#ue4-general
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you should see my face XD
its so annoyingly asymmetric its like art
Would crowd control be something you need? Built in I seen it no idea what it’s for though
I mean something like in GTA pedestrians and etc.
Yeah I’m sure that’s what that’s for.
This is episode 42 of my unreal engine 4 beginner tutorial series, in today's episode we show you a quick introduction to creating AI inside of the engine, having said that you'll be able to create an additional character that can sense the pawn and follow it accordingly!
This is all done through blueprints, I explain how to create an AI class,...
From here
^il need this later myself 🙂
I am using the collab viewer template and I packaged a project. Windows - 64 bit. However the size of the package is 645 mb, is this normal ?
Hiya
I just started on unreal engine 4 today
I just wanted to make something during the school holidays
Try disabling unused plugins.
But i have no idea on what to do
I tried using ue5
My pc was running 60 seconds per frame
So I'm on ue4 for npw
So i got to ask what the hell do I do to start out
Ooo
Much YouTube’s to be watched
Lemme see what's that
Thanks, do I do this manually for every plugin or there are settings in packaging ?
HOLY THERE ARE SO MANY COURSES THERE
But anyways
I got to ask
I know nothing about coding
Is that OK?
You should disable them manually, though Editor only plugins will be omitted in packaging.
Ben cloward and Matt Taylor are guys I’m watching atm
I heard c++ was hard and I don't want to learn while balancing school
Ima go check em out!
Use Blueprints instead.
Everything can be done with blueprint nodes
Yeha I heard of those
Unreal's C++ coding isn't exactly beginner friendly, as it's more low level than Unity's higher level C# scripting.
I coded some things in JavaScript and HTML for a game I’d made and took me weeks of fudging unreal did same effect in 5 nodes
woah that's pretty nice
They do the heavy lifting
I c
What type game do you guys recommend me to start on
Depends on end result imho
Well when I say what it could I just wanted to go make a huge open world game
But ut doesn't seem to be that eady
Easy*
I’m trying to make an open space game so say 3rd person starts no good for me but for you wanna make a flappy bird start with a side scrolling cube and basic input
Open world in ue is quite easy in a way
So should I start with that
Maybe make a 3rd person sand box for getting used to nodes and movement...
I see
That's what I was planning on
Nothing serious
Why
Awh
How long does it take for avoid grasp of the engine
I been at it a few week now kinda know how to make a thing move and jump
Has anybody experienced this weird ZFighting issue in 4.26?
There's not actually 2 meshes there, but it's got weird shading that looks like ZFighting
Indeed then ue6 curve balls ya
Oops typo
I think I maybe figured out what it might be, Just reverting something in src to confirm
[SystemSettings]
r.Shaders.Optimize=0
r.Shaders.KeepDebugInfo=1
Have a feeling it's that
But yea I think is shader bug, I deleted the mesh, and then undid and it recompiled the shaders and got stuck at 0 lol
Okay yep it's 100% that
Btw can I ask
My frames died completely on ue 5 but it runs ue4 super smooth
Is it like a glitch
Bruh i got like 5
Like its a pain to see with eyes
It must be a glitch
Nvidia quardo g620
1050
is unreal engine more stable than blender?
Depends on what you're trying to do.
trying to make a animation
I can crash blender at will, and I can crash Unreal at will. depends what you want to do with it
which one would crash first?
thats an erroneous question. You need to explain a task
600,000 vertices with adaptive subdiv
2k textures at an average
this is path traced ofcourse but if rendered in unreal engine
will it be more stable and perhaps perform better?
you aren't making any sense.
but why do u want to know that who will crash first
i have been working at this scene since morning
and i have encountered about 30-35 crashes
30-35 crashes in what blender or ue4?
blender
whats your specs
maybe you should just test it then
1050ti
if your are doing a work that is impossible for your specs then it would crash again and again
well it was out of the blue for it to be crashing today
i have been working on for quite some time without any problems
???
how much system ram do you have?
16 gb
describe your project
uhhhh
thats plenty for 200k polys
600k + adaptive subdiv?
you said 600k verts. I was just rounding it down although its more than 200k polys
its not impossible at all
hmmm
i have worked with 2 million + vertices and they worked fine
so i dont think that matters
indeed you could reach much more than that too
the only time you will have any hassle is if the textures and temp tracing loads up more than your GPU + ram can hold and often it will revert to swap file as needed.
close running programs and the try
i have about 20% ram being used without blender rendering
dude if you aren't aware of the issue dont give him advice
its a shame that blender has no debug error checking beyond the python script engine. A lot of crashes are lacking any information at all
you could probably resolve that with a custom build from source but it's kind of over-egging the pudding so to speak
if i run a project from a external hdd then would that project work slow
well i tried to render again just now and cycles x or 3.0 didnt render
but
2.93 rendered in 2 minutes with 16 samples
yesterday it rendered at 64 samples with the same time
now if i increase samples and render blender crashes without and errors or warnings
can i do like clicking left click and pressing WASD in blender
i am in very much favor of switching to unreal engine
shift + f
you can try
Is a quadro m620 from nvidia good enough for lumen
If someone's so used to offline rendering, often times they won't having good times staying within realtime rendering and game engine constraints.
Even Blender's Eevee is partially realtime, but not necessarily game engine realtime.
That's why Nanite was so celebrated, but then still complained because it can't do deformable meshes.
Isn't QM620 equivalent to 1050?
i have similar to that quadro m2000m
but how can i get like ue4
for the console commands ghost/walk, do you have to do anything specific to make them work in a packaged game ? i can only get it working in editor for some reason
I dont know
Do you really want to have FPS navigation in Blender though?
no i want to use left click and press WASD for navigation.
why is the default engine material so much expensive?
That would be sub-optimal for modelling though 🤔
ohk
i will try to get used to it
Wdym by "engine material"?
already used to both software for 4 years 
"default engine material" the grey checkerboard material
Don't really get how it's so expensive, but you should already use your own materials on the meshes regardless.
yeah, its more of a curiosity question
it has some fun things under the hood
nice i am used to ue4 for 1.4 month and blender for 1.5 hours
Been using Blender since 2.75 and using UE4 since 4.12
I am using UE since UDK
Question:
What makes a custom UE4 build considered to be "internal framework built on top of Unreal Engine"?
I've been calling my modified UE4 internally as "Isekai Engine", but I sometimes felt like my (relatively) minor modifications to the source code isn't worthy of an internal framework/fork naming.
pff isekai engine. octopath engine is where its at :p
what would be the easiest way to get the height of the ocean surface?
how do you enable the cheat manager for a packaged shipping build?
like the command thingy?
put the ocean on Z 0 so then you always know its 0 unless its a ocean that goes up and down
or maybe use some kind of linedrace that gives a hit when it comes above the ocean mesh?
Hmmm, we'll I'm trying to do a movement system like the 3rd person project but with a ship, and the cursor goes to the ocean floor. I'd like it to appear on the surface to help with movement
this is my animation mesh
and this is the character
the arms are stuck in the last version of the anim
ping on help pls
I'd say plugin level stuff. You could mod the engine too...
You have 2 or more of the following:
--- UMG extension library that removes the snags it currently has (easy to define/apply new styles, do arbitrary navigation tweaks, can build out a fake desktop or a rich game HUD quite easily say)
--- Custom K2 nodes/async actions (Wait For Specific Property Value, or Apply Property Template to Object); need to have a good amount fairly tailored to your game/genre
--- New Gameplay system (look at GameplayAbilities) that is tailored to your genre/game -
--- Extensions/Replacements to the GameFramework but which are weighty. You don't have a GameMode with a few custom hooks - you have a ConversationFlow or maybe a DayManager. Etc, etc
--- A set of what should be 3+ PRs that all combine to specifically drive your game/genre into better support within UE. If you took all changes and submitted them as a PR, Epic would reject it out of hand for being too much.
Something on that magnitude probably is sufficiently different than the standard paradigm that one could dub it. Nothing stops you from applying that label at any scale though.
Hey everyone, I'm new around here. I've been having some trouble with Unreal Engine where its using 2.6gb of VRAM with no scene open. And if I open even a simple scene, it jumps up to like 6 or 7 gb of VRAM usage
This work, thanks! Only problem is that apparently Decals don't render on the surface of the ocean (not a mesh) so using particles until I figure something else out.
oh nice! yw
does anyone know why i cant activate my 2d background for my widget
it says asset is referenced by other content
I found this image of a rocket on the docs for layered materials, is this model in an example project?
(this is the mentioned article)
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/LayeredMaterials/
An introductory document on the Layered Materials technique in UE4.
@dawn gullthat rocket should be in the Content Examples project
yep you can see it in the advanced section https://docs.unrealengine.com/4.26/en-US/Resources/ContentExamples/Materials/
Ok, thank you!
think im gonna switch from alvs4 to TPTR, just too complex, despite being an incredibly powerful locomotion system
after 2 weeks of fixing my cpu from a loose wire i finely can be one of the people who used the beta version of ue5 ❤️
a monumental feeling for me
umm, so 4.27 preview 1 is out now?
i care
why you care?
the next question must be: is it worth porting to 4.27 or should we just wait for 5?
well well well, cats fighting each other...
you havent even used 5.0-EA yet.... xD
ur just self centered
like lods in ue5 is almost something of the past; lumine and all the othe rfeutures i wanna master before i start making my game
haha 😄
the computershop broke my computer so ive been waiting 2 weeks for this
lose wire ...
ok, go and master rightclick => nanite => enable nanite
haha 😄
is it possible to assign different sets of animations to different meshes who use the same skeleton :3
i cant seem to find a solid answer on this
if 15 meshes
sharing the same state machines
and same 1 skeleton
can perform different animations
using the same buttons
yes
is that posible?
what term would i be looking for to set this up?
logic
logic?
i think i will make an actor parent
and maybe animation blueprints
and with the ue5 u can specific the animation location points
so different meshes can have different animation blueprints even though they share the same skeleton O:
i wish i can help you with that to but my knowledge is little of now if i were u i shall go to forums now to every comunity you can find; lots of people has the same question and there you can find new resources
I'll be fine~
nice
sooooowww
how is ue5 tell me your worst thing u think about it and your favo thing everyone 😄
hello i am new to ue4 can someone help me with a little thing
Hey I was trying to add camera shake (head bobbing) to my character (blueprint class based on character). Everything went fine but when i restarted ue this error came up. Does someone know how to fix it?
You can try to get the old version in the file.
what you need help with ?
I make a top down shooter game when I beat 10 waves I want to change the level how could I do that ?
I cant find any tutorials
like for exemple I am in a city I beat 10 waves and in the next level I want to be in a forrest
Hey, I want to ask how to get the steam front side in unreal and how to rotate current level (All actor rotate together) ?
Hi guys
My system get's very very slow when I work with ue4
especially when I wanna open a drop down or even menus
Does anyone what is the problem?
My system software is:
CPU: i7-3770 3.4ghz 3.7ghz Ram: 8 Gigabyte VGA: NVIDIA 1050 2 Gigabyte Platform: Win 10
any help appreciated
probably your gpu
check the video memory usage when it's running, theres probably a tool for that
https://www.techpowerup.com/gpuz/ that should show it
also 8GB system memory could be an issue, maybe it's swapping to harddisk
Why my character walks in assets like cliffs and rocks but not in the floor?
if you use your node were the 10 wave is one and connect that to an open level then its fixed
see when u open a new level that the game mode is with it to
@plush yew check the collision
It's not it.
pretty sure if you are walking though an object then the collision is the issue. But I don't know what you have in your project so who knows
yeah i'm trying to use the console commands "ghost" and "walk" in a shipped packed build and it doesnt function
works in editor and standalone game tho
It's a start up third person and the rocks and the floor have the same collision setting
but do they have a valid collision box...
@plush yew maybe stream in voice chat so people can see whats up
I tried to sent a video but doesn't work
video file size limits make it tough sometimes. Better to stream
hmm tbo i have no idea... trying to find a setting but i cant find it
I'm trying to do code that subtracts 0.1 from 1 for health, but when I play the game the health bar goes down in one hit
maybe its just a glitch cus ue5 is still in early access
not that I would rule it out, but it's unlikely and more likely an incorrect setting or collision model. Try checking if its got a collision model, if not either make one or just use Complex As Simple for now
does anyone know the problem with my image
well whats before the image we can see?
it looks like something that updates multple times
then its probably looping somewhere
But is this lag normal for my system?
It sometimes take near 20 seconds for me to open menu
you would have to show us your issue
and it could be, we cant tell the issue or your specs or how your task manager is running or if you have anything else etc..
this is the full one
@wicked frigateye like your gpu has 2gb ram and thats very low :/
how does you hit work? is it with a linetrace of a projectile? you gotta make sure you destroy the projectile/trace otherwise it stays in the enemy/player and it keeps sending out the hit
@midnight wrenyour montage updates eery tick which means it will take 10 ticks for your health to go down so it will look instant to you
ohhhh its projectile
but im using the normal fps template projectile
ye this too
so how can i fix it
well when do you want the health to get removed?
@midnight wren what you can do is add a sequence and put one in montage and other in the health
ye thats easier
since im using the fps template projectile, the code to destroy itself is already there
right
@grim ore Simple question if you don't mind
Someone said if I had 16 meshes sharing 1 skeleton and set of state machines functions,
I most likely needed to have different skeletons for said different meshes to perform different animations via the same state machines
Whilst another told me today that that is unnecessary clutter and that I need to look into "logics" and animation blueprints to have the set of meshes sharing the same systems to perform as intended above
Does either of these hold true in your experience?
As I can't seem to find a solid answer and im going in circles through tutorial after tutorial
I guess both kinda work depending on the goal and your setup
your anim bp can be simple or super complex, you could have all the logic in one or swap out the anim bp based on what you want or a middle ground
Well I want to have the meshes perform different animations based on which morphs are applied for child to adult
And female to male
well your anim bp does what you tell it, its as simple as that.
you could have a node thay plays the animation based on a boolean (make/female) for example
So I can have it switch the animations used via state machines through there:3
and a node that plays it based on an integer (morph values)
or you could have an anim bp for male and one for female
and then inside of it you change animations based on morph values
This goes back to our older conversation of silly things like big tushed characters getting stuck on a window when going through it via blueprint setup when morph is x play said animation when doing X
Well I want to do the above a different blueprint for each male to female race and have slightly different setups based on the age range/attached height of said race
So I guess I can do that :3
yep just depends I guess on what you mean by the difference between animations due to morphs
yish :3
Well like
The robot race for example would be more hover is based with Gundam like movements and attacks
Whilst the human being more Gritty and like your fantasy boots on the ground adventurer
Now the same could apply for each other race from demon to elven etc
With more child like variations of the same style of animation for when their in the teen based setup for character creation ;3
I hope that makes sense lol
if I had to be honest I might go with a unique anim BP for each unique race but that is a ton more setup work
I don't mind the setup I have nothing but time
but in the end you get to make each more unique if needed, perhaps the robot has no jump animation for example and it just floats
the only issue is if you make like a major animation design decision you have to apply it to all
how do I do that
Anyone tried the new Oodle compression yet?
so you have your boolean so you could use that for like male/female, then the int ones you could use if you need to do something based on a morph for example
O.O
@midnight wrenif you only want the health to happen once... put it on the on completed or literally add that health stuff before you play the montage
doest it then take damage way to late?
cuz the anim has to play first
well whats "too late" ?
Damn that's way simpler than the way I was going to go about it :333
its your game, should it show the damage before, during, or after?
depends on the anim duration
yep you need to just decide "when it should remove health" and put it there
its your game,
ye
@grim ore you know you're absolutely precious and I sincerely and wholeheartedly appreciate the time and effort you put into helping nobodies like me inch towards successful endeavors ;3;
You solved a 4 day issue in 5 minutes <3
It's all self serving to be honest, I learn it for myself and if I don't know it I try and figure it out lol
Still you're the absolute MVP and im sure others feel the same way :3
yea, love your YT tutorials ❤️
^
short and on point, no 10min introduction of your family as intro, just tomatos
yep they're just mean to get in and out, I didnt have an intro originally but it felt weird jumping right in lol
hey guys could you suggest a beginner course for filmmaking in UE. free or paid. I can't find any tutorials that have in-depth beginner freindly explanation
is there anyone who uses UE for film/vfx and not for games?)
theer are quite a few people
also the pinned messages for learning material including learn.unrealengine.com
and beginner friendly is not clear, beginner at UE? beginner at filmmaking? beginner in VFX? beginner at in camera production?
start with learn.unrealengine.com and go thru the intro UE4 courses, learn how the engine works. then tackle the film making course. then figure out what is still missing and learn that
Hello, does someone knows how to avoid Fog (from ExponentialHeightFog) going through Walls ? I want to make God Rays on a really dark scene but it doesn't works
I've started with UE5 coz i didn't like UE4's interface so I guess I should go back to UE4 right?)
You can start with ue5 but if stuff doesn't work or crashes you are on your own
And the majority of the knowledge learned in ue4 will apply to ue5 once it releases
@tender ember #virtual-production
I have anim montage question https://forums.unrealengine.com/t/anim-notify-fires-during-montage-segment-to-segment-transition-before-reaching-actual-notify-why/234314
My anim montage has first section that goes from holding weapon up to aiming it at target (player) and then second section is looped shooting anim with anim notify at the beginning of it (which makes projectiles spawn when triggered). Blend times are 0. Why would anim notify fire when animation is still in the first segment and not yet on the s...
thank you guys🙂
How do you pass parameters into a level sequencer? I want to be able to drop some point a point b actors and then have the camera automatically move from those
Hey i got a question, why are developer keep updating ue4 if ue5 is now release ?
why not just focus on the new UE5 Version.
i'm curious
It's because UE4 is still the recommended version for any serious development. UE5 is still in early access.
I see
It s a good thing they let us have UE5 as early access because it is chaaaaaaaaaaalk to the brim with bugs
UE5 is more like UE4 on steroids with quality of life improvements
I mean they should now focus more on the UE5 it's the FUTURE !
so... they are
and people not working on UE5 are working on UE4
and people working on UE4 are making stuff that can work in UE5
true moving them project on
and people working on UE5 are making stuff that can work on UE4
and ignoring all of that, there are people who pay for UE4 that still need support and features
i agree on that sure
'hey we know you pay us millions for an engine license but we are working on UE6 so can we ask you to wait for a couple years and then you can just use that'
I got a dumb question how do i make a block become the player
just change the static mesh on the player to the block
Hey guys
Where can I download this demo showcase object?
its in the content examples
Should I download the hole project?
I just want this model
Does anyone know why in 4.26 the keyboard shortcut to go "back" to the previous folder in the content browser has been removed?
is there a reason why we only get copy of actors with the GetAllActorsOfClass? I cant seem to get a ref?
because of the constructor of the function.
i meant the constructor of the function
obviously but I know what you meant
I should have said signature
still struggling with when to use refs and when to use pointers
thanks for the explaination @plush yew
another confusing thing with UE then 🙂
how does one just copy code
from one animation blueprint to another
o-o
i want to try something really potentially stupid lol
should be able to just copy/paste it?
some references to variables/anims might not carry over perfectly
its just the um
i'm surprised that didn't work
i want to put those correction bone stuff
in between the state machines and pose output
though i think that is potentially really stupid and could break my animaiton blueprint
nvm
apparently it just runs in the background of my other animation blueprint
so lol i guess
I did it but it's still not working
can anyone tell me what is causing these weird deformations on my flat, unedited landscape? I get these with a lot of different landscape materials, it seems.
edit: they also change location with just about every modification to the landscape, such as transform/sculpting/painting
ow do you pass parameters into a level sequencer? I want to be able to drop some point a point b actors and then have the camera automatically move from those
"Enhanced Input Experimental"... How can something be experimental in the 4.27 release? 🙂 Isn't this the final release in Unreal 4 and should have everything mature and super stable? 😉
quick question: What happens if I have a plugin inside My Project/Plugins and also inside Engine/Plugins/Marketplace? How does the engine handle it?
It's the "same" plugin; I'm going to be modifying the one inside MyProject/Plugins
i cant seem to find a simple tutorial on how to shoot bottles... nothing happen to the bottle, i tried simulating physics, but nothing 😮
how are you adding physics to the bottle?
magic?
i dont know how to, thats why im looking for a tut/guide
im using linetracing to shoot
what do you mean by "on completed"?
look at the play montage node
what does it show for the outputs?
@bleak drumso your line tracing and hitting something with the trace, if you dont apply physics to what you hit you cannot expect them to react to no physics. look at adding impulse to that location when its hit
here is a hint, make a new project with the first person template, look at the projectile blueprint, look at what it does when it hits something with physics
I see. Understood! Will check
2 billion poly model without UV's or textures
or 15k model with 2k textures including a normal map
one is raw, one is game ready.
technically that plugin is being worked on in ue5 as well so who know what might happen to it in ue4 LTS
like this?
because with this code it's still not working
well which part isnt working?
what is your health value before you subtract and what is it after the set?
now it doesn't even deplete the health bar
I am makeing a particle effect that has all the particles going to the side, however when i rotate the particle system in the world 180 degrees it goes back in the same direction, I even tried local space and it did not fix it. any ideas for a fix?
im flabergasted. i have a simple generic cube, shooting at it using linetraces. i can only hit one of its faces, the other go straight through. how is taht even possible
would have to debug, you have show debug traces on?
now ido
Hey, anyway I can hide something like a camera in the viewport editor? Trying to work on a sidescroller character but camera is in my face when I view from Right side
did you find anything wrong with my code?
is there an addon for blender or an external tool that will process models for ue4/5 automatically
@midnight wrenwell you never did what I suggested. What is your health value before you subtract and after you set it?
one side went through, the other hit
like i want the ability to make my nodes in blender and just plop it and the mesh in ue
or is this something impossible
@bleak drumare those line traces supposed to come from the player?
from the camera, but i moved around
@plush yewmaterials in blender dont come over the same into UE4, so you would have to remake them
it's one
what program should i make materials in for unreal engine
in the clamp(float) it says
then thats an issue if your sending it 1 not 0.9
im sending it 0.1
sending your UI 1.0 not 0.9
i just want to switch my workflow to something that works for ue idc what program i have to use, what program can i setup my materials in that compute to unreal engine
wdym? sorry im a beginner
so uh.. whats your health value?
1
the default when playing before this is ran
and after the set node, after you subtract 0.9, its still 1?
@plush yewthere really is nothing unless its got a ue4 plugin like mixer and bridge
and substance
where does it say i subtract 0.9
subtract 0.1, sorry
im not subtracting 0.1 from the set node
@bleak drummayeb pause the cubes if theya re moving when you hit them so you can see what is going on, I assume they keep moving after hitting them?
ffs
you take health, you subtract 0.1, you clamp it, you set health
what is the value of health BEFORE the set node and AFTER the set node
are you sure its just not a bad trace channel?
same but from the toher side
is that a normal cube from in the engine?
yep
are the cubes static in the world right now?
like i said earlier, after I connected the code to on completed the player would not take damage at all
maybe the complex trace is an issue?
maybe, that would trace the box itself but doesnt make much sense if its the normal cube
yeah, just checked, didnt change anything
is this just a cube in the world or a blueprint?
BP
is it just a static mesh actor?
@midnight wrenyou need to do something like this to verify what the values of health are before and after the set
its a static mesh acoter with a physics constraint
weird, I wonder what it's hitting then. Uncheck complex and when you start up the game type "pxvis collision 1" in the console so it will show the physics objects
see if something looks weird
i have .1 frame per second with that command 😄
ugh 😦
i added a regular box, and i cant seem to hit it either. another mesh next to it works fine. i must be missing omething
so which mesh is being used? when you mouse over it what does it show for collision
or double click and open it and enable simple collision to see what it shows. But the fact that simple and complex had the same result this probably doesnt matter
complex should trace against the mesh itself
I added a set health right before the montage node. now I do damage to the player, but after taking one shot of damage, I can't deplete it anymore.
oh shoot i realize what i did now
so i cant set health in nodes connectted to event get hit because then that happens everytime i shoot the player
well you can set it every time they get hit sure, you just cant set it back to 1 every time. changing it, then setting it to the new value is fine
is that on the cube?
yeah
how do I do that
you were doing it, you were taking health, subtracting 0.1, then setting it to the new value
your last screenshot was wrong because every time you called hit you set it back to 1.0 at the start
I dont think your default health is right which is why I was trying to get you to print out and check the values but you dont seem to want to lol
this is driving me nuts. ill try again tomrrow, we both wasted too much time on it :/
thanks for your time mathew
yeah its weird, so dropping a cube in the world just works?
no, it doesnt either
ugh yeah you said that, its got to be the trace then
@plush yewlife saver
ill check tomorrow, its getting late 😦
this addon is f*cking wet
cheers everyone
it says server 0 and client 1
ohhhhh turns out i forgot to set the health variable to 1
it was 0 the whole time
biggest bruh moment
if you think that is a "biggest bruh" moment, then game dev has a lot of lovely surprises ahead for thee to experience ♥️
20 minutes of intense debugging
...
Oh it was THAT wire. It should be connected to this node but isn't!
and sometimes (depending on the quality of the spaghetti), just 20 minutes is a luxury
ngl feels overwhelming to look at all the things i gotta understand to do
i want to make games but i can't make the simplest things, like hp bars or basic cameras
idk if its normal to feel that way
am i the only one who prefers level design / blocking out in blender than in ue4? in ue4 it feels so clunky. inefficient. slow. draggy.
i do blockout in minecraft
i guess so ponk, its just that i can learn what a piston and combustion engine IS but im having a hard time understanding it's use
and also how to litteraly build it
ig i will at some point be at ease with game dev, its just that the way seems confusing as heck
welp do you know anything about it at all?
id say yes, but really i would be able to give an exemple
well then why shouldnt it be confusing?
i expect it to be
just isnt great being lost all the time with unclear answers from the web
i don't expect this journey to be easy at all, im just tryna understand how to start efficiently
do you know anything about normal software development?
everyone starts differently
learn the right way as to not build bad habits
well you wont know if they are bad or not unless you learn
part of learning is learning
a large part of software dev is iteration
so just like pick something to learn and learn it, then repeat
Hey I'm currently learning UE4 - will the skills I learn carry over to UE5 or should I just wait?
i see
yes, they carry over to UE5
ive got a goal in mind for when im better at using ue
well keep that goal in mind for a few years out and start with learning first
ive spent a bunch of hours today trying to figure out of the animation blueprints are working
Also - I come from modding bethesda games; and while they have released their engine, it's completely different to UE. I'm wondering if it's difficult when writing quests for player choices to be saved and have an impact? Especially when it comes to saving since I have no clue how that works in UE.
saving, especially once you get to world state, is not simple
ive got a good understanding of blueprint logic(if thats what you call it) but i can't really execute things very well yet
i've just bought a plugin after messing with internal save stuff of unreal for weeks -.-
So making an action-rpg on a small-scale but similar to skyrim/fallouts is gonna be very difficult?
thats probably one of the weakest points of UE
well small scale is relative and difficult is... relative
soooo yes its going to be easy/hard lol
stuff like that, with world state and logic, requires a good amount of engineering depending on how complex you want it to be and how adaptable
but its all doable if you just break it down to what you want to do, then break down each want to do into what it needs, then break down what it needs into how to do it
Okay thank you.
@grim ore If you wanted to get perfect lerp movement from a random location using a character to a spline path would you store the starting location, rotation for the first point then do the LERP from the current world pos of the Character?
i feel so out of touch lmao
anyone tried 4.27 yet? for me groom physics are broken, but im not sure if its a linux issue only or if it affects windows, too
hey im trying to create 3 dimensional arrays in ue5, can i create them in cpp and call them to ue blueprints?
thx sm
Why does unreal have to be so crap with USB headphones? If I plug in or unplug them while the editor is running it just causes it to crash.
Elaborate the error to #audio
There's nothing to elaborate. Plug in a pair of USB headphones while the editor is open and it instantly crashes.
Okay, what's the error message you get?
just a generic crash report that pops up, I'll screenshot it next time I feel like restarting the editor.
@drowsy snow There, just plugged in the USB headphones and instant crash
Well, that didn't helpful.
Try installing the debug symbols from the launcher.
I'll have to do that later, I don't have time to mess with those right now. It just happens frequently because I keep forgetting about it and it's frustrating. I figured someone here might have experienced it as well.
Any idea why this weird black wall is forming on my track but not the mesh I'm basing it off of? More appear as I extend the spline
When UE4.27 finally previewed:
anyone using 4.27 and could check if groom physics works for them?
I’m new to game dev and I want to use ue5 should I ?
no
Why ?
because it's ue4 + unfinished features
not ideal to start with, specially as all tutorials and learning resources out there are for UE4
Alright thx for your input
Question: Is it possible to hide and teleport landscapes in UE4 similar to how I can hide and teleport static meshes?
In runtime
so this might be a completely n00b question, but i assume because UE is c++-based, the code compiles to native machine code (for the target platform), right? it's not something like c#/mono under the hood?
Question: can a whole scene be scaled without altering the location of the objects?
@neon bough I pick you to test it
@plush yew what Ben said is true but if you want to have fun learning it't better to use what you want then to not use anything.
@plush yew you can DL some mega scans and figure out how to place things in the editor and that would be fun way to learn.
Interesting
Everyone is telling me not to use ue5
Almost everyone
yeah they are right but if thats all you want to do and you have the hard drive space download both and try each
its not going to hurt anything to install ue4 and 5
Can I make my first game using ue5
goal is to have fun learning
I wouldn't try to make a game, I would try to learn the editor and tools
lots of things to learn
consider you have 10,000 hours to invest into game development and getting started you are going to be taking baby steps, after the 10k hours you will be a pro
dont matter same amount of work
once you learn one engine the next is easier
I am old been doing this for 3 decades
that's cool each have tools for that and lots of information on how to get started doing that
simple solution: port unreal engine to unity 👍
Lol
@plush yew best thing to do is download all the things you want and dive in get ue5 4 and unity if you have Hard drive space try each out for a day and see which you like
The biggest reason why I’m with unreal is bc if I make money they only going to take out 5%
And if I put it on epic games store it going to be 12%
Steam is 30 % which is unbelievable
Yeah that sound like a good plan
well you are missing the first step you have to make something someone wants to play then give you money for it. worry about the cut is a long way away.
Ohh alright
also dont forget about the store which gets a cut Steam, Apple, MS, Sony, etc take 30%
then taxes
Wait taxes to they take taxes too??.??
well in the USA they take taxes fed and state
yeah some states dont have state tax
regardless it is a long way a way years so get cracking 🙂
Try 1 billion dollars only have to sell 1 copy
first of all, don't expect to make money 😄
then remember your pal vexar I will be living in a van down by the river and give me a nice hand out
Oh my game will make money it something that people will want to play
then compare your product against other, and you'll soon notice how much it's worth
"my game will make money" i've heard that before
if there wasn't the if...
yes, if
@plush yew worry about it over the next few years man, its a lot of work, more then you can imagine right now
Yes that true
and it'll drain your brain
Oh
its ironic how fun yet frustrating it is to learn this
so on the unity vs UE argument, i see unity uses mono (because it's c#) for non-windows platforms. UE just runs native code, right?
Thank you @neon bough @loud knoll
literally my whole life 🙃
if you already know c# or c++ it's probably easier to just pick an engine which uses it
i've seen awesome projects made with both engines
and a ton of crap made with both
yah, some of my favourite games are unity
@plush yew no worries have fun with learning
👍
but just because other games use an engine, doesn't mean the engine is any good
i mean, look at how successful gtav has been with that trash
their engine isn't that bad for a 12 years old game
rockstar had to pay $10k to a hacker because they forgot multithreading existed
no, that wasn't the problem
yah but it's more fun to say it is 😉
they had json data, and parsed it over and over again
also, they had to pay the $10k to not loose their face, it's not like they would care about bugs
which is equally a newbie mistake
oh they sure as hell don't. my gta:online character wears her tattoos over her vest
but still GTA:V is an awesome game until today
they're just too busy hiring obscure german djs to actually fix any bugs
hope they spent their manpower on gta vi :>
but yeah, gameplay wise, gtav is damn good
the writing thinks it's far cleverer than it is, it's grossly misogynistic (in all senses of the word "grossly"), and the main reason i stopped playing the single player campaign is because the game kept changing the characters out of my custom costumes
load the game, "franklin is in his sweatpants again" "but i had him in an awesome suit and sunglasses combo" "AND HIS HOODIE"
well it's not misogynistic imho
gta:online is ironically more pure gtaism. it's just all funking around
it's just that the story isn't much about high society 😄
except michael who kinda is a gangster with a decent middle class life style 😄
storytelling in gta is like a good movie imho
well yeah, they spent enough money on it to make it a movie
and it definitely wants to be like one
but i disagree on the "good" part of that statement. it's closer to fast & furious 5 writing
probably 🙃
i'm still waiting for UE to finish its git clone of "dependencies"
11GB
2MiB/s
Protip: use -exclude to exclude platform dependencies that you won't use.
There are few platforms that aren't as important, like Lumin (Magic Leap), Linux, HoloLens.
I only include dependencies for Windows, and the download size went down to 6 GB.
Not to mention, it can also reduce build times.
anybody got time to help me figure out this glaring issue with my segmented character model and his botched shadows?
oh thanks @drowsy snow
i prefer to do my development on linux, so i'll just -exclude windows 🙃
lol okay
heh, tvos
Also exclude HTML5 because it's been useless for the past few years
i did think it was odd that the docs list HTML5 as a build target
so do i just --exclude stuff in Build or is it elsewhere too?
You should exclude them when executing Setup.bat
The commandline arg should something like this:
Setup.bat -exclude=Linux -exclude=HTML5 -exclude=TVOS -exclude=Lumin
Or since you're using linux, whatever ewuivalent to Windows batch files.
is there a way to not import textures as virtual textures when it's enabled?
Where the meme channel at
#lounge for non UE memes
Just make sure to adhere to the server rules
Then it's still looping somewhere I think
Try asking it in #packaging
oh, thank you!
hello to all, I wanted to know why some courses (on unrealengine onlinelearning coruse) are not displayed in the home (dashboard) even if I started them, the courses in question are:
- "Lighting Essential Concepts and Effects"
-Lighting Essential Concepts and Effects
(i.e. in the dashboard they do not appear as courses that I am following/starting) do you know where to report this bug?
(translated message)
Heya
So I'm right now on unreal sense is ue4 youtube course
I needed help
I downloaded the beginner assests
Assets
But when I tried to to open it
It says
That's it couldnt set an association
the error appear when you try open ".project" file?
Do you have UE4.26 installed?
you need to collegate .uproject file to unrealengine (this phrase is worng , sorry for my bad english i need improve it )
Have you tried launching the editor from Epic Launcher?
That's what I had done
Open the project from the editor's home screen
sorry my english is bad "associate .uproject files with unrealengine"
You should have option to browse for the uproject
I wasn't correcting you my auto corrected me. I just wanted to know what it meant
Where
Wait is the home screen
The place with the viewport and all
theoretically when you first opened epic games launcher you got a message saying "do you want to link .uproject files to unrealengine" and you accidentally rejected it.
I downloaded the file after I launched the editor
Pain
I need to get off my pc now
Scam
But if any of you have fixes please do share
try this solution , press right click on the .uproject file , go in properties , when say "open with" put unrealengine
click on "more option"
I did it on the zip file
By acc8
Ima do it on the project file
Bruh
The project file doesn't even allow me to change what I open with
It just doesn't say
I have to turn my pc off
why?
Mother says stop
ok
But you got any other fixes
maybe i have some solutions
45% ...finally have some info
Can we backport this to..
Nah, nevermind.
Funny question:
As I'm a Linux user who likes doing all his development there (and wants to avoid the clusterf… that is compilation with MSVC, even if handled automatically) I decided to run UE4 on my distro using Lutris (per https://forums.unrealengine.com/t/linux-wine-lutris-epiclauncher-assets-happiness/125386) and all my C++ development will be done locally (obviously will use Clang as it is the only alternative for Unreal on non-Windows install)
Now, do you think I might run into a lot of problems or it could be fine?
Hey all, Cant seem to find anywhere online how to ‘change’ the action of the arrow keys on a keyboard. They dont appear in the Input section. When I try to put them in input section under movement, they still turn instead of stafe like A and D do. Thoughts on how to get the left and right arrow to Strafe? Thanks! JB
(Bonus "overcomplication" point: I'd like to try Rider on my distro)
Rider doesn't change how compilation happens on windows
Hey! Can someone help me with something?
I make a game with a ball. The game is not important,but i want to offer to the player the ability to set the song from background by his taste
I Think i can make it with a variable or something ,but i don't know exactly.
Err, assuming that is relevant
Are you referring to songs you have built in and players choose between them, or the player being able to put their MP3s in runtime?
Hi guys, i got an issue for 2 days now with my volumetric fog going through walls, does someone knows how to fix this ?
Yo do any of you know hot to fix the couldn't set association for project error
Is the same spot appears when you move the wall around?
yes even if i place a classic cube the fog going through
if i use a directional light i got the god rays that i want but the fog is way too strong
i just can't stop the fog going through walls without reason
@tired quest fog is not "going through the walls" it is filling all the space...it's just it's translucent where is no light
light shafts are generated based on shadow maps...so if you have some lights/objects that casting no shadows - it will be visible there
yes it is filling all the space but usually there is a contrast in lighting zones / dark zones
how can i do this
only if these is no light in those areas...i.e. it's in shadow
i have only 1 directional light
Is anyone experienced with sequencer for things like cutscenes?
i know i can do this without light shafts
just using volumetric fog
Как и обещал, в этом видео разбираем как включить обьемные лучи (god rays) в Unreal Engine 4.
📍 Telegram chat для вопросов:
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Скоро здесь можно будет приобрести ...
like there
but in this scene the fog appears only through the windows
Or you can fake one with translucent quads, the o l d s k o o l ways.
yes but my scene is in vr and i also want to understand why this is not working...
so frustrating
so to you guys this is normal ?
i don't understand
even if i put 6 walls around me to make a totally dark piece the fog occurs, without any light
I mean, we never had such issues with volumetric fog before. It just worked on our end.
Though the clue is how volumetric fog with shadows around the scene.
But in your screenshots, the shadows behaves like it should.
yes i think the shadows are good
I can't make the connection that potentially led to your specific issue.
even in a new scene
Does anyone know why in 4.26 the keyboard shortcut to go "back" to the previous folder in the content browser has been removed?
Guys
I can't drag and drop png files into my project
The texture maps
Help
anyone
more information ?
How is does unreal do gravity? I am trying to replicate the gravitational pull separately from the engine, in BPs to have it be much more customizable
however simplly adding offset will make objects fall through collisions, and continiously adding force makes for jittery results
does anyone know how do the default characters have such smooth ground interaction?
there's a ton of code to make sure it moves around smoothly
unless it behaves differently on surfaces, I think there is a -980 units/s pull
but yea, what joni said.
I see, its what I feared
as a blueprint pleb I am basically stuck with using the character class then
https://www.angio.net/personal/climb/speed.html I like this page when im figuring out gravity
Hi i cant open ue5 if you do know to solve the prob pls help
I did it twice
too many bytes, open up ram sticks under microscope and start disabling bytes
It tries to access something, maybe file, and fails. All i can tell.
i am trying
tf\
R7 2700x 16 gb ram B450F rog mobo rx570 8 gb
try to off antivirus and check
@sharp violet you need to post the log file in Saved/Logs to find anything out about this error. That is just a callstack representation of what was happening when it occured.
ok
How does one lock the rotation of a physics object via blueprint.
the thing on the right
Does anyone know of vids that cover basically an internal custom editor?
Like, something along the lines of text apps like jotterpad where you can make documents of text or at least store text
You can use Editor Utility Widgets to create custom Editor tools.
Though you can create editor modules in C++ if you need lower level functions or custom asset type.
Though I should mention that you have to make sure Editor Scripting Utilities plugin enabled. It's a built in plugin, and should be enabled by default.

Ty
I thought custom editor was an external thing
Not like an internal thing players can manipulate and use
That's an area least likely to be covered in a YouTube video
You can try searching for "Text marshaller, rich text, semantic highlighting, text runs" along with your typical UE keywords.
You'll want C++ so that you can do some stuff.
You'll end up saving your edited scripts as either .sav (not super recommended) or as a regular file. Then you can do stuff with it.
You'll also want to make your editor using standard UWidget/UUserWidget and not editor utilities - because it is player facing
You're not likely to have a tutorial vid that shows everything start to finish (even for this, especially for whatever your end goal is).
I suggest expanding your params to include written content and documentation, and breaking down your questions to very small bits.
Here you might start; UE player editable text, UE save custom data -".sav", UE file system, etc
hope between everything I wrote I nudged you in a helpful direction
thanks
this can work too actually
all I need is for players to store text in the game
nothing more
why does me trying to sort a map not work
probably don't need highlights or significant marshalling then @tired moth
yeah, the main aim is for something like a roleplay description players can add
Well maps are inherently not stable
but also in BP sorting a map is a good laugh because ... limitations of the language
?
That map is going to not (necessarily) keep your ordering
Closest thing you can try is insertion order - and even that isn't a hard guarantee
so you'd make a new map after sorting the keys or (even more awkward in BP) the values
but at any time the order might change
i figured something out
if the map grows too big or if you remove from it, say
it didn't work cause i had the remove node wrong(i had to place the item not it's index)
man that's a bummer
What I'm saying is you can't rely on the order, better to sort an array that is the keys
and then later you can use the well ordered array to access the map
so i have to struggle with either an array of structs of arrays or cram 2d array in a single array
as to this, you can't get an array of pairs from the map. You can't make a generic comparator. Etc
they should really mention such stuff on the docs
you know what? i'm just gonna make a 2d array plugin
and sell it for like 50 cents
😛
would solve alot of problems
what, make 2d arrays a thing in BP?
yup
You can definitely get away with a simple FText variable then.
Epic would pay good money for that
what?
It's a lot of work
rly?
UHT, the property system, K2 bytecode to traverse it, ...
lots
Plus all the widget work
all i'm gonna do is cram a 2d array into a 1d array
It's like adding a new type of container
Oh so, you mean a trivial wrapper and a function lib
and make the required indexing nodes
kk, I'll look into that then thanks
user side 2d array
That makes sense
maybe also do sorters just to make more value out of your 50 cents
To do it properly, all predicate like
i'll price it half of what you suggest to make bank
What I really need to do is submit my PR and then see what my options are (looking at you, UE5)
I'd rather make it a free open source plugin ¯_(ツ)_/¯
depends what you're doing.
how do you get a rainbow like lens flare?
If you're just like SortIntAscending then go nuts 50c
no bro. i'll make the very bare bones open source but if i'm implementing alot of stuff like sorters and stuff, it's work and i would atleast need to make some money
Ought to be able to get like $15 ish
Change the lens flare's bokeh texture in the post FX/camera settings.
But when I land my lib (more of an IF) it'll knock your socks
¯_(ツ)_/¯
Don't worry. $15 is a good deal compared to what I'm pricing at
i mean i'm not even doing it in code so i'm not expecting to make alot
I won't be stifling you
Question. In Blueprints, when dealing with a structure, can you update a single value in an existing structure variable, or do you have to set the entire structure's element values at once?
but if i make something like that, i'd like to make at least a few bucks
SetMembersIn
no you can set one value