

#

I don't see a collider and the player controller is just the third person controller.

paper sphinx
#

Guys I need help fast. Im using an animation blueprint in sequencer to render with movie render queue. This was working fine up until today where movie render queue is no longer playing the animation blueprint and now it is just using the frame that sequencer was last set to in the editor. please help.

drowsy snow
vocal herald
#

I've added crap tone of foliage and increased viewdistance, culldistancescale etc to see more foliage far away from me. Now my scene starts flickering black and white and sometimes even crashes editor. Any idea how to fix this without scaling everything down? RTX 3090

paper sphinx
#

To be morepreicse my animation blueprint slot node is working in the editor but when i go to render with either sequencer or movie render queue the slot node does not do anything and it just uses the last sequencer frame that was in the editor

torpid sequoia
#

Oh I meant I wonder how much more performance we can see when they use it in combination with the optimisations dx12 ultimate brings

stiff beacon
#

Hello, I'm someone who's very new to game design and programming, having only gotten to vectors in C++ and having done no real programming. I'm aiming for a very high goal of remaking atleast part of a childhood RPG (Early 2000's so not very easy for a single person to make) and since my summer break has finally started i thought this would be the best time. Does anyone have any good leads to starting to learn C++? There are a lot of different courses and im not sure if i should pick one thats made for UE4 users or not. Lastly, would it be worth it to buy a Udemy course on it? Theyre like 87% off for the next 6 hours, and I've heard people say its a great site

vocal herald
tacit moon
#

@drowsy snow Awesome thanks. I should look at all the possible world settings.

versed lion
#

Does anyone draw line trace between the player to the mouse cursor? (2d)

#

Not working as I expected

torpid sequoia
#

I see - also being a compute shader - does that mean nanites functionality maybe limited on mobile?

#

Ah, it don't work on Vulcan? - although I'm new to ue so not sure what unreal engine's compatibility with Vulcan is like

vocal slate
#

hi, I'm looking for a tutorial serie (FR or EN) that show all the process of creating a game in unreal ? (making the map, the character... all the basics) in 3d or in 2d with paper 2d
the hour of code is nice, but I want to create everything by myself

drowsy snow
vocal slate
#

tysm

plush yew
#

how to add anim notify at this time

manic sequoia
#

What is the kill Z used for? The player gets destroyed when it reached that Z value. But what is it used for?

plush yew
#

where is the notifies option

#

is this the notifies option

#

how do i know at which time the notify i added

manic sequoia
#

@drowsy snow I understand that it kills the player. But what is it used for? Is it used to restart the level? or is it used when the game glitches and the player falls down the level in infinity?

drowsy snow
manic sequoia
#

@drowsy snow When does "floating point errors" happen?

drowsy snow
#

Also Kill Z can save on calculation, because of the actor being so far low.

drowsy snow
manic sequoia
#

okey, so it prevents the game from crashing?

drowsy snow
#

Is there a specific case scenario where you want things to happen below 10km default? (Which is -1048575)

drowsy snow
manic sequoia
#

okey

#

@drowsy snow Can I use it the restart the level?

drowsy snow
#

There's this option for Kill Z Damage type. I reckon you can do other things besides "inflicting damage" by overriding it.

inland flicker
#

Is it possible to visualize AI view cones while playing in the editor?

vagrant hornet
#

best way to make trees?

#

im currently using speed tree but is there a better tool?

sudden olive
#

qucik queston

#

how to quick delete actors?

potent thistle
#

Are there any specific system requirements for UE5? I am building a pc and i wanna make sure it will work well with the engine next year

thick herald
#

The best you can afford

sick thorn
#

6-8 core cpu will do you just fine

#

3060+ gpu

#

WIll serve you like 10 years

#

16 to 32 gigs of ram would be nice, Nothing below 16 tho

potent thistle
#

and what about 2070 for example? or 2080?

restive eagle
#

any gpu that can run latest games on ultra will be just fine

#

i'm still on 1060 and dont see a huge need to upgrade yet

modest trench
#

I would say for c++ dev more cores will help vastly

thick herald
# potent thistle Are there any specific system requirements for UE5? I am building a pc and i wan...

from the official docs:

Basic hardware requirements for working with Unreal Engine 5 Early Access are unchanged from UE4. For details, see the most recent UE4 documentation.

However, some of the new features in Early Access will require higher-end hardware to get best results.

For example, to get the most out of Nanite and Lumen, we currently recommend the equivalent of an NVIDIA GTX 1080, AMD VEGA 64, or better. We also recommend upgrading to the latest drivers for your GPU.

We are continuing to work on improvements to performance and quality, and to test on a wider range of configurations. Therefore, recommendations may change over time during the Early Access period, and are likely to change for the eventual production release.

#

More RAM and v/cards with lots of vRAM will always be better

potent thistle
#

hmm okey. Thats helping me a bit

modest trench
#

I think a high thread cpu will go farther than a fancy gpu

thick herald
#

GPUs are doing a lot more grunt work these days, so I'd question that 🙂

modest trench
#

Gpus don't make compilation faster

restive eagle
#

personally i would also opt for a better cpu

thick herald
#

Especially with Nanite

restive eagle
#

it cut downs compile times by a lot

frosty cloud
#

Is there some kind of technical support channel here??
The half of the UI on my Unreal Engine just doesn't want to work. (Version 4.13.2) Running on Windows 10

autumn grail
#

I'm stuck since 3 days because "Set master pose component" doesn't work in multiplayer ( it works on single player fine ) :

My characterBP call a server event which call a multicast , this multicast execute the set master pose node.

The skeletal meshes stay blocked at idle animation , they don't follow the running animation of the character mesh.

Help would be greatly appreciated folks.

granite spire
#

@frosty cloud This is the tech help channel, why are you running such an old version?

autumn grail
#

Thanks , i sure will read this

granite spire
#

@autumn grail Page 9 and 10 is really good references

#

I think it's 5 years old

grim ore
#

4.26.2 is the latest "released" version of the engine, so yes

frosty cloud
#

Hmm I was originally trying to check out Unreal Engine 5 and got brought to the Epic Games Unreal Engine installer.

#

I assumed I installed the latest version.

granite spire
#

Nah, I would install the latest one, 4.13.2 has issues I'm unfamiliar with

frosty cloud
#

Alright I am going to try installing it off the official website and not the Epic Games Launcher lol.

grim ore
#

you should be using the launcher, that is the only way

#

the website has you download the launcher

#

click the yellow + to the right of that installed version and install the latest

frosty cloud
#

ohh...

#

Man I just pressed install unreal engine I would of assumed it would have gave me the latest version ://

grim ore
#

it should have, we dont know how you changed it

#

it defaults to the latest

granite spire
#

nah it's a list from the top down I think

#

mines done the same thing

#

I'm an engine hoarder, lol

bleak lark
#

Are there any plugins or tips to package projects? I'm getting project failed and can't figure out how to track down the issue. It would be nice if the error at least told you what file it originated in.

drowsy snow
# granite spire

I keep 6 version of UE:

  • UE 4.26 from launcher
  • My custom UE 4.26
  • UE 4.27 from GitHub
  • UE 4 master fork
  • UE 5.0EA from launcher
  • UE 5.0EA from GitHub
junior nimbus
#

thats a good question mmiller3 I've wondered the same thing

#

hopefully youll get some good answers

drowsy snow
#

Used to have UDK, but somehow it got corrupted, so I get rid of it.

granite spire
#

@bleak lark In the main directory you have the cook results

#

@drowsy snow Oof, and yeah I just hoard cause I have old projects

neon saffron
#

is there a channel here for beginner with faq and some guidance? cant seem to find one

#

i thought i saw one awhile ago

granite spire
#

let me cook my project I'll see if I can find the actual file, but it lets you know why it fails

drowsy snow
#

Also I ported UE5 icons to my custom UE4
Dubbed this effort Starship Backport.
A lot more involving than I thought, because UE5 icons are in SVG.

drowsy snow
granite spire
#

@drowsy snow using ALS, man of culture

bleak lark
#

@granite spire I'm cooking again now and I'll share what I'm getting once it fails

granite spire
neon saffron
#

@drowsy snow ha forgot to check pinned, thank you ❤️

#

i just assume you guys get "how do i start" a 1000 times a day

#

i tried learning so many times but i feel like im hitting a wall every time. i can program, but somehow it feels like the tutorials online are not clicking for me

granite spire
#

@neon saffron I have this idea of a project, that is like a personal skill set for UE4, so you pick a path you want to go and it has requirements, much like a flowchart, nothing like this exists so I'm still pondering how to go about it, a shareable online link would be nice

#

@neon saffron https://www.youtube.com/watch?v=iY1jnFvHgbE Here's a good AI one, Mathew's tutorials are excellent

In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.

By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...

▶ Play video
#

This is the first episode going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create various mechanics built around the game.

In today's episode we look at an introduction to the series and how we can begin setting up the hunger system using Blueprints!

► Horror Game Assets: https:...

▶ Play video
neon saffron
#

maybe ill give it another go tho

drowsy snow
#

Also UE5's skelmesh icon is rather spooky

granite spire
#

that one clicked with me a long time ago

#

I was thinking of doing tutorials of my own but, there's already hundreds

grim ore
#

always room for more

granite spire
#

plus mathew already covers a lot

grim ore
#

I do generic stuff, people keep wanting more specific stuff as you can see above so always room for that 🙂

#

like people literally want to know how to recreate every popular game in UE4 so thats a lifetime of stuff right there

granite spire
#

just depends how people learn though

#

I've been told i'm a great teacher, so I might do something one day when I get time, haha

grim ore
#

thats another thing there, make the same tutorials 10 different ways for each learning style

drowsy snow
#

Also tutorials of UE4 with memes is still lacking compared to Unity, so that's that as well.

granite spire
#

I wonder if a "conversation" type of tutorial would be better

#

where you have a few people asking questions and then you make a tutorial out of it, though, answering comments might be the way to go

grim ore
#

I've done live streams that way

#

biggest issue is you have no prep time soo.....

granite spire
#

yeah I did the other day, I'm pretty good on the fly, people can see my struggles too

grim ore
#

yep that last part is the benefit of doing it that way, you see the actual process which quite a few "tutorials" skip past

granite spire
#

I wonder how beneficial would it be if I recorded all my streams on making this little asset flipper

grim ore
#

the learning part is skipped over heh

obsidian nimbus
#

debugging 😛

#

missed checkboxes, and using google to seek stuff

granite spire
#

Like I just had massive issues with level sequencer

grim ore
#

everything can be beneficial, the issue is the more niche the smaller the audience. If it doesnt bother you, go for it

#

my videos dont get a ton of hits compared to "other" types of videos but I didn't do them for the hits

granite spire
#

yeah I use yours for references

grim ore
#

yep thats what they are meant to be

obsidian nimbus
#

i think its consistency and algorythm

granite spire
#

the amount of times you saved my butt

#

alright when I dev I'll stream next

#

I have thursdays set for streaming some dev stuff

grim ore
#

as long as you dont expect much but you do it for you, go for it 🙂

granite spire
#

nah i don't expect anything

#

I think it's good for focus

grim ore
#

hell.... I'm not ashamed to say it but I reference my own work all the time lol

granite spire
#

lol

obsidian nimbus
#

shameless self promotion :p

grim ore
#

ah yeah one nice thing actually is if you treat it like you have viewers you end up rubber duckying the entire thing which is a benefit

thick herald
#

I don't know any teachers or lecturers that don't read up before leasons.

grim ore
#

since you end up talking to your audience explaining stuff as you do it, it helps reinforce what you are doing and you can catch mistakes or get to your answer quicker

granite spire
#

true

obsidian nimbus
#

and you can have 100s of ppl review ur code 😛

granite spire
#

that wouldn't be bad, heck knows I've done some dodgy stuff

grim ore
#

the only downside I had when doing live stuff was I couldnt read comments and do work at the same time so I would get distracted waaaaay too often

granite spire
#

yeah I can multitask well

grim ore
#

"I dont understand how casting works" would pop up in the chat and... an hour later I would be back on topic

thick herald
granite spire
#

not sure if I can show a vid here, but the issue with level sequencer I had was with the fade, once you start it from the level you can't stop it, so the fade would happen in game, what I did was make a camera BP so I could possess it for my main menu, but that wouldn't work still, so I ended up using that to do everything, it's all contained in that now at least 😂

#

@thick herald

#

@bleak lark This is my directory for the cook failure

carmine saddle
#

Hi Guys!

Does anybody know how to do widget similar to "timeline for video editing"?
Or could you give me some direction where or how I can find any information about it?

granite spire
#

@carmine saddle Tough question, try asking in #umg I would say you have to use some type of widget animation for the moving and a few horizontal boxes with drag detection, that's where i'd start

vagrant hornet
#

best auto landscape free?

granite spire
#

@vagrant hornet Making your own, pretty much, they're not hard to do

carmine saddle
granite spire
#

@carmine saddle Looks like you'll have to move to C++ I would imagine, I don't think UMG's a built for what you want

#

@vagrant hornet Here's my crappy basic one I threw together

vagrant hornet
#

i made one that i had to paint

#

no idea how to make it auto

granite spire
#

That's the material function

#

the layer blend is how it's auto

#

I use the material function to blend, then blend again but on a math Z scale that gets the height

#

that's why the mask is on the B

#

substracting makes it go up from a point

#

that doesn't need to be a param, but eh, as I said it's thrown together

granite spire
#

There's how it looks (After I moved that param node outside the function) keep in mind this has no angle blend, which I might put in tomorrow

#

the snow has to be a lot higher but it's only a test map

dusk nebula
#

I kinda need some help setting up a dash ability

#

I almost have it working but it only moves the character in world space, meaning if you're looking at a 45 degree angle it will move you in a different direction from where you're inputting

granite spire
#

@dusk nebula you can either do via force, or by a sudden max speed increase, force is natural but unpredictable, max speed is predictable but yuk

#

@dusk nebula multiply -1 reversed the orientation

dusk nebula
#

what does that do?

granite spire
#

so your initial force appears to be incorrect

dusk nebula
#

no, that part is fine

granite spire
#

let me see your code before bed

dusk nebula
#

I basically don't have anything because it's clearly just not what I was trying to do

#

I just want to make it move in the direction that's pressed, but every guide I find only does the camera direction

wet pond
#

How would i rotate an object like “roll 90 degrees” and calling that twice will roll 180 degrees. Setactorrotation doesnt seem like its doing that

dusk nebula
#

don't you just break the rotator and then add 90 degrees to the plane you want to rotate on?

wet pond
#

Im doing that but its not working for me

dusk nebula
#

I'm guessing it's something like that @wet pond

granite spire
#

@wet pond if it's a common thing you might want a loop, then have a max loop be how many inputs you're doing so it triggers each update

#

@dusk nebula if you followed the tutorial for it working on the camera rotation, then it should work one would think

dusk nebula
#

how would I check which directional key is pressed + the dash button?

wet pond
#

Okay ill try the loop thing, thanks both of u

granite spire
#

@dusk nebula well you're better off getting velocity maybe

#

but you'd need 4 bools and use that, which is the simplest because bools are cheap

dusk nebula
#

I already know that I don't want to use velocity to check which way to move

granite spire
#

use a bool then

misty field
#

Which channel is used for asking material questions? I'm trying to make a material instance that lets me specify textures by a parameter and then import them into a terrain material like this:

I have an issue where the Material Function's have the same variable names and it seems one is overriding the other. So the base texture is not different in each material function instance.

Is this normal or am I doing something wrong?

granite spire
#

@misty field show me what's in those material functions

misty field
granite spire
#

what's in the tiling and adjustments?

misty field
#

These are material functions provided by Quixel

granite spire
#

right

misty field
#

Want me to screenshot it ?

granite spire
#

well

misty field
#

After creating the base function, I just right click make an Instance and set the materials here:

granite spire
#

for starters

#

your param is called albedo

#

if you have 2 of these material functions in a landscape, they will overwrite each other

misty field
#

Gotcha, Was hoping UE would allow something like this. Guess not.

granite spire
#

because of the parameter names, if you have a 2 functions with the same name, they join up

misty field
#

Even with instances?

granite spire
#

for materials, it's a bit complicated to do, as you can call a material from a blueprint with a parameter name, but there's no way to call a child

#

instances are just material holding cells

misty field
#

I see... Was trying to cheat by separating it out.

granite spire
#

you can though, set a texture 2D and plug it in, but then you get this mess

#

just think of the colour as a texture

misty field
#

Yeah was trying to avoid that by using instances 😦

granite spire
#

not if you want to use controls

#

if it's a parameter, it must be unique, or they overwrite

#

it's just how it be

misty field
#

I dont suppose UE can have dynamic param names? Eg supply a prefix?

plush yew
#

Is there a way to type up some text in engine (no UMG) and place the translucent material on a plane?

granite spire
#

how would you access that through a BP? all you got to work with is a name, much like bones

misty field
#

Through the first image

#

This is a terrain material blend.

#

I was trying to simplify the process of making a master material so when I modify any part of it, all the instances get changed without the need to go into each function and fix it.

granite spire
#

@plush yewhttps://forums.unrealengine.com/t/rendering-text-in-a-material/18556/5 something like that, or use the text render component and place it on what you want

#

@misty field You can kind of do that, just make all of those functions have unique variables

plush yew
#

@granite spire Oh I've been making text as png in a third party software

#

Thank you for this

misty field
#

Gotcha, I'll tinker with it a bit more. Thanks for the help @granite spire 🙂

halcyon canopy
#

any 1 know how to make a floating actor its stays in the air?

sudden wing
#

Anyone know why clicking on my pawn returns true when checking for "get hit result under cursor for objects" when the object type is only "World Static"?

turbid vigil
#

anyone an idea how i can get rid of this white background? its a texture for decal

sudden wing
#

its probably a .jpg image you're importing, instead of a .png image @turbid vigil

turbid vigil
#

it is jpg

sudden wing
#

yeah

#

if you downloaded the asset from somewhere, see if you can download a png image instead

turbid vigil
#

can i alternatively convert it to png?

sudden wing
#

nope, because the color data is the same if you use conversion

turbid vigil
#

okay got it

sudden wing
#

if you made it, or you have the tools to modify it (photoshop), you can go in with magic wand tool and remove the background

#

and export it as .png

turbid vigil
#

unfortunatly i got no ps

sudden wing
#

i gotchu

#

gimme a sec

turbid vigil
#

i tried it with photoshop ms but dunno how

stray ruin
#

type online background remover in google and you can do it in 2 seconds

sudden wing
#

here you go

#

@turbid vigil

turbid vigil
#

thanks alot

#

u did it with ps?

sudden wing
#

yeah, didnt know something like @stray ruin mentioned exists

granite spire
#

@turbid vigil 24 bit jpg is 3 channels RGB, 32 bit is RGBA which is what you want, TGA or PNG is fine.

stray ruin
#

yeah it works most of the time pretty well

turbid vigil
granite spire
#

@halcyon canopy disable their gravity or download the spaceship demo and see how they did it.

small grail
#

anyone here experienced using the world composition tools and tiled landscape builds?

halcyon canopy
#

@granite spire hmm. But how to disable gravity again (kinda new)

granite spire
#

@turbid vigil no because the alpha doesnt exist.

turbid vigil
#

thanks a lot it works

sudden wing
#

awesome

halcyon canopy
#

@granite spire nvm figure it out

granite spire
#

@halcyon canopy its on the character movement i think, im in bed so idk

#

@small grail avoid them like the plague.

turbid vigil
#

does anyone know an alternative ? when i use paint ms and i type sth like ´´false god´´ or ´´liar´´ to place it as graffiti next to my decal also as decal naturally but then i would have the white background again would i?

granite spire
#

@turbid vigil if you're over writing the file then you must reimport, also use paint.net

small grail
granite spire
turbid vigil
granite spire
#

@small grail They cause loads of issues, but it depends what youre doing

sudden wing
#

why does this return true even if I click on a Pawn?

small grail
#

lots of trees/foliage

#

terrain is made from world machine, using tiles

plush yew
#

Got a question guys, I have several planes with some transparent textures of corn plants on them, but they seem to not be affected by lighting, is there a way I can make them be affected by lighting?

granite spire
#

@sudden wing not sure i remember dealing with that but it would appear you're grabbing all world static ones, i do know some objects act wierd, i cant remember how i fixed that one.

Try drawing your actual hit result

plush yew
#

@granite spire maybe you can help?

#

These aren't affected by the lighting when I press play

granite spire
#

@small grail mmm you might have to do loads more research with them, i would rather just use LODs

thick herald
granite spire
#

@plush yew whats the material look like?

plush yew
#

its transparent

#

hold on

#

oh do I need to turn the alpha down a bit on it?

granite spire
#

If its getting no light data and appearing black it could be a bunch of stuff

plush yew
sudden wing
#

@thick herald where would that bool be?

granite spire
#

@plush yew try changing it from surface texture

plush yew
#

yeah but then it will become not transparent

granite spire
#

Look for another option with opacity

turbid vigil
#

i downloaded a transparent png and wrote this text on it via paint ms does this do the trick now?

#

i also saved the image as png

granite spire
#

I would imagine so

thick herald
sudden wing
#

oh oops, stupid me

turbid vigil
plush yew
#

I can't find another option @granite spire

thick herald
#

Might not do anything but I suspect that is what is being returned

sudden wing
#

Yeah, it's still returning true 😦

granite spire
#

@plush yew as a protip, opacity nodes tank performance.

plush yew
#

-_-

#

I cannot find a option

granite spire
#

I thought there was more than one ill have to check when i wake up

sudden wing
#

when I change the array objects to "Pawn," it works correctly

granite spire
#

@plush yew throw a pm my way so i dont forget to check it when i wake

#

@sudden wing yeah as i thought its the collisions being funky

sudden wing
#

Yeah, oh well, thanks guys!

turbid vigil
#

@granite spire

granite spire
#

@turbid vigil you saved it wrong, it must be a 32 bit

light thunder
#

Why is hitting play the lights immediately get brighter - but in preview or simulate, they don't - what am I missing here - while I am able to adjust some aspects of my lighting, I can't determine what would cause this jump in brightness when I begin play -

turbid vigil
#

btw how do i save it as 32 bit?

vagrant hornet
#

why is there no area to put the matetrial for the landscae

toxic lily
#

need some help with key mapping

#

trying to make a character slide, only if running and press c at the same time

#

not sure how to map it

grim ore
#

@vagrant hornetyou have the details panel locked so it is not showing the landscape properties

vagrant hornet
#

thanks

grim ore
#

@toxic lilyon the slide input, check if the velocity is > a certain value and the character is running forward ?

autumn apex
#

Guys i try to make enemy ai like half-life headcrap and i almost did everything expect jump attack. I havent much experience about unreal
physics. Do you know any good source or idea about how can i do that ?

light thunder
#

WHAT is this part of the sky and how can I change it or MOVE IT LOWER

autumn grail
#

@granite spire you are here?

modest trench
#

(which is a separate actor)

light thunder
#

And how would I hide these buttons so I can record a screen cap for a trailer video?

glacial pecan
#

@grim ore ever tried SequenceCameraShake by any chance? If anyone would know it'd be you I think... (asking since MatineeCameraShake has been deprecated since 4.23)

glacial lava
#

Does anyone know what parts of Unreal Engine I need in order to develop for PC? There are several platform options such as Android and iOS (when installing the engine) but I don’t know which one I need for PC game development.

light thunder
#

that's how the engine started

glacial lava
#

so I can disable all of the other platform options and it’ll still work for PC?

dreamy lake
#

Is there a way to Mirror parts of an animation in Sequencer with Control Rig ?

plush yew
#

So nanite doesn't work with deforming meshes but you can still transform them without losing performance? So it's hypothetically more efficient to create a GUN by using a blank skeletal mesh that has various static meshes attached to it as parts rather than having all those parts modeled in the original skeletal mesh?

gray karma
#

hello guys i need help.

#

someone can do blueprint for move left and right for my game i cant find on internet works way someone can help me please? (sory for my English)

neon bough
gray karma
#

link?

neon bough
#

if someone solves that for you, you'll hit your head on the next wall

#

i don't have any link by hand, also might be easier if you search for something in your native language

dusk nebula
#

so I'm using set active to switch between 2 cameras on my character and it seems like I can't move my camera up or down when I'm in the second camera

tough perch
plush yew
#

hi, trying to install the engine

#

11GiB

#

is this normal

fierce tulip
#

11gb sounds low hehe

plush yew
#

is there more?

kindred viper
#

ue5 had 12gb deps.

#

bear in mind when you compile it, it gets bigger

fierce tulip
#

26.1 is almost 20

plush yew
#

is that the only thing that reqs downloading?

#

please tell me i wont stay all night

kindred viper
#

thats all it needs for downloading as long as you have the right .NET ( or similar) stuff already

plush yew
#

i followed the linux tutorial

kindred viper
#

my build ended up at 121gb after compilation

plush yew
#

sheesh

#

is an SSD helping do everything faster

kindred viper
#

yeah

#

the shader compilation and most of the compilation will be CPU driven but it helps to be writing to disk as fast as it needs so it can move onto the next bit

plush yew
#

I am new to this so I am making simple stuff

#

is 8gb ram enough?

#

my ssd is 1tb

kindred viper
#

barely. It will revert to swap file if necessary but for optimal use I'd recommend 16gb minimum and 32gb will be more than enough

plush yew
#

even for simple stuff

#

like 2d games

#

?

#

im gonna sell a kidney

kindred viper
#

if you want to do 2d games I'd use Game Maker or Unity personally. UE can do it but the tech hasn't been well looked after for some time. It's kind of been left in the dust. However you can write some systems for it if you need to. ie. Paper2d is the UE 2d section. It had various tools for rigging flipbooks. But nothing you can't do manually without it

#

2.5d is a different story though. UE handles that as well as 3d stuff

plush yew
#

im using C and C++

#

from what I heard Unity is for C#

glass harness
#

It is, but the 2D support is much better. Miles.

plush yew
#

I have no idea what game engine to use

#

for C++

#

Am I going to waste time by building my level like this: use low poly meshes everywhere, their volume N x N x N is fixed and snaps to the grid. Later on I build proper meshes, with the same volume, and just replace by reimporting the base mesh

ruby folio
#

Anyone know how I can preview virtual textures?

kindred viper
#

@plush yew you can't go wrong with Unreal. Although Paper2d isn't entirely the best solution, it does have some tools that make it usable. I wouldn't listen to me though as I am 100% an Epic fanboy 😄

fierce tulip
#

thats... kinda how blockouts generally work @plush yew
we start with basic shapes until the layout works, then model it up.

plush yew
#

Unreal is Unreal but my pc is not good enough

#

8gb ram
1tb SSD
Intel UHD 610
Intel Pentium Gold 10th or 9th gen I think

#

I also like the option to build the game from scratch

#

CODE

#

just code

#

no engines, nothing

ruby folio
#

You want to build an engine from scratch?

plush yew
#

idk.. i am just so confused

#

from what I know, for example, with sfml u just code

kindred viper
#

you really dont want to do that. Epic made an engine for you and it's the dogs nads.

ruby folio
#

Ask yourself what you want to achieve. Also how much time do you want to dedicate to said task.

plush yew
#

few hours per day.. I want to make 2d games for now

#

simple games, then games like rpgs

#

and stuff

kindred viper
#

Adobe Animate is a great tool for 2d games too but Game Maker and/or Godot seem to be the engines of the moment

ruby folio
#

If UE is not for you. Have a look at stuff like Godot, Unity or OSG

#

I died a little typing Unity

kindred viper
#

dude. I had to type Adobe. think how I feel 😄

ruby folio
#

haha

plush yew
#

I literally dont even know for sure how an engine works

kindred viper
#

best thing is, you don't really need to. You just need to know what you need to know

plush yew
#

All I know is that I have some knowledge in C and C++ and I want to code games

kindred viper
#

no memory management, no GL coding, just get right into the asset creation and logic and piece it together

plush yew
#

guess I will go Godot

#

heard it is good for newbies

#

and good for c++ users

kindred viper
#

it might be, but for professionals it might be a bit lacking.

plush yew
#

I am making my first steps for now :))

kindred viper
#

yeah then go for it.

plush yew
#

I havent even finished high school

proper harness
#

Hey anyone have any helpful tutorial on how to start learning unreal engine?

kindred viper
proper harness
#

Thanks! @kindred viper

plush yew
#

thank you everyone for the help

tacit moon
#

In unreal, what does one unit represent? A centimeter?

kindred viper
#

yes

plush yew
#

Choosing the way to start creating games is really confusing

tacit moon
#

Thanks

kindred viper
#

wait until you know and realise you need a team and money and have neither 😄

tacit moon
#

Naw, just lower your expectations 😄

pure echo
#

so i dont have any material functions and might be regretting it now.. is there a way to layer blend a material with another.. material xD
Context I'm making a M_landscape and lava has a lot going on with it..

kindred viper
#

Sure but you won't really get better performance. It will still be layer blending 2 materials

tacit moon
#

I just can't believe how much time I've wasted building things in Unity and WebGL that are built into Unreal. A quality third person controller, procedural terrain generations with workable LoD, volumetric clouds, etc etc etc. I could have saved so much time.

#

The default SkySphere in Unreal 5 is just taunting me.

drowsy snow
plush yew
#

Godot was suprinsingly so easy to install

tacit moon
#

@drowsy snow Yeah, I realize I could have moved to unreal a long time ago and got a lot more down. The regret is real.

drowsy snow
tacit moon
#

@plush yew Yeah, GODOT is great for what it does. It's so light weight it runs fine on my mac. Unreal needs my desktop.

plush yew
#

sheesh what is this

#

where is my code :))

drowsy snow
#

BTW this is Unreal Engine server, so if you want to ask stuff Godot, you'd better ask somewhere else.

timber birch
#

does anyone know what these artifacts are

#

on the white wall, the weird shadow?

#

ao?

#

Maybe i should have showed a gif 😄

timber birch
#

No UE4

drowsy snow
timber birch
#

Yesh Dynamic

#

No baking

drowsy snow
timber birch
#

Darn, you are right! thanks a bunch hoodie guy 😄

autumn grail
#

@drowsy snowHello , Please do you know about set master pose in multiplayer? i'm completly stuck

drowsy snow
autumn grail
#

ok , i look at that

tacit moon
#

Does unreal have a good way to recenter all game objects on origin? And will this work over the built in networking?

thick nebula
winged notch
#

dos anyone know of a way to multi thread procedural foliage spawning

plush yew
#

Question tho? Unreal engine uses gpu or cpu for rendering?

pallid talon
#

Does anyone know when Datasmith will be available for UE5?

drowsy snow
tacit moon
#

@drowsy snow How do people resolve that problem?

drowsy snow
drowsy snow
prime willow
#

I return!

drowsy snow
prime willow
#

hi hi o/

plush yew
#

anyone know what do when setting texture filtering passed medium makes your particles disappear ?

#

hi \o

tacit moon
#

@drowsy snow Sweet. Exciting times.

pallid talon
drowsy snow
prime willow
#

👀

plush yew
#

@prime willow how do you add ultra or other graphic levels to a "current detailmodes" of a particle so it doesn't just disappear when players change their graphics settings

pastel ginkgo
plush yew
#

simulate messes up but your PIE and standalone are good?

prime willow
#

Not sure as im still learning engine from a bunch of awkward angles x3

plush yew
#

tru same >3

prime willow
plush yew
#

my red panda peeing... the particles just vanish when i put texture filtering on ultra )___:

pastel ginkgo
plush yew
#

standalone is what u'd expect from a packaged build right so it's bad in standalone? there are a couple of checkboxes on the material you can look at.

#

im having a problem though where the texture of something looks perfect in standalone but really pixelated in packaged. so IDK it's weird

#

have u tried packaging it @pastel ginkgo

pastel ginkgo
#

I'm pulling up a fresh metahumans project in ue5 to see if the same thing happens

plush yew
#

might get different results in packaged too

tiny sonnet
#

Is there an easy way to synchronze the animations of two characters easily

drowsy snow
tiny sonnet
#

like one character doing a super attack, and the other has perfect hit reg with a specific animation

tiny sonnet
#

wait

#

but is using notify in replicated environment a bad idea

#

i mainly use notify for client side details

#

well ig this is client side so it works nvm then

shell oasis
#

Hey guys I’m trying to create a system similar to FFXIV FATE system does anyone have any good tutorials for something like this?

drowsy snow
tiny sonnet
#

its boss fights and stuff as well i think

uncut heath
#

as far as creation. .. unreal engine 5 is basically .... 4 with newer/more/better(?) features, so the UE4 tutorials should be mostly accurate?

drowsy snow
#

You can repurpose the quest system that you have and give it a timer and goals to reach.

drowsy snow
uncut heath
#

nice

#

@drowsy snow Good advice, I appreciate it.

shell oasis
#

Yeah server side quest stuff, I assumed it would just be like spawning the quest randomly or whatever

#

Thanks for the advice guys!

hoary holly
#

Has anyone here worked with UProceduralMeshComponent?

frozen girder
#

Hey, I just started a beginner course on UE and in one lesson I set up my folder structure. In the next I added some content packs, but it seems like when a content pack is added the folders I created disappear. If I remake the "root" folder it appears with the same custom color I gave it before, is this normal behavior? (v4.26.2)

neat galleon
#

Hey so I'm trying to use 4.26 for a project that me and some buddies are working on but am having trouble with github and large level sizes. In 4.25 I had a more complicated level of equal terrain size which was 26 mb, whereas a simpler level in 4.26 is somehow 125 mb, is there any reason for this massive size increase?

plush yew
#

I want to make an Forest/Nature Environment like the Tutorial Video: (https://www.youtube.com/watch?v=gbj1qgPOl3E&t=142s&ab_channel=UnrealEngine) But the Materials are not to Download and im also new to Unreal Engine may anyone help me?

In this presentation by Epic’s Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality and sculpt it very quickly with the use of Landscape Blueprint Custom...

▶ Play video
granite spire
#

@turbid vigil When you download an image off google, it's going to have that pattern to prevent you stealing it, you have to cut around it, and save it as .png 32 bit to get transparency, if you don't the transparency isn't going to work.

#

@autumn grail I fall asleep I was in bed, you still need help?

#

@autumn apexYou would run the jump animation, you don't need physics for it, unless you're doing procedural, it's basically how the player does their attacks

granite spire
granite spire
granite spire
granite spire
plush yew
#

I read about it on the information, seems to be the case tho bear thank you

granite spire
granite spire
granite spire
granite spire
granite spire
granite spire
granite spire
hoary holly
#

I'm having trouble with the UVs, mind if I message ya some more?

granite spire
#

@hoary holly go for it, but I'm eating right now

frozen girder
granite spire
#

@neat galleon Building lighting and all of that is the main source of the file increase, I swapped to realtime lighting and removed all my static lighting and got a file reduction.

granite spire
neat galleon
#

Yeah my lighting is 100% movable rn

plush yew
gray narwhal
#

Anyone know how to import a fbx into a camera in a sequence using blueprints?

granite spire
#

@plush yew like the grass and what not? I know the engine already provides basic grass

#

@gray narwhalat runtime?

neat galleon
#

That's not a good solution lol

#

I was really just asking why level sizes are so much larger

#

Static lighting shouldn't take up 100 mb of data, and I don't even have any

granite spire
#

@neat galleon You're level is huge though, it's got to compile and bake all of those maps

gray narwhal
# granite spire <@!640279150414004227>at runtime?

Oh naw. I'm working on a real time VFX project and we have like 400 shots in FBX format and I'm trying to blueprint it to make it automated. So far I can get the name of the FBX files, create a sequence named after them, create a camera in the sequence, but now I am trying to import the FBX into that camera and I can't seem to find the right set of nodes

granite spire
#

my map is huge but it's 2.8meg

neat galleon
#

It doesn't bake anything because all lighting is dynamic

#

It may have to do with engine version

granite spire
#

mmm maybe

#

I do know if you bake once your level size is huge

#

have you tried to make a new level then dump all of the assets there to compare file size?

neat galleon
#

i actually did

#

What is strange though...

#

The second level had less objects and just the terrain and somehow it had a larger file size by ~2 mb...

#

It's fine I just added the map to the .gitignore 🤷‍♂️

granite spire
#

mmm

#

how many objects do you have in the scene?

plush yew
pulsar ruin
granite spire
#

@plush yew Try using some megascans assets if you want that stuff, it's all free for us

plush yew
granite spire
#

@plush yew Oh I thought that tutorial covered that, you want to look at an auto-height blend material

plush yew
granite spire
#

@plush yewhttps://www.youtube.com/watch?v=h_XjDJwn_Jc this guy sounds nice to watch

Today we have a look at how we can sample the landscape layers and build up our own landscape material that uses Height map blending and layer order to give us maximum control over how things blend.

If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my website...

▶ Play video
vestal raptor
#

This code checks if given actor is on players screen but unfortunately it doesn't care about walls so even if wall is blocking the view but player looks in the direction of that actor it registers like given actor is on players screen, how could I include walls? I tried with custom depth or WasActorRecentlyRendered but with no success. https://gyazo.com/c92f31ef644d209ef1a185d2a9d763b0

dapper oak
#

ive just been looking around the editor and notice a Python Scripting section. I'm pretty proficient with python and was wondering what this is actually used for in the editor?

plush yew
pulsar ruin
granite spire
#

@vestal raptor You're only doing possessed actors, walls would have to be all pawns which is bad, so you might want to do a get all actors of class type of deal, though I think by that time what you're trying to do there might be a better way

#

@dapper oak I haven't dabbled in it but from what I know you can do a bunch of simple python stuff and relay it back into UE4

granite spire
vestal raptor
#

@granite spire I thought of 3 ways, this is the first one, second one is a simple AIPerception on players character but this involves c++ to make it perfect and the last and least efficient is like 20 line traces or so. I will try with get all actors of class

granite spire
#

@vestal raptor https://www.youtube.com/watch?v=iY1jnFvHgbE Try this video, it's long but it's really good

In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.

By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...

▶ Play video
#

don't use 20 linetraces, there's a much better way

vestal raptor
#

@vestal raptor I watched it, I don't recall anything that could help with checking if an actor is on players screen but I will watch it again maybe I don't remember something

granite spire
#

if player's on screen?

#

like if they see the player?

vestal raptor
#

If player see the ai

granite spire
#

what are you trying to do if they see it?

vestal raptor
#

I'm trying to check if a given actor (AI) is on players screen, simply if player can see that AI

granite spire
#

but for what purpose?

vestal raptor
#

If player can see that AI then that AI can use an ability and if not then AI won't use it, in short

gleaming thicket
#

Isnt there like a viewcone system to detect player

#

or is that the AIPerception

vestal raptor
#

I think you are talking about AIPerception, the problem with this is that the point that registers at sight is right in the middle of a mesh and only there, so ie. if you use it and your character sees the top half of an AI then it won't register because you don't see that middle point of the mesh. It's hard to explain but basically it needs c++ to change it, I managed to do it from AI perspective so AI can see players head/ feet but for the player to see AI's head/ feet it seems tougher

granite spire
#

I still don't understand why you only allow the AI to use an ability if the player can see it

#

I don't recall seeing this before in a game

vestal raptor
#

Just a mechanic that I want to try, if it won't feel good then I would remove it

granite spire
#

well

gleaming thicket
#

Maybe it works for dramatic purposes, like the player sees the AI and the AI starts spellcasting

granite spire
#

but that would have the AI be alerted

vestal raptor
#

Ofc

granite spire
#

the only efficient thing I can think of, would be you get the player viewport and check, if you have 20 line traces on a view port then you'll pick something up

gleaming thicket
#

Instead of using the AI mesh, can't you hide like a hidden mesh and check if the player sees that instead?

granite spire
#

@gleaming thicket the issue is he has walls

gleaming thicket
#

@granite spire like wall hack or environment walls

vestal raptor
#

I mean what @gleaming thicket is saying would probably work but it sounds as messy as it gets if I understand it correctly

granite spire
#

I think what you're trying to do doesn't sound logical

#

unless the enemy has a heighten sense, even then you'd just use hearing perception, perhaps having a massive collision box around your player and call it a day would be better?

vestal raptor
#

I'm gonna be keep trying. I don't think that box collision would work, because if you ignore it hitting the walls then it will go through them and register an AI even behind the wall and if you will register walls on that huge box collision then it will hit the wall like 99% of the time

gleaming thicket
#

Ah i see, the engine doesnt care about walls. Yeah my fix wouldn't work

granite spire
#

@vestal raptor You need like a 360 perception, could you not run a nonfunctional AI with your player then relay information back to the original BP?

wintry bobcat
#

hey guys how do I get this param?

granite spire
#

@wintry bobcatget it in BP/widget?