#ue4-general
1 messages · Page 1010 of 1
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
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.
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
It makes sense that I would "need" it for source control collaborating though, right?
well.. what do you need it for?
For comparison, here's my project folder in a private GitHub repo.
^^^ if you need to share the source assets, then yep do that or put it in another repo
but like.. does the programmer need the source music files?
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.
All make sense. Only question now is how to change them since I didn't do that from the start.
move them, open the asset, click reimport at the top
it should complain its missing and ask whereit is now
or.. just dont care 😛
And yeah, we're just a two person team, doing various aspects.
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
Oh, so the uasset stores it's own version of the source?
it converts it from the source to its internal format yes
Maybe the error he's getting isn't from missing assets then.
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
you can pretty much see above what is needed, I also tend to save the Saved folder but only the config part under it
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."
@spice talon To get started, here's the .gitignore file adjusted for UE4. It pretty much ignore Saved files and build files.
On my collaborators end after he pulled it down from GitHub
and tried opening for the first time
well maybe have them screenshot it when it happens, or detail what they re doing
that sounds like someone trying to manually import asset files into the editor
Good idea
thanks again
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. 😆
Are there any extensions for unreal to write custom editor windows?
Or add things like buttons to blueprints to run functions in editor
You don't need extensions (or rather Plugins) for that.
You just need to create editor module in your project or even modify the engine source code.
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.
Is the entire project folder, not just the Content folder, accounts to 3 GB?
Thanks I'm going to look into that
entire project is 6GB
As for performance, don't cram in an excessive amount of active ticking actors inside a level, and make sure the materials don't have excessively high shader complexity. That's the basic things you need to keep in mind.
Also, in UE4, you have built-in profiler tools - use that to eliminate the stuff that's less problematic in performance, and focus on more problematic stuff.
Have you tried packaging it in Shipping configuration, and see the final size?
I didn't see that tho, maybe I missed something there.
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?
btw I'm pretty new to UE so it would be nice to have some hand holding hips
there isnt much hand holding tips for what you are asking
what you need to do and how will depend on your project and the goals and its nothing really specific to UE4
Likely something to do with your DefaultEngine.ini file.
@forest kettlewhat does it show here for you?
@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
we have defaultengine.ini checked out
spoke too soon, wasn't checked out, checking out fixed it. thanks!
i guess i was (naively) assuming that changing project settings would automatically check it out (as i believe it does in some cases?)
will check it out
@grim ore do you have recommendation course for optimization ?
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?
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.
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.
@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
@hidden sparrowwhat does the widget look like for the "button" ?
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.
oh right, I I somehow skipped that part in reading. Thank you btw.
@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
so the root component in the widget for the button is a button, not a canvas panel or anything else?
There is a canvas panel
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
click on it and make sure it's visibility is not hit testable for self
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
It is set to not hit testsable for self.
when hidden again the other widget is clickable
yep it shouldnt be blocking it, the next test then is to turn on the widget reflector when running
it seems like setting the visibility on is the problem
and you can see what is what
oh well yeah.. how are you setting the visibility lol, if you re setting it to visible its going to take hits
set it to the not hit testable self and see what happens
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 ?
OR should all items that can be picked up be imported of and made of skeletal meshes?
or is there just a better solution I am not aware of?
You don't have to make separate classes just for either static or skelmesh component
For one thing, you can have both Static Mesh component and Skeletal Mesh component in the BP. Then you can set visible one or the other, and set the mesh accordingly.
Though my practice is to have them skeletal meshes for animating purposes, even if it's just one root bone.
Thanks! Didn't think of that, but that makes sense. Sure does simplify things
Can just call a hide/show message that hides static mesh if there is one, and skeletal if there's not.
I guess only mild annoyance there is no auto generated thumbnails since the mesh isn't the parent.
The thumbnails will still be generated - it'll be generated if there's actually a mesh inside it.
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
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?
i don't think it is, we explored something similar, but eventually let the nav generate at runtime
there were ludicrous amounts of artifacts
maybe if you use streaming levels as your rooms, we didn't have a run at that
Where would I ask questions about skeletal meshes / materials?
#animation for skeletons
Use Navigation Invokers.
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?
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?
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.
I presume you have the mobility set to Movable?
If anyone could tell me why this is happening. It would be greatly appreciated. :)
Anyone know where I could get help with this if I can't get help here?
what are you using for capturing reflections, and what reflection mode?
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?
or do i have to wait until substance painter adapts to the new workflow?
with mega scans i think things are a bit easier,but when it comes to stylized work UVs are needed i think
did you check out #ue5-general or #nanite ?
and UV's are not removed, why would you think they are removed?
how would you UV a 35million polygon asset?
how would you UV a 35million polygon asset?
ill post my quest in #ue5-general
where can I find a tutor to help me learn the basics of ue4?
@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.
😦
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
@grim ore problem i had earlier went away when i updated engine?
@grim ore was a good guess. Thanks for telling me where to go!
has anyone figured out how to simulate clothing physics
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?
use int => string and string => text
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?
you most likely run out of system memory
increase page file size or buy more ram
how do i increash page file size? I have 32gbs of ram which should be enough
dynamic lights?
i'm pretty sure the first google result of "increase page file size" will tell you
thanks old engine had to set it first now you dont
I turned on dynamic lights
but everything is really grainy for some reason
when my plants move it looks really bad'
also @neon bough are dynamic lights good?
yes but slow
moving stuff is actually using dynamic lighting anyways
so for open world, your rocks could be the only thing that would bake good results
and no, 32GB is not enough for large scenes with much geometry
on what?
can unity top ue5 
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
probably, but what are the chances?
Unity 5 was good, but then we have Unreal Engine 4 for free, no tiering at all, and source code available with no extra cost 
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.
Any help?
Thanks. I'll take a look

True but features/capabilities wise
UE5 seems to be making it very hard to top, as if UE4 graphics wasn’t high enough, this lumen and nanite is going to make it very hard to top, can unity top this or even come close 
My printstrings aren't showing up?
Anyone here ever dabbled in compute shaders? Wanting to move calculating a procedural sphere from the CPU, to the GPU
Whichever static mesh you are having an error with
What are the best practices for handling player input in UMG?
I hooked WasInputKeyJustPressed into a widget's event tick and it feels dirty.
Using C++ for cleaner BP obfuscation.
The UI Navigation plugin can do just that.
i just made playercontroller inputkey function fire off a delegate and just have umg hook into that
its ugly but it works, there gatta be better way
you can also override a function inside the widget on key down/up
yea but that only works if the widget is focused
true, dont see why he shouldnt have that focused
unless he wants for pc to receive inputs as well
@wheat rose Still North Media has excellent and quite extensive medieval weapon sounds that are freely available. Those are in WAV files, so it's pretty much drag and drop to UE4.
https://www.stillnorthmedia.com/libraries
thanks
BTW they also have both edited and unedited firearm sounds, so sound designers can base the work from those libraries.
you can have the widget listen for user inputs if thats important
i converted a project to a newer version of unreal the library shows it as the older version, even though it isn't
If it launches the correct engine version, it doesn't matter. The launcher will update the list on its own.
ah okay, the only thing is i had an issue adding an asset to that project, it downloaded the assets for that version
rather than the one it was running
i had to use migrate to move it..is that the normal method?
i'm coming from unity
you can change the version of the assets it installs in the drop down menu when you add them
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
@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
It's okay to write C++ functions as BP function library.
Okay
Because am learning blueprints first, and do want to eventually learn c++ because of its benefits; and I might want to add c++ to a blueprint game that i may have spent time working on
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.
How to determine whether or not you should be using Blueprints or C++.
What if the variables and components are in bp
been using bps for probably 6 years now, barely had to touch c++
there are plenty of people that only do work in blueprints
video said it well
You only have to care about the function input and output, shall you want to use it on BP.
True, I don’t need c++ but I just want to milk as much as possible to push the game to its limits
You don't have to "hard reference" anything in C++.
do you need to push it to the limit? is it meeting your goals... then...
dont try to loop 10k actors on a single frame and you will be fine
Don't use C++ just to look cool. You may shoot yourself in the foot with tonnes of crashes.
What if the function input and output is in bp, can I still add c++ later on?
once you learn better practices/approaches, bps wont have any noticeable performance drop
Overall yes, am just greedy
well every blueprint node is C++ so take that for what you will
your limits will be pushed most likely from the visuals
not your game logic
unless you start doing some crazy stuff
True, but this is in the far future, like at least 2 years, after I have really learned blueprints, I might want to dive into c**
you wont learn everything in 2 years
I've been using UE4 for almost 5 years now, and I still use little practical C++.
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
at best i would say after 3 years you might stop relying on tutorials/google
only then the real fun starts
But u mostly use bp?
Yes, mostly BP, even after these 5 years.
That’s good to hear, so you can just port the game to c++
Nice nice
i mean with enough time you can do anything
3 years of bp, and we only getting of google 
hence the part about if your at your goal already there is no reason to spend time for no benefit
your first year will probably just be getting to know all the nodes
using the worst possible practices
because youtube is filled with them, unless you watch Mathew's channel 😄
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
My mostly BP game is stress tested in packaged situation, and the game thread is only 3 ms, on low power CPU.
Yes, I have no issue doing the things I want in bp so far, I really like it, but I have also heard many times that BP is great and you can do pretty much any game but c++ is like better at more lower level programming stuff
yeah you will learn on what not to do in the future 😄
thus you will remake your game mechanics dozen of times when you learn something new
Someone told me that to 😫
which is the best way to learn i guess, you learn from your mistakes
and never repeat them again
Lol yes that’s me
iteration is part of development and normal
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
if making a sound effect play in BP or a sound effect play in C++ is the same result......
Lol I just saw this

Good point
there's also nativization, but i couldnt vouch for it
its removed in 5 so don't vouch for it
good
The point is, don't embarrassed just because you mostly use BP 😉

this guy is dragging boxes around?? hehe he's not a dev
What can c++ do that bp can’t
Nativization is more miss than hit tbh
Many of my BP stuff won't even packaging with it on 😄
if you go "only use BP, C++ is horrible" or "BP is for noobs, C++ is pro level" then you can be embarrassed.
there are people that will make fun of you for using a game engine, instead of making your own
Lol
it is better to use both where its appropriate, thats generally how all development works
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

I use probably about 10% C++, and 90% BP
I see
I use whatever is appropriate for what I am doing lol
Yea I want to get to that level to
sell your 5 years to the devil, and you will
maybe he will give you a discount for 3
no....
everyone will work on his own phase
some learn faster, some slower
True
some work full time, some only on weekends.
Yes
you can learn in 1 week if you want to
Lol
but you might not be that good or exprienced
I mean, am not like creating game engine, just enough to do certain stuff
theres a course on the learn portal that you can take for fun, see how well you do. well 2 of them actually. spend some time, learn. https://www.unrealengine.com/en-US/onlinelearning-courses/balancing-blueprint-and-c-in-game-development and https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c it's almost like Epic knows the answer to C++ or BP
as Mathew said before, try to learn the engine first. dont worry if you need c++ or not
Thanks
maybe you will drop the engine in a week or so, it's not easy
Yep
and not for everyone
I like ue4 
99%(random number to make a point) of projects don't even see the completion stage
True
it's always fun to start something, but not everyone can reach the finish line
Indeed
make a button that prints out "you win", package it up and your now a game dev!

*You're Winner!

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
you might even learn variables in there
i mean its like... 3 minutes of work for a dev who knows the engine but a lifetime of learning to a new user!
Indeed
Don't forget to add this screen after pressing the button, and then you're learning about basic widget management practices!
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.
and you will learn about DMCA's for using copyrighted images
It's not like Big Rigs devs'll care 😛
Lol
only god knows
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.
this is a dumb problem to have but hair in blender is fine but in game i have a bald spot
it doesnt seem to be affected by gravity either
is there a way to move the hair upward
in ue not in blender
Depends on how big every tile is.
idk i just clicked on the default tile size and everything
By default, the landscape tile is about 500 metres across, so 5 tiles across should be about 2,5 kilometres.
is it possible to convert plugins to a updated engine even if the plugin hasnt been updated?
yes
@open compass https://www.youtube.com/watch?v=sC0gnfYzFzU
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...
@open compass you will need VSC
https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine
I accidentally deleted ue4 and ive been reinstalling it
and its stuck on verifying
could I get some help with whats going on?
did you start and stop the download well it was going ?
nope
can you send a screenshot from the Epic launcher
ok good
is there a official Speedtree Discord sever ?
@winged notch legend
thanks you will need VC before you build it
yeah i got visual studio
ok than i think you are all set
sweet as
hair stretches when I move forward pls @ me if you know what could cause this
send a screenshot
i dont have it open rn
but basically when i walk the hair stretches behind me
a lot
lol
check your SK mesh collision
it dont look like a collision thing
also its almost 1:1
high poly collision
its affected on the z axis too
does anybody know how i can ads, do i need to cast to a camera?
Is there a way to check the existing value of a console command in UE4 from the console?
try sending a command without a number e.g t.maxfps
how do i add a new collider
and thanks @modest trench it worked
had the same issue lmao
right click a bone to add a body to it
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?
@modest trenchthere is no option for that
this i think or the install engine
yea its weird nothin happens when i click on it
how about the install engine button on the top right?
ok!
install engine leads me to the library page, which is empty... i wil try restart~
what about this
@deep quest @modest trench thanks for the help! turns out i just needed to restart~ it was bugged
np
gl
Hi, I am trying to get RVT terrain working, however once the game is running there is a lot of flickering
fixed it all wew
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
i have an i7 and a 3070, so im pretty sure it aint a issue with not enough power
not a very complex scene
low poly scenes even
ue5 never does this
its just ue4
anyone have this issue and can fix?
It has to be NVIDIA driver issues all over again.
flickering issue that affects RTX cards
almost feel like we should sticky that somewhere
(remember to restart after installing the reg edit)
how are you moving it? did you accidentally set the scale to 0,0,0 etc?
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
try simulating and read the the properties etc
Is the mesh already placed somewhere in the level?
Set it to Moveable.
Make sure the mesh in the BP is moveable.
what terrain precision would you recommend for something outdoors
like a forest
or hills ,canyon
The engine's default is enough (1m per quad).
You just have to be creative with adding additional meshes like rocks or cliffs.
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
or is there another way to access my players blueprint class
i swear the edit blueprint button was right here before lol
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
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.
is there a good way to show the sever with out braking any rules
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
@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.
ik was just playing along
ok thanks
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
What system do you want to achieve from this?
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!
Execute the camera shake in parallel to the audio actor
<@&213101288538374145>
yea, warned em in voice.
Also in #lounge
oh ffs hehe
Hi and thanks. I've no clue how the Audio actor would move the object?! Sorry!
If you simply want to shake the camera, use Camera Shake assets. You can then check distance to the audio source actor and scale the "intensity" with it
Ahh. No soory, I want to shake and object. Create a random movement of a mesh or actor.
Then you need to somehow move around the actor on Tick, while storing the true transform, and scale the "intensity" or multiplier accordingly.
when will the water plugin be fixed
Probably in UE5 or 4.28
4.27 is last, no?
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!
and UE 5 (or only EA?) was forked off from 4.26
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.
The master branch is still 4.28
oh, okay
Not many large UE game projects are open sourced, but you should start in making single player games, since you don't have to worry about networking stuff and learn the good practices along the way.
I interpreted his question as "I have this project I'm invested in (new hire? just curios?), and I want to learn about it, but I am overwhelmed"
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.
I interpret it as "What are the industry standard practices that I should get used to when making game?"
Fair enough
He was talking about reading C++ files in-order 
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?)
Not much people confuse UE as Unity Engine anyway 😛
UE5 is messing everything up 
Before that you have UE3/UDK 😛
Ooook... 🙂 Well thanks... I'll google around that... Thanks
is water in 4.26 stable? I know it says experimental but is it due to stability or just lack of features?
More of general stability and ease of use, than lack of features.
anyone know how to access this menu? what kind of object needs to be selected to get here?
As of now, the water system is still difficult to use, and cause a lot of issues.
What if I just use it for cosmetic purposes no physic
this menu makes no sense to me
is it in the physics tab
it looks like its in the event graph to me
The issues is the entire system is still cumbersome to setup.
basically how the collision component reacts to all typse of collisions, should it be able to pass through or should it be blocked
You mean IK foot placements?
no i want the thighs to collide with each other
You can use physics assets to cover the limbs with collision primitives.
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?
Yes, you can pass the information to Data Table assets, which is pretty much a (fixed) spreadsheet.
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
yep. I am a new hire. my lead told me to look into the project then they will give me tasks next week. Thank you for this helpful suggestion! will keep this on mind.
Ask them for a bug
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
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).
If it's about the engine source code: #engine-source
not really the code base, just the project itself. like the build and I should study the game mechanics and design
Alright. Thanks!
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.
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
Searching for "light" in the search bar?
The search function also puts Type into account though
If you're just going for basic RPG, I think there is a free RPG template in Marketplace. You can make adjustments on it accordingly, of course.
@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
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
I need help with Game Modes, anyone willing to help?
if you have questions, best to just ask
if you have code specific questions, there are #blueprint and #cpp channels you can go to
ok
how does the "then 0 then 1" button called?
...err, what?
you may need to be more specific 😄
you're looking for something like the Sequence BP node?
no worries
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
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??
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?
this is a perfectly reasonable approach
common, in fact, the engine supports it through Material Instances as a core feature
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:
Ohhh i see, i can make a material instance and use the parent feature
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
Yeah i got it now, will try it out, thanks!
link to the asset please
Is there a Vent chat log in here, where I can vent about my Incapabilities?
is there a way to migrate assets that have plugin dependencies from UE4 to UE5 yet?
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?
Anyone know whats up with this?
Anyone know why after play anim montage,anim graph always jump to entry again
After play montage
didnt pass through Holster state
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
does anyone have any idea why my movement fucks up when i add a camera? https://cdn.discordapp.com/attachments/221798862938046464/850376577614348298/jittering.mp4
first video is with camera second has no camera
lmao cus its moving with whatever its attached to
when the player rotates to change direction the camera moves with it
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?
how do I mark specific actors to not be destructible?
I mean so that Destroy Actor node will not work on them
theres a arm mesh but it doesnt have collisions nothing there have collision and its causing this weird bug
but I mean what its attached to
the camera must be offset slightly for the noticeable rotation
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...
try in unreal 4 idk it shows up for me
does anyone happen to know why shapekeys/morph targets just refuse to import?
and yes I ticked import morph targets
hey i've treid some dowload animation and it works, buut it dosent work on my metahumen charater
any1 help
is it possible to do an day/night cycle without using dynamic lightning?
my mobile preview does not render lights as should any help ?

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
relatable
man
Im ruining my life just because I want to make a game
I cant take it anymore
does anyone know where the "eventbeginplay" node is located in ALS v4?

Exactly what I feel about UE. It is weird and has a weird workflow.
@grim ore I am not sure if anyone else already mentioned this but the Intro Course Second Chapter for the download of the intro project references to the wrong learning ressource // download project 🙂
https://media.discordapp.net/attachments/521038735547170826/850420016746725397/unknown.png?width=797&height=434
@wary ferryI beleive that is a generic "here is how you use codes" module
😮
otherwise they would have to make a unique module with unique screenshots to show the same stuff for every one
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
gotcha. The name of it should be the same name as the course, and it will only show up after you restart the launcher
but I was able to piece it together in the end 😄
well thanks for that and sorry to waste your time 😗
makes sense tho, I'll pass the feedback on maybe they can make it clearer
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
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 )
ok ok i'll drop the subject xD
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
yes! xD
(actually i just did find the actual list on https://www.gbif.org/occurrence/download and its over 3TB XD)
Can anybody help me with attaching a static mesh to a skeletal mesh (movement breaks upon attachment)
hello darkness my old friend.....
i actually am having the same issue as gentrix, help would be appreciated
so do they need collisions?
Nice UE bug i've found here 😄
nvm got it figured out
hi guys how can i make a high resolution web project like virtual exhibitions ? i've tried to use HTML5 the lights too bad
Pixel Streaming isn't that expensive ?
i mean if i have 100 person view the Gallery i will need a 100 instance running
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
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 😄
no way of knowing, its up to your project and what you plan on doing
does anybody know how i can implement ADS? i have the gun at my chest but want to Aim Down Sights
i never done it, but i would imagine it would be along the lines "detect key press -> play animation -> adjust the camera"
Is anyone here experienced with compiling plugins for a source build running on a Mac?
i dont know if i would need to cast to camera
why does my anim edits not apply when i save it in the anim editor
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?
this one?
no, I remember being free for the month ( the one I'm talking about)
its the free one
https://puu.sh/HMhGF/aca5af0c6c.png
anyone knows how to rotate the axis with that Node?
it's the only save system i have in my library so im pretty sure its that one
but the free period has ended so its no longer free
oh alright, it may be like u say thanks
Is there a BP node to get all Maps that are located in the games directory? (Even mods)
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
Did I do something wrong here cause nothing is showing up?
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
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
@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!
ive been wondering, do big name companies use packs from the marketplace or do they create everything they need from scratch?
I should still be able to call the functions from cpp if I create a bp function library class right?
If you write C++ in that you can call them in BP
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.
It's a c++ class
but is it a bp function?
oh, so the class is cpp, the function is cpp and u wanna call it in bp. That works.
I'm wondering if I can still call the functions from cpp
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 🙂
Turns out I can
how would I remove the dependancy of a plugin from a mesh
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
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.
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?
i dont need a tutorial but
actually nevermind
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
udemy being trash is no surprise hehe
@fierce tulip is this a good place to post this btw?
its a bit of a personal post from him, but it is unreal engine discussion related. im personally fine with it
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
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
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?
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
@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
Just thought there might be an easy way to do it in unreal.
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
any idea guys if i can load a version 4.26 map in 4.25?
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?
@glossy jettyi found a really easy way
first i need to know
does your map use any plugins
is this a ue4 default plugin
yes, i just enabled it
what is the error message you get when importing the map thats strange it didnt work
the maps are not even readable
the folder containing map when i open in editor is empty
did you compile the map and save before trying to open it in ue5
my map is in ue 4.26, i want to open in 4.25
and u mean build? coz i use blueprints
Why use Udemy when you have the official Unreal Online Learning courses for free? 😉
You can't open maps built with newer engine version in the older versions.
okay
Bought it like a year ago before i knew learn unreal even existed
i'm getting this error with a project i cloned
where in the editor can i do this?
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
alright, will try. thanks!
I thought they weren’t allowed to sell games using unreal default assets ? Did I read the TOS wrong?
Every Dream, One World.
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They literally have the default unreal character in here. How’s epic not suing them yet?
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
It’s against unity’s I think so I guess I’m just confused
if unreal gives you smth you can onyl use within unreal
and dreamworld is made using unreal, as far as i've seen
Not according to the devs though they’re known liars
the stuff they showed, i've seen plenty of times the same exact in unreal
it's clearly unreal
How does someone make unreal look this bad though?
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.
Then again they’re going to be sued by everyone else so it may be superfluous
if they broke no law, no one will sue them
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
i think backers knew what they were getting into, they took the risk to invest
it's not like the gameplay was being hidden
because there was none
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
The drama is literally five hours worth of videos documenting it
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
I guess. Maybe after star citizen people should’ve learned not to be too over eager
but you originally asked if they can use unreal default assets and way epic is not suing.
Or asking them to change them
so i dont think that they did something for epic to sue, maybe those who invested can but then again im not a lawyer
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
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
if they bought all the assets legally, they own the right to use them. just trying to think logically
Compared to Unity, Dreamworld is the only bad Unreal game that sticks out.
Yeah. Unreal has a great reputation
Nothing to be really worried about.
No. Not worried. Just surprised
Long as it doesn’t become a trend epic doesn’t have to care I guess
you could also ask why steam is allowing all these kind of games?
I don’t think it’s on steam
The bad devs still beating Unity's horse anyway, because of low spec requirement for the editor and forced logo
and now steam is filled with garbage
Because Epic Store and GOG has more strict submission process.
i know, im just trying to show space doge that these things are commonly happening
Oh I know they happen. Just usually not with unreal tech
Steam is as loose as Play Store - you pay the upfront fee, you can sell them immediately.
There's no storefront screening involved.
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
There are lot of bad Unreal games, but Unreal doesn't force devs to stamp their logo on the bad games.
But they tend to be made by professionals
Like Silicon Knights with their bad X Men game
Silicon Knights are dead
Because of Epic
Which is the ironic thing
I don’t get to this day why SK thought that lawsuit would work
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.
That’s good. I’d hate for it to be tarnished cause the engine is a work of art
Unity is just falling from the grace after Unity 5.
Sad thing is unity is still a solid engine
not in current days, no.
Unity is way more messier than the early versions of UE4.
I always felt unreal was more fun to use from the beginning
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
Tarkov looks graphically pretty good so I’m genuinely surprised
Also the new Oddworld game
Oddworld is poggers
updated rust looks pretty good too
TIL:
You can drag and drop assets from the content browser right into the reference viewer!
#ue4 #ue5 #unrealengine https://t.co/pMbmftTF5B
Didn’t PUBG use unreal?
they do
Yes, even the mobile version
theres at least two peeps on this discord working on it
Not yet.
oh shid but its coming?
this is a community based discord, so its not run by epic.
imagine what phone games are gonna look like with that sht hahahha
They sued Epic awhile back.
It'll take a very very long time for phone hardware manufacturers to catch up.
Supply shortage won’t help that at all
or like unlimited polygon detail or something
It's even longer because phone manufacturers trying to crank up the megapixel numbers in the camera.
how limited is nanite
I don’t think it’s limited and that’s why phones would struggle with it
There is actually a cost, mainly CPU and GPU processing
The engine has to decimate them in real time.
Which is taxing on a phone
Supply shortage will be over in a few months for the most part
Here’s hoping. Those PS5 scalpers are still out there and it’s depressing
Damn scalpers! Raising the prices of my GPUs!
I’ve always wanted to play around with EA’s frostbite engine
And wonder how difficult to repurpose it is.
I’ve heard the stories and oof
I mean, both Unreal and Frostbite were originally first person shooter engine.
Yeah but frostbite specializes in such a way it’s hard to adapt
But then UE4 excels to be multi-purpose engine.
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
Even unreal 3 excelled at being multipurpose all things considered
Manufacturers have to limit workforce due to pandemic limitation
Speaking of pubg. Callisto protocol is my most hyped game in some time
we're starting to see much less and less of that now. in most of my companies CM plants they never decreased workers
Well with vaccinations being more available I think hopefully that’ll help
Release a game
$20 if vaccinated
$99 if not
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?
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
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
They probably love the rumors
They love the rumours lol
I know I would. I'd love to see what people think from leaks and teasers
They do? I mean they’re amusing I agree but it must get tiring to hear people proclaim GTA 6 is coming out in like ninety seconds
Rumours is less of a concern to them than single player modders.
They're professionals. They could care less about any of those rumors
BTW getting out of topic should move to #lounge
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?
Not if you use the new features exclusive to UE5.
That’s what I suspected. Not sure it’d ever happen but figured this’d be the place to ask
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.
4.28 is still in master, though.
UE3 was supported 2 years after UE4 was out.
Felt like more than 2
Last UDK version available is from 2015.
Nope.
I think they removed the download links circa 2018
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"?
How do I remove the black part from this flower texture?
For anyone who's curious, the difference is that you can actually stream out a streaming level that is set to "always loaded."
Is there a way to like ... snap floor pieces together so they move simultaneously?
yeah set the position snap grid
find out floor dimensions prefereably something square divide by 2 or 4 set that value happy days
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
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
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.
do I have to make each of my individual HUD elements into its own widget blueprint, or am I massively over complicating it?
@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
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
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
by constant logic do you mean a binding that updates a text field or something?
where are assets from the marketplace for UE4 saved? which is the path to them?
yeah I understand that they still exist in memory if they're created and not removed
don't use them, they will have a huge impact on your performance
I'm planning on using remove from parent for anything that's not relevant, within reason
update all information only when it gets changed
so don't use binds?
all tutorials will show to use them, but these tuts are just lazy and don't care about using good practices
I thought binding a field on a widget is just the way to do that
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
so function for a binding runs constantly and I don't want that, right?
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
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
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
so I just call the event and message it with the variable?
and when you want to access the widget you will have that reference
or do I set the variable that already exists within the widget?
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
so you're saying that this function would be running every tick, so I should instead make it update as necessary?
test the output value?
just the default print string
or do you mean just to see that it runs constantly even if it doesn't update?
to see how often it prints
I believe you tbh
just so it would be easier for you to understand what's happening
so how do I update the text box that this value is meant to be tied to?
sure
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
When you add them to a project, they go into a sub-folder under "Content" in your project, with the name of the asset
@plush yew
ty
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
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
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
Is there an easy way to replace the third person character’s arms with the FPS arms?
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?
How can i get map size from outside map blueprint but also be universal to any map
i cannot find the ignoe actor when moving function, did it get changed or moved somewhere else?
trying to create a projectile
I have no idea what you're describing; I don't believe it's a thing on primitive components
If I were you, I would create a custom volume blueprint actor class that you can scale to the exact dimensions of any level you create. Then you'll be able to call "get all actors of class" for any level you've placed it in, and get the size of the bounding box for the volume. Then use that to extrapolate map size
@toxic lily
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.
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
Project Nature has some free reactive foliage pack that's endorsed by Epic.
I'll check that out, thanks :)
There's also this pack, but I forgot the exact price of it
https://www.unrealengine.com/marketplace/en-US/product/tropical-jungle-pack
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!
ping on help please
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.
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
Not necessarily heavily modified, but still Unreal Engine 4 (except NetherRealm's game)
Mortal Kombat's version of the engine has it's own animation systems etc
My game is pretty much slightly modified Unreal Engine 4.
Can ue make an open world game with one person creating it
also Mortal Kombat is actually Unreal Engine 3 😄
Yes, but you won't be able to create interesting content for it. Beautiful vistas can only help you little.
Wdym
At the very least, the engine handles all the open world level streaming stuff and LOD management for you.
How long does it take to learn the engine
The rest of the content are up to you, and manpower of single person is not enough to create quality open world content.
Depends on how you want to learn it.
Also Injustice 2 (except mobile version)
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.
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
Some newcomers just want to use juicy UE5 features, and don't have a care in the world to think about starting with UE4 in the meantime.
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
I mean, yeah if you got the time and patience to learn it and build everything,
But like, don’t expect to have something polished in a couple of months, an open world game is quite a hefty undertaking
But the juicy after launch profit though 🤑
(Kidding)
Icon and title do nothing for packaging a game, right?
Because so far they do nothing for me
Packaging in Shipping matters though.
I’m sure you’ll make a killing up on patreon or Kickstarter, just show some store bought assets with some slightly edited UVs

