#ue4-general
1 messages · Page 1016 of 1
yeah. I think this problem is something from the antimalware checking every file, every folder, every time.
:triangular_flag_on_post: Blue Quaid#3464 received strike 3. As a result, they were banned.
That's interesting, because in current version Antimalware Service occupies disk activity.
indeed, but the way certain file and folder icons slowly get painted, looks like WindowsExplorer (or antimalware) is searching for registry entries for each file type.
if no one else is having this problem, must be something here... I'm going to ProcessExplorer and check what is making WindowsExplorer so slow and heavy.
in my case could not be Cortana, because I always get rid of Cortana.exe so it never starts.
price aside, what 3D modeling software would be best on average?
after many google searches all I've found was more confusion and opinionated people
I have some (1 month) experience on 3D max, that's about it.
Blender would be the most affordable one, with the low low price of $0.00
☝️
thats why I said, price aside 🙂
I dont have a problem spending some money on learning something
just go with the most expensive program than, it should be the best
expensive is allways best? 🙂
not always
Blender and Houdini Apprentice
Thing is, if you have understanding on 3D CG creation, you would have easier time to adapt with other software.
Blender is slowly creeping into the industry and getting used by more and more people
and it has full phyton
If you master Blender, and save money in the process, you can adapt to commercial software that the company will pay for you.

I used 3D Max for some time, I've found the UI much better and intuitive compared to Blender, but I used Blender for 10 mins.
- have updated tools to work/sync with UE4.
I was started with 3ds Max 6 back then, ended up using Blender and UE4 years later.
right, the in terms of compatibility with UE4, you would say 3D Max is more robust then?
(Or was it 3D Studio Max?)
Only problem with Blender is that it is very shortcut heavy so some people like that some don't
Maya would have the deepest integration with UE4, but Blender is a fine choice.
but u can make ur own UI that holds all the shortcuts in push buttons
obs: UE4 for Maya Tools stopped at Maya2019, since then there was no more updates.
I mean, the most direct communication between 3ds Max to UE4 still requires Datasmith as the middleman
Yeah I haven't used any modern version in like 5 years, haven't done any 3d modeling in a long time
That being said, Blender has also another quirks that can be annoying to UE4 users, particularly when it comes to rigging / armature.

FBX doesnt store bonetips thats about it
that reminds me about Blunder, someone did an UE4 shortcuts and theme style for Blender. 😛
Bone disorientation from Blender to UE4.
doesnt matter, unreal only cares about rotations
Searching for it, got chess stuff instead.
if you know the bone tip locations u can just forloop em all in place
:no_entry_sign: Mr.Momba2379#5450 was banned.
Oof
sadly i never know the bonetip location cuz FBX doesnt store em... and somehow that crap is the norm
gltf has the same problem
Are bonetips a thing in Maya/3ds Max?
I dunno, never used it
if i rig has leafbones u can do perfect blender to unreal using FBX
well sorta, if u want morphs from unreal to blender u need to convert or phyton em in
Convert is the more tried and true solution
nah, i have no idea what that converter does, and u can see what blender does
Few weeks ago I helped someone facing that very issue with the FBX exported from UE to be imported to Blender.
kinda looks like a dust emitter to me
oh sorry. I will do that
No, but another addon, Mr Mannequin Tools, does.
in ue with manny is that controll rig template
i think the viewport controlls are kinda horrid to animate with tho
Don't get me started with the selection outline.
I tried using Mr Mannequin Tools, but as a beginner I couldn't exactly figure it out
Hello everyone 😄
I am totally new to unreal engine.. installed it 4 days ago only. Right now I am building a lightsaber, I am using a hilt and a blade static models in my blueprint.
Now can I use blueprint as a weapon? is there any way to turn the lightsaber on and off ?
trying to line up entities perfectly is painful
I'm just currently trying to find a way to be able to animate the ALS v4 stuff so I can try and create my own animations
for it
I'm using Control Rig instead.
It's rather intermediate skill stuff though.
I'm basically wanting to take the animations from ALS v4 and make them conform to weapons
so like while walking there would be a hand on a sword that is sheathed at the hip or something
how do I create 3D models for my Unreal Projects? I've heard of 3DS MAX, is it the best software ?
I guess I'm just trying to do something too complex for me
Blender is the best and cheapest software of them all (the price is literally $0.00)
@drowsy snow I use blender only but I can't import the blender files in unreal file. is there any extension for it?
Export to fbx
Export as FBX
^
and Add UE4 addon to Blender too.
I guess I should maybe try and create my own locomotion system if I want to be able to understand it
is there any wayt to change pivot point here? I have tried Alt+Middle mouse but it doesnt work
https://streamable.com/9cjv5a the most broken speedbreak tune?
any suggestions anyone have?
yea volume and things will be added as you can see we are in very early dev
not even a full month into the game
how do u check
where is ur engine installed
Hey guys, any clue if its possible to forcibly retain the focus of the game process? I'm using a plugin that forces a browser window to open to complete Twitch authentication but unfortunately the way the plugin is structured requires for the window to be focused at the time of login
So I'm thinking if there's a way for UE4 to force the game window to be focused thatd be great
im pretty sure they have lock mouse to viewport
You can create shortcut to the engine and see where that shortcut leads to.
hello all, is there a way to do a bone/socket transform on a layered blend per bone pose, but only apply the transform to the base or the blend pose? Even if the transform is only applied to one pose in my blueprint, the final result has a transform that's blended between the two.
i cant help you with animation making i believe control rig can do that for you tbh
but if you want to animate the als with animations already made there a lot of tutorials that show how to put animations on the layers :3
Also working with Control Rig would reduce FBX footprint, and having the reference right inside the editor.
ALS can be used with Control Rig just fine.
Though I made the controls from the ground up...
o.o
i will pester you for that soon
atm im trying something silly that might be amazing
als with daz 3d with ik's all snapped together :33333
i hope it works
Let me know about that later 
Does anyone know how I can added collision to my skeletal mesh? It's a rigged ship model with a physics asset as well
yush :3
Collision for BP or the skeleton body?
skeleton body. I just pass right through the model
Open the physics asset editor, right click on a bone, and choose "Create Body" (or something like that, I'm firing up the engine to crosscheck)
can anyone help me please
after so many tries i reach out to this chat my downloaded assets wont come into the bridge
Guess I'm not alone in that issue. Try asking around in #ue5-general
ty
@plush yew It's #ue5-general , not #ue5-engine-source
I don't see that option 😦
This is what I'm referring to:
Fit the capsules approximately the size of the ship hull
Is UE accessible for mentally very slow people?
hmm its more for the socially awkward
this ^
I'm asking because I'm mentally very slow and stuff like unity made me very confused
what do you mean by very slow
Pretty much anyone can use Unreal Engine 4 and start creating.
I think he's referring to him being a slow learner
Meaning I am very dumb and a very slow learner
i know that he means slow learner
but did you have an official iq test so that you came to this conclusion ?
Take all the time you need to learn Unreal Engine.
At 15 the official IQ test I did said I was 108-118
At 5 it said I was 145
But I mainly know my limits from experience
thats not slow.
Oh trust me, I couldn't figure out how to install UE until someone guided me through it
Is there such thing as "official IQ test"? From what I know, those tests are not as consistent as people made out to be.
nah its not consistent
these are 2 companies which make tests that are used by the us military
I'm in Germany tho
But do those sites follow the procedure? There has to be some discrepancies somewhere with the self-tests.
a real iq test is not performed online
my last test long time ago was 129, and should prolly be higher cuz my memorizing numbers in reverse was literally off the scale
Because I've been taking IQ tests on paper and online, some said 118, some said up to 123
Repeat this backwards then: 19472534
more like a neurological test
But that's not the point here.
yea they would read a row of numbers to me and i had to start at the end and give em in reverse
what was the company of the test
in the end they would just trow numbers at me, i gave em back and they didnt know if i was right cuz he made up a few to just make it longer
The point is, take your time learning Unreal Engine from basics, to the pro stuff. Nothing is instant, so take your sweet time learning it. @plush yew
Wechsler Adult Intelligence Scale and Stanford–Binet intelligence scale tests are the real ones
well it was from facta, thats the test overhere
You can ask this server if you need guidance on UE things, though we're not able to provide individual guidance.
Also, study the official Unreal Online Learning courses at your own pace:
https://www.unrealengine.com/en-US/onlinelearning-courses
now that i think back, it took like 2 hours and it cost a whole bunch way overpriced
Also, don't be afraid to make mistakes and experiment. If you're learning and break stuff up beyond Undo, you can always create a new project and start over.
If you're new I recommend the latest stable version 4.26
The latest stable version of 4.26 is highly recommended.
Also, don't look at the UE5 stuff - the turbo nerds are still polishing the rough edges and is not meant for learning or production use.
Also, if you need a specific explanation and use case of one BP node, check out Mathew Wadstein's YouTube Channel: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
I'd use any new prototypes or anything targeted for release in the next few years on the Early Access branch, if you're comfortable with UE4. But I'd stay off of ue5-main unless you like being a guinea pig 😉
i somehow installed 4.13 by accident
and now im installing 4.26
also im low on disk space because i forgot to remove 4.13
4.13 was the second version of UE4 I ever used, almost 5 years ago.
now im crossing my fingers that i dont run out of disk space
It's that old 😅
What is the output of TexCoord ?
I see examples of adding it with a vector2, but assuming it's a scalar, what's does it output?
TexCoord outputs Vector2. Basically the coordinate of the texture within a UV map.
thanks
Hey all, is it possible to spawn an actor from a string?
in blueprints
i.e. i have 2 map blueprints BP_map_1 BP_map_2 and in my gamemode map i want to see if "map1" is provided as string i want to spawn map1 actor
You can spawn Actor from Class, though not sure if you can convert string to Class name 
Hmm yeah tried that doesnt seem like i can do what i need to with that
An alternative question, is it possible to have a map of different actors? so i can do something like map = {"map1" : map1actor, "map2": map2actor} etc.. in BP?
Never dabbled with variable maps, but there is options you can try doing var maps in BP
does this part always take long?
windows tablet ?
yes
whats the specs
update windows and gpu driver
Where do I get one of these textures? with the UV coords on them
im gonna update the gpu driver, if there's any updates
Well, googling UV coords textures will yield all sorts of things 🙂
its called checkerboard
That CPU is going to be waaayyyyy too whimpy
An i5 with 1.8ghz?
I was actually using blender to generate them. You can generate a texture blank, with uvs, ...
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!
You can look at stat unit and see if you're cpu or gpu bound. Then check stat scenerendering for more details, eg draw calls
Then you can disable render features (show ...) And see where you gain most performance. That can be a hint
hm alright thank you
how would i tell weather its gpu or cpu bound
@drifting elbow
This. Basically which of these numbers is higher (in time)
So basically you first find out if it's a lack of cpu power (or too complex gameplay logic) or itcs the gou that needs too much time
i fixed some of the issue lol one item that i culled didnt save so that fixed some frames. But there should be a way to make it even better
Do you have dynamic or static lighting?
You can check stat scenerendering. Mesh draw calls shouldn't be too high (eg, we had 2000 in one project, which was way too high). Depending on your lighting settings (static or dynamic) it's very important to have not too many dynamic lights in the scene
You can also check the shader complexity (in the lit menu in the viewport)
disable static light
Should I put UE on my M.2 or my HDD?
I don't know if that's easily possible
That's too much. Do you have lots of the same assets?
Oof
Or lots of dynamic lights?
And the individual lights?
all stationary
Do you have foliage instantiated or placed manually (by dropping from content browser or something)?
(or something similar)
the foliage is placed through the foliage painter
How many lights do you have in that scene?
a directional light, skylight, and 4 candles using point lights in a room
Then I guess you have too many meshes somehow in the scene
You can make meshes of the same type to instanced static meshes, for example
Is it possible to change the name of the Game Executable without changing the project name?
Which is often fine if it's instances. Are the trees instances?
sorry, how would i know?
Did you paint the trees using the foliage system? (Sorry if you answered alread, maybe you have grass in that scene)
i painted them with foliage yes
Hmmm
my pc isn't really a push over either so
Can you try hiding static meshes using the console?
look in different directions and check the drawcalls
That's also a good idea
stat scenerendering helped me with this one
Yeah, stat scenerendering and then start hiding stuff
We had many dynamic lights on a sample scene and lots of meshes. Draw calls were at 2000
Some camera angles were almost unplayable
I'm looking for item information here, but I can't find it, is this comparison helpful?
Is there anyone who can help through andy?
hey my names andy lol
I am arabia
Hey guys how do I set up a camera to capture my scene when I hit the simulate/play button?
Is it possible to bind LMB to always make a selection box instead of using Ctrl + Alt + LMB?
hello all - is there a post-process material one can freely use (and bundle with marketplace assets), for objects outline ? Something like the one shown in the livestream with the stylized cows, but ready for download or copy-paste.
Howdy, i asked in vfx but since this is more lively (and that might be the wrong area), what's the term i'm looking for when it comes to defining what surfaces light is cast on? such as having a light attached to a character only light up that char but not influence the env?
i know that's a thing the engine does and i know i've done it but the term i'm looking for is escaping me.
NEvermind i got it, i was looking for Lighitng Channels.
lucky you, I wish I could find an answer to my question just by typing it 😄
@sly glade Not 100% sure it's what you're after but there is an Advanced Cel Shader Lite addon that is free (i think) on the marketplace. It was def more global effects using post processing materials than dedicated Highlight Object stuff, but might be worth looking at?
man, every time i try scale something inside of a blueprint it just crashes... anyone know what can fix it.. ill try delete cache or something idk
hello
can someone help me with collisions of an attached actor
there's no collision for an attached actor even thought it's collision is block all
how do I destroy an actor from a component attached to it?
Anyone tried the car configurator example wuth ue5? just crashes when I move the camera for me
Hey y’all, so I’m still on ue4 rn, and I want to make it so my first person character has no friction, I’m using the default FPS template controller and just was wondering if anyone could help me out
try messing with the braking settings of the character movement component?
clap I forgot that was a thing that exists
Anyone know what's up with my enemy? It's not turning or spawning projectiles.
debug it, tell us why
What's the crash message?
@drowsy snowAssertion failed: !IsPendingKill() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ActorConstruction.cpp] [Line: 677]
Imma be honest, I've got no idea what I'm doing when it comes to debugging
Like with breakpoints and stuff
That's quite strange to have !IsPendingKill() complained.
Is the error consistent? What engine version you're using?
https://youtu.be/hTCOCfA63VY two minutes tutorial about how to apply different textures per each instance, which could be useful for randomize the interiors of a building, maybe someone will find it useful 🙂
In this video I am going to show to all of you guys how to apply random texture to an instanced mesh.
The randomization of the textures using only one material is a method also used for the game Marvel Spider Man very famous for its interiors thanks to the cubemaps.
The best way to random textures or cubemaps is by using Per Instance Random No...
@drowsy snow4.26, only happens in 2bp's
Only happens in two BP? Can you show me both of the Construction Script?
PSA: turn that off if you don't want the engine to be sending usage data to Epic, it's on by default
there's also one for bug reports
they're in Editor Preferences
If someone is messaging me to exchange marketplace assets, who do i report this to?
how does the vault cache in the launcher work? Do yall remove local content often?
Hi all. Hope everyone is good. I'm having this problem with unreal in which whenever I hover an icon it zooms it out and is impossible to work with, do you guys know if I could've actived some accessibility option? ...
Rarely. Though I moved them into a separate partition
I intend to get some more storage but until then ive been tryign to manage storage pretty closely
Ty
I'm trying to set the skeletal mesh in a skeletal mesh component on the server. For the clients to see the new mesh I'd have to multicast that right?
I need to move the floor without moving a topdown character, but I don't want for the character to fall onto the abyss (or any other floor under it for that matter). Making the character gravity at 0 have the effect I want, but the character won't move unless I have a value for gravity different than 0. I want to know if I can move my character with gravity being 0?
is it just me or does the test play window stutter every few seconds in 4.26
it happens even with the default tps project
its really messing with me cause now i cant tell if my code has optimization issues or the editor is screwing itself
Likely you have thermal throttling.
My computer runs most games fine though
Or is it something else
@swift basin triangles is what matters. And whether that is too heavy is impossible to answer. Depends on many factors such as how close the camera is going to get, how many LODs they have, what detail level you're aiming for etc
game engines nowadays are pretty good at dealing with high triangle counts so I wouldn't worry about it. Especially not since UE5 won't care at all how many triangles your meshes have
Though a rule of thumb: Never ever have n-gons in your model, aka polygons that have more than 4 edges.
N-gons should 
That's so overexaggerated though. I agree when it comes to animated meshes
But for all static geometry that doesn't matter
are you are looking for a "rule of thumb" for tricount budgets?
That's super fine
That's fine, though you should cut the bottom into "pizza" triangles pattern.
It can save more tris than procedurally turning n-gons into tris.
Guys, what would be the best way off setting and getting custom settings for a game? I'm thinking maybe making a subclass of GameUserSettings? Shame there's no way to just easily set my own version of GameUserSettings as the default settings object in the Project Settings, like you can do with GameInstance.
I'd store them in GameInstance when running, and save/load those specific settings in another save game file (or editable text file, up to you)
@drowsy snow Yeah that's the second alternative I considered too... not sure which is best.
Save game files have felt so cumbersome whenever I've used them, and also don't allow for editing in Windows in case you're unable to start with the default settings
does anyone know where I can download the base mesh/model (TPS)? link from the unreal tutorial is broken
(TPS and FPS, actually)
You mean, Manny the Mannequin?
yup!
I'm not sure the unreal tutorial created another mannequin sooooooome time ago, but it is different. For purposes of... getting started, I just need one.
Do you somehow lost the template from your editor?
@nova sun if you make a starter FPS/TPS project you can right click the mannequin mesh in your content browser and export it if you want the .FBX
I don't export the texture, but here is Manny's FBX
@drowsy snow thank you!
@shell compass good to know.. I created a blank template and got the starter content, but the mesh wasn't there. I didn't really think of exporting the FBX, and I didn't know I could really do that
Left is good.
You need to tell the shaders to use the texture. That's what materials do. With no material, you can't apply a texture
(shaders are the programs that tell the gpu what to draw)
if I try to get an object reference from an array "by copy", is that giving me the reference or is it making an actual copy of the object?
Yeah, that's default. Normally you want more textures, like normal map, and a texture which combines multiple channels with roughness, AO and metallic (sometimes). Look for PBR online, I guess there's some wikipedia page. (Physically based rendering)
You can only apply materials (or material instances) to meshes. These materials contain texture samplers with your textures
Is that really possible? 🤔 I guess if that works it's only unlit then
Try drag and drop the material
Slightly different shading?
Ok, which material is it then? (You can click the glass icon to find it in the content browser)
So it automatically applies a material that uses this texture? Hm... What happens if you have two material with that texture?
(you can duplicate the material and verify by clicking the icon again)
I have only the standard noise when PIE
But nothing weird
X: Describe hell in one sentence.
Me: Object has overlapping UVs
How come everytime I shut down and restart UE5 one of my material's texture will turn out like this. If I redrag the texture into the material it'll be fixed but next time when I restart the engine it become like this again. Any fixes?
DOES IT ALSO HAPPENS IN UE4
Are there good tutorials for Shooter AI?
I have already watched UE official video and Ryan Laley's tutorials
Hmm, I think there are but you should study them rather than just copy pasting... AI is gonna be one of the hardest parts, in fact, I am thinking that I probably should hire someone to do it for me if I can't do it on my own
Yes I know I shouldn't just copy pasting, so I want to learn, but I can't find any good resources other than two...
Hmm... I can't help ya, I'm on my first project and I haven't reached the AI part yet, gonna get there probably in a couple of months, you could even try to reach out to some experts here on in other channels to let them teach you...
Or give you some exaples
Also, you should try to "play" with AI code by yourself a bit, so you can learn how it works
I tried many times, but I can't understand what I can't understand, so I have to watch more examples and more resources
Keep trying and learning and you'll succeed, human mind is wonderful and capable of practically anything, it just takes time
AI making could even take months as far as I know, but you'll get there, good luck!
Can some one please send me two bps and a interface communicateing intergers with each other thanks
ue5 is in early access it may have some issue so for now u can use ue4 when ue5 will release then try in it
i want to make a 30 min movie in unreal is it possible ?cause i dont know much of how to make it
you can watch videos
and you can make movie of 30 min. i think
thx
If you know how to make animation in 3D, you can.
Though 30 minute of CG animation is a huge task to undertake.
Is this what you're looking for?
It's possible to add entry to EMouseCursor::Type, though I think it requires engine modification to do so.
It was hardcoded in ICursor.h
Though theoretically you can pretend to be Default type of the cursor, and then switch with your own enum in BP.
Kind of reinventing the wheel.
I see the pins about version control, but I was wondering if there were any tutorials or resources about using UE in a small, local team setting, with a build server and the benefits/limitations?
How do I learn Vehicle mechanics?
Can't seem to be finding any tutorials except one, which I failed at.
Is there some sort of Documentation available for Vehicle Mechanics?
Like from the Basics
I've been running the downloader for several hours now but it still is very slow, any way to speed it up?
download more bandwidth :/ (seriously though, for all we know you have snail internet or happen to be sideloading a dozen downloads. Who knows?)
@old nimbus The Vehicle Art setup on the Epic website is the exact information you need to create the asset and make sure it will work. https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Vehicles/VehicleContentCreation/
For the tweaking it will heavily rely on the type of vehicle you are making but it adheres to a lot of real world standards for mass/traction/torque/etc so you can compere the real vehicle (if its real) to the settings. For example, if I wanted to make a fire truck, I'd go check out the physical attributes of a real fire truck and set what I can in relation via the Vehicle Movement Component settings. But because this is a game engine, you have a little room for artistic license. So don't worry about getting it 100% physically accurate, just accurate enough for purpose.
what is the shortcut key for making a collection in blender
Press the Google button.
You sound like the people answeing me on Stack Overflow, all just say "google it"
i just made a collection of all this wooden frames will they disappear or they
means they are outside the collection and also inside the collection
@plush yew sometimes "google it" is the best answer to help someone.
Thank you
Hehehhehehhe
do you have fiber ?
a doubt
i have a small doubt about level streaming
i have a persistent level and sub levels
i have an ai
this ai acually does not move in the level
i crated another empty single level and added my ai , it moves there without issues
in this sublevel it does not work
i have added a nav mesh vol in the persistant level
any idea
I have a 2k connection
@plush yew check #instructions for that kind of thing/requests like that.
Any reasons why a SceneCaptureComponent would not render an object that is otherwise visible to cameras?
Because the SceneCaptureComponent is different from normal cameras, and then you have selective actor rendering for it.
@drowsy snow can you link me to some docs about this? I can't seem to find anything...
Official docs on Scene Capture:
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Rendering/SceneCapture/
Scene Capture
anyone know how to fix the sync crashing with multi user if please DM me my friend can't get his to work and where lost for options
Hi, can anyone help me to tell how can I decrease the collision distance between object and character? I have a new object and the default character and they collide each other from not very close! (sorry for my bad English)
Have you tried reducing the capsule collision radius?
how can I find it? I'm completely new in ue4 but have a blender background
As a beginner and really dumb person, should I use Blueprint or should I use C++?
whatever you feel comfortable with, or want to learn
you'll end up with both anyways
this question is being asked why too often
maybe somekind of FAQ section could help?
true 😄
if you are just starting out, just check out getting started guides. epic has quite a few courses nowadays, and check the pinned message in this channel
Hello 
i was working on a project but i forgot to include a necessary header file in my code and now unreal crashes every time i open the project
psure i fixed the code now but still 
also rebuilt the project files but same issue..
For one thing, people skipped the pinned message way too often 
@ivory hearth have you made sure the sub-level is streamed in and visible? If it's not, then the AI will cease to work because it technically doesn't have a UWorld to associate with for some functionality.
In your character blueprint, you should see the capsule collision - adjust the radius to approximately match the character's volume.
where to go now?
where can I find a nice UE tutorial?
Hello guys,
I'm searching for a video published on the Unreal Engine youtube channel about a company (I forget its name) that used the unreal engine and an enivronement scanner on top of a car to scan the streets and then used that data to control the car for autonomous driving.
In this session, Juan Espineira, Project Engineer at Warwick Manufacturing Group, goes over how the company is using Unreal Engine to create a fully immersive driving experience in its 360 drive-in 3xD simulator and how this is being used to develop and test autonomous vehicles. Juan explains the architecture of the simulation system, covering t...
that?
I'm still kinda new to unreal. I'm using it mainly for creating environments. I been getting recommendations to my YouTube on Brushify. Is that worth checking out or is it somehow outdated
Thanks, That was another video
okay lets say i just started learning this month ... lets say i am alreaddy a farly competent 3d artist .. can build my own models .. assign materials .. set up intogration bridged with other software ect. should i be learning on ue4 or ue5 ?
u4
u5 when it fully releases
ue5 is nomans land atm
no one can help you practically if something goes wrong
its practically a beta program
just to understand the depths of what ue5 can do
ue4 has been tested and is fully capable of most everything with over 10 years of support if youre stuck
so then its gonna be substatially different then ?
by fully release not so much
everything in ue4 should be backwards compatiable
so moving to ue5 would be better later
as it would be like getting an expansion pack :3
you can go there now if you want
no one will stop you
but good luck lol
even epic games cant help you if stuff goes wrong
i mean will stuff like blue prints be cross compantible tho ?
knowledge learned in UE4 will be transferable to UE5
i want to go to ue5 asap tooo tbh
but im waiting ;-;
my project has issues nonstop so i can only imagine if i get stuck in ue5
if I were starting now I'd be all over UE5. UE4 has some years left but a lot of the tech in UE4 is still in UE5. It's only the new things that give it any flavour at all. However what is important is the way we build games in UE4 will be phased out. The Data Registry and related data changes move more towards an ECS style system. This is a core change in design. Not to mention the changes with lighting, world partition, nanite asset creation and the fact Lumen requires open mesh design to be effective. If you already knew UE4 I'd say just use UE5 for prototyping to learn new techniques and methods. But to a new person I'd say dive right into UE5 and start becoming the people who show everyone else
re-read if it didn't make sense or ask a question about what I said. 🙂
wait wait
what if im not starting new and i have bneen prototyping and learning ue4 for the last 1 almost 2
should i stay on ue4 or to go 5 than
last 1 or two years*
stay on UE4 for now, but learn the new things when you have the time to prototype with it
next year sometime I guess but nothing official
ah
how about study with both versions?
yes
sure thats what I'm doing. new project in UE5, staying with UE4 for old projects
here too. If something crash or bug in UE5, I just try the same tutorial on UE4 to make sure.
like Mathew said, most of the UE4 stuff is transferable. Just some of the new features might change how you design your game from the ground up
do epic game add-ons and plugins work on ue5?
keep in mind with it being in EA, stuff you do now in UE5 might change in the future as well
im most likely going to wait
not always out of the box. Some things need the TObjectPtr changes and some deprecated stuff
i really want to some of the features ue5 has but i believe my current game vision can be done in eu4 x3
like nanite ;O;
i can have true level and object destructionnnnnnnnnnnnn
i would imagine the new Data system would be beneficial to you. Anything with a complicated component system would perhaps (dont quote me yet) be better suited to it
yesh :3333
its ironic that I spent time making old assets modular for Chaos destruction and now Lumen requires that too, so we are going to see a lot more assets get distributed in dissected parts to suit both sets of functionality. Which may also lead to a tool in engine for algorithmically slicing meshes in preparation. Or even some kind of importer option.
o.o
i thought the destruction systems from chaos sliced stuff for you modularly lol
shouldn't be much more complicated than edge detection + angular limits = slice here.
yeah Chaos has fracturing but that only works well if you create modular assets in the first place
it would work, but when it fractures (lets say with a voronoi setting) it will cut in places that don't make sense, don't fall apart as they would physically. It looks strange.
isent gridding out and then building modular norma workflow for stuff like building ewlements now anyhow ?
@inner abyss no the opposite usually. combine meshes and materials for less draw calls.
ok i have a silly question than
what if i wanted to fracture a door
or a wall
and i awanted it to crumble into bits
would i pre slice or leave it up the add on
x,.,x
a wall has supports. So you would model supports, then they are plastered or brickwork on top. So those would be separate too. A door has a frame, and inset sections (usually doors aren't just flat wood). They also sometimes are built with plywood on the outside and folded card on the inside for bulk support. So you would model them separately. That way when it destructs the mesh, you have different material instances created with the particles that represent the parts, and the parts fall away separately. I said separately a lot there, so I'll say it again. Separately 😄
you could also set different scaling levels of destruction based on mass of the parts. Wood destructs differently than metal etc.
o.o
Well I wanna have gundam armor on my robot
And have it break down from damage
So thats why I'm curious about that
We've established we can socket and use morphs on destructible meshes so I guess that's why I ask these questions
I can't find proof of concept anywhere online :3
the most important part of chaos for looking good (in terms of reality) is the asset creation process. Anything can be fractured in a simple way but it looks like the destruction from old games like Black. Which is to say, not realistic, it just cracks and falls.
Ah I see
automated fratureing sulutions will work on individual elements well .. but they are just not prefered for doing whole objects for the reasons marrc raised
Oh wait can destructable meshes have bones xD
yeah and chaos takes materials into account for the particles it creates when destructing. Not to mention you will have some kind of niagara integration spewing relative particles from those material types
when you tru them on multibple mesh ojects.. or on a merge objects strange stuff stastrs to happen , they generall ythave to be used on a single convex non manifild mesh
Single convex non manifild mesh?
spawn, pick a direction, give them some movement over time? maybe a timeline driving each one for a second if they are blueprints if not something else driving them. if they are physics objects give them some force or impulse
single is pritty obvious .. convex means it has to have all its normals pointing outwards and must not be concave .. and non manifld means (in this context) that it should be non intesecting and not be made up of multiple chambers
Do you mean "manifold"? I wasn't even understand the word "manifild" at all 
non manifld in this context means *
Either way, if you see the Valley of the Ancient demo, the Colossi also has some static Nanite meshes. That's where the destruction comes from.
You'd basically attach static mesh into a robotic character, and swap it with the fractured one when it got damaged. Robotic characters are mostly rigid, which is why it has advantages with attaching static meshes, unlike more flexible creatures like humans.
Well, the mistyping of that word really confuses me for quite a while.
Morning guys, I am trying to delete a material, It keeps saying that it has something is linking to it. But i've search in world outliner and content browser. there has nothing left with such name. Is there anything I can do to find that reference?
hmm
Try fixing up redirectors in the folders.
Sorry Im pretty new. How should I do that?
I found this in my file browser. I don't see that in my content browser. can I just delete it?
I no longer need this.
How do I turn off friction for my FPS character (I’m using blueprint and the built in FPS controller)
I already turned off ground friction and it didn’t work
Would appreciate it if anyone can help me who's been successful in rendering out multiple MetaHumans
https://answers.unrealengine.com/questions/1035090/when-rendering-sequence-out-metahuman-hair-flicker.html
Just dm or @ me
I saw some issues with anisotropy of the grooms in engine. Not tried it with a render though
is there anywhere with some really good first principles based blueprints /rigging fir ue tutorials,
learn.unrealengine.com is the best bet for first principles I guess. Rigging is basically upto you. You can do the Mannequin setup for retargetting ease, but you are free to rig however you like. You can also use control rig to make after-rig setups a lot easier
bear in mind the actual bone setup is done externally
so weight painting, envelopes and such are not really UE related to a degree
hi not really sure where to ask this - i've used datasmith to import the wheel on the right but needed to convert it into a static mesh in order to use it in a blueprint however when i convert it, it goes transparent? as seen on the left wheel i havent had this issue with any other wheels imported so not sure why its happening or how to fix it
seems like its a normal issue
It's the face normal facing the wrong way around.
perhaps datasmith kept the normal smoothing groups when importing but typically you use face normals which might be what happened. If it's converted that way it could have ignored the normal smoothing and reverted to face normals which might be incorrect.
You can brute force it by enabling "Two Sided" in the material instance (or the Datasmith's master material itself).
Most of the time, models made for enterprise uses don't put backface culling into account. Backface culling isn't the norm among the enterprise renderers.
dsamn i will be watching tutorials for a copuple of weeks now .. learn.unreaala has a lotta stuff
Start with kickstart for developers. It is nice introduction to all areas of UE
Hey, I have a problem in my project since 2 days and I don't know how to fix it. In my project I created an enemy that follows you, and after shooting him he becomes a ragdoll and dies.But at the location where he dies, there is some kind of invisible wall where I can not walk through.
Does someone know a fix for that
Did yall get the nitro from epic?
aye
Top Tip : Pretend you are a legit influencer by having an overpriced microphone and putting neon lights in the background when you stream.
thank you that fixed it for some reason all of the materials needed that ticked but it looks as its meant to now ty
also i have run into another problem thats possibly similar to the wheels
so the middle car is the datasmith asset when converted to a static mesh i get the very nearest mesh and when i do the double sided tick box or apply the material to the door with mesh editor in ue4 i get the far end result but for some reason its a darker shade of yellow and not the same as the datasmith asset
can someone go into vc later and help me to make animation montage
Hello friends, I encountered a troublesome problem in unreal today and I couldn't fix it since morning. The editor does not open, it gets stuck at 9% and locks the pc
i deleted it and uploaded it again but it didn't say you are mine
the internet had a lot of fix videos but it didn't work
need urgent help
Hello UE Community,
I am buidling the Unreal Engine for CARLA Simulator on the Linux system. I am facing some issues with UE4Editor that crashes at launch. It gives the following crash report:
Caught signal 6 Aborted
libc.so.6!gsignal(+0xc7)
libc.so.6!abort(+0x140)
libc.so.6!UnknownFunction(0x89966)
libc.so.6!UnknownFunction(0x909d9)
libc.so.6!cfree(+0x4db)
libdrm.so.2!drmFreeDevice(+0x6c)
libdrm.so.2!drmFreeDevices(+0x2d)
libvulkan_radeon.so!UnknownFunction(0xa898a)
libvulkan_radeon.so!UnknownFunction(0xac145)
libvulkan.so.1!UnknownFunction(0x24b6f)
libvulkan.so.1!UnknownFunction(0x24fb1)
libvulkan.so.1!UnknownFunction(0x246ce)
libvulkan.so.1!vkEnumeratePhysicalDevices(+0x44)
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::SelectAndInitDevice() [/home/navjot/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:517]
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::InitInstance() [/home/navjot/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:694]
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::Init() [/home/navjot/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:241]
libUE4Editor-RHI.so!RHIInit(bool) [/home/navjot/UnrealEngine/Engine/Source/Runtime/RHI/Private/DynamicRHI.cpp:228]
UE4Editor!FEngineLoop::PreInitPreStartupScreen(char16_t const) [/home/navjot/UnrealEngine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:2555]
UE4Editor!GuardedMain(char16_t const) [/home/navjot/UnrealEngine/Engine/Source/Runtime/Launch/Private/Launch.cpp:127]
libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char*, int ()(char16_t const), void ()()) [/home/navjot/UnrealEngine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
libc.so.6!__libc_start_main(+0xe6)
UE4Editor!_start()
These all libraries already exist in the system, but UE4 is unable to find them. Could anyone help me to understand and guide me on how to solve this? Thanks
Does someone know how to set the length of a string variable in ue4 ?
@plush yew can u help me man ?
what do you mean
i made on option of typing character and it goes into string
and i want to when u typed 4 characters its stop typing
I think i nailed it
thx man
grr, UE marketplace keeps declining my assets, saying that its not enough items and not the quality they are looking for
not sure whats wrong with them
Not sure if this is the right channel to ask in, but just to be sure I can use quixel materials and models for commercial products right?
how do i cast to a blueprint
?
Not my character thats i know
\
Help Someone I WIll Be Very Glad if someone will help me solve it
Sry that video is not helping i already saw it
you need a refernce to what you want to cast to otherwise how do you know which one to cast to
well we need to know more about the actors to help
Thats The Object
look up blueprint communitcations on youtube overall you need to either use an interface or have a variable you setup if its already spawned there are literally more then one way it depends on what your doing
Project Tital : Architectural Visualization of | Small Apartment | in Unreal Engine 5 Ray
About us:
ArchXStudio began its journey back in 2011. The passion of our architects turned a small business into a developed company. 10 years of excellence and experience leave us with the confidence to offer our services worldwide. More than 200 satisfi...
i want to cast to my bp so i can animate it when i press on the check button in the widget
my very first pro project using unreal engine
yeah but whats that actor doing
but what actually is it
when i cast into it i will activate a timeline who will move the actor and open the box
In this video, you'll learn how to get a Level Blueprint and a Class Blueprint to communicate in UE4.
(00:05) - Creating a New Blueprint Class
(00:49) - Creating a Component & Changing Material
(01:51) - Custom Event Setup
(04:40) - Level Blueprint Functionality Setup
(06:57) - Player Character Blueprint Interaction
(08:47) - Using Cast To Node...
well, idk what your interaction with this object is, but if its the player interacting with it I would use a line trace somehow and you can easily cast to actors from the hit result
Thx man it helped me so much @dark depot
I wonder if anyone here uses source control with PV4 on home projects? Since switching over, my save game to slot nodes no longer work properly. They simply return the false bool.
Hey all, does anyone have any resources related to creating editor functionality like a part of the landscape mode?
To elaborate, I mean the grid selection in the "manage" tab, i.e. displaying a selection on a grid then being able to add/remove something
Anyone know what's up with the set text? I migrated this from another project where it worked fine
new var 1?
its not accessing a variable/object that it should be
Doesnt exist
when you fire the event that plays/stops it doesn't have access to the variables that came before the event
Okay this is frustrating. I have an actor that has a sphere collider for its root component. I then add a child component to it... I've tried several different types. One does GetActorLocation(), adds 100 on the x axis, and sets the world space transform of the static mesh instance to it. However, as the actor bounces, it will not remain perfectly +100 on the x axis. It will start to rotate a bit. Sometimes it will even flicker.
it looks a bit awful in terms of code tbh. its running on tick but trying to get the timeline stuff every tick. but the timeline isn't running at the tick speed I guess
I'm trying to make a ball trail btw.
Huh. I don't really know what I'm supposed to do differently though, this is exactly how it looks in the other project and it works fine.
Also, if I set the instance transform to world 0, 0, 100... it will shake.
And start moving around.
Even though it's always being set to 0, 0, 100
As the ball (which is not at 0, 0, 100) moves around.
UE 4.25 btw
Yeah it looks like setting the world location of a child component of a rotating physics object just straight-up doesn't work consistently in 4.25.
And yeah I can see that being a hard calculation to make... wonder if I can unweld them somehow.
This has to do with PV4 adding the saved directory to the depot and in doing so, if the save slot file is not checked out it returns a permission error.
Does anyone know how to exclude the saved directory from PV4's nonsense?
@midnight ferry using the p4ignore.txt file
Hey! Beginner here. Just wanted to ask how to change the speed while youre still editing the map.
@kindred viper you godsend, where might that text file live
Whenever i move its like igs at lightspeed, and i move directly though the map
@midnight ferry https://community.perforce.com/s/article/1282 there is also a standard UE4 file you can check out if you google for it
thank you
@tardy parcel on the top right of the editor there is a camera speed setting
sorry the viewport
are casts expensive and should I be caching them?
Level sequencer - I've figured out how to access different variables but I can't figure out how to use those variables to move the camera (basically to interpolate it's position between those two actors)
is there a way to launch a unreal program so it shows graphics options at start? a unreal prebuilt in thing?
thank you
not built in but with enough time, motivation, and skill one could do this for UE
It's one of those "you have the source, you can do anything in your capacity"
Slate/UMG doesn't need the full game loaded to be able to draw widgets
hello
am tryin to use rtx i ue4 from github but.
is this the actuall engine ? or source code ?
Hello! I would like to apologize in advance for my English but I am looking for a lot of help and I think I can find it here. I'm new to this server because I'm looking for help because I have a very strange problem because I wanted to try to create a similar hair physics which is in Fortnite only when I export a Fortnite character face model to .fbx format and add in UE4 and then want to add hair physics via anim dynamics model goes crazy. Weird thing is when a friend of mine sent his exported .fbx then the hair physics looked normal.
My exported model to .fbx format:
Model exported by my friend
We both exported model on same version of blender
Quick Q is there a way to bulk replace a bunch of materials to the same thing within a static mesh? eg. from Element 0 - element 10 without individually finding and replacing each one
Hey
When im trying to move actors to another level (with context menu) it moves actors, but keeps the original ones on their place. Can i completly move actors to another level without keeping them on old ones?
dee
im very new to unreal engine and i tried to make a scene to mess around in and it says lighting needs to be rebuilt (77 unbuilt objects) but when i build it, it says lighing build failed, how can i fix this?
If you mean the "first run option", you can just start with an empty map, and reuse the graphics settings menu. Once the player completed the settings, make a dummy save file to indicate that it's no longer "first run", and business as usual.
Otherwise, if you want to have a game launcher... There's no one solution fits them all situation. You have to make your own launcher that modifies GameUserSettings params.
has anyone here tried pixelstreaming with UE4.27? i'm getting an nvenc crash on connect
latest gpu drivers, 2080 ti
https://gyazo.com/d4b75c4b205939eba93099168b5f8a70
So i have no clue how to press this settings when the importer automatically flows through the entire process :3
Is there a place where i can press the T0 to pose ref in the engine settings i cant seem to find it..
Why is my ball bouncing at high speeds and how do I stop it?
https://gfycat.com/orderlycomplexbeardeddragon
try playing around with these settings
Wouldn't that make it slower though? I'm making a marble run game (see: Marbles on Stream, Marble World, etc.) and need them to be fast
Just tell it to stop 
or adjust the gravity, just test and see what works for you
What about making the ball frictionless? Is there a way to do that?
Gonna ask here cuz no one responded in #cpp for over an hour: How would I add a custom property to a skeletal mesh's LOD? Do I need engine source for that? Or do I just make a plugin to extend it?
The first one is about FBX normal smoothing, which can be set in Blender's export settings.
The second one... Complaining about "IK bone" that hardly anyone used 
well in the tutorial it seems like his doesnt have that issue
but mine does and idk how to change that
since im using daz to unreal bridge so i cant use the fbx pop up for it :C
Well, you could ignore the smoothing error, and as for those "ik bones", also ignore it.
One thing for sure, people hardly use those ik bones for actual use.
Okay I legitimately can't tell if no one knows the answer, if I'm shadowbanned somehow, or if everyone is just ignoring my questions
When setting up master material. For the ARM map. which placeholder should I put in there. Do you guys have any industry standard for these inputs?
not shadowbanned
people typically dont answer if they dont have an answer to help you
i dont know what your question is
but id use google, or forum hop or check tutorials with the proper term of your alleged goal
It's pretty complex
I haven't found a good answer from google
Could someone give me a hand in #linux ? Would be greatly appreciated, but if not that's okay! 😄
people here can be incredibly helpful but they arent mandatory or necessarily suppose to help you
idk what channel to ask this in. I have a firstpersonbp but whenever I press play the game starts from wherever my camera is
their doing so as a token of their whim :3
Just fill in with the engine's DefaultTexture or your own texture.
At least I know that I'm being seen by someone
id never ignore someone unnecessarily :3
but if no one answers here typically your question belongs in a different catagory seen to the side
or they have no answer or dont want to help
Try asking in #graphics
either way use this a resource on a case by case basis and refer to the internets to solve your issues youll have much more luck in your pojects success
alright
good luck :3
so if the ik bones dont matter for ik's i can just move forward o.o
Yeah. In the Manny rig, the IK bones aren't even parented to the matching bones.
It wouldn't matter if the DefaultTexture is sRGB true or false right? Those will be defined by the material instance input textures I asume?
People just straight used the "real" bone and an IK solver to drive the bones with IK.
oh wow
Doesn't matter.
Could someone come to #linux ? I have a small question, if you don't know how to help that's okay! 🙂
Not many people use Linux anyway, let alone for serious UE4 development, so yeah, don't expect immediate response. 
And it seems like it's a Linux issue, not a Git issue. At least in Windows, it's supposed to install the prerequisites after the git stuff completed.
for normal map place holder. The DefaultNormal_Uncompressed is the only that doesn't have source to someone's desktop. but this texture is uncompressed. Does it matter for master material?
Doesn't matter.
And the "source to someone's desktop" isn't detrimental for this - it mainly used for reimporting.
I've created a collision capsule for my VR player, and it collides well and stays with the player, but whenever it collides with something it cant move but the player still can. how do i fix this?
So I got my custom skeletal mesh working, but I just realized I have zero idea how to add it
I made a custom actor factory for it, but since it's a mesh it won't show up in place actors
do you want to import your custom skeletal mesh ??
No, I want to import using a custom skeletal mesh class
Instead of the default skeletal mesh class
I made a custom skeletal mesh class inheriting from the base skeletal mesh class
and recreated the actor factory
That's
Not even remotely close to what I'm asking
I'm not talking about a custom mesh
I'm talking about the unreal class
I know you're trying to help, and thanks for that
Material Instances doesn't take virtual texture UDIM?
I made a master material with VT place holder. Made an instance, plug in the map that I exported from painter. The preview looks wierd already. When I apply it to the geomatry. It gets so dark and UE crashes. Obviously I've done something wrong .
ok
every time I create a new function the one before it in the my blueprint tab just does the same edits. So if I duplicate it and make something from .05 to .1 the first one will go to .1 Or when I create a blank function the one before becomes blank until i delete it, then it comes back
In the VR template whenever I assign MotionControllerPawn to a character class, or if i make a collision capsule the root of the class my VR view becomes much higher above the ground than what it's supposed to be.
I literally haven't heard of the ability and attribute system until now but it seems really useful. Is it worth learning in-depth?
Okay, so I assume that I have to write a custom FBX importer (or at least override the FBX importer)
Is this possible without needing to modify the engine source?
If you want to write a custom asset type for it, then writing a plugin/module is enough.
However, if you want to probe the engine's skelmesh asset and the importer, you have to go low level into the engine source, and there's no high level solution for that.
I wrote a custom asset type
That inherits from skeletal mesh
It doesn't need to specifically be for fbx, but is there an example of a custom import?
hey not sure where to ask this - but for some reason im getting frame dropping like hell with this car model and im not sure why
all the other cars lined up when i change to them and spawn them in the frames are all fine except for the one pagani car
at first i thought it might be the amount of triangles in the model but that doesnt add up for me unless im just being a noob and the only other major difference im seeing is the collision primitives? if anyone could shed some light would be much appreciated
I have yet to see a properly made game using static meshes for cars 
Again, as I said few hours ago, most games generally have drivable cars as skeletal meshes, including the off-road vehicle sample from the Learn tab in the Epic Launcher.
Having the static mesh collision as driveable cars is what likely to tank down the performance.
Most games that have cars as static meshes are placed as props and not moveable nor driveable.
Okay, so I tried to add a new FBX format with Formats.Add(TEXT("fbx;ArcSystemWorks FBX"));, but the format doesn't show up
Hey fellas, cant figure out how to copy foliage to another level. Right now i have several world composition levels - all meshes and actors moving well, but foliage doesnt react to move to level
actually i should probably rename the text, since i don't want references to arcsys all over my game
even if i'm inspired by them
I thought you were Arcsys employee 
lmao
ANYWAY
I'm an idiot, I forgot to add it to the module
startup
wait
i don't think i can do that with a normal ufactory
that's only for uactorfactory
oh never mind it does show up
i'm stupid
hmm the AVS vehicle system that im using that was free for the month back in march i think uses static meshes and even in the demo project there is no problems with fps even when i spawned numerous vehicles it didnt drop below 60
Yo guys ue keeps crashing everytime I open the viewport for my third person character thing
The Unreal Engine 4 crashing problem is sometimes caused by interference from your antivirus software. ... If your game works properly after you disable the antivirus software, contact the vendor of your antivirus software and ask them for advice, or install a different antivirus solution
What do you guys host your multiplayer games on play fab or aws
Cool thanks mate
welp
ran into a roadblock
Guess I can't do things this way
Since I'm trying to directly add to LODInfo, I have to shadow it somehow
Obviously that throws errors
Uhhhhh second and more desperate measure
Recreate the SkeletalMesh class from scratch and somehow figure out how to cast between the two
...that's probably going to cause way too many issues
Do I not have a choice but to edit the engine source?
This has been in our bug tracker for a long time and we still dont have a fix. Every time i play my own game in fullscreen i get this actually... it's a real pain. Especially since it's an engine bug that other people seem to have a fix for. Somehow they fixed it in mordhau though.
"UI offsets mouse position in fullscreen mode after swapping from windowed mode on multi monitor computers."
https://issues.unrealengine.com/issue/UE-19988
https://answers.unrealengine.com/questions/279037/linux-mouse-input-is-offset-in-umgslate-when-the-r.html
https://issues.unrealengine.com/issue/UE-36371
how can i make it so ue5/ue4 picks up my visual studio install? it shows none installed when i try make a c++ project
How much space do you think it would take up to make a game like Mc? Or Skyrim? Or fortnite?
Etc a game like those
Hello friends, I encountered a troublesome problem in unreal today and I couldn't fix it since morning. The editor does not open, it gets stuck at 9% and locks the pc
i deleted it and uploaded it again but it didn't say you are mine
the internet had a lot of fix videos but it didn't work
need urgent help
Hey guys, does anyone know what this error means?
LogStats: Display: There is no thread with id: 12036. Please add thread metadata for this thread.
I get it in the log after using "stat Quick" or "stat SceneRendering", and I get multiple of it with different IDs. And it's in a new empty level as well.
when will games look like the UE5 demos?
halfway through the console generation probs
especially cuz ssd space is gonna be a big issue
Not until late 2023/early 2024. Remember that some studios will still use UE4 long through the next gen console hardware
yeah, plus ue5 isn't even coming out until next year
so uh
is it normal that compiling engine from source takes over 2 hours?
github said it'd take 10 to 40 minutes but i'm assuming it's outdated cuz it also said that binaries were 3 gb but they were 11 gb
it might take 3 or 4 hours tbh
Mine had been 12 hours to an entire day. It really dependant on your CPU thread count.
The whole 10 to 40 minutes presumably was from earlier version of UE4, back when there's not much going on in the engine and not much modules present.
In comparison, 4.26 has around 4 thousand modules to compile.
god that's terrifying
@! The Hoodie Guysorry its the source code which required 11 gb of unnecessary download
@drowsy snow
The source code alone is around 2 GB.
The rest of them comes from binary assets and dependencies.
how can i edit te source code to only use core engine with no target platfrom just like in luancher
The Setup.bat is the key to size reduction. You can add exclude params before executing it to exclude platform targets.
Because it involves commandline arg, you have to run it from Command Prompt (or PowerShell if you ever use that, doesn't really matter)
This is my exclude args.
BTW the 4 GB download is partial because I already went through another 3 GB of download.
fu studios
@drowsy snow
Setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=Linux -exclude=Linux32 -exclude=Linux64 -exclude=linux_x64 -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo
i used this, can i even make it smaller ?
now its 6 gb from the old 17 gb... not bad.
No one's stopping you from making your own game using UE5 with the same amount of asset quality 
You can YOLO and use UE5 Early Access right now and kitbash the Megascans assets which are freely provided for UE licencees.
In the job boards of this server alone, someone already using UE5 for full blown production, even if UE5 isn't production ready just yet.
i just need a 2 week course on making video games and 200 people who will work for free for me
200 people who will work for free for me

people love to be exploited
Even Blender Foundation, which doesn't take royalty out of other's work, still paid their hundreds of employees through corpo donations and grants.
The whole news about Bink integration to UE4/UE5 still doesn't makes sense to me. Digging through 4.27 branch, there doesn't seem to be any class or plugins related to the Bink implementation. Not to mention RAD Tools is required to convert video files to Bink format.
That is if the entire thing resides in dev-******* branch and not yet pushed to the main 4.27 branch... 
Nevermind, I was dumb.
My local clone wasn't updated properly, thus missing the BinkMedia plugin. 
Guys I need your help
I'm still trying to get UE4 on Linux, and when I run ./GenerateProjectFiles.sh, it just stays on Setting up Unreal Engine 4 project files... Setting up mono
Forever
And will not move
so by using the exclude command for setup bat , whats the comands for GenerateProjectFiles
???
is it this one : Setup.bat
GenerateProjectFiles.bat
Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:WithWin64=true -set:WithLinux=false -set:WithServer=true -set:HostPlatformDDCOnly=false -set:WithWin32=false -set:WithMac=false -set:WithMacOS=false -set:WithMacOSX=false -set:Withosx=false -set:Withosx64=false -set:Withosx32=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinuxAArch64=false -set:WithPS4=false -set:WithXboxOne=false -set:WithSwitch=false -set:WithLumin=false -set:WithLuminMac=false -set:WithHoloLens=false -set:WithDingo=false -set:HTML5=false
???????
did you did all thing before your./generate step
yes i did
So make?
yeah
how much time did you wait for setting up mono to finish
I watched that
oopss
I'd love to know how to figure out where this actor is being spawned from
says it has no installation candidate
was this successful /setup.sh
https://www.youtube.com/watch?v=PYCaYICkulQ
watch this from 14:00
Can someone PLEASE explain to me why when I advance a single frame - an actor is spawned into the world but It doesn't show me any execution stack or there's no way for me to actually jump to the next blueprint node that spawns that actor - (i want it to STOP spawning) - you can see this frame - the next frame is literally the ( begin play of the actor I'm trying to stop from spawning )
it goes SOMEWHERE but I can't figure out what is the current active execution frame
And while I was able to locate it - I'm confused about why the advance a single frame did not take me to the code (which was in my game state) where this thing would happen
<@&213101288538374145> I am using Multi User editing with a few different people currently. We are all on the same network and have been using it amazingly. As some of us are leaving to continue working at home we are unable to take the project as its stuck on the server. does anyone know how we are able to take the work off of the server?
Please don't tag moderators for technical questions like this
We're just users of the engine like everyone else here, just ask your question normally in the appropriate channel and if anyone knows, including us, they'll help
hello, do I need to learn software like Gaya to make landscapes in UE or soımething like Blender is also capable of that? I'm new to ue
As for this specific question, no idea, sorry.
You can edit landscapes entirely in UE if you want! External programs are used by some teams because they can make the process easier or generate better results, but they're not required.
yeah but what if I wanna make some custom stuff and like stuff that UE can't do, so do you happen to know if blender or similar program is capable of it?
I don't know if blender is well suited to that, I personally haven't used it much and not at all for generating height maps. Gaea is great though, and so are World Machine or World Creator.
How would someone go about making multiple enemies in a game that can all deal damage to a player, would I make a Child blueprint or...
Blender can do lots of things. But like with many things, pick the tool that gets the job done
thank you
Generally this kind of many-to-many interaction is often best done with interfaces. Create a damage interface that all your enemy and player classes can use, and implement how they react to receiving damage on each class individually. Use class inheritance where it makes sense to keep things logically structured and maintainable.
The engine even includes a damage interface out of the box that you can use, as part of the Actor base class - just call the damage events on any actor and use the "Receive damage" events to handle how your classes deal with being damaged.
Very helpful, ty. I was more concerned about each enemies animation and how it detects the hit rather than handling the damage variables themselves.
Ah, if their meshes share the same skeleton and animations then you can use the same anim blueprint for them... Inheriting anim BPs is a bit weird if it works at all. I think they added some functionality for that in one of the last few major version updates, but I personally haven't touched that yet
Ahah, I don't mind recoding the animation BP.
But, for enemies, I assume I'd have to recode their conditions for hitting the player for each individual BP type?
especially if they had a different weapon.
So I assume when I hit an enemy with the character, I can send an interface to the parent and all children of the enemy class?
hey yall, been struggling with this problem for a few days. Im using blueprints and i want to create another blueprint based on an input string. Anyone know how i can do this without a huge bunch of executing pins and branches? (instead of print id be spawning the actor at the end)
hey
am trying to build ue4 without other platforms
22>CSC : error CS0006: Metadata file 'Z:\UnrealEngine-nvrtx-4.26.2-1\Engine\Binaries\DotNET\IOS\MobileDeviceInterface.dll' could not be found
========== Build: 0 succeeded, 1 failed, 3 up-to-date, 21 skipped ==========
how can i skip them
my first advice would be "don't", but if you're going to go down that path, you may want a TMap of string to actor
@wary wave, what would be a decent alternative for this?
Somehow IOS has to be included.
Which is kinda ironic given the current circumstances 
I don't actually know what you're doing 😄
basically i just want to spawn an actor if a specific input is given
what kind of input?
it can be any input but in this case its a "map" string. I.e. if "map" == "map1" > then spawn actors for map 1
hmm.. ill try that thanks
@drowsy snowsir
how can i build editor only ?????
actually tbh @wary wave its not the loading in map part but the logic so it would be the same case
ill use streaming level to load in the map but the logic to decide what to load in is what im having trouble simplifying
right now im using those branches like in my image above, it works but its a bit messy
streaming a level in can be done simply by streaming it in from a direct reference
In my case, I "install build" the editor with only Windows and IOS dependencies, and strip down unnecessary plugins and dependencies after build.
so you shouldn't need any string comparisons
Alright ill give it a go thanks
It's still super strange, the fact that MobileDeviceInterface.dll from IOS dependency was required to build at all.
oh looks like i did something that fixed the isuue
Why is it starting out from the right side of the screen
instead of starting from where it already is
huh I can't seem to find the source of the issue anywhere
uh oh even the UMG editor is broken
Anyone know why physics simulation breaks if I increase world scale 3d for a skeletal mesh actor in blueprints?
Ignore my above post, seems deleting everything and re-adding it fixed the issue, weird
Hi all, for textures, does "maximum texture size" not allow for 4k resolution?
We have a lot of 8k textures imported and would want some of them to only be shown at 4k but the highest option available is 2048 or full 8k
Seems very odd
Are these textures not square? @last topaz
Ue4 doesn't like large textures that aren't square power of two
Your mip generation settings might also be to blame
Also, if you set a texture to 'never stream' they should always display in full resolution
@last topaz
Just be careful with memory management
i was wondering, are there websites/forums where people share gameideas they have but cant do? would love some inspiration to to do something, but , i dont have the ideas (at least not realistic ideas :D)
Hi! is this the correct channel regarding issues getting Unreal to work on a user level? or am i just blind and can't find the dedicated channel for it
should be fine, else we'll direct you to the right channel
Aight, thanks.
So, Unreal Engine based games completely freeze, after about two minutes of playing in them. I've had this with numerous Unreal based games, but a select few games that don't use Unreal also have some issues (such a GTA V).
During the few moment of gameplay i have, i notice there's these random "orbs" that appear all over my screen in different colours, but are too fast to catch in a screenshot. Shadows are also unreliable and freak out at random. After the two ish minutes of gameplay, the game completely seizes up and i have to shut it down with Task Manager.
I'm not sure if this could be related to the issues, but my computer also has an issue where the system time is moving to slow, meaning it's off by minutes, after some hours, until i manually reset it. I've tried changing the Cmos battery, and it only helped that issue a little. At random, Windows pathfinder also get excessively slow, with nothing hogging up any of the system functions, according to task manager.
sounds like you have a shafted pc
or a shafted win10
besides making sure you have the latest gpu/motherboard drivers, win10 has had some weird updates causing a lot of weird glitches and slowdown. you can also try a temporary downclock of your gpu, see if that stabilizes it. else.. its going to be hard to figure out.
any parts in particular you'd say were shafted then? this is a brand new built computer, the only parts second hand being the GPU and PSU.
Likely faulty GPU.
your ram timings, your overclocks, faulty GPU or bad driver install.
But since it affects system time, I'd suspect the PSU, which, should never cheap out on second hand ones.
ram timing can do that too
a lot of people presume ram just works, and sometimes it does, but if you don't make sure its setup right it can be the bane of all problems
Ram should be set up correctly, set up the 3600 it has
I've seen cases of people who have forced ram/gpu into their motherboard and cracked the bus which can be an issue too. It's hard to tell without looking at it though.
I'll try downclocking the GPU, then trying to see if i can re-install Win10
If it's a hardware issue i'll cry because i can't afford any replacements at the moment
if its a new pc then the parts are under warranty as long as you didn't bork it when you built. Sometimes it's worth paying the extra $30 for them to build it for you then you have no comeback
Sadly was not an option due to the GPU crisis. had to order parts from multiple stores
Working on getting MetaHumans to be driven by Android Phones.
Everything is working perfectly as you can see
https://www.youtube.com/watch?v=lIaCEaQ4otw
I got it working a few weeks ago with Faceware Live and glassbox plugin
If you get some nice solution tell epic. They might want to advertise it
I have a great solution. Pull a finger out and listen to the zeitgeist of people who won't use Apple products on moral grounds and start supporting the next biggest phone platform.
Hellaphone? 🤔
considering they are promoting this kind of system setup, you would think they would throw some love to the android community. It's not like the tech isn't available on those platforms
How would I show another camera over part of the viewport/player screen? I'm trying to do something like the partner view from portal
render to texture and overlay it is one method I could think of.
you can use a widget to display it on your screen in a location
You mean I put the texture in a widget?
yes. Check out render texture + UMG
Render target, I think, is what you need?
Is it possible to use a render target like a texture in a material?
I'm looking into it and that seems like it
The answer I'd gotten about this like a month ago was absurdly convoluted and it seemed like they were telling me I had to create a dark box for the player camera to capture from and attach render targets to the player
Anyone know how to fix unreal engines drop down menu's bug?
guys do you know how to export characters (as .fbx) from UE4?
None of these work, won't let me click them
@bitter etherright click it, asset actions, export
thank you 😁
Restarting the Editor for a temporary fix.
Tried
It's your NVidia Driver that causes it. You can try going back to an earlier version.
I see thanks
Unrelated to my other question but would it be a good practice to use game modes to define areas where players can and can't take damage or use certain things? Like, have a "town" game mode that you switch to to adjust those properties?
Pinned message on this channel should have something too @limber marlin
GameModes can only be switched on Level Changes.
If you have to go between levels to go from friendly to hostile zones, then you could do that yeah, but otherwise you should just work with some BPs that have overlap events etc.
Try running it via command prompt.
i'm confused with vertex painting. I made a material which has 2 textures, and should've been able to paint it. And it works on a standard sphere, but doesn't work on a nanite mesh, am i doing something wrong, or are those meshes just not compatible with vertex painting?
Anyone know why physics simulation breaks if I increase world scale 3d for a skeletal mesh actor in blueprints?
The larger I make the scale the worse the physics behaves. Are the bounds not scaling up or something?
Hello guys i have 2 issues on HTML5 .
First : Lighting is very bad you can't imagine guys how bad it is xD
Second : player rotation left and right being very fast with mouse im using click and rotate like the image below " or Above "
Quick question, if I load actors by spawning them from blueprint instead of placing them on the world map, lets say idk 40 actors. Can it flood the memory \ gpu \ cpu? or is it ok?
You could MapRangeClamp the AxisValue to reduce the speed.
HTML5 lighting is always bad, when possible go with Emissive color instead of BaseColor.
Hey all! Anyone have any good resources on starting to learn character modeling/rigging/animation for UE?
Hi, has anyone had this issue with the transform thing fading into the asset as i get closer?
That's mostly just an angle issue
If you rotate around it, all three arrows will show up
uh no its inside the asset
Could be related to the material shader?
because its invisible
I don't experience that on my assets.
If that shader is doing something fancy and using the same draw layer that the editor arrows do, it could cause something like that.
That doesn't mean that's not what's going on, though. Plenty has changed in the engine. 😄
il have a look around but its happening on all the different shaders so its not an isolated one
This has to be UE5.
Also, have you tried restarting the editor?
That's strange. I never had that issue in UE4 Blaze-it edition (that's what I nicknamed 4.20 internally)
haha, why is that
i didnt make the choice to go with 4.20 so i don't really know if its a good or a bad version
4.20 is a good version, not just because of the memeable number version. Though I don't recall the issue with gizmo ever brought up in the hotfixes posts.
I downgraded my driver version for unreal engine yet still bugs out?
I have an RTX 2080 Super running driver version 442.92
is it possible to save a base pose for the default mannequin and use it for other skeletons?
Okay, when I open an empty Blueprint, go to the event graph, and right click to add a node, the editor takes 10 seconds before loading what I typed. I have UE4 on SSD, and my CPU is only jumping to 12%...
I can't find any fix on google
Yes, actually.
how does one do this :3
In the skeleton part of the persona viewer, there is an option to save current pose as pose asset.
