#ue4-general
1 messages · Page 1018 of 1
Like after attack end you can pull up block or movements state machines and vice versa
In a sort of triangles system
Actually I think I misunderstood your text there 
o.o
Its ok
I want to make something like smash bros ultimates movement into and out of attack system
I know you're referring to combo follow up, in that case, you could use anim notifies.
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
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
So it can be really free flowing instead of chunky and clunky like most games
Can anima notify do this?
Like when anim notifies can have range inside an animation sequences, so that you can specify which part of the animation that the combo can be added
Ah
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?
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
Of course these would be state machines
However also animation notify to set that up
?
Or would i need a another term to go learn about xD
So the player has to build up 3 combo to use a special attack, like that?
No no more like
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
Like your standard action game cancel during said action
Animation cancelling 
Yes I guess
Animation cancel into dodge state machine
Or jump state machine
Or special attack like kakamaha or hadouke or fire ball
Also animation notify or sumfin else :0
Okay, so in state machines you can have the condition where either the animation is almost ended or cancelled by another action.
One transition would lead to the idle state, another lead to the blocking state.
Ah
So where would special attack go
Since dodge would be a state machone
And I know jump is also state machine x3
Because special attack would be a meter based move or sumifin idk if that would technically be a state xD
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.
Script BP and anim BP can go hand in hand.
So setting up a script bp for cancel into selected character special attack would go there
And than that would I presume connect to a state machine it enters once the attack or function is done right?
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.
Like from movement into -> attack is script and when special attack end enter attacking idle state
Hey all. Anyone know where a good tutorial on making a geometry instance spawning actor might be?
Something like that right?
@gray narwhal https://www.youtube.com/watch?v=qoOEzJjoxgM
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...
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.
Ah and thats how I setup attacks or special attacks that cost meter? :3
And or combos
I presume
Hmmm
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.
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? :>
You can improvise upon it pretty easily.
Yeah seems really flexible
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.
Many thanks I was a lunk head and was looking up the wrong phrases. I was searching for instance geometry when I should have been looking up static mesh instance lol
often times I sit there
and I ask myself
"Why didn't you become a Python dev instead"
and this is currently one of those moments
Sorry for asking dumb question but what is the latest unreal engine 4 version (not testing or preview) but full stable latest version
lemme check
4.26.2?
could be wrong
4.26
I just want to thank you again, this is such A high quality improvement
No problem :-)
The UE marketplace app is so bad lol
the whole ue site is disaster..no offence))
Is Multi-User Editing only for local networks?
can someone see why this wont work for me plz?
I'm installing UE4 and it's been stuck on Verifying for like 1 hours soon
is it normal
should i wait or do i need to do something
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
Very basic question
when setting a color, why if I go over 1.0 for any of the RGB values the color is not uniform?
for example
I don't understand the logic behind it
you can check if lightmass.exe is running and check it, or open swarmagent.exe and see if it is actually doing anything
after 1.0 on RGB it adds glow
something about emissive values
its on Niagara but I think applies everywhere
yeh, I just dont understand why its represented that way
like a gradient from top, middle lighter, then bottom
is that how the color will appear? if not its misleading
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
its not super-duper accurate, but close enough
if there is a particle color in the material, its probably multiplied with other mathsies
so I guess the "glow color" will be the lighter one, and more orange to the center
or maybe the other way around
I'll play with it with a simple mesh
without material
basic material I mean
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:
This game engines move fast
4.27 already
Lol, can’t even let us soak in 4.26

Lol yea
The big release
How do I enable heightfields for ladnscape?
Generate Distance Fields was easy.
But I can't seem to find that for landscape
ALL I HAD TO DO WAS TO SET CAST SHADOW
F me xD
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 []
Are you referencing something you are not supposed to?
Currently I am in unreal 4.26.2 of source code for the servers but every time I packge the project this happens
Hi. Which is the official unreal engine IRC channel at the moment? Are you on libera?
if any
guys 😦
i canceled building source code on last minutes, will i be able to resume ?
is it resuming ?
i canceled it on building library : 3000/3400 😦
question - is there a way to put blocking volume on to a spleen if so how (url or video would be nice) thank
@plush yewso i cancled a build that took me hours
i had to go to work ; will it start from begging ?
oh omg!
its resuming i gues
so i will start all over ?
what if i just press f5 to debug ue4?
Can someone help him?
google the error
some ref is invalid, find out which one
most likely it's a bad ref, from what i remember
There’s no info
after that can check saved/logs
Hi.
A blast from the past https://youtu.be/p4IGQlGNN2I
Unreal Engine Tutorial 5 - First, 3rd and Top Person View.
but if it's bp project i dont think it will show the exact problem
still could give some ideas by running in vs as you said
building source code on hdd is a huge mistake 😢
but that should be already in the logs
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
depends... some assets will work, some won't
My UE5 is 109.1gb...
https://www.unrealengine.com/marketplace/en-US/product/interactive-spruce-forest this is the one i am wanting to make work in 5
Models should be fine
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
is it possible to download the files manually rather than try to add them to existing ones?
still i do agree with you to test that in visual studio, but i guess we are just talking with each other 😄
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
but if they are experiencing it for the first time, it will be a very valuable lesson
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
you could just press "Add to project" and select your UE5 project
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
gimme a sec, epic launcher isnt currently finding my project full stop. let me try and fix that and get back to you 🙂
I wonder how complicated it is to make tile based movement in UE
hey
after building source code of ue4 , how can i make its size smaller ?
what should i remove and what not ?
Question
i've seen a lot of people using UE4 for animation lately
like- to make animated shorts and movies and stuff
i've looked into it but I haven't been able to find any good tutorials
does anybody have any good explanations or tutorials or resources to get into that that they can share with me?
Hey guys, I was hoping I could get some guidance into if there's a way to separate a static mesh into multiple components.
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.
I have another static mesh which has been separated into multiple parts (Entity is a normal human)
I'd like to basically take the head/animation presets of the head of a 'MetaHuman' and put it onto the soldier
Or maybe I'm approaching this from the wrong angle. Any help or thoughts are welcomed
why aren't my NPC's moving on the spline? they are just standing there, yet I get no errors
Apparantely a nav mesh IS needed - thought the splines made it not as necessary
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
Are you using UE5?
If you want to make animations in engine, try looking for Control Rig.
No, is bridge only for UE5?
The built-in browser thingy? Yes.
The export link plugin is still available for UE4.
I've seen a few tutorials on that and bookmarked then, but I assume there's more to it than that, right? Is there any comprehensive tutorials in YT about it?
well i unistalled itf or now lol
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
In many cases you won't be using the displacement map in UE4.
oh, so i cant make it look 3d?
I mean, the scans are well made anyway, and you'd rely on normal tricks more than using the displacement maps.
well yeah but in the pics for them on quixel they look 3d, is that just for effect?
In the previews? If a surface material appears to "pop out" in the preview - it's prerendered.
hmmmm i see
where would i ask about error messages character realated?
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?
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
Does UE4 not recognize mp3 files as sounds?
You want .wav files, simply google an mp3 to wav converter
anyone knows a tutorial on Teleporters taht are all linked together
and you can choose between them
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?
you can run a local p4d on your personal installation
You could look at SVN as well (alternative to git) but I have no idea if that's better with binaries
also #source-control @stark wharf
Oops, thanks for the info and redirect!
yo
anyone here played travis strikes again?
cuz apparently they used the ue4 orange chairs and im curious if they did
Is the "saved" folder inside your project supposed to get 20+ gb large? Are there shaders or something being saved there?
or u can use audacity
import ur mp3 and export it as a .wav
not exactly, that's just autosaves, cuz usually it's the ue4 autosaves there which you can delete to save up space
(double check too)
I checked and half of it is megascan autosaves, I assume it's safe to delete the Autosave folder?
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.
often yes, to play it safe you should back it up first, then check in case it screws up your project
if you're able to run it fine without, delete it
but often it's safe to delete
ok, ty ty
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
okay so it seems lights work on basic shapes/geomtry i drag in but the background is still black
Put in a skysphere or a sky atmosphere and a directional light.
tyty
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?
oh woah figured it out, still strange tho
anyone knows a tutorial for a teleporter that you can like, select differents that you activate and travel trough them?
why would you need a tutorial for this?
yes
destroy actor
or change the material to a set of transparent versions
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.
hi guys, how do i always render the character on top of everything? is that possible?
Look for custom stencils.
like custom depth stencils?
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..
An overview of the Niagara Particle System examples provided in the Content Examples project.
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
Granted, the content example project is always updated time to time, so it's in the front of the Learn tab in the launcher.
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
Consider though, a person who has never used the learn tab (myself) as I primarily use youtube to learn unreal, and occasionally hop into the documentation
I think it would make sense to add a single line in the doc, explaining that such things are housed in the learn tab
So that the doc and the learn tab reference each other
Any help?
Indeed, it is. My bad
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
Hey guys, is it better for beginner to start with eu5 or eu4?
ue4 or ue5 😄
Ok, thanks for suggestion.
I'd like to make an adventure game (like paper rpg with tons of texts). What should i learn first?
I know basic world building etc
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
umm.. final fantasy? where there is a little open world and then the fighting style.
i can deal with the graphics little by little as i learn. but the blueprint of the system.
lets say 4
like this
i can probably start 2d. and work my way up as i progress with learning unreal
my idea is to learn how to make turn based games like this.
well. i want to do like old school arcades. so would most likely stick to 2d
**UNREAL ENGINE COMMUNITY SURVEY **
Hello everyone of Unreal engine Community! Unreal Engine has lately been undergoing tremendous revamps to benefit developers and expand its scope of application across various domains. Developers all over the globe have already started getting their hands dirty with UE5’s early access worldbuilding and cannot wait to see what’s in store.
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.
The survey ends on July 10th. Your contribution would be very much appreciated!
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 🙂
well. my thought on it being 3d for now is still just as far as octopath traveler.
ahh i c.
just like how i can use 3d models as 2d assets right?
okay
so how would you suggest i go about a 3d style retro turn based game
why is bridge downloading assets to 110%
i c a n c e l l e d t h e d o w n l o a d
my grass models are appearing as odd flat shapes
assets*
yes
thank you
i mean im having good progress with a map im making
although it has like 5fps
why does volumetric material only works with ExponentalHeightFog?
anyone got any idea why this is happening when I add new landscape components to make my map bigger ?
https://answers.unrealengine.com/storage/temp/340830-screenshot-2021-06-06-130900.png
why are my grass models white
Anyone know how to apply multiple PhysMats to an auto landscape material???
Do you use World Composition, and happens to unload levels when working on another chunk?
It's probably compiling shaders
If not, you've not applied any material to your grass
theyre megascans assets
i never managed to get assets into ue4 since bridge didnt want to be installed
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
check your runtime virtual texture volume if it uses the correct bounds
You're a genius, I had it set to "Snap to landscape" so I didn't think twice about it, makes sense that it wouldn't update in realtime though, thanks, I appreciate it
Hello,
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 ?
hi all, is there anyway to quickly move an inline ftext translation to a string table?
That great. It's mean that I can have access a constructor. I really miss that in Unity.
how can i make this look like my reference?...
i am a very beginner, so if i did something stupid - dont laugh pls
sad
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
Hey
I imported my character unreal
And it thinks it's an "Static mesh"
How do i fix this?
Spoiler tags are redundant in this server.
Are you using Blender? Have you make sure the mesh has Armature modifier with correct binding to the rig, and the rig got exported into the FBX?
Consider storing it in GameUserSettings instead.
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?
Yes I'm using blender and yes i used FBX but i did not use a Armature because i thought that the unreal mannequin Armature would work on my character too
That's your problem.
The Armature modifier is what ties the meshes with the rig.
ok
Thanks, I'll look into that
apparently best fog in unreal engine is called smoke xd
Fogs are just less dense kind of smoke 
does anyone know what a texture streaming budget is? ue keeps saying im going over it
anyone ever successfully make a switch on variable?
wdym
wildcard that switches depending on the variable
and by wildcard you mean
switches don't work without being defined
ah you mean you dont know the var type when u go for the switch?
that's not really the issue. That's assuming I'm using an enum
yup
it's gonna be either a float or an integer, but I can't find a way to distinguish the two
closest thing that comes to mind is a c++ template
You can't check for decimals, or fractions, or anything
Yeah it can probably be done much easier in c++
I am more beginner than you
I'm following a Niagara tutorial, the instructor takes his time to scale each mesh individually paired to a user parameter
gives me the impression that there is no way to have a global scale at the whole niagara system level
is that right?
How do i replace the mannequin?
Is setting up cloth in UE5 not possible yet?
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
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?
😼
🐈
can we sort the 'my projects" by recent date?
Anyone figured a way to get in ?
The link in the mail does t doesn’t works for me...
😢
The link they emailed me just now works, maybe try again?
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?
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
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
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
hi guys, im new to unreal engine and i was wondering if i should start with UE 4 or 5
@blazing violet i would start with UE4 as it prob has less bugs to start learning
Udemy has some realy good beginer classes
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
for now i stick to youtube. I finished few tutorials already but i was wondering which engine should i stick too
UE 5 has few cool features
If you are new to programming as well beware that some tutorials could teach you bad habits out of pure laziness
i can see at least one that i already use 😄
How much of this is bs and how much is somewhat correct?
I have a problem where nothing is rendering, how can i fix it
lol
can you give more information?
for all we know, you dont even have unreal engine open rn
i do have it open
good
i started a third person project and the project doesn't render the meshes
can i have screenshots?
sure
and by started you mean you created the third person template yea?
did you change anything in it?
No
and do other projects work ok?
ok
also, next time if you are using ue5, please use #ue5-general
Ok sorry
move to that channel @hasty pilot
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!
remember guys dont drink and code
is it possible to take screenshots in the assetviewer window? I find that my mesh looks better there
it should be in the small drop down beside "perspective" in the viewport top left
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?
Can u show a clip of what the shaking looks like?
sure, one sec
@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
I just coupled it with FoV and it looks better now but I'm still not content
I'll cap it
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.
@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
tbh I don't see much shaking in that clip
I dont see any
but again - camera shaking can become really tiresome - take that in account if you really need to implement it imo
I would do it for a car landing and impacts and top speed typical use cases
yeah perhaps when using turbo only or something
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
well, if you can't make it out then maybe it's not so bad
i only notice it when i see the small ball thing shake
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.
anyhow, it's not bad tbh
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.
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
👍
indeed, u don't want players to get headache from it 🙂
right
I as thinking for additional speed I could have some dust particles zipping by or something
sure, that would work
action/motion/anime lines
can work if they're subtle
depends on whether ur game is stylized or not tho
yes.. it's not stylized so I would like to have something more grounded
which is why I think dust particles could be cool
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
Hello, where can i make questions?
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 )
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
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
getting this error when trying to make an installed build to distribute
Typically you'd have the lighting not affecting the mesh, and the shadows part of the texture.
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.
standard naming conventions for ue? is there a website that lists them all?
Where is the best place to start?
!stream
where can i get an improved version of AdvancedLocomotionSystemV4
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
Question -- What are some of the best Environment Art Courses out there? Are there any that are well known to be really really strong?
maybe move it to the engine content folders
Yeah okay, I’ll just move them inside windows explorer
Also, why aren’t materials updating when I play with node settings?
As in, in the level viewport
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?
Oh god, this is a lot of channels. I'm a Unity refugee. Where do I go for noob questions?
depends on the question, find the right channel
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.
stat scenerendering is a good basic overview
otherwise there is a profiler https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Profiler/
interesting, the recast navmesh was hitting the GPU?
when I drag into a new project theres no materials
what
I migrated
put into unreal engine content folder
and when I bring into a new scene theres no materials anymore
I literally have no idea what you are talking about
be more detailed and provide screenshots
is this the right place to ask help for Unreal houndini integration?
quick question, in order to import from something like Blender into Unreal, do I need to have all textures baked into images?
where to download udk?
But why UDK?
thinking about making some tutorials on it
Hardly anyone uses UDK nowadays, especially since UE4 is more accessible than UDK 7 years in.
true but udk have unreal script
And UScript no longer used on regular basis in 2021. Not even UE5 has UScript.
ik but i like unreal script
Save your liking to yourself. 😉
thanks 
has anyone invented anti-gravity generator by any chance?
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#
Doesnt sound hard to make 😉
i bet i could do it if i was asian :V
I'm back to stream baby. gonna open the help desk back up tonight.
i been absent for a few weeks, been fixing up my home here
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?
link me i'll take a look
@granite spire this one right here https://www.unrealengine.com/en-US/blog/automotive-configurator-template-available-now?sessionInvalidated=true
@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
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
Yeah I was a bit confused if the configurator is meant for consumers on your website or more for like marketing people or coworkers to quickly put out these customized vehicles
QUESTION. Some marketplace scenes are all black for me. Any idea why? Is it bcoz I have RTX enabled?
@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
How can I make a Scene Capture to Render Target but from a CineCamera?
@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
@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 🙂
@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?
Damn yeah its not even with landscapes for me which is what I'm finding the most forum posts about. I'm absolutely puzzled as to how this is so broken, the static mesh overrides are not working either but I've just come to accept that
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
@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?
Why does it matter...AI training
@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
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
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
Besides, isn't machine learning usually trained externally if it's using video feed?
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
Im making the video feed in Unreal
but you want the dimensions of the render target
let me see if I can find something
I tried to use TakeHighResScreenshot, but its too slow I guess
if you're dumping video feed you don't want to spam screenshots
https://www.youtube.com/watch?v=a9iho861SlY @vocal herald so this wouldn't give you what you want?
Useful for making: Survelence cameras, mirrors, teleporters, and HUD mini maps!
no
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!!!
@slender roverSounds like a reflection quality, I haven't dived much into reflections
What kind of Frankenstein AI do you want to train anyway??
classified
Pfft. The solution would be classified to yourself within, if that's the case.
Anyway I've found the solution
Have to enable Composure Plugin
And use node Copy Camera settings to Capture 2d
Good for you then. 👍
@vocal herald yeah that makes sense, that would've been my next guess but I didn't know about the composure plugin
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?
To be fair, composure plugin are mainly used for virtual production.
but I thought render target should've already taken those settings
It's in the viewport top buttons.
@median meadow
Wonderful, thank you guys ❤️
it's that 3D box
I see it now
@drowsy snow I see, probably why I don't know about it
These are the settings for both the captures. The only thing that changes is the transform values because it's placed on the other windows. The thing is that i get sharp reflections on the one capture but the other is blurry 😕
@slender rover Oh is this UE5?
Yes... Oh please don't tell me that is UE5 related...
@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
Ok, i'll try asking there too. Thanks a lot for the help bear!!!
it's alright, I try
Bit of trivia for you's
It seems to me that line trace would be more effecient than overlap since a line trace only happens on the frame it is cast. Where overlap needs to be checked every frame. Line trace is not dependent on tick. For shooting you would only cast a line trace when the user fires the weapon. To detect what the user is looking at you can cast a line t...
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?
You can copy the engine stuff to the project content folder
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
The original sky sphere was from the very first version of UE4, and the sky Atmosphere was a new addition since 4.24
The time of day new level template has the sky sphere that's built with Sky Atmo in mind.
@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
Thankfully I know enough on creating my own sky sphere, I created my own ToD system 
damn
since I have UDS I have no reason to do any of that, my laziness knows no bounds
So if I'm using Sky Sphere, what else do I need? Sky Atm and Sky Light?
i'm not too sure I just either use the default UE4 one or UDS
Sky Sphere (with your own material, using sky atmosphere params)
Sky Atmosphere
Sky Light (with real-time capture, 4.26+ only)
2 Directional Lights (one for sun, one for moon)
Also Volumetric Clouds if you want to.
Ok, btw Refresh Material is not working, any idea why? It doesn't look disabled but I can't make it true
post a screen shot
If you're going to use Sky Atmosphere, BP_Sky_Sphere is no longer needed.
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.
@vocal herald Not sure but that's a good question
has anyone had this issue with displaying solid translucent bodies apart and offset from wireframe of bodies in PhAT ?
https://www.youtube.com/watch?v=wkyB-1UPjYE
I tried any and all (to my knowledge) combinations of rendering and quality features in the project settings, and the issue persists 😦
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.
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?
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
my guess would be accumulating floating point issues
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.
@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
build the objects and then build the city in Unreal
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
are you going to have game play in the city?
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
so you think using a plug in in 3D app that auto generates content is going to harvest a fun to play city?
yep looked at that, found one for blender. but im just not sure if it properly export instances
hey guys 4.27 preview is more stable than 5.0EA right??
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.
<,< 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
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
Any significant change in .27?
Neat
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.
🤔
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
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.
well, a ton of work is going to go into that so i kinda have to make sure things work out
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.
make it instance editable?
you could make it a toggle for different formulas
have them be presets
Math expression node doesnt have an input for formulas
but you could create a bool in front of each "formula" and toggle it in the editor
bool branch
I want people to write their own formulas and pass it via string to expression node
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.
can i do anything to solve it?
not easily, it's probably inherent in how you're setting it up
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
@prisma spindle its cool thread but why use twitter, maybe copy to reddit gamedev / unreal engine subs?
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
Well i just Used an Overall Pivot, for Like i created it in C4D, and there it works, but not on ue4, i just create an loop with 11, and add for each instance rotatione (fake array)
@prisma spindle roger that - I am going to test it out on my game right now thanks for the information
hey you guys know any ways to make destructable meshes strong
so they need a lot of force to break
If the Low Latency settings are new to you, be sure to use "stat unit" to bring up the input latency debug info. It'll guide you as you try different settings. Different games will have different bottlenecks so it's worth trying a bunch of different things.
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?
** 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-
- Create one single combined mesh containing everything export to fbx
- Leave it all in cinema4d as is and export to FBX
- Create each building as a seperate fbx, then place each one inside UE. Don't place in Cinema4d.
Hello
As far as i know it applies to general UE really
well do you want to be able to move and change each building in game?
Hey I can't send a message to the @buoyant granite
No the buildings will just be static
It says your message could not be delivered
Cos right now its seperate and it does about 1000 different shader compile things
I mean it runs ok, but i've always wondered this
My thinking would be its best to instance each building as a object
thats a good idea actually
I'm so new to UE, use cinema and unity, but UE is awesome these days
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
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.
If you edit the WorldGridMaterial and then download a fresh engine install, will it be reset to the default?
Guys are macros more expensive then regular function or custom events?
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
using too many anything on event tick is not good so..... yes?
yeah.....
Also are sequences heavy macros?
sequences? like the sequence node?
its just a redirector basically so no? its like having it all in one line just not in a line
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
Aight, thanks
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?
would i be able to open my UE4 projects in UE5
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 ?
What source control most of the people use?
@wooden wedge
oh ok thank you
If you open your .uproject file in notepad you can disable plugins outside of the editor
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
you can change it to false
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
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
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?
Not on my PC but isn't there a make vector node?
this really sucks, ive never not been able to download an application be4
this was my bad attempt
How do you return the camera to the default "home" view in UE4?
(I'm working through the First Hour tutorial.)
anyone have a batch way to turn on high precision tangents and full precision uvs?
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?
I'm sure there's an easier way. If you have the RGB channels, just connect it to a make float3.
@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
Basically the view that appears when you create a new project.
@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 🤷♂️
@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
Can you store it as a "memory" viewport when you first create a project so you can go back to it at will?
you can make shortcuts yes, look in the top left menu in the viewport to add bookmarks
Interesting. So in the map settings I select my HUD class and I can add whatever to it without the need for a character? If I only want HUD / UI, do I even need a camera?
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
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
@dark runenothing but the same game running on both machines and the ports open to connect to
Thanks. I have some complicated stuff in my main level and player hud so I didn't want to mess with that just for story stuff
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
Is there a way to modify all static mesh properties to edit settings?
so how would it work in that case
certainly not online matchmaking
connect by IP?
@fallow hornet I would check out the Property Matrix. https://docs.unrealengine.com/4.26/en-US/Basics/UI/PropertyMatrix/
Tool for viewing and editing multiple properties of multiple actors at the same time.
Yeah, the way I use it today is a basic HUD per map, with widgets inside the hud.. its basically a wrapper for initialization
Does it cost to do a colab?
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!
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?
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
@plush yew You may be looking for "toilet paper dispenser"
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.
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.
Hey, does anyone know how to make ue5 run faster on a relatively low end pc?
Wait for the full stable release.
Otherwise, stick to UE4.
UE5 still heavy on performance, when a same simple scene performs better in UE4.
@slate wyvern
https://www.instagram.com/sam.rolfes/?hl=en
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
is there a quality difference if my character textures are imported as png or psd?
Nothing, apart from the fact that UE4 can't read PSD files on its own.
thx
so i added custom box collisions to my model, and somehow it dont work ?
nvm, wrong place
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?
There is a DMX plugin, though I'm not certain on how to implement it.
I'd keep everything in memory all the time, probably
loading takes time, and async loading can cause hitching
How would you physically change what was displayed then?
hide / show things, move the camera, potentially smoother transitions if you want to be smart about it
Could I change 'levels' with a Program Change or hide/show a set number of things with one?
"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 😄
yes.
So basically.. MIDI Program Change 2 == load level X?
(That'd be done with a Blueprint right?)
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
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
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?
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 😦
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.
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'
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
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
could someone tell me why my visibilitycommands get so high the more clients i put?
nvm locking the fps seemed to fix it xd
I have an issue with buoyancy in UE4. For some reason it completely doesn't work when I add more than 2 pontoons.
Can I stop steamVR from starting as I open my project, without disabling the plugin?
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?
I figured it out. Apparently nobody else uses buoyancy because only one person had a forum post about it. Apparently it requires convex collision, so after converting some simple box collisions to convex it's now working perfectly with more than 2 pontoons
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?
So I turned up my project screen percentage to 400 and tried playing it and my PC had a heart attack :D
Can anyone help me wit h migrating assets?
been trying to do this for ages now and nothing will work properly haha
When I create a landscape in UE5, Im unable to delete it to replace it with another. Any suggestions?
Do you have the same issue in UE4?
Good question, I'll test this now. I want to say no, because I remember deleting landscape objects but I'll double check.
Yes, I can select a landscape and delete it in UE4.
It's a shame that compared to unity's these seem decently all over the place.
That would be UE5 exclusive bug lol
oh it opened instantly when i opened it from the directory
No need to compare it with unity and @ me, but okay.
(Unity sucked since the yearly version IMHO)
has anyone here gone from unity to unreal?
Fully transitioned since 2017, and never going back ever since.
lol 😂
same here, just started unreal 2 weeks ago
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.
i feel a bit confident on unreal but still get confused on what to learn
did you just learn whatever you wanted to make>?
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.
That's enough of Unity bootlicking, boys.
https://docs.unrealengine.com/4.26/en-US/Basics/UnrealEngineForUnityDevs
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
yeah honestly i understood it just buy looking at the names and familiarize myself with the engine
Udemy has some great UE4 tutorials on Blueprints and Multiplayer and C++ in general.
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.
My favs -
UE4 C++ - https://www.udemy.com/unrealcourse/learn/v4/overview
UE4 BPs - https://www.udemy.com/course/unrealblueprint/
UE4 Mulitplayer - https://www.udemy.com/course/unrealengine-cpp/
I'd say start with Blueprints. Specifically the one I linked.
You can go back and fourth between BPs and C++ after that.
If you're impatient and want to live with the bugs (because Early Access), no one else can stop you from using UE5
Otherwise, use UE4 (IMO the UI is superior and roomier than UE5)
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.
did you find yourself doing more game design in unreal vs unity?
Hot take:
UE5 UI is a waste of space, literally. So many unused space compared to UE4 UI.
so far i just find it much smoother
i could never get things looking good in unity
just okay
lol
I tried UE5, but it needs some optimizations. It ran kinda slow for me and my mortal quad 3.4 GHz, 64G RAM machine.
Let alone in my humble 8 GB RAM and 2.3GHz CPU lmao
Work started making an 8 core 4.6 GHz machine. If I had that I'd confidently switch to UE5.
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
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.
still having fun with UE4
I have my reasonings to use UE4 until sometime in 2024.
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.
I see, Yeah I have an r9, not the newest gen, but it still definitely does CPU work quite well.
Certainly don't use UE5 for actual production use until Fortnite used it.
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
You could make a custom animation for the blinking and use a state machine to blink in your animation blueprint.
my editor camera is sideways, uhh how do i default it 💀
Pilot a camera, then eject it
i like the sound of that.... how do i do it? XDDDDDD
bet thanks
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!
I obviously compiled it from source.
I used my own modified 4.26 for this.
Also the new Bink Media plugin, because why not.
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!
No, it's a bit more involving, and requires source code modifications, thus binary build isn't going to work.
simple thing, but how do I bring up this interface so that I can see developer strings while I'm play testing
Don't package it as Shipping, and press the ` key.
thank you! this worked for me 🙂
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 ?
besides the "end" key is there any other ways to snap one mesh to another?
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
aaaaaaaaaaaaa
Does anyone know how to stop emissive light from reflecting on already baked Reflection captures.. this shit is annoying..

i should grab some stuff from that
Just don't "bite what you can't chew".
If you're having difficulties following along, don't force yourself to follow it.
Most likely it's Lumen's doing, since you're in UE5
Na still in 4
Goddamnit, Darker Nodes 🤦
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?
Maybe try disabling screen space reflections.
For one thing, you need to have developer accounts for both Play Store and App Store, which requires entry fee. Consult to each storefronts on how to register as one.
Thanks @drowsy snow you’re the best
Is there a global setting? Because I disabled it for the material and it’s still reflecting
SSR is a post process thing, so you may try console commands like r.SSR.Quality or tweaking it in post process volume.
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?
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
<@&213101288538374145>
:no_entry_sign: ᴿᴱˣ#2828 was banned.
ok noted
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!
As in a feature packed map editor in runtime?
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
That's entirely up to you on how you want to implement it. There's no "one solution fits all" in this regard.
You could either provide a dumbed down version of UE4 editor through Epic Store channels, or create your own implementations in runtime, or even create your own editor that adhere to your game's specification.
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?
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
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
anyone using 4.27 and having problems with groom physics?
You want to actively ship part of the Editor of modding?
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.
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?
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?
Correct
That's probably also the first thing I would try to think about
- How to save the State of the Map Editor?
- 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
What's this setting do? Is this what I think it is—a way to save uassets as text files?
It should give you the Export As Text context menu option
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.
Hey Guys, how i can Transform Instances from a Mesh in Blueprint directly in the BP viewport ?
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?
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
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!
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
and it showed up out of nowhere....
Ok
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
That's the solution for my problem?
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
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
no one knows?
is it only happening to me

Use the "SkeletalMeshComponentBudgeted" in add component and add your mesh and bp in it
