#ue4-general

1 messages · Page 1018 of 1

plush yew
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But be able to switch into each other after one ends if willed

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Like after attack end you can pull up block or movements state machines and vice versa

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In a sort of triangles system

drowsy snow
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Actually I think I misunderstood your text there Kotohahee

plush yew
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o.o

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Its ok

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I want to make something like smash bros ultimates movement into and out of attack system

drowsy snow
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I know you're referring to combo follow up, in that case, you could use anim notifies.

plush yew
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hey I have a launch game in play store but I don't know how to take it further and get some downloads and test the game potential

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Where any move will occur after your movement ends and you can move after your attack ends but with also lallowing defensive stuff as well between these

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So it can be really free flowing instead of chunky and clunky like most games

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Can anima notify do this?

drowsy snow
plush yew
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Ah

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So use animation notify during the end of a attack or combo follow up to cause the posbilitiy to change state machines to movement functions other possible chaining attack functions and or defensive functions right?

drowsy snow
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Pretty much that.

plush yew
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Okie :3

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Thanksies~

drowsy snow
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No probsies

plush yew
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Oh wait one last question

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Sorry sorry

plush yew
# drowsy snow Pretty much that.

But let's say I wanted things outside of the basic attack defense or movement system to occur that are possible before the possible state change i want to setup like special attacks i.e. hadouken after 3 hit combo to occur or dodge mechanic to occur during combo to cancel out of attack or blocking or movement like your typical action game

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Of course these would be state machines

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However also animation notify to set that up

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?

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Or would i need a another term to go learn about xD

drowsy snow
plush yew
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No no more like

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In the middle of any attack movement or defense state machine you can press dodge and lose 20 stamina to cancel out of said state machines function

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Like your standard action game cancel during said action

drowsy snow
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Animation cancelling HaruThink

plush yew
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Yes I guess

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Animation cancel into dodge state machine

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Or jump state machine

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Or special attack like kakamaha or hadouke or fire ball

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Also animation notify or sumfin else :0

drowsy snow
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Okay, so in state machines you can have the condition where either the animation is almost ended or cancelled by another action.

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One transition would lead to the idle state, another lead to the blocking state.

plush yew
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Ah

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So where would special attack go

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Since dodge would be a state machone

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And I know jump is also state machine x3

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Because special attack would be a meter based move or sumifin idk if that would technically be a state xD

drowsy snow
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Personally I won't apply animation cancelling on special attack, unless the character is getting their pain state.
But in case of the metering, it would be done in BP.

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Script BP and anim BP can go hand in hand.

plush yew
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So setting up a script bp for cancel into selected character special attack would go there

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And than that would I presume connect to a state machine it enters once the attack or function is done right?

drowsy snow
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All the hard work would go to the logic BP, and the state machine would simply read what variable is changing, based on the condition.

plush yew
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Like from movement into -> attack is script and when special attack end enter attacking idle state

gray narwhal
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Hey all. Anyone know where a good tutorial on making a geometry instance spawning actor might be?

plush yew
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Something like that right?

next badger
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If you need more help join me on discord: https://discord.gg/DgUTZwm
Support me on Patreon to get nice assets and tools: https://www.patreon.com/bartkamski
Check my UE4 marketplace assets: https://unrealengine.com/marketplace/en-US/profile/Bartosz+Kamol+Kaminski

In this Tutorial I show how to make mesh out of animation and create a grid of Mesh...

▶ Play video
drowsy snow
# plush yew Something like that right?

It's more like transition from movement into attack depends on the script BP, and the anim BP would play the animation accordingly, along with anim notify that came with it.

plush yew
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Ah and thats how I setup attacks or special attacks that cost meter? :3

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And or combos

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I presume

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Hmmm

drowsy snow
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Yup. All the combo counting and special meters are done in script BP.
The anim notify would then like giving green light for the script BP to do another attack, or reset the combo when it no longer lasts.

plush yew
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And all of this when done right let's the animation blueprint slide from state to state even when using specific systems that don't have states right? :>

drowsy snow
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You can improvise upon it pretty easily.

plush yew
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Yeah seems really flexible

drowsy snow
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Though I forgot to mention that I prefer doing it with montages, as you can have variety of attack animations without clogging up the anim BP.

plush yew
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omo

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Yesh

gray narwhal
plush yew
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often times I sit there

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and I ask myself

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"Why didn't you become a Python dev instead"

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and this is currently one of those moments

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Sorry for asking dumb question but what is the latest unreal engine 4 version (not testing or preview) but full stable latest version

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lemme check

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4.26.2?

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could be wrong

plush yew
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i see 4.26.2

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is that the latest?

midnight bolt
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I just want to thank you again, this is such A high quality improvement

narrow mauve
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The UE marketplace app is so bad lol

feral echo
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the whole ue site is disaster..no offence))

plush yew
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Is Multi-User Editing only for local networks?

obsidian robin
plush yew
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I'm installing UE4 and it's been stuck on Verifying for like 1 hours soon

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is it normal

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should i wait or do i need to do something

clever vault
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is swarm agent doing something, as far as i read it uses a network of computers to compile but i haven't connect it to a network

sick parcel
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Very basic question

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when setting a color, why if I go over 1.0 for any of the RGB values the color is not uniform?

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for example

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I don't understand the logic behind it

light thunder
sick parcel
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after 1.0 on RGB it adds glow

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something about emissive values

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its on Niagara but I think applies everywhere

fierce tulip
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same way material editor works

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over 1 = emissive

sick parcel
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yeh, I just dont understand why its represented that way

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like a gradient from top, middle lighter, then bottom

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is that how the color will appear? if not its misleading

fierce tulip
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consider applying that color to a mesh, then the mesh will be mainly the center color, and the top/bottom edges is the color of the glow

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its not super-duper accurate, but close enough

sick parcel
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with this:

fierce tulip
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if there is a particle color in the material, its probably multiplied with other mathsies

sick parcel
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so I guess the "glow color" will be the lighter one, and more orange to the center

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or maybe the other way around

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I'll play with it with a simple mesh

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without material

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basic material I mean

wild shuttle
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I need some help with orienting the rotation of weapons when going from a holstered to unholstered state..
What happens is when I set the rotation for one gun it works fine, but another doesnt work its 90 degrees off. And when I check everything about the assets they appear to be facing the same direction.
Here is a screen shot of the BP:

reef glen
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Any idea how I can get rid of this clipping?

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It's a landscape spline

ashen frost
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This game engines move fast

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4.27 already

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Lol, can’t even let us soak in 4.26

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Lol yea

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The big release

trim mantle
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How do I enable heightfields for ladnscape?

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Generate Distance Fields was easy.
But I can't seem to find that for landscape

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ALL I HAD TO DO WAS TO SET CAST SHADOW

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F me xD

last dune
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some wan can help me pls :C

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020

0x00007ff6714043af CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6714060b8 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6713fe08f CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6713f5676 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff67140680b CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6713fe08f CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6713fdf8e CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6712aea09 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6713fde62 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff67267587b CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff67265eeaf CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff672662820 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff672d4115e CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6728efb31 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff672d1f95e CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff672cd3046 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff672cb7368 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff672904379 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff670a691a4 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff670a70371 CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff670a7049a CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff670a7a45f CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff6735e592e CallOfGrutyGame-Win64-Shipping.exe!UnknownFunction []
0x00007ff874c17034 KERNEL32.DLL!UnknownFunction []
0x00007ff8758e2651 ntdll.dll!UnknownFunction []

trim mantle
last dune
teal badger
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Hi. Which is the official unreal engine IRC channel at the moment? Are you on libera?

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if any

plush yew
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guys 😦

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i canceled building source code on last minutes, will i be able to resume ?

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is it resuming ?

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i canceled it on building library : 3000/3400 😦

sly surge
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question - is there a way to put blocking volume on to a spleen if so how (url or video would be nice) thank

plush yew
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@plush yewso i cancled a build that took me hours

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i had to go to work ; will it start from begging ?

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oh omg!

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its resuming i gues

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so i will start all over ?

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what if i just press f5 to debug ue4?

restive eagle
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some ref is invalid, find out which one

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most likely it's a bad ref, from what i remember

stoic ridge
restive eagle
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after that can check saved/logs

tardy heart
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Hi.

ashen frost
stoic ridge
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Didn’t work

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We need help with that because we been working on that project 5 months

restive eagle
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but if it's bp project i dont think it will show the exact problem

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still could give some ideas by running in vs as you said

plush yew
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building source code on hdd is a huge mistake 😢

restive eagle
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but that should be already in the logs

jovial stag
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hey sorry if this is in the wrong channel. i was just wondering if it is possible to use assets in the Epic Launcher Vault which isnt meant for Version 5 in version 5. can i somehow download it and force it into the newest version? Thankyou

sleek solar
ruby oyster
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My UE5 is 109.1gb...

jovial stag
glass harness
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Models should be fine

restive eagle
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i think it's a shipping build, but was couple of years since i've encountered this error so don't really remember what get's outputed in the logs if the crash happens on launch. though i do remember debugging through visual studio and it led me to an engine bug which was patched out in the next update

jovial stag
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is it possible to download the files manually rather than try to add them to existing ones?

restive eagle
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still i do agree with you to test that in visual studio, but i guess we are just talking with each other 😄

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meh don't think so, it's a pretty common error. if you know your project it's not that hard to narrow it down

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but if they are experiencing it for the first time, it will be a very valuable lesson

jovial stag
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does anyone know of any free tree assets i can use in Unreal 5? doesnt seem to be anything compatible on the epic launcher. thankyou

sleek solar
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you could just press "Add to project" and select your UE5 project

jovial stag
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yeah when i click on add to project it doesnt show my UE5 project and when i try to add it it says its not compatible

sleek solar
jovial stag
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gimme a sec, epic launcher isnt currently finding my project full stop. let me try and fix that and get back to you 🙂

plush yew
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I wonder how complicated it is to make tile based movement in UE

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hey

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after building source code of ue4 , how can i make its size smaller ?

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what should i remove and what not ?

errant blade
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Question

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i've seen a lot of people using UE4 for animation lately

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like- to make animated shorts and movies and stuff

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i've looked into it but I haven't been able to find any good tutorials

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does anybody have any good explanations or tutorials or resources to get into that that they can share with me?

deep isle
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Hey guys, I was hoping I could get some guidance into if there's a way to separate a static mesh into multiple components.

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At the moment I have a static mesh of an entire entity (Entity is a soldier). The helmet, torso, head, legs, etc are all one.

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I have another static mesh which has been separated into multiple parts (Entity is a normal human)

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I'd like to basically take the head/animation presets of the head of a 'MetaHuman' and put it onto the soldier

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Or maybe I'm approaching this from the wrong angle. Any help or thoughts are welcomed

light thunder
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why aren't my NPC's moving on the spline? they are just standing there, yet I get no errors

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Apparantely a nav mesh IS needed - thought the splines made it not as necessary

paper ginkgo
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How do i add Bridge to Plugins? i accidentally closed Bridge when i was setting up where it should go and cant seem to get it back

drowsy snow
paper ginkgo
drowsy snow
errant blade
paper ginkgo
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well i unistalled itf or now lol

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also does anyone have a vid on how to use quixel? all i can find are using quixel bridge lol speciffically like how to add the displacment ontop of the material

drowsy snow
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In many cases you won't be using the displacement map in UE4.

paper ginkgo
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oh, so i cant make it look 3d?

drowsy snow
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I mean, the scans are well made anyway, and you'd rely on normal tricks more than using the displacement maps.

paper ginkgo
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well yeah but in the pics for them on quixel they look 3d, is that just for effect?

drowsy snow
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In the previews? If a surface material appears to "pop out" in the preview - it's prerendered.

paper ginkgo
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hmmmm i see

fading acorn
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where would i ask about error messages character realated?

midnight ferry
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I've got a plugin that has some lengthy tooltips, hovering them they look like a big block of html, is there a way to open these in a properly evaluated window?

fading wraith
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does anybody know why my character walking into any other character makes us both like launch in a random direction lmao. not really sure how else to describe it. can post a video clip if helpful

cloud stone
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Does UE4 not recognize mp3 files as sounds?

winter rain
signal bone
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anyone knows a tutorial on Teleporters taht are all linked together

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and you can choose between them

stark wharf
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Anyone have any recommendations for best free source control for Unreal without needing to run a server? I was using Plastic previously using a school server, but no longer have access, and need to set something else myself.
Was considering Git + LFS, but that seems more of a pain to setup in comparison, as someone who is fairly new to source control.
My understanding is any variation of Perforce still requires setting up your own server, no?

worn granite
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you can run a local p4d on your personal installation

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You could look at SVN as well (alternative to git) but I have no idea if that's better with binaries

stark wharf
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Oops, thanks for the info and redirect!

frail portal
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yo

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anyone here played travis strikes again?

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cuz apparently they used the ue4 orange chairs and im curious if they did

vestal anchor
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Is the "saved" folder inside your project supposed to get 20+ gb large? Are there shaders or something being saved there?

rigid bridge
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import ur mp3 and export it as a .wav

frail portal
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(double check too)

vestal anchor
devout swift
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what is an "archetype" in UE? I was reading this UPROPERTY description which says:
VisibleDefaultsOnly: Indicates that this property is only visible in property windows for archetypes, and cannot be edited. This Specifier is incompatible with any of the "Edit" Specifiers.

frail portal
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if you're able to run it fine without, delete it

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but often it's safe to delete

vestal anchor
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ok, ty ty

paper ginkgo
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in my levels folder i right clicked and made a new level but the level is just a black screen with faint gridlines. dragging in light sources does nothing

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okay so it seems lights work on basic shapes/geomtry i drag in but the background is still black

drowsy snow
paper ginkgo
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tyty

paper ginkgo
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alright so im messing around with the medevial dungeon asset pack but one of the static meshes SM_Crypt_Floor my player just goes right through, when i look at the asset to like check collision it doesnt even show up on the grid. is that how its supposed to be or is like something wrong with my download?

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oh woah figured it out, still strange tho

signal bone
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anyone knows a tutorial for a teleporter that you can like, select differents that you activate and travel trough them?

drifting elbow
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why would you need a tutorial for this?

agile hornet
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Hey

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How can i make an object disappear on collision

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??

plush yew
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yes

plush yew
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or change the material to a set of transparent versions

orchid scarab
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What additional settings need to be done to reduce memory usage by Unreal Engine? I just did a light bake and my main drive C went from 20gb free to 12gb. I have long before changed the location of the DerivedDataCache folder to another drive.

stiff bane
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hi guys, how do i always render the character on top of everything? is that possible?

stiff bane
sage dove
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Guys, where do I download the content example project? Its not on the marketplace, not in my library, its not automatically within my projects, and in the unreal documentation page it doesn't specify where to get it..

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The documentation page could really do a much better job at pointing towards the "learn" tab where these content examples are housed. If you just arrive at the web page, there is no way to know where the stuff its telling you to use is located

drowsy snow
ivory hearth
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Did any body have an issue with
buoyancy in the 4.26
I added a ocean ..even the test bp if failing
When using lake non-issue .it floats

sage dove
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I think it would make sense to add a single line in the doc, explaining that such things are housed in the learn tab

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So that the doc and the learn tab reference each other

sage dove
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Indeed, it is. My bad

ornate nest
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Gterkura, don't know if this will help, but to get more space on your C drive (and you have a second storage drive) , Google - UE4 Quick Tip #08: Changing Vault Content Cache Download Location to Different Hard Drive - Tutorial

pure dagger
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Hey guys, is it better for beginner to start with eu5 or eu4?

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ue4 or ue5 😄

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Ok, thanks for suggestion.

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I'd like to make an adventure game (like paper rpg with tons of texts). What should i learn first?

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I know basic world building etc

ionic onyx
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hey guys, do any of you know any tutorials which can help a newbie learn how to create a retro style rpg game. i have no experience in unreal engine. i know there are other engines that can make rpg style games much easier but i would rather learn how to use Unreal while i learn how to make these games in the process. If you have any links, or know youtube page that can guide me through the learning process please pm me. Thank you very much

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umm.. final fantasy? where there is a little open world and then the fighting style.

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i can deal with the graphics little by little as i learn. but the blueprint of the system.

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lets say 4

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like this

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i can probably start 2d. and work my way up as i progress with learning unreal

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my idea is to learn how to make turn based games like this.

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well. i want to do like old school arcades. so would most likely stick to 2d

azure lotus
#

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We at Packt Publishing are actively trying to monitor these developments and seek your views to develop community-driven resources to meet your unmet needs. While we look at upcoming developments, this survey focuses on capturing the current state of UE4 and the challenges you face in learning and using Unreal Engine.

Hearing your thoughts, experiences, and opinions will be invaluable in knowing what problems really matter to developers of Unreal engine community. Your responses will help us understand and serve your current as well as future needs corresponding to the advancements in Unreal Engine. We urge you to take this survey which will not take you more than 5 minutes to fill out.

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ionic onyx
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ive thought about it. but my goal isnt to stay just in 2d, eventually i want to learn 3d. and i rather not learn unity to then have to toss it and learn unreal 🙂

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well. my thought on it being 3d for now is still just as far as octopath traveler.

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ahh i c.

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just like how i can use 3d models as 2d assets right?

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okay

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so how would you suggest i go about a 3d style retro turn based game

lunar garnet
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why is bridge downloading assets to 110%

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i c a n c e l l e d t h e d o w n l o a d

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my grass models are appearing as odd flat shapes

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assets*

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yes

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thank you

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i mean im having good progress with a map im making

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although it has like 5fps

plush yew
#

why does volumetric material only works with ExponentalHeightFog?

nova kayak
lunar garnet
#

why are my grass models white

barren plank
#

Anyone know how to apply multiple PhysMats to an auto landscape material???

drowsy snow
old nimbus
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If not, you've not applied any material to your grass

lunar garnet
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theyre megascans assets

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i never managed to get assets into ue4 since bridge didnt want to be installed

nova kayak
# drowsy snow Do you use World Composition, and happens to unload levels when working on anoth...

I haven't done anything like world composition, I don't unload or load chunks in, the map was fairly small to start with and I had no need for that, as the game is getting bigger, I have tried adding chunks to make the map get bigger too, the chunks just end up like that though, could it have something to do with LayerInfo? hesitant to delete them if there is no need

should be noted that it is a runtime virtual texture, if that has anything to do with it

drifting elbow
nova kayak
plush yew
#

Hello,

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I'm brand new here and brand new to Unreal which I just installed yesterday. Coming from Unity and after reading a bit about the official docs I was wondering what are the main concept that I should understand when using Unreal ? Given that I want to start learning should I take a look to UE5 or concept wise it's the sale as UE4 ?

supple totem
#

hi all, is there anyway to quickly move an inline ftext translation to a string table?

plush yew
#

That great. It's mean that I can have access a constructor. I really miss that in Unity.

bleak vault
#

how can i make this look like my reference?...

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i am a very beginner, so if i did something stupid - dont laugh pls

sick parcel
#

too late, already laughed.

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next time put it in spoilers

bleak vault
#

sad

hard escarp
#

Does a Save Game class run on the client save and load data for the client ? Trying to figure out how I'm going to store custom keybinds

agile hornet
#

Hey

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I imported my character unreal

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And it thinks it's an "Static mesh"

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How do i fix this?

drowsy snow
drowsy snow
drowsy snow
whole aspen
#

Does anyone know how to get a plugin like optitrack to work with another branch of the same version number like rtxgi v4.26.2?

agile hornet
drowsy snow
hard escarp
plush yew
#

apparently best fog in unreal engine is called smoke xd

drowsy snow
plush yew
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Hmm

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i must agree

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who knows xD

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¯_(ツ)_/¯

drowsy snow
plush yew
#

does anyone know what a texture streaming budget is? ue keeps saying im going over it

jade surge
#

anyone ever successfully make a switch on variable?

spare sun
#

wdym

jade surge
#

wildcard that switches depending on the variable

spare sun
#

and by wildcard you mean

jade surge
#

A wildcard in UE4 is an undefined variable

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it could be anything

thick herald
#

switches don't work without being defined

spare sun
#

ah you mean you dont know the var type when u go for the switch?

jade surge
#

that's not really the issue. That's assuming I'm using an enum

jade surge
#

it's gonna be either a float or an integer, but I can't find a way to distinguish the two

spare sun
#

closest thing that comes to mind is a c++ template

jade surge
#

You can't check for decimals, or fractions, or anything

#

Yeah it can probably be done much easier in c++

old nimbus
sick parcel
#

I'm following a Niagara tutorial, the instructor takes his time to scale each mesh individually paired to a user parameter

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gives me the impression that there is no way to have a global scale at the whole niagara system level

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is that right?

agile hornet
#

How do i replace the mannequin?

pallid talon
#

Is setting up cloth in UE5 not possible yet?

grim ore
#

complex collision is not applied, it uses the mesh for the collision

#

in the details panel you can tell it which collision to use, simple or complex or both or project default

cyan trellis
#

I would like to ask because I train addition of physics by Anim Dynamics with a character from Fortnite and I would like to ask if there is any possibility of adding collisions so that different elements do not penetrate between each other?

bleak vault
plush yew
desert verge
#

can we sort the 'my projects" by recent date?

lone cedar
#

Anyone figured a way to get in ?

#

The link in the mail does t doesn’t works for me...

#

😢

grim ore
#

The link they emailed me just now works, maybe try again?

fair field
#

I have a top down game, but want to be able to "build" a building using the mouse - essentially switching to an RTS style building mode. So when I hit "B" for example, I don't want the player to be able to move, but want to be able to move around some building with the mouse. What's the best way to achieve this? Do I need to unposess my pawn, or can I just disable input and set the camera to track to the mouse raytraced position? Or another idea?

limpid pier
#

does anyone know

grim ore
#

know what....

#

@fair fieldyou can disable movement and input on the pawn if you want it to stop accepting, or even in your controller you could toggle between 2 inputs

gray narwhal
#

Hey all. When doing Render Movie Settings Burn Ins. Anyone know where I can find a list of the options such as {ShotName} somewhere on the web? The documents page seems to be lacking a lsit of those options

slender jolt
#

What would be the best way to implement a database, say something like cards in a card game

#

and all their information?

#

I feel like this is something I could keep in an uneditable table somewhere

#

that I could just call

blazing violet
#

hi guys, im new to unreal engine and i was wondering if i should start with UE 4 or 5

obsidian robin
#

@blazing violet i would start with UE4 as it prob has less bugs to start learning

gray narwhal
sick escarp
#

How does a multi point slider usually work? The different points blocks each other right? I'm thinking specifically if you have more than 2 points

blazing violet
#

UE 5 has few cool features

sick escarp
#

If you are new to programming as well beware that some tutorials could teach you bad habits out of pure laziness

blazing violet
#

i can see at least one that i already use 😄

pliant copper
#

How much of this is bs and how much is somewhat correct?

hasty pilot
#

I have a problem where nothing is rendering, how can i fix it

pliant copper
#

lol
can you give more information?

#

for all we know, you dont even have unreal engine open rn

hasty pilot
#

i do have it open

pliant copper
#

good

hasty pilot
#

i started a third person project and the project doesn't render the meshes

pliant copper
#

can i have screenshots?

hasty pilot
#

sure

pliant copper
pliant copper
#

did you change anything in it?

hasty pilot
#

No

pliant copper
#

and do other projects work ok?

hasty pilot
pliant copper
#

click on the floor obj

#

and press F

hasty pilot
fierce tulip
#

also, next time if you are using ue5, please use #ue5-general

pliant copper
clever axle
#

hello! I'm trying to add a camera shake but the CameraShake base class isn't in my blueprints. Did this mechanic get moved around?

#

I see.. All the tutorials refer to just CameraShake

#

thanks!

grim beacon
#

remember guys dont drink and code

hasty osprey
#

is it possible to take screenshots in the assetviewer window? I find that my mesh looks better there

pliant copper
#

it should be in the small drop down beside "perspective" in the viewport top left

clever axle
#

I have added some camera shake to my racer so it shakes more intensely with speed but it kinda just feels cheap. Any recommendations for good settings / best practices?

merry bison
clever axle
#

sure, one sec

loud knoll
#

@clever axle camera shake can get annoying and old for the player if you tie it to the controller vibration I try to use it as pulses, and for large events.

#

I find less is more over all

clever axle
#

I just coupled it with FoV and it looks better now but I'm still not content

#

I'll cap it

loud knoll
#

for me I just imagine a console controller on someones desk and they are afk and left the game running and how often I can hear the controller on the desk vibrating. sort of PTSD from PS2 days.

pliant copper
#

@clever axle check out nitro boost in need for speed or other racing games

#

i assume thats what your going for and there is probably some break down on how they get their effect

merry bison
#

tbh I don't see much shaking in that clip

loud knoll
#

I dont see any

merry bison
#

but again - camera shaking can become really tiresome - take that in account if you really need to implement it imo

loud knoll
#

I would do it for a car landing and impacts and top speed typical use cases

merry bison
#

yeah perhaps when using turbo only or something

pliant copper
#

its very minimal, increasing FOV is the best way to show that the player is going faster or slower, minecraft(springting/slowness effect), overwatch (tracer), gta (jet boost) etc all use it
i dont think they use screen shake tho

clever axle
#

well, if you can't make it out then maybe it's not so bad

pliant copper
#

i only notice it when i see the small ball thing shake

loud knoll
#

I also use it if something is out of the players view to indicate and impact or damage event happening to something else to inform the player that things are happening around them.

merry bison
#

anyhow, it's not bad tbh

loud knoll
#

but that is spawned at the event and use the radius of the event and if the player is there great if not its ok too.

clever axle
#

ok, thanks for the input guys.. I tuned it down a little more and I guess it's ok that way

#

Just needs to be subtle so it doesn't get annoying

pliant copper
#

👍

merry bison
#

indeed, u don't want players to get headache from it 🙂

clever axle
#

right

#

I as thinking for additional speed I could have some dust particles zipping by or something

merry bison
#

sure, that would work

clever axle
#

can work if they're subtle

pliant copper
#

depends on whether ur game is stylized or not tho

clever axle
#

yes.. it's not stylized so I would like to have something more grounded

#

which is why I think dust particles could be cool

pliant copper
#

yep

#

are you going to use this for a boost or just normal driving at high speeds?

clever axle
#

high speeds

#

I was thinking just a dust field in the level and you zip past it

#

Well, the idea was good but the dust particles just look like white noise

viscid plaza
#

Hello, where can i make questions?

tardy meteor
#

Hello everybody i have a basic question about the "set array element" node , how do we ignore some specifique index in the execution of this node ? ( for exemple in this picture i need to ignore the index 2, 5 and 8 )

viscid plaza
#

I guess thats my answer

#

My question is somewhat complicated, i want to make a retro low poly pixel art game, like megaman legends. And i want to make pixel perfect shadows

#

Like this, the shadow are pixel perfect withthe texture, i tried asking unity but they didnt seem to know how or if it was possible to do it

plush yew
#

If I make a game and I used multiple tutorials for the terrain (it’s a open world game) I can still publish it for free right

teal flint
#

getting this error when trying to make an installed build to distribute

drowsy snow
# viscid plaza

Typically you'd have the lighting not affecting the mesh, and the shadows part of the texture.

vague ingot
#

I watched the Unreal Build event for broadcast/virtual events, and was blown away... now want to learn UE and apply it to my productions.

pliant copper
#

standard naming conventions for ue? is there a website that lists them all?

vague ingot
#

Where is the best place to start?

plush yew
#

!stream

#

@buoyant granite !stream

vague ingot
#

!stream

barren plank
#

where can i get an improved version of AdvancedLocomotionSystemV4

sharp crest
#

PLEASE

#

UNREAL GODS

#

HOW DO I FIND THE LOST PRINT STRING

#

I NEED IT REMOVED PLEASE

nova shadow
#

question: I want to migrate an asset from a project into a folder where I can access it from other projects? Is this possible?

#

without migrating it to another projects content folder

#

I want to store it in a folder/library of many assets

stray axle
#

Question -- What are some of the best Environment Art Courses out there? Are there any that are well known to be really really strong?

sharp crest
nova shadow
#

Also, why aren’t materials updating when I play with node settings?

#

As in, in the level viewport

deft zealot
#

I know this is like the most common q ever but i couldnt find an FAQ for this! How long do i have to be in the server to earn screenshare access?

lucid coyote
#

Oh god, this is a lot of channels. I'm a Unity refugee. Where do I go for noob questions?

grim ore
#

depends on the question, find the right channel

lucid coyote
#

I'm looking for the equivalent of Unity's profiler. Where in the interface is that? I'm seeing a slowdown in this scene but it's pretty simple, wondering what might be causing it. I used "stat unit" and it seems to be Game and GPU spiking at the exact same time when slowdowns occur.

grim ore
#

stat scenerendering is a good basic overview

lucid coyote
#

interesting, the recast navmesh was hitting the GPU?

nova shadow
sharp crest
#

what

nova shadow
#

I migrated

#

put into unreal engine content folder

#

and when I bring into a new scene theres no materials anymore

sharp crest
#

I literally have no idea what you are talking about

#

be more detailed and provide screenshots

plush yew
#

is this the right place to ask help for Unreal houndini integration?

trim python
#

quick question, in order to import from something like Blender into Unreal, do I need to have all textures baked into images?

ashen frost
#

where to download udk?

drowsy snow
ashen frost
drowsy snow
ashen frost
drowsy snow
ashen frost
drowsy snow
ashen frost
plush yew
#

has anyone invented anti-gravity generator by any chance?

oblique tangle
#

Hey everyone! Super random, but I'm trying to put together a wall running system, but I've run into a roadblock with regards to the rotations and lining them up with anims - Here's what I'm trying to achieve, the player can wall run vertically with the rotation perpendicular to the wall which is straight forward enough, but once the player moves left/right, their rotation seems to adjust along with the animations - This is the point I'm a bit stuck on and would appreciate some help with! Any responses would be greatly appreciated, cheers! https://streamable.com/q0ihs#

brittle tundra
plush yew
#

i bet i could do it if i was asian :V

granite spire
#

I'm back to stream baby. gonna open the help desk back up tonight.

granite spire
#

i been absent for a few weeks, been fixing up my home here

bronze tapir
#

Hey folks! I was looking at the Car Configurator examples and love what I see, but I was curious what would be use cases for this? Wouldn't it be very heavy to integrate this into your website if possible at all?

granite spire
#

link me i'll take a look

bronze tapir
granite spire
#

@bronze tapir Depends if you're using a car website

#

like one for a show room

#

as far as I can see it's a test to let you customize the look of a vehicle without C++ or much BP, you might get away with HTML 5 but you'd have to see how it would run, it also depends what your end goal is too

small vault
#

Has anyone had any problems with physical materials getting lost in builds? My physical material is currently being recognized in editor but when building it seems to revert to defaultphysicalmaterial

bronze tapir
drowsy flicker
#

QUESTION. Some marketplace scenes are all black for me. Any idea why? Is it bcoz I have RTX enabled?

granite spire
#

@bronze tapirI would say kind of like a show case, but you can see how things go when you export to HTML 5, I couldn't tell you how it would run, but I would imagine it's only a template, I haven't done much HTML 5 work so I'm not sure of the performance

vocal herald
#

How can I make a Scene Capture to Render Target but from a CineCamera?

granite spire
#

@small vault I have not, but physical materials can be a pain to work with, there's also no blend on landscapes so you have to rely on meshes to give the properties, I have been holding out for a blend since 4.13 which I believe was when they wrecked it

bronze tapir
#

@granite spire I'm the other way around, mostly web developer 😄 From what I've seen the biggest problem would be that the app would be massive to download in a web app, and especially on mobile would probably run poorly!

Thanks for the input 🙂

granite spire
#

@drowsy flicker it's like you don't have the global lighting configured, if you have RT enabled that could be the problem too, have you tried it with a default project then just migrate it from there?

#

@vocal herald You render target to a texture from a source, I haven't worked much with cinecamera, what are you trying to do?

small vault
vocal herald
#

I need to take multiple Screenshots of same frame, Capture Scene 2d works fine, but it looks very different compared to Rendered image from CineCamera. I need them to have same focal length and other settings to look exactly the same

granite spire
#

@small vault Sometimes, things default, structs tend to do it every so often, you could try migrating your project to a clean install, I know that can clear the air with buggy things, you can do that with just the map directory

#

@vocal herald Right, but what is the purpose though?

vocal herald
#

Why does it matter...AI training

granite spire
#

@vocal herald Well it's could be the case there might be a better way to do what you're doing, render targets are clean, but can be a bit of a pain to deal with, I haven't had to use them since the whitelist change

#

I'm trying to paint myself a picture on what you're trying to do

#

because render targets are good for a few things, anything like stains on the ground that can be dumped off from memory, mirrors are a good one too, but you have to know render targets are meant to be RAM dumped, they work by "burning" the image so it leaves junk around

#

by junk i mean kind of, artifacts I guess

wary wave
#

you can do a lot with render targets... but they have enormous costs associated with them

#

as for RTTs from a cinematic camera, it's probably perfectly doable, but you may need to do some fiddling

vocal herald
#

Im okay with the render target quality, I just need it to look like in cinema camera. Not the image quality but the focal length, field of view etc

drowsy snow
#

Besides, isn't machine learning usually trained externally if it's using video feed?

granite spire
#

if your cinecamera is taking a photo and you want that displayed to a texture, then yeah, it should be able to do that, but keep in mind that's all GPU RAM based, and it quite often can flush the GPU RAM

#

I understand what you're trying to do now

#

and it's got me interested

#

when I migrate back to render targets I'll see about this

vocal herald
granite spire
#

but you want the dimensions of the render target

#

let me see if I can find something

vocal herald
#

I tried to use TakeHighResScreenshot, but its too slow I guess

granite spire
#

if you're dumping video feed you don't want to spam screenshots

vocal herald
#

no

slender rover
#

Hello everyone!!!

I have a problem with a scene exported from Cinema 4D and imported via Datasmith into UE5.

It is a house with lots of windows and i want to catch the reflections on the glass but i didn't manage to achieve that effect yet.
I use two planar reflection captures for the moment just to test it out.
It works great when i use only one but when i create the second and place it on the other windows, the reflections i get back are blurry.
The other thing is that every time i make a change in the settings of the one reflection capture, it loses the reflections and then the other capture starts showing the reflections as it was expected to.

Am i doing something wrong or is it a limitation of the engine?

Thanks in advance!!!

granite spire
#

@slender roverSounds like a reflection quality, I haven't dived much into reflections

drowsy snow
vocal herald
#

classified

drowsy snow
#

Pfft. The solution would be classified to yourself within, if that's the case.

vocal herald
#

Anyway I've found the solution

#

Have to enable Composure Plugin

#

And use node Copy Camera settings to Capture 2d

drowsy snow
#

Good for you then. 👍

granite spire
#

@vocal herald yeah that makes sense, that would've been my next guess but I didn't know about the composure plugin

median meadow
#

Hello lads, I'm using sequencer to animate some bones with control rig. I would like to move them along their local axis instead of world axis. How do I switch from world to local?

drowsy snow
granite spire
#

but I thought render target should've already taken those settings

drowsy snow
granite spire
#

@median meadow

median meadow
#

Wonderful, thank you guys ❤️

granite spire
#

it's that 3D box

median meadow
#

I see it now

granite spire
#

@drowsy snow I see, probably why I don't know about it

slender rover
granite spire
#

@slender rover Oh is this UE5?

slender rover
granite spire
#

@slender rover that's the problem with UE5, you don't know what's broken, which is why you're advised not to use it for projects yet, also try asking here #ue5-general

slender rover
granite spire
#

it's alright, I try

#

Bit of trivia for you's

#
primal tendon
#

Hey so I was looking for night sky with stars and found that it was naturally supported by BP_Sky_Sphere, but we can't get it unless we bring it from engine content, is there any natural way to do it or we have to implement it on our own if we don't use BP_Sky_Sphere?

drowsy snow
primal tendon
#

Yes I know that, but it's actually hidden right? So what would be the alternate way if people didn't know or didn't want to use Sky sphere...

#

I'm using Directional Light, Sky Atmosphere, Sky Light and Volumetric Cloud and none of them have natural support for starry sky

#

And there's also that I can't use CTRL+L to control sun in sky sphere

drowsy snow
granite spire
#

@primal tendon open up the example that has day/night, copy then paste or make the entire thing yourself, or do what I did, pay $30 and get UDS 😛

#

if you don't want to use the engine content then you gotta make your own

#

I don't know why you wouldn't though, unless you wanted complete control, but that's kind of a waste of time

drowsy snow
#

Thankfully I know enough on creating my own sky sphere, I created my own ToD system MakoCool

granite spire
#

damn

#

since I have UDS I have no reason to do any of that, my laziness knows no bounds

primal tendon
#

So if I'm using Sky Sphere, what else do I need? Sky Atm and Sky Light?

granite spire
#

i'm not too sure I just either use the default UE4 one or UDS

drowsy snow
#

Also Volumetric Clouds if you want to.

primal tendon
#

Ok, btw Refresh Material is not working, any idea why? It doesn't look disabled but I can't make it true

granite spire
#

post a screen shot

primal tendon
drowsy snow
# primal tendon

If you're going to use Sky Atmosphere, BP_Sky_Sphere is no longer needed.

vocal herald
#

How can I disable pixel blending? I have a post process material that colors some objects in Red and everything else in Black. If I set After Tonemapping, colors look fine, but edges are jagged because of no antialiassing i guess. When I set Before Tonemapping, edges are fine, but colors in transition zone between Red and Black are mixed. I need only 100% Red and Black colors.

granite spire
#

@vocal herald Not sure but that's a good question

vale silo
#

I tried any and all (to my knowledge) combinations of rendering and quality features in the project settings, and the issue persists 😦

tough perch
#

Hi, What would be best way optimize minimap? Atm I'm using 2drender target to attached player. its resolution 300*300 and its rendering only static meshes and landscape. Problem is its 2x texture streaming pool and now its over 8gb so thats bad.

wary wave
#

I wouldn't use render targets, to start with - but it also shouldn't be doubling your texture streaming pool, because the textures are already loaded?

sturdy smelt
#

Yo Guys, im Using an Array like System for my Temple, and looks like that im Spawning Instances with +30° with every Spawn, so yeah on my Offline 3DProgramm the Pivot Points works perfect, but on Unreal Engine, looks like it doesnt matches, and theres no ROOT, or Scene Component, so it should be 1:1 the same Pivot
https://puu.sh/HPDgz/b4239af72e.png

https://puu.sh/HPDgM/2518a112a2.png

thats really strange

wary wave
#

my guess would be accumulating floating point issues

loud knoll
#

Tip of the day: You will lose editor performance if you have a content browser on a separate monitor, up to 20 FPS on my system specs, if you turn off real time thumbnail generation you can recover some of the FPS.

unique kraken
#

@median meadow not sure if u got a awnser bot top right where u change the grid snapping etc u can change to local

#

anyone here can tell me a bit about if its possible to import instances from a 3d software to ue4?

#

im planing to do something like a whole city, and of i would like as many things as possible to be instanced

loud knoll
#

build the objects and then build the city in Unreal

unique kraken
#

hm

#

but id like to build it in blender, thanks to geo nodes i will be able to generat my city using indevidual assets relativly quickly

#

and lets be honest, ue4 viewport ctrls whatever u wanna call it is.. to put it nice... not very good

loud knoll
#

are you going to have game play in the city?

unique kraken
#

yes, i plan to do a lot with it

#

it will be a city with full enterior etc

median meadow
#

You could try Datasmith, you build everything in the 3D program of choice (has to be supported) and import "as is" in UE. If you need to make changes you can re-export and update the datasmith file in UE

loud knoll
#

so you think using a plug in in 3D app that auto generates content is going to harvest a fun to play city?

unique kraken
#

yep looked at that, found one for blender. but im just not sure if it properly export instances

open eagle
#

hey guys 4.27 preview is more stable than 5.0EA right??

loud knoll
#

where you don't test every placement by walking or driving around it as you are doing it? well if that is true you good luck.

unique kraken
#

<,< its not fully generated, the thing is that i still have ctrl over indevidual stuff. and ofc i can export it a few times to test it

loud knoll
#

27 is more stable but it isn't released expect 2 more point releases and then 2-3 patches after it is released

#

27 has a lot of bugs in it

#

but if you want to test it and send in bug reports so they fix things then 27 is good

median meadow
#

Any significant change in .27?

loud knoll
#

well Chaos is suppose to be production ready

#

along with Niagara

median meadow
#

Neat

loud knoll
#

release notes can tell you what is coming and you can check github for check-ins to see how it is coming together.

#

@median meadow yeah I agree if you are importing a real city from some sort of data you could get a quick rough out but if it is one object are screwed on collision.

#

also you get no feedback loop to test if you are making a fun level so this is a mistake a lot of environmental artists make they "hate" the editor and produce "pretty" but shitty levels been happening for decades.

unique kraken
#

🤔

#

i agree with you to some extend

#

but you have to understand im trying to do a BIG city with full enterior

#

placing stuff manually is just not a option in my case

loud knoll
#

I understand you, and you want to take a short cut to generate a lot of data but this will come at a cost, but test it with something simple it is possible I am wrong, but if you like how it is playing and preforming that is all that matters. If you really understand how the engine wants the data it could be possible that you set up a scene in a 3d package and have it work.

unique kraken
#

well, a ton of work is going to go into that so i kinda have to make sure things work out

vocal herald
#

Is it possible to change Math Expression formula from editable variable? I want it to be exposed in bluprints details panel, don't wanna people go and look inside my blueprint to change it.

loud knoll
#

make it instance editable?

#

you could make it a toggle for different formulas

#

have them be presets

vocal herald
#

Math expression node doesnt have an input for formulas

loud knoll
#

but you could create a bool in front of each "formula" and toggle it in the editor

#

bool branch

vocal herald
#

I want people to write their own formulas and pass it via string to expression node

loud knoll
#

oh from editor with out compiling the BP?

#

I never did that I guess in the construction script would allow it to auto regen

#

if it was me and I was creating a tool for others to use I wouldn't have them editing formulas

#

if they cant be trusted to open a BP and not break it I would wonder how they would handle that.

sturdy smelt
wary wave
#

not easily, it's probably inherent in how you're setting it up

prisma spindle
#

If anyone is interested in some learnings I had re: input latency on Nintendo Switch, I wrote up a little thread here that I think many of you might be interested in: https://twitter.com/AfterburnerRob/status/1405536255400583185

A #gamedev thread on Nintendo Switch input latency for @UnrealEngine (#UE4) games.

Featuring @DreamscaperGame, our #indiegame leaving Early Access in August. It is a deceptively simple game that uses low-poly models & textures but hi-fidelity shading and post-processing.

(1/X) https://t.co/mA5tAXvNzK

loud knoll
#

@prisma spindle its cool thread but why use twitter, maybe copy to reddit gamedev / unreal engine subs?

prisma spindle
#

I've had better luck with Twitter. I've gone viral a couple of times doing similar technical threads, but not much luck on Reddit tbh.

#

They're pretty strict about "self promotion" as well, even when I feel like what I'm talking about is really useful info

sturdy smelt
loud knoll
#

@prisma spindle roger that - I am going to test it out on my game right now thanks for the information

neat shale
#

hey you guys know any ways to make destructable meshes strong

#

so they need a lot of force to break

prisma spindle
gloomy ginkgo
#

I heard that it is not efficient to use macros in tick events

#

I think i heard it from ue4 optimization video released by offical ue4 utube channel

#

Why is that?

#

Are macros slower?

normal nest
#

hello

#

my friends

slate ferry
#

** Moved to correct chat hopefully **

Hi all, I'm new here, sorry for diving in with a question but...
If I am making a city in cinema4d to bring into UE5. Do I-

  1. Create one single combined mesh containing everything export to fbx
  2. Leave it all in cinema4d as is and export to FBX
  3. Create each building as a seperate fbx, then place each one inside UE. Don't place in Cinema4d.
slate ferry
neat shale
#

but this channel also works

slate ferry
#

As far as i know it applies to general UE really

neat shale
#

well do you want to be able to move and change each building in game?

normal nest
#

Hey I can't send a message to the @buoyant granite

slate ferry
#

No the buildings will just be static

neat shale
#

then export is as one big fbx

#

all combined

normal nest
slate ferry
#

Cos right now its seperate and it does about 1000 different shader compile things

neat shale
#

ah

#

ok

#

well maybe get rid of that

slate ferry
#

I mean it runs ok, but i've always wondered this

neat shale
#

hmm

#

so its compiling shaders in ue5?

slate ferry
#

My thinking would be its best to instance each building as a object

neat shale
#

thats a good idea actually

slate ferry
#

I'm so new to UE, use cinema and unity, but UE is awesome these days

neat shale
#

alright alright

#

so each building could be seperate

#

and instanced

#

is that it?

slate ferry
#

yeah, i'm assuming i can just place them in UE pretty easily

#

once i bring them in

#

not sure if there is any kind of cloner in UE

lucid coyote
#

I'm trying to figure out how to make a build, I'm in the UE5 preview, everything I am reading says go to File->Package Project, but this option is not under File.

#

Ah, I found it, it's under "Platforms".

#

None of the documentation I found mentions this.

steady owl
#

If you edit the WorldGridMaterial and then download a fresh engine install, will it be reset to the default?

gloomy ginkgo
#

Guys are macros more expensive then regular function or custom events?

grim ore
#

macros are literally copy pasted when the blueprint is compiled out and used

#

so they are neither less or more expensive than the code they contain

gloomy ginkgo
#

Ohh

#

Cause I heard somewhere that using too many macros on event tick is not good

grim ore
#

using too many anything on event tick is not good so..... yes?

gloomy ginkgo
#

Yea

#

Dunno from where i heard it

grim ore
#

yeah.....

gloomy ginkgo
#

Also are sequences heavy macros?

grim ore
#

sequences? like the sequence node?

gloomy ginkgo
#

Or expensive

#

Yea

grim ore
#

its just a redirector basically so no? its like having it all in one line just not in a line

gloomy ginkgo
#

Ohh okay

#

Thanks

tardy heart
#

Anyone have any good experience with materials?

#

I'm basically trying to make an material that changes over time.

#

But like not 1 colour at a time

grim ore
#

#graphics might be able to help if you give more info

tardy heart
#

Aight, thanks

winter rain
#

Is there a way to set the visibility of individual parts of the ue4 mannequin? Like have the owner not see the head while everybody else does?

wooden wedge
#

would i be able to open my UE4 projects in UE5

dusk tartan
#

Hello everyone

#

earlier i changed some settings in my project file and now i can't open it

#

i installed GPU lightmass plugin and changed RHI to direct x 12 and rendering activated Raytracing

#

Is there a way to enter my projet and remove these settings ? or i'm done ?

jolly ibex
#

What source control most of the people use?

winter rain
#

@wooden wedge

wooden wedge
#

oh ok thank you

winter rain
dusk tartan
#

@winter rain this one ?

winter rain
#

Yessir, keep the brackets and delete the plugin and it's braces

#

or maybe you can switch true to false not sure about that though

grim ore
#

you can change it to false

drowsy shore
#

i have a really weird problem, ive googled around but not found any answers, i cant actually install unreal engine, the button to chose what engine i want is greyed out for some reason ....and according to google a lot of people have had this problem

dusk tartan
#

FOUND A FIX: Go to the project files "YourDrive:\Unreal\UE_(version here)\Projects\YourProject" go to Config folder > Open DefaultEngine.ini with notepad. Set "r.RayTracing=False" if it is set to true. Set "DefaultGraphicsRHI=Default" if it is set to anything else. Hit save, then load your project. This worked for me...dont give up friend. Let me know if this works for you. May be case sensitive so beware

#

@winter rain it opened the file and i'm waiting for the shaders, thank you so much for your help

novel rose
#

Can anyone help me separate RGB masks from a packed texture?

#

Ive made a set of dirt masks to go on a second UV set but cant figure out how to merge them correctly?

ember geode
novel rose
drowsy shore
#

this really sucks, ive never not been able to download an application be4

novel rose
#

this was my bad attempt

vague ingot
#

How do you return the camera to the default "home" view in UE4?

#

(I'm working through the First Hour tutorial.)

fallow hornet
#

anyone have a batch way to turn on high precision tangents and full precision uvs?

marsh sparrow
#

If I have a level for story telling stuff, and am using a hud for this.. i need a base character to attach the hud to for it to work right?

ember geode
# novel rose

I'm sure there's an easier way. If you have the RGB channels, just connect it to a make float3.

grim ore
#

@vague ingothome view?

#

@marsh sparrowif you are talking about adding some UI to your screen? you can do this from pretty much anywhere, it doesnt attach to anything but the viewport

vague ingot
prisma spindle
#

@loud knoll wow thanks for the advice about the Reddit post... 2 hours later it's the #1 in the gamedev subreddit haha

#

It never got approved for the Unreal subreddit for whatever reason 🤷‍♂️

grim ore
#

@vague ingotthere is no real way to go back to that? You just kinda move your camera to where you want it. You could close the map and re open it and it might put it back to defaults depending on what you did to the map.

#

if you need to find something in the map you can double click on it in the world outliner (top right) or click on the item and hit F to Focus on it, this can help you get back towards the middle if you are far off

vague ingot
grim ore
#

you can make shortcuts yes, look in the top left menu in the viewport to add bookmarks

marsh sparrow
grim ore
#

well you need a camera so something shows up yes, even if its looking at nothing. And if all of your UI is in the HUD class then setting it in the game mode would tell the level to use it

dark rune
#

I dont have experience in this part so
If I want to connect over the internet and join the same lobby as someone else, what is the bare minimum needed?
Apart from a game coded in the base ue4 engine of course
Plugins or servers etc

grim ore
#

@dark runenothing but the same game running on both machines and the ports open to connect to

marsh sparrow
grim ore
#

generally the HUD class is not used as much anymore, it's design has been replaced with the UMG system but its still a capable place to hold all your code that handles widgets

fallow hornet
#

Is there a way to modify all static mesh properties to edit settings?

dark rune
bronze vault
marsh sparrow
dapper ether
#

Does it cost to do a colab?

naive grail
#

Hi everyone! Wondering if someone may have had experience with this. I'm wanting to profile a UE build that's running on an AWS instance. I've setup a VPN to my cloud network but for some reason Unreal Insights and Session Frontend are just unable to see the instance running. I'm able to resolve to the ip address running the instance with nslookup so it's definitely on my network, but Unreal Insights is just not picking itup.

I have a feeling this could be to do with the way Unreal Insights works, potentially to do with multicasting? I'm struggling to find clear explanation for how Insights discovers UE instances. I've tried also connecting directly to the device IP via Insights but that fails too. I haven't been able to see where the Insights tool puts it's logs. If anyone has any ideas or experience setting up a remote profiling session I'd be most appreciative to get some thoughts on what could be going wrong. Many thanks!

plush yew
#

Hello! I'm creating a first person horror game. I want to have an attack animation play when the enemy is within range of the player. I have a level sequence of the attack and it's instance Data is overridden to an empty actor. When the attack happens, I set the actor location of the empty actor to the location of the play and play the sequence. If I don't have a camera in my sequence, then the animation happens at the player location. If I do use a camera in the sequence, it place where I created it. I'm blending views into and out of the camera in the sequence. Any suggestions?

plush yew
#

hi

#

im searching for an asset that helps you clean your poop, i dont know what is called in english

#

the one were u put paper on

bronze vault
#

@plush yew You may be looking for "toilet paper dispenser"

mossy forge
#

After packing, the build seems to be resized to 50% of its width, and adding black bars on scale Y for the camera render. This is on a 4k monitor, in portrait mode.
In UE looks fine. What may I be doing wrong? Any thoughts appreciated.

rocky cipher
#

I don't have this pose file with my metahumans. Any idea why?

#

I believe that is what is causing the problem with the hands here. Correct me if I'm wrong. Any help is greatly appreciated.

inner rune
#

Hey, does anyone know how to make ue5 run faster on a relatively low end pc?

drowsy snow
inner rune
#

Okay wait never mind I turned the settings down

#

Thank you for answering though!

drowsy snow
#

UE5 still heavy on performance, when a same simple scene performs better in UE4.

lofty sandal
plush yew
#

the sun is on the roof but the roof let the sun shine true it, how can i solve this ? its an actor building

#

with static mesh instances

hasty osprey
#

is there a quality difference if my character textures are imported as png or psd?

drowsy snow
hasty osprey
#

thx

frozen pond
#

so i added custom box collisions to my model, and somehow it dont work ?

vague ingot
#

If you were going to use UE4 for live visuals at an event, how would you handle cuing certain scenes at certain times?

#

Is there a way to load a level/scene via MIDI Program Change?

drowsy snow
wary wave
#

I'd keep everything in memory all the time, probably

#

loading takes time, and async loading can cause hitching

vague ingot
#

How would you physically change what was displayed then?

wary wave
#

hide / show things, move the camera, potentially smoother transitions if you want to be smart about it

vague ingot
#

Could I change 'levels' with a Program Change or hide/show a set number of things with one?

wary wave
#

"program change"?

#

you mean as in the midi input?

#

the input is irrelevant, you can bind anything you want to it

#

and if you can bind anything you want to it, well, you can do whatever 😄

vague ingot
#

yes.

#

So basically.. MIDI Program Change 2 == load level X?

#

(That'd be done with a Blueprint right?)

wary wave
#

yes

#

but if you're asking these kinds of questions... you may want to go away and familiarise yourself with the engine a bit more

frail sail
#

Does anyone experienced freezing screen/game with fullscreen?
how this can be fix?
(same thing happening on Valorant that uses UE4 may other games too)
using 4.24.
-tried 2nd monitor that 1080p not Ultrawide. same.
-tried 4.26.2 ver. (by command in empty scene, empty project) same.

#

but other games that doesnt uses ue4 like BDO it not freezes during Fullscreen. so i dont think my computer related

plush yew
#

hello! I'm trying to do a dynamic transform of a level sequence when the player hits a trigger - I have all the lev sequence instance data connected to another actor. I can move the actor and transform the seq manually but from the BP, the origin moves but not any of the assets in the sequence. any idea?

wary wave
#

assets in the sequence are probably using world coordinates for their keys

#

you can swap to local coordinates, but you'll have to manually re-key everything, and yes, it's horrible

#

generally speaking I would avoid using Sequencer for these kinds of things 😦

spice canopy
#

I can't find anything on answerhub or google about the Packaging error "Unable to find package for cooking"?
Some of these are for assets I moved or deleted, but I fixed up redirectors and even re-created them sometimes and it still happens.
I also deleted Intermediate and Saved folders and Generated Project Files again.
Furthermore, some of these missing assets prevent me from creating a new one with their same name at the same folder path, even though they don't exist anymore.

How do I resolve these warnings (and some errors)?

#

Ah wait, I see there is a #packaging channel. I'll take my question over to there.

untold dirge
#

Why cant I add new components to the blueprint?

#

nvm need to exit game lol

#

Can ayone tell me what is the 'default projects folder'

coral iron
#

does anyone in here use a master material for a landscape which is paintable, and has separate parameters for each materials displacement value? I only just figured out how to apply and change a materials displacement, but trying to apply this to my personal master seems out of my depth, Im using quixel megascans btw

untold dirge
#

because I think I cannot add 4.xx marketplace stuff to the projects because 'Add to projects' button reads only the default folder or something

timid flower
#

could someone tell me why my visibilitycommands get so high the more clients i put?

#

nvm locking the fps seemed to fix it xd

lost sparrow
#

I have an issue with buoyancy in UE4. For some reason it completely doesn't work when I add more than 2 pontoons.

grim beacon
#

Can I stop steamVR from starting as I open my project, without disabling the plugin?

molten prairie
#

i need help. I cant make it so that i can use VS code in unreal engine 4.26.2. can someone help me please?

lost sparrow
unborn maple
#

One of the things I had really liked about some of the unity stuff was all the really helpful things to just, learn it. Is there any resources similar for UE people would recommend?

drowsy snow
jolly steppe
#

So I turned up my project screen percentage to 400 and tried playing it and my PC had a heart attack :D

nova shadow
#

Can anyone help me wit h migrating assets?

#

been trying to do this for ages now and nothing will work properly haha

pallid talon
#

When I create a landscape in UE5, Im unable to delete it to replace it with another. Any suggestions?

drowsy snow
pallid talon
desert verge
#

how long can a project take to open?

#

its been a few minutes

pallid talon
unborn maple
drowsy snow
desert verge
#

oh it opened instantly when i opened it from the directory

drowsy snow
#

(Unity sucked since the yearly version IMHO)

desert verge
#

has anyone here gone from unity to unreal?

drowsy snow
desert verge
#

same here, just started unreal 2 weeks ago

unborn maple
#

there's a lotta stuff about unreal I am liking, as well as UE5's UI is genuinely way friendlier than UE4's when I tried it a whiile ago.

desert verge
#

i feel a bit confident on unreal but still get confused on what to learn

#

did you just learn whatever you wanted to make>?

unborn maple
#

Yeah that's the same issue here tbh

#

Unity has just a ton of the guided stuff to both show the toolset and some other just, general applications. The tutorials on UE's site seem more spread out but, kinda specific.

drowsy snow
desert verge
#

yeah honestly i understood it just buy looking at the names and familiarize myself with the engine

noble wedge
#

Udemy has some great UE4 tutorials on Blueprints and Multiplayer and C++ in general.

desert verge
#

yeah?

#

which ones?

#

udemy can be so long

unborn maple
#

Would it be a bad idea to try to make my stuff in general in UE5 rather than 4? Cause, I just can't get over the UI differences.

noble wedge
#
Udemy

Code Your First Video Game in 100 minutes with Visual Scripting. Created in collaboration with Epic Games.

Udemy

Unleash the power of C++ and Blueprint to develop Multiplayer Games with AI in this Epic Games-approved course.

desert verge
#

usually 50 hours too long

#

should i at least learn blueprints first? i know c#

noble wedge
#

I'd say start with Blueprints. Specifically the one I linked.

#

You can go back and fourth between BPs and C++ after that.

drowsy snow
noble wedge
#

C++ has similar naming to the Blueprints that you'll use. Although there's a bit of hunting for how things connect going from BPs to C++. BP is easier because the editor magically connects things for you.

desert verge
#

did you find yourself doing more game design in unreal vs unity?

drowsy snow
#

Hot take:

UE5 UI is a waste of space, literally. So many unused space compared to UE4 UI.

desert verge
#

so far i just find it much smoother

#

i could never get things looking good in unity

#

just okay

#

lol

noble wedge
#

I tried UE5, but it needs some optimizations. It ran kinda slow for me and my mortal quad 3.4 GHz, 64G RAM machine.

drowsy snow
noble wedge
#

Work started making an 8 core 4.6 GHz machine. If I had that I'd confidently switch to UE5.

unborn maple
#

I think that explains why I have no issues with UE5 as well then.. Aside from GPU maybe, but I don't know how much GPU has an effect..

#

Editing PC ftw though

noble wedge
#

I'm using an NV RTX 2070 super. So I don't think the GPU was the bottleneck.

#

The UE5 demo was 100GB and all that geometry had to load in. I also use an SSD.

drowsy snow
#

still having fun with UE4

I have my reasonings to use UE4 until sometime in 2024.

noble wedge
#

The next big thing on the horizon is the upgrade to the new version of Windows. Windows 10 will be the old thing in a couple weeks. The new UI design has the start button in the middle of the task bar. Just feels wrong. 🙂 I'm pretty sure I have the start button burned into at least a couple TVs.

marsh sparrow
#

ha ill be on 4 for a bit

#

at least till this first project gets finished...

unborn maple
#

I see, Yeah I have an r9, not the newest gen, but it still definitely does CPU work quite well.

drowsy snow
#

Certainly don't use UE5 for actual production use until Fortnite used it.

hearty anchor
#

Hello guys im new here and im currently making a school project

#

i have a question, dunno if its basic or not, i would assume so

#

im making everything like cinematic, i dont want gameplay or anything like that, ive already recorded some scenes of the map

#

but i wanted to record a character that ive downloaded from UR marketplace

#

but i didnt wanted the character to be static

#

i would like her to blink her eyes and breathe

#

any tutorial about this or something like that? :/

#

sorry to bother guys

noble wedge
#

You could make a custom animation for the blinking and use a state machine to blink in your animation blueprint.

tiny sonnet
#

my editor camera is sideways, uhh how do i default it 💀

drowsy snow
hearty anchor
tiny sonnet
finite sage
#

Could you please detail how you backported Oodle plugins to 4.26? When I try to compile it gives the error "Plugin 'OodleData' failed to load because module 'OodleDataCompressionFormat' could not be found." Did you compile from source 4.26 or is it the binary version? Thanks!

drowsy snow
#

Also the new Bink Media plugin, because why not.

finite sage
#

Ohhh, I was hoping that there would be a way to compile in the binary version. I assume it also doesn't work if you copy the compiled plugin and paste in the binary version right?
Anyways thanks for clarifying!

drowsy snow
#

No, it's a bit more involving, and requires source code modifications, thus binary build isn't going to work.

worldly creek
#

simple thing, but how do I bring up this interface so that I can see developer strings while I'm play testing

drowsy snow
worldly creek
hallow badge
#

is it possible to use instances in USD format that Unreal engine would understand? like one source obj and many instances, exported to USD which when imported in UE would be interpreted as static mesh instances ?

paper ginkgo
#

besides the "end" key is there any other ways to snap one mesh to another?

desert verge
#

is it okay to watch more "advanced" tutorials when learning unreal?

#

I already have experience with unity if it changes anything

#

right now i'm watching a tutorial on implementing a dash effect, but i really just started doing blueprints a few days ago

surreal eagle
#

aaaaaaaaaaaaa

random pagoda
#

Does anyone know how to stop emissive light from reflecting on already baked Reflection captures.. this shit is annoying..

drowsy snow
surreal eagle
drowsy snow
surreal eagle
#

chomp

#

chomp

#

chompchomp

drowsy snow
kind dew
#

any way to delete all empty folders?

#

like a command or something

random pagoda
drowsy snow
worldly creek
#

I’d like to have a few of my friends try my game out on iOS and Android in different places. I’ve heard something about getting licenses to publish? Can someone point me in a good direction to look at information about that?

drowsy snow
drowsy snow
worldly creek
random pagoda
drowsy snow
patent summit
#

I have a ArcInfo Grid dataset, of a lidar scan. What is the best way to import it into a level, using arcgis to height map, or is there something better? It doesn't have to be a landscape, a mesh would work too. When I use height maps it is very noisy and jagged, any better options?

lucid grove
#

Heya

#

Why capsule component still trigger trace if it doesn have tag i set?

#

Im tracing objects and set branch to check if skeletal component has tag

#

And then stop trace

#

Skeletal mesh has tag im checking, but capsule component for some reason result TRUE without having that tag

drowsy snow
#

<@&213101288538374145>

buoyant graniteBOT
#

:no_entry_sign: ᴿᴱˣ#2828 was banned.

regal mulch
dark rune
drowsy snow
charred abyss
#

Thanks!

#

how to make a GameEditor such like GameEngine SceneEditor based on UE?
eg. include customize terrain, water, staticMesh, etc. just like a SceneEditor.
Thanks!

drowsy snow
charred abyss
#

yep, like some LevelEditor in game. eg. the map editor of dota or warcraft ?

#

allow players to make their own map, then allow other players to play it

drowsy snow
charred abyss
#

ok, Thanks. is there any open source project about this? or some tutorial?

#

change the source code of unreal-editor seems the easiest way?

#

if wrote my own code for this, what UI can i use, the UI inside the unreal game? and unreal-editor also render by epic themselves, right? but the editor-ui and ingame-ui are different, right?

peak vessel
#

Does anyone else experience some random bug in UE4 where you cannot right click or access any menus? Its like mouse clicks are spammed or something, i have to close and restart the editor to fix it, basically nothing works..

#

The right click menu shows up for like a nanosecond when i right click, and then goes away

loud fiber
#

hi there i am an ue noob can someone explain me how to remove a cell shader?

#

i imported an asset pack opened a map and now that shader is in my other map aswell

neon bough
#

anyone using 4.27 and having problems with groom physics?

regal mulch
#

Because that's not going to work like that.

#

If you want a Map Editor In-Game, you will have to code that into your game.
If you want to add Mod Support, then you need to get in contact with Epic, properly compile a Mod Editor and release that over the Epic Launcher.

charred abyss
#

thanks. so what is the best way to do that?

#

ok, you will have to code that into your game. is there any tutorial or openSource project demo?

regal mulch
#

No idea

#

Never done that

charred abyss
#

ok, Thank you so much

#

and i might to edit the map and then save it. still donot think about the format

#

so the fileFormat or save to Server is going to be wrote all by myself. cannot use the logic or format of unreal editor, right?

regal mulch
#

Correct

#

That's probably also the first thing I would try to think about

#
  1. How to save the State of the Map Editor?
  2. How to load the State of the Map Editor?

And then you can start actually adding some simple Block into the Map Editor and saving/loading that. If that works, then you should have an easier time extending it with actual Gameplay Elements.

But yeah, lots of custom coding.

#

If you are using C++, you can probably use the Serialization of Actors to get this to work.

#

You could make your own Runtime Asset Type (UObject) that holds all the info and can be serialized into a save file.

#

Quite advanced though I think

plush yew
#

What's this setting do? Is this what I think it is—a way to save uassets as text files?

regal mulch
#

It should give you the Export As Text context menu option

plush yew
#

on any asset?

#

okay I found it in the context menu here

#

It generates a .utxt file.
Deleting the asset itself doesn't delete the .utxt file.

#

The .utxt file appears to be in JSON.

sturdy smelt
#

Hey Guys, how i can Transform Instances from a Mesh in Blueprint directly in the BP viewport ?

jolly anchor
#

Hi. Anyone has experience using ueOSC and VirtualMotionCapture with Unreal Engine?

I'm having an issue where things are all working fine, reading from another program, but just disconnects randomly. I will have to reopen my build for it to work again, or on editor, change the port number and compile again for it to work again.

Does anyone know if there is a UE setting that is causing shuts off from reading a particular port or a potential fix?

lean mauve
#

I was using Multi-user editing plugin 2 days ago. Now I am back to the project and all textures are gone. How can I fix this?

#

Assets are from bridge

slender marsh
#

Can someone please help me?
I am trying to install Unreal Engine but I can't!
Neither the Install Engine button works or the + button works!

potent cypress
#

Can anyone solve my packaging error?

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: '/Script/Engine.EObjectTypeQuery' has an invalid 'ScriptName' meta-data value 'ECC_Player's_Mesh': Name contains ''' which is invalid for Python.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: '/Script/Engine.ETraceTypeQuery' has an invalid 'ScriptName' meta-data value 'ECC_Player's_Cover_Back_Wall': Name contains ''' which is invalid for Python.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: '/Script/Engine.ECollisionChannel' has an invalid 'ScriptName' meta-data value 'ECC_Player's_Mesh': Name contains ''' which is invalid for Python.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: '/Script/Engine.ECollisionChannel' has an invalid 'ScriptName' meta-data value 'ECC_Player's_Cover_Back_Wall': Name contains ''' which is invalid for Python.

#

It's a python error and I don't know how to solve it

slender marsh
regal mulch
#

I need a Component to Tick before BeginPlay. The boolean for that only seems to exist on Actors.
The Actor has the boolean set to true, but the Component still doesn't tick before starting the match -.-

Is there some other special boolean to support Components?

#
if (bAllowTickBeforeBeginPlay || !World->IsGameWorld())
{
    RegisterAllActorTickFunctions(true, false); // components will be handled when they are registered
}

Well, the false is for bDoComponents... so it infact does not allow components to tick Before BeginPlay

potent cypress
#

That's the solution for my problem?

olive ginkgo
#

is it possible to attach a spotlight to a character bp and set it to movable so it lights the character wherever it moves? Would that also be really resource intensive?

#

I have a scene which has the exposure set manually and I dont really want to add any lights to it if possible

worldly kettle
#

Hey guys, anyone know why it might be that my Animation Budget Allocator always shows the graph at 0.0? (UE5)

#

even with 145 characters

regal mulch
frail sail
#

is it only happening to me

hollow ember
potent cypress
#

How can I remove those characters?

#

Oh