#ue4-general

1 messages · Page 1015 of 1

torpid dragon
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I don't have a clue on what you guys talking about, hehe
but i'll... eventually

drowsy snow
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Nothing outlandish, really 😛

torpid dragon
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yeah, i need to learn how those work yet

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including lumen

latent nova
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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!

drowsy snow
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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 😆

latent nova
light thunder
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How do I pass parameters into a level sequencer?

drowsy snow
spare kernel
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you can store them iirc in level actor, or some other world actor

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ye that ^

torpid dragon
drowsy snow
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Lumen is UE5 exclusive.

torpid dragon
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yeah, of course ahha
but I mean if you migrate to 5

drowsy snow
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Well, if I migrate to UE5, I would've also move my modifications I made to my custom UE4.

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And it's not easy tbh

torpid dragon
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what you mean by modifications?

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plugins?

drowsy snow
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Modifications, as in directly modifying the engine source code.

torpid dragon
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ah

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well, that's some next level stuff 😆

light thunder
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Just doublechecking, I rarely mess with child blueprints - if I want to override the construction script, simply disconnect right?

drowsy snow
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Or, as programmers would call it "lower level stuff" 😆
Because high level is more of the surface work, while lower level goes deeper.

drowsy snow
torpid dragon
restive eagle
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you can find some custom engines on the net, if you know what to look for

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for example im using one that has DQS skinning

torpid dragon
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let me look what that is

restive eagle
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where as unreal uses linear by default

drowsy snow
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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.

torpid dragon
restive eagle
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yup

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unreal 3 had it but they decided to remove it later on

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it's not something that you might need, but it saves some time in the end.

torpid dragon
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i see

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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?

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like, i'm seeing a lot of arms examples, lol

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being bend and stuff

restive eagle
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yeah it helps with some bends/twist

torpid dragon
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nice

restive eagle
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but you can do that with linear as well just requires a bit more work

torpid dragon
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i see

restive eagle
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i don't work with rigs/meshes so cant really explain it any better 😄

torpid dragon
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looks like lesser "ps1" style

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lol

restive eagle
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wish they would add it back, but i guess they didnt want to support both skinning methods

torpid dragon
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not planned for ue5?

restive eagle
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havent done the research, but doubt it

torpid dragon
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right
so you work with ue since v3?
how many years is that?

restive eagle
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no i havent, i just know it existed before

torpid dragon
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aaah, ok

restive eagle
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still it's just one example that you can find on the internet

torpid dragon
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uhum

restive eagle
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while you were talking about modified engine version

torpid dragon
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i see

restive eagle
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for my own life i couldnt do something like that, but someone else did which is appreciated 😄

drowsy snow
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Worth mentioning that some (but not all) engine modifications got picked up by Epic and promoted for the next version.

torpid dragon
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now i understand that migrating might bee a pain, depending on the level of customization you already have on your current version

torpid dragon
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open source being open source

drowsy snow
drowsy snow
restive eagle
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there was another terminology

drowsy snow
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Source-available

restive eagle
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yeah that one

torpid dragon
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i see
i didn't know the source was available to mods
i see it here on my ide

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but yeah... since i'm a noob with c++

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didn't know it could be modified until you guys told me

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I thought it was there just for compiling and stuff
not really available to modification, i mean

restive eagle
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you can just focus on blueprints for now, will help you to learn ue4 fundamentals

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there are a lot of devs that only specialize in bps

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

fierce tulip
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^

torpid dragon
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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

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i've messed up with C++ but only on embedded projects, that's all

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hahaha

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good to know

drowsy snow
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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.

plush yew
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But it was cut in ue5

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Nativization is not supported as i know

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Ahh, ok

drowsy snow
torpid dragon
light thunder
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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

torpid dragon
light thunder
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The only reason I am using those other actors as cameras is because it just makes it easy to see the location/rotation angel

plush yew
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Can you send link in DM @torpid dragon

torpid dragon
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sure

drowsy snow
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That's decent 👀
Though you might as well post it on #work-in-progress

deep quest
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is there a channel for collabs? in ue4

drowsy snow
torpid dragon
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you have to be really careful hahah

deep quest
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ok

drowsy snow
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Also heard that one UE4 tutor rage quitted from Udemy

deep quest
pliant copper
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can u link?

torpid dragon
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the one i'm currently using looks nice and it's getting updated

pliant copper
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nvm

light thunder
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How do I lerp between two cameras in Sequencer?

torpid dragon
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bros, thanks for the help and chat
going to lunch and work
thx!

drowsy snow
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Well, it's almost midnight in here.

torpid dragon
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Brazil, 1pm here

pliant copper
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4pm ireland :D

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can do anything

drowsy snow
pliant copper
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the fact that C++ is so close to machine code in the hierarchy of languages makes it amazing for everything

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true 😄

drowsy snow
pliant copper
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making games with assembly?

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thats

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an

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idea

light thunder
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How does one manually refresh/execute a construction script?

pliant copper
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and how many decades did it take to create?

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just restart the game

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damn thats quick

drowsy snow
light thunder
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Hmm...wasn't working - my references must be off somehow

pliant copper
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does it run at 1fps or several million fps?

light thunder
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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

drowsy snow
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Compared to SimCity 2000 which is not exactly smooth framerate sailing

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Even in full speed DOSBox-X emulation, SC2K still plays sluggish, especially with metropolitan scenario

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Btw this should move to #lounge if we want to continue the convo

drowsy snow
light thunder
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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

pliant copper
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location 1 at the start, location 2 at the end

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and it should just do it for u

light thunder
flint trench
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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

drowsy snow
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If you want scripted event happening, but still have programmatical stuff, either execute the event in Sequencer, or not driving it in Sequencer outright

flint trench
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I can select the foliage like this and InstancedFoliageActor appears in details but then not in the outliner :/

light thunder
plush yew
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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?

light thunder
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I see, make an event that lerps between those two actor points on the camera actor itself, just call that event from sequencer?

drowsy snow
light thunder
light thunder
flint trench
light thunder
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play around with your modes - when it doubt restart the editor

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but it has to do with what you selected somehow, I think

flint trench
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nothing is selected at all

light thunder
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try first selecting the landscape itself

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like in editor mode, when you straight up can delete the entire thing

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then one it is selected, try going into paint

flint trench
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yeah doesn't work

light thunder
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obviously make sure you have set a landscape material and layers and all that

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try it on a content example with landscapes

flint trench
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yeah will give that a go and see if it's editor bug

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God damnit. I think it's just a bug that's occurred because I moved my landscape to a sublevel

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what do I even do about this lol

light thunder
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just open the original level, where you could paint on it

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then delete everything BUT the landscape

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save as a new level, and then load as a sublevel

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I agree it's not a perfect solution but copying landscapes can be problamatic

flint trench
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I mean it's weird I can litterally see the foliage on the landscape in the sublevel

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But the foliageinstancedactor isn't here, i think that's the issue

light thunder
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oh

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I think i know what it is

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make sure you have added those foliage actors to the landscape

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and in foliage mode i mean

flint trench
light thunder
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and you still can't paint anything by selected on and paint single?

flint trench
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nope

light thunder
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try deleting them all and seeing if you manually add one you can paint it then

flint trench
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hmm good idea

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Oh even if I remove them and drag the foliage mesh back in fresh

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it doesn't let me paint

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so weird man wtf

plush yew
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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

flint trench
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omfg lol

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I am so mad

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Apparently sometime between 4.21 and 4.26 this broke 😄

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just setting it to block all fixed it lol

light thunder
light thunder
flint trench
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ik... sigh

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why the fuck does that even count in the editor lol

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like

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what

light thunder
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that sets the time scale on my timeline right? but keeps the overall start/end points relative right?

flint trench
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I don't think so? Pretty sure NewTime is the current time in the range

light thunder
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damnit i thought it was but i was hoping the other way

flint trench
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"Set New Time" is telling it to scrub to that position

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I think

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might be wrong tho

light thunder
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No, I think you are correct

light thunder
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Is there a simple way to parameterize the time ?

flint trench
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if you get the timeline component you might be able to scale it somehow?

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But honestly not confident it would be exposed to blueprint

light thunder
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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).```
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frigid urchin
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Hi, can I delete my UE 4.26/Engine/Binaries folder? It's taking up about 12 GB of memory /:

arctic path
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What could i build here, let me hear any of your ideas please.

arctic path
frigid urchin
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But is it normal for them to take up that much space?

arctic path
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Yes

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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.

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just buy another hard drive. they are VERY cheap atm

sharp crest
# arctic path

depends on ur game lol
I'd start by adding grass and trees tho

arctic path
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@sharp crest I am making a full scale battle royale, just drawing blanks when it comes to ideas today... a HUGE derp today

sharp crest
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wel then think urself we cant tell u what u should design ur environment with

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it depends on how u want it

arctic path
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black circle is the same spot

sharp crest
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your account name and icon is hilarious

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in a good way

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lol

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oh so u have buildings and stuff

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just add a big house

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like fortnite does with little empty spots like these

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they have like instead of a city, they have one big house or a mansion or something

arctic path
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i was thinking of a huge night club

sharp crest
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sounds like fun

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I once made a battle royale game

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it was so much fun tbh

arctic path
sharp crest
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shouldve released it lool

arctic path
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i bought this with the 70% off sale

sharp crest
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I think I might have bought it full price and didn tuse it

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wait nv wasnt this oine

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this one is cool tho

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but ur game doesnt look realistic style?

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so Idk if this fits

sharp crest
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sad

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I buy a lot of stuffo n the marketplace just cuz they look cool not cuz I will ever use them

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loil

arctic path
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realistic buildings and trees and such, stylized landscape 😛

sharp crest
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ah doesnt make much sense

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but prove me wrong

arctic path
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exactly 🙂

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my world is based on a parallel universe anyways

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wierd things will be in here lol

sharp crest
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well it's not about being weidr or not

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it's about making it look good

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so if it looks good then sure

arctic path
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lol my landscape materials right now is just a place holder to help me visualize and identify my areas of my world.

blissful gorge
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Is there a channel I can go to, to ask for Unreal help?

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Cuz it has to do with normals not exporting right

lost void
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Hey Guys, Can anyone help me out to create a hair shader in unreal using rootuv attribute.

pliant copper
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what is kismet?

fierce tulip
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blueprint's dad

deep quest
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where can i do the $unpaid command?

plush yew
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unrelated but does anyone else use the lightsaber progress bar on spotify

fierce tulip
kind dew
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any resources, tutorials, marketplace assets, etc for spherical water so I can have a planet of water that works with waves/bouyancy/etc

mild phoenix
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Is this a joke?

fierce tulip
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mp had/has some isp issues iirc

mild phoenix
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Its because of "Control" game?

fierce tulip
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that, and the 3 months free discord nitro seems to have taken a chunk of the resources

plush yew
light thunder
gray kindle
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ok i thought i fixed it but i did not. How to turn on path tracing in UE 4.27?

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there is no path tracer in view mode

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and i turned on ray tracing

sage imp
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hey

late stag
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u guys like my pfp 🙂

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the first thing i made in blender today

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from some help from my 3d modeler friend

fierce tulip
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whatnow

arctic path
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does this scale look correct? should i make it higher or lower, or does it look perfect? (talking about character BP)

pulsar dagger
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free on epic store

fierce tulip
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*if you havent had nitro before

fallow hornet
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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

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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?

toxic lily
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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?

kind dew
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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

fierce tulip
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^

toxic lily
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oh dope cant believed i missed that

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thanks

desert verge
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has anyone sued this tutorial on 4.26? getting a few errors with the materials

fierce tulip
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always follow tutorials in the version the tutor used

grim ore
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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 😛

desert verge
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should i not use 4.26?

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just started learning unreal

grim ore
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you should yes

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you say you have errors , we have no idea if its with you or the tutorials

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his suggestion was just to follow the tutorial with the same version to eliminate the engine version being the issue

prisma meadow
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heyy wanna help me make up a story for my game i joined a contest and the theme is year 2041

grim ore
prisma meadow
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ohh im new in this server

steady bramble
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Hi all, how can I get this little node?

grim ore
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its an add node

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yellow is vector by the way, so that is a vector + vector node

steady bramble
stable horizon
#

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++.

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Sorry if this sounds like one big ramble, I'm just looking at this in a mindet for the future. Thanks!

grim ore
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ok so first

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where the **** did you read this? "I know Blueprint isn't oftenly used in the "real world", aka any big industries."

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like seriously so I can go burn them to the ground

stable horizon
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Wait it is?? Well dang!!

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I asked the Unreal Reddit tbh (I know it's weird), and that's what they said!

grim ore
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IF Blueprints was never used and C++ was the right way, why would there not be more training on C++ over Blueprints?

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I read reddit every day and I have not seen a thread like this

stable horizon
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Wow! Well ok then!

stable horizon
grim ore
stable horizon
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Wow! Ok! Well you guys have really helped!

grim ore
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^^^

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UE5 is in early alpha, don't use it to learn its.... silly

stable horizon
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Ah ok! Well thanks again!

grim ore
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heh... matinee. I still see people using tutorials on using matinee to open doors

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I have no idea, Im guessing one of the popular channels did it

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and fun fact, the rotating map in the shooter game project used a matinee just to rotate it in a circle...

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it was supposed to at some point, but since matinee is still technically in the engine I think they just let it stay

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you cant create matinee stuff but older matinee stuff still "works"

prisma meadow
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what should i choose unity or unreal? i am want to start programming but i dont know what engine should i pick

grim ore
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learn programming then

somber quail
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Is the launcher down for anyone else?

prisma meadow
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ohh i know that but i want to start develop games

crimson monolith
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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?

grim ore
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there is no good answer for "unity or unreal" both work depending on your goal

crimson monolith
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so I only need to add the inventory as an ActorComponent to the gamestate right?

frozen pond
#

can i somehow test ue4 game on any android emulator ?

gleaming sandal
#

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...

▶ Play video
kindred viper
#

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

gleaming sandal
agile hornet
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Hey

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I my inst is not making changes to my material

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How do i fix this??

grim ore
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well we need more info on this

agile hornet
grim ore
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well can you show us the issue?

agile hornet
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Sure

grim ore
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or give more information on what should be happening and is not

agile hornet
grim ore
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so what does that parameter do?

agile hornet
agile hornet
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But it doesn't change anything in my level

grim ore
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and that instance is on the mesh in the world?

agile hornet
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BTW I'm using UE5 so this could be a bug

grim ore
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it could be, it could be the material, it could be the instance, it could be the mesh.

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it seems lke its fine based on th preview showing it correctly

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try another mesh, like the default cube

steady hull
agile hornet
#

k

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So i right clicked my material and clicked Create material instance

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Then i clicked on the node that changes the size

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then apply

pliant copper
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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

grim ore
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at what poit did you put that instance on the mesh?

agile hornet
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Ok

pliant copper
agile hornet
pliant copper
agile hornet
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It changes in the instance but not in my level @plush yew

versed burrow
#

Guys would u rather play a game that has stylized graphics or realistic graphics?

pliant copper
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like you wouldnt used stylized for a call of duty game, but you would use realistic graphics

agile hornet
versed burrow
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I just thought of that right now

grim ore
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show us that the instance is on the mesh in the world

versed burrow
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Thanks for the help mate 👍🏾

pliant copper
#

👍

agile hornet
grim ore
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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

agile hornet
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Whats the issue?

kindred viper
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applied the material and not the instance

grim ore
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it was the first thing I asked as well...

agile hornet
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Ok thanks

pliant copper
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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 :(

kindred viper
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its like its taking mouse acceleration into account

pliant copper
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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

kindred viper
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that seems rather overcomplicated for that action though

pliant copper
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ikr

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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

kindred viper
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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

pliant copper
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most of the code is just making it feel nicer, i think aspect ratios make it feel odd

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so the maths is to account for that

kindred viper
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I could also factor in a linear interpolation to smooth it out

pliant copper
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true

kindred viper
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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

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then you can fix the distance it moves rather than it calculating based on variable start/end positions

pliant copper
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then it would become jittery no?

kindred viper
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no it would become smoother in fact

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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

pliant copper
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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

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i might do it in C++ because, ive done the same code in C# in unity and it was like 6 lines

kindred viper
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if you use a drag at tick speed it is going to be variable speed. Giving it that floating feel because its not constant.

pliant copper
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right

desert verge
#

is there a difference between using migrate and unziping to a project?

honest helm
#

where is the help section on this discord need little help with something

kindred viper
#

@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

plush yew
#

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?

crisp turtle
#

Hello, can you do bake lighting and still use Nanite, or is Lumen required for Nanite?

late stag
arctic path
#

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?

muted iron
#

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?

obsidian sinew
#

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

arctic path
obsidian sinew
#

ill look it up!

#

Im poor!

arctic path
#

what you are looking for is very very simple with that

#

lol

obsidian sinew
#

yeah, i would get it if i had the 50$, ig i'll keep looking lol

arctic path
#

its worth every single penny. you can use 1 animation, and warp it into a infinite amount

obsidian sinew
#

as i said, i would, i just dont have the $$$ sadly

#

binge watching youtube guides it is

arctic path
#

tell your family you need to take your girlfriend out to dinner

#

ask gma paps,

#

uncle aunt lol

obsidian sinew
#

im tryna make games, do you really think i've got a gf lmfao

#

jk

arctic path
#

hey man no one is judging, i gave up my girl for ue5.

obsidian sinew
#

LOL

arctic path
#

well worth the trade.

obsidian sinew
#

well said
girls are temporary
making unfinished projects is forever

arctic path
#

truth

zenith bobcat
grave kettle
#

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

arctic path
#

open your task manager and look for crashclient and end it

static kiln
#

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.

arctic path
#

are you using isvalid?

static kiln
#

Yes

arctic path
#

and if is valid do this

static kiln
#

isvalid says false when printing

#

Anyway trying to get anything out of that reference gives me nothing because it fails to validate

arctic path
#

use it at the begining of your bp

#

not the end

static kiln
#

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.

zenith bobcat
#

I've even restarted my pc

arctic path
#

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

grave kettle
arctic path
static kiln
arctic path
#

or that

#

lol

static kiln
#

easier hehe

arctic path
#

true 😛

#

i hate anim bp so much

static kiln
#

I hate spending hours with something that is probably stupid

#

😄

arctic path
#

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.

umbral swift
#

Is Chaos destruction going to be a part of 4.27 out of the gate rather than a source or preview build?

arctic path
#

just switch to 5, its here.

umbral swift
#

I don't really want my team working in an early access first public build of an engine. Recipe for disaster

arctic path
#

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.

umbral swift
#

Yeesh, you didn't manual save once?

arctic path
#

never thought it would crash. its a bug with the 3d modeling tool, if you click it while landscape is active, you will crash.

static kiln
arctic path
#

wait your missing something

static kiln
#

So what's wrong with referencing that testbox which is a simple actor BP that contains a collision box

arctic path
#

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...

static kiln
#

Ehmmm I don't think that's the issue

arctic path
#

no its a point of reference.

#

this is going to drive me nuts.

toxic lily
#

how can i adjust a particle system play speed?

arctic path
#

try one of these is valids

obsidian sinew
#

still havent found how to get the impulse to be forward facing and not axis based 😦

arctic path
#

reference it to your box.

static kiln
#

Is is the same thing

arctic path
#

is the same thing, but a different way of doing it

static kiln
#

yeah I mean it gives me the same result

arctic path
#

oh

static kiln
#

Just try on your end

#

create a simple actor and reference than from your character

#

with a variable without casting

arctic path
#

i dont ever do that i always make a cast to character

static kiln
#

I mean cast to the bp no to your character

arctic path
#

oh

obsidian sinew
#

omfg i did itttt

arctic path
#

what did you change?

obsidian sinew
#

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

arctic path
#

you should be doing that in your event graph.

#

FOUND THIS ON UE4 FORUMS

#

oops broken keyboard

#

make a macro for double tap

obsidian sinew
#

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

arctic path
#

lmfao!

#

oh

obsidian sinew
#

im still beginning lets say

hard escarp
#

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?

kind dew
#

any idea why this is generating points outside of the box?

zenith bobcat
pliant copper
#

is the only way to tell my gamemode to use a c++ player controller to create a custom c++ gamemode class?

kind dew
#

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

pliant copper
#

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

drowsy snow
pliant copper
#

i believe so, ive closed it now to install rider but ill recompile when it opens and try again

drowsy snow
#

Check the C++ Classes folder in the Content Browser. If it compiles properly, any UObject derivatives should appear in it.

pliant copper
#

there was no c++ classes folder...

#

only content folder

drowsy snow
pliant copper
#

im not sure, earlier there was a c++ classes folder, ill reopn the project in ue and check

drowsy snow
#

...did you use Hot Reload?

pliant copper
#

nah

drowsy snow
#

Good, good.

pliant copper
#

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?

pliant copper
#

cool

plush yew
#

what causes these stripes and how do I get rid of them?

kind dew
#

lighting built?

drowsy snow
plush yew
#

wait

#

i need to build lighting when i use lumen and raytracing?

drowsy snow
#

Cause it sometimes happen in UE4 with super low sun angle.

plush yew
#

oh yeah

#

that was it

#

artifacting bad

#

lol

#

is there a way to remove the artifacting?

drowsy snow
#

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.

plush yew
#

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

pliant copper
#

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

drowsy snow
pliant copper
#

none

#

Assertion failed: IsInRenderingThread() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UniformBuffer.cpp] [Line: 355]?

drowsy snow
#

That errors seems very unrelated.
#cpp might able to probe for specific details

pliant copper
#

oh ye sorry

arctic path
#

nope that is a common problem with ue5.

#

wait thats 4 tho nvm

plush yew
#

can you boost this server ?

arctic path
#

any server, they just dont have a tag

drowsy snow
plush yew
#

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

drowsy snow
#

Also if you're fancy buying sound libraries or stuff from the Marketplace, that's also an option.

plush yew
#

cool

#

can I sell my game in USA if children are killable btw

drowsy snow
plush yew
#

It would be handled like metal gear

#

no blood

#

and no decapitation or nothing

#

im just not sure how they got away with it

drowsy snow
#

Probably implied off-screen.

drowsy snow
plush yew
#

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

drowsy snow
#

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.

oblique sorrel
drowsy snow
#

I'm sure many people on itch.io uses Publishing licence and publish free UE4 games they made.

oblique sorrel
#

I mean, sure, there are many free games made in UE4 out there

#

But the licensing page says such games are not allowed

dark depot
#

@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

drowsy snow
oblique sorrel
#

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

modern root
dark depot
#

^

oblique sorrel
#

This would say otherwise

modern root
#

you switch to the publishing license once you're earning revenue on your game that includes a free game that is monetized

oblique sorrel
#

That means the licensing page probably needs an update, or an asterisk, or something

modern root
#

That doesn't say you can't release that's just a simplified page, read the actual license if you're concerned

oblique sorrel
#

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"

drowsy snow
#

It's not the first time such discrepancies happened with the legal stuff MinakoThink

modern root
#

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

oblique sorrel
#

All I'm saying is that page is the first thing someone who wants to use Unreal sees

#

And it's confusing

drowsy snow
#

Yesterday #fab debated over whether it's legally viable to share marketplace plugins for a team within a project.

oblique sorrel
#

I don't doubt that the full license is explicit

dark depot
#

it is

modern root
#

A project includes games

oblique sorrel
#

But that doesn't change the fact this table is not entirely accurate

modern root
oblique sorrel
#

Will do

spare merlin
#

Hi, anyone know that where i can find some documents of UE-As-Lib in UE4.27 preview?

drowsy snow
lunar kiln
#

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!

drowsy snow
verbal hawk
#

Yes you are right

golden crane
drowsy snow
#

(also I have not been using unity for 5 years, shortly before they went for yearly versioning)

golden crane
#

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

drowsy snow
#

Well, truth is, it worked with physics enabled meshes in UE4. The transform params in the details panel updated accordingly HaruThink

golden crane
#

in the game mode?

#

or simulation mode?

drowsy snow
#

In Play in Editor mode, works perfectly.

golden crane
#

aah

#

i didnt know that

drowsy snow
#

You select an object in PIE (playing or simulated, doesn't matter), and the transform stuff will update accordingly.

golden crane
#

huh

leaden dust
#

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

modest trench
#

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

agile hornet
#

Can i use baked lighting in a game? cuz i have moving characters and stuff

modest trench
#

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

modest trench
# leaden dust How do you guys deal with the delay in the projectile spawning on the client I a...

https://youtu.be/h47zZrqjgLc you might find this interesting

GDC

In this 2011 GDC session, Bungie's David Aldridge discusses the programming that drove Halo: Reach's online networking.

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GDC talks cover a range of developmental topics including game des...

▶ Play video
leaden dust
#

from an assault rifle

#

I'll watch the vid thanks

modest trench
#

then in that case I would suggest predicting the bullet/hit on the client and having the actual damage occur on the server

leaden dust
#

How would I do that

#

since the projectile is spawned on server?

modest trench
#

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

leaden dust
#

so there's nothing I can take from it which will help my case of a fast moving projectile

modest trench
#

a fast moving projectile is definitely a more complicated problem but you can still get away with running it on the client

drowsy snow
agile hornet
drowsy snow
agile hornet
#

So how do i use dynamic lighting

#

@drowsy snow ?

modest trench
leaden dust
modest trench
#

that's my best guess

leaden dust
#

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

modest trench
#

also consider having the server "sanity check" if the bullet could even hit from that direction etc

#

more of an anticheat I suppose

leaden dust
#

Ah kk

modest trench
#

some games don't even bother

modest trench
#

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

modest trench
#

Unreal Tournaments rockets are predicted on the client but end up as server projectiles

modest trench
#

they spawn a client predicted faked version and then turn it into the server version that appears later over time

drowsy snow
#

Oh yes, Unreal Tournament project existed.

modest trench
#

it's probably still hosted somewhere lol

#

RIP

drowsy snow
leaden dust
modest trench
#

good question, it seems like a gamble based on hoping your ping doesn't go crazy after it spawns

drowsy snow
modest trench
#

everything would be much easier if user ping never fluctuated

drowsy snow
leaden dust
#

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

leaden dust
#

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

drowsy snow
#

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"

leaden dust
#

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

fathom bone
#

I want the user to have the ability to put his own music from his phone.

drowsy snow
#

Since most people have their musics as MP3, I think that's enough for the loading stuff.

fathom bone
#

Thank you very much. I will try it right now ! 😊

obsidian sinew
#

i can't get my cube player to rotate when going up a slope

#

simply sliding on the ground as movement btw, not rolling.

leaden dust
obsidian sinew
#

what do you mean by this?

#

i guess there's no way of getting it to work then?

leaden dust
#

or customize the existing one

#

Or what you could do

#

is simply rotate the mesh every frame

#

instead of the capsule

obsidian sinew
#

i don't know how to do any of that, but i'll look it up, thanks

sudden portal
#

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

vagrant grotto
#

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...

drowsy snow
vagrant grotto
#

That solved the issue 🙂 (I already was trying that, I really just needed to vent a little)

drowsy snow
wet obsidian
#

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.

maiden vector
#

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 ?

drowsy snow
upbeat tendon
#

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

drowsy snow
upbeat tendon
#

seems like it is more about camera position then

desert widget
#

Hello all, is there anyone avaliable for live chat I have some difficulties to understand regarding lightining the scene in outdoor enviroment?

maiden vector
#

It's as if i had unchecked a box in the settings called "show update indicators". We need that box 🙂

plush yew
#

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

drowsy snow
drowsy snow
nimble tangle
#

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?

fierce tulip
#

the marketplace its search function is a bit wonkey, but try both medieval armor/armour and rpg armor/armour

nimble tangle
fierce tulip
#

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

nimble tangle
#

I'll bet. And Although I feel like I have some probably standard'ish characters, I'm sure fitting it will be an issue.

nimble tangle
#

lol.. I get it. 😄

fierce tulip
#

anyways, if you have any more questions like these, try #fab next time :)

nimble tangle
#

ah, ty

pseudo river
arctic path
#

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')

#

💩

honest vale
#

PSU is adequate and no bloatware like msi afterburner etc on?

arctic path
#

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?

vocal herald
#

Why do I get seams like that after Rendering with multiple samples in Movie Render Queue?

arctic path
#

LOL this is fucked. this is about the scale of the height of my world.

sharp magnet
#

Hey so I have a few questions
Who here would be considered a professional of sorts

upbeat tendon
#

a professional what?

sharp magnet
#

Ue4
Basic stuff ya know

upbeat tendon
#

well i don't get paid to develop games

potent bridge
#

how do I make so actors actually pay attention to the navmesh when they spawn?

sharp magnet
#

Well if you know the engine and the scope of a project

honest vale
#

@potent bridge what do you mean?

sharp magnet
#

My main question is, how long would an mmo take to create with 3 people and would you need a bigger team?

potent bridge
#

@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.

maiden vector
sharp magnet
#

Ok cool thats what I've been trying to tell a group of friends that wanted help on an mmo

honest vale
#

@potent bridge is the pawn set to auto possess AI on spawn?

potent bridge
#

@honest vale I fixed it mate.

drowsy snow
#

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.

dry latch
#

Do you know if it is common to use 2 anim BP for a same character ?

sharp magnet
#

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

drowsy snow
drowsy snow
#

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.

sharp magnet
#

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.

cerulean imp
#

Greetings. Is it possible to use Device Manager to connect Windows based PC inside of LAN?

sharp magnet
#

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

cerulean imp
#

Is there any tool that can deploy UE remotely to LAN machines?

drowsy snow
#

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!"

sharp magnet
#

I hope they come across this, they're in the server

lunar kiln
# drowsy snow I guess the heightmap got corrupted? <:HaruThink:808693237614510090> Do you use...

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.

primal tendon
#

Is Forest Ground still in Bridge? I can't find it...

drowsy snow
#

Either renamed, or somewhere in forest themed collections.

primal tendon
#

Oh wait when I typed Forest Ground it didn't show up, even for forest or ground separately, but showed up for forestground

potent bridge
#

I accidentally hid my landscape from the scene, how do I get it back?

reef glen
#

alt+L

#

or Show -> landscape

#

do you guys also get stuff like this?

drowsy snow
#

Weirdly enough, it tries to send the Usage Data when compiling/packaging game

reef glen
#

Is that UE5? why does the UI look like that?

drowsy snow
reef glen
#

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

forest tree
#

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?

drowsy snow
arctic path
#

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 😦

sturdy smelt
drowsy snow
arctic path
#

Yeah idk i spent over 2,000 on the 70% off sale and i was just thinking about this

drowsy snow
#

Think of it this way: Marketplace creators have consented to sell their assets in the UE Marketplace for use in Unreal Engine projects.

arctic path
#

true.

#

eh what ever back to creating my landscape

#

lol

plush yew
#

hi

#

can we already import metahumans?

drowsy snow
plush yew
drowsy snow
#

Well, at least, not using UE5 for serious use, that is.

lost sparrow
#

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?

drowsy snow
lost sparrow
#

So there is something about the copied game project that is causing megascans to crash

drowsy snow
#

Can you post the last crash log file here?

lost sparrow
#

Yeah gimme a few minutes 😛

dense knoll
#

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

arctic path
#

yupp

#

amd right?\

dense knoll
#

yea

arctic path
#

yeah it happens.

#

just save a LOT

dense knoll
#

it happens too often

#

i can not move a object without crashing

drowsy snow
arctic path
#

i tried thisa too "C:\Program Files\Epic Games\UE_5.0EA\Engine\Binaries\Win64\UnrealEditor.exe" -rhivalidation

dense knoll
#

So switch to DX11?

drowsy snow
#

Yes, switch to DX11.

plain karma
#

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

sturdy smelt
drowsy snow
sturdy smelt
#

its EA and have a lots of PRoblems

plain karma
lost sparrow
drowsy snow
#

Also, to quote myself on the matter:

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

lost sparrow
plain karma
#

are blueprints presets or smthn?

drowsy snow
plain karma
#

what programming language does UE use?

drowsy snow
#

I have not used Unity for 5 years now, so no idea about Bolt or whatever that is.

drowsy snow
ocean anchor
#

how do i make my game look better visually cause it looks really bad

drowsy snow
plain karma
drowsy snow
lost sparrow
sturdy smelt
dense knoll
#

Yea switching to DX11 fixed it

#

somehow

drowsy snow
arctic path
#

where do i switch that

#

derp moment

#
  • dx11 in exe?
dense knoll
#

no

#

go there

#

in project settings

arctic path
#

ima try vulkan

drowsy snow
#

Though definitely not as robust as id Tech 6/7's implementation

arctic path
#

getting 120 fps with valkun

#

with my landscape

#

kind of happy af right now

drowsy snow
arctic path
#

lol naw going to switch back to dx when im done with the project.

#

in 8 - 12 months

drowsy snow
#

@lost sparrow What's the message that come out when the editor crashed?

lost sparrow
# drowsy snow Looking at the log, it seems to ended abruptly <:HaruThink:808693237614510090>

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

drowsy snow
arctic path
#

dx12 ofc is going to crash with non supported gpus xD

#

i have the 5700 xt, thats why it was crashing.

drowsy snow
reef glen
#

Do you guys know how to make a volume follow a terrain spline?

drowsy snow
reef glen
#

i was referring to a trigger volume

#

or a physics volume

drowsy snow
reef glen
#

I see, so how wlould you go about detecting when an actor overlaps a winding area, like a river?

#

Or a road

drowsy snow
#

Granted that your river or road not extremely bent like a snake, you can approximate the trigger box placements within the road's proximity.

reef glen
#

problem is it is bent, and it must be as accurate as possible...

drowsy snow
#

You can't have it accurate down to the milimetres, it's a given limitation with realtime calculation.

reef glen
#

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

grim ore
#

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

reef glen
#

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 :))

grim ore
#

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

reef glen
#

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.

grim ore
#

sounds like a complicated issue

desert verge
#

how do you usually tell what your scene has awful lighting?

drowsy snow
indigo totem
#

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

granite gate
#

do you use dx11 or dx12 as default

vapid wigeon
#

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.

drowsy snow
vapid wigeon
drowsy snow
#

Either reverse engineer or repurpose that, up to you.

vapid wigeon
#

The documentation on those always leave much to be desired. lol.

#

I think I have three different versions

slim idol
#

Is there any way to add noise to a animation graph sequence curve?

drowsy snow
slim idol
#

😦

drowsy snow
#

Your best bet would be making it in Blender instead.

slim idol
#

I was hoping there was a way to load something like the camera shaker asset into the animation

#

to oscilate it

drowsy snow
#

That, or programmatically fluctuate the values.

#

Actually I think Control Rig has noise node

hidden oxide
#

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.

hidden oxide
#

I mean when I first open the engine

#

and it brings up the list of project types

#

The project I want is not showing up there.

drowsy snow
#

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.

hidden oxide
#

yeah I reinstalled it to my ssd so it doesn't take 10 minutes to open

#

and I can't change the project directory

drowsy snow
#

Try browse for one using the Browse button, and the engine should be accustomed to that directory.

hidden oxide
#

Ok

#

Didn't do anything

drowsy snow
#

Try creating another project in that directory.
Browsing to the directory alone should've do the trick thonk

hidden oxide
#

Ok

drowsy snow
#

It's been a very long time since I clean installed UE4, so I can't reproduce the issue.

hidden oxide
#

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

drowsy snow
hidden oxide
#

ohhh nooooo

#

creating valleyoftheancient...

#

Time for my hard drive to die 😄

#

There's not enough space on my C drive for the data lmao

drowsy snow
#

is the DDC going to take up that much? HaruThonk

hidden oxide
#

It's 106Gb lol

#

I have 33Gb

drowsy snow
#

I mean, the Derived Data Cache, not the project size

hidden oxide
#

I guess so

drowsy snow
#

Where the compiled shader belongs.

hidden oxide
#

lol

drowsy snow
#

I'm super doubt it'll take that large.

hidden oxide
#

Well it won't let me

drowsy snow
#

Also rule of thumb: Don't store UE projects in C:\

hidden oxide
#

I usually have them on my D drive

#

I only have UE5 on my C cuz it takes much longer to open than UE4

nocturne bough
#

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...

drowsy snow
fierce tulip
#

rule of thumb nowadays with win10 is, wait 2 months before updating :p

nocturne bough
#

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).

fierce tulip
#

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