#ue4-general

1 messages · Page 1012 of 1

rigid bridge
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unity has its uses tho

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cant lie

hot anchor
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their

merry bison
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notice how this image instantly got more likes than the other one, hahaha

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it sure is telling...

hot anchor
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lmao

misty wharf
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inside of you there are two ue4 sky spheres

vernal dock
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hey guys has anyone here worked for ea or activision?

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anyway what i am curious about is how do you program for 8 hours everyday like i assume they do in the industry

last topaz
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Hi all, just a quick question. We're working a large 8k map and struggling with performance. I'm finding myself only able to get around 80-100fps when standing on the edge looking in towards the completely empty map with a basic gray material on it. The framerate is much better towards the middle, around twice, but still... Is there anything major i'm missing here?

neon grove
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imagine being forced to make the same shooter game over and over

vernal dock
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im just curious about how to stay focused on a project for so long

grim ore
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well you dont program for 8 hours a day to start

fierce tulip
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there are some people here who worked/work for them, and im not fond of people telling them their work is a nightmare or you thinking they are being forced to make anything.

vagrant hornet
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is there like a library of tree branch textures somewhere?

vagrant hornet
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are you sure you want something so big?

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I thought i did and then i walked from one side to the other and it took over an hour

last topaz
vagrant hornet
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still isnt going to be hugely performant

grim ore
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use stat scenerendering and compare between the middle and the edge, see if you can determine your issue

vagrant hornet
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middle of a blank terrain gets better fps

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thats normal

flint trench
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Everytime I compile shaders it gets to 0, editor freezes, I see Thread Task End in VS and then the editor becomes completely unresponsive 🙃 When I reopen the project it tries compiling the same shaders

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Anyone experienced this before?

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super weird

noble palm
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Posting this again as I still haven't fixed the issue, Getting this issue when loading any kind of virtual camera in? You can see it's massively effecting the hair, but seems to be other things in the scene as well. The hair is using groom and I am using ray tracing. You can see from the video that the issue does not occur when I remove the camera and press play. When I open a new session I don't have this issue but would prefer not to start again

neon bough
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it resets the groom physics state, don't know if i would call that an issue

noble palm
neon bough
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so? it recalculates them

flint trench
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Hemm this api page is missing wut

grim ore
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should be just Blueprint and not UBlueprint

last topaz
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@vagrant hornet @grim ore i already had a thourough look but nothing out of the ordinary except HZB taking up a good chunk of my performacne for some reason. Disabling it with r.HZBOcclusion 1 (0 doesnt do anything) only adds the load onto the basepass

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We are using 4.20.3 for this project, and from what i can see 4.26 doesn't have these performance issues

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So i'm wondering if this is a bug in 4.20

prime willow
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@grim ore mathewww

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I have a simple stupid question XD

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control rig with daz studio models is absolute hell something always breaks

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however

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Can i use control rig with the base mannequin

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to change and customize animations save it as a normal regular mannequin animation like any base mannequin animation

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and just use it as is?

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or will the customized animations be mannequin control rig exclusive for use o.o

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because if so i can use mannequin for animation making and than retarget onto daz models!

neon bough
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why do you even use the daz rig if you don't want to make use of it's features?

prime willow
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well i am using the daz rig and such

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well

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actually..

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well i wanted them for the morph targets

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lol

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i loaded them with 1500 morphs

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so it can become anything race and species wise

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but using it for control rig makes him become a warped noodle

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however i know control rig can edit animations

neon bough
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because your setup is bad

prime willow
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so i wanted to set up control rig so i can edit animations that come from the mannequin

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for custom stuff i can always just use the daz model in blender

neon bough
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with backward solving?

prime willow
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kind of if i understand that correctly xD

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the daz rig is decent really good

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but for normal stuff like picking up items, cooking sweep with broom i want to mess with the animation and i know control rig can edit animations

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and i can easy retarget to daz so i guess i was trying to see if it would be easier to somehow manage that if even possible lol

neon bough
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pretty much everything is possible

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the question is how much time you spent on learning control rig and such

prime willow
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so mannequin can be used as a animation editor and those animations just function like normal animations hence retarget and such?

neon bough
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kinda, depends on the animation

prime willow
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oh

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some animations lock into control rig only?

neon bough
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some might look ok when you retarget them from mannequin to daz, some might look off

prime willow
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omg

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yeah

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my current running looks broken

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from shoulder to other side xD

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thats why i wanted to use it for normal ish stuff

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like grab broom, or pick up such etc etc

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for combat and movement definitelly have to create something from scratch in blender xD

neon bough
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combat with a broom?

prime willow
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now i want broom combat

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look at what youre doing to my game scope U:<

latent sonnet
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Does anyone know what's wrong with my moving platform? It keeps getting stuck.

prime willow
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@neon bough Ok it just clicked to me what back wards solves meant in that instance

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right before i went to walk my samoyed

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and now i feel stupid and cant stop laughing

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yeah thats exactly it

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holy cow xD

neon bough
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that it moves back and forth probably

latent sonnet
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OOOoooohhh

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Alright, what should I do instead?

lavish garden
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does anyone here use a program to keep their game ideas in order? i was using sites.google, but they are force migrating to a new design that's not really good for the workflow i want to maintain. does anyone here use anything? i really need something to transfer lots of notes from paper and websites, and store it simply.

hollow socket
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Hello, does anyone have any blueprints and/or code they would be willing to share to create an sbs 3d video player in VR? The only recent tutorial I can find has a broken image in the tutorial. Thanks in advance!

grim ore
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@latent sonnetif your trying to make a moving platform, something that might basically be going from A to B over time you can use a timeline to handle the over time part and a lerp to go from A to B

latent sonnet
grim ore
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well what triggers the platform to move?

latent sonnet
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Normally it would just be EventBeginPlay

grim ore
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so right now you dont really have it set up right

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so identify what allows it to move, the things that are needed for it to move

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and how the platform will know it should be moving, and when it should be moving

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generally for something like this you would have a way to track "stuff", and a way for things to listen to when "stuff" was collected or a direct link if that is needed.

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for example Item is Collected, it tells the game mode "hey this item is collected", and the game mode broadcasts out "this item is collected"

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any item that cares to know about that would be listening to the game mode for that "this item is collected" and then do something if they care about that item

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in UE and Blueprints these are Event Dispatchers

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this keeps things only doing stuff they want, and not taking up extra resources.

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now if it was say a single key that opened a single door and that door only cared when the player was near it? then its a simple check that one time they are near it or they try and open it

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in your case it seems like this platform should move when a condition is met, not when the player is near, so listening for "stuff collected" or "triggers pulled" or whatever makes sense

latent sonnet
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So pretty much, use event dispatchers?

grim ore
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based on your one screenshot? maybe

latent sonnet
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Alright

abstract sundial
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Hello all i have a problem that i'm trying to fix for days,i'm a beginner user and i'm using Unreal Engine 11.2,for some specific reasons this is the only version that i can use.I cant really use it accualy because the menu and ui is bugged out.I have search about on forums and learn that its a Windows 10 bug.There is a temporary fix by using Windows high contrast theme mode,but that doesnt work for me.There is one more solution but i couldnt really understand how to do it people are editing the code of Ue.Here is the link can someone help me and edit the code for me,i really need it thanks in advance.

neon bough
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look into the pinned messages, first one has a link to a potential fix

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as long as you have an nvidia gpu

abstract sundial
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I have amd

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And its not flickering accualy

neon bough
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ok, then it seems to be another issue

abstract sundial
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It doesnt work at all

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😂

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I cant click anything

lusty scaffold
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how do i play as character blueprint?

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i want to determine where the player starts, but

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does not show the character

lavish garden
viral lagoon
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@lusty scaffold In your Level, open the World Settings Tab. Your GameMode configures the Default Pawn used to spawn on your "Player Start" node.

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You may have to create an instance of GameMode and configure it to use your Pawn.

lusty scaffold
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oh, this is what i meant,

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i knew it was somewhere.

vale ridge
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Quick question, when I get a code to redeem via the online learning do I need to reload the engine to access the new files?
I've been redeeming them in the Epic launcher

jade timber
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hello! im new to UE can someone explain me how to randomize a number plss?

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well i saw that before but is it possible to randomize images? something like a card game (poker ecc)

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or just randomize numbers and percentage and then connect them to images

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oh

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i didnt found much on yt :(

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i spent hours searching but nothing idk where to start

grim ore
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@vale ridgeyes you do unfortunately

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put your images in an array, shuffle the array, now you have random images

jade timber
plush yew
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I want to learn how to code

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What is the best free coding software that can teach me cpp?

drowsy snow
plush yew
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Ue5 c++

drowsy snow
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It's the same as UE4 C++

plush yew
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Alright

drowsy snow
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Many of the UE4 C++ stuff applicable to UE5.

plush yew
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But not all?

drowsy snow
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If it's inapplicable, it's going to be lower level stuff. All of the basics are still aplicable in UE5.

plush yew
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So let’s say I want to code for a sword swing can I do that

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And I confused on what you just said could you explain in it in different words plz

drowsy snow
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Hold on.
How long have you been using UE?

plush yew
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I use it like 2 years ago for one to two weeks then I stop
Then yesterday I got back into it

magic onyx
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Does anyone know how to animate a widget button to move to an absolute location in the widget UI? By default it is moving to a relative location based on where it starts.

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I feel like there is a simple solution I am missing, but I am not familiar enough with unreal engine to know

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Also let me know if i am posting this in the wrong location, I am new to this discord

plush yew
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I decided that I want make games and start my own company

drowsy snow
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Don't even jump to C++ right away.

plush yew
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How good are the BP system ?

drowsy snow
plush yew
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And how would I learn this BP system from where?

drowsy snow
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My project is only 10% C++ and 90% BP so don't feel ashamed about using it.

magic onyx
drowsy snow
plush yew
drowsy snow
plush yew
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Cool

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And this will teach me everything that I need to learn about the BP system ?

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Also since I’m new to UE5 what should I focus on first during the learning process?

drowsy snow
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Honestly, if I were you, I would learn on using UE4 first. Don't worry about UE5 stuff - it won't be a problem if you know your way around UE4.

toxic lily
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dumb question, but trying to create a new function and i need to acess this input node, doesnt show up when i try to add it

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where do i get it?

drowsy snow
plush yew
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i found out you can export subdevision modifiers from blender

drowsy snow
plush yew
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close but not what im doing lol

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if i change the modifier properties it auto updates it in ue5

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it is exporting but exporting upon changes in realtime like how substance painter works in unreal

plush yew
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But when I do start to learn how to code what website would you recommend

neon bough
glacial flare
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maybe a yes or a no

lusty scaffold
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am i dumb? why is this an infinite loop?

drowsy snow
nimble crater
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Hello, is anyone any good with the clothing tools in?

I'm having an odd issue that I have no idea what's causing it. For some reason when I apply clothing physics to my cape mesh, two capes are generated.

vernal dock
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is there a chill chat cannel lol

vernal dock
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thanks

woven elk
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Help: As I import a model(obj) into unreal. this happens. what does it mean. Can I just ignore it

grim ore
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you shouldnt ignore it, and it means your have vertices too close to eachother so maybe its too small?

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and the smoothing one means well you dont have smoothing, so fix the item in your software

slim sun
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guys im new to unreal and trying to do a forest as my first project
But i have a question, do people use the landscape mode to make their landscapes or use external sources

grim ore
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try asking in #level-design but the general answer is yes, they do whatever works for their goal

slim sun
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oh sorry my bad

plush yew
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Can unreal engine do my exam for me?

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drowns in awkward silence

fresh shuttle
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hey guys is it normal to get a fatal error when u add a game user settings.ini file in the configs?

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or is my ue4 just drunk

ancient lotus
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Question. Currently I’m trying to make a procedural/predictive recoil system similar to that of Escape From Tarkov and this video here: https://www.youtube.com/watch?v=QfHxg5u-8Sc&ab_channel=neverGonna
How I’m applying recoil right now is through my IK setup using virtual bones. At the end of the chain I add location/rotation to the final position that modifies the right hand. Each time I shoot I create a vector for where I want the peak of the recoil to be (currently just pulling the gun rearward a bit), then I use spring interpolation to interpolate to that position, once it has reached 80% of the interpolation completed I then generate a random rotator (just pitch and tiny bit of yaw/roll) which then starts interpolating. Once the vector interpolation reaches 100% of the spring interpolation it then interpolates back to its normal position so it should be resetting while the rotation is still being applied. This is my most recent attempt at this and I am not happy at all with the results and have been trying to think of some new ways to go about achieving this. Do you guys have any suggestions? The results in the linked video are beautiful to me, but I cant think of how to implement that in a realistic manner.

Integrated spring interpolation from Kismet library in my project. Looks good so far. Moreover, SpringInterp is frame independent, it behaves at super-low framerate a little bit unsafe though, anyway use it carefully.

▶ Play video
brazen ibex
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anyone having the same problem that i got? is there any fix?

modern root
abstract sundial
#

Hello all i have a problem that i'm trying to fix for days,i'm a beginner user and i'm using Unreal Engine 11.2,for some specific reasons this is the only version that i can use.I cant really use it accualy because the menu and ui is bugged out.I have search about on forums and learn that its a Windows 10 bug.There is a temporary fix by using Windows high contrast theme mode,but that doesnt work for me.There is one more solution but i couldnt really understand how to do it people are editing the code of Ue.Here is the link can someone help me and edit the code for me,i really need it thanks in advance.

rich spoke
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What the hell did I press???

wintry thorn
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When I am trying to open this project in UE4 or UE5 my PC start to merely responding and after some point everything stops working and freezing

I thought its because needs time to load the shaders but
I left it all night to load the shaders and when I wake up it still was on 95% loading

My Specs are: Ryzen 2700X, RTX 2080, 16GB RAM and UE runs from NVMe SSD

https://www.unrealengine.com/marketplace/en-US/product/scarecrow

Unreal Engine

This Medieval game environment is a fully playable dynamic experience, showcasing some of the newest features in 4.26.

rich spoke
livid lily
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I'm new to Unreal Engine and on my first attempt to run it, its stuck on 45%
I know this is very normal, since its just compiling the shaders.
But I would like to know if I shut it down, would it continue from where it left of?

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I searched up log directory and found a file that indicates how many shaders are left to compile, each time i reopen the file, number is changed. This means the engine is compiling shaders. But im not sure if it would continue or not.

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For example if I need to shut down my pc, i would kill the engine with task manager.
A power failure occurs, etc

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would it continue?

abstract sundial
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Sorry for asking multiple times but i have no other option.

ancient pulsar
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Any one know how to make camera follow player when playing montage in ue4

blissful trail
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so when i create a new project and import this (the open world demo collection) then load "any" mesh the engine crashes does anyone have any idea how to fix this?????

steady vale
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How do i reduce the time taken for shader base pass?

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its currently 45 ms

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bruh

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i need some idea abput it

honest vale
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reduce material complexity

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reduce stuff being drawn on screen

steady vale
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i mean it shows green and dark green on shader complexity

upbeat tendon
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really basic question, gravity, i am not sure if it is just me but the default gravity seems a little bit like you are walking on the moon?

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or as i don't often go jumping off tall buildings, is it set to earth gravity?

livid lily
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I'm new to Unreal Engine and on my first attempt to run it, its stuck on 45%
I know this is very normal, since its just compiling the shaders.
But I would like to know if I shut it down, would it continue from where it left of?
I searched up log directory and found a file that indicates how many shaders are left to compile, each time i reopen the file, number is changed. This means the engine is compiling shaders. But im not sure if it would continue or not.
For example if I need to shut down my pc, i would kill the engine with task manager.
A power failure occurs, etc
would it continue?

steady vale
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i think its the mass of the object that u need to tweak

upbeat tendon
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ah intersting

strong slate
upbeat tendon
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i think if i am going to now be setting mass for each object, then i am going to want to load this in from a data table

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is there a supported way to do this?

strong slate
upbeat tendon
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i figured if i externalise the config then i can adjust it during play testing faster

steady vale
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Can anyone help me? I need to know how i can reduce the time taken for shader base pass

strong slate
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You might be right, my knowledge is extremely limited lol

steady vale
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a guy told me to reduce material complexity but idk how to know how complex is my material

rose quartz
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is it possible to use HDA file from houdini and change the parameters ingame?

upbeat tendon
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@inner socket i am not a material expert, but did you make this material?

rich spoke
rose quartz
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im trying to get this in game to work with a widget so i can change the parameters does somebody know how to ?

thorny elm
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Hey guys, Engine crashes when I close ue4. I am currently using version 4.26. What should i do now ?

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🥺

severe warren
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anyone can suggest me a way to show text in 3d space in editor(a construction script of an actor) so that i don't have to press play?

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it's kind of for debug reasons

livid lily
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I'm new to Unreal Engine and on my first attempt to run it, its stuck on 45%
I know this is very normal, since its just compiling the shaders.
But I would like to know if I shut it down, would it continue from where it left of?
I searched up log directory and found a file that indicates how many shaders are left to compile, each time i reopen the file, number is changed. This means the engine is compiling shaders. But im not sure if it would continue or not.
For example if I need to shut down my pc, i would kill the engine with task manager.
A power failure occurs, etc
would it continue?

strong slate
drowsy snow
livid lily
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im not sure but the logs are random.
some indicate that 1k shaders are left, some say 2k are left
and some even say 3k are left

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(there are multiple backup versions of the logs)

wintry thorn
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When I am trying to open this project in UE4 or UE5 my PC start to merely responding and after some point everything stops working and freezing

I thought its because needs time to load the shaders but
I left it all night to load the shaders and when I wake up it still was on 95% loading

My Specs are: Ryzen 2700X, RTX 2080, 16GB RAM and UE runs from NVMe SSD

https://www.unrealengine.com/marketplace/en-US/product/scarecrow

Unreal Engine

This Medieval game environment is a fully playable dynamic experience, showcasing some of the newest features in 4.26.

severe warren
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uhh

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thing is my actor is supposed to be a grid

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i want to be able to debug the cubes/cells

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and maybe even be able to print every single cells' index

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i cannot keep creating text renders now can i?

drowsy snow
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Nah, you can create text render actors however you like. Fortnite Creative used the exact same component.

severe warren
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performance?

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thing is my cells are not something capsulated

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they are placed using the grid actor using instanced static meshes

drowsy snow
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Well, at least it's barely dipping the framerate even in low spec hardware

severe warren
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ok i'm trying to make my grid system better

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is this how people do it or is there an ideal way of organizing grids

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in blueprints

drowsy snow
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Structs are fine.

severe warren
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i will make an array/map of structs

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is what i'm thinking

drowsy snow
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So long as you're able to manage it, then go for it.

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Merging static mesh actors that just sits there would barely lift up performance. And no, merging them does not remove any tris behind it.

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Not to mention you might have issues with LODs.

fierce tulip
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@wintry thorn generally the quixel stuff quixel puts up on the marketplace is not the most performant/optimized stuff.
I've seen computers 4x your specs crash on this particular one.

plush yew
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How do i add ASCII Art in cpp

foggy orbit
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@wintry thorn . With the dame config but 32 GB of ram I do load it. RAM can bé the issue. Or maybe not enough space on you SSD when UE is caching the shaders....

drowsy snow
plush yew
plush yew
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xd!

drowsy snow
plush yew
plush yew
drowsy snow
fierce tulip
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^

drowsy snow
plush yew
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does the 59 means the number of line

fierce tulip
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if its unreal related cpp try #cpp

tawdry sable
#

yes, it does

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I'm trying to find out how I should go about creating an information display above my units in an RTS style game

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e.g. I want to display some text and an image, always facing the viewer

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Any help would be appreciated

knotty heron
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Use billboard materials and put em above the units

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Or set world rotation on tick

tawdry sable
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thanks

wooden robin
#

Ok so im trying to make a planet by hand (so no generator yet) using the voxel plugin. One problem is that the ground radius of unreal skyatmosphere is too big (i want to make small planets) and it seems that unreal put a limit (you can't go under a value of 0.1 for the ground radius of skyatmosphere) so what should i do ? make my own atmosphere ?

plush yew
#

what is this

neat galleon
neat galleon
# plush yew what is this

That is saying that your level is so big that without an actor called a lighting importance volume (found in the common actor list) the lighting generated won't be good

wooden robin
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thanks I will try that

plush yew
plush yew
neat galleon
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Yes. But the failed to load builtdata is an error, that shouldn't happen

plush yew
neat galleon
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Honestly just try rebuilding lighting real quick

plush yew
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i have clicked the build

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so do i rebuild it again

mortal grail
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is Paper2D template removed from UE5?

sturdy smelt
plush yew
#

i just downloaded a starter file to apply cpp on it

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i can share u the starter files its only 20 mb

full lodge
#

Where I can find a source code of Luma and Chroma in UE4? I would like to say, that I have an access to source code, but I dont know where this parts of code are

honest vale
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@full lodge luma and chroma?

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as opposed to RGB?

radiant sun
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How can I change texture to cinematic? I was just using the dropdown that's now not there all along 😅

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Just want to preview it in editor, not do it through bp

restive eagle
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@radiant sun click settings at the top of the editor and

golden horizon
#

Uhm...guys, I know this is a weird question, because people need the opposite of what I'm asking, but...how can I take something I made in Unreal to Blender? Imagine a scene with mountains, trees, a house and a lake, really moody scene, I just want to take it to Blender to render it beautifully in Cycles, that's it. Can I do that somehow?

nimble sand
#

guys, I have a 1000$ budget for a laptop. Which one should I buy (or what specs should I look for) to run UE5 with least limitations?

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also I'd like to know if that's a bad budget 😓

full lodge
golden horizon
#

buy something Asus with a 3000 series card and I think you'll be good

nimble sand
#

alr thanks!

golden horizon
#

but don't take only my opinion, please 😄 I can't be responsible for a 1000$ purchase, ask more people ^^

full lodge
#

@honest vale just looking for source code, I would like to take a look at implementation

radiant sun
#

Any laptop that can run most modern games on the very highest settings and still have plenty room should be fine for running UE5 😛

radiant sun
#

I know pretty crap answer, but yeah I'd aim for a 2070+ and a CPU that's at least 3.6 GHZ

golden horizon
#

well, there's a ton of free stuff in the marketplace and also there was a huge 70% sale a few days ago and I bought some stuff 😄

radiant sun
#

Oh and get a SSD, for the love of god don't go HDD 😛

nimble sand
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ye ye

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i was thinking about a Rog Scar

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but it isnt 2070+

golden horizon
#

ROG is always good, I've been using ASUS stuff for 10+ years. mobos, gpus, routers, monitors....they're legit. even their new phones are beefy

radiant sun
#

Ah yeah fair, just make sure they don't have software that will throttle your laptop right down, I had that problem with Asus and it drove me nuts.

nimble sand
#

oof

merry bison
#

I have a moving platform, when I place a sphere actor on it, it rolls off... Why does it do that?

nimble sand
#

I got a kewl job which pays 1k usd per month. should I work another month for a better laptop?

golden horizon
#

@merry bison that sounds nice, some physics stuff!

radiant sun
#

It was on their more budget friendly "gaming" laptops and I cheeped out on storage and RAM though, so that was probably it.

plush yew
# nimble sand I got a kewl job which pays 1k usd per month. should I work another month for a ...
nimble sand
#

alr alr

plush yew
#

but this is indian link

merry bison
plush yew
golden horizon
#

Oh...I didn't know this was an issue. But since this is just for personal use, to water my eyes with a good looking render, I think it shouldn't be a problem :/

nimble sand
#

oof

plush yew
nimble sand
#

i dont like to be open about it 😓 but im asian too

plush yew
radiant sun
radiant sun
#

Since your budget is relatively low for a laptop

nimble sand
#

i can get 2k

#

its another month of work

#

but possible

plush yew
plush yew
nimble sand
#

i live at my parents'

plush yew
radiant sun
#

I mean, 1000 could get you a decent laptop, but if it's not needed straight away I'd definitely save for a better one

nimble sand
nimble sand
#

i got a legit job last month

plush yew
#

how is it legit

nimble sand
#

it's at a company

#

I'm coding web app

#

using python django htmlcss and java

#

for a startup

plush yew
#

ohk

jolly python
#

your name says you dont code though.👀

plush yew
#

well i am also learning web-dev

#

i am 13

nimble sand
plush yew
#

hehehehe

nimble sand
#

lmao

#

alr

#

guess ill see you all two months later and finally decide to start learning unreal

#

br

#

im gonna be back with a buffy pc two months later. alr goodbye

radiant sun
#

Damn, when a 15 yo a better programmer than me 😂

#

When I was 15 I made mods for games, didn't go any further til recently

plush yew
#

lol 🤣🤣

drowsy snow
pulsar moat
#

Hi

#

I'm currently having an fps cap problem

#

Similar to this problem actually

#

On the right you see my fps and ms

#

for some reason i can't uncap it to run more than 60

#

And since I'm not on a laptop i can't turn of this battery boost function

#

which has worked for these guys

elfin bolt
#

r.vsync 0

pulsar moat
#

Doesn't work .-.

grim ore
#

define fps cap problem?

pulsar moat
#

It's capping me at 60 fps

grim ore
#

can it go below?

pulsar moat
#

and for some reason i have 18 ms +

#

no lol

grim ore
#

so its locked to 60?

pulsar moat
#

yea

grim ore
#

do you have gsync enabled?

pulsar moat
#

fixed framrate doesn't do anything but mess up the animation

#

@grim oreonlyt for fullscreen

#

and idk if this is considered fullscreen

grim ore
#

try disabling gsync completely on the monitor in the nvidia control panel to make sure its not an issue

pulsar moat
#

trying that

abstract sundial
#

Hello all i have a problem that i'm trying to fix for days,i'm a beginner user and i'm using Unreal Engine 11.2,for some specific reasons this is the only version that i can use.I cant really use it accualy because the menu and ui is bugged out.I have search about on forums and learn that its a Windows 10 bug.There is a temporary fix by using Windows high contrast theme mode,but that doesnt work for me.There is one more solution but i couldnt really understand how to do it people are editing the code of Ue.Here is the link can someone help me and edit the code for me,i really need it thanks in advance.

grim ore
#

you need to either edit the code, upgrade your pc, or update UE4

#

what help are you expecting people to do for you?

#

even if they edit the code for you, you still need to compile it and if you can compile it you can edit it

pulsar moat
#

@grim oredidn't do it either

abstract sundial
#

My pc is updated

pulsar moat
#

btw im ue5

grim ore
#

ok so try in the console t.maxfps 15 and see if it lowers

abstract sundial
#

Unfortunately this is the only UE version that i can use

grim ore
#

then you need to edit the source

abstract sundial
#

Yes thats what i cant do

grim ore
#

then you cant use UE4

pulsar moat
#

@grim oreyup now it did

abstract sundial
#

Is it easy

grim ore
#

so try t.maxfps 200 and see if it uncaps it

pulsar moat
#

didn't uncap though

#

it's at 60 again now

grim ore
#

then its not the maxfps setting, I would assume its your windows or video driver at this point

pulsar moat
#

hmm

#

weird

#

since i never had this problem with anything else

abstract sundial
grim ore
#

yes you need to do that

abstract sundial
#

So you are telling me even if someone edit this file

#

I cant use it

#

Drag and drop doesnt work?

grim ore
#

if someone edited it, what does it say to do after the edit?

abstract sundial
#

Build UE again

grim ore
#

yep you need to build it

#

@pulsar moat the cap is 120fps out of the box so if its capping to 60 for you on a new editor/project then I would look outside ue

abstract sundial
#

I dont know whats that mean

#

Im not a game developer

pulsar moat
#

@grim oreokay thanks

grim ore
#

your going to be stuck then not being able to do this

abstract sundial
#

I need UE for modding a existing game

wary wave
#

if you don't have access to the source code you cannot fix this problem

drowsy snow
grim ore
#

@pulsar moatits a weird idea but if you disabled gsync, maybe go into the display properties and see if you can drop your refresh rate down to below 60 and see if it locks to that new fps cap. that would atleast confirm its not ue

drowsy snow
grim ore
#

assuming of course you didnt check Use Fixed Frame Rate in the project settings

pulsar moat
#

I didn't

drowsy snow
#

Don't get me wrong - I'm a modder too, but this server is not the right place for asking support on modding pre-existing UE4 game.

#

Also, please don't DM me asking on how to mod a UE4 game, because I have my own project to take care on.

abstract sundial
#

Im not saying my mod doesnt work or anything

#

Im saying i cant use UE

#

Who are you anways why would i dm you??

grim ore
#

if your only solution is the post above, you need to download the engine, modify the source, and then compile the engine

drowsy snow
abstract sundial
abstract sundial
#

What a luck

wary wave
#

what do you mean "you can't export because the ui is not working"?

abstract sundial
#

I cant build the project because i cant click on anything

#

Bugged

#

And the project files is only for UE 11.2

drowsy snow
#

Record the bug in question, please.

abstract sundial
#

This version have bugs with Windows 10

wary wave
#

you keep saying "bugged", but what ~exactly~ is wrong with it?

abstract sundial
#

Okay i will show you

wary wave
#

4.11 isn't that old, so I'm surprised it has issues in Windows 10

drowsy snow
toxic lily
#

need some help, trying to get a projectile to spawn (or fire) from a socket places in a barrel of my gun, however i cant seem to reference the static mesh in the parent slot, says its incompatible, is there another way of doing im not aware of?

wary wave
radiant sun
abstract sundial
#

Here i have the same problem

drowsy snow
radiant sun
#

Literally just shove this on your projectile and you should be good to go

#

I'll look further into the incompatible thing

wary wave
#

oh wow, that's a particularly unique issue

toxic lily
#

@wary wave not sure i understand, what would the right node be that allows me to connect the static mesh component, the only ones available are attach to component or actor, but each one requires me to reference the the static mesh. im going off a tutorial, however i suspect the way he did it was more of a work around rather then the proper way to set this up

radiant sun
#

Wait, you should just need to spawn it at the weapons muzzle

toxic lily
#

oooo

#

ill take a read thank you

wary wave
#

yeah, just spawn the actor at the weapon muzzle, nothing should need to be attached to anything

radiant sun
wary wave
#

the problem with most tutorials out there at the moment, is they really do seem to be garbage

#

I'm wondering if people keep finding the same ones and they're just poor in general

radiant sun
#

That's taken from the FirstPersonBP demo level

toxic lily
#

yeah, i watched one were a guy tied fire rate to animation rate

#

holy moly talk about exploitable

wary wave
#

I mean it's fine for singleplayer 😄

drowsy snow
# abstract sundial

Similar (but maybe not the same) issue occurs in 4.26 sometimes, and it's solved by restarting the editor.

radiant sun
#

The way I done shooting was imported the FirstPersonBP to my project, then I just added a weapon model to a socket on the players hand, and added the logic from the blueprint to the players blueprint. It's not the best method but it works.

drowsy snow
#

Because I swear I never encounter such problems back when I use 4.12.5

#

Man, 4.12.5 is already quite a while ago, isn't it.

toxic lily
#

this is one of the images from the tutorial of where im at, but this is the part im having trouble with

wary wave
#

4-5 years ish

toxic lily
#

i cant call the static mesh

wary wave
#

what is attached to what, and why?

#

this is what I'm not following

#

FPMeshVR is probably a skeletal mesh component

radiant sun
#

It honestly seems like he's over complicated that

primal tendon
drowsy snow
# wary wave 4-5 years ish

Basically when I get my hands on UE4 for the very first time, though I used to juggle with Unity back then

grim ore
#

@primal tendonlook for the combine mesh option when you import it

toxic lily
#

the projectile is attaching to the Component where the static mesh and socket is im assuming

#

first time making a projectile so im like, sort of understanding it?

drowsy snow
toxic lily
#

i think?

wary wave
primal tendon
#

ok thank you...

grim ore
#

so no where before this part of the tutorial do they show you that variable?

toxic lily
#

Lmaooooo me neither

#

nope

grim ore
#

might need to find a new tutorial then

toxic lily
#

most tutoirals i see everyone makes there own variables and never discloses what they are or their function, this is like, my biggest gripe with UE4 tutorials

drowsy snow
#

Probably a bad tutorial on YouTube.
Can you show me the link?

abstract sundial
#

@drowsy snow maybe because of the Windows version

#

I have tried everything but editing the source

#

Its beyond my knownledge

grim ore
#

if your asking about 4.12 why is that video 4.13?

drowsy snow
abstract sundial
#

After searching days about this problem i have noticed that lot of people were having this issue.

abstract sundial
#

But im having the same issue

drowsy snow
#

In comparison, I never get such issue back in 4.12 and 4.13

#

Though, again, I was still using the vanilla W10 at the time.

abstract sundial
#

Yeah probably new Windows updates causing it

#

Because win 10 high contrast mode is temporarly fixing this issue

toxic lily
#

does anyone know an easier way to do this?

abstract sundial
#

Its doesn't work for me tho

drowsy snow
#

If you're not fancy with hi contrast or modifying the engine, maybe installing the vanilla W10 in a separate partition is a more breezy option for you.
BTW the UE4 can still be run with UE4Editor.exe file, it's not strictly tied to the installed dependencies.

drowsy snow
#

You don't have to create a new project, simply use Add Content/Feature Pack

#

(which is so underutilised IMO)

pulsar moat
#

How to download UE4 lol

abstract sundial
#

Thank you guys

elfin bolt
toxic lily
#

@drowsy snow bro im so sorry to keep pestering yall lol this is like, day 6 in UE4 for me

#

im not seeing that option, is it a hidden window?

#

god nevermind i found it

#

i guess this is my problem

#

im still not sure how to reference my static mesh,

radiant sun
#

Does this help you at all?

#

Add projectile movement component to your projectile actor, spawn it at the mesh that is a child of your weapon

#

As for having the weapon in your players hand, if it's only 1 weapon you can simply have it always attached to the socket. This way you can just set it visible by calling a function in the player actor

livid lily
#

First time running Unreal Engine 4.25
stuck at 45%. I looked at logs to see how many shaders left to compile
Compiling shaders was nearly done (about 300 remaining). And when I reopened the engine (hoping for the best that it continue where it left off) it started all over again from 3500 shaders.

#

Just for perspective, it takes a minute or so for each shader

#

its hella of pain

#

any way i can make it continue where it left off

strong slate
livid lily
strong slate
#

No good?:/

livid lily
#

its on 3400th shader rn

elfin bolt
#

imagine being a game engine

livid lily
#

i left it at 300th shader

radiant sun
livid lily
#

i guess unity's better

drowsy snow
livid lily
#

i mean yeah im stuck on initializing tho
never successfully booted up the engine

drowsy snow
livid lily
drowsy snow
toxic lily
#

@radiant sun where are you getting this sphere from?

drowsy snow
#

Rule of thumb: if it has CPU activity, left the computer.
Let it do its thing. Take a walk, read a book, watch an anime show, play among us.

livid lily
#

i woke up 8am, started this thing
waited until 4pm, then quit it

#

literally

drowsy snow
livid lily
#

C2D E7500
dont ask my why

toxic lily
#

what im seeing

drowsy snow
strong slate
livid lily
drowsy snow
#

Core 2 Duo is super old at this point.

livid lily
#

ikr

#

another question, i actually copied ue4 from another laptop i had. the engine was completely running on that machine
and i skipped "DerivedDataCache" after reading that its not necessary. Can that help in any way?

i mean when machine is changed, shaders are supposed to be recompiled

drowsy snow
#

It has 2 core, but each cores only have 1 thread. Which is no longer the norm with later CPUs.
My Core i5 6200 only took around 1 hour compiling 15K+ shaders, which is 2 core 4 thread.

drowsy snow
livid lily
grim ore
#

the DDC is where the shader stuff is stored, you probably wanted it. and yes it can be shared its more per platform not per machine (compiling a project shaders for SM5 is compatible between machines using that project)

drowsy snow
livid lily
#

if there's any

drowsy snow
#

Though I should mention that creating new project might cause the editor to recompile the shader.

#

Usually when you're switching RHI or bring in new materials.

radiant sun
livid lily
livid lily
#

on my machine

grim ore
#

there are engine shaders to start with, then after that each permutation for material shaders. they all get stored in the DDC.

radiant sun
#

Scene components work with it

#

There is also get relative and get absolute location, as well as nodes for the rotation, just type "scene component" in and you'll see all the options for it

primal tendon
#

where to get cars to use in unreal 4? I did download Vehicle Variety Pack but it only has tire rotating animation, in skeleton there's no socket for car or any thing else other than the tire

drowsy snow
primal tendon
#

Can you give a link to anyone of it that's cheap...

radiant sun
#

There's some low poly robots that are free for the month, it's not exactly a vehicle... But it might be a good idea to get them and study how they work. 🙂

#

Only saying this as a few of them have wheels and move 😛

#

My honest advice would be to take the vehicle variety pack, export the model into blender or the 3D software of your choice, and then separate the doors and other components you want to move. It's not too much hassle to animate them after that.

#

Other than that, go to the asset store, search for vehicle, and set your budget through the filters. There are some decent ones for around £5

primal tendon
#

Alright, I have used blender a bit, guess I'll learn how to animate, thanks...

sharp crest
toxic lily
#

i broke my firing function 😆 🔫

#

no idea how to fix it big rip

sharp crest
#

@toxic lily try renaming all of your variables to more meaningful names than 0 0

#

then right click the variable in the graph, and press 'find references' to see where you set it to true and don't set it to false after

late stag
#

Here's another preview of our very early game called speed break

surreal cloak
#

I have an old Seagate SSHD hybrid drive, If I put UE5 on this and used it as the location for UE5, would the performance be terrible?

finite nest
#

I need help with the new 3 person story game asset. It stucks at 45 and wont load. Any help?

tender ember
#

hey guys I have serious problems with megascans. I can't import it to any software I have

#

I tried different medthods and nothing works

finite nest
#

and where i need to open the defaultengine ini?

#

oh, ig i solved

grim ore
#

its not stuck, its compiling shaders. just wait

finite nest
#

it loaded

compact phoenix
#

hey everyone , what are the options for trees in UE is Speedtree a thing i should learn for ue or its there somthing new i cant find any trees in quixel

surreal cloak
nimble sand
#

guys, just wondering, is there possibility of making multiplayer browser games with unreal

late stag
nocturne bough
nimble sand
#

woah

#

why did they remove it?

nocturne bough
#

I think WebGL is OpenGL ES 2.0 and UE remove support for32-bits on 4.24.

#

maybe someday HTML feature can come back when WebGPU is more mature.

#

yup, but 4.23.1 is solid and stable, if the project don't need the latest tech, still a good version to keep around.

nimble sand
#

that's sad

grim ore
#

having an unusable user name and expecting people to reply to you.... lol

finite nest
#

any help how do i control ue4 viewport game with a controller?

vocal sorrel
#

Hey everyone. What is the best way to setup a mesh to move when I click the play/simulate button? Im just looking for my mesh to move in a forward direction when I hit play. Thanks!

grim ore
#

use sequencer

finite nest
#

what is sequencer

vocal sorrel
#

Im trying to maintain the phyics of my boat cause right now when I click play it drops into the water and creates ripples. When I tried setting up some keyframes with sequencer it didnt keep the physics

grim ore
#

well that wasnt what you asked lol

vocal sorrel
#

Also, I tried setting some keyframes for other objects and when I hit simulate it didnt move. Did I miss a setting or something?

grim ore
#

add an impulse on tick if you are using physics

vocal sorrel
#

Yeah sorry. I was just wondering what the most basic way was to move something in that way, my bad

grim ore
#

or if its a pawn/character, add movement input

vocal sorrel
#

Where would I add the "impulse on tick" option?

grim ore
#

use the event tick node, and add an add impulse node to it

vocal sorrel
#

Okay ill give it a try, thanks!

toxic lily
#

alright

#

i got projectiles working

#

is there a way i can have it launch from my barrell instead of my actor body?

#

i have a socket just still cant seem to reference it

grim ore
#

where does it launch from now?

toxic lily
#

from the actors body, the way the code is set up is from camera rotation and actor location

grim ore
#

and how does it get the actors location?

toxic lily
#

so if i can replace actor location with a get socket

grim ore
#

have you tried doing that?

desert verge
#

what's that store for free assets on UE?

toxic lily
#

well i dont know how

#

i dont know what node grabs the socket by itself

grim ore
#

well what is the socket attached to?

toxic lily
#

the static mesh of my test handgun model

#

ive made a base weapon bp and a child from it specifically for the handgun

grim ore
#

you need a reference to the mesh, then you can get the socket.

#

so where is the mesh at and how can you talk to it

toxic lily
#

i have it made as a bp in a seperate folder named weapon test

#

do i need to put in some kind of file path in the blueprint?

grim ore
#

so the mesh is in a blueprint, where is the blueprint at in game? how do you spawn it or use it

toxic lily
#

sorry a bit new to UE4

#

oh i made a spawn

grim ore
#

when you spawn the pistol, the return value is what you want. You should save it to a variable and then you can reference it later to get the mesh and socket.

#

alternately you need to find the pistol later using other options, but if you plan on re using it, saving it to a variable is better

toxic lily
#

i think im starting to understand, thank you for your help and patience, how do i actually save that return value as a variable?

#

dont think ive done that yet

desert verge
#

its semi new

vocal sorrel
#

Sorry to bother you again @grim ore I tried the impulse on tick and had no luck. Would trying to create a spline path for my boat work for when I hit the simulate button would the physics stay in place?

desert verge
#

quixel!

vocal sorrel
#

Or is there a way to keyframe something in the sequencer for when I go to hit simulate in will maintain the phyiscs?

grim ore
#

@toxic lilymost, if not all the questions you are asking, are covered in the basic docs and learning materials. you should take some time to learn the basics. Dragging off the return value will let you promote it to a variable.

toxic lily
#

🙏

grim ore
#

its hard to guess whats wrong @vocal sorrel , its your code. Adding impulse is a way to add physics on tick, its similar to the way the rolling ball use to work. otherwise you can try adding force

toxic lily
#

okay so ive made a variable based off the return value of the actor and plugged into get actor locations however now firing as a function doesnt seem to work at all,

grim ore
#

are you trying to get the actors location, or the location of the socket on the mesh on the actor?

#

you also need to make sure it's set to the item you spawn, and we cant see that code so we cant say its working or not. If it just never fires then something is broke. check the output log for errors

toxic lily
#

i understand now

#

okay ive plugged it into a get socket transform and set it to the correct socket

#

looks like the new issue is with the fire input now

#

doing some digging

grim ore
#

well, i dont think the root component is the mesh that has your socket on it

toxic lily
#

think your right

#

feel like im close, just need to connect the mesh node somehow to the socket transform now

grim ore
#

well those errors are due to your variable being bad, you never set it correctly

toxic lily
#

hmmm

grim ore
#

and you would just get the static mesh that is on the actor, not the root component

modern plover
#

i am really new to node system on unreal engine, could someone help me a bit with this thing i want (if press button. go to next level)?

grim ore
#

what bit of that thing are you stuck with

violet oasis
#

when i click on file, the menu does not come up

onyx mango
#

Does anyone know the names to use for opening editor windows programmatically? I have the function down I just dont know what the windows are called. Plugins is "PluginEditor". I am looking for "Live Link" window

plush yew
#

Hi eveyone, i'm making a system that change the project RHI. For do that I need to reopen the game. I would like to know if there is any way, when I start the game, it opens a secondary process dedicated to making this RHI change and then open the application.

#

If anyone knows something close to this it would be of great help.

frosty sparrow
#

What are these white line and how do I get rid of them?

grim ore
#

@frosty sparrowrestart your editor

frosty sparrow
#

okay thank you

late stag
#

I forgot the node but when i press l i want my lights to turn on and when i press l again it will turn off

#

so i am not using released

#

there was a node but i forgot it

bitter ether
#

guys sorry for the disturb, do you know what I have to do (in BP) to make that the progressbar every second increase of 1?

dawn gull
#

I'm having a huge brain fart, whats the node that allows you to connect code to it and you can reference it to run that same code somewhere else

#

BP

violet oasis
#

is this normal

#

what does it mean

#

i put a light there and it is now in a lighter shade of grey

#

still says it

#

but there is a light source right here

merry gazelle
#

I was thinking, is it a goodidea to make a master actor that handles all click interactions of buildings in my game? The idea being I position components manually as doors.

Or would performance be better if I make seperate BP per building door?

merry gazelle
late stag
#

yea

dusky crystal
#

hi, i am an absolute beginner and i want to make an 2,5d fighting game, however i dont know where to look or what to do. is unreal engine fit to make these type of games? and if yes does anyone have beginner tutorials or knows good ones?

#

or where to start

prime willow
#

@grim ore can animation notify be used to make different meshes with the same skeletons have different animations occur during the same set of state machines

#

so the kid morphed mesh can do a flip kick for example but the adult model with the same state machine setups will do a chuck norris roundhouse kick with the same button input?

#

or do they have to have different skeleton meshes for that to possibly occur?

wet pond
#

is there a way to rinterpto by taking the yaw rotation direction that would take longer? i.e. if I have the start yaw as 10 and target yaw as 40, I want to go from 10->40 by going in the path following the values 10 to 0 to -180 to 179 to 40 instead of straight from 10 to 40.

#

please @ me when replying, thanks!

dawn gull
#

nah, youre also able to right click it and choose if its on server or client

#

THANK YOU SO MUCH

alpine sand
#

I'm getting invisible faces on multiple models, resetting normals did nothing, would this have anything to do with unreal? modelled in max, textured in painter then imported

modest trench
#

UE4 will triangulate the polys

#

unsure what made it miss here

alpine sand
#

its also only one side, even though its full symmetry

#

including UV

hallow kettle
#

Heello everyone

#

I need help

#

why is unreal engine 5 stuttering so much?

#

Even if I have gtx 1050 laptop

#

also the nanite textures seem to be bad quality when I load them up D:

#

what is this

#

Oh wow

toxic lily
#

i still cannot get this socket projectile system working and ive read documentation

hallow kettle
toxic lily
#

im missing something i just hoenstly dont know what it is at this point

hallow kettle
#

Oh

#

I understand

#

I gtg now

#

Thank you a lot

#

bye

plush yew
#

heloe

idle dragon
#

Hey, are there any alternatives to the DestroyActor blueprint? The only one I know is "HideActor" but I'm hoping for any others

exotic thicket
#

Alternatives that do what?

idle dragon
#

Like getting rid of an actor when it loses HP or on pickup etc

#

DestroyActor seems too... final

exotic thicket
#

I mean... if you want the actor to go away, why would it going away be bad?

woven elk
#

Emissive colour doesn't work in UE5? I applied the material but it doesn't glow. Am I missing some settings?

grave kettle
#

Am I doing anything wrong here? The montage/animation does not play

autumn latch
#

i am using scene capture 2d but i get very low fps

#

can someone help me about this

gleaming creek
dusk tartan
#

Hello everyone, since i'm having a lot of issues with ue4 ( constant crashs and i tried every solution online and still crashes ), i try to save everytime my project files inside UE4 but everytime it crashes i lose my progress and need to redo things again ( like importing textures / meshes ... ), which is the best way to save ( like ctrl+s in 3ds max which saves everything you have done ) for ue4 and do i need to rebuild the light everytime i need to save ? thank you

gleaming creek
dusk tartan
#

@gleaming creek thank you for your answer, do i need to rebuild the light for it to save ? it happend to me a time or two where i saveall and still lose a progress

gleaming creek
#

Shouldn't have to?

#

All that does is compute the lightmaps

dusk tartan
#

@gleaming creek thank you very much for your help, thank you

#

it worked nicely, i guess the error i got before was a glitch or something but it worked just fine now and i didn't loose any progress

neon grove
#

is there a way to switch betwen complex and simple collisions on the procedural mesh component?

#

at runtime

muted crater
#

Do ya'll know if the SHooter Game fps project template thing is still a good resource to learn from for programming/general scene settup/good unreal practices? I remember that project existng yeeeears ago, so i'm unsure if such an old project is the best thing to look at as newer ways of doing stuff prob exist. or has it been updated? still a good resource?

drowsy snow
muted crater
#

okay, good to know, i'll give it a solid once-over then. thank you!

grave kettle
#

how do I play a montage that has two animations in it like this?

plush yew
#

what is unreals replacement for parrallax in ue5, i can understand why it was depricated for static meshes but i use parallax heavily on my character models making my entire game useless in ue5

#

is there any sort of replacement as of yet?

drowsy snow
plush yew
#

the sad thing is nanite isnt a replacement, even in unreals own demo they had to slap static meshes onto the golum to make him have anything nanite

#

this works for non human characters but they later admitted because they cannot nanite a skeletal mesh you cant have things like wieghting and physics on a nanite mesh

ashen frost
#

does 4.26 have dynamic reactive water

ashen frost
plush yew
#

nanite doesnt work on skeletal meshes

ashen frost
plush yew
#

nanite only works on static meshes, meaning if i want to multiply detail on my weighted character for physics its impossible to do so with nanite

#

this is a problem for scaling

#

for example when you play a game with a low and ultra setting the ultra setting usually doesnt have different meshes for characters, most of the time it is parallaxed to increase mesh resolution

#

but this isnt a thing with ue5

#

making all of my game settings for meshes need to be redone if moving to ue5

ashen frost
#

hmmm i see

plush yew
#

why is so you dont need to make 1000s of different meshes for people who want to play in lower quality

#

my game is a cross platform for ios android and PC

#

parrallax allowed it to scale saving 100s of hours

drowsy snow
#

I'm still sticking with UE4 because my game is being made for PS4 gen hardware in mind.

dusk nebula
#

is there a convenient way to make like a skill tree screen where you can move the mouse and have it move the screen bounds somewhat?

ashen frost
#

anyone know if 4.26 has dynamic reactive water?

drowsy snow
ashen frost
modest trench
#

what does "dynamic reactive" mean in this context?

#

visual ripples etc?

humble yacht
#

does anyone know how to display a BP's subcomponents that were created in C++ constructor

robust owl
narrow mauve
#

Does control rig need a skeleton

fading gale
#

Hi!

I am looking for the way to duplicate objects with setting number of copies or how long the distance like Maya's Duplicate Special function.
Does anyone know if UE has this function?

severe warren
#

is there a way to mirror the node?(flip the float pin to top while integer pin goes bot?)

#

cause it doesn't make a difference which way it is in multiplication right?

#

i want to know just to make code symmetric

coarse turtle
severe warren
#

somewhere you did something wrong with a pin is all i can understand from that

#

in HUD/UI_HUD.UI_HUD

toxic lily
#

okay ive made some progress, fixed collisions and the projectile is generating when i fire, however i still cannot get it to fire from the muzzle of the gun, rather it insists on firing from the pelvis. not really sure how to resolve this, any pointers?

ashen frost
#

@modest trench like when i walk in the water, the water reacts

toxic lily
#

i have the get socket location node calling the skeletal mesh, and specifying the muzzle, but it still wont generate from the muzzle

coarse turtle
strong slate
robust owl
severe warren
#

and if you named the socket exactly

#

maybe it's case sensitive idk just copy paste the socket name

robust owl
toxic lily
#

@severe warren nope still doing it, hmmmm

#

i did noticed

#

when i change the location of the skeletal mesh in the character bp it changes where it is spawning from

#

so right now, its spawning the projectiles from my feet

drowsy snow
drowsy snow
#

Also, isn't ALS already have its own player camera manager?

#

Also ALS is not exactly beginner friendly.

toxic lily
#

it does, im just trying to implement a projectile system

#

yeah, no kidding, im having alot of fun with it though, already managed to get custom animations in, working reloading and fire, holster, basic stuff

severe warren
#

you just need to check if what you've written makes sense

#

and check if you are actually using the socket right or as you want to

toxic lily
#

i feel like i am, double checked the ref and spelling and it lines up

severe warren
#

then try not adding anything first and see if the forward vector is what is acting up

#

cause the pawn rotation is on the collion sphere if i understand it correctly and your socket is all over the place within that collision capsule not exactly the same distance always

toxic lily
#

hmmmm

#

still doing it, could it be something with the overlay states?

severe warren
#

check if the projectile has offset or something

woven patrol
#

hey I just need some help with making an animation play when the player moves forward

#

could I please get some help with that

#

its a gun idle animation btw

drowsy snow
woven patrol
#

im sorry to be a bother but could u please be a bit more specific? Im very new to using ue4 @drowsy snow

sharp crest
#

I hate niagra

#

I downlaoded shit from the marketplace and I'm trying to modify some stuff and I can't udnerstand shit from this niagra system

sharp crest
#

google auto corrects sr

#

I figured it out ttho

wide beacon
#

Does anybody know how to get AI to shoot at a playyer, i have it roaming and sensing the player if he sees you he will chase you, i want him to actually attack the player

sharp crest
#

that's just way too generic.. be more specific..

plush yew
#

Why image files that I export with "export to disk" node are two times less bright than the original image.

#

Original

#

Exported

drowsy snow
# plush yew

I suspect it's something to do with HDR information 🤔
I never used that node though.

#

2D objects are usually a simple quad/rectangular plane meshes.

bold socket
#

Hi guys, i m just getting started in Unreal, i ve been waiting for the ue5 to start and i feel like now would be a good point for me to start learning since it will definetly take me some good time before i can rly start doing somthing that would look good and maybe learn to creat my own things not just what i see on youtube tutorials, ultil then the ue5 will probably get even better, but i rly have no ideea where to start

drowsy snow
stable needle
#

Hey, lately whenever I start my UE4 project for the first time on any give day, it automatically opens a browser window with the epic games store. Does anyone know what's up with that?

plush yew
#

@stable needle it also happened with me for 4 to 5 days earlier but it stopped automatically.

stable needle
#

@plush yewVery odd... But thanks, I guess I'll just wait for it to stop then.

drowsy snow
restive yarrow
#

Who out here has used the animal variety pack?

bold socket
#

@drowsy snow Can i add you as friend? Don t want to bother you teaching me stuff, but maybe give me some questis to make so learn and figure things out, i rly can t make my mind up with what i sould start, like, should i start with landscaping or building scenes or learn lighting or with blueprint learning cuz i ve never programed but i ve been watching some videos on youtube about makeing manues and harvesting, fireing and i m kinda starting to get a little ideea about how it works

rapid obsidian
#

umm hey guys

#

i am in a bit of a pickle

#

when i try to make a new c++ class

#

it gives an error and sends me to the command prompt

#

soo ye

drowsy snow
drowsy snow
rapid obsidian
#

wait imma send the pic

#

it happend in unreal 5

#

now it doesent seem to open

drowsy snow
#

Well, haven't tested UE5, but I heard C++ creation is still broken in UE5.

rapid obsidian
#

oh really!

#

aww

#

k thanks anyways

gloomy ginkgo
#

Where did the camera shake go?

grim flame
#

@rapid obsidian UE5 is currently on early access, they have neither confirmed not denied that the work you do in it will be transferable to the official release of 5, so you could be stuck in limbo if you devote to much to it.

rapid obsidian
#

i am pretty new to unreal

#

i am jumping from unity

#

soo i am a bit worried but the curve

drowsy snow
#

If you're new to Unreal Engine, I recommend you to do stuff in UE4.

wary wave
#

there's no reason to use UE5 right now unless you're experimenting with specific features

#

it's really not ready for actual development

rapid obsidian
#

ik i wanted to try experementing with the lighting

#

and ninites

#

seems interesting

#

and the code i know really well is java

#

c# was too similer to java

#

but c++ has me intemedated

drowsy snow
#

Truth is, you don't experiment with UE5 Early Access unless you already have experience in UE4.

rapid obsidian
#

k..

gloomy ginkgo
#

Use blueprints bruh

drowsy snow
#

It's not an embarrassment to use Blueprints in Unreal Engine

nimble sand
#

ayo

#

hows this for ue5

grim flame
#

meh

nimble sand
#

oof

#

yall got pro laptops dont ya

grim flame
#

pro desktops

nimble sand
#

._.

grim flame
#

laptops are not recommended for serious 3d work

nimble sand
#

i cant get pc cuz im gonna move out to USA in a couple months

grim flame
#

buy it there

#

PCs are cheaper in the US

nimble sand
#

oof

#

alr

drowsy snow
#

Laptops are capable to do serious 3D work.

Some higher end laptops also have support for external GPU installation.

grim flame
#

keyboards are sucky, you still need an external mouse. monitors are sucky, gpus are sucky compared to their desktop counterparts, ventilation is horrible so they thermal throttle at the smallest sight of work and they are more expensive, knock yourself out.

drowsy snow
#

Some people are moving often for various reasons, and laptop would help them carry their work with them.

grim flame
#

I'm not saying you can't do work on them, it's just an inferior experience

drowsy snow
#

Better than not getting the work done when you're not in the house.

grim flame
#

mobility is the selling point, but if you don't absolutely need it it's a waste.

drowsy snow
#

And who knows if someone is going to be away from their home.

#

In short, you can do UE4 (and testing out UE5) with that laptop @nimble sand

#

It also would help you if you're going to move around.

unkempt wave
#

Is there a way to turn off Redirectors? That Redirectors will be created? I always fix up redirectors, because I don't wanna deal with empty folders (secretly filled with redirectors) when moving assets around.

fierce tulip
#

you are already fighting the good fight, fixing them up right away

wide beacon
drowsy snow
wide beacon
drowsy snow
#

There's a lot to be considered here.
In some places and situations, having laptop is a better solution because of portability and getting a work done on the go.

#

Which is useful for semi nomads like me.

nimble sand
#

I just need a decent pc that wont stop me from making normal games but with no cap

#

right now, i get around 42 fps on low scalability. its workable, but i wanna feel like im using Unreal Engine

obsidian nimbus
#

if you mostly do BP gameplaystuff you dont need much

#

if u compile source from time to time, or do high poly sculpts you need something better

whole root
#

Just remember, with laptops..the battery goes to s%$t. You cant really leave them plugged in like a desktop. You gotta charge at 30%, and take it off at 80%. Otherwise you kill the portability.

obsidian turret
#

(Apologies for interrupting, which channel can I go to for help? There doesn't seem to be an obvious place 😄 Thanks!)

nimble sand
#

consider it a potato

nimble sand
#

i have an app which stops charging the laptop

#

at 80

plush yew
#

as jay z said no one man should have all that power Hahaha

obsidian nimbus
#

gamedev is like 90% reading you can do that on a phone 😛

plush yew
#

bella poarch video game, not clickbait

eager prairie
#

Why does it look so realistic haha

grim flame
#

because it's well made and imperfect at the same time

eager prairie
#

True

fierce tulip
#

its not 100% symmetric, which something where a lot of things can fall flat

grim flame
#

it's just crooked enough to be life like.

fierce tulip
#

ears are a bit different, nose is curvey, mouth is not symmetric, which makes it much better than just mirror half and call it done.

obsidian nimbus
#

is that smoke coming from the ears?

obsidian nimbus
#

@plush yew did u use somesort of desktop picture overlay?

plush yew
#

uv projection

#

in blender edit mode click uv, projection, then import your image, then push n pull faces and verts to match the image

obsidian nimbus
#

ahh so its not straight from MHC

#

verry well done

plush yew
#

monster hunter character?

obsidian nimbus
#

meta human creator

plush yew
#

oh lol

#

while they look higher quality than anything i can make they seem pretty limited

#

saw a stream of a guy trying to make himself and he couldnt shape the nose like his

#

sliders are locked way too tightly

obsidian nimbus
#

ow... its a 100% sculpt?

jade surge
#

Is there a way to space out the contents inside of a horizontal box?

last topaz
#

Hi all, i have a performance related question. We are using a lot of PFS volumes to generate a lot of foliage over a large area, the problem we are running into is that despite culling everything relatively quickly, we are still getting massive BasePass and PrePass dynamic costs (about 50ms in total) when the camera is far away. I have frozen rendering to make sure that everything is culled and indeed there is absolutely nothing there. It's as if we're rendering everything at once even though nothing is visible.
We are using 4.20.3
Anyone got any idea what could be up?

mild phoenix
#

Hello @everyone who know what is the best asset for AI or NPC for open world game like GTA??In marketplace

radiant sun
#

Kind of a less UE4 question and more a packaging one... But I don't suppose anyone knows of a good installer? I just want something simple that can create a shortcut to my exe and pin that to the start menu. But most of all, install it properly as an application so I can search for it on Windows. I don't know if "installer" is the right term, so apologies if it's not.

#

Oh wait, I literally just shove a shortcut in the start menu... But now how do I make it appear in the programs list of windows? 😦