#ue4-general
1 messages · Page 1015 of 1
I'm talking about how I'm sticking with Unreal Engine 4 and just using Screen Space Global Illumination and Light Propagation Volume (which is basically simplified voxel GI)
Nothing outlandish, really 😛
unreal is getting cranky when i try to install it. it tells me there is not enough space to perform the installation, despite there being more than enough space available. this is on MacOS 11.4. any idea how to resolve this? it appears to be pointed at the correct drive. thanks!
For comparison, here's a quick archvis-y scene in UE4 with just SSGI and (boosted) LPV. I'm not a fan of static lighting so yeah 😆
Try asking it in #macos
will do. thanks.
How do I pass parameters into a level sequencer?
If you clicked on a variable in your BP's variable list, you should see an option to Expose to Cinematics
Thank you
shouldn't lumen look better on that case? what are the obvious drawbacks of using it on that scene?
I'm using UE4, so I can't use lumen :3
Lumen is UE5 exclusive.
yeah, of course ahha
but I mean if you migrate to 5
Well, if I migrate to UE5, I would've also move my modifications I made to my custom UE4.
And it's not easy tbh
Modifications, as in directly modifying the engine source code.
Just doublechecking, I rarely mess with child blueprints - if I want to override the construction script, simply disconnect right?
Or, as programmers would call it "lower level stuff" 😆
Because high level is more of the surface work, while lower level goes deeper.
Yes, you'd disconnect it for overriding.
sure
i'm a programmer as well
but never messed up with C++ a lot
you can find some custom engines on the net, if you know what to look for
for example im using one that has DQS skinning
let me look what that is
where as unreal uses linear by default
Well, C++ in UE4 and UE5 goes lower level, so it's not as beginner friendly and high level as something like Unity's C# scripting.
no doubt
Dual quaternion, right?
yup
unreal 3 had it but they decided to remove it later on
it's not something that you might need, but it saves some time in the end.
i see
i'm not sure what it is though
at a glance, looks like it is a mathematics model to change 3D models, is that it?
like, i'm seeing a lot of arms examples, lol
being bend and stuff
yeah it helps with some bends/twist
nice
but you can do that with linear as well just requires a bit more work
i see
i don't work with rigs/meshes so cant really explain it any better 😄
wish they would add it back, but i guess they didnt want to support both skinning methods
not planned for ue5?
havent done the research, but doubt it
right
so you work with ue since v3?
how many years is that?
no i havent, i just know it existed before
aaah, ok
still it's just one example that you can find on the internet
uhum
while you were talking about modified engine version
i see
for my own life i couldnt do something like that, but someone else did which is appreciated 😄
Worth mentioning that some (but not all) engine modifications got picked up by Epic and promoted for the next version.
now i understand that migrating might bee a pain, depending on the level of customization you already have on your current version
nice
open source being open source
Well, for one thing, I modified the engine to have anime rendering without post process.
Unreal Engine isn't exactly what I'm going to call "open source" though
there was another terminology
Source-available
yeah that one
i see
i didn't know the source was available to mods
i see it here on my ide
but yeah... since i'm a noob with c++
didn't know it could be modified until you guys told me
I thought it was there just for compiling and stuff
not really available to modification, i mean
you can just focus on blueprints for now, will help you to learn ue4 fundamentals
there are a lot of devs that only specialize in bps
It's not an embarrassment to use Blueprints in Unreal Engine.
^
programming shouldn't be a problem for me (at least I like to think that) since work with it
but just like @drowsy snow said, C++ can open me so many doors to lower level stuff that I'm whiling to take it a try
i've messed up with C++ but only on embedded projects, that's all
hahaha
good to know
The thing is, going for 100% C++ in UE4 will cause you a lot more headache.
For one thing, asset referencing in pure C++ is not the wisest idea.
It's not about Nativization, but interpreting BP stuff to C++
the course i'm using to study already pointed that out haha
I have two transforms (basically rotation/location) that I want to lerp between using the camera, (basically move from position one to position 2) What's the way to do this in sequencer - I can see them in sequencers to add them, but I'm so used to using timelines on blueprints to do this, I'm not exactly sure what to do
Its on Udemy?
Yes
The only reason I am using those other actors as cameras is because it just makes it easy to see the location/rotation angel
Can you send link in DM @torpid dragon
sure
Heard a lot of horror stories with Udemy these days 👀
That's decent 👀
Though you might as well post it on #work-in-progress
is there a channel for collabs? in ue4
#volunteer-projects for normal collab
#game-jam-lfg for game jam collab
you have to be really careful hahah
ok
Also heard that one UE4 tutor rage quitted from Udemy
how do i post stuff in that via the bot
can u link?
the one i'm currently using looks nice and it's getting updated
nvm
In #volunteer-projects ? Read the #instructions
How do I lerp between two cameras in Sequencer?
bros, thanks for the help and chat
going to lunch and work
thx!
Well, it's almost midnight in here.
Brazil, 1pm here
They're not wrong. You can do OS level stuff with UE4 C++, though not in console capacity.
the fact that C++ is so close to machine code in the hierarchy of languages makes it amazing for everything
true 😄
If you dare, go with x86 Assembly 😛
How does one manually refresh/execute a construction script?
and how many decades did it take to create?
just restart the game
damn thats quick
Move the actor around in editor viewport
Hmm...wasn't working - my references must be off somehow
does it run at 1fps or several million fps?
I was just get actor of class (only one exist in the world) and updated that as a instanced variable during the construction but for some reason that didn't work
Compared to SimCity 2000 which is not exactly smooth framerate sailing
Even in full speed DOSBox-X emulation, SC2K still plays sluggish, especially with metropolitan scenario
Btw this should move to #lounge if we want to continue the convo
Does Print String the result yield anything?
how can I lerp between two positions in the sequencer (and pass those positions in) I can get the positions in but I don't know how to translate that into moving the camera based on them
weird, I'm messing with construction scripts - i thought I could use them to obtain references but it's not working like I thought it would
Something weird has happened in my project, not sure when it happened but for some reason InstancedFoliageActor isn't showing in the scene onliner, even when selected and I can't paint on it
The Sequencer is largely for linear animation / cutscene, so it's assuming you have the camera position target already known.
If you want scripted event happening, but still have programmatical stuff, either execute the event in Sequencer, or not driving it in Sequencer outright
I can select the foliage like this and InstancedFoliageActor appears in details but then not in the outliner :/
I use OBS to record but there are a few shots that I want to use the sequencers because I can't render it real-time nicely
does anybody know why when i am editing an animation sequence and save that and restarting the engine the animation stays as the last one?
I see, make an event that lerps between those two actor points on the camera actor itself, just call that event from sequencer?
Windows 10's built in screen recorder has less CPU overhead.
That's what I'm talking about.
?
Yeah, you are right and it works good actually, I used it the other day - but I've got a pretty gnarly scene that I'd like to render without trying to optimize it just yet
I think you might have selected the actor before you went into landscape editing mode
tag on help please
It straightup doesn't let me paint on landscape at all, the paint radius doesn't come up
play around with your modes - when it doubt restart the editor
but it has to do with what you selected somehow, I think
nothing is selected at all
try first selecting the landscape itself
like in editor mode, when you straight up can delete the entire thing
then one it is selected, try going into paint
yeah doesn't work
obviously make sure you have set a landscape material and layers and all that
try it on a content example with landscapes
yeah will give that a go and see if it's editor bug
God damnit. I think it's just a bug that's occurred because I moved my landscape to a sublevel
what do I even do about this lol
just open the original level, where you could paint on it
then delete everything BUT the landscape
save as a new level, and then load as a sublevel
I agree it's not a perfect solution but copying landscapes can be problamatic
I mean it's weird I can litterally see the foliage on the landscape in the sublevel
But the foliageinstancedactor isn't here, i think that's the issue
oh
I think i know what it is
make sure you have added those foliage actors to the landscape
and in foliage mode i mean
and you still can't paint anything by selected on and paint single?
nope
try deleting them all and seeing if you manually add one you can paint it then
hmm good idea
Oh even if I remove them and drag the foliage mesh back in fresh
it doesn't let me paint
so weird man wtf
does anybody know why when i am editing an animation sequence and save that and restarting the engine the animation stays as the last one?
ping on help please
omfg lol
I am so mad
Apparently sometime between 4.21 and 4.26 this broke 😄
just setting it to block all fixed it lol
@plush yew I've had that problem before - you have to keep messing with it because it's very particular - I have like 10 filenames of "WTF_IS_Wrong5_" where I kept trying to save it - but there is a difference between the sequence and source animation, I still have trouble remembering it
I really hope UE5 makes collision a bit more clear
that sets the time scale on my timeline right? but keeps the overall start/end points relative right?
I don't think so? Pretty sure NewTime is the current time in the range
damnit i thought it was but i was hoping the other way
"Set New Time" is telling it to scrub to that position
I think
might be wrong tho
No, I think you are correct
oh, thank you
Is there a simple way to parameterize the time ?
if you get the timeline component you might be able to scale it somehow?
But honestly not confident it would be exposed to blueprint
What I have done when I wanted something like you’re trying to do, is create a timeline of duration 1 second, with value going from 0-1. You can then grab a reference to the timeline and use the ‘set play rate function’ to change how fast it runs. Set play rate to (1/desired duration) and you’ll get what you want. So in your case, if you have a timeline of length 1 second, and set the play rate to 1/3, you’ll get a timeline that now takes 3 seconds to complete.
I’ve only used this with linear float tracks though, I haven’t really needed to do anything else with it, i’m not sure if there’s a way to move keys in code like you’re after (but i haven’t really looked either).```
I’m not 100% but i think the ‘set new time’ function actually just jumps the current location along the timeline to that time, rather than change the length of the timeline. What I have done when I wanted something like you’re trying to do, is create a timeline of duration 1 second, with value going from 0-1. You can then grab a reference to th...
Hi, can I delete my UE 4.26/Engine/Binaries folder? It's taking up about 12 GB of memory /:
do not delete them, they are referenced with majority of the resources of ue4.
But is it normal for them to take up that much space?
Yes
You installed a editor, not a game. everything is going to take up a lot of space. I just reformatted 5 days ago, 2 TB down to 300 gigs already just from ue5 dev.
just buy another hard drive. they are VERY cheap atm
depends on ur game lol
I'd start by adding grass and trees tho
@sharp crest I am making a full scale battle royale, just drawing blanks when it comes to ideas today... a HUGE derp today
wel then think urself we cant tell u what u should design ur environment with
it depends on how u want it
your account name and icon is hilarious
in a good way
lol
oh so u have buildings and stuff
just add a big house
like fortnite does with little empty spots like these
they have like instead of a city, they have one big house or a mansion or something
i was thinking of a huge night club
shouldve released it lool
i bought this with the 70% off sale
oh I rly like this one
I think I might have bought it full price and didn tuse it
wait nv wasnt this oine
this one is cool tho
but ur game doesnt look realistic style?
so Idk if this fits
fk I sahouldve bought it too
sad
I buy a lot of stuffo n the marketplace just cuz they look cool not cuz I will ever use them
loil
realistic buildings and trees and such, stylized landscape 😛
exactly 🙂
my world is based on a parallel universe anyways
wierd things will be in here lol
well it's not about being weidr or not
it's about making it look good
so if it looks good then sure
lol my landscape materials right now is just a place holder to help me visualize and identify my areas of my world.
Is there a channel I can go to, to ask for Unreal help?
Cuz it has to do with normals not exporting right
Hey Guys, Can anyone help me out to create a hair shader in unreal using rootuv attribute.
what is kismet?
blueprint's dad
where can i do the $unpaid command?
unrelated but does anyone else use the lightsaber progress bar on spotify
any resources, tutorials, marketplace assets, etc for spherical water so I can have a planet of water that works with waves/bouyancy/etc
Is this a joke?
mp had/has some isp issues iirc
Its because of "Control" game?
that, and the 3 months free discord nitro seems to have taken a chunk of the resources
oh, so i have to just copy and paste till this works or what?
the animation thing? no, you have to do it in as certain way - I"d recommend watching someone else make a new sequence based on an existing animation on youtube - unreal is super picky and not very clear about how it's done
ok i thought i fixed it but i did not. How to turn on path tracing in UE 4.27?
there is no path tracer in view mode
and i turned on ray tracing
hey
i'll keep trying. ty
u guys like my pfp 🙂
the first thing i made in blender today
from some help from my 3d modeler friend
whatnow
does this scale look correct? should i make it higher or lower, or does it look perfect? (talking about character BP)
free on epic store
*if you havent had nitro before
is there a way to import the maya controls for a rig into ue4 opposed to having to re-setup the entire thing in control rig
as an example i have a complete rig with several items linked in the node editor in maya is there a way to translate that to ue4 control rig?
Im trying to select this niagara muzzle flash as a particle effect but cant seem to select it from the templates menu, how can i acess it from here?
thats looking for cascade effects which is the elgacy particle effect system. You need to add a niagara component insstead of a particle system component
^
UNREAL ENGINE 5 BEGINNER TUTORIAL: https://youtu.be/gQmiqmxJMtA
UE5 has released and above is a link to the updated version of this tutorial.
Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D vie...
has anyone sued this tutorial on 4.26? getting a few errors with the materials
always follow tutorials in the version the tutor used
at the worst if you are trying to suck it up in 4.26, we can try and help figure out the problem and you can learn to never do this again 😛
you should yes
you say you have errors , we have no idea if its with you or the tutorials
his suggestion was just to follow the tutorial with the same version to eliminate the engine version being the issue
heyy wanna help me make up a story for my game i joined a contest and the theme is year 2041
ohh im new in this server
Hi all, how can I get this little node?
Thank you
Hey everyone! I've been having a debate recently on if Unreal Engine would be worth to learn. I heard about Unreal Engine 5, and decided to download the demo for myself. I'm a game developer and I've had a lot fun so far, but I've been debating whether or not learning Blueprint/C++ is even worth to learn. I know Blueprint isn't oftenly used in the "real world", aka any big industries. Furthermore on the topic of coding, I can barely even find any tutorials on learning C++.
Sorry if this sounds like one big ramble, I'm just looking at this in a mindet for the future. Thanks!
ok so first
where the **** did you read this? "I know Blueprint isn't oftenly used in the "real world", aka any big industries."
like seriously so I can go burn them to the ground
Wait it is?? Well dang!!
I asked the Unreal Reddit tbh (I know it's weird), and that's what they said!
IF Blueprints was never used and C++ was the right way, why would there not be more training on C++ over Blueprints?
I read reddit every day and I have not seen a thread like this
Wow! Well ok then!
It was one I started, so it was a pretty small one lol
How to determine whether or not you should be using Blueprints or C++.
Wow! Ok! Well you guys have really helped!
Ah ok! Well thanks again!
heh... matinee. I still see people using tutorials on using matinee to open doors
I have no idea, Im guessing one of the popular channels did it
and fun fact, the rotating map in the shooter game project used a matinee just to rotate it in a circle...
it was supposed to at some point, but since matinee is still technically in the engine I think they just let it stay
you cant create matinee stuff but older matinee stuff still "works"
what should i choose unity or unreal? i am want to start programming but i dont know what engine should i pick
learn programming then
Is the launcher down for anyone else?
ohh i know that but i want to start develop games
hi guys, what is an efficient way to add an inventory that everyone uses and all resources go into it, is making an individual actor and replicates it on both the server and clients a good approach?
there is no good answer for "unity or unreal" both work depending on your goal
so I only need to add the inventory as an ActorComponent to the gamestate right?
can i somehow test ue4 game on any android emulator ?
does anyone know of any good tutorials for using google maps api in unreal? I am wanting to create a mobile game that uses a similar style to pokemon go with the plain flat map where you can fight over real world locations. I cant seem to find the info I am looking for anywhere, only info i can find is how to import real locations as a landscape using it, but I am mainly just wanting the plain gps map. I did find a video which talks about the google cloud platform which seems to have what I am wanting to do, but there are two issues, they only state it can be used with unity and I am not as comfortable with unity as i am with unreal, and two it seems you need to pay for it eventually which is not a major issue, but just trying to see if anyone knows of any free options that work with unreal to accomplish this, here video in case https://www.youtube.com/watch?v=QC51FEF0JeY&t=186s
The Google Maps APIs gaming offering helps you build engaging game worlds that are based on reality. This platform for building real-world games is built on Google Maps and backed by Google infrastructure. We’ve brought the richness of Google Maps to the Unity game engine through an SDK. We turn buildings, roads, and parks into GameObjects in Un...
I was going to say I believe google map api is pay to use. But an alternative option for UE4 would be "Cesium". It's truly a good product. Not sure if it's exactly what you need but check it out @gleaming sandal
ok thank you, i havnt seen anything on that but now that i know name ill look it up
well we need more info on this
Like what?
well can you show us the issue?
Sure
or give more information on what should be happening and is not
so what does that parameter do?
Change size
But it doesn't change anything in my level
and that instance is on the mesh in the world?
Yes
BTW I'm using UE5 so this could be a bug
it could be, it could be the material, it could be the instance, it could be the mesh.
it seems lke its fine based on th preview showing it correctly
try another mesh, like the default cube
it is for me
It's working fine for me
k
So i right clicked my material and clicked Create material instance
Then i clicked on the node that changes the size
then apply
I tried making my own camera pan blueprint, when i click and drag it moves the way I want but, when i click, it resets the position to the center
at what poit did you put that instance on the mesh?
Ok
so i decided to add the offset to the current position but then i get this
this one doesnt reset the position but it moves around similar to something being affected by physics, which i dont like
It changes in the instance but not in my level @plush yew
Guys would u rather play a game that has stylized graphics or realistic graphics?
personnaly that wouldnt be the deciding factor, pick which ever one fits your game, not which one is nicer i think
like you wouldnt used stylized for a call of duty game, but you would use realistic graphics
What do u mean?
I just thought of that right now
show us that the instance is on the mesh in the world
Thanks for the help mate 👍🏾
👍
no, click on the mesh in the world and show us in the details panel that instance is on the mesh as the material assigned to it
applied the material and not the instance
it was the first thing I asked as well...
Ok thanks
How can i get rid of the "floaty" feeling, when i move the camera (im moving the camera not the plane) it looks like it has a force being applied to it, and i dont want that :(
its like its taking mouse acceleration into account
its getting the mouse pos when you clock, then while you hold it down, getting the delta between the current mouse pos and the prev mouse pos, then adding that to the current camera position
that seems rather overcomplicated for that action though
ikr
before i was just setting the position of the camera to the delta of the prev mouse pos and current but then i get something that moves perfectly but resets the position when i click
also on tick is a bit of a no-no so you might also need to consider the tick delta in that case otherwise it could vary
most of the code is just making it feel nicer, i think aspect ratios make it feel odd
so the maths is to account for that
I could also factor in a linear interpolation to smooth it out
true
its going to have a variable delta based on how far you move the mouse. So eliminating that by using a timer which gets new mouse position every so often (rather than every frame) would help
then you can fix the distance it moves rather than it calculating based on variable start/end positions
then it would become jittery no?
no it would become smoother in fact
imagine it like this.
Event starts the timer. It collects the start position. Every so often it checks the mouse position to see if it's changed. If so, it refactors the end location. However it retains the movement at a constant/linear speed
hmm, i dont think i want it to be moving the camera by a speed more like setting an offset when you click and drag
i might do it in C++ because, ive done the same code in C# in unity and it was like 6 lines
if you use a drag at tick speed it is going to be variable speed. Giving it that floating feel because its not constant.
right
is there a difference between using migrate and unziping to a project?
where is the help section on this discord need little help with something
@desert verge not always but migrate ensures all dependencies are passed over with it (minus plugins). I've used projects that I could copy paste the content folder over and it worked fine
I'm using git checkout <commit_hash> -- ./Content/MyFolder to revert a content folder to a previous commit but nothing is happening, am I doing things correctly?
Hello, can you do bake lighting and still use Nanite, or is Lumen required for Nanite?
https://streamable.com/2et6az some cool new systems being added into the game speedbreak
Ok so i scaled my world to large, and in the character BP i changed the scale of the character from 1 to 10, but the character is now walking in slow motion and glitchy, is this because of the scale of the BP?
I have been watching a lot of tutorial videos recently and something has become pretty apparent when it comes to Unreal and arch viz specifically, that you wont get good results out of unreal without the use of console commands. Is there a guide somewhere to useful unreal console commands and what they do?
Hey, im trying to make my character leap forward when i press shift, which somewhat works but only in one direction, how can i make it so it knows which way to launch me?
ive been trying to work this out for a while now
like, its only lauching me on one axis
but idk how to make it launch me the way im going
aqu, you want a easy implantation? i would recommend strider. https://www.unrealengine.com/marketplace/en-US/product/strider-animation-warping
yeah, i would get it if i had the 50$, ig i'll keep looking lol
its worth every single penny. you can use 1 animation, and warp it into a infinite amount
as i said, i would, i just dont have the $$$ sadly
binge watching youtube guides it is
tell your family you need to take your girlfriend out to dinner
ask gma paps,
uncle aunt lol
hey man no one is judging, i gave up my girl for ue5.
LOL
well worth the trade.
well said
girls are temporary
making unfinished projects is forever
truth
Hi guys, how are you?
I'm starting today at Unreal, and I'm having a problem, does anyone know why I can't click?
hello Im pretty new to unreal how can I add more frames at the end? the animation is too short and I want to make it last longer
did you crash at one point?
open your task manager and look for crashclient and end it
Does anyone have a clue why referencing another actor BP always fail to validate? Isn't referencing by selecting the actor reference for a new variable enough? I even have a project from someone that the only reference is that variable without being casted anywhere and it validates. Now if I remove it and I do it manually myself then it fails... So cumbersome.
are you using isvalid?
Yes
and if is valid do this
isvalid says false when printing
Anyway trying to get anything out of that reference gives me nothing because it fails to validate
Funny thing is as I said this reference works when I simply open the project. Then I remove it to manually add it myself for testing purposes and it fails. I mean it sits in the same place as before.
I didn't
I just can't click right there, in that area (file, edit, etc)
I wanted to use edit to change the language to english but it's impossible
I've even restarted my pc
bits i have no idea what theissue is other than something in your code is pointed into the wrong connection
bruno reinstall. yes it takes for ever, but it will fix the issue
anyone know anything? I feel like its really obvious thing im missing but im a complete idiot so I dont really see it
How do we adjust an animation that already exists if we want to change it slightly in engine. This video will show you how you can record a new animation in engine as well as adjust an existing one using keyframes and additive layers.
easier hehe
yeah when it comes down to it, i will pay someone the 25 a hour to fix all the crap i broke
im done with anims.
Is Chaos destruction going to be a part of 4.27 out of the gate rather than a source or preview build?
just switch to 5, its here.
I don't really want my team working in an early access first public build of an engine. Recipe for disaster
i had no idea you had a whole team. yeah it is. I spent 5 hours editing my terrain today, (auto save does nothing with voxel plugin) and ue5 crashed.
Yeesh, you didn't manual save once?
never thought it would crash. its a bug with the 3d modeling tool, if you click it while landscape is active, you will crash.
wait your missing something
So what's wrong with referencing that testbox which is a simple actor BP that contains a collision box
fuck what is it.
i dont have any anim on this pc
hold on
right after event begin play...
you should have a sequencer i think it was
and what else was it...
Ehmmm I don't think that's the issue
how can i adjust a particle system play speed?
try one of these is valids
still havent found how to get the impulse to be forward facing and not axis based 😦
Is is the same thing
is the same thing, but a different way of doing it
yeah I mean it gives me the same result
oh
Just try on your end
create a simple actor and reference than from your character
with a variable without casting
i dont ever do that i always make a cast to character
I mean cast to the bp no to your character
oh
omfg i did itttt
what did you change?
i used a up and forward vector
i was impulsing on an axis before, thats why it didnt work
but now my problem is that i dont have a cool down
and i also want it to be a double-tap input
as shift makes your sprint and double tapping it makes you leap
but i havent gotten that to work yet
you should be doing that in your event graph.
FOUND THIS ON UE4 FORUMS
oops broken keyboard
make a macro for double tap
yeah i just came across the first one, but honestly i just dont understand how they're built
i also meant double button press, not tap, as im not making a mobile game
im still beginning lets say
Hi all, a bit stuck conceptually. I want to have guilds with a guild bank. My limited brain sees one path as just spawning an actor in the world for each guild that members draw a reference to. Is there a better way?
thank you so much
any idea why this is generating points outside of the box?
Done! it works now. thank you so much for the help 🙂
is the only way to tell my gamemode to use a c++ player controller to create a custom c++ gamemode class?
i just create a blueprint that derives from my cpp controller.
i like having blueprint bases of all my cpp classes anyway just so the content folder is easy to understand but i don't know if that's a common thing
how do you create a blueprint that dervies from a cpp controller? i go to pick a parent class when creating a blueprint, the all classes and search for my cpp class
but its not there
Have you compiled your C++ code?
i believe so, ive closed it now to install rider but ill recompile when it opens and try again
Check the C++ Classes folder in the Content Browser. If it compiles properly, any UObject derivatives should appear in it.
Are you having this disabled?
im not sure, earlier there was a c++ classes folder, ill reopn the project in ue and check
...did you use Hot Reload?
nah
Good, good.
oh its here now
i restarted and i have the C++ classes folder :D
so i just create a blueprint that inherits it and use the functions from it in blueprints?
Correct.
cool
what causes these stripes and how do I get rid of them?
lighting built?
I assume it's dynamic shadows artifact 
Cause it sometimes happen in UE4 with super low sun angle.
oh yeah
that was it
artifacting bad
lol
is there a way to remove the artifacting?
Not that I'm aware of.
There might be Lumen specific fixes, but I'm not sure about that either.
Although I have suspicions with the distance field, but I'm not sure if landscapes even have mesh DF.
thats it
distant field
which is that under the sun itself right?
im pretty sure its distant field shadows because i remember setting it low for something
now i wanna turn it back up
Hey all so I have a hw assignment due and I need a couple random people to answer questions about video games. Anyone willing to participate, just shoot me a DM
The game module 'MyProject' could not be loaded. There may be an operating system error, the module may not be properly set up, or a plugin which has been included into the build has not been turned on. wtf
literally just finished building my c++ code in rider and i go to the editor and bruh
No errors whatsoever when compiling in Rider?
none
Assertion failed: IsInRenderingThread() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UniformBuffer.cpp] [Line: 355]?
oh ye sorry
can you boost this server ?
any server, they just dont have a tag
Yes.
oki
anyone know where I can find some good screaming sound effects
there are tons of good ones from gore sites but it feels wrong having sound effects from a real person
and im pretty sure it would cause un needed controversy when i release the game
Either record yourself screaming like a mad lad, or find some stuff in Freesound, minding the right licence
Also if you're fancy buying sound libraries or stuff from the Marketplace, that's also an option.
That would be AO rating candidate, and you would have to sell it through underground means, or Steam.
I'm not going into specific details, but I have seen some jacked up games popping up on Steam.
It would be handled like metal gear
no blood
and no decapitation or nothing
im just not sure how they got away with it
Probably implied off-screen.
Well, that would warrant M rating.
ratings are confusing
because here in japan i could have nude teenagers in my game
laws are way different
im worried about usa the most because thats where most steam users are
Nah, Steam generally care less about age rating. I mean, more jacked up games popped up at times on Steam.
You'll going to have harder times selling it through more curated storefront like Epic Store or GOG.
So, I just noticed something on the license page of Unreal... (https://www.unrealengine.com/en-US/download)
It looks like neither Publishing nor Creators license allow for releasing free games?
I'm sure many people on itch.io uses Publishing licence and publish free UE4 games they made.
I mean, sure, there are many free games made in UE4 out there
But the licensing page says such games are not allowed
@oblique sorrel its more a misunderstanding on the page as if your game is free you dont owe a royalty that is how i saw that meaning
It's kinda vague, but Creator licence typically used for linear media creation.
Well, yes, the Creators license allows for linear media, and allows you to create internal and free projects.
The Publishing license does not seem to allow you to create free projects, that is projects you never intend to monetize
It says so right there
You can release free games under the creators license
^
This would say otherwise
you switch to the publishing license once you're earning revenue on your game that includes a free game that is monetized
That means the licensing page probably needs an update, or an asterisk, or something
That doesn't say you can't release that's just a simplified page, read the actual license if you're concerned
Because checkmarks by themselves say "no games under Creators, no free projects under Publishing"
I'm not concerned, just noticed a discrepancy there
The page, simplified or not, should provide an accurate representation of what each license allows and disallows
Checkmark means "it's allowed", dash means "it's not allowed"
It's not the first time such discrepancies happened with the legal stuff 
If you're worry about a license comes down to checkmark then your going to have more issues later on
the full license is explicit in it's intent
All I'm saying is that page is the first thing someone who wants to use Unreal sees
And it's confusing
Yesterday #fab debated over whether it's legally viable to share marketplace plugins for a team within a project.
it is
A project includes games
But that doesn't change the fact this table is not entirely accurate
Would suggest posting on the forums if it's concerning
https://forums.unrealengine.com/c/unreal-engine/feedback-for-unreal-engine-team/documentation-feedback/74
Will do
Hi, anyone know that where i can find some documents of UE-As-Lib in UE4.27 preview?
Probably not until UE4.27 fully released
anybody know what's causing this on landscapes for me? The little pyramids move around anytime i do anything to the landscape. it is having an effect on collision, and isnt just a visual glitch. thanks in advance!
Okay, thank you
I guess the heightmap got corrupted? 
Do you use World Composition and Adjacent Layers?
Yes you are right
ue4 doesnt do that yet
I don't get it. Did he mean he can't move things around in editor viewport?
(also I have not been using unity for 5 years, shortly before they went for yearly versioning)
no
basically, in Unity
if u have say a Box with RigidBody enabled,
in the game mode while, its falling(coz rigidbody), u can actually see its location rotation and scale in realitime
in the properties tab of the box
I see...
Well, truth is, it worked with physics enabled meshes in UE4. The transform params in the details panel updated accordingly 
In Play in Editor mode, works perfectly.
You select an object in PIE (playing or simulated, doesn't matter), and the transform stuff will update accordingly.
huh
How do you guys deal with the delay in the projectile spawning on the client
I am trying to spawn projectiles from my gun on the server
and they're quite a bit far ahead already when they appear on the client
depends on the speed of said projectile
for your average firearm you are better off having the client run their own hit detection and sending the "damage" event to the server to either validate or just accept as is
Can i use baked lighting in a game? cuz i have moving characters and stuff
for things that have more of a physical presence like grenades/rockets for example the general solution is to actually have them run on the server
https://youtu.be/h47zZrqjgLc you might find this interesting
In this 2011 GDC session, Bungie's David Aldridge discusses the programming that drove Halo: Reach's online networking.
Register for GDC: http://ubm.io/2gk5KTU
Join the GDC mailing list: http://www.gdconf.com/subscribe
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GDC talks cover a range of developmental topics including game des...
its a fast projectile
from an assault rifle
I'll watch the vid thanks
??
then in that case I would suggest predicting the bullet/hit on the client and having the actual damage occur on the server
the projectile on the server in this case might just be visual for the other players
having a ping delay on firing a weapon is really just not acceptable for a realtime game
but slower things like grenades can just run on the server straight up in halo reach's case
also worth looking at the ShooterGame example from Epic, it's pretty old at this point but it's a fully working multiplayer shooter
in fact you could literally just make a game on top of it lol
It uses hitscan for the assault rifle and the grenade launcher's projectile is really slow
so there's nothing I can take from it which will help my case of a fast moving projectile
a fast moving projectile is definitely a more complicated problem but you can still get away with running it on the client
You can apply baked lighting on static level environments
What about my character?
If the lights are Stationary typed (not Static), the light will cast both baked and dynamic lighting. Baked for static objects, dynamic for moving objects.
OK, i have just started using unreal
So how do i use dynamic lighting
@drowsy snow ?
A fully dynamic light capable of changing all of its properties during runtime.
If I am hearing you right, I spawn it on client for the actual hit detection, and on the server for everyone to see?
that's my best guess
Thanks a lot!
One more question if you can answer
When I spawn it on the server
How do I prevent it from replicating to the player, which has already spawned one for himself
also consider having the server "sanity check" if the bullet could even hit from that direction etc
more of an anticheat I suppose
Ah kk
some games don't even bother
You know the answer to this?
not off the top of my head
there could be multiple ways of having the spawnbulletcue RPC or whatever only happen on your representation on remote clients
you can find a lot of discussion from more experienced people than I if you search "projectile prediction" in this discord
a more gigabrained solution I should mention
Unreal Tournaments rockets are predicted on the client but end up as server projectiles
Thanks
they spawn a client predicted faked version and then turn it into the server version that appears later over time
Oh yes, Unreal Tournament project existed.
If you want to learn the pro way, consider reverse engineering the Unreal Tournament project, which has been sat in limbo for 4 years
I wonder how how they timed that
good question, it seems like a gamble based on hoping your ping doesn't go crazy after it spawns
everything would be much easier if user ping never fluctuated
It's as accessible as the UE4 source code, but last approved commit was from late 2017
Yo I just noticed the when I spawn the projectile on the server, the begin play is called on the client AFTER the client has received the spawn of the projectile. I'm pretty sure I can use that to time it
If I have a reference to the projectile somewhere
I'll have to give each projectile a unique ID though
Maybe it's a viable approach maybe it isn't who knows
I don't know about each projectile having a delegate to let the weapon know though
That's a lot of delegates
and I'm pretty sure the performance implications will stack up
At the moment I'll just trust the client with the projectile and do some validation checks then
I don't think I want to do the entire networking for the weapon system just now
Though trusting client for this stuff is risky, because who knows if one can bend the projectiles at will, using "The Force"
Or maybe stopping projectiles before it hits a player a la "The Matrix"
Well I'm really noob at programming at the moment let alone networking (The name says it all)
I'll try to see what I can manage
I'm making servers minecraft type, so server admins can ban whomever they think is cheating
I want the user to have the ability to put his own music from his phone.
I don't know the specifics on having file access in Android, but this plugin might be what you need:
https://www.unrealengine.com/marketplace/en-US/product/runtime-audio-importer
Since most people have their musics as MP3, I think that's enough for the loading stuff.
Thank you very much. I will try it right now ! 😊
i can't get my cube player to rotate when going up a slope
simply sliding on the ground as movement btw, not rolling.
If you use something like character movement or floating pawn movement it won't work that way
You'll have to make your own movement component is what I mean
or customize the existing one
Or what you could do
is simply rotate the mesh every frame
instead of the capsule
i don't know how to do any of that, but i'll look it up, thanks
hej dont know if this is the right channel, but i have a problem with two off my inputs.
They wont fire even tho its all looks good.
for some reason my Up and down context menu dont what to fire when i scroll
I am having a real hard time getting into unreal engine. It's so cool, but there's a lot of weird obstructions - just my luck I guess...
Try restarting your launcher
(not just clicking the X button, but also this Exit button in the tray menu)
That solved the issue 🙂 (I already was trying that, I really just needed to vent a little)
...did I just try clicking "Unreal Engine" button of my own screenshot?
The scale looked the same, and can pop up on where the mouse was located. 
Hello everyone, are there any guidelines on how to connect the HP reverb G2 headset to work with the default project (4.1)? Although the hmd is connected and I can see around, the controllers are not connected correctly and are not registering to input. I am using 4.26 and I tried both the openXR and HP plugins as well as setting up through steam VR.
hi, my epic launcher is no longer showing a highlight (little orange ball) when i have assets i need to update. Could any one help ?
Try cold restarting the launcher, by exitting from the tray menu (as I screenshotted above)
i am learning how to build a third person shooter, i am struggling to get the character animation to feel like it is looking in the same direction as the hud reticle
You don't have to be exact with it. At the very least, make the character convincingly looking to where the camera's aiming on.
Except if your aiming system is like Resident Evil 4.
seems like it is more about camera position then
Hello all, is there anyone avaliable for live chat I have some difficulties to understand regarding lightining the scene in outdoor enviroment?
Thank you, I don't think it solved anything, I am still not getting the little orange icon above "Library" or above any of the assets in my vault when they need updates. Been like this for a few weeks already 😦
It's as if i had unchecked a box in the settings called "show update indicators". We need that box 🙂
what is the best way to do a revolving sun and moon
also how would i go about fixing this with physics
both the shirt and jacket have their own physics
do i weight the jacked to the shirt
can i even do that if the shirt is weighted to the character
Use sky sphere with your own material for that.
Weight the clothes into the skeleton, and only simulate physics on the loose parts.
Question: I'm seeing loads of assets in a variety of places (I wish I could afford them all as fiddling around in Unreal Engine is a blast) but I'm not seeing medieval/fantasy RPG armor assets hardly at all. Is there a place you can get various plate, leather, robe type armor sets?
the marketplace its search function is a bit wonkey, but try both medieval armor/armour and rpg armor/armour
Okay thanks. It doesn't look like there is a category for it like weapons. Seems like there should be. I'll try to be better at searching if the stuff is there and I'm just not finding it.
there certainly more weapons than gear, but thats also because the latter is harder to make
its especially hard of its made out of mythril
I'll bet. And Although I feel like I have some probably standard'ish characters, I'm sure fitting it will be an issue.
lol.. I get it. 😄
ah, ty

naw whats poop is ue5.
Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 179] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
💩
PSU is adequate and no bloatware like msi afterburner etc on?
So i scaled my world to large. Would it not be proper to scale the bp of the character larger? or will this case issues in the long run?
Why do I get seams like that after Rendering with multiple samples in Movie Render Queue?
Hey so I have a few questions
Who here would be considered a professional of sorts
a professional what?
Ue4
Basic stuff ya know
well i don't get paid to develop games
how do I make so actors actually pay attention to the navmesh when they spawn?
Well if you know the engine and the scope of a project
@potent bridge what do you mean?
My main question is, how long would an mmo take to create with 3 people and would you need a bigger team?
@honest vale When I spawn an actor from the "Spawn Actor" node, it completely ignores the commands to move around the navmesh
its fine if I just straight up place the actor in editor, but not when spawning
fixed.
start small and work your way up.
Ok cool thats what I've been trying to tell a group of friends that wanted help on an mmo
@potent bridge is the pawn set to auto possess AI on spawn?
@honest vale I fixed it mate.
If you just have 3 people: probably long enough that you're in your midlife crisis by the time you have the system working.
Also, MMO is NOT cheap to make.
I have said this numerous times to overambitious indie developers with no prior industry experiences, but indie developers with small team should NOT start with making MMO, just because you see popular MMO games raking in profits.
You have to have multiplayer system that can handle large amount of players, and it's not easy. You also have to think what kind of content and long term support you want to dedicate on the game, which is not easy in practice. You also have to prepare a lot of servers, which are not cheap. You would also require a lot of manpower going into development full time, which is not cheap in both cost and time.
Please, do not reflect on something like Dreamworld and goes, "yeah, I want to make MMO game as my first commercial release, like Dreamworld!" No. Just don't. Start with simpler, single player games. Gain some following, gain some sales from that single player games.
Rant over.
Do you know if it is common to use 2 anim BP for a same character ?
They were saying it was purely a passion project and its a pokemon mmo on top of it.
I've tried telling them but they keep saying mmos don't need a big team because there's a single one that is being worked on by one person
If you want to use 2 anim BPs, you might as well merge them into one anim BP, and switch around with state machine.
"Passion Project" and MMO don't go hand in hand if you're not significant enough of a AAA studio employee.
Tell me if that one MMO that's being (supposedly) worked by one person is a successful and not an early access MMO game. If they referring to Dreamworld, give them a mocking laugh.
Also, Nintendo is trigger happy with filing C&D on projects that touched their IP. Their project will be shutdown in no time, given enough following.
I've tried telling them that but they won't listen to a word I say and I don't want then to waste time like at all.
Greetings. Is it possible to use Device Manager to connect Windows based PC inside of LAN?
I did tell them to make a small project first because 1 of the 3 doesn't know how to use unreal and says he's the manager
Is there any tool that can deploy UE remotely to LAN machines?
If they're that egoistic and so determined to the project, then their game won't even enter early access by the time they're reaching midlife crisis.
They're overambitious and underestimating the problems that will arise.
Though I'm sure they don't look at Land of Chaos II and went "I want to make that kind of game too on my own!"
I hope they come across this, they're in the server
Thanks for the reply! I am actually using nothing but the default flat landscape, and Exland, a landscape automaterial from the marketplace, though this happens in a lot of cases.
I thought it was my GPU, as my RX580 doesnt like tesselation and gives me stretching artifacts, but the screenshots have tesselation off, and that wouldn't explain ue4 giving weird collision to the little pyramids.
Is Forest Ground still in Bridge? I can't find it...
Probably got renamed 
Either renamed, or somewhere in forest themed collections.
Oh wait when I typed Forest Ground it didn't show up, even for forest or ground separately, but showed up for forestground
I accidentally hid my landscape from the scene, how do I get it back?
Try disabling Usage Data
Weirdly enough, it tries to send the Usage Data when compiling/packaging game
Is that UE5? why does the UI look like that?
It's UE6
Nah, it's just a modified UE4 of mine 
Haha, cool 🙂
I haven't yet seen how UE5 looks in terms of ui so i made a wild guess
Also thanks for the heads up with the usage data
Trying to improve my server's memory usage, the profiled data raises a few questions:
- I see 2.3GB for physics, would this be collision data for my foliage instances for instance?
- I can't tell from the graph where 2 out of the 4GB is coming from.
- I see 333MB from meshes, which surprises me because it's a dedicated server.
Anyone handy with Unreal Insights that has a few clues to impart?
In case you're wondering, this is how UE5 UI looked like.
Anyone ever think about this. or am I the only one. Epic games has a vast marketplace full of content made by people like me and you, and they can just take what ever they want and use for any of there games with out even any precaution. We are slaves to them 😦
think of that what gives EPIC GAMES to You .
Epic never used marketplace assets for Fortnite.
But Epic do use some marketplace assets for demonstration purposes.
Yeah idk i spent over 2,000 on the 70% off sale and i was just thinking about this
Think of it this way: Marketplace creators have consented to sell their assets in the UE Marketplace for use in Unreal Engine projects.
Yes, you can bring in MetaHumans to both UE4.26+ and UE5.
thank you ; is there a video for the ue5 ? or an documentation how to do that ? or can you show me quick in few minuts with screendupliucation within discord?
https://www.unrealengine.com/en-US/metahuman-creator
😄
I don't use UE5, but it should be as simple as exporting other MegaScans assets.
Well, at least, not using UE5 for serious use, that is.
We're having an issue when another person in the team is getting crashes when trying to use the megascan plugin in our game's project files. The project files are copied from my computer to theirs. Any suggestions?
Ask them to install the Megascans plugin by themselves. They would only need an Epic account with valid UE licence and Bridge app.
They did. Sorry. Need to clarify. When using the megascans plugin in our game project they are getting crashes.
So there is something about the copied game project that is causing megascans to crash
Can you post the last crash log file here?
Yeah gimme a few minutes 😛
UE4 constantly keeps crashing due to a D3D error
`Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed at D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1168 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll`
and this only started after i upgraded my GPU/PC
yea
DX12 is known for prone to DXGI DEVICE HUNG error.
i tried thisa too "C:\Program Files\Epic Games\UE_5.0EA\Engine\Binaries\Win64\UnrealEditor.exe" -rhivalidation
So switch to DX11?
Yes, switch to DX11.
hi I am a programmer and I have seen some previews of UE5 and was thinking of learning game dev, so I just want to know about the learning curve of UE
not learning With Ue5 is a Tip
If you're new here, welcome, and firstly, use UE4 instead first, and master it. Start with Blueprints - it'll give you the easier learning curve.
UE5 is still super rough around the edges, so it's not recommended for people who just starting out - unless you're an environment artist coming from offline rendering experience.
its EA and have a lots of PRoblems
blueprints? sorry I know like NOTHING about UE
I just got a 3080 and was having a bunch of crashes, until I downloaded and ran the nvidia uninstaller tool to totally clean drivers, and then I installed Nvidia studio drivers instead of game drivers.
Also, to quote myself on the matter:
It's not an embarrassment to use Blueprints in Unreal Engine
Here you can Download Display Driver Uninstaller, this Display Driver Uninstaller is a driver removal utility that can help you completely uninstall AMD/NVIDIA graphics card drivers and packages from your system, with...
are blueprints presets or smthn?
Blueprint is Unreal Engine's visual scripting system.
oh, so like Unity's bolt
what programming language does UE use?
I have not used Unity for 5 years now, so no idea about Bolt or whatever that is.
Unreal Engine uses C++
how do i make my game look better visually cause it looks really bad
Though beware that UE's C++ is lower level, unlike Unity's higher level C# scripting.
ooo
oh
Practice lighting and PBR material a lot
Here is the log file for the crash when attempting to import megascans assets to our project file.
learn it learn about Lightning etc , there are a lots of tutorials, all about Unrealistic hyperrealistic archviz, Fortnite graphics, or really Realism
Not somehow
DX12 has been that unstable in Unreal for quite a while now.
this is an image of bolt
ima try vulkan
Vulkan is okay-ish 
Though definitely not as robust as id Tech 6/7's implementation
Bless your Linux userbase to be 
Looking at the log, it seems to ended abruptly 
@lost sparrow What's the message that come out when the editor crashed?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12Core
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
I'd put my suspicion on the DX12 usage. 
Just maybe, see if using DX11 stops the crash.
dx12 ofc is going to crash with non supported gpus xD
i have the 5700 xt, thats why it was crashing.
It's weird, because you would have DXR exclusive to DX12, and then those realtime raytracing capable GPUs...
Do you guys know how to make a volume follow a terrain spline?
Volumetric fogs? I think you can feed in height data, but not sure about the terrain specifics.
I don't think you can bend over trigger volumes, no.
I see, so how wlould you go about detecting when an actor overlaps a winding area, like a river?
Or a road
Granted that your river or road not extremely bent like a snake, you can approximate the trigger box placements within the road's proximity.
problem is it is bent, and it must be as accurate as possible...
You can't have it accurate down to the milimetres, it's a given limitation with realtime calculation.
Well, I know, but you can have accurate collision with roads that are winding. I'm looking at that level of accuracy, which I know is possible
well how are you wanting the collision to be triggered? like standing on it or entering it or ? you can always use traces down and see what surface(s) you are on
That's what I'm doing now @grim ore , using traces. I thought using a volume would be simpler, because i need to check that the entire mesh of my actor is inside the volume, so I have to do a trace from every extremity.
Also big fan of your videos :))
volume might be easier, you could technically move the volume along the spline relative to the player but thats for normal splines, I dont know if you can do that for landscape. Now with that said you could put a normal spline over that one then again move the volume. People do similar stuff with audio sources to make the sound of say a river move with the player
Even so, the volume would still be a box that would have to cover the length of my character (and my character is a pretty long boie), so in sharp turns of the road it still wouldn't detect the mesh of the character being outside the bounds of the road.
sounds like a complicated issue
how do you usually tell what your scene has awful lighting?
Well, you can tell if it looks awful.
Mainly how the shadow behaves.
Hello everyone, so I have been trying to optimize my level for the longest time, and the entire time I've been thinking it has to be all the trees I have. But I went ahead and removed every tree from the level and my fps doesn't really change. I cant seem to understand what is causing such low frames when I've culled and done a bunch of LODs for items. It's also only looking in certain areas however there isnt anything in those directions so I'm super confused. I'll put screenshots or videos as requested! Help would be greatly appreciated
do you use dx11 or dx12 as default
Who knows a good resource to work out battle systems? Like a simple rpg, rather than full action rpg. I saw a video on youtube where with someone made a rpg like system with a duck main character. I am wondering how they figured it out.
** New/second attempt at a UE4 turn-based system here: https://www.youtube.com/watch?v=nsodCYKt_G8&feature=youtu.be **
A quick look at some basic RPG systems I made in Unreal Engine 4, specifically a turn-based battle system and basic interior/exterior exploration. Inspired heavily by Dragon Quest VIII.
This is something that I work on in my f...
there's jRPG template in the marketplace.
So just try to reverse engineer that?
Either reverse engineer or repurpose that, up to you.
The documentation on those always leave much to be desired. lol.
I think I have three different versions
Is there any way to add noise to a animation graph sequence curve?
Unreal Engine don't support making noise modifier to curve like Blender's able to.
😦
Your best bet would be making it in Blender instead.
I was hoping there was a way to load something like the camera shaker asset into the animation
to oscilate it
That, or programmatically fluctuate the values.
Actually I think Control Rig has noise node
How can I get my project to show up in the recent projects tab?
I have to click browse and open the .uproject file everytime.
You mean, this?
I mean when I first open the engine
and it brings up the list of project types
This
The project I want is not showing up there.
You mean, this.
If you have the project folders inside one directory, it should show up once you open one from that directory.
Doesn't matter if it's UE4 or UE5.
yeah I reinstalled it to my ssd so it doesn't take 10 minutes to open
and I can't change the project directory
Try browse for one using the Browse button, and the engine should be accustomed to that directory.
Try creating another project in that directory.
Browsing to the directory alone should've do the trick 
Ok
It's been a very long time since I clean installed UE4, so I can't reproduce the issue.
omg it opened it like 20 seconds
that's insane
That's like... 6x faster than Unity ever has lol
Nope, that didn't do it either
Maybe it has to be done through epic launcher
Switch the RHI and let it sing, "Compiling Shaders" 
ohhh nooooo
creating valleyoftheancient...
Time for my hard drive to die 😄
There's not enough space on my C drive for the data lmao
is the DDC going to take up that much? 
I mean, the Derived Data Cache, not the project size
I guess so
Where the compiled shader belongs.
lol
I'm super doubt it'll take that large.
Well it won't let me
Also rule of thumb: Don't store UE projects in C:\
I usually have them on my D drive
I only have UE5 on my C cuz it takes much longer to open than UE4
anyone else having problems with WindowsExplorer CPU usage, after recent Win10 updates?
Is unbelievable that VS2019 + UE4 + UE5 + 30xBrowserTabs together consume less CPU than WindowsExplorer doing nothing...
I didn't update my Windows 10 for minor updates, so I don't suffer this issue. If anything, UE4 and Bridge occupies my CPU workload, and Bridge is the strange case.
rule of thumb nowadays with win10 is, wait 2 months before updating :p
I think it started with Win10 20H2 update. I installed in 06/06 and since then I noticed this problem, it get worst inside UE5 Source folder (probably too many files and subfolders).
yea, cortana is really annoying. there was even a bug a few months ago where it kept trying to defrag ssd's as if it was an hdd which bricked some peoples ssd's
