#ue4-general
1 messages · Page 1014 of 1
ty
Use For Each Loop with the actor array
thought it was "how expensive" myb
get all actors and for each loop
@severe warren BP only extension to sort and doing multiple dimension arrays of ... primitives?? ... is like $5 value
oh macros exist
Maybe still $5
i'll just be making 2d array version for now
Though my UMG lens flare trick requires line trace for occlusion stuff, and it doesn't work well with volumetric clouds.
I was taking a page out of GZDoom screen effects.
and sell it for 50 cents i guess
why?
generic equality operator is missing
and comparison
And you can't let them provide a function
so you can support maybe all the primitives but not custom structs
objects could implement a Sortable interface
k thx
Also this @dense knoll
what about convultion lens flare textures?
so other generic stuff exists on blueprints?
lol then why did you specifically say generic equality doesn't exist
Containers are generic
And to an extent so are macros
Make a macro that can compare two random structs
can't be done
i mean i still have to write every single datatype myself in bluprints
it's not like i can make it a generic type
but you don't have to make a dedicated ThisIsMyRandomStruct_Array
Convolution Blooms are super heavy on performance and shouldn't be used in game context. It was mainly used for cinematic rendering.
Array already supports ThisIsMyRandomStruct
i don't fully understand what you are saying
I never see the performance dip
I think it means array of struct.
but it's not gonna be a really polished thing it's like a really simple implementation which can come in handy for people who are looking to work with 2d arrays
both have the same performance impact
but setting items in arrays of structs of arrays is messy right?
You'll definitely notice it.
Unless you have a god tier GPU capped at 60 FPS.
my game is capped at 30 fps
Not really. Admittedly, kinda hacky, but it worked.
Are you developing for base PS4/Xbox One S/Switch?
No, it was just a fix for me not capping the speed on a lot of my game
because i used Event Tick everywhere
Then you shouldn't cap the framerate when developing games
Ray you missed the jump from one context to another. That you made. We were talking about your 2d array thing, but then you were asking me about what I mean by generic.
When I was talking about generics and brought up arrays, that wasn't a suggestion that you do your 2d array as array of structs holding an array
Anyway, do your thing. You can't charge 50c on the marketplace AFAIR so I'm not sure how you'll distribute
Please don't tell me you're abusing Event Tick that much.
I dont anymore
Hot take: Tick isn't evil
idk by genenric, my brain only goes to the generic type where you don't actually need to specify data type to write functionality. so i was talking about that before
that's "dynamically typed"
Assuming you mean like Javascript
and having the game at 60 fps is wierd
My point is, the convolution bloom's performance tank is noticeable, even in lower end hardware.
UE4 is statically typed
yea now i see it
i was thinking of implementing a generic type with combining enums and structs but it's just a real basic idea i got and i don't know how i'd go about implementing that even if that is possible
I meam, if you have god tier RTX GPU and capped the framerate to 30 FPS, you won't necessarily notice it, but the stats you get will be misleading, and led to "unoptimised" status.
But this is a dirt mask, though.
ignoring the dirt mask
(although Battlefield 3 loves to abuse it back in the day)
You should disable the dirt mask first, it's not helpful to look at with it turned on.
Hey, some of my static lights are not getting baked, anyone got any ideas what the issue might be? They are all the exact same blueprint a couple of meters apart lighting the same type of meshes and materials, but some just dont give off any light at all
with the dirt mask off
#graphics should know baked light stuff.
I only deal with dynamic lighting.
I'm saying it wouldn't be possible, don't worry about it
update your graphics drivers, try a different graphics card if you can
can also try a system restart
That's acceptable tbh.
Though you can supplement it with the particle lens flare or UMG lens flare I mentioned earlier.
You don't seem to use volumetric clouds, so my UMG trick should work.
Try cranking up the TDR Delay in the Windows registry.
Substance Painter actually has a guide on how to do that.
You're not in 4.26, I presume?
i am
truesky just works better
both in performance
and not looking out of place when flying throgh
I think built-in Volumetric Clouds is way better because it's integrated deep into the engine.
Increasing the GPU stall time before Windows kills the GPU driver.
airplane games use trusky
but they just look out of place
Ace Combat, Project Wingman are notable examples of shipping UE4 games that use it
That aside, I don't think TrueSky affects line trace so my UMG method might not work
anything else is a probably okay to use whatever
I never used TrueSky, though, so feel free to test it.
Granted, my project is more grounded, so I don't care about TrueSky or built in stuff.
If it's free, I'll take it. And I used the latter.
I'm a beginner using UE5 and am having a weird bug. Whenever I hit 'play' some of the textures (materials) in the scene get jumbled up. Sometimes a mesh gets the texture of the landscape, sometimes two meshes swap their textures. It's different whenever I hit 'play'. Any help with this?
wasn't sure if it specific to UE5, but I guess I can post it in there
in which channel can i ask for help?
Hello guys, I have problem with the crafting system, the sad/bad thing is that I started from scratch doing the system again and I stuck on the same problem, the interesting thingh is that I follow the tutorial from youtube step by step and he has no problem with the stuff but I have
so the problems I think are 2
- I have widget which is list with the crafting categories and I have scroll box but it doesn't work
- when I get item and open my crafting menu I should see the icon of the item that I got
and when I get the item I got these errors:
how do i fix this im completly new to unreal engine
How I can fix them?
things that seem horrendously broken, like, how does anyone ship games like this broken... if you're using Ue5 you can assume it's a regression introduced in ue5
considering I am a complete beginner I was thinking maybe it was just me messing up some setting. But yeah it's probably a UE5 exclusive bug
Set the exposure metering in your Post FX Volume / generic Camera Actor to Manual.
@plush yewyou have missed a reference in those places. Accessed None means its not found the right reference to get the information.
I would make sure you are getting the player character reference first. It will fix any of the references that were based on that PC ref being accessed correctly.
Thinking about messing around with a game idea and saw the UE5 preview was released
Should I make it in UE5 preview, or just latest UE4?
You should do your game stuff in UE4 first.
UE5 is still not stable for productive use yet.
Okay cool, thanks
Do we know if its easy to update from UE4 to UE5 yet?
when UE5 is released
UE4 might be a better start. The change to 5 isn't super significant
unless you're an environment artist or something
I tried that first, but even with a limited number of meshes in the scene my framerate is fairly low. When using Nanite I get around 120 fps consistently
Epic promises ease of forward porting, if you don't use lower level C++ stuff (plugins included) or modifying UE4 source code. If all you did are in blueprint, the porting to future UE5 releases should be a smooth sail.
@worn granite are there easy ways to improve fps in UE4? Because if I have like 3 meshes of the highest quality in one scene I get to like 30 fps
How many tris/polys on each model anyway?
around 2k
for a single plain mesh, unless you are running collision code towards the full mesh itself
performance is basically entirely driven by your GPU handling of it
2k poly is tiny though, not something GPUs would choke on
wait where do I check how many triangles a mesh has? It displays 2k for all of them
Is Unreal Engine really great, when it comes to create Top-Down 2-D Video Games?
The tooltip when you hover the static mesh asset should show you the triangle count
yeah that's where I'm looking. It says 2000 for most of my meshes for some reason
i changed something and my map went invisible...
Depends on how complex you want your top down 2D game to be.
I would like my project to be as complex as Death Trash or something similar to that type of 2-D Projects.
If you know how to make it, then it's possible in UE4.
Though for walking sim type or simple JRPG type of top down 2D, you should use RPG Maker instead.
ok with nanite disbled, my meshes display having between 500k and 2mil triangles. Is that a lot? Would it be normal to get low fps with those
What about Unity?
I heard that Unity is great for 2-D, however, I am not sure as many people say that the personal version is not great.
Unity sucked nowadays tbh, but your choice if you're enticed more with Unity than UE4. Who am I to stop you, as a former Unity user. ¯_(ツ)_/¯
If you can afford the Pro or above tier to get rid of the "made with Unity" splash, then I'd say go for it. Not that the logo really matters in the grand scheme of things anyway.
Ah, I see.
Alright, thank you for the advice and the information!
with source control you can revert back to your previous version
how does it work
if you dont have source until then it wont work
either find who caused it to become invisible or use a back-up
i dont have both
but it's a good time to look into source control like perforce
if you mess up something then it's just few clicks to revert it back
Or GitHub if you're working in small team or solo.
i think perforce is easier to start with
GitHub allows private repos for free, while Perforce requires you to pay.
host it on your own machine
And I know how hard it is for some people to pay for software.
Let alone buying a new machine.
i wont pay
you don't need a separate machine to host perforce
but for other team members for it to work ofc it will have to be on
i assume he's working alone so there's no point in buying/paying for something
okay, which I need to replace or what?
D3D device crash?
idk im new to unreal
Try this:
https://docs.substance3d.com/spdoc/gpu-drivers-crash-with-long-computations-128745489.html
It's from Substance Painter site, but it only involves Windows Registry.
after i close unreal, i always have to open the map to see my map
can i make it automatic?
where are the settings again?
project settings - maps & modes
i cant find
nvm
i found it
thanks
can i add like snow or something on the top?
of the mountains
I've got an issue, when I set a menu to visibile, how would I enable the mouse cursor to actually select those options?
Does the engine crash for you if you try to add landscape splines in top orto view?
u asking me?
no, you as in, the guys in this channel 🙂
get player controller - show mouse cursor and set ui input mode
ok bc i also aways crash while working with landscapes
what's your gpu, just curious
gtx 1050 ti
1080 in my case
only asked because had a feeling that it might be some intelhd 😄
lol

i will ge ta new pc soon
just try updating your drives, can't really suggest anything else or just google
have you looked at the documentation?
Hi, has anyone had the issue that the engine framerate drops super low (1-2fps) when you try to fly/move around the level?
Just looking around is perfectly smooth
Its a long standing issue that sometimes just pops up out of nowhere and i have no idea what causes it
Sometimes restarting the engine helps, sometimes not. If not, restarting my PC helps, but its just temporary. After a few minutes it just starts chugging hard.
yes u can
in order to add snow, u have to use a snow material
Howdy, if i wanted to have npcs animations lower their framerate based on distance from the player, where would i look at in unreal? unsure of what terms UE would use to handle that or where i'd need to make edits.
make a procedural terrain material maybe?
i cant help u with the procedural material thingy
there are some great tutorials on YT
ok thanks
np:)
who needs 1000+ fps in UE4 anyway 
i generally get 12FPS on my PC
without Raytrace
just normal
and if the scene has particles, 1 FPS or if im lucky, 3
Intel HD inside?
No dedicated GPU at all?
well you should still able to run my game all lowest settings makes 2k fps lmao
Good luck going productive with just that.
its gone
went boom few weeks back
was baking a sim in blender
came back
PC dead
Copy the entire project's folder wholesale.
OR I THINK THERE IS AN OPTION IN THE LAUNCHER TO DUPLICATE THE PROJECT
ISNT THERE?
i just realized, i was typing with all CAPS
lol
HOW IS MY LITTLE PROJEKT 20 GB
lot of assets maybe?
Intermediate and Saved folders are common denominator.
i copyed the entire folder but i dont see it in my libary
If you're already in the editor, opening a project:
In the open project dialogue, you should see an option to browse for the .uproject in the bottom right hand corner.
why do u have so many untouched projects?
lol
I'm also doing research on the engine features, and testing things out, that's why.
ah
i hate the crashes
for some reason, after i closed my project and went back on, some of the code doesn't work anymore, and now I have to manually possess a character after pressing play
Are you using C++, and Hot Reload?
Unrelated to UE should go to #lounge please, and then I can counter you with that argument.
how can i make a projekt into a exe file?
thanks
how long will it take to package a 20gb projekt
Depending on how many shaders it compiled.
Also whether you include editor contents or not.
im using bp
Hold up.
Just realised you need to manually possess, after restart.
Maybe something to do with the game mode.
have a question about fps arms - if i have separate anims for the gun (like the mag coming out of the weapon mesh during reload) and for the arms (the character grabbing the mag during reload), do i have separate animBPs for the gun, and for the character, or whats the best way to set this up
You can have separate animBP for the gun, and sync around the value to transition from one state to the other accordingly.
The Shooter Game example might able to give you some idea.
its compiling 9000 shaders 😭
I think that the launcher's vault should have tooltips when hovering on an asset pack name.
how long does that usually take
Welcome to Unreal Engine, gentleman.
Depends on your CPU.
Reposting this because of that
How small can one make an android apk export in Unreal? At what size of assets does it become feasible to use Unreal over Unity for a 3d game?
PROTIP: Use separate data downloading, or whatever it's called.
Basically, you download the APK from Play Store just the part to get the game app running, and then download the rest of the data outside of the APK, inside the game executable.
For comparison, FFBE War of the Visions, a Unity game, took up around 2 GB of space.
I think Genshin Impact does the same as well, also a Unity game, and might be larger than that. (The PC and PlayStation port alone took 16 GB installed)
With the "installer" portion only of the game, it might bring the APK size down to 100 MB or so.
How small would a blank game apk be in Unreal?
Never tried it in Android (I'm not a mobile dev), but in Windows, it would be around 20 MB, without any plugins. YMMV, so please test things out on your own.
That's nice and small.
I'm messing around with animations and haven't really before so excuse my noobyness. Is there a way to "spawn in" my weapon and play the weapon animation so i can adjust the key frames for the character animation within the editor?
I suppose for game over 60-70 mb, Unreal would be a good choice.
Not to mention you have the option to deceptively reduce download size from play store by downloading the rest of the stuff in the downloader inside the app.
Also worth mentioning that by "without any plugins", I mean all of the engine plugins disabled. You may need some of those plugins activated to get a working game, and some also used in packaging so the size can go up in MBs rather quick.
I don't use Unreal Engine. I am attracted by more features out of the box.
Than Unity.
there is no real answer to how small or large it will be, its project dependent
Unreal can be smaller or bigger than a project in Unity
@deep stump#animation might have a better answer but if you have a socket on the skeleton you can right click in and add a mesh as a preview but I dont think you can have it play animations
In what case would a game made in Unreal be a smaller size than a similar one made in Unity?
In other words, my 20 MB example is as extremely low as it would probably get from a blank project.
Oh sick, I'll take a look. Thanks :p
If you're disabling unnecessary plugins, use small sized texture, and not much audio happening.
Again, depending on your project needs, and which Unity project are you comparing against.
It's not as simple as "which engine has the smallest size footprint"
Do you know if you can play the weapon animation at the same time i'm editing the character animation?
I did say I dont think you can have it play animations
Not in the persona viewer alone, no.
Ah, alright. Thanks. Sorry I misread lol
Though you can have the weapon animation played along if you're doing it in Sequencer (and using Control Rig)
^^ that was going to be a suggestion but its different than normal anim sequences, maybe #animation has a betterer answer
Hey. I see this discord has a lot of channels. Which channel can I get some basic help?
Yeah, I'll mess around with it. I posted in #animation. We'll wait for a response but I'm just experimenting with a few things lol. Thank you both
Rule number 3 #rules 🙂
It seems like if your question isn't related to the specific channels, ask in this one.
yes but this is the general unreal engine channel for general unreal engine stuff. if its a general unreal question you would ask it here otherwise... #channel
You can ask basic question here, and we will redirect you if the question are deemed to be more specific.
also #dontaskjustask
Alright
So I have a 3 lifes bar which should decrement a number whenever my character dies/respawns. I just can't make it so it decrements inside my blueprint
You could do all the decrement operations in the character blueprint, and make the widget follow what's happening in the BP instead.
Sorry, not at this moment.
I'm not offering more personal guidance, because when I'm away, someone else should be able to fill in the gap.
Do your thing
I'm not here to bother anyone
Yep you're in the wrong place. You play pubg and you're also complaing about fortnite in a unreal engine discord server
Fortnite is its own game. It doesn't need to be like other games to be good
:triangular_flag_on_post: JoeZ#6914 received strike 1. As a result, they were muted for 10 minutes.
I would like to send my blueprints. If possible could we talk in DM?
there's a blueprint pastebin right?
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
@severe shaleits possible but I don't have them enabled so you wont get a response
👍
(Hopefully didn't delete any other messages from other conversations)
Hi all. I'm fiddling around with a PC Game: Post Scriptum's SDK. I'm wanting to export the character models to FBX/or OBJ so that I can upload them to Mixamo.com
I'm using the select object > file > export selected > OBJ/FBX
But Mixamo can't upload them 😭
Try reconverting the FBX with Autodesk FBX Converter 2013 (it's a semi-abandonware, you don't have to pay)
UE4 editor's FBX exporter can be weird sometimes.
In case you missed it, @deep isle
Okay, thank you! I will give that a shot. Have you had any experience in Mixamo?
@uneven hemlockI dont think you can generically set that at runtime in a BP, you can on the character but thats special
ugh, I still need help 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...
I used Mixamo in my early UE4 days, but now I can't recommend it due to how Adobe threw it in limbo nowadays, and having no support on UE skeleton anymore.
IF it has no Support on UE Skeleton, would that make my attempts of exporting a static mesh out of UE4 to Mixamo futile? @drowsy snow
Not necessarily futile, but I can't guarantee if it'll play nice with UE skeleton having a dedicated root bone.
As you see, Mixamo's and Fuse's rig don't have a dedicated root bone, and often screw up with retargeting process with UE skeleton.
there's ways of making it work, it's just work making it work and unsupported
so finding another option is betterer
I just need the character mesh from this game to be supported/uploadable to Mixamo... I'm not too smart on all this
I'll pay some dough to anyone who figures it out
Just throwing it out there haha
@deep isleare the assets in UE4 that you want to get out? have you tried exporting them out with the right click asset menu
It's more of Adobe's doing than simply supported or not.
@grim ore When I right click the file in the content browser in UE4 and go to Asset Actions > Export. A file save window appears but FBX and OBJ are not listed as tutorials/videos online say they should.
Back then they used to have support for UE4 skeleton, but for vague reasons, they omitted that support out.
But when I place the mesh and then select then go File > Export Selected > FBX and OBJ appear. I'm not sure if that's answering your question.
@drowsy snow That's crummy.
so what options do you have in the export window under asset actions?
because I can say manny works
Im guessing you might not be using the skeletal mesh as the object to export
@grim ore Huh, holy crap. I just checked again with a static mesh and the OBJ/FBX appear as export options through the Asset Actions method
yep so what are you trying to export out for this character?
He's modding a UE4 game - the tools are stripped down UE4 editor officially.
@grim ore Really I'm trying to get the figure/mesh. I'll also need the materials/textures to be applied
Oh one second I'll show
WW2 Rangers from the game Post Scriptum
Ignore the right screen LMAO
you can alt-print screen to only grab one window
thats my face looking at this screenshot
😄
😳
you might wanna do that due to names showing
YEah
what options show up when you right click asset export on just that skeletal mesh? the pink underlined one
there ya go
yep try that might get lucky, the default fbx should be fine for skeletal meshes
yep its just getting it back into UE4 that fails heh
well it doesnt fail to be honest, you can use it as long as all of your stuff comes from mixamo
appreciate the offer but I don't do paid work
plus no time for it lol
$$ = Time
Thank you either way though
I'll probably be back in here trying to figure out how to apply the materials to the mesh 😄
Though I wonder what it takes to strip down UE4 editor to be a mod kit 🤔
Not sure! @drowsy snow
I'm not asking to you, that's a very advanced question tbh 😅
Hahha
It seems like UGC is what I need for adding mod support, though I wonder if someone who uses the vanilla UGC plugin can bring in content to a game with UGC enabled.
I'm kinda concerned about the difficulties that might arise from distributing dumbed down UE4 as the mod editor.
@grim ore So in theory, I can take this mesh that's not been brought into Mixamo. Use an animation, set my parameters of the animation. Download the animation out of Mixamo, bring it to UE4. Apply the texture/materials there (currently Mixamo isn't doing such a hot job).
The materials shouldn't be your concern though, as Unreal will assign it for you if the matching materials already exists in the content folder.
i cant find a rock texture that looks good for moutains?
i tried granite but it looks like snow
@drowsy snowBut there is something very close to that, can't remember what it's called, but if you look at ue's news and community spotlight for last month or before that (maybe 2 months ago), they feature that engine (based on UE) which manages like 99% of everything, feels a lot like a mod kit
I'm having a weird issue where my CharacterMovementComponent won't show anything in the details panel. It's just completely blank.
Anyone know how to resolve this?
@bitter ether please read the #rules posting in multiple channels is not allowed.
looking at your history, youve done it multiple times, so this is also your last warning.
does anyone have any good tips on stealth level design? FYI the main mechanics are shamelessly ripped off- sorry "borrowed" from the arkham asylum predator sections
im only asking here because the only thing i could find on yt was the gmtk videos and those were a bit to general
i'd check gamemakers toolkit on youtube, and search for their stealth videos
yep, thats what I meant by gmtk
ah sorry, missed that last piece of text
Don't worry, happens all the time
there is also extra credits... ish
Does anybody know what it means when an animation sometimes works? When I press a key it triggers the animation. However sometimes it shows the clients that it is triggered and not the server, sometimes the server and not the clients, sometimes one client and not the other or the server... every combination seems to happen. Does anybody know what might be causing it with just this information?
well it could be because the level is too big. I dont know why but whenever I make a big landscape, the characters animations can start glitching out but when I make the level smaller the character anims go back to normal.
I'm using the default 3rd person character map
UE4 or UE5
Is there a way to take an existing set of static meshes and link them to a skeletal mesh?
UE4
@winter rain#multiplayer hope you aware how replication works, what is relevancy and what difference between states and event replication
did you try deleting and rewriting the code? That worked for me one time.
Yup this isn't my first replicated animation, currently in the process of rewriting it, didn't realize there was a multiplayer channel my bad
my close and far clip planes are to the extreme , my camera is orthographic
i don't recommend using orthographic camera, it has a lot of issues, most annoying are no particle velocity aligment
i tried it with perspective and there is no difference
ive set the fov of my perspective camera to 5 so it looks like its ortho :D
@pliant copper "deproject" is actually transform screen position to 3d position and the 2d screen located at camera plane
so do i use something else?
so you have to add some value to that vector like + camera vector*500
is that what makes it all jittery?
it what cuts one in half
i changed the last part to actor world offset, but ima change it back
everything went black :(
i've said to shift it by 500 x camera vector (also forward vector)
where is camera vector on your graph?
im using the player controller position for screen to world, no camera
there is always a camera, you can't have image w/o camera...if you have no one ue4 will spawn one for you, otherwise you won't see anything
it's location, get the forward vector
Quick question is there a way to get what type of actor caused a collision?
i.e. see what "actor" triggered it
@plush yew cast the actor to a class you want to confirm, or you can define the collision profile if you only want to overlap with specific types
is this correct?
@next badger the cast fails for some reason..
looks ok...500 is arbitrary value, depends on your scene
k
well, if it fails - it's not the actor you need, here's your check
ah right! yeah i suspected. Any idea to find what actors causing that trigger in the first place?
it doesnt move at all :(, ive tried 1,2,100, 500,1000 when * the camera forward vec
@plush yew well, the returned actor causes it =)))
is there an actor name variable i can print out?
cant seem to find anything...
oh i got it
its got a tostring()
Thanks
hope it's not 0, your forward vector
ill check
@plush yew you can set the collision profile, and it will only be triggered to specifically defined colliders
Right, thanks
0.612, 0.612, -0.5
looks correct to me, now check the location of the plane
(X=0.000000,Y=0.000000,Z=0.000000) , in the editor ?
when you click?
k
How does one makes Spline mesh mouse events work ?
Especially the "on clicked" event or "on cursor begin overlap" event,
Both don't work
And i've set up the collision setting for visibility channel to block and mouse clicks are enabled in the controller
@plush yewi think it does not support those, you may try to check if the mesh you're using have the "use complex as simple" collision
bit it may not work
@pliant copper oh...you're moving the camera based on ITS OWN POSITION?
ye
well, good luck then...
is it that bad to do?
it was working with my original blueprint the way i wanted it to, just kindof looked broken
well, you have a screen, that is attached to camera, then you're moving a cursor on that screen...and you want to move the screen you're moving mouse on to a new location?
Indeed doesn't work 😦
It's weird that the event exists if it's not supported...
you set a starting position when you click, then while its held down, you get the delta between the current mouse to world position and the camera then move the camera by that
it's not impossible, but i think some work need to be done to make this setup work, as it needs to cache the location etc
so even if its moving it should be okay?
event is inherited from the parent
hmmm
well, you have cyclic dependency, so it may flicker and stuff
im trying to recreate a simple project from unity into unreal, and i have a script in unity C# that works for moving moving the camera the way i want, so i tried to recreate it in blueprints, let me load up the project and show you it
if (Input.GetMouseButtonDown(0))
{
touchStart = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 direction = touchStart - Camera.main.ScreenToWorldPoint(Input.mousePosition);
Camera.main.transform.position += direction;
}
thats in the unity Update() equivalent to unreals Event Tick()
this works fine so i would have assumed it would be fine in unreal
ill try make it in C++
but i have no clue how unreal c++ works :(
@pliant copper well, it was kind of working before...but it's a lot of places where it can went wrong, btw c++ won't help you there, as it may turned more complicated than BP
@pliant copperhttps://chrysalisinteractive.wordpress.com/2016/12/02/touch-and-drag-camera-tutorial-both-blueprint-and-c/
oo thanks
Okay guys. I'm trying to retarget some animation to a mesh
All the work is done. But how the heck do I turn this dude
He's facing the wrong way LMAO
unfortunate
I open up the skeletal mesh file and turn him
Then save
but it doesn't stick
please
The two meshes are already in the UE4 Content Browse
Or maybe I don't understand what you mean
anyone know how to remove this frame from the camera in the metahumans project?
it is missing a Post proc material so find it and plug it in or fix the Post Proc Vol
also could be Post proc in the camera
@loud knoll thank you! I will check that out
does event tick run before input events?
@loud knoll it's on the main perspective camera and when I turn off the PPV it's still there🤔
its the shaders compiling still
@plush yew Import the Maximo mesh? Or the soldier? The soldier is part of the SDK I'm working in
Okay I opened up the editor on the mesh of the one that's facing the wrong wayu
Clicked Reimport mesh
Now searching for the file
When searching for the file I'm unable to find it on my PC
The mesh is preloaded as part of a Modding SDK for UE4.
I'm not sure if that has to do with it
Yeah when I click reimport mesh and I search the file directory of the SDK to the same path the mesh is located in for the UE4 Content Browser it doesn't appear for reimport (because its saved as a usasset file and not OBJ/FBX like the browser importer wants the files to be)
RIP
The man shall never turn
UE is a fantastic program, but it can't turn people 😄
Sorry I've been at this for 5 hours and am barred from success because its a research project trying to turn my dude
I find that a bit ridiculous
Thanks for trying to help though
well your trying to do sometihng your probably not supposed to be doing
but you exported the character out to fbx, that is what you reimport
@plush yew I did reimport actually, ended up just exporting the mesh to FBX. Then hitting reimport and there sadly was no transform section
@grim ore Yeah just came to that epiphany and gave it a try. Won't let me turn him 😦
when you reimport its in the details panel of the mesh. you change it then reimport
@grim ore Como este?
I made this panning blueprint, when i click it resets the camera postion or something, (the platform goes to the middle), everything else works as i want it to, but i dont know why its happening
how far down did you scroll... @deep isle
All the way down
ah wait ok so if you didnt import it with the modified properties in the first place they are not going to show up under import
so you are going to need to import it again like it was suggested before and replace it
@pliant copperread your code outloud to see what it is doing, what does mouse click do?
saves the mouse positions after inverting some of it to a vector3
ok so you have a saved value, now on that same frame since you are ticking what does the tick do since the mouse is now down?
I HAVE FOUND THE TRANSFORM SECTION AND HAVE SUCCESSFULLY BEGAN TURNING MY MAN
sets the world location of the camera to that saved position - the current mouse position
and what was the saved position on that same frame that you just set?
yep, which means your result is 0
:(
which you then set the location to 0,0,0 in the world which is the middle
so thats why it resets
do i just using a "branch"?
i really hate branches, they like poor man if statments
ik but i find them the worst part of visual scripting
using language better but unreal c++ doesnt have as much tutorials as blueprints and its slower to learn
blueprints re the same as C++ just prettier,its the same code on the back end
yeah, that i find cool
you might want to see about making your code do relative setting of the location
similar to what you have now just adding the value to the current location instead of setting it completely
what about the SetRelativeLocation node?
you can clamp it them, the values
so they dont go too fast, or add sensitivity (multiply it by a small value)
How does one get the 4.27 preview working through the launcher?
like amount to move * 0.1 = 10% move speed
mATHS
@plush yewit should show up at the top of the list of engines to add
oh it still resets its position tho :(
Yeah... Not for me
what is at the top of the list of engines to add?
5.0 cooler :D
4.26.1 I believe
mines the same as that btw
you could consider just taking advantage of the fact you are using tick to move the camera relatively. old location - current location = amount to move. after you move it, you save the current as old location. this should work, you would have to store old location = current location when the first time the mouse is down just to avoid large jumps tho
ok
I think they might not realize the number is a drop down
Ah lol. Thanks!
if thats normal, what does it look like when it fails?
@plush yew Yeah I'm on this one video that i've been using for a couple hours
I think I just got to do something to the new reiumported mesh
im trying to print string a vector but it not only prints the vector but also my mouse position?
the x,y,z have mouse pos attached,
after some inverting, SO WHY does it print my mouse xyz and my vector that comes from somewhere else?
my mouse was in the top left of the screen when i took this screenshot
so the top print is my mouse pos, and the one below is the platform's position ( behind the print)
isnt that abit silly?
but if i delete that one print
then there is no other things printing
and i made the blueprint
and when i change what it prints it sometimes doesnt have mouse pos aswell
very dumb
i did until i didnt
SO anyone knows how to use the new Oodle plugins for UE4.27?
Anyone know how to increase the sub surface area?
like how do I make it encompass the entire cube
Have you set the light's transmission enabled?
yeah
this makes no sense to me
changing it from black to white doesnt affect it
how would I enable this
anyone aware of how to turn it on?
I wrote my own profile
but i cant select it
its greyed out
Is there any way to make a ball not bounce when it rolls too fast? Polygons and stuff, can't make a perfect sphere with no edges, etc.
use a sphere for the collision instead of the mesh itself
otherwise? make it trace each frame down and move it to the surface perhaps?
Do you have a tutorial for setting custom collision meshes? I'm pretty new to this :/
no, but its not too difficult. open the mesh by double clicking on it, go up to collision and remove anything that is there, then add a sphere collision from the same menu, then make sure in the details panel its set to simple complexity
I did that but it still starts bouncing when it gets up to high speeds. Are you sure the tracing thing wouldn't mess up intentional bounces from ball-on-ball collisions?
At least it actually rolls now
it definitely might, you might have to end up having custom code to handle high speeds. You could try turning on CCD as well (continuous collision detection)
How would you go about that? I've got a solid grasp on how to make blueprints and import stuff, but that's about it
lol starting to realize... i scaled my world to large compared to the player.... oops.
@remote thicketCCD is a setting on the mesh in its details panel
you can also play with the physics settings on the mesh and also look at physics substepping in the project setting
lots of "tweaks" mainly due to how collision is handled based on the frame rate
Is it possible to do it based on something other than framerate? I don't want things to get all janky if when the game lags
thats what CCD technically helps with, and the substepping settings
does anyone know how a 2d sidescroller could use cruved stairs? is there a way for the camera and movement axis to be rotated when reaching a certain point?
depends on how you set up everything, if its a true 2d side scroller you probably end up changing the art and not the camera. if its fake 2d (3d in a flat world), you can rotate the camera with the player but then your art has to be designed to handle being viewed from those sides or to rotate
alrighty
i can say someone asked this same question and I had no problem using the side scrolling template (3d) and set it up when I hit triggers it wold rotate the controller for the player with the fixed camera and I could "rotate" the world
How should I use a metahuman as a skeletal mesh?
Cause when I import it, it is.a blueprint
you can use how its set up in the blueprint and duplicate it in your blueprint, or use the supplied bp
guys i need some help, for some reason when i try clicking different buttons it just wont work
like file, edit, window, help, and even when editing a blueprint i cant right click for nodes or anything
i want to get into game dev but this is really preventing me from continuing any further
what version of the engine?
let me check
me waiting for the epic games launcher to actually open
there we go
4.13.2
that would be why, you need to install a newer version. 4.26 is the latest
@grim ore Idea - What if you could make it so a ball would stay a set distance away from everything else, skipping the actual rolling thing altogether?
it does provide the latest, click the + and what does it show at the top of the drop down list @plush yew
@remote thicketyou could do that by attaching it to something else, or just having it move to that distance on tick
what does the screenshot show below that
Early access 5.0.0
and its not installed right?
it isn't.
so the engine wont let you install more than 1 at a time
i don't have any engine installed
click the drop down and install 4.26 if you want the latest
i uninstalled the outdated one
correct, you have an install pending
its not going to let you try and install more than 1 at a time
ive got another question lol
click the drop down...
i did
it only shows the EU
what does your shows
5.0.0
shrug if that drop down only show 5.0 then uninstall it all and try again and hope its not broke for you
i don't have any engine installed
i uninstalled it when you told me it was outdated
lol
show what that drop down shows
i showed you what it shows for me and everyone else, what does it show for you
i don't have a clue where that is
click the drop down where it says 5.0.0
Hello, i exported and packaged my game and it plays well on my pc but when my friends try to play it it shows this. Is there something i did wrong?
what did you give your friend?
Yeah it is very strange, for some reason the launcher is defaulting to 4.13 for some people
I had a friend try to install ue for the first time a few days ago and it defaulted to 4.13
unreal engine 4.26.2 is not showing in epic launcher, what might be the reasons for this?
I gave all the files needed like in the picture
Nvm its blurry but i gave the exe, engine and other files that i had after exporting the game
shud work then
That's why im confused why they can't play it
idk
never happened with me
what license should i get
can someone help
does this mean all my games have to be paid
the green one
pls
help
Depends on what you want to create.
Games, or linear media stuff
If you want to make games, choose the former.
If you just want to make linear, non-interactive animations, choose the latter.
Linear media: Videos, films, TV shows
what ins internal and free projects
oh
yea
i am not doing that
what is internal and free projects
@drowsy snow
anyone
what is internal adn free projects
and what is custom applications
Hi i'm new here and to unreal as a whole. When im working on a project for an extended period of time the editor goes black and when im off it it goes back on but goes black when i click on the editor.
I have a i7 with 16gb of ram and an Nvidia RTX 2060 Laptop. i am running a second monitor on my hdmi port with a lower frame rate. What could be the issue?
anyone know what im missing here? trying to get a muzzle flash particle to attach and play when firing
can I open projects on older version? I lave 4.26 project but my UE is 4.25. this is a tutorial project for plugin, so I really need to open it...
trying to make a spawner for AI but it only spawns them once even though I looped it https://i.imgur.com/HtJ6SFL.png
Guys
You can
today I learned: No uasset is better than a corrupt uasset.
My deep Condolences for your corrupt corpse
sure
You spawn them all on the same location. They probably fail cause the next one fails the collision test
how can i prevent that? i'm extremely new to unreal engine
I cant make folders in my content browser
huh
weird
It says "Failed to create folder"
idk
try restarting the Editor maybe?
Try the boolean on the spawn node that says No Collision Fail. Or code a more dynamic system to get spawn points that aren't used yet
K
im sure this aint ever gonna open
1.2k isn't a lot though?
ok thanks
Some Engine Materials are always there
I am gonna learn ue5 wihtout ue4 good idea?
1.2k is still nothing though
ya for a computer built for this typa things
Not really. UE5 is in Early Access. It's not meant for learning or production.
Stick to UE4 until UE5 releases in 2022.
im on a crappy laptop
ok thanks
New systems, updated UI, and some old stuff is improved
code wise?
But the overall workflow and code will stay roughly the same
ok thanks
will there be a water system?
We already have a Water System, right?
It was my Windows Security
would it honestly be an issue to use UE5, like will the flow be fine or would we run into issues
no like in CryEngine
like inbuilt oceans
Never used CryEngine, so no idea. I don't think so.
Well UE4 got Fortnite's Water System, which allows Oceans
thats a Water Plane isnt it?
Try it :P
@novel scaffold It's probably good to check #unreal-faq for UE5. There is a post about bigger changes that come.
E.g. Cascade, UE4's old VFX System, will be dropped. So if you want to learn VFX, learn Niagara from the start.
actually I dont play games so i have very limited knowledge on games like these
i just like making stuff
so UE4 is kinda like a Hobby
RIP Cascade
u will be remembered
so if UE is getting updated, with the 4.27 preview already out, why is there no change in the three top right buttons(the close, minimise, and restore) ?
why does it still look Windows 7?
Hello guys.
I am starting developing a new game. An endless runner. Now let me explain a little bit what i am trying to do. My endless is set on the road and i want to have different numbers of lane (1,2,3,4). Around this i am going to spawn classic city envoirment stuff. (parks, buildings, sidewalks ....).
Now the approach i was using is: I build one actor containing the lane. The based on the number of lanes i want to spawn, i use a loop and spawn the lane. The problem is i have to many actors to keep trace like this. And i can't find a decent alghoritm for handle it. (specially when i want to change directions).I think spawning obstacles is gona be a lot more difficult this way maybe.
Another approach that come in mind is a little simplear: Instead of single lane. I have the 4 lane togheter(basically a single actor) and i spawn it. Later on that i spawn the envoirment props and in some way spawn it on the lane and using this trick make seem like the number of lane is changing. In this is way i have less actors to keep track and maybe is easier to implement and also easier to handle the obstacles.
I dont't know it's 3 day i trying to figure out and every time i do the 1 approach i end up with incomprehensible code (temprory bp as i am prototyping).
What you guys suggest to do??
If you're lucky, you can just change version number in project files and it will work, but possibly there were backwards-incompatible changes
the Win 10 buttons are flat and minimalistic looking
so why does the UE Editor top right buttons still look like the Win7 buttons?
No idea :P ask the designer of the Editor from x years ago
well
even if it worked - I cant open it cuz I need VS...
but thanks for help
who is he?
UE4 isn't really backwards compatible. You can open older projects in newer UE4 versions, but not other way round.
but i mean why wud u?
I know this
but if nothing changed in blueprints code - why I cant at least try?
Because of this, for example https://forums.unrealengine.com/t/4-26-performance/154610/59
for example I guess "branch" works in the same way in 4.16 and 4.26 ;D
Why not install VS2019, though?
aah
ya
if u dont need it
u can just keep it there
it doesnt disturb u
because...
Files are versioned I think, so UE4 basically stops you from it by not showing you the UAssets in the older Engine Version.
They aren't supporting it
You are better of downloading 4.26 then
Id do
but this plugin doesnt exist in 4.26
4.25 is the last one for it...
Does it come with Source Code?
coz the ALS project hast been updated for the 4.27 version
no
hello How would I update this transform panel value in real time with run mode?
like in Unity?
its just some SQL plugin from Indian guy (or not Indian IDK) with no info but tutorial project...
i dont think UE4 does that
Anybody knows how to use the new OOdle plugin in UE4.27?
4.12 is the latest version?
4.26 is the latest stable version.
btw can I c++ "program" a material parameter collection or something like that?
Is it possible to get Navmesh on top of the surface of the water? Specifically the water from the water plugin.
I think there are settings about navigation/navmesh stuff in the water plugin actors
You usually use multiplayer GameModes and PlayerController, PlayerState, etc. classes.
Your MainMenu should have a MainMenu GameMode, that has MainMenu PlayerController
The Gameplay maps should have the Gameplay one
Only the Gameplay PlayerController would add the HP Bar.
yes but how can i use it as a skeletal mesh and add animations too it?
plz help
A guide for exporting a MetaHuman to Unreal Engine.
ok thanks laski
No problem
Hey all, im trying to import a mesh i created in blender but in ue4 there are faces missing when import it. I've recalculated the normals but having no luck
Try selectively recalculating the normals.
Also enable Backface Culling in Blender to get clearer idea.
Alright thanks
@drowsy snow it is backface culling, just wondering how i can make it render both sides?
If you don't mind slight performance hit, you can brute force it by enabling Two Sided in the material.
Though I'd rather fix the normals in Blender selectively, especially if you're going to bake the lighting like others did.
@drowsy snow does fixing the normals mean just flpping it? if so then i would still have this issue from inside the model if that makes sense?
Yes, and that's why I keep saying selectively recalculating the normals, because I'm sure you just select all faces and do recalculation, but not going after the faces that calculated the other way around.
Right sure, makes sense
thanks
This is how I felt when Unreal Engine 5 Early Access came out: https://www.youtube.com/watch?v=G5Hs1sz-WBs&ab_channel=JT
E
how do i request help (for privet project) coz i need auto landscape mat
you can try posting in #freelance-jobs or looking at #hire-a-freelancer
or if you just have a specific issue, then you could probably post it in #graphics
ya i have no money so cont pay
if you want hands on help then most likely that will require money, but if you can't figure out something and just need some minor help over discord, then you can try posting in #graphics
humm how do i post in #volunteer-projects ??
sure feel free to, but people are not that motivated to spend hours of their time for a thank you
just how the world works 😄
read the description of that channel
yeah you are more than welcome, just don't get your hopes up. i think you would have more chances narrowing down your issue into a question and asking in other channels
how to do this... etc
Isn't Unreal Sensei already provide Auto Landscape material for free?
Hi there
Go to his YouTube channel, and look for the video for that material. He provided the download link.
So, got this when running 4.27 preview:
So, I need to update to latest driver, but recomended one is 2 years old?
Downgrade your drivers.
I know, I know, had a lot of BSOD before downgrade
Newer NVIDIA drivers has caused issues to a lot of people.
but the promt is kinda confusing, lol
2 years old is like what, 2019.
I am with 4.26 with latest drivers on the 1650 and I'm fine, probably they're gonna fix this on the final release of 4.27
No menu flickering whatsoever?
I mean, not that I care much, because I'm biased towards AMD, but I'm surprised you're the odd ball with the latest drivers.
yeah, 441.20 which it recommends is from 2019. Very fresh, latest. 😛
People here reported many many times that they have issues with latest drivers.
So far so good for me
Come on, it's not like they forced you to install drivers from 2016.
I had bsod with 4.26.2 like crazy with them, no such issue with 4.26.1...guess it doesn't like the taste of new! 😄
Well, if it works, works, what you gonna do 😄
ponkkis, you are to fresh, you need to downgrade!
😛
Downgrade to the ancient NVIDIA GeForce 256 driver 
At least none of AMD users reporting driver issues with the editor.
Guys what kind of projects should i have under my belt for a AAA title studio as a c++ ue4 programmer?
probably C++UE4 ones
Preferably games you worked with other studios of the same calibre.
they really don't have to be the same calibre at all - the best material is just material showcasing the kinds of things you have done, and can do
so they don't necessarily need to be shipped games, or complete projects
Ive mostly worked on VR games
but it's also not unreasonable for people to shift between studios of different sizes
Does stuff like A* pathfinding or prototypes of gameplay mechanics be any good?
That's a good idea.
There's this one guy who worked on similar stuff with UE4, and then got hired at Naughty Dog. I forgot his name though, but he was posting video of his work on YouTube.
I mean stuff like fps seem super simple and saturated.
I made a quest/objective system like a strike from destiny 2. Would that be enough?
Oh you got a link or something?
these are classic examples, so yes
well implemented, self-contained systems are always good examples
Shoot. I forgot his name, so I forgot the link to his channel.
Though IIRC his video was tutorial on AI stuff in UE4, before the series got halted because he landed a job at ND.
they don't have to be revolutionary in design or anything, they just need to work well, and be implemented well
the reality is 95+% of the stuff you work on is never particularly revolutionary anyway 😄
sure, that would be a decent example
Following a tutorial on how to do some niagara particles
the teacher sets the gravity to -980, and the particles slowly fall
in my case they fall instantly, barely sees them
anyone knows why that could be?
maybe it should be 9.8 instead?
some settings in the units system
no idea
@wary wave What should a resume have for it to be impressive?
:triangular_flag_on_post: Burst#7777 received strike 1. As a result, they were muted for 10 minutes.
Hey guys, I sent a question in #blueprint , could anyone help me? I'm doing a project for school and I need to finish it this week I'm getting stressed
Just wait in #blueprint for answers. Posting into multiple channels is not allowed.
resumes aren't generally impressive, they should instead aim to be informative
I only posted in that channel don't worry
@wary wave and what should it have?
I mean you can find that information literally everywhere on the internet, a resume is a resume
your basic contact details, work history, and summary of your skills
summary of interests, or outside-of-work accolades optional
Deleted some innocent convos?
(He also DM-ed me after the first strike for reporting his spam)
:no_entry_sign: Burst#7777 was banned.
Hi guys, how are you doing?
Just some quick question. I'm starting to learn UE and I didn't find anything about it, but
it is possible to attach a background image, like a house blueprint, so I can follow it as a reference while constructing my scene?
Yes, you can.
Just switch the viewmode to Unlit if you're using the ortographic angles.
Of course, textures won't appear in (Brush) Wireframe viewmode, but I think you can trick it using Billboard Component.
@torpid dragon in a project we even placed a huge plane with a (low resolution) map on it
you mean, like a object? static mesh with texture?
yep
how did i not think about doing that? lol
there's a plane primitive. then you'd just need an unlit material with the texture
Though, as I said earlier, it won't appear in Wireframe mode.
but it would "appear" if the plane was tessellated and you moved the vertices depending on the texture content 🤔
That dimension is usually enough for one person.
If it doesn't fit, try adjusting the character's capsule collision, and make sure you have proper collisions setup on the door and the wall.
something like that, right?
of course i need to adjust the proportions, but it is a start
genius
You're in the right track!
thx guys! ❤️
Also considering you're using UE5, have fun with the Lumen lighting 😉
hre's a nice riddle...
Can anyone help me figure this out, trying to get a Niagara muzzle flash pack to work, can’t seem to get it to call in my event graph
All the same foliage instances form the same mesh.. some give shadows, some dont.. the first few I paint are allright.. then shadows go on/off when painting more.. it's not a distance thing
I'm, lumen is absolutely impressive
still dabbles with UE4's SSGI and LPV