#ue4-general
1 messages · Page 1009 of 1
you shouldnt have had to change any of your swipe code, this would go at the end of it where your add movement input was. then your add movement input would be on the tick
the thing is i didnt
shrug it did work, now it doesnt. something changed
nothing did though
it doesnt print now
or read
fixed
it was a custom event
not event tick
still doesnt move
i hooked it up right
Random question anyone else ever have issues with a rtx card not being able to run ray tracing on unreal engine 4 or 5?
Drivers are updated, os updated, literally nothing is out of date.
start debugging. what part is not working
the actual move code
the touch works
thats the point of the string
how can i remove that light i can see through walls i made wall bigger didnot work what can i do ?
@grim ore still not working
after setting true when swipe
debugging
movement code works
where its setting
im debugging again
so what does your tick code look like right now then for the add movement input?
@timid frostdoes the wall go thru the floor? so its not an edge between 2 meshes?
what is the world direction, and what is the scale?
yeah it go through the floor
yes what are the values set to
you didnt set the world direction
what can be the problem
set the movement direction still doesnt work
with that thing ]\
@timid frostI have no idea, if your two walls go thru eachother then there should be no edge so there should be no light
@median nestthen try this, unhook the 2 variables. Set the add movement input to be 1,0,0 on the World Direction and 1 on the Scale Value and it should move on its own to the right
and it should print haha every tick
I am assuming you have this animation event hooked up to your tick of course
yes
wait
i cant split my event tick
why would you want to split your event tick
ok, so you just add to the event tick any code you need. Your animation event you just showed is supposed to be running on the event tick, is it not?
wdym i cant add mutiple
its a line, it starts at the event tick and goes until there is no more code. you just add your code after whatever code is there
where is your animation event hooked up to now?
a custom event
dont hate on me
nothing calls it
sorry ill add it
thats why movement is not working then
yay progress
alright my turn now, my cars wheels spins and turns ok but car wont move (im begginer)
any idea why is that?
is the car off the ground?
yes
no I mean like, is it off the ground where it cant move. run the project and then open the console and type pxvis collision 1
it should show you the collision while running, see if it all looks right
its kinda that
ok ill try
thats bad right?
hmm it doesnt touch the ground at all maybe thats why?
I'm sick of seeing this error, it's like the tenth time it happened. I made my character from makehuman and transferred it to ue4, everything was going well. but then i made animation from blender and linked it with its model but it gave this error, how do i solve it? How should I go about not getting this error?
If you actually mean AI generated levels:
Not with Unreal's built in AI. It's just a standard game AI, not a deep learning algorithm.
You need to supply your own machine learning libraries to generate maps for you and train it to create playable one.
If you mean rogue like random levels:
You can assemble level generation script, adjusting to your gameplay needs. Blueprint is fine, but thread carefully.
@celest sablethat was my thought, its not touching the ground due to collision or something else stopping the wheels
How can i do a rouge random level?
I just want a easy way to make 100 levels 🤣
well first you need to figure out which shade of Rouge you want
i mean where it has easy - hard
by the end
now changed track collision type and now its in the ground :/
If the levels aren't generated in runtime, and simply want a lazy way to make levels, generate yourself some Doom levels, and port it to UE.
Otherwise, assemble randomisation script for it in UE. I'm not going into the details of how exactly you should do it.
Is there a video?
how would i generate doom levels
Just look for "doom oblige" on Google. The generator will make 32 levels each WAD, and copy the map layout to UE. Generate another 32 levels if you want.
I assume you're able to look on Google on how to use Doom source ports and map editors.
Top down, right?
creating "random levels" is not easy, you are going to have to figure out how each part should work. there is a reason why levels are hand crafted and even "Random" dungeons are less random than you think
Ok
i just dont want to waste 30 years making 100 levels
if i had all the assets i wish there was ai to place it and know whats hard and easy
Level randomisation still had to be "cherry picked" to make it playable.
ik
its called a sidescroller 2d
btw
100 sidescrolling level doesn't took you 30 years to make anyway.
Unless you have inhuman procrastination time.
Ok
it would be better if you wanted to make 200+
but i still would want something like that
most people wont want to play 100 levels of crap btw
Noob question, how can I make it so a mesh plays a sound effect when it falls/hits something via simulated physics?
On Component Hit event
thats rude.
That's true.
its not rude, if you want to make 100 random levels they will be crap
oh, derp, I'm guessing this is done inside a bp and not a mesh itself
if you want people to invest their time in your work, your work needs you to invest your time in it
@inland flickercorrect
For reference, Super Mario games have around 32 maps average, all of them are hand crafted.
ill make 25
hand crafted
exactly lets invest time why my crap wont move
drop your vehicle in a new level with just the floor, does it move?
Quality Over Quantity
no same thing
so what does it look like from the side? here is the default vehicle see how only the wheels are on the ground
is that ... the Subnautica Terraformer?
yes, placeholder
aha awesome
ok one last question, what do you recommend which is a free music source?
for a game
Honestly, youtube has some good copyright free music
@dawn gull I think this might have something to do with Auto Exposure btw
any websites?
Download Royalty Free Music for free and use it in your project: Videos(youtube,...), Websites, films,...
lmao
@celest sablewhat does it look like with the collision view enabled, the pxvis? your wheels are definitely not colliding correctly
I havent messed around with camera stuff that much, is there a way to disable it?
thx and sorry one more thing
dm'd lol
how can i have the music keep playing when i switch levels? or on the same time
are the wheels set up right? like here in game if I eject and move towards the wheel you can see the purple physics collider and the black wheel setup
when i simulate it in physics it goes nicely tho
I was curious how your physics were set up, this isnt a skeletal mesh is it?
?
it is
uninterrupted
Seems like you're using complex collision, which isn't what you want to use.
yoru collision just looks so weird compared to the default vehicle
yeah its not using basic primitives for your wheels
it shouldnt matter tho, just tested. more of are your wheels working properly collision wise? like in my picture in game you can see the wheeled component what does yours look like
I dont do website stuff in general but I can try and let people know maybe
hmm wheeled component?
"How to get 70 fps in UE5 only 1 step!"
so I pulled out all of the physics bodies on the wheel but you can see the stuff its using around the tire to simulate the wheel
thats what it generates from your wheel setups on your vehicle movement component in your blueprint
so when its running you should see something like that around your tires
Is answers.unrealengine.com down? I always get an internal error
I would try this with your vehicle, see if the skeleton is set up right. go into your physics asset and delete all bodies so nothing but bones are left on the left
then generate new bodies using SPHERES
so it gets the wheels right
this will make your main body look weird so then just select it in the viewport, go back to the tools panel, change it to box, then generate again and it should just replace the body with a box
this should give you 4 round wheels and a box body hopefully
@thorn crownI was just able to log into it, from the United States
i tried spheres too..
It seems there is a problem when I visit the answers pages when logged in, I can visit it fine when in incognito mode
well you want spheres on the wheels, and a box for the body just for testing purposes. Mainly you want the box so it has physics working as the vehicle movement component should take care of the wheels
but you need to check to see if the wheels show up when running, the black outlined wheel
ok so seems like wheels doesnt collide at all, i made a box for body and lifted it up abit so car was going through ground until it reached that body colider
the fact the wheels are going into the ground makes me feel like the wheels are not working right in the vehicle component
did you set up the wheels in the blueprint?
well yeah
those are words to die by ❤️
pull the cart up into the sky so its high up with nothing below it, hit play then immediately pause and eject out to look and see if you can find where its placing the wheels
you should see those 4 wheels somewhere
ugh... you cant see thecollision when its paused....
well wen i go to physics and try to simulate it really goes nicely, but in game for some reason it doesnt
ahah... its weird but I went in and just disabled physics when it was running to stop it in mid air
yeah you cant use the physics tab
wheeled component is creating its own "wheels" at runtime that it uses. that is the black "wheel" you see around the wheel when playing. You need to find where yours are
you can see it around each of the meshes used for the wheels here
it will only show up at runtime so if you dont see them around your tires that is your issue, they should be somewhere
i dont see mine at all i think
barely see anything at all at this pont, 13 hours now passed bich still doesnt move
yep if you dont see them, they arent going to work. They might all be under the car in the middle for example if the bones are weird. Vehicles are a pain to set up when learning and using a custom mesh
So I have a project that I am working on and I'm a little stumped. I have mirrors and I'm using Raytracing, if I have realtime capture turned on the mirror reflects the non existent lower hemisphere, If I switch to manual capture it reflects my environment which is what I want. Now here is the conundrum the only way that I could run with that is if I wasn't doing level streaming and switching to a completely different level with a different sky light
Any ideas how I could combat these mirror reflections
:no_entry_sign: alexstlouis44#2115 was banned.
aww I was still reading that
I'm using this code to try and set the screen resolution of my game, but it does nothing. why is this?
@grim ore sorry to remove your reading pleasure, Matthew XD
@dawn gullare you applying the non resolution settings and hoping it will apply the resolution change?
oh
also make sure you re testing in standalone
alright
you dont have to get the game users settings twice, just drag off the first one
ok, i did all of those and i dont see any noticeable resolution decreases. and my performance is going down, i was expecting it to go up
i also removed the dynamic screen resolution node
i dont think dynamic works on PC so that makes sense
this also only works in window unless you are setting it in fullscreen as well
are you tryin to use a lower fullscreen resolution?
fullscreen and fullscreen are not the same heh
default is windowed fullscreen
you are probably expecting this result
ah, ok
yep windowed fullscreen is not fullscreen but its taking up the full screen... its... games
alright, yeah that worked for me! thank you!
🙂
How do I remove this?
is there a way to decrease resolution but make it stay the same size in the editor window? bit of a stretch but just curious
@dawn gullin the editor you can decrease the scale in the scalability settings
Ok, thank you!
The best modern technology has to offer
:triangular_flag_on_post: Willtheham#3525 received strike 1. As a result, they were muted for 10 minutes.
@honest mulchdid you check out the free collections on the marketplace?
Aw shucks, I cant use 8x4 screen resolution
Just bought a huge vfx pack for 10$ lol. Comes with all the stuff I need for this project so im good
Hey guys, if our emssive material isnt visible at a certain distance, what can we do to make it visible?
the send to viewport node seems to be gone in UE5, whats the alternative?
Hey guys im not going to spam. How can i remove this?
oh im just dumb, it was add to viewport
you need to tell us what you want to remove
@median nest you are posting the same thing within an hour, that's spam according to the rules.
and what rat band is saying.
my simulate physics are not working
Oh ok. Sorry.
i sent a photo
Make sure it's movable
its the circle
yeah you sent the photo, but that tells us literally nothing about your problem.
I would like to remove the circle (joystick) off of my screen.
Ok, so do you know what code is generating the circle?
Oh
Dude you didnt even tell us youre on mobile
its not showing that it is or no
well im making a mobile game
Nice pfp lol
Sorry
Quick tutorial on how to swap or remove virtual joysticks in your game during gameplay.
Support me on Patreon: https://www.patreon.com/pabooklas
thanks
Thank you
Wait your pabooklas?
no
Oh lol
i just googled "how to remove UE4 joysticks"
any clue why this ishappening
its like making some weird shadows
when I get up close its not there
Is contact shadows on?
im using gpu lightmass for this btw
Hm
where are contact shadows exactly
Ok then try to turn up shadow bias
In post process volume
maybe dumb question but does anyone have any clue why my texture in blender turns out fine but when imported to ue5 or 4 turns flat
You need a normal map
?
I don't see anything wrong
Hey guys I'm not too sure if this is the right place to ask but I'm having some problems creating basic ripple physics using the "Water" plugin for ue4. I have an ocean and lake working with no problem and apparently all I need to get a basic ripple is to drag in a BP_FluidSim_01 and a BP_Fluid_Impulse_Repeating. I didnt change any settings on these two BP's but when I click simulate I dont get any result. Is there a setting that I'm missing?
no like i applied the same texture and it goes white
in blender it works but in ue5 and 4 it doesn't most of the faces create a flat texture
hi guys
How do you guys do version control with UE? At work we use git but we're all programmers. I'm trying to set up a workflow for a game jam with artists involved, do you guys have any tips?
@plush yew theres no shadow bias inside post process volume
Weird
Type shadows manually
Is it ue5?
Or 4?
4
Ok yeay
It should be there
??
Oh your using lightmass
My mistake
yeah
Any idea why my enemies stopped moving?
Hi.
I went back UE 4.21 in hope to find this LOD Generation feature that got deprecated. But it's not doing anything in 4.21. Has it been disabled? Does it work for anyone else?
I tried it on a tesselated plane, hoping to conserve my plane silhouette and reduce triangles in it, not around it.
yesterday was everything working now i turn project on they are stuck in 1 place
tried to make new enemy but is not chasing me either
should be working but its not
thats a sphere reflection playing with a skylight in their bedroom
anyone using the water system plugin? Seems like every time I restart unreal the water disappears. Seen similar things where the landmass brushes stop working as well. What the heck is going on?
yes, yes it was
that wall is one long mesh going past the adjacent wall, the lightmap is probably not up to snuff.
what should I do then?
Is this from Marketplace?
Oh wait, that's the HQ Residential House map, isn't it.
If you made the wall mesh yourself, you should set up the UV map for the lightmap.
No its the hell hole from montero
if i get up close
it dissapears
im so confused
maybe its a shadow setting issue?
Also, don't forget to set the build lighting quality to Production if you haven't already
im pretty sure it is
but im going to rebuild either way
any other ideas?
also im using lightmass
Probably the contact shadow 🤔
Already said that
I'm no longer using prebaked lighting and forgot the specifics of it, so I might be wrong.
contact shadow is if ur not using lightmass right?
Welcome to R E A L T I M E
also whats the difference between using lightmass and building with regular build
Contact shadows if you're using Stationary or Movable lights.
do u still have to rebuild even when building lightmass?
In other words, Contact Shadows applies to dynamic shadows.
Doesn't matter. As long as your lights aren't set to Static, but Stationary, it's still casting dynamic shadows along with the light map.
can anybody tell me the best way to optimize a forest?
Probably. Again, I never deal with lightmass - it's too time consuming for me, and not suiting my needs :3
LODS are down, just gotta figure out culling i suppose thx
If anyone has any experience with creating ripples using the new Water plugin please let me know. I have a few basic questions, thanks!
Try not to rely too much on translucency.
also with the new water, Why does it disappear when i load into a standalone?
Many translucency in one frame is bad. In some cases, it's even worse than high poly count.
I didn't use the new water system, still too experimental - I used UIWS in lieu of that.
I just use niagra
Can you explain a bit what you mean by relying on translucency???
👀
You likely using translucency to make the leaves on the tree. That's bad for performance, due to rendering merits of translucent objects.
In some cases, it's even worse than high poly count.
in most cases :p
and you should use masked for leaves, not translucency
Masked opacity is either visible or invisible, so the renderer won't have to think about sorting them out and considering the interaction with other objects every frame (unlike translucent opacity), thus giving better performance.
The tree's are assets i bought, would i go into the material for the leaves and change them?
i bet in 99% of the cases they'd set up their leaves to be masked.
Otherwise the reviews will complain about how unoptimised the materials are.
yes masked two sided foliage
That's good to go.
guess just gotta do culling and what not
Hello, does anyone know where I should look to solve this problem: my blueprints are showing in PIE or standalone extremely fuzzy. I must have done something but I have no idea what.
You really just have to worry about finetuning the LOD screen size and the view distance at this point.
hmm alright thank you
Long time coder and 3D modeller finally digging into Unreal proper to get into VR archviz.
I've got a handle on most things (done a handful of quickstart courses, etc) but what I really need is something that explains how you handle composite objects (e.g. a house, with doors and windows, with moving door handles, etc).
Any sweet guides or links?
And this is the "real" thing
What's your screen percentage? Do you have temporal upsampling enabled, if it's < 100%?
What do you mean by screen percentage?
In the Engine Scalability settings, check how much the percentage of the resolution scale (aka screen percentage)
100% epic
That would mean it's the Depth of Field's doing.
It doesn't seem to be texture pop in, as the edges of the mesh is also blurred.
I never touched the postprocess volume. That's really weird
Depth of field in the post process is the default 1km for 50%
No, the focal distance is what you should look for.
It's the default 0
What about your camera?
hey i just downloaded unreal engine and i want to make a fps type game were should i start
Cameras can have their own post FX settings overrides.
I haven't done a thing to the camera since this started a couple of hours ago. Haven't touched it in weeks
k thx
Okay, try cranking up the aperture, see if it's not blurry anymore.
If I crank it up, it removes the blurriness but of course reduces the light overall.
if I build lighting with lightmass do i still need to build lighting with the regular building mode?
Aha. The DOF is definitely the culprit.
Can someone explain a way i could possibly keep this from happening with my water?
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it looks like cubemap reflection or something. But im not too sure whats going on lol.
is there like a setting im missing or something lmao im using screenspace reflections and im sure thats the reason but there has to be a way to stop that from happening
Thanks for your help! Is there anywhere DoF is being set? Because in the PP it's not touched
Bought a new cpu, tried rebuilding game. It finished. Realised I hadn't tested it on the old cpu. sat there wondering if it even made a different lmao
false its nine levels squared
does anyone know what that translates to in KM
just default
i need help
and when i press install
anyone knowif theres a way to tone down reflection dependingon light?
doesnt really make sense to have stuff shining like this if its in the dark
Do you have emissive on it?
if our emssive material isnt visible at a certain distance, what can we do to make it visible?
Can people view the #cpp channel right now?
For some reason I am getting "message failed to load"
vram memory leak? vram not cleared when opening a new map
2 maps of vram are kept, the current map and then the next map
how to disable this behavior ?
how can i make my audio not restart if i switch or reboot the level?
how can i stop luncher from hiding and showing as i open or close unreal editor ?
could somebody explain why this doesn't work?
You need to cast
(or you can have it automatically cast, enable in Edit -> Editor Preferences -> Appearance -> Auto Cast Object Connections)
Can Events in the EventGraph be private? (i.e. an event used for binded events that are not meant to be called by anyone else)
Anyone know why when I jump next to a static mesh object it jumps with me?
Hmm
Thank you
one question, Can i put the music credits in a credits section
not in the main game area?
is that permitted
for music credits
Hello, I noticed on the answer hub that I cant mark some answers as the answer for that post? Am I missing something?
I need to create a timer that can save time time after respawning from a checkpoint and save the best time when the level ends. How can I do this?
question in regards to performance. the mesh in question is a simple popup target that goes down when you shoot it. is there much of a performance difference between having an animation blueprint that simply uses a blend space to control the target vs PlayAnimation? i would like to use the animation blueprint for this as i could get finer control with things like force to control how the impact looks and such but i would end up having 100% of these targets in the level which makes me question if animation blueprints are going to hog resources
@plush yew Mesh->Mobility returns EComponentMobility which lists Static/Stationary/Movable
yes
wait
no it does not thats a different option
Mesh->GetCollisionObjectType()
If nobody answered your question, yeah
So i can put it in a other section?
You can put them in the credits page, but if you really want to I guess you could make a separate credits page for music
hey this might sound wierd but why i here noise from my pc only when ue vieport is used ,
?
same
trying to set a child actor, watching a tutorial on how to do it
the one he selects is not showing up for me and not sure where to find it,
screen grab is from the video
nothing comes up?
bot fo us are using a clean version of ALS v4
nevermind found the issue
I seem to have an issue with the remove from viewport node only working if there is just one enemy spawned to begin with. The variable changes correctly either way, and the widget removes itself fine when there's just one enemy. Also, the last remaining enemy still dies, which leads me to believe that is simply ignores the remove from parent node
ah i guess i have gpu coil whine when i use ue4 viewport 😦
the noise disappear as soon as i switch to browser.
figured my thing out nvm
does anyone know if when using lightmass one has to build lights the regular way as well as building them in with lightmass? Like do I have to build both?
is there a game using unreal engine 4 thats open to modding
i know session and thats the only game ik of you can easily mod with it
im too lazy to make a game, i just want a place to dump all my models
garrysmod was fun but im really digging substance painter and the live plugin in ue
Does anyone know how to make like an account system were you create your account, and when your in-game it shows your name you chose when you signed up, something like battle net or epic games
Epic Online Services should get that covered.
is there a way to undo camera movement?
or lock a camera's view so i dont accidentally move it?
ooooo ty
does anyone know how to get rid of these
I already baked my lighting with GPU Lightmass, but i still get these artifacts when flying around
??
are BSPs gone in ue5?
quick question trying to implement a fire and reload animation in ALSv4, i retargeted everything and got it to work but every time i fire it stops my character from moving for a half second
not sure whats causing teh issue or where to even look
almost like when i fie it pauses any other action i perform
fire i mean
okay i foudn whats causing the issue but not sure how to fix it
Layering override head seems to be the culprit but nto sure how to fix
hey everyone, just a fast question... i am having issues with the viewport controls on the editor not working? i mean the keys work but the mouse goes through the buttons for things like perspective, lit, etc
i find it funny that
the ucg plugin is out forever now
and not a single game uses it
ucg?
its a plugin that adds mod support for games
they came out with it like 2 years ago
but no games have used it
We've released a new sample project to help Unreal developers bring mod support to their games. Based on the work done for Robo Recall, the UGC Example Project and SimpleUGC plugin aim to make it easier than ever to bring your community into the creative process. Join us as Senior Technical Product Designer Chance Ivey walks through many aspects...
well the games that are mod friendly usually just use a full editor
conan or ark come to mind
or mechwarrior
so ive just started learning UE, when im trying to move around the level using wasd, sometimes it moves around at a good speed but other times it moves really slow. why?
hye everyone.. I'm new to world of UE ..I'm currently working on idea of AR mobile game..
Do anyone have suggestion or advice for me as a beginners..
Or is there any tutor out there that I can Watch and study ..
https://gyazo.com/3dc896b20b28fc869ec392a58001fad9
Is this a common issue with aim offset??
Might be the auto exposure
it's a real pic right?
Not sure if this is even possible but how do i use the complex collision mesh instead of the simple one? Im trying to make a hollow cylinder but the collision mesh is by default the simplified one which is just a cube around the shape.
You are looking for "use complex collision as simple"
Set it to that in "collision complexity"
guys is there anyway by which i can set the pivot position with respect to the object instead of world ?
Thank you
Yo is there a way to make objects you're dragging from place actors to snap to the grid as you're placin' em? clearly once they're in they snap, but i can ge tthem to snap before i initially let go and place?
like it feels like there should be but no idea
Now im getting a warning saying static mesh component should be movable if you want it to move
and trying to simulate physics but it has complexassimple collision
If you need to simulate this object
This shows you how to make custom collision meshes in 3DsMax for Unreal 4. This is ideal for making concave collision (surfaces that turn inwards)
You might need to make your own collision
Ok
I have arrived back from work ready to stream in 30
Gonna do some answering there of questions around here too while I make a bird fly
whats the fix for windows 10 users i have to put on high contrast and its annoying me now
should be on personal setting
im new sorry what am i looking for
@wise tide Jump in my stream I'll help ya out visually
thanks two secs
which channel
this is real messy discord not easy to read/follow
found it
in
yeah i know how to turn it on and off but surely there is a fix for this so i dont have to keep turning it on
Yeah
but surely ue4 or someone has come up witha fix
my dropdown dont work
not logged into twitch to comment
@severe warren click the link and show me what you've done
Can you screenshot the node that it meant?
I never encountered that error before.
i have a grid actor and i want to debug it so i've choosen for the grid to be printed in terms of pixels on a render target
but i can't customise the size of the canvas render target
the error is coming from the macro which is the weirdest part(cause i didn't write the macro)
@severe warren well there's no render target after the error for starters
gridmap?
yeah i set it
no idea what im looking at really so ignore me haha
but resolve the error? 😅
its there a way to force recalculation for landscape collision?
@severe warren what is that enum there?
¯_(ツ)_/¯
lol
that's a inbuilt enum to tell the type of render target i presume
@frozen pond why recaclculate? I did find this https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/TechnicalGuide/ but I'm not sure it's what you want
Technical Settings for Landscape.
i was searching in engine for a node to set the size of render target
this is the closest thing to it
somehow unreal thinks that collision is in air
there's one creating one dynamically but then again idk how to delete and set it cause it is construction script code and i don't want million render targets to be saved onto my hdd
@frozen pond can you set the mes collision to complex?
@granite spire in vc?
theres no mesh it's just a landscape
ignore road, effect is everywhere
oh
can you render and MP4 for me?
uploading
👌
hmm
like visual aspect of landscape dont fit to collision
your destroy on hit must be bugged
try recreating the landscape smaller
cause I know large maps have weird physic issues
its 128x128 so nothing big
try remaking the landscape
who wants to be my friend for awhile haha im new to ue4 flowing a tutorial to learn some stuff but any one have some guides to understand more about blueprints.
As im adding alot of stuff im not even sure about what it does
you can also export your map to another project to test it, but it looks me that it's your hit calculations
@wise tide I'm doing a animation in stream, gonna get this bird working
same stuff
whats casting
is your bullet on life set to low?
I would compare your projectile to the first person project and see the difference @frozen pond
i found it lol
WaterBodyOcean XD
@frozen pond Had a feeling it was something like that
the waterbody's waves I guess are high, or his collision for them is massive
so self wouldn't work
because projectile collision's ignore self would be ignore the waves for it to work properly
nah talking about something im doing 😛
ah
@wise tide I can run you through stuff on twitch if you like, it makes for good content
Hello! I need some help about exporting with mtl textures. If someone can help me, i'm in the Support voice chat 🙂
Thanks in advance !
what ever is free
@leaden talon why are you using mtl textures?
Well that's the only way i found to export my mesh with textures, when i tried using fbx, i didn't have any textures when importing to an other 3D software :/
Truth is, you need to bring along your texture files with the FBX file.
Well the issue i'm having right now is, when i export using obj, it do create an mtl file and a folder with textures, but all those textures are little red dot :/
What DCC software you're using anyway?
Is it Blender? Maya? 3ds Max? ZBrush? or something else?
Just EU4, i'm trying to export from EU4 to use it on 3ds max ^^'
By EU4, do you mean UE4? Or Europa Universalis 4?
On the project, all my textures are here,
And yes UE4 sorry ^^'
Okay, so you export the mesh as FBX.
Then after you export the mesh, export the textures as TGA files.
Although the material slot might not be carried over in the FBX, so YMMV.
Okay so by doing that, when i import it to 3ds max it should place all textures correclty ?
Yes, UV maps should intact, but texture assigning is not automatically applied.
In my experience using Blender, the material slot didn't detected, so it might be a different story on 3ds Max.
Oh ... So i would have to re add all textures ? I have 600+ on them

Impossible.
There is 16 hard limit on texture samplers, you might only at most 16 of them.
You searched for all textures you have in your project, not necessarily used by one mesh.
Yes yes those are the one used in the project ^^'
Then the ones used in the mesh should be sampled in the material asset.
All the texture listed in used Texture Sampler nodes in the mesh's material is all you need to export.
I'm not sure to understand ^^'
Hi everyone, i am using blender to unreal. Exporting objects works but the local version of the object is stored in C:\Users\USER\AppData\Local\Temp\send2ue. Is there any way to save the exported files to the correct location on disk? Rather than use this weird app data location?
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:...
Hey, im super new an i have a question about world instancing / composition.
So as far as i understood composition replaces world origin so there isn't truly a limit to world size ?_?
Does this work with instancing as well? i want to make big things and i ran into float number problems in unity.
happy mode
need some help
cantfigure out whats causing this reload animation to do this
when running and reloading it works fine just when stationary
@grave lark World composition is bad
I ment partition not instanting
Well okay, i didnt use it just bouncing on options for something large
depends the purpose of the large map
Well fly from planet to planet, so i would fit into a 64bit coordinate system with that idea but engines use 32bit coordinates
@plush yew It's pretty bad to use, it's clunky and annoying and often more trouble that it's wroth
Okay noted, any alternatives?
eh not really
had to end me stream early I kept falling asleep
got me bird flying around though
Has anyone faced this error when trying to download UE5? It's been showing up all day. I've updated the launcher, cleared cache.
@flint cosmos Is it a VPN problem?
mmm not sure
Well dang, it was my ISP. I switched to another ISP and it's showing up now. Didn't really think of the internet being an issue since it was working fine overall. Maybe I should open some ports...
hey whats the latest version of luncher ?
So does this partition has distance limits? I dont exactly understand how it works
Hey, I just made a new Epic Games Launcher installation and want to make new default installations for the engines.. 4.26 works fine, but for UE_5.0EA I got the error message:
'IS-PL01 - Maximum path length exceeded. Please specify a shorter install location.'
Is the only solution to chose a shorter path?
I'm using the default path: "C:\Program Files (x86)\Epic Games\UE_5.0EA
okay.. will install them all to C:\Unreal\ 😑
Hey guys. I'm using the built-in CEF, but Unreal brings Chrome 59 which is quite old (2017).
Do you know how could I upgrade the Embedded Chrome's version of the engine?
Guess who just got
today
without version control? Maybe from the saved folder
there should be autosaves of something
if it's an entire project, no
maybe sometimes with an individual file you get lucky with autosaves
what is longer, a piece of string, or several pieces of string?
it's going to depend on your use case
if you're not streaming, you probably don't gain much from splitting the landscape up
not really
sorry just confirming, I dont want to get dmca'd. This is correct? https://gyazo.com/8460ee9f31fc90e7fef4d8bf9499ffb1
Yeah that looks right
Hey, I'm wondering if anyone could help me? We're attempting to migrate our project from 4.23 to 4.26 and while we've gone through most of the teething problems, the packaged game doesn't seem to be loading. It'll display the opening titles but almost immediately it'll show a window that just says "Fatal Error" and the game won't load further.
This is the crash log, if anyone has any suggestions I'd be very grateful.
@tacit knoll package the game with source built editor, run it from VS in DebugGame mode, see which UAnimSequence asset is responsible for the crash and replace it
Ah okay, so you think it's a broken animation sequence then?
you do have a callstack at the bottom
and the crash is deep in engine code
so odds are one of the assets got fucked
Excellent, thanks for the advice, I'll get that all checked out now.
side note it also looks like someone did some Syncronous loading while async loading was running
which is rarely a good idea
That's the UIWS stuff right?
not sure about that, don't know the engine loading code that well
it might had been a ConstructorHelper
if so, there is no excusable reason to use those
Alright, thanks
packaging with source built editor and running from visual studio gives you ability to debug the engine code in a packaged build
probs need 8gb ram but other parts are fine
Do you know if there are any good video tutorials for setting this up?
Hi everyone! My metahuman has a bit of a blue line below his eyes. How can I get rid of it?
any clue how to fix this
those black spots on the wall moving, i want them gone
Im using GPU Lightmass
how do i move the camera higher and play as him?
The camera is a component in the ThirdPersonCharacter blueprint. You'll want to open that and play with the settings of the camera boom to raise it.
thanks
Actually I think it's called SpringArm or something to that effect.
guys I'm having trouble choosing between Unity and Unreal. My friends say that Unreal is way harder than Unity, but has very good graphics. How hard IS it?
Im bouncing in between the two for a few days now, still did not decide what it will be.
i think try both
just try both and see what u r more comfortable with..
ok.
depends what you want to make
3D games
just 3d
also I heard unreal has native support for multiplayer
which is another upside
and that graphics in unreal is always better
so I jsut wanted to ask
how tough is c++ in unreal
(not the visual scripting)
how tough did you find it
Hi guys, I have a question related to Unreal : when using the Sphere Reflection how does it works? I found a video where someone put 2 big Sphere Reflections encompassing the entire room and then adding some small sphere reflections for the reflective materials. Why is it like this?
btw is the water system plugin in 4.26 broken?
it doesnt even work for me thats why 😦
its pretty frustrating when it works for everyone else except you
huh
now it works
i just switched the level
it works on every level except the one i intended it
does anyone know how to disable the asset version check of UE? I'm trying to open 4.27 stuff in 5.0-EA and apparently 4.27 is considered to be newer
Hi. I have a question. As seen in the video, there is no collision in the wheels. Can you help?
does anyone knows what could cause an actor to jerk when playing an specific animation?
Someone help me figure out this math for time units - (what's the simplest way ) i have a stopwatch component that tracks time in minutes, seconds, and milliseconds, to output a string timestamp - it also can get the float values however they are reset at interval (59 seconds becomes 1 minute, 0 seconds) (i'm assuming 999 ms becomes 1 second as well)
I'm trying to do the math to get the time difference between the two units (using a struct) because I know it will be likely that at some point, I'll be subtracting MORE from one of these items, so what is the simplest way to account for this
So if I had a time or 13 m 20 s 675 ms, and needed to get the difference in that, against 9 m, 56 s, 900 ms - would the simplest way to be just convert everything down to MS and then subtract, then convert back?
is there no way to work around that "issue"?
Can someone please help me here. Why does my light looks so strange? https://gyazo.com/6f888830b45a997cd33f3350210b0d04
yea thats kinda my plan now, looking for where that version number is defined
There's a video that came out like 2 weeks ago a guy put about the skylight, I'd check that out
hoped it would just be some config flag, but apparently it's somewhere in the source 😭
Can you help?
Does anyone know any good courses to take for complete beginners with no back round in 3d software or coding
is there a way to add fake bloom via retainer boxs?
okay then, thanks!
Is there a way I can blur this grass? The only things I know dont work when u hit "play"
Only one. It's a video.
how do I get rid of those spots
Does anybody know how i can implement ADS without totally re working my code
How do I use use modulo to convert these milliseconds back to 3 different time units?
Someone told me once, that I should have a Game Mode for every level. Is that good practice?
ik the gun isnt in his hand properly i will fix that, do i have to cast a camera to this to make it ads?
thats what i have and it works fine
cool, ty.
definitly not
Hm.
just depends on how you want to do it
Well, logically thinking - I'm like, it sounds stupid and inefficient.
you using comps?
what are comps?
components?
I like that bro🙂
uh, I'm new to the engine... dunno what components are... or do I? Dunno
thank you, i do want to make it ads though ive hit a wall with that
i can show you in just a moment
i wanna replace the model for this M9 with a custom one i had made, the M9 has a skeletal mesh and everything my pistol is just a static model, is there i way i can just change the model?
ill show you
👀
if you would like to hop into a voice chat ill show you how
Is there a lerp var in ABP?
Hello, please help! Where is COLLISION tool in Unreal Engine 5?!
Does anyone know why my mesh disappears in the distance? It happens with foliage but also with the raw FBX. The material is a basic solid color surface. Any help?
I tried "cull distance" in the foliage settings but that had no effect
Hi all, I imported an alembic file into my scene. But is there any way I can chose when to trigger the animation ?
Have it static for a while, then play the animation whenever I decide ? For instance at a certain frame
There might be other ways to solve your problem, but the only way I know is to type in the console command: foliage.LODDistanceScale 10 (or any number higher than 1). But be careful because depending on your PC specs this will dramatically decrease performance
Thanks for the tip---as a complete noob at console commands my question is then, if I don't like the results of this command can undo it somehow?
yes of course. If you don't like just retype the command with a different number
the default is always 1. So that's what you can go back to if you want
Would it be a good idea to use virtual textures for foliage
Hello guys ..
Can i Use Pixel Streaming for webapp instead of HTML5
and launch more than one instance on same device ?
Because when i try to launch more than one page its streaming same instance i want to connect each page with specific instance
Hello. Someone new how make something like "Press any Button to start"?
@limber badgewhich part of that do you not know how to do?
The all inputs we can change in project settings->inputs. When we make press any Button we need to add really much button in settings for action. Can i optimization this problems?
there is an any key button you can use
Ou.
Its real. Sorry. Thank you!
is there a tutorial on how to get github set up to collab in unreal? I found a tutorial online but i dunno if it's outdated
ok so it's prob not outdated it's from 2018 dunno if there was something new
Well i don't really understand you AO but @grim ore on the point of building an efficient health system for ai and characters to use, do i use a component with an interface or what are your suggestions.
.git as a product has not changed much, git-lfs was added at some point but i think it was before 2018
you'd wanna use a component and then to offset the overhead of a comp you can do more than just health as part of the component.
Look at what all the Ability System Component does, for instance. That lets you add attribute sets and track active effects and whatnot.
So, really, just learn GAS unless you wanna go full on ECS
If you're looking to make your own and keep it simple, component is just fine and you shouldn't need an interface
i just wanted a health component for characters and ai no necessarily abilities
i guess a modular health component
Well, efficiency and all
in a component BP, the Event any damage cannot be called that's why i was thinking of using an interface
Hardly anybody does the built in damage stuff
You can do a function library that wraps a GetComponwntByClass and Is valid and then calls the function on the component
There's already a function you call on an Actor
Actor->FindComponentByClass (or GetComponentByClass)
It's going to be typecast if it is valid
Actor->FindComponentByClass ()->Your function(params);
why would i need to check if the component is valid
Can someone explain references to me
arbitrary actors might not have a comp
this pushes the safety checks into one place so you don't have to do it everywhere - you wanna just call a "DoDamage" node and eventually handle "DamageDone"?
Best way to do this BP only is a component + function library.
you can do comp+interface but doing so means anything that can take damage needs to implement the interface
but if you aren't super interested then I won't push the method
Hi guys! Sorry to interrupt you! I have a probably silly and noob question. I'm making a map, I have trees house etc, every time I open this map I have the same amount of shader compiling. Every single time. Now I'm starting to remove asset to debug the mesh that have the infaust material. Do you have any advice? (I'm using some marketplace assets FYI).
Thank you very much! 🙂
anyone feel like helping me w simple animation bug on new char? been stuck on it for a few hrs but its so simple. let me know and i can share my screen
why cant i?
nothing is worth the money currently
us supporting the current prices keeps them high after this bullsh#t
no problem!!
anybody know how can use the multi user?
I'm trying to make a game with @light wigeon and we can't solve this problem because we are not in the same internet
use something like hamachi
but you should just use source control
multi user is not that flexible and mainly you can just move actors around the level
we need help with source control too
it's better if you limit 1 user at a time that works on the level, once he's done he can submit it to your source control
either rent a vps or host it on your local machine
source control is a smart decision even for a one person team
i wouldnt recommend using the multi-user editing, its mainly for editing the level but it has too many problems
is there is a thing we can work on blueprints or anything togetger?
I think the only way is source control
I don't know
maybe it's the only but its the best one
you dont need to work on the same blueprint at the same time
one person does an edit, he submits it. other person downloads it and continues working
source control will check the file out (lock it) until it gets submitted
ok thank you 🙂
Thanks for information
look for tutorials on youtube: ue4 perforce
if you are planning to host it on your local machine, you will have to open ports so other team members could access it
Complete gamedev noob here, just curious
At what point does an NDA become commonplace/expected between team members or freelancers? Is this even common practice amongst hobbyists?
If anyone could tell me why this is happening. It would be greatly appreciated. :)
Getting this weird lighting effect... Any help would be appreciated.
there was this blog post about ue4 and how everygame looked the same and how to fix it.. case study pubg vs any vid u find here, including the one above
does anyone have that link or tips on how to get rid of that grey ue4 look
the issue at hand was color grading
does anyone know how to create a HUD for ASLV4? been at it all day and cant get it right
@wise tidewhats the issue beyond not understanding the error?
i loaded ue4 2 days ago i dont understand and im trying to figure it out
you should probably watch some learning tutorials on blueprints then.
your trying to call an event in a blueprint and for some reason hook a variable up to it
i asked for some yesterday but didnt get much response
asking for help becase you dont know how the systems work isnt really going to get much help
your construct building is an event on your ui widget
your trying for some reason to call that event on another blueprint
you have an event called Construct Building inside your Main UI HUD Blueprint
yeah
you have a variable called Pawn Controller Ref
that variable is of type Camera Pawn Controlla
your trying to for some reason go "Hey Camera Pawn Controlla, call the Construct Bulding event that is inside of you"
go to learn.unrealengine.com and watch the intro to blueprints videos and first hour and such
sweet thanks for the help
theres also good docs
i googled searched all that came up was full tutorials which didnt really help as it wasnt explaining what i needed to know
yep
your not going to find "hey you have this problem, here is how to fix it" when the problem is not learning the basics
the explanation to what you need to know is learn the basics
like i said i googled and i also asked if anyone had any recommended beginner information
thanks though
that website is what i needed by the looks cheers
to use git lfs do i need to run the git bash install command on the directory where my project is?
@wise tide did you select a class first?
try selecting the class first?
tried no go
It's VERY difficult to figure out what problems like this are if you're a total beginner because you often don't know what you don't know.
Hence, you can't google the right terms, don't know what the actual problem is, etc
yeah im just confused why alot of it is reference after reference
and i always gotta reference something
but that link old mate gave is a good start im looking at it now
a reference is something that says something is something
well.. say you have like 20 people standing in front of you.
You want one to jump.
So you send out an instruction to jump
but without referencing which person should jump, no one knows, and thus no one does anything
^^^
computers are pretty stupid. they need to be explicitly told what to do
yeah makes more sense
if your in the same blueprint as the event, SELF means this blueprint so you are fine
if you need that specific person to be told, you need that REFERENCE to the person
We're not anywhere near the point where AI can predict what you actually want them to do.
So you have to be very explicit in their instructions
i have done ue4 before only done html, css,php and lua this whole visual thing is different
its the same thing
makes sense why i used self so many times haha
if your doing code in one script and need to talk to another, you need a reference heh
makes more sense now
But def take Mathew's advice. learn the basics with the courses, so that you can have a much better understanding.
yeah what im doing now
Once you do, and if you have problems, you'll be much better able to explain what your problems are, and people will be better able to assist you
thanks
as for your problem, you're not giving it the correct TYPE reference
not sure what category this fits under, but does anyone know how to dynamically show/hide fields based on selections like this?
It's like if you want one person to jump, but instead of pointing at a person to do it, you pointed at a tree
Hey guys I just got a SSD to work better with unreal. Should I move the Unreal Engine + project + my compiler there or only the project?
if your SSD is big enough, install your OS and unreal on it, along with your project
only 110gbs
In that case if I move the engine + project will help on compile vs stuff idk if only the project will make a difference. Or the compiler. I use Raider
🤷♂️ maybe someone else can chime in. I have all on an SSD so I don't know what the impact of each one is separately
if all your content for project is stored inside the project folder it will be a improvement in performance though if it is else where its only as quick as the slowest point
I will try to move my project, engine and compiler to check the impact
makes sense to move the lot
yes, but if OS can't access and process it fast enough, I wonder if that itself will bottleneck
the project isnt a big deal unless you are compiling, loading is generally a one off when your in the project. C++ compiling can really stress the hdd with access times. Shaders can as well but again usually only once. Window itself being on an SSD is a big "feels faster". The Engine? eh
the correct answer is to get a bigger SSD and put it all on it... lol
does anyone know what node i would use to set it up in such a way where you can only shoot WHILE aiming?
only shoot WHILE aiming?
sounds like a simple branch with a boolean 'IsAmining' check
Does anyone know how to put 2 of the blue "Actor" variables into 1 input? Every time I try to put the second one it it replaces the first one
you can only do that on nodes that allow it
so it either works or it doesnt, usually its on nodes that toggle stuff
Oh I see. yeah Im trying to get 2 static mesh variables into 1 input. Each static mesh triggers a ripple but I cant seem to get both into the desired target
Do you know of a possible work around for this? Im probably not explaining it very well
yep you would just have to duplicate the node you want to use and run it twice
Is there a quick/automatic way to copy all source files (ie. textures, models) that are referenced outside of your project folders, to inside your Content folder?
See I duplicated the blueprint but I dont think Im allowed to duplicate the "Event Tick" and "Event Begin Play" am I? Cause when I run it nothing activates on the duplicated part
you shouldnt need to duplicate that
you have your mesh , your trying to plug your mesh into a node
so now you have your mesh, you plug it into a node, then after than node runs you plug the other mesh into a copy of that node
Okay Ill try it and get back to you. One sec!
your running the node twice, once for each mesh
I got this one as gift, cant afford a big one right now. Just wanted to speed up the c++ compiling.
depending on what your trying to do there might be a more elegant soltution, but we cant see what your doing heh
@rich kayakthen yes put your windows and source code on the SSD, the issue is going to be... visual studio on the SSD as well is going to eat up space 😦
128gb SSD for doing coding work is a pain in the butt
if you ever watch visual studio it uses its drive for temporary files while compiling, same with the drive where the project is at
Are there any major complications moving a project into a source build of the engine
only if you re using launcher plugins really
well and hopefully not trying to go backwards lol, or a custom custom branch
I will check here what I can do, thank you
@grim ore is it okay if I send you a screenshot so maybe you get a better understanding? Its not much code at all I just dont know exactly where to dupliacte the part
Mathew you are so active on here helping people..cray cray
I'll give more context to my question about moving source asset files to Content - I'm trying to set up Git+GitHub for the first time and work with a collaborator. He has pulled the project down and is getting errors on opening that seem like the project is trying to reference assets that don't exist, which would make sense if some of my source asset files are stored in Content and some are elsewhere on my end. How do people typically deal with that?
Okay here is the entire blueprint. I put three arrows to where I am trying to have the "ForceMesh1" go into the same place as "ForceMesh". Let me know if you need more info
yes so you would just duplicate that code and the nodes and replace forcemesh with forcemesh1
so tick -> set relative location -> set relative location
and the begin play would end with Register Dynamic Force -> Register Dynamic Force
All .uasset should belong in the content folder.
As for the source art file, have it in a separate folder in the Project folder.
the "Cleaner" way of doing it would be to have all your meshes in an array, then you just loop thru the array and that code would be ran for each loop in the loop
but for 2 items.... copy/pasting the nodes and replacing ForceMesh with ForceMesh1 is like 15 seconds
Id be really interested to learn how to make a proper array. And yeah so i copied and pasted all the code except the Event Tick and Begin Play and replaced ForceMesh with ForceMesh01 but it didnt work
@drowsy snowis there a quick or automatic way to copy all source files into a folder inside the Project folder? Actually not even sure how to properly do it with a single file and keep the references straight.
I think i got what you mean for the duplication and it worked!
literally copy all the info you need, paste it and hook it up after the one that works
Yeah exactly, thanks! Sorry for not getting what you meant
yep yep. if you did this in an array it would be tick -> For Each Loop -> Set Relative Location
and the for each loop would have an array plugged in that had your static meshes, it would run that code twice, each time with one of the meshes
Thanks! Im going to try that because basically each of these ForceMesh is a water ripple effect and Im doing a massive ship so Ill need quite a few. Thanks again!
Not automatically that I'm aware of.
then yep if its a bunch look into using loops, the nice thing is the array is dyamic so you just add/remove from the array and the code wont care how many times it has to run
The best thing you can do is not storing source assets in the Content folder in the first place.
