#ue4-general

1 messages · Page 1016 of 1

fierce tulip
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there is no real q&a team anymore, we users are now their q&a and ever since its been a bleep-show

nocturne bough
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yeah. I think this problem is something from the antimalware checking every file, every folder, every time.

buoyant graniteBOT
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:triangular_flag_on_post: Blue Quaid#3464 received strike 3. As a result, they were banned.

drowsy snow
nocturne bough
#

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.

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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.

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in my case could not be Cortana, because I always get rid of Cortana.exe so it never starts.

sick parcel
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price aside, what 3D modeling software would be best on average?

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after many google searches all I've found was more confusion and opinionated people

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I have some (1 month) experience on 3D max, that's about it.

drowsy snow
gaunt abyss
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☝️

sick parcel
#

thats why I said, price aside 🙂

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I dont have a problem spending some money on learning something

obsidian nimbus
#

just go with the most expensive program than, it should be the best

sick parcel
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as long as is the right choice

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trying everything is very time consuming

obsidian nimbus
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expensive is allways best? 🙂

sick parcel
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not always

nocturne bough
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Blender and Houdini Apprentice

drowsy snow
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Thing is, if you have understanding on 3D CG creation, you would have easier time to adapt with other software.

gaunt abyss
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Blender is slowly creeping into the industry and getting used by more and more people

obsidian nimbus
#

and it has full phyton

drowsy snow
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If you master Blender, and save money in the process, you can adapt to commercial software that the company will pay for you.

sick parcel
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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.

nocturne bough
#
  • have updated tools to work/sync with UE4.
drowsy snow
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I was started with 3ds Max 6 back then, ended up using Blender and UE4 years later.

sick parcel
#

right, the in terms of compatibility with UE4, you would say 3D Max is more robust then?

drowsy snow
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(Or was it 3D Studio Max?)

gaunt abyss
#

Only problem with Blender is that it is very shortcut heavy so some people like that some don't

drowsy snow
obsidian nimbus
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but u can make ur own UI that holds all the shortcuts in push buttons

nocturne bough
drowsy snow
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I mean, the most direct communication between 3ds Max to UE4 still requires Datasmith as the middleman

gaunt abyss
drowsy snow
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That being said, Blender has also another quirks that can be annoying to UE4 users, particularly when it comes to rigging / armature.

obsidian nimbus
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FBX doesnt store bonetips thats about it

nocturne bough
#

that reminds me about Blunder, someone did an UE4 shortcuts and theme style for Blender. 😛

drowsy snow
obsidian nimbus
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doesnt matter, unreal only cares about rotations

drowsy snow
nocturne bough
obsidian nimbus
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if you know the bone tip locations u can just forloop em all in place

buoyant graniteBOT
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:no_entry_sign: Mr.Momba2379#5450 was banned.

sick parcel
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Oof

obsidian nimbus
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sadly i never know the bonetip location cuz FBX doesnt store em... and somehow that crap is the norm

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gltf has the same problem

drowsy snow
obsidian nimbus
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I dunno, never used it

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if i rig has leafbones u can do perfect blender to unreal using FBX

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well sorta, if u want morphs from unreal to blender u need to convert or phyton em in

drowsy snow
obsidian nimbus
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nah, i have no idea what that converter does, and u can see what blender does

drowsy snow
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Few weeks ago I helped someone facing that very issue with the FBX exported from UE to be imported to Blender.

patent island
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wait

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does this BLUi thingy let me animate in ue4 with the mannequin?

drowsy snow
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If you're using Lumen, ask it in #lumen

obsidian nimbus
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kinda looks like a dust emitter to me

woven elk
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oh sorry. I will do that

drowsy snow
obsidian nimbus
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in ue with manny is that controll rig template

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i think the viewport controlls are kinda horrid to animate with tho

drowsy snow
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Don't get me started with the selection outline.

patent island
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I tried using Mr Mannequin Tools, but as a beginner I couldn't exactly figure it out

wintry saddle
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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 ?

bright plume
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trying to line up entities perfectly is painful

patent island
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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

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for it

drowsy snow
patent island
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I'm basically wanting to take the animations from ALS v4 and make them conform to weapons

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so like while walking there would be a hand on a sword that is sheathed at the hip or something

wintry saddle
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how do I create 3D models for my Unreal Projects? I've heard of 3DS MAX, is it the best software ?

patent island
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I guess I'm just trying to do something too complex for me

drowsy snow
wintry saddle
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@drowsy snow I use blender only but I can't import the blender files in unreal file. is there any extension for it?

inner vine
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Export to fbx

granite gate
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^

nocturne bough
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and Add UE4 addon to Blender too.

patent island
#

I guess I should maybe try and create my own locomotion system if I want to be able to understand it

wintry saddle
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is there any wayt to change pivot point here? I have tried Alt+Middle mouse but it doesnt work

late stag
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yea volume and things will be added as you can see we are in very early dev

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not even a full month into the game

void barn
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how do u check
where is ur engine installed

glacial arch
#

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

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So I'm thinking if there's a way for UE4 to force the game window to be focused thatd be great

late stag
drowsy snow
random violet
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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.

prime willow
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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

drowsy snow
prime willow
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yessssssssss

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i wonder if als can be used with control rig though >O>

drowsy snow
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ALS can be used with Control Rig just fine.
Though I made the controls from the ground up...

prime willow
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o.o

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i will pester you for that soon

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atm im trying something silly that might be amazing

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als with daz 3d with ik's all snapped together :33333

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i hope it works

drowsy snow
spiral igloo
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Does anyone know how I can added collision to my skeletal mesh? It's a rigged ship model with a physics asset as well

prime willow
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yush :3

drowsy snow
spiral igloo
drowsy snow
plush yew
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can anyone help me please

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after so many tries i reach out to this chat my downloaded assets wont come into the bridge

drowsy snow
plush yew
#

ty

drowsy snow
drowsy snow
spiral igloo
drowsy snow
plush yew
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Is UE accessible for mentally very slow people?

obsidian nimbus
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hmm its more for the socially awkward

granite gate
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this ^

plush yew
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I'm asking because I'm mentally very slow and stuff like unity made me very confused

granite gate
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what do you mean by very slow

drowsy snow
drowsy snow
plush yew
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Meaning I am very dumb and a very slow learner

granite gate
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i know that he means slow learner

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but did you have an official iq test so that you came to this conclusion ?

drowsy snow
plush yew
granite gate
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thats not slow.

plush yew
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Oh trust me, I couldn't figure out how to install UE until someone guided me through it

drowsy snow
obsidian nimbus
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nah its not consistent

granite gate
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these are 2 companies which make tests that are used by the us military

plush yew
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I'm in Germany tho

drowsy snow
granite gate
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a real iq test is not performed online

obsidian nimbus
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my last test long time ago was 129, and should prolly be higher cuz my memorizing numbers in reverse was literally off the scale

drowsy snow
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Because I've been taking IQ tests on paper and online, some said 118, some said up to 123

granite gate
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memorizing numbers ?

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i dont think thats a part of an iq test

plush yew
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Repeat this backwards then: 19472534

granite gate
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more like a neurological test

drowsy snow
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But that's not the point here.

obsidian nimbus
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yea they would read a row of numbers to me and i had to start at the end and give em in reverse

granite gate
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what was the company of the test

obsidian nimbus
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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

drowsy snow
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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

granite gate
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Wechsler Adult Intelligence Scale and Stanford–Binet intelligence scale tests are the real ones

plush yew
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Okay

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Is there anyone who can guide me through stuff when I need help?

obsidian nimbus
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well it was from facta, thats the test overhere

drowsy snow
obsidian nimbus
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now that i think back, it took like 2 hours and it cost a whole bunch way overpriced

drowsy snow
plush yew
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Oke

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Which version should I install?

glass harness
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If you're new I recommend the latest stable version 4.26

drowsy snow
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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.

granite gate
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get ue5 when it releases

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now the latest stable version is 4.26.2

drowsy snow
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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

glass harness
mild jetty
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i somehow installed 4.13 by accident

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and now im installing 4.26

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also im low on disk space because i forgot to remove 4.13

drowsy snow
mild jetty
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now im crossing my fingers that i dont run out of disk space

drowsy snow
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It's that old 😅

proper stump
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What is the output of TexCoord ?

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I see examples of adding it with a vector2, but assuming it's a scalar, what's does it output?

drowsy snow
proper stump
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thanks

plush yew
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Hey all, is it possible to spawn an actor from a string?

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in blueprints

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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

drowsy snow
plush yew
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Hmm yeah tried that doesnt seem like i can do what i need to with that

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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?

drowsy snow
mild jetty
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does this part always take long?

granite gate
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yes

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also depends on your system

mild jetty
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i have

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a tablet

granite gate
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windows tablet ?

mild jetty
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yes

granite gate
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whats the specs

obsidian nimbus
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dunno if UE works on mobile

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if it does its still a horrible idea

granite gate
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update windows and gpu driver

proper stump
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Where do I get one of these textures? with the UV coords on them

obsidian nimbus
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unless u do some weird custom ui on it or something

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google images?

mild jetty
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im gonna update the gpu driver, if there's any updates

proper stump
obsidian nimbus
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its called checkerboard

glass harness
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An i5 with 1.8ghz?

drifting elbow
indigo totem
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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!

drifting elbow
#

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

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Then you can disable render features (show ...) And see where you gain most performance. That can be a hint

indigo totem
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hm alright thank you

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how would i tell weather its gpu or cpu bound

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@drifting elbow

nocturne bough
drifting elbow
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This. Basically which of these numbers is higher (in time)

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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

indigo totem
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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

drifting elbow
#

Do you have dynamic or static lighting?

drifting elbow
#

You can also check the shader complexity (in the lit menu in the viewport)

granite gate
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disable static light

plush yew
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Should I put UE on my M.2 or my HDD?

granite gate
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M.2

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Hdd takes ages to transfer files

spare sun
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how do I make an actor

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unselectable

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?

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without hiding it

drifting elbow
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I don't know if that's easily possible

modest trench
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Can move said actor to a separate level and lock that level

indigo totem
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mesh draw cells is 4500

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the max bounces between 4500 and 7000

drifting elbow
#

That's too much. Do you have lots of the same assets?

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Oof

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Or lots of dynamic lights?

indigo totem
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the scene is set to stationary

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lights

drifting elbow
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And the individual lights?

indigo totem
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all stationary

drifting elbow
#

Do you have foliage instantiated or placed manually (by dropping from content browser or something)?

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(or something similar)

indigo totem
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the foliage is placed through the foliage painter

drifting elbow
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How many lights do you have in that scene?

indigo totem
#

a directional light, skylight, and 4 candles using point lights in a room

drifting elbow
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Then I guess you have too many meshes somehow in the scene

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You can make meshes of the same type to instanced static meshes, for example

indigo totem
glass rapids
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Is it possible to change the name of the Game Executable without changing the project name?

drifting elbow
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Which is often fine if it's instances. Are the trees instances?

indigo totem
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sorry, how would i know?

drifting elbow
#

Did you paint the trees using the foliage system? (Sorry if you answered alread, maybe you have grass in that scene)

indigo totem
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i painted them with foliage yes

drifting elbow
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Hmmm

indigo totem
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my pc isn't really a push over either so

drifting elbow
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Can you try hiding static meshes using the console?

spare sun
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look in different directions and check the drawcalls

drifting elbow
#

That's also a good idea

spare sun
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stat scenerendering helped me with this one

drifting elbow
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Yeah, stat scenerendering and then start hiding stuff

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We had many dynamic lights on a sample scene and lots of meshes. Draw calls were at 2000

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Some camera angles were almost unplayable

limpid pier
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I'm looking for item information here, but I can't find it, is this comparison helpful?

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Is there anyone who can help through andy?

indigo totem
#

hey my names andy lol

limpid pier
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I am arabia

vocal sorrel
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Hey guys how do I set up a camera to capture my scene when I hit the simulate/play button?

mild jetty
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Is it possible to bind LMB to always make a selection box instead of using Ctrl + Alt + LMB?

sly glade
#

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.

muted crater
#

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?

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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.

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NEvermind i got it, i was looking for Lighitng Channels.

sly glade
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lucky you, I wish I could find an answer to my question just by typing it 😄

muted crater
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@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?

bitter iris
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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

severe warren
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hello

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can someone help me with collisions of an attached actor

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there's no collision for an attached actor even thought it's collision is block all

merry elbow
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how do I destroy an actor from a component attached to it?

nova shadow
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Anyone tried the car configurator example wuth ue5? just crashes when I move the camera for me

wicked comet
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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

modest trench
wicked comet
#

clap I forgot that was a thing that exists

latent sonnet
#

Anyone know what's up with my enemy? It's not turning or spawning projectiles.

grim ore
#

debug it, tell us why

bitter iris
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@drowsy snowAssertion failed: !IsPendingKill() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ActorConstruction.cpp] [Line: 677]

latent sonnet
#

Like with breakpoints and stuff

drowsy snow
plush yew
#

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...

▶ Play video
bitter iris
#

@drowsy snow4.26, only happens in 2bp's

drowsy snow
tawdry narwhal
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PSA: turn that off if you don't want the engine to be sending usage data to Epic, it's on by default

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there's also one for bug reports

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they're in Editor Preferences

dark briar
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If someone is messaging me to exchange marketplace assets, who do i report this to?

steady hull
#

how does the vault cache in the launcher work? Do yall remove local content often?

lilac nymph
#

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? ...

drowsy snow
steady hull
#

I intend to get some more storage but until then ive been tryign to manage storage pretty closely

hard escarp
#

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?

glossy comet
#

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?

dark rune
#

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

drowsy snow
dark rune
modest trench
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UE4 turns polys into tris

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so a square poly will become two tris etc

shell compass
#

@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

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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

drowsy snow
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Though a rule of thumb: Never ever have n-gons in your model, aka polygons that have more than 4 edges.
N-gons should bgon

shell compass
#

That's so overexaggerated though. I agree when it comes to animated meshes

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But for all static geometry that doesn't matter

modest trench
#

are you are looking for a "rule of thumb" for tricount budgets?

shell compass
#

That's super fine

drowsy snow
#

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.

shell compass
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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.

drowsy snow
shell compass
#

@drowsy snow Yeah that's the second alternative I considered too... not sure which is best.

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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

regal mulch
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GameUserSettings subclass

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You just set it in the ini file to yours

nova sun
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does anyone know where I can download the base mesh/model (TPS)? link from the unreal tutorial is broken

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(TPS and FPS, actually)

drowsy snow
nova sun
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yup!

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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.

drowsy snow
#

Do you somehow lost the template from your editor?

shell compass
#

@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

drowsy snow
nova sun
#

@drowsy snow thank you!

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@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

drowsy snow
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Left is good.

drifting elbow
#

You need to tell the shaders to use the texture. That's what materials do. With no material, you can't apply a texture

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(shaders are the programs that tell the gpu what to draw)

merry elbow
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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?

drifting elbow
#

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)

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You can only apply materials (or material instances) to meshes. These materials contain texture samplers with your textures

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Is that really possible? 🤔 I guess if that works it's only unlit then

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Try drag and drop the material

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Slightly different shading?

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Ok, which material is it then? (You can click the glass icon to find it in the content browser)

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So it automatically applies a material that uses this texture? Hm... What happens if you have two material with that texture?

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(you can duplicate the material and verify by clicking the icon again)

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I have only the standard noise when PIE

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But nothing weird

hallow void
#

X: Describe hell in one sentence.
Me: Object has overlapping UVs

woven elk
#

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?

woven elk
#

Im a new user. never use 4

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I tried reimport the texture or reexport the texture. same

icy egret
#

Are there good tutorials for Shooter AI?
I have already watched UE official video and Ryan Laley's tutorials

hallow void
icy egret
hallow void
#

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...

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Or give you some exaples

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Also, you should try to "play" with AI code by yourself a bit, so you can learn how it works

icy egret
#

I tried many times, but I can't understand what I can't understand, so I have to watch more examples and more resources

hallow void
#

Keep trying and learning and you'll succeed, human mind is wonderful and capable of practically anything, it just takes time

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AI making could even take months as far as I know, but you'll get there, good luck!

icy egret
#

Ok....

wise tide
#

Can some one please send me two bps and a interface communicateing intergers with each other thanks

plush yew
plush yew
#

pls help me

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on dm

wind bronze
#

i want to make a 30 min movie in unreal is it possible ?cause i dont know much of how to make it

plush yew
#

and you can make movie of 30 min. i think

wind bronze
#

thx

drowsy snow
drowsy snow
#

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.

wise knoll
#

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?

old nimbus
#

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

plush yew
#

I've been running the downloader for several hours now but it still is very slow, any way to speed it up?

kindred viper
#

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.

plush yew
#

what is the shortcut key for making a collection in blender

kindred viper
#

Press the Google button.

plush yew
#

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

kindred viper
#

@plush yew sometimes "google it" is the best answer to help someone.

old nimbus
ivory hearth
#

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

plush yew
fierce tulip
#

@plush yew check #instructions for that kind of thing/requests like that.

reef glen
#

Any reasons why a SceneCaptureComponent would not render an object that is otherwise visible to cameras?

drowsy snow
reef glen
#

@drowsy snow can you link me to some docs about this? I can't seem to find anything...

honest helm
#

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

mint nebula
#

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)

drowsy snow
mint nebula
#

how can I find it? I'm completely new in ue4 but have a blender background

plush yew
#

As a beginner and really dumb person, should I use Blueprint or should I use C++?

fierce tulip
#

whatever you feel comfortable with, or want to learn

#

you'll end up with both anyways

restive eagle
#

this question is being asked why too often

#

maybe somekind of FAQ section could help?

fierce tulip
#

they wont read the faq section

#

¯_(ツ)_/¯

restive eagle
#

true 😄

fierce tulip
#

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

tropic moss
#

Hello bongoTap

#

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 8065_sad_bunny

#

also rebuilt the project files but same issue..

drowsy snow
kindred viper
#

@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.

drowsy snow
mint nebula
#

where to go now?

plain karma
#

where can I find a nice UE tutorial?

sand spear
#

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.

plain karma
# sand spear Hello guys, I'm searching for a video published on the Unreal Engine youtube cha...

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...

▶ Play video
#

that?

fierce tulip
steady hull
#

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

sand spear
inner abyss
#

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 ?

prime willow
#

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

inner abyss
#

so then its gonna be substatially different then ?

prime willow
#

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

inner abyss
#

i mean will stuff like blue prints be cross compantible tho ?

prime willow
#

yes ish

#

iirc

grim ore
#

knowledge learned in UE4 will be transferable to UE5

prime willow
#

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

kindred viper
#

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

prime willow
#

o.o

#

wot

kindred viper
#

re-read if it didn't make sense or ask a question about what I said. 🙂

prime willow
#

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*

kindred viper
#

stay on UE4 for now, but learn the new things when you have the time to prototype with it

prime willow
#

ah okie

#

does ue5 even have a release date atm?

kindred viper
#

next year sometime I guess but nothing official

prime willow
#

ah

nocturne bough
#

how about study with both versions?

prime willow
#

yes

kindred viper
#

sure thats what I'm doing. new project in UE5, staying with UE4 for old projects

nocturne bough
#

here too. If something crash or bug in UE5, I just try the same tutorial on UE4 to make sure.

kindred viper
#

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

prime willow
#

do epic game add-ons and plugins work on ue5?

grim ore
#

keep in mind with it being in EA, stuff you do now in UE5 might change in the future as well

prime willow
#

im most likely going to wait

kindred viper
#

not always out of the box. Some things need the TObjectPtr changes and some deprecated stuff

prime willow
#

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

kindred viper
#

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

prime willow
#

yesh :3333

kindred viper
#

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.

prime willow
#

o.o

#

i thought the destruction systems from chaos sliced stuff for you modularly lol

kindred viper
#

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

prime willow
#

so a sword tossed in wouldnt work

#

id have to like break it to pieces

kindred viper
#

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.

inner abyss
#

isent gridding out and then building modular norma workflow for stuff like building ewlements now anyhow ?

prime willow
#

so it would break apart kind of like um

#

if it was made of garnola :3

kindred viper
#

@inner abyss no the opposite usually. combine meshes and materials for less draw calls.

prime willow
#

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

kindred viper
#

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.

plush yew
#

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

kindred viper
#

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.

plush yew
#

Ah I see

inner abyss
#

automated fratureing sulutions will work on individual elements well .. but they are just not prefered for doing whole objects for the reasons marrc raised

plush yew
#

Oh wait can destructable meshes have bones xD

kindred viper
#

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

inner abyss
#

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

plush yew
#

Single convex non manifild mesh?

grim ore
#

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

inner abyss
# plush yew Single convex non manifild mesh?

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

drowsy snow
inner abyss
#

non manifld in this context means *

drowsy snow
# plush yew Well I wanna have gundam armor on my robot

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.

drowsy snow
woven elk
#

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?

prime willow
#

hmm

drowsy snow
woven elk
#

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.

woven elk
#

thank you very much

plucky lagoon
#

hi

#

I want to make nfs nitro effect
is there any tuts for that

wicked comet
#

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

naive dune
#

Just dm or @ me

kindred viper
#

I saw some issues with anisotropy of the grooms in engine. Not tried it with a render though

wicked comet
inner abyss
#

is there anywhere with some really good first principles based blueprints /rigging fir ue tutorials,

kindred viper
#

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

rough sigil
#

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

kindred viper
#

seems like its a normal issue

drowsy snow
kindred viper
#

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.

drowsy snow
#

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.

inner abyss
#

dsamn i will be watching tutorials for a copuple of weeks now .. learn.unreaala has a lotta stuff

drifting elbow
#

Start with kickstart for developers. It is nice introduction to all areas of UE

frank pumice
#

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

versed burrow
#

Did yall get the nitro from epic?

kindred viper
#

aye

versed burrow
#

Omg

#

It's been so long

kindred viper
#

Top Tip : Pretend you are a legit influencer by having an overpriced microphone and putting neon lights in the background when you stream.

rough sigil
#

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

ocean anchor
#

can someone go into vc later and help me to make animation montage

cinder bloom
#

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

mystic parcel
#

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

soft panther
#

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

nova kernel
#

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

hidden oxide
#

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?

soft panther
#

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

dark depot
#

you need a refernce to what you want to cast to otherwise how do you know which one to cast to

soft panther
#

ye so what i fill in the refrence

#

thats my problem

azure shore
#

well we need to know more about the actors to help

soft panther
#

Thats The Object

dark depot
#

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

solid gull
#

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...

▶ Play video
soft panther
#

i want to cast to my bp so i can animate it when i press on the check button in the widget

solid gull
#

my very first pro project using unreal engine

azure shore
#

yeah but whats that actor doing

soft panther
#

currently now nothing

#

but

azure shore
#

but what actually is it

soft panther
#

when i cast into it i will activate a timeline who will move the actor and open the box

dark depot
azure shore
#

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

soft panther
midnight ferry
#

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.

nimble bane
#

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

latent sonnet
#

Anyone know what's up with the set text? I migrated this from another project where it worked fine

midnight ferry
#

new var 1?

kindred viper
#

its not accessing a variable/object that it should be

midnight ferry
#

Doesnt exist

kindred viper
#

when you fire the event that plays/stops it doesn't have access to the variables that came before the event

bleak copper
#

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.

kindred viper
#

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

bleak copper
#

I'm trying to make a ball trail btw.

latent sonnet
bleak copper
#

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.

midnight ferry
kindred viper
#

@midnight ferry using the p4ignore.txt file

tardy parcel
#

Hey! Beginner here. Just wanted to ask how to change the speed while youre still editing the map.

midnight ferry
#

@kindred viper you godsend, where might that text file live

tardy parcel
#

Whenever i move its like igs at lightspeed, and i move directly though the map

kindred viper
midnight ferry
#

thank you

kindred viper
#

@tardy parcel on the top right of the editor there is a camera speed setting

#

sorry the viewport

merry elbow
#

are casts expensive and should I be caching them?

light thunder
#

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)

plush yew
#

is there a way to launch a unreal program so it shows graphics options at start? a unreal prebuilt in thing?

plush yew
#

thank you

worn granite
#

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

plush yew
#

hello

#

am tryin to use rtx i ue4 from github but.

#

is this the actuall engine ? or source code ?

cyan trellis
#

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

deft zealot
#

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

lucid grove
#

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?

rigid bridge
#

dee

hollow meadow
#

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?

drowsy snow
drowsy snow
# plush yew is there a way to launch a unreal program so it shows graphics options at start?...

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.

crisp fable
#

has anyone here tried pixelstreaming with UE4.27? i'm getting an nvenc crash on connect

#

latest gpu drivers, 2080 ti

prime willow
#

Is there a place where i can press the T0 to pose ref in the engine settings i cant seem to find it..

remote thicket
restive eagle
#

try playing around with these settings

remote thicket
#

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

split delta
#

Just tell it to stop 4Head

restive eagle
#

or adjust the gravity, just test and see what works for you

remote thicket
#

What about making the ball frictionless? Is there a way to do that?

teal flint
#

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?

drowsy snow
prime willow
#

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

drowsy snow
#

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.

teal flint
#

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

woven elk
#

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?

teal flint
#

alright

#

in that case i'm assuming no one knows

prime willow
#

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

teal flint
#

I haven't found a good answer from google

split delta
#

Could someone give me a hand in #linux ? Would be greatly appreciated, but if not that's okay! 😄

prime willow
#

people here can be incredibly helpful but they arent mandatory or necessarily suppose to help you

teal flint
#

No I understand

#

I'd just like it if I got a response is all

olive ginkgo
#

idk what channel to ask this in. I have a firstpersonbp but whenever I press play the game starts from wherever my camera is

prime willow
#

their doing so as a token of their whim :3

drowsy snow
teal flint
#

At least I know that I'm being seen by someone

prime willow
#

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

prime willow
#

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

teal flint
#

alright

prime willow
#

good luck :3

prime willow
drowsy snow
prime willow
#

o-o;

#

oof

woven elk
drowsy snow
prime willow
#

oh wow

split delta
#

Could someone come to #linux ? I have a small question, if you don't know how to help that's okay! 🙂

drowsy snow
woven elk
# drowsy snow Doesn't matter.

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?

drowsy snow
hybrid sky
#

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?

teal flint
#

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

plush yew
teal flint
#

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

woven elk
#

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 .

teal flint
#

no

#

this is not my objective

plush yew
#

ok

patent cedar
#

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

hybrid sky
#

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.

dusk nebula
#

I literally haven't heard of the ability and attribute system until now but it seems really useful. Is it worth learning in-depth?

teal flint
#

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?

drowsy snow
teal flint
#

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?

rough sigil
#

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

drowsy snow
#

Most games that have cars as static meshes are placed as props and not moveable nor driveable.

teal flint
#

Okay, so I tried to add a new FBX format with Formats.Add(TEXT("fbx;ArcSystemWorks FBX"));, but the format doesn't show up

lucid grove
#

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

teal flint
#

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

drowsy snow
teal flint
#

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

rough sigil
obtuse yarrow
#

Yo guys ue keeps crashing everytime I open the viewport for my third person character thing

plush yew
verbal remnant
#

What do you guys host your multiplayer games on play fab or aws

obtuse yarrow
#

Cool thanks mate

teal flint
#

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?

coral shoal
#

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

teal flint
#

Yeah screw it engine source time

#

Should've done this to begin with

plush yew
#

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

dapper ether
#

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

cinder bloom
#

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

thorn crown
#

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.

plush yew
#

when will games look like the UE5 demos?

teal flint
#

halfway through the console generation probs

#

especially cuz ssd space is gonna be a big issue

drowsy snow
teal flint
#

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

drowsy snow
#

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.

teal flint
#

god that's terrifying

plush yew
#

@! The Hoodie Guysorry its the source code which required 11 gb of unnecessary download

#

@drowsy snow

drowsy snow
#

The rest of them comes from binary assets and dependencies.

plush yew
#

how can i edit te source code to only use core engine with no target platfrom just like in luancher

drowsy snow
plush yew
#

ah thats nice, i will search about then.

#

do you know how thoo.

drowsy snow
# plush yew do you know how thoo.

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.

plush yew
#

@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.

drowsy snow
# plush yew fu studios

No one's stopping you from making your own game using UE5 with the same amount of asset quality shrugakko
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.

plush yew
drowsy snow
fierce tulip
#

people love to be exploited

drowsy snow
#

Even Blender Foundation, which doesn't take royalty out of other's work, still paid their hundreds of employees through corpo donations and grants.

drowsy snow
#

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... HaruThonk

#

Nevermind, I was dumb.
My local clone wasn't updated properly, thus missing the BinkMedia plugin. KanaAAAAA

teal flint
#

agh shader compiling

#

hate this

split delta
#

Guys I need your help

plush yew
#

hey

split delta
#

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

plush yew
#

so by using the exclude command for setup bat , whats the comands for GenerateProjectFiles

#

???

plush yew
#

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

#

???????

split delta
#

yes i did

plush yew
#

and see

split delta
#

So make?

plush yew
#

yeah

split delta
plush yew
# split delta

how much time did you wait for setting up mono to finish

split delta
#

3 hours

#

and it never did anything

#

yes

#

I installed mono

split delta
#

I watched that

plush yew
#

oopss

split delta
#

Does it need anything other than that?

light thunder
#

I'd love to know how to figure out where this actor is being spawned from

split delta
plush yew
#

was this successful /setup.sh

split delta
plush yew
light thunder
#

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

shut marlin
#

<@&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?

ashen brook
#

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

tender ember
#

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

ashen brook
#

As for this specific question, no idea, sorry.

ashen brook
tender ember
#

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?

ashen brook
#

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.

potent bridge
#

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...

drifting elbow
#

Blender can do lots of things. But like with many things, pick the tool that gets the job done

ashen brook
# potent bridge How would someone go about making multiple enemies in a game that can all deal d...

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.

potent bridge
#

Very helpful, ty. I was more concerned about each enemies animation and how it detects the hit rather than handling the damage variables themselves.

ashen brook
#

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

potent bridge
#

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?

plush yew
#

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

wary wave
plush yew
#

@wary wave, what would be a decent alternative for this?

drowsy snow
#

Which is kinda ironic given the current circumstances Kotohoops

wary wave
plush yew
#

basically i just want to spawn an actor if a specific input is given

wary wave
#

what kind of input?

plush yew
#

it can be any input but in this case its a "map" string. I.e. if "map" == "map1" > then spawn actors for map 1

wary wave
#

why not use a streaming level?

#

and just stream in 'map 1' that contains those actors?

plush yew
#

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

wary wave
#

streaming a level in can be done simply by streaming it in from a direct reference

drowsy snow
wary wave
#

so you shouldn't need any string comparisons

plush yew
#

Alright ill give it a go thanks

drowsy snow
#

It's still super strange, the fact that MobileDeviceInterface.dll from IOS dependency was required to build at all.

plush yew
#

oh looks like i did something that fixed the isuue

leaden dust
#

instead of starting from where it already is

leaden dust
#

huh I can't seem to find the source of the issue anywhere

austere goblet
#

Anyone know why physics simulation breaks if I increase world scale 3d for a skeletal mesh actor in blueprints?

leaden dust
#

Ignore my above post, seems deleting everything and re-adding it fixed the issue, weird

last topaz
#

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

austere goblet
#

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

last topaz
#

they are square

#

il have a look at mips

austere goblet
#

Also, if you set a texture to 'never stream' they should always display in full resolution

#

@last topaz

#

Just be careful with memory management

bleak drum
#

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)

weary kraken
#

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

fierce tulip
#

should be fine, else we'll direct you to the right channel

weary kraken
#

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.

kindred viper
#

sounds like you have a shafted pc

fierce tulip
#

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.

weary kraken
kindred viper
#

your ram timings, your overclocks, faulty GPU or bad driver install.

drowsy snow
#

But since it affects system time, I'd suspect the PSU, which, should never cheap out on second hand ones.

kindred viper
#

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

weary kraken
#

Ram should be set up correctly, set up the 3600 it has

kindred viper
#

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.

weary kraken
#

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

kindred viper
#

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

weary kraken
#

Sadly was not an option due to the GPU crisis. had to order parts from multiple stores

turbid wigeon
kindred viper
#

I got it working a few weeks ago with Faceware Live and glassbox plugin

drifting elbow
#

If you get some nice solution tell epic. They might want to advertise it

kindred viper
#

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.

drifting elbow
#

Hellaphone? 🤔

kindred viper
#

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

dusk nebula
#

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

kindred viper
#

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

dusk nebula
#

You mean I put the texture in a widget?

kindred viper
#

yes. Check out render texture + UMG

drifting elbow
#

Render target, I think, is what you need?

#

Is it possible to use a render target like a texture in a material?

dusk nebula
#

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

limber marlin
#

Anyone know how to fix unreal engines drop down menu's bug?

bitter ether
#

guys do you know how to export characters (as .fbx) from UE4?

limber marlin
#

None of these work, won't let me click them

kindred viper
#

@bitter etherright click it, asset actions, export

bitter ether
regal mulch
limber marlin
regal mulch
#

It's your NVidia Driver that causes it. You can try going back to an earlier version.

dusk nebula
#

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?

regal mulch
#

Pinned message on this channel should have something too @limber marlin

regal mulch
#

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.

drowsy snow
#

Try running it via command prompt.

tough cape
#

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?

austere goblet
#

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?

runic fern
#

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 "

versed lion
#

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?

nocturne bough
exotic cave
#

Hey all! Anyone have any good resources on starting to learn character modeling/rigging/animation for UE?

last topaz
#

Hi, has anyone had this issue with the transform thing fading into the asset as i get closer?

exotic cave
#

That's mostly just an angle issue

#

If you rotate around it, all three arrows will show up

last topaz
#

uh no its inside the asset

exotic cave
#

Interesting

#

That I haven't seen

last topaz
#

gets bigger at a distance etc.

#

i cant work up close anymore 😄

exotic cave
#

Could be related to the material shader?

last topaz
#

because its invisible

exotic cave
#

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.

last topaz
#

it just started happening recently

#

nothing has changed in the shaders

exotic cave
#

That doesn't mean that's not what's going on, though. Plenty has changed in the engine. 😄

last topaz
#

il have a look around but its happening on all the different shaders so its not an isolated one

drowsy snow
# last topaz

This has to be UE5.

Also, have you tried restarting the editor?

last topaz
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no its 4.20

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yes i have tried restarting

drowsy snow
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That's strange. I never had that issue in UE4 Blaze-it edition (that's what I nicknamed 4.20 internally)

last topaz
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haha, why is that

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i didnt make the choice to go with 4.20 so i don't really know if its a good or a bad version

drowsy snow
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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.

limber marlin
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I downgraded my driver version for unreal engine yet still bugs out?

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I have an RTX 2080 Super running driver version 442.92

prime willow
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is it possible to save a base pose for the default mannequin and use it for other skeletons?

shell spoke
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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%...

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I can't find any fix on google

prime willow
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how does one do this :3

drowsy snow
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In the skeleton part of the persona viewer, there is an option to save current pose as pose asset.