#ue4-general

1 messages · Page 1010 of 1

vocal sorrel
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Gonna give it a go! Really appreicate your help!

grim ore
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yeah dont put raw stuff in the content folder, it will try and import it. put it in the root of the project if you need it

spice talon
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Got it. Thank you. I'll try to go through my assets one at a time and get them into a sensible place. Luckily my project isn't huge yet.

grim ore
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and as for keeping reference, nope you cant once it comes in it stores it in the asset. if you need to update it you can always go in, reimport it, and it will see its missing from the first spot and ask where it is now

spice talon
grim ore
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well.. what do you need it for?

drowsy snow
grim ore
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^^^ if you need to share the source assets, then yep do that or put it in another repo

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but like.. does the programmer need the source music files?

drowsy snow
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All the .UASSET file goes to Content as usual, but source assets (in this case would be .BLEND files and more) goes to the SourceFiles folder.

spice talon
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All make sense. Only question now is how to change them since I didn't do that from the start.

grim ore
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move them, open the asset, click reimport at the top

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it should complain its missing and ask whereit is now

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or.. just dont care 😛

spice talon
grim ore
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again do you need the source again for some reason? UE4 converts from source -> asset and unless you need to change it you dont need the source

spice talon
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Oh, so the uasset stores it's own version of the source?

grim ore
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it converts it from the source to its internal format yes

spice talon
#

Maybe the error he's getting isn't from missing assets then.

grim ore
#

all you should need to share is the project folder itself assuming your engine is set up the same, and even then you dont need all of the project folder

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you can pretty much see above what is needed, I also tend to save the Saved folder but only the config part under it

spice talon
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Right, okay. This was very helpful. Seems like our problem is something else. This is what it was spitting out ".../Content/Maps/NewWorld.umap appears to be an asset file."

drowsy snow
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@spice talon To get started, here's the .gitignore file adjusted for UE4. It pretty much ignore Saved files and build files.

grim ore
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spitting out when?

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it would say that when he is trying to import it perhaps?

spice talon
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On my collaborators end after he pulled it down from GitHub

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and tried opening for the first time

grim ore
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well maybe have them screenshot it when it happens, or detail what they re doing

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that sounds like someone trying to manually import asset files into the editor

spice talon
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Good idea

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thanks again

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Oh, ha ha. I think he just needs to change his project settings maps and modes behavior. Should have Googled the error first. Always Google first, damnit. 😆

soft tree
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Are there any extensions for unreal to write custom editor windows?
Or add things like buttons to blueprints to run functions in editor

drowsy snow
gusty comet
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Anyone with experience please help me with this. I found that the game is just too big(~3GB for just a simple game and assets) I want to know how should I manage the project so it's much smaller and performance focus ? I want to make 3D games with good enough graphic(I'm using Paladins as the high baseline which mean it could go further down depends on how much I can do to improve the performance while keep the game looks good) So I want to know how should I manage the overall assets, project setting and workflow in general I guess? I couldn't think of a word to describe....a way to improve performance if the game use many levels instead of full open world(I know the open world is kinda more resource hunger but I suspect that even I use multiple scenes could also lead to some kind of performance issues). So in conclusion I want to know the workflow in UE4 which I could improve the overall performance(both for developing and the game itself). Thank you in advance.

drowsy snow
soft tree
drowsy snow
drowsy snow
gusty comet
forest kettle
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hey, quick question i'm not really sure where to put: we're trying to create a custom trace channel in project settings. after restarting the engine, the channel is gone. any idea on this end?

gusty comet
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btw I'm pretty new to UE so it would be nice to have some hand holding hips

grim ore
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there isnt much hand holding tips for what you are asking

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what you need to do and how will depend on your project and the goals and its nothing really specific to UE4

drowsy snow
grim ore
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@forest kettlewhat does it show here for you?

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@gusty cometgo to the learn.unrealengine.com site and search for some of the courses on optimization/optimize. building better pipelines might help, as well as the intro to game dev courses

forest kettle
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we have defaultengine.ini checked out

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spoke too soon, wasn't checked out, checking out fixed it. thanks!

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i guess i was (naively) assuming that changing project settings would automatically check it out (as i believe it does in some cases?)

gusty comet
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@grim ore do you have recommendation course for optimization ?

hidden sparrow
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Hey I have a problem with my user widgets. I have 2 widgets with buttons on screen one next to the other so they dont overlap each other. Then I use the set visibility to off node on the first widget, and then set visibility On on the same widget. For some reason the widget that was hidden and then shown again is now the only one I can interact with. The wigdet next to it I didnt do anything to, cant be clicked or interacted with. How can I fix this?

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It feels like that first widget is taking whole screen but it is impossible because I can see the second widget but I just cant click it.

forest kettle
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if it feels like that, i wonder if adjusting the zordering of the widgets will give you anything useful. you could try to attempt to debug by setting the widget you can't click at a higher zorder level. that should give you more info to what's actually going on.

grim ore
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@gusty cometcheck out that course I recommended as it can help you understan how to get in better. the other optimization courses in general are for more AEC and manufacturing but their logic is sound. otherwise the general game ones handle how to create projects for games and take that into account

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@hidden sparrowwhat does the widget look like for the "button" ?

light tulip
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Hey folks I am slightly confused about where I'm supposed to ideally be putting my camera logic and how cameras are working with the sequencer. I'm trying to fix a bug right now where blending out of a cinematic sequence to my player camera seems to cause a bunch of jittering as my camera and the blend out "fight" over the camera pos. I'm a tad confused about where I'm supposed to put my camera positioning logic. I've tried to store it in the player camera controller and in a stand alone actor but both appear to cause "fighting" over the final view once the blend begins.

gusty comet
hidden sparrow
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@grim ore Not sure I understand. The widget contains only a button and a picture. Both widgets are interactable before I turn off and on the visibility of the widget

grim ore
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so the root component in the widget for the button is a button, not a canvas panel or anything else?

hidden sparrow
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There is a canvas panel

grim ore
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yep so thats what is probably taking the hits when you are place it as a new widget over the old one, just because you cannot see it doesnt mean it is not taking hits

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click on it and make sure it's visibility is not hit testable for self

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one thing to consider if this is what you are doing, is to have both these buttons in the same user interface and then just toggle them as needed like you are doing. instead of 2 user interfaces with a button each, 1 with 2 buttons

hidden sparrow
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It is set to not hit testsable for self.

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when hidden again the other widget is clickable

grim ore
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yep it shouldnt be blocking it, the next test then is to turn on the widget reflector when running

hidden sparrow
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it seems like setting the visibility on is the problem

grim ore
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and you can see what is what

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oh well yeah.. how are you setting the visibility lol, if you re setting it to visible its going to take hits

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set it to the not hit testable self and see what happens

hidden sparrow
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oh crap

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you are a god

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thats it

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thanks a milion

soft tree
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Looking for advice on inventory system
I'm working on an inventory system and trying to determine the best way of going about creating a base item
The equipable items should be either a static mesh, or a skeletal mesh. I'm thinking picking up a book has no animation, so could simply be a static mesh, while something like a gun does, and should be skeletal mesh

Should I have a base BP_BaseItem, and a BP_StaticMeshItem with a BP_SkeletalMeshItem class? Where the individual items inherit from either BP_StaticMeshItem or BP_SkeletalMeshItem ?

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OR should all items that can be picked up be imported of and made of skeletal meshes?

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or is there just a better solution I am not aware of?

drowsy snow
soft tree
drowsy snow
soft tree
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I'll have to play with it then. It wasn't generating thumbnails when I did sample tests earlier
Hierachy was like:

Default Scene Root
 - Static Mesh
buoyant compass
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Is anyone familiar with the navigation system?
I have an idea for a setup, but not sure if its feasible.

I'm doing some procedural generation where I'm combining hand made rooms at runtime.
Ideally I'd like to build the nav data into these rooms, that way i can setup things like nav links, and make sure its as i want it.

Then at run time, I'd like to combine all these nav meshes together so the AI can traverse between them.
Is this a realistic setup?

mossy nymph
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i don't think it is, we explored something similar, but eventually let the nav generate at runtime

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there were ludicrous amounts of artifacts

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maybe if you use streaming levels as your rooms, we didn't have a run at that

untold girder
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Where would I ask questions about skeletal meshes / materials?

mossy nymph
mossy nymph
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nav invokers are pretty stupid on complex terrain

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easy to get AI stuck

buoyant compass
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Ya I was hoping for a way to kind of chunk out navigation.
Within the rooms it won't change, so it seems logical to lock some nav in on the rooms and allow for customization there.
Is there no easy way to combine them?

late verge
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heyo! is it normal for me to have to recapture the skylight every time i load up my level for the first time after opening up the engine? or should i not be having this issue?

mighty oak
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I keep getting this warning when I play game in PIE, but not sure what to do about it... any ideas? Mobility of /Game/Maps/UEDPIE_0_Playground.Playground:PersistentLevel.RecastNavMesh-Default : SceneComp has to be 'Movable' if you'd like to move.

winter rain
finite ocean
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Anyone know where I could get help with this if I can't get help here?

grim ore
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what are you using for capturing reflections, and what reflection mode?

severe hinge
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ok so i know this question is asked frequently and many times but i cant find any answer to it

how does unreal engine 5 change the workflow of a 3d artist like me?since baking textures is not needed anymore how would i texture something that is stylized and highpoly inside substance painter that has no UVs?

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or do i have to wait until substance painter adapts to the new workflow?

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with mega scans i think things are a bit easier,but when it comes to stylized work UVs are needed i think

grim ore
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and UV's are not removed, why would you think they are removed?

severe hinge
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how would you UV a 35million polygon asset?

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how would you UV a 35million polygon asset?

analog wasp
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where can I find a tutor to help me learn the basics of ue4?

finite ocean
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@grim ore I'm using reflections captures. Quite a few of them actually. But I've tried turning them off. It doesn't do anything.

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😦

grim ore
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damn that was my only good guess. #graphics might be able to help. disable shadows on the lights and see what happens maybe, see if those are causing issues

wise tide
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@grim ore problem i had earlier went away when i updated engine?

finite ocean
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@grim ore was a good guess. Thanks for telling me where to go!

plush yew
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has anyone figured out how to simulate clothing physics

wise tide
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updated engine and now a simple function ant working use to be from interger to text but trying to set a text box in a ui is now a variable?

neon bough
wise tide
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this what i mean

novel wren
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Can anyone help me? Baking lights on my open world game takes 1:30 hours. and when it finishes it crashes and doesnt save the bake. what do i do?

neon bough
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so hook it to the output

neon bough
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increase page file size or buy more ram

novel wren
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dynamic lights?

neon bough
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i'm pretty sure the first google result of "increase page file size" will tell you

novel wren
wise tide
novel wren
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I turned on dynamic lights

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but everything is really grainy for some reason

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when my plants move it looks really bad'

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also @neon bough are dynamic lights good?

neon bough
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yes but slow

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moving stuff is actually using dynamic lighting anyways

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so for open world, your rocks could be the only thing that would bake good results

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and no, 32GB is not enough for large scenes with much geometry

mighty oak
ashen frost
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can unity top ue5 awkward_monkey_look

jolly steppe
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Does anyone here have an answer to the question I posted in #animation ? I've been trying to figure this out for a few days now

neon bough
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probably, but what are the chances?

drowsy snow
latent sonnet
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On reddit I asked how to make a stopwatch that can continue after death and can save your best time and some lovely fellow took the time to give me this... But I don't understand it.

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Any help?

latent sonnet
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Thanks. I'll take a look

ashen frost
ashen frost
latent sonnet
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My printstrings aren't showing up?

hoary holly
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Anyone here ever dabbled in compute shaders? Wanting to move calculating a procedural sphere from the CPU, to the GPU

winter rain
true ridge
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What are the best practices for handling player input in UMG?

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I hooked WasInputKeyJustPressed into a widget's event tick and it feels dirty.

drowsy snow
quiet token
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its ugly but it works, there gatta be better way

restive eagle
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you can also override a function inside the widget on key down/up

quiet token
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yea but that only works if the widget is focused

restive eagle
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true, dont see why he shouldnt have that focused

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unless he wants for pc to receive inputs as well

drowsy snow
wheat rose
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thanks

drowsy snow
grim ore
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you can have the widget listen for user inputs if thats important

desert verge
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i converted a project to a newer version of unreal the library shows it as the older version, even though it isn't

drowsy snow
desert verge
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ah okay, the only thing is i had an issue adding an asset to that project, it downloaded the assets for that version

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rather than the one it was running

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i had to use migrate to move it..is that the normal method?

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i'm coming from unity

grim ore
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you can change the version of the assets it installs in the drop down menu when you add them

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and restarting the launcher would probably fix the launcher issue.. now.. if you converted it in place instead of making a copy thats another issue

ashen frost
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@grim ore hi Matthew

I wanted advice on if it’s okay to write c++ code on blueprints. I have heard that it’s horrible, and that you should write c++ as the foundation and then blueprints

drowsy snow
ashen frost
drowsy snow
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It's not a bad practice to write C++ function to be Blueprint Callable. In fact, if you deal with asset referencing, it's better and more foolproof to have it Blueprint Callable and do the asset loading/referencing in BP.

grim ore
ashen frost
restive eagle
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been using bps for probably 6 years now, barely had to touch c++

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there are plenty of people that only do work in blueprints

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video said it well

drowsy snow
ashen frost
drowsy snow
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You don't have to "hard reference" anything in C++.

grim ore
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do you need to push it to the limit? is it meeting your goals... then...

restive eagle
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dont try to loop 10k actors on a single frame and you will be fine

drowsy snow
ashen frost
restive eagle
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once you learn better practices/approaches, bps wont have any noticeable performance drop

ashen frost
grim ore
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well every blueprint node is C++ so take that for what you will

restive eagle
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your limits will be pushed most likely from the visuals

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not your game logic

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unless you start doing some crazy stuff

ashen frost
restive eagle
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you wont learn everything in 2 years

drowsy snow
grim ore
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yes you can move stuff over to C++, you will be fine doing it all in BP now, you should do it all in BP now to learn the engine. just flow with the go

restive eagle
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at best i would say after 3 years you might stop relying on tutorials/google

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only then the real fun starts

drowsy snow
ashen frost
ashen frost
grim ore
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i mean with enough time you can do anything

ashen frost
grim ore
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hence the part about if your at your goal already there is no reason to spend time for no benefit

restive eagle
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your first year will probably just be getting to know all the nodes

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using the worst possible practices

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because youtube is filled with them, unless you watch Mathew's channel 😄

grim ore
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hey even learning worst practices is atleast learning the wrong way so you can learn the right way later. and even then... wrong ways might just be less right

drowsy snow
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My mostly BP game is stress tested in packaged situation, and the game thread is only 3 ms, on low power CPU.

ashen frost
restive eagle
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yeah you will learn on what not to do in the future 😄

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thus you will remake your game mechanics dozen of times when you learn something new

ashen frost
restive eagle
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which is the best way to learn i guess, you learn from your mistakes

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and never repeat them again

ashen frost
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Lol yes that’s me

grim ore
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iteration is part of development and normal

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and when you hear "X is better than Y at Z" your getting hung up for no good reason. Do you need Z? is Z required? why does it matter if Z is not needed or required

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if making a sound effect play in BP or a sound effect play in C++ is the same result......

ashen frost
restive eagle
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there's also nativization, but i couldnt vouch for it

grim ore
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its removed in 5 so don't vouch for it

restive eagle
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good

drowsy snow
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The point is, don't embarrassed just because you mostly use BP 😉

ashen frost
restive eagle
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this guy is dragging boxes around?? hehe he's not a dev

ashen frost
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What can c++ do that bp can’t

drowsy snow
grim ore
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if you go "only use BP, C++ is horrible" or "BP is for noobs, C++ is pro level" then you can be embarrassed.

ashen frost
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Yep

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I heard that it was better to use both

restive eagle
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there are people that will make fun of you for using a game engine, instead of making your own

ashen frost
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Lol

grim ore
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it is better to use both where its appropriate, thats generally how all development works

ashen frost
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Indeed

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Do you use both?

grim ore
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I can use a spanner to dig a hole in the ground but... wtf is wrong with me if I have a shovel as well

ashen frost
drowsy snow
ashen frost
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I see

grim ore
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I use whatever is appropriate for what I am doing lol

ashen frost
restive eagle
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sell your 5 years to the devil, and you will

ashen frost
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5 years to learn c++?

restive eagle
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maybe he will give you a discount for 3

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no....

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everyone will work on his own phase

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some learn faster, some slower

ashen frost
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True

restive eagle
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some work full time, some only on weekends.

ashen frost
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Yes

restive eagle
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you can learn in 1 week if you want to

ashen frost
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Lol

restive eagle
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but you might not be that good or exprienced

ashen frost
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I mean, am not like creating game engine, just enough to do certain stuff

grim ore
restive eagle
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as Mathew said before, try to learn the engine first. dont worry if you need c++ or not

restive eagle
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maybe you will drop the engine in a week or so, it's not easy

ashen frost
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Yep

restive eagle
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and not for everyone

ashen frost
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I like ue4 OWOBulbasaur

restive eagle
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99%(random number to make a point) of projects don't even see the completion stage

ashen frost
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True

restive eagle
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it's always fun to start something, but not everyone can reach the finish line

ashen frost
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Indeed

grim ore
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make a button that prints out "you win", package it up and your now a game dev!

ashen frost
restive eagle
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you're*

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aham

ashen frost
grim ore
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well I mean its silly but.. you have to learn the ui system for the button, you learn actors, you learn levels, you learn blueprints, you learn to package

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you might even learn variables in there

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i mean its like... 3 minutes of work for a dev who knows the engine but a lifetime of learning to a new user!

ashen frost
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Indeed

drowsy snow
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Don't forget to add this screen after pressing the button, and then you're learning about basic widget management practices!

ashen frost
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Will keep in mind

drowsy snow
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But seriously, after showing the screen, you want to have the button behind it unclickable, or even disappear in lieu of the screen. You learn how to use widget visibility types, anchoring the image to make sure it fills the entire screen, removing the button widget, and even playing widget animations for extra flair.

restive eagle
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and you will learn about DMCA's for using copyrighted images

drowsy snow
ashen frost
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Lol

restive eagle
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only god knows

drowsy snow
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I mean, if it's for learning with meme flairs, it's fine. Just don't distribute it online.
Some developers are dickish, some are welcoming to fanmade stuff.

rigid bridge
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i made a 5 level by 5 level world comp map

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roughly how big is that in miles or km

plush yew
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this is a dumb problem to have but hair in blender is fine but in game i have a bald spot

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it doesnt seem to be affected by gravity either

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is there a way to move the hair upward

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in ue not in blender

drowsy snow
rigid bridge
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idk i just clicked on the default tile size and everything

drowsy snow
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By default, the landscape tile is about 500 metres across, so 5 tiles across should be about 2,5 kilometres.

rigid bridge
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so 2.5 km x 2.5km

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thx bro!

plush yew
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how do I make hair move less

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like make it less sensitive to my characters movement

open compass
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is it possible to convert plugins to a updated engine even if the plugin hasnt been updated?

winged notch
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This is a "lightning round", 1-min video run through quickly showing how to recompile a plugin (in this sample case, the UE4Duino plugin for Arduino communications: https://github.com/RVillani/UE4Duino ) for Unreal Engine to avoid "built with different engine version" errors.

A more relaxed-paced, 7-min version of this process with more detail...

▶ Play video
woven patrol
#

I accidentally deleted ue4 and ive been reinstalling it

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and its stuck on verifying

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could I get some help with whats going on?

winged notch
woven patrol
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nope

winged notch
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can you send a screenshot from the Epic launcher

woven patrol
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oh nvm cleaning up

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it was just stuck for a while

winged notch
#

is there a official Speedtree Discord sever ?

open compass
#

@winged notch legend

winged notch
open compass
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yeah i got visual studio

winged notch
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ok than i think you are all set

open compass
#

sweet as

plush yew
#

hair stretches when I move forward pls @ me if you know what could cause this

plush yew
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i dont have it open rn

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but basically when i walk the hair stretches behind me

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a lot

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lol

winged notch
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check your SK mesh collision

plush yew
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it dont look like a collision thing

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also its almost 1:1

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high poly collision

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its affected on the z axis too

wide beacon
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does anybody know how i can ads, do i need to cast to a camera?

robust owl
#

Is there a way to check the existing value of a console command in UE4 from the console?

runic fern
#

Hi guys ..
When i package HTML5 it doesnt Export lights rect lights not working

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Why

modest trench
plush yew
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how do i add a new collider

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and thanks @modest trench it worked

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had the same issue lmao

modest trench
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right click a bone to add a body to it

jagged agate
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hello guys, complete newbie question here,
i have just started to install epic games launcher today, and this is what i see after i open the launcher.

can anyone help a newbie out by pointing out where i can install unreal engine 4?

plush yew
#

@modest trenchthere is no option for that

deep quest
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this i think or the install engine

jagged agate
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yea its weird nothin happens when i click on it

deep quest
#

restart

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your pc

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i think it will help

modest trench
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how about the install engine button on the top right?

jagged agate
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ok!

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install engine leads me to the library page, which is empty... i wil try restart~

deep quest
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hmmm

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wait

jagged agate
#

@deep quest @modest trench thanks for the help! turns out i just needed to restart~ it was bugged

upbeat tendon
#

Hi, I am trying to get RVT terrain working, however once the game is running there is a lot of flickering

plush yew
#

fixed it all wew

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one last problem, after about 10 mins of use ue4 just flickers, goes black, and has all kinds of visual issues and i have to restart it

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i have an i7 and a 3070, so im pretty sure it aint a issue with not enough power

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not a very complex scene

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low poly scenes even

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ue5 never does this

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its just ue4

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anyone have this issue and can fix?

drowsy snow
fierce tulip
#

@winged notch i dont know if anybody needs it, but here are the #rules

plush yew
#

YES

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thank you

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it happens almost exactly after resizing a window

modest trench
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almost feel like we should sticky that somewhere

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(remember to restart after installing the reg edit)

plush yew
#

uee

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yee

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is there any expert on softbodies

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like body physics

modest trench
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how are you moving it? did you accidentally set the scale to 0,0,0 etc?

plush yew
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because the collision meshes ue4 uses are very simple, is there a way to add custom collision meshes from blender or max i have both

modest trench
#

try simulating and read the the properties etc

drowsy snow
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Is the mesh already placed somewhere in the level?

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Set it to Moveable.

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Make sure the mesh in the BP is moveable.

vagrant hornet
#

what terrain precision would you recommend for something outdoors

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like a forest

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or hills ,canyon

drowsy snow
plush yew
#

something pretty obvious to you guys but i cant find it, im looking for that button that says "edit blueprint" and I cant find it

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or is there another way to access my players blueprint class

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i swear the edit blueprint button was right here before lol

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also is there a way to search up a blueprint class in the asset browser, or would i need to search within a blueprint itself

#

guess it isnt so obvious i googled it lol couldnt find a mention of locating one just how to create one

proven mauve
#

Hey guys, I'm looking for some insight into slow loading times between levels, when built in stand-alone.

#

Obviously there will be a wait (especially on low powered devices).

#

The part I'm trying to understand is how it can happen between pretty much empty levels. I'm sure its codebase specific, but I'm looking for hints at what areas to investigate.

winged notch
plush yew
#

yeah, what rule did i break

#

lmao

#

you mean LEGS?

#

the censor is past fingertip length, and it covers the entire upper body. If its not too lewd for 5th grade it couldnt possibly explode anyones heads on here

#

lmao

fierce tulip
#

@winged notch we dont allow links to other discord servers.
you can try asking pfist for permission, but thats about it.

#

@plush yew you are fine.

plush yew
#

ik was just playing along

plush yew
#

im sure he was being sarcastic haha

#

btw would you know what this means

#

translated from chinese
"To do activate them, go to your player's Blueprint class (I am assuming you are adding this to a previously-created character). First, select the CapsuleComponent object to set the collisions to custom, and then set the PhysicsBody to overlap. This is important so your PhysicsAsset doesn't go crazy when it collides with your CapsuleComponent."

#

in the blueprint class settings I dont see anything about capsule componets

#

so im not sure what she is trying to imply with her tutorial

drowsy snow
stoic scarab
#

Hi does anyone know a way for an audio track effect the position of a mesh/actor? Effectively wiggle it.

OR.... Add the camera shake BP to an object to generate random movement?
Thanks!

drowsy snow
#

<@&213101288538374145>

fierce tulip
#

yea, warned em in voice.

drowsy snow
fierce tulip
#

oh ffs hehe

stoic scarab
drowsy snow
stoic scarab
#

Ahh. No soory, I want to shake and object. Create a random movement of a mesh or actor.

drowsy snow
vagrant hornet
#

when will the water plugin be fixed

drowsy snow
honest vale
#

4.27 is last, no?

plush yew
#

can anyone here give tips on studying a large unreal project? like where should i start? how should i study it? should i start i looking at the game mode? or the indivudual components? should i start studying the cpp files in order? etc. any tips are welcomed/ Thanks!

honest vale
#

and UE 5 (or only EA?) was forked off from 4.26

proven mauve
#

Ken, for exploring large code-bases, you should always have a clear goal in mind.

#

If you want to understand structure, you may be able to do so without getting into the C++ at all.

#

If you want to understand some core element, you can do a deep-dive on that.

#

My personal suggestion is to simply jump in somewhere. Skip around till you find something interesting, then follow that thread to other files to see how it all shapes together.

#

If you are planning on working on this code (new hire?), the best you can do is ask for a small task.

#

A bug to fix, or a very small feature. Completing this will be a great intro to at least one aspect of the code.

drowsy snow
honest vale
#

oh, okay

drowsy snow
proven mauve
#

I would agree that making small stuff is the better way to learn the engine than jumping into some abstract "code study" of a mature project.

drowsy snow
proven mauve
#

Fair enough

#

He was talking about reading C++ files in-order shrug

#

Thats usually something somebody asks when they want to get to know a particular project, not just UE4 in general (do we have to say UE now lol?)

drowsy snow
proven mauve
#

UE5 is messing everything up PE_PandaBall

drowsy snow
stoic scarab
lethal bison
#

is water in 4.26 stable? I know it says experimental but is it due to stability or just lack of features?

drowsy snow
plush yew
#

anyone know how to access this menu? what kind of object needs to be selected to get here?

drowsy snow
plush yew
lethal bison
plush yew
#

this menu makes no sense to me

#

is it in the physics tab

#

it looks like its in the event graph to me

drowsy snow
lethal bison
drowsy snow
plush yew
#

leg physics

#

i want them to collide

drowsy snow
#

You mean IK foot placements?

plush yew
#

no i want the thighs to collide with each other

drowsy snow
#

You can use physics assets to cover the limbs with collision primitives.

midnight gulch
#

I have a ton of RPG skills stored as Actors. Is it possible to export the information stored in the actor (name, description, mana cost, etc.) to something like a spreadsheet, and to export many to the same spreadsheet?

drowsy snow
midnight gulch
#

I don't think that solution will work. Essentially what I'm trying to do is automate the creation of Wiki pages for each skill based on the information stored in each actor

plush yew
proven mauve
#

Ask them for a bug

unique cove
#

Quick question in between this discussion: In which channel can I ask about sdks and dlls (in unreal 4)? There are so many channels that I'm not sure which one is the right one

proven mauve
#

Or go on Jira or whatever and find one yourself.

#

Shows initiative, and will allow you to focus your efforts.

#

Also if they just told you to explore the code-base without further instructions, thats pretty suss

#

Read any available documentation they have as well (confluence, whatever).

plush yew
drowsy snow
#

You can send your UE4 game build to the cloud gaming providers, or use Pixel Streaming.

#

Oh, obviously not.
You have to set another PC running UE editor and stream to another PC through remote control softwares, like Team Viewer.

stiff plank
#

recently I have started with unreal 4.26 [made the shift from unity] and learning blueprints, just want to know about few assets on the store as my plan is to build a very basic rpg

  • basic question can I mix templates together or mix templates with few of my own functions I create in bp
  • Able ability system - heard a lot about this, how stable / good is it
  • third person controller remastered - how about this anyone using this
    can I mix able and third person controller and able together anyone tried this combo
  • super RPG framework - how good is this, anyone tried mixing this with third person template or able
    ideally I want to avoid templates but then building a basic rpg with turn based combat, inventory, quests and dialogue is going to be a tough in bp or I could be wrong too
drowsy snow
#

Searching for "light" in the search bar?

#

The search function also puts Type into account though

drowsy snow
stiff plank
#

@drowsy snow thanks, can you please tell me which one is it / link
also used any of these three mentioned assets [able / tp template / super rpg] any idea on any of those

plush yew
#

I fricken did it

#

i followed some chinese tutorial on simulating body physics (everything even morphing things like cellulite)

#

someone i can send this project to so they can make a video tutorial? im sure it would help a lot of people

old nimbus
#

I need help with Game Modes, anyone willing to help?

wary wave
#

if you have questions, best to just ask

#

if you have code specific questions, there are #blueprint and #cpp channels you can go to

old nimbus
#

ok

plush yew
#

how does the "then 0 then 1" button called?

wary wave
#

...err, what?

#

you may need to be more specific 😄

#

you're looking for something like the Sequence BP node?

plush yew
#

ty

wary wave
#

no worries

late stag
#

I have a wheel scene component and a wheel mesh attached to it so i add the wheel mesh to the static mesh attached and when i compile it disappears

plush yew
drowsy snow
plush yew
#

ohhh, yes

#

sry iam new

shell compass
#

Running into an issue here where GetInputAxisValue() only returns non-zero values for the mouse if a mouse-button is also held down

#

I'm trying to make it so that if the player moves the mouse, it should switch over from gamepad-mode to M+KB mode in the main menu

#

But yeah, I have to hold down LMB or RMB and then move the mouse in order for it to notice.

#

Ugh, seems to be this issue

#

It only works if input mode is set to "Game Only". Why is that a thing??

old nimbus
#

I feel sad

#

Everyday, it just feels like I am capable of nothing

wary depot
#

Can i ask a simple question

#

Do i need to make a different material for every single object in my room? Wouldn't there be too many materials in a complex scene? Or is there a different way i dont know?

#

Or can i just use a one single material and different textures for similiar objects?

#

Like lets say i have 5 different stone models in different sizes,(different UV maps) can i add one single stone material that sets roughness and stuff and then add different textures?

wary wave
#

common, in fact, the engine supports it through Material Instances as a core feature

mighty oak
#

I'm using runtime navmesh generation and only on demand. Everything works fine in game and PIE, however the editor continues to tell me I need to build navmesh, I would like to hide this erogenous message, since I don't need to build navigation. Yet most information I gathered online hasn't helped here. These are my settings:

wary depot
wary wave
#

yup - set up your material, use parameters for textures, roughness values etc, then in the instances you can change them as you see fit

#

should be straightforward with a little playing in the material editor

wary depot
#

Yeah i got it now, will try it out, thanks!

old nimbus
#

Is there a Vent chat log in here, where I can vent about my Incapabilities?

plush yew
#

is there a way to migrate assets that have plugin dependencies from UE4 to UE5 yet?

unique kraken
#

hey can anyone look at that?
shouldnt my target array variable now have all dynamic material instances?

#

oh, i see. i had to creat arrays inside the variable. any way of creating the array in the bp?

dense knoll
formal needle
#

Anyone know why after play anim montage,anim graph always jump to entry again

#

After play montage

#

didnt pass through Holster state

fallow hornet
#

Is there a way to blend a cubemap and a skylight capture?

#

For instance I am using the currently a skylight with a set cubemap I want to create a new skylight and capture and blend between both

stuck linden
#

first video is with camera second has no camera

plush yew
#

it looks silly

#

but it probably took hours to setup

#

major props lol

azure shore
#

when the player rotates to change direction the camera moves with it

torpid mica
#

I had packaging working before to launch onto an android device. Then it stopped working where it is not finding the Java home... should I just re install Java studio?

onyx mango
#

how do I mark specific actors to not be destructible?

#

I mean so that Destroy Actor node will not work on them

stuck linden
azure shore
#

but I mean what its attached to

stuck linden
azure shore
#

the camera must be offset slightly for the noticeable rotation

cyan bronze
#

https://www.youtube.com/watch?v=1K-Hyu4Xn3g&ab_channel=MattAsplandMattAspland
Time: 7.15
Im following a tutorial for creating animations and the guy adds "Calculate Direction" node on blueprint but there is no such thing for me. Im using Unreal Engine 5!

Hey guys, in today's video I'm going to be showing you how to create an animation blueprint and blendspace to smoothly transition between your animations in your game, such as idle, walk, run and jump.

Previous Video - Creating The Character And Animations: https://youtu.be/Ht0ekszftsA
More In-Depth Explanation: https://youtu.be/A6L_8vAx-M0

Un...

▶ Play video
azure shore
#

try in unreal 4 idk it shows up for me

cyan bronze
#

nvm

#

i had context sensitivity on

azure shore
#

does anyone happen to know why shapekeys/morph targets just refuse to import?

#

and yes I ticked import morph targets

deep quest
#

hey i've treid some dowload animation and it works, buut it dosent work on my metahumen charater

#

any1 help

modern kite
#

is it possible to do an day/night cycle without using dynamic lightning?

soft panther
#

my mobile preview does not render lights as should any help ?

azure shore
onyx mango
#

Is there really no easy way of recursively looking up and destroying a parent and all its children and childrens children?

#

As in Unity3D destroying a GameObject will take care of the children as well

#

Parts of UE is so weird to me I wonder what the design decision process has been

azure shore
#

relatable

#

man

#

Im ruining my life just because I want to make a game

#

I cant take it anymore

toxic lily
#

does anyone know where the "eventbeginplay" node is located in ALS v4?

azure shore
merry bison
wary ferry
grim ore
#

@wary ferryI beleive that is a generic "here is how you use codes" module

wary ferry
#

😮

grim ore
#

otherwise they would have to make a unique module with unique screenshots to show the same stuff for every one

wary ferry
#

OK 😄

#

well good to know we sat her searching for that learning ressources tab in the library and could not find that supposedly newly added learning ressource project at all xD

#

not by name, tab or any other place

grim ore
#

gotcha. The name of it should be the same name as the course, and it will only show up after you restart the launcher

wary ferry
#

but I was able to piece it together in the end 😄

#

well thanks for that and sorry to waste your time 😗

grim ore
#

makes sense tho, I'll pass the feedback on maybe they can make it clearer

plush yew
#

where can i get a list of all animals in the world?

#

yea, that would be cool, and thats a limited list xD
i mean like all all xP
hard to believe no one wrote them down xd

fierce tulip
#

that list would be over 1.5m species long, and thats only the ones we have found

#

(and that question is kinda out of the scope of #ue4-general )

plush yew
#

ok ok i'll drop the subject xD

fierce tulip
#

now all we need is some AI that takes that info, finds photos/models of em, turns them into fully worked 3d models, and gives them proper game-ai

plush yew
#

yes! xD

#

(actually i just did find the actual list on https://www.gbif.org/occurrence/download and its over 3TB XD)

wide beacon
#

Can anybody help me with attaching a static mesh to a skeletal mesh (movement breaks upon attachment)

light thunder
#

hello darkness my old friend.....

toxic lily
#

i actually am having the same issue as gentrix, help would be appreciated

wide beacon
#

so do they need collisions?

maiden sundial
#

Nice UE bug i've found here 😄

toxic lily
#

nvm got it figured out

runic fern
#

hi guys how can i make a high resolution web project like virtual exhibitions ? i've tried to use HTML5 the lights too bad

grim ore
#

you can look into using pixel streaming

#

otherwise, html5 and working with the limits

runic fern
#

Pixel Streaming isn't that expensive ?

#

i mean if i have 100 person view the Gallery i will need a 100 instance running

grim ore
#

if you want them to all be interactive yes, otherwise it has to be local which would be HTML5 if in the browser or download the client

runic fern
#

Yes they will be interactive and in the browser true

#

idk how large the server should be for 500 user for example is
16 core
32 GB Ram enough or that just for 2 users 😄

grim ore
#

no way of knowing, its up to your project and what you plan on doing

runic fern
#

Yes true

#

well then Pixel Streaming

#

thanks Mathew

wide beacon
#

does anybody know how i can implement ADS? i have the gun at my chest but want to Aim Down Sights

muted hazel
plush yew
midnight ferry
#

Is anyone here experienced with compiling plugins for a source build running on a Mac?

wide beacon
safe osprey
#

why does my anim edits not apply when i save it in the anim editor

last spear
#

Hi guys. Does anyone remember that save system that was free for the month? I can't find it in my library so maybe it was taken down from the market?

restive eagle
#

this one?

last spear
#

no, I remember being free for the month ( the one I'm talking about)

restive eagle
#

its the free one

sturdy smelt
restive eagle
#

but the free period has ended so its no longer free

last spear
#

oh alright, it may be like u say thanks

neon bough
#

just bought savior ;/ didn't knew about the other one

#

did someone try both?

dense knoll
#

Is there a BP node to get all Maps that are located in the games directory? (Even mods)

unreal comet
#

So I'm having the most annoying bug with UE 4.26. For some reason it doesn't like my Windows Resolution scaling because it's set to 150% so I can actually read the text on my screen. So sometimes UE4 makes the right click window go off the screen and I can't click the things I need to click. Is there a way to fix this without me having to constantly change the resolution scaling for Windows everytime I need to right click? https://i.gyazo.com/6bc63a040c025909a5bacc2d6ed8a6e4.gif

#

In the gif you can see it does it when I right click an animation but is fine when I click a folder

latent sonnet
#

Did I do something wrong here cause nothing is showing up?

granite mortar
#

Hi was wondering if someone could help me with a file issue? I have been working on a particular level in my project and have been saving it and working on it for aobut a week now. I just had to re-login to epic games and now that level is absent from my project? Is there anyway to retrieve this level?

#

If it matters, I was using the Save Current icon on the top left toolbar

plush yew
#

is there a nsfw channel?

#

I followed page after page of chinese forums to compile the most advanced body physics simulation in a game to date, a bold claim im confident in. I am not a game designer, im just dicking around. So I want to share this knowlage in the hope someone makes something awesome with it

granite mortar
#

@plush yew ok i see the file that saved this morning its umap. how do i open it?

#

copy it? its weird it just disappeared from the content expliorder

#

ok thx

#

@plush yew got it working. thanks a ton!

paper ginkgo
#

ive been wondering, do big name companies use packs from the marketplace or do they create everything they need from scratch?

grim beacon
#

I should still be able to call the functions from cpp if I create a bp function library class right?

autumn flame
#

If you write C++ in that you can call them in BP

fluid lance
#

Is there any way to export variables outside UE through blueprints? I need to export to an online learning platform (moodle) information about game completion. The game is not HTML, it's PC.

#

@grim beaconafaik, you cannot call bp made functions on cpp, only cpp functions in bp.

grim beacon
#

It's a c++ class

fluid lance
#

but is it a bp function?

grim beacon
#

Yeah it's a bp function library on cpp

#

So cpp functions to call in bp

fluid lance
#

oh, so the class is cpp, the function is cpp and u wanna call it in bp. That works.

grim beacon
#

I'm wondering if I can still call the functions from cpp

fluid lance
#

the blueprint functions made in the "blueprint function library" no

#

only the other way around

#

but ask in #cpp to be sure. They help and know their stuff 🙂

grim beacon
#

Turns out I can

plush yew
#

how would I remove the dependancy of a plugin from a mesh

grave kettle
#

guys im trying to edit a animation here just by a bit but I dont know how to find the animation tab(I think) and the key button is also grayed out

pastel ginkgo
#

How do I blend two normal maps together in a material instance? I'm using a megascan and the parent material is some weird tile texture.

grave kettle
#

thank you but how exactly do I open up the sequence? I just want to make the running with the pistol look a little better

#

ah. Is there any way I can edit all directions or all sequences at once?

plush yew
#

i dont need a tutorial but

grave kettle
#

actually nevermind

plush yew
#

can you have two enviorments in ue4/5 at one time?

#

like can I make a atmosphere for day and an atmosphere for night with different settings and alternate between them in realtime with nodes like a revolving sun and moon

#

yes or nah

quiet quartz
#

This is an UE4 course udemy

#

The tutor deleted all the videos

fierce tulip
#

udemy being trash is no surprise hehe

quiet quartz
#

@fierce tulip is this a good place to post this btw?

fierce tulip
#

its a bit of a personal post from him, but it is unreal engine discussion related. im personally fine with it

plush yew
#

anyone know what directx 12 smg is

#

its one of the options in ue5

#

is it faster than dx12

#

or better looking

#

whats it do

wise tide
#

Is this right?

Blueprints References; Can be used to link BP's to one another to share functions and variables?

#

im new an trying to understand thanks

pastel ginkgo
#

Is it possible to split up a static mesh in unreal? For example, these pillows are one static mesh. Can I separate the left two from the right two?

frozen pond
#

hello, is there a way to create custom destructible ? i mean theres standard apex system, but in my case i got fence and i want planks to fall off when destroyed instead of fracturing

plush yew
#

@pastel ginkgoexport as fbx, open in blender or any 3d modeling tool, seperate, import as fbx as new objects

#

theres no reason it wouldnt keep its materials after splitting it up

#

i dont think so anyway

pastel ginkgo
#

Just thought there might be an easy way to do it in unreal.

plush yew
#

I wish

#

just a tip when applying materials in ue4 or ue5 as long as the seperate parts of the mesh have their own materials you can inherit this in ue

#

for example i have a boot with a leather material and a metal material from substance painter, in ue4 it shows them as two different materials not just one for the single mesh

glossy jetty
#

any idea guys if i can load a version 4.26 map in 4.25?

fresh bay
#

Why is it that when i use the "Add instance world space" i get a properly sized mesh but when i use "add instance" i get a mesh scaled to the root of my blueprint component?

plush yew
#

@glossy jettyi found a really easy way

#

first i need to know

#

does your map use any plugins

glossy jetty
#

GPU lightmass

#

it uses that

plush yew
#

is this a ue4 default plugin

glossy jetty
#

yes, i just enabled it

plush yew
#

what is the error message you get when importing the map thats strange it didnt work

glossy jetty
#

the maps are not even readable

#

the folder containing map when i open in editor is empty

plush yew
#

did you compile the map and save before trying to open it in ue5

glossy jetty
#

my map is in ue 4.26, i want to open in 4.25

#

and u mean build? coz i use blueprints

drowsy snow
drowsy snow
glossy jetty
#

okay

quiet quartz
torpid adder
#

i'm getting this error with a project i cloned

#

where in the editor can i do this?

restive eagle
#

right click in the content browser and look for add c++ class

#

or if the original one you cloned from had a source folder, just copy that

torpid adder
#

alright, will try. thanks!

fading copper
#

They literally have the default unreal character in here. How’s epic not suing them yet?

restive eagle
#

what ever is provided within the engine, you can use however you want

#

if you are planning to use the default mannequin, people will make fun of you and call you lazy

#

it was never against their TOS

fading copper
#

It’s against unity’s I think so I guess I’m just confused

restive eagle
#

if unreal gives you smth you can onyl use within unreal

#

and dreamworld is made using unreal, as far as i've seen

fading copper
#

Not according to the devs though they’re known liars

restive eagle
#

the stuff they showed, i've seen plenty of times the same exact in unreal

#

it's clearly unreal

fading copper
#

How does someone make unreal look this bad though?

restive eagle
#

it was enough to see their progress bar, which is using the default style

#

dunno, i don't really care about these kind of games.

fading copper
#

Then again they’re going to be sued by everyone else so it may be superfluous

restive eagle
#

if they broke no law, no one will sue them

fading copper
#

You familiar with the drama behind the game? Pretty sure the backers have some grounds to sue

#

Idk. Just kinda depressing to see things like this when games that are good struggle to get noticed

restive eagle
#

i think backers knew what they were getting into, they took the risk to invest

#

it's not like the gameplay was being hidden

fading copper
#

because there was none

restive eagle
#

for me it was enough to see their trailer

#

and if someone expected much more, its their own fault

#

i dont know all the drama, maybe their advertising was missleading. sure

fading copper
#

The drama is literally five hours worth of videos documenting it

restive eagle
#

a lot of scams happen these days, it's not the first nor the last one. just don't back any projects that you have doubts and wait for release

fading copper
#

I guess. Maybe after star citizen people should’ve learned not to be too over eager

restive eagle
#

but you originally asked if they can use unreal default assets and way epic is not suing.

fading copper
#

Or asking them to change them

restive eagle
#

so i dont think that they did something for epic to sue, maybe those who invested can but then again im not a lawyer

fading copper
#

Maybe “suing” is the wrong word

#

DMCA isn’t the same as suing

restive eagle
#

i dont think that epic would gain anything from getting involved

#

just waste of money and time

#

nor i doubt they have any grounds for that, just my oppinion

fading copper
#

Protection of the reputation of the unreal engine and its marketplace. Trust me if there’s a will there’s a way

#

They can cite what happened to unity’s reputation with the asset flips on steam

#

Then again after the last six months maybe epic isn’t eager for lawyers of any sort for a long time

restive eagle
#

if they bought all the assets legally, they own the right to use them. just trying to think logically

drowsy snow
#

Compared to Unity, Dreamworld is the only bad Unreal game that sticks out.

fading copper
#

Yeah. Unreal has a great reputation

drowsy snow
#

Nothing to be really worried about.

fading copper
#

No. Not worried. Just surprised

#

Long as it doesn’t become a trend epic doesn’t have to care I guess

restive eagle
#

you could also ask why steam is allowing all these kind of games?

fading copper
#

I don’t think it’s on steam

restive eagle
#

in general i mean, most of them go on steam

#

for a quick buck

drowsy snow
#

The bad devs still beating Unity's horse anyway, because of low spec requirement for the editor and forced logo

restive eagle
#

and now steam is filled with garbage

drowsy snow
restive eagle
#

i know, im just trying to show space doge that these things are commonly happening

fading copper
#

Oh I know they happen. Just usually not with unreal tech

drowsy snow
#

Steam is as loose as Play Store - you pay the upfront fee, you can sell them immediately.
There's no storefront screening involved.

restive eagle
#

the platforms that are publishing these kind of things have their own rules

#

sometimes kickstarter will close down the project if they think it's a scam

drowsy snow
fading copper
#

Like Silicon Knights with their bad X Men game

drowsy snow
fading copper
#

Because of Epic

#

Which is the ironic thing

#

I don’t get to this day why SK thought that lawsuit would work

drowsy snow
#

But then going to present day, as I said, there's a lot of bad UE4 games, but they don't have UE logo in the startup, so it won't tarnish UE's reputation.

fading copper
#

That’s good. I’d hate for it to be tarnished cause the engine is a work of art

drowsy snow
#

Unity is just falling from the grace after Unity 5.

fading copper
#

Sad thing is unity is still a solid engine

drowsy snow
#

not in current days, no.
Unity is way more messier than the early versions of UE4.

fading copper
#

I always felt unreal was more fun to use from the beginning

restive eagle
#

for example escape from tarkov is still using unity 2018 version

#

because they dont think that newer versions are stable enough

#

but they are trying to get it updated to the 2019 for quite a while now

fading copper
#

Tarkov looks graphically pretty good so I’m genuinely surprised

drowsy snow
#

Also the new Oddworld game

fading copper
#

Oddworld is poggers

restive eagle
#

updated rust looks pretty good too

fierce tulip
fading copper
#

Didn’t PUBG use unreal?

fierce tulip
#

they do

drowsy snow
fierce tulip
#

theres at least two peeps on this discord working on it

fading copper
#

There’s PUBG devs here?

#

After what happened?

#

That’s pretty cool

plush yew
#

so uhh

#

can I use nanite on mobile? Yes or No

drowsy snow
plush yew
#

oh shid but its coming?

fierce tulip
#

this is a community based discord, so its not run by epic.

plush yew
#

imagine what phone games are gonna look like with that sht hahahha

fading copper
#

They sued Epic awhile back.

drowsy snow
plush yew
#

huh

#

doesnt nanite allow you to use millions of polygons

#

at no cost

fading copper
plush yew
#

or like unlimited polygon detail or something

drowsy snow
#

It's even longer because phone manufacturers trying to crank up the megapixel numbers in the camera.

plush yew
#

how limited is nanite

fading copper
#

I don’t think it’s limited and that’s why phones would struggle with it

drowsy snow
#

The engine has to decimate them in real time.

fading copper
#

Which is taxing on a phone

soft tree
fading copper
soft tree
fading copper
#

I’ve always wanted to play around with EA’s frostbite engine

drowsy snow
fading copper
drowsy snow
#

I mean, both Unreal and Frostbite were originally first person shooter engine.

fading copper
#

Yeah but frostbite specializes in such a way it’s hard to adapt

drowsy snow
#

But then UE4 excels to be multi-purpose engine.

soft tree
#

But one of the biggest reason for the mass shortage is simply due to leadtime and mfg capability. Orders for semiconductors are in. It's a matter of the manufactures being able to produce the semiconductors

fading copper
#

Even unreal 3 excelled at being multipurpose all things considered

drowsy snow
fading copper
#

Speaking of pubg. Callisto protocol is my most hyped game in some time

soft tree
#

we're starting to see much less and less of that now. in most of my companies CM plants they never decreased workers

fading copper
#

Well with vaccinations being more available I think hopefully that’ll help

soft tree
#

Release a game
$20 if vaccinated
$99 if not

fading copper
#

So since many of the people in here are professionals as an aspiring one myself I gotta ask: how do y’all handle it when people spread rumors about games with no basis in reality?

soft tree
#

One other thing that screwed is that isn't being talked about.
There's a worldwide shortage of plastic material

#

Plastics that are used for component bodies and packages

fading copper
#

There’s also a water shortage

#

I’d mainly like to ask the people at rockstar how they feel about people spreading bogus rumors. That has to drive them nuts

soft tree
#

They probably love the rumors

soft tree
#

I know I would. I'd love to see what people think from leaks and teasers

fading copper
drowsy snow
#

Rumours is less of a concern to them than single player modders.

soft tree
drowsy snow
fading copper
#

Sorry

#

Back to unreal engine. I know it can be upscaled from 4 to 5 but can we like make something in 5 and downscale it to 4?

drowsy snow
fading copper
drowsy snow
#

Backporting UE5 stuff to UE4 already involves a lot, it won't worth frankenstein-ing UE4 just for UE5 features.

#

Yesterday I attempted to backport MetaSounds to UE4, just to have UE5's engine module missing here and there.

fading copper
#

Epic is going to retire UE4 at some point I’d think

#

Cause of things like that

drowsy snow
#

UE3 was supported 2 years after UE4 was out.

fading copper
#

Felt like more than 2

drowsy snow
#

Last UDK version available is from 2015.

fading copper
#

Nope.

drowsy snow
#

I think they removed the download links circa 2018

wise tide
#

how would i got about getting mapsize?

#

outside map blueprints want a universal

wintry raptor
#

what's the difference between putting assets in a persistent level and having the assets in a streaming level that is set to "always loaded"?

wise tide
pastel ginkgo
#

How do I remove the black part from this flower texture?

wintry raptor
inland flicker
#

Is there a way to like ... snap floor pieces together so they move simultaneously?

wise tide
#

find out floor dimensions prefereably something square divide by 2 or 4 set that value happy days

radiant sun
#

Would anyone be able to help me with a packaging issue? My game plays fine in editor, but crashes because there's missing files when I try to launch a build

#

Only there are no missing files from what I can see

#

I'm using 4.25.3

plush yew
#

im having trouble understanding what the use of lod is

#

the terrain max in ue4 landscape generator is so small

#

is there a way to generate two landscapes and join them together

#

or just increase the landmass

austere vessel
#

im having some issues rendering out shots from UE5. im using the ancient world demo and have some animated cameras in a master sequence. but when i render the cameras it always renders out the first camera from the demo and all the PNGs are black.

dusk nebula
#

do I have to make each of my individual HUD elements into its own widget blueprint, or am I massively over complicating it?

restive eagle
#

@dusk nebula I would say it's more how you want everything to organize, you can have 1 parent widget that holds bunch of child widgets or just cramp all components into 1

#

if you are only going to use some components temporary then you can seperate them into seperate widgets and add/destroy on demand

dusk nebula
#

so if, for example, I had specific UI components that would be visible at different times I would need separate widgets to add or remove separately?

#

you kinda answered my question already actually

restive eagle
#

but if they dont have some constant logic running you can also just hide them when not needed

#

just be aware that even hidden components will be drawn

#

it's better to use collapse as far as I remember

dusk nebula
#

by constant logic do you mean a binding that updates a text field or something?

restive eagle
#

hidden geometry is still being drawn i mean

#

forget binds in general

plush yew
#

where are assets from the marketplace for UE4 saved? which is the path to them?

dusk nebula
#

yeah I understand that they still exist in memory if they're created and not removed

restive eagle
#

don't use them, they will have a huge impact on your performance

dusk nebula
#

I'm planning on using remove from parent for anything that's not relevant, within reason

restive eagle
#

update all information only when it gets changed

dusk nebula
#

so don't use binds?

restive eagle
#

all tutorials will show to use them, but these tuts are just lazy and don't care about using good practices

dusk nebula
#

I thought binding a field on a widget is just the way to do that

restive eagle
#

so for example you have 100hp, then update that hp once when you take damage

#

binds will run on tick and will be much more expensive than any actor tick

dusk nebula
#

so function for a binding runs constantly and I don't want that, right?

restive eagle
#

correct

#

if you have enough experience with unreal, make that information to update with events

#

you take damage, you fire event once to change the info

dusk nebula
#

so in your example I'd have something at the end of the damage logic that changes the field semi-manually?

#

also how do I do that because I thought binding was literally the only way

restive eagle
#

yup, have a reference for that widget and inside that widget you can make your own custom event

#

so when you add widget to viewport, promote the return value to a variable

dusk nebula
#

so I just call the event and message it with the variable?

restive eagle
#

and when you want to access the widget you will have that reference

dusk nebula
#

or do I set the variable that already exists within the widget?

restive eagle
#

just by setting the varibale wont update the text box for example

#

you need still to get that text box and feed it some value

dusk nebula
#

so you're saying that this function would be running every tick, so I should instead make it update as necessary?

restive eagle
#

add a print string

#

and test it

dusk nebula
#

test the output value?

restive eagle
#

just the default print string

dusk nebula
#

or do you mean just to see that it runs constantly even if it doesn't update?

restive eagle
#

to see how often it prints

dusk nebula
#

I believe you tbh

restive eagle
#

just so it would be easier for you to understand what's happening

dusk nebula
#

so how do I update the text box that this value is meant to be tied to?

restive eagle
#

give me a sec to prepare a small example and i will ping you in #umg

dusk nebula
#

sure

plush yew
#

Where are assets from the market place saved? What is the path to them? I don't need all of the assets in the marketplace pack just a few

gleaming creek
#

When you add them to a project, they go into a sub-folder under "Content" in your project, with the name of the asset

restive eagle
#

@plush yew

plush yew
toxic lily
#

need some help

#

something simple i promise

#

need to disable this mesh's visibility ingame

#

how can i do this?

#

i cant delete it as its a being used as a reference

restive eagle
#

change it inside your actor bp

#

click on that component and look for these settings under details tab

#

or make a new material with opacity set to 0 but that might not be the correct approach, not sure if you want to constantly change visibility or just to keep it permanently hidden

toxic lily
#

keep it permanently hidden

#

if i can

restive eagle
#

if its not going to be used at all and you dont have any hard references to it, then just make an invisible material i guess

#

but if you do have a reference for that mesh, then just uncheck the box visible

dawn gull
#

Is there an easy way to replace the third person character’s arms with the FPS arms?

austere goblet
#

When I press "P" with the nav volume highlighted, no green vizualizer for the nav mesh appears. When I build paths, it finishes instantly, which makes me think the build didn't find any surfaces to draw the nav mesh on.

This issue only happens in one project, nav mesh generation works fine in a blank project.

I wonder if something like custom collision channels I've created or generating mesh distance fields has messed with the nav mesh generation?```
#

Any ideas what I should try to hunt down?

wise tide
#

How can i get map size from outside map blueprint but also be universal to any map

toxic lily
#

i cannot find the ignoe actor when moving function, did it get changed or moved somewhere else?

#

trying to create a projectile

wary wave
#

I have no idea what you're describing; I don't believe it's a thing on primitive components

austere goblet
restive eagle
#

@toxic lily

versed lichen
#

Anyone have a way to create polygonal volumes? Specifically looking to create custom shapes for marking an area And/Or custom nav mesh shapes. Unreal isn’t respecting rotation of the nav mesh bounding box, let alone custom shape.

frozen girder
#

Could anyone recommend an accessibly priced add-on with nice game-ready trees? I picked up all the free assets I could find and searched up trees on the marketplace but I don't know how to sort by rating. I just want to prototype some environments while I learn UE

drowsy snow
frozen girder
drowsy snow
# frozen girder Could anyone recommend an accessibly priced add-on with nice game-ready trees? I...

There's also this pack, but I forgot the exact price of it
https://www.unrealengine.com/marketplace/en-US/product/tropical-jungle-pack

Unreal Engine

Collection of high quality photorealistic tropical forest trees, grass clusters, bushes, ferns, rocks, and river for creating a realistic forest. Suitable for your any project to become the best in visual & performance.

plush yew
#

Hey, i made a fall damage system but it does not work, can someone please tell me what is the problem?

#

i am a begginer, idk what's wrong here. please help me!

plush yew
#

ping on help please

plush yew
#

Guys

#

unity or unreal engine 4 for a fight game

#

For a fighting game

drowsy snow
# plush yew Guys

If you ask here, the answer is obviously Unreal Engine.

Unreal Engine can create pretty much anything. Many famous fighting games in recent years are made with Unreal Engine. Tekken 7, Street Fighter 5, King Of Fighters 15, NetherRealm fighting games, are made with Unreal Engine.

wary wave
#

should probably note, they are made in heavily modified versions of the engine

#

but I'd expect that to be the case with any 'off-the-shelf' engine, that it would want considerable adjustment

drowsy snow
wary wave
#

Mortal Kombat's version of the engine has it's own animation systems etc

drowsy snow
#

My game is pretty much slightly modified Unreal Engine 4.

plush yew
#

Can ue make an open world game with one person creating it

wary wave
#

also Mortal Kombat is actually Unreal Engine 3 😄

drowsy snow
plush yew
#

Wdym

drowsy snow
#

At the very least, the engine handles all the open world level streaming stuff and LOD management for you.

plush yew
#

How long does it take to learn the engine

drowsy snow
#

The rest of the content are up to you, and manpower of single person is not enough to create quality open world content.

drowsy snow
drowsy snow
plush yew
#

Should I use unreal engine 4 or 5 when making my game

drowsy snow
# plush yew Should I use unreal engine 4 or 5 when making my game

Depends on what feature set you want.
Depends on when do you want to start development.
Depends on how scalabe you want your game to be.
Depends on why do you choose one over the other.

Honestly, rather than spamming with generic question, you should think yourself what do you want to achieve with your project, and just start using the editor and learn along the way.

restive eagle
#

if he has trouble deciding now, it will be pretty rough finding tutorials for ue5

#

who used ue4 before they can easilly adapt to the new interface, but those who havent they will have no clue where is what

drowsy snow
restive eagle
#

people need to learn how to use google properly, a lot of basic questions being asked here. instead of spending 10 seconds googling for info

#

that should be common sense imo

toxic lily
#

But like, don’t expect to have something polished in a couple of months, an open world game is quite a hefty undertaking

drowsy snow
radiant sun
#

Icon and title do nothing for packaging a game, right?

#

Because so far they do nothing for me

drowsy snow
toxic lily
#

I’m sure you’ll make a killing up on patreon or Kickstarter, just show some store bought assets with some slightly edited UVs