#ue4-general
1 messages Β· Page 1019 of 1
I just opened the editor and it decided to not spawn on server today, lol
it used to work for quite a long time..
I just saw in some obscure post in a facebook group that there is a UE 4.27 version coming.. Why? Wasnt the 4.26 supposed to be the last version before the UE5? Are there any relevant features planned that make a switch to 4.27 worthwhile?
im pretty sure the last version is going to be 4.28
Hello everyone, I am looking for the discord server for UE Fast Track program, I am an university student willing to do that program however the discord link in the course is invalid.
does anyone know how to fix this
i imported a custom offline font but it's just giving me these random blocks when using the text renderer
works fine in the font preview
https://i.imgur.com/yUPaMgZ.png Anyone else? π
40 minutes of trying to figure out why something isn't working. Realize A pin wasn't connected... Who says blueprints isn't as toxic as c++
lol
This character is the Skeletal Mesh, as I understand. And has no actual 'clothes' or materials equipped. I can make a whole game before I tinker with the 'clothes' in the 'Material' slots right?
@untold dirge there are materials assigned to this skeletal mesh
it's even there in your screenshot
If you don't want the Manny to look different then yes, you could make a game only with him if you want to
Hi. Does anyone know, how to create a intro video with a skip button in unreal? I am making a mobile game in unreal and I have a video as a separate file which I want to be played at the start of the game and it should also have a skip button at the bottom so that the player can skip the video and go to the main menu. How can I do that? Can anyone help me?
The main problem is the skip button
@dry crane Rajdrip
Does anyone know why UV channels do not update when you re-import meshes?
Whatβs your end goal with learning Unreal?
@plush yew Bro I found the solution of my problem, thanks alot for spending your time for me π
Does anyone know what can be done to put text into the widget graph so that I can hide it once a button is pressed? It doesnt seem to be showing up in the variables tab
is there a way to block paths in a navmesh ?
I'm looking to designate areas as "unwalkable" without using heights
Production
for example I want the AI to move only on sidewalks without going through the road
anyone knows why this happens?
Hi.I noticed,what when I hold mouse button then IsHovered/OnHovered doesn't work.How can I get around this?
What is the current charactermovement mode/speed set to? I'm trying to modify the default value so they aren't moving as fast - I see MAX default walking speed, but what is the current one ?
You trying get current character movement speed?It's easy
I guess I was confused about what the max had to do with it - my assumption is that it will just accellerate to the max speed of whatever movement type you set - so the max speed is the 'current' speed once it gets moving (that's what i need to set) this is for npc movement
I always mix this up, but does ue4 support tga or no?
Will our UE4 projects work in UE5 or am i wasting time
if you are not using some niche or exotic plugins it should
according to epic the conversion should be painless
Could you give an example of exotic plugins? Ive got a few ranging from Advanced Vehicle System and LE Extended Standard Library to the Voxel Plugin
I can't sadly, but if the creator is updating his/her plugins often, it should be fine.
also i you have space just grab the early access and convert your project
I probably should do that sooner than later, thank you!
it will make a copy anyway so it won't broke your original project
and if the early access can convert your project then you are golden :D
Yep
guess no ones uses Fullscreen mode in ue4 lol
well I do but I don't get the problem
#ue4-general message
it get too old since no one answered so original topic was here:
nvm fixed it lol
ye I saw that but I meant I literally dont freeze like this. I used to in some games but it wasn't ue-specific. Tabbing in and out/updating drivers/going dx12 usually fixed the problem. Similar issue happens with skyrim if you dont focus the window during an open console when it loads a level I think. Or at least it used to do that, didnt check on the special edition. @frail sail
Getting this error whenever I save my map, or try to play it. But I can package the game and play it, only the error happens when I play in the editor
oh btw it doesnt work on DX11?
rest is updated latest already, just only thing i didnt forced DX12
I created a new level, but it's all black?
oh I found it
yeah, tried, still new to ue but didnt seem to work, but when I went to file -> new level, then selected default
alright thx
also, I heard ue had a giant asset library
where can I find it?
oo ye
so epic, that'll make creating an open-world rpg way easier, since I am never satisfied with the textures I make
im on quixel.com, do I create an account or how do I get the megascans?
well yes, now i set default rhi dx12 from dx11, fullscreenmode is work, but quite lot losing performance
yeah I'm using ue4 rn, ue5 is epic, tried to run the VotA demo but my gpu literally crashed
yeah, im sticking to ue4 until ue5 is game-ready
yeah, I'll get that program after my 2fa code arrives in my email
epic games is weird
my 2fa code never arrives or takes ages to arrive, so I decided to change the email to my gmail, the verification of that arrived INSTANTLY
How can I view Physics Constraint Components at runtime?
I have bridge rn, are the assets the same as on megascans?
alright, thanks a ton!
How do I set the play rate of an animation when I'm using a blend-space - getting the mesh and setting playrate manually doesn't work (I'm assuming it's immediatley overwritten by the blendspace )
The problem is they look like they are "sliding"
You mean in t
there?
based on the video, do you think that is my issue? I'm happy with the actual movement speed but the animation looks like shit, even though I'm using the default third person and those meshes are obviously targeted to it
I guess that's something to do with the issue - this looks better but still like shit - good thing these are distance/background actors
I can edit the blend samples on that blend space or keep the settings on the Anim BP - which is a better place to start?
and is setting the rate scale on that animation basically the same thing? (in which case, probably better to just edit on the Anim_BP and leave the Blendspace asset alone?
wait - the max walking speed I thought was for idle to full on running?
and the blend space changes which animation is dpeending
ah
granted, when I start the game I assign a value between like 70 and 110 so their speeds are not all the same
the play rate in the anim BP seemed to work okay
still looks shitty but whatever
gotta adjust their meshes relative to their collision capsule I think and offset them depending on the model being used
Is this what I want to use to adjust the mesh relative to the collision capsule? (capsule is root)
different question - how do I trigger an overlap event like a volume where objects that come into it get burned - will the overlap event fire repeatedly? for each item?
like, just making sure here, that the overlap event will keep firing on new items coming into that volume
no but you can set a timer when they enter the overlap and then stop it when you like.
is there a option for real time shadows? the shadows stay in the same spot even when the object has moved but it goes away once i build the lighting, i dont exactly export things into unreal a lot unless its characters etc so im a little bit new with meshes, am i doing something wrong? or is unreal nor getting the shadows right or whatever
@plush yew Where in the animation blueprint grahp am i suppose to put the powerik solver?
@plush yew thank you, not gonna lie i had no idea that was even a thing i mean ive seen it but never touched it
@prime willow im not sure ive never used that before
;-;
would i place it between the state machine and output pose?
what if i wanted to expand it later on, with wall running etc do i keep it there or move it from that place to another? o.o
ah
so a case by case basis
ok that makes alot more sense than these tutorials x3
thanksies β€οΈ
anyone wanna make a quick 10 bucks to help me compile my xcode project
So when i apply Ik's to my mesh
the ik's work
but the character stretches viciously
https://gyazo.com/80c5eb397708cc465700b25848165f64 @drowsy snow ;-;
Hey guys, newbie UE dev here.. I want to have an object spawn whenever my projectile hits the water, but I can't generate any collision effect for the surface of the water. Do I have to add a custom collision box to my lake/ocean for this to be possible? Is there another way?
just to clarify, my goal is to have a weapon shoot the water and wherever it hits - an ice platform is to be spawned, letting my character walk on water. Thanks in advance β€οΈ
i would like to make a galaxy, with pixels to represent planets, stars, etc, what would be a good way to do that??
would you like to make the galaxy as a background?
(no interaction)
no
what do you want then
or maybe at first to learn how to do it as something more in depth.
i want to simulate a galaxy on a small scale.. not trying to fly through it, but i want to be able to get data from it.. like after it is generated, what each pixel would represent
ie colored pixels for what they are, or whatever.
the closest way i can describe it would be to use something like https://en.wikipedia.org/wiki/BarnesβHut_simulation, (an octree or in this case TOctree/TOctree2).
Hello again! Okay i've been trying for a couple of days not to find the best way to do a First Person attack animation. I'm trying to do sequence similar to the death/attack animations in Alien Isolation. Here's a clip: https://www.youtube.com/watch?v=qZB-EbAhTYw
YouTube
edepot
Alien Isolation: All Alien Death Animations
Any suggestions? I tried creating a level sequence with the enemy attack animation and then moving the level sequence to the player location when in attack range (the level sequence has it's Instance Data overridden and attached to an Empty Actor that is move to the correct location when attacked).
For testing, right now I'm just trying to trigger it like this:
The Empty Actor moves to position but none if it's assets do - they just play at their origin. However in edit, I can grab the Empty Actor and reposition and animations play at the new position - it's just not doing so when playing...
See the top ways to die in Alien Isolation and the associated animation (cutscene). There are many ways you can be killed by the Xenomorph in Alien Isolation. Video shows all the possible secret ways the the Alien attacks you, and the death animation. Included are knockdowns and kills by fire and Working Joes (robot). Gameplay on the PlayStation...
anyone know what to do if this setting is causing huge fps drop? the LOD on the animating static meshes are even set to 8 RN i thought that would help but no
will ue4 have adaptive trigger support?
or does it
why dont u just have the 2 actors play an animation when its time ???????
Try tweaking the IK point in the anim BP
As in PS5's adaptive triggers?
and it stopped the stretching, but than the upper body would glitch in reverse
yes
If you have PS5 dev kit and SDK, UE4 supports it no problem.
will it also work on pc?
Of course not.
π¦
Probably moving it to root wasn't a good idea 
@plush yew This is what I did. Well its actually fps, so I just made an animation that kills the camera.
same would happen to the hip but at least the body didnt break terribly via stretch ._.
Can you show me your anim BP, specifically the IK part?
okie o.o
is it possible to make a multi-color text string?
Look for Rich Text Block widgets, and how to implement it.
would appreciate any tip you guys might have. π
I haven't played with water in ue4 but why would there be no collision?
it doesn't generate any hit events when the projectile touches it...
Did you try all channels?
what does it mean?
Does your water have generate on overlap events or something like that?
is there any channel that might have a better chance at helping me find out how to simulate a galaxy in unreal engine?
the water mesh actor has generate overlap events
Thats a big one, a galaxy would be pretty much all channels.
poop.
Just try and make it and when you get stuck on something ask the right channel.
i really want to find out how to do it.. i don't mind putting in the time and the work, i just need to know how to get there
i don't know how to try and make it.. thats why i am here. 8D
Well I'd start with gettings the meshes. Planets, stars, sun, background, etc.
i might could do a physics sim, or an FX particle sim.. prolly like 200 other ways i don't even know of.
Put it in your scene than from there figure out what you want.
i can do that. 3d modeling, making an open world map, etc. that's not what i need..
i do too.
i can make maps. that's a wonderful journy in it's self, but i can do that.
Thats when you could think of what you want to make that scene do.
i found that, but i have NO IDEA how to use it
I guess what I'm trying to say is just start somewhere and let the ideas flow as you go along.
It looks like a project file. Not sure what version of ue4 though
Huh, I haven't looked into Power IK 
I thought you're going for ALS anim BP.
I have Power IK, but never touched it π
Well ALS is giving me lots of trouble ._.
its ok i might try a different method
maybe idk this is really annoying to just setup Ik's xD
Considering that ALS isn't exactly beginner friendly, yeah... 
IK can be a bit difficult to setup in general TBH
yeah ._.
idk why the mesh stretches or snaps
cant seem to find anything on how to fix it
Wait, can you enable debug view of some sort from the solver?
i think theirs a debug option
If i have lod0 (original) and lod 1 ( I made ) , do i save this mesh has 2 lods or 1 lod
Or 2 levels of lods
I might actually need to take a deeper look on Power IK myself 
I don't think this is it...
hmm
No dice this isnt working at all :3
its either spine snapping in reverse or stretchy boi lmao
I order you to improvise it to be elasti-boi 
Your ALS attempt is so close to being ready tbh
everything worked though tbh o.o
the face rig was just fluffed sideways
like the face and bones moved like jello lol
so the annoying als method might be best at this point x3
apparently because i copied the animas to the bones instead of copy the bones to als
everything broke :3
if all else fails i can always export and use your auto rigger D:
I want auto rigger!
so I was considering switching from Unity to Unreal Engine for my project. Short and sweet I have a 3D game that needs really good graphics and Unity's best option is HDRP which is still quite buggy so I think I'm out of luck there
Obviously I'm in a UE server but if I could get honest opinions, should I switch to Unreal Engine for this project.
Also can I choose between C++ or visual coding? (I prefer C++ if I have the choice, I like scripting more)
spend a day or 2 making a prototype in UE4, only you will know if it fits your project
Ya, you could use c++ or blueprints(visual scripting). I don't know much about Unity but I do use it to upload VRCHAT avatars and tbh I hate using it. Maybe I'm biased but you'll need to ask someone that uses both.
your basically saying "I am doing something and you have no info on what it is, make a decision for me"
yeah unity is quite buggy and weird. I think it's more meant for lower end hardware and simpler games like 2D and simple 3D
use unreal
well let me rephrase it
is Unreal Engine biased towards making good looking 3D games and more optimized towards that goal?
nope
well then what makes unreal engine good
the only way is try it for urself
its got a ton of tools to let you make what you want
yeah I guess I have to try it out
no harm in trying
I feel like I don't have a choice. I mean Unity and HDRP just isn't working as well as I'd like too
feels wayyy to glitchy
cameras are doing all weird rendering things
so yeah
Ya anyone could make a game but not anyone knows how to optimize it.
and C++ is not scripting so... lets just get past that
what is the C++ in unreal for then?
well do you know C++?
well I was planning on learning it.
I know C# but I know they are much different
I used to mess with C++
but nothing towards what was actually useful
then dont plan on using C++ to learn UE4, stick with blueprints to learn the engine
Ok. Should I read the UE4/UE5 documentation?
your asking if you should read the instructions on how to use a product?
alright ill take that as a yes
I mean, no you dont have to
Watch youtube.
but if your asking...
we dont know what your learning style is, your skill level, your goals, etc..
like I meant it more as in is it better to like watch a course or read the docs
yeah i suppose
so anything we tell you without 157% more information will be not very accurate
In my experience theres a lot of good ue4 tutorial from unreal engine themselves.
I would suggest looking at the pinned messages in here and looking at the learning material in there. Epic has learning content (Video and written) as well as sample projects to pick apart based on your learning methods
Welcome to the official Unreal Engine channel!
Unreal Engine 4 is a complete suite of real-time 3D tools made by developers, for developers. Create and take your content anywhere, from PC, console, mobile and VR games to cinematic experiences, visualizations and training applications. With Unreal Engine you get everything you need to start, shi...
and theres a metric crapton of stuff on Youtube/udemy/pluralsight/etc
I thought people said Unity had a much larger community than Unreal
is it more even now?
it does
doesnt meant its better or worse
Unity is a larger company with more time in the field for being used as a general access engine
well if Unity is a general access engine, what do you classify Unreal as?
I actually started when UE4 was a subscription.
more time in the field...
I always started with Unity because that's what popped up when I looked up how to make games π
Unreal was only general access from 4.0 on, Unity has been general since 1.0
so a good decade or more of people using Unity in the public
should I use Unreal Engine 5 because they completely changed all the UI and everything and it's the latest?
for experimenting
sure, use an alpha version of the engine for learning
do you use the alpha versions of Unity for learning?
I'd be lucky if I got Unity 2017 LTS to work
again, I don't know how Unreal operates π
ok so that means try UE4
Unreal Engine 5 is in Early Access, its an alpha. Its to be looked at and played with
if you want to actually evaluate Unreal Engine for your project, download the latest stable version (4.26) and start with the Getting Started Learning Path https://www.unrealengine.com/en-US/onlinelearning-courses/getting-started-in-unreal-engine or jump into the docs if you prefer to read
ok sounds good. Thank you
https://docs.unrealengine.com/4.26/en-US/Basics/ there are also docs for Unity -> UE4 if you know enough Unity for that to work
theres a Unity -> Unreal video course as well, but if your not experienced with Unity it won't really help https://www.unrealengine.com/en-US/onlinelearning-courses/making-the-switch-from-unity-to-unreal-engine
Hey there looking for some advice how to fix my issue with widget, i am trying to make a simple deathscreen display after player enter the collision box and cannot find out how to remove that single window when level restarts
its simple university project soo not trying to create big magic just something simple allowing me to not affect another widget for quest HUD which is already shown at screen
Who can you contact if an epic games asset on the market place doesnt work?
I cant seem to be able to review it or ask any questions on the asset.
from the launcher or from the web page?
@summer scaffoldwell.. your not removing any widget in that screenshot are you?
@wise trailclick on the settings and there is a support link in there
Mathew idea is simply to spawn widget for 5 sec when player enter the box and then remove it when level restart (case falling off map and start over)
archived that by Remove all Widget node
but it also removed the objectives
yep, and your trying to do that but your remove from parent node has nothing connected to it
Nothing is connected?
@summer scaffold make variable, when u create widget , and just connect that variable to Remove From Parent Node
trying to figure out not gonna hide fact i am still fresh to UE4 thats why comes such dumb question
when you create the widget, you get a return value. That value is a reference you can use as the target for the remove from parent
If it makes you feel better took me 4 hours to learn how to make a door rotate when I first started.
That was 6 years ago...
that is one way that should work due to the way your code is set up, yep
if you get to a point where you need to learn more, there is a UMG course on the official UE4 learn site
thank you guys! such a simple thing is problematic for me when the heat blazing outside
Mathew will check it out ty for pointing
https://youtu.be/dozpy2Qmvss Does anyone know what causes the collision to act wierd and how I can fix it?
@latent sonnet can you show collision of that mesh? in static mesh editor
Works fine for the others
Replace it?
Is it something with the "Set Collision Enabled?
I wonder if it just corrupt
No it works fine normally
Oh
Tried that... not working
Hello! I am new to Unreal Engine and Discord groups.. where am I able to ask questions? (is this channel fine?) I am an animation student working on a short animation in Unreal. I'm just having troubles rendering.. I would like to render with a burn in but my issues are: if outputting with png it will only render 1/10th of the master sequence... when I try exr it renders all frames but without the burn in (even tho I have it enabled). Does anyone know what could be happening? I'm just trying to render so that I can work on an animatic in Davinci Resolve.
Not working...
Is it flipped? -X
wdym?
Set simple as complex?
It's complex as simple
flipped as in scaled -x but I doubt thats the issue.
@latent sonnet Can you try to increase Max Step Height value, in your character blueprint?
see if its affecting
Make it higher or lower?
higher
I'm a bit confused, I have a mesh that has a RMA texture however when i render just an still images of my scene that metallic reflection doesn't apply at all even though it looks good in the viewport
Nothing...
oh sorry using movie render queue
@tepid urchin I don't have an answer for your issue, but, #ue5-general is an ok place to ask questions, but your milage may very. For your question you may have better luck in #cinematics
ok thank you @bronze vault !! Much appreciated
No it happens with any mesh that I use set collision enabled with
No
What I don't get is how it runs up one side and the other doesn't.
Those are the same mesh right?
can you send screen with PlayerCollision mode enabled?
Just rotated?
Yep
How do I do this?
I think it has to do with the "SetCollisionEnabled"
try visibility collision
it kinda missing collision in bottom part on left side...
yea, i understand, but its not a problem of activating or deactivating collision
collision box is wrong kinda
How so?
i would suggest try to regenerate in engine, if it wont fix, you can try add collision mannually in blender, or your 3d package software
here some tutorial
You will NEED a 3D modelling package for this one! But here's how to set up custom collisions in UE4 (not complex to simple, ugh).
Document: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/#collision
File: https://drive.google.com/open?id=0B4babORM1Vv4RGRFWEhuQW9mUVE
Twitter: https://twitter.com/Play_Ruff
Patreon: htt...
Is Ue4 good for racing games?
Hard to say if good or bad
You can make them
Assetto Corsa Competizione was done in ue4
MotoGP games are also made with UE4
Rocket League is UE3 on PC or?
UE3 on all platforms AFAIK
Thanks for the advice
I remember them moving it for switch
Hello everyone and i hope you all are having a great day.
I come to you today with an ue4 issue which is this line in my water asset. the line is always at the exact spot when i move my camera near the water. is it natural or it's a bug or it's something else ? i can't find a fix for it
Are you using the built in (but super broken and experimental) Water system?
anyone know which node this is?
It's just a set node for a variable.
ohh alright thx
Hello! In UE4/5 is there a possibility of using a really in-depth rig, where there is a precise skeleton, realistic muscles and skin on top - all together deforming anatomically correct?
You can definitely do it, using either anim BP as post process anim, or the new Control Rig system.
Though don't expect retargeting animations to be as easy as one click away.
Do you have any suggestions for a beginner? Any must-have must-know? I don't have team. What should i do first, what is important?
Learn how to use the editor, how Blueprint works, and the discipline in making something with UE4.
I dont mean just rigging and animating inside Unreal, I meant to ask if Unreal can calculate the soft-body-physics between these muscle groups and deform them accurately?
@drowsy snowI know basic functions and it's a time to start with something. What is the best to learn? Or start with world building or sth other?
It's not out of the box, but doable with anim BP as post process animation. Of course you have to come up with your own calculations for the additional bone movements, and if you're dissatisfied with anim BP, C++ coding is as low level as you can get.
Make small games or prototype, or try recreating something simple from your favourite games.
@drowsy snowMy favourite games are too difficult to remake π
I'm sure you have the simplest game that you enjoy, even in the slightest.
@drowsy snowDo you know any step-by-step tutorial of simple game?
With all important game functions?
Google (or DuckDuckGo) is your friend.
I'm not a search engine.
can anyone help me? What do I need to plug into the object?
Has anyone seen this absolute log spam before, in the editor?
Game isn't running
Also this
Does your SimpleAI class has that Actor Destroyed variable, and compiled beforehand? (Which I remind you, to rename it to IsActorDestroyed instead. Get used to the naming conventions)
Just compiled, might have forgotten, also renamed
still error tho
ignore the target error, found that one
Oh right, your cast node doesn't have anything connected on.
Yeah, but I'm not sure what to connect
hey do you know why game engines called game "engines"??
How are you not even sure what object you need to cast with?
since I'm quite new to ue
Are you following a tutorial right now?
I am
Try scroll back or rewind the part where the tutor explains about that cast node.
this isn't part of the tutorial though
it's some code I'm doing myself to prevent a deletion error
just the cast node is new to me, since I come from unity
I don't know how Unity having cast thing for "deletion error" makes sense, but Unreal Engine's cast node is definitely not for undesired actor destroying.
no I know, it's just that I am deleting a projectile in 2 different scripts, so the variable is to check wether the projectile has been deleted in the first script (on collision), so it doesn't try to delete again in the second
You could check for that projectile instead, if it's a valid reference.
oh how can I do that?
Once you spawn the projectile object, store the reference as an object reference variable of that projectile class.
Hey everyone
So i tried to give my Metahumen some animations (from the manequin) and it kinda works. But the torse/shirt doesn't animate at all. The hands, Head, Leggs, Feets al are working properly but the shirt/torso realy doesn do anything. Does someone knows a fix?
Don't know if this is the correct section to ask but data is stored in dedicated servers afaik. Can editing the data like for example universal in game currencies be done from within unreal engine by virtue of special developers accounts or is editing the data solely done by heading into the dedicated server and modifying it there?
sorry but what??? As far as I can understand, I gotta store the object in a variable?
Store the object reference
I suggest you take a look on the workings of UE variables first.
alright thank you
If said currency has it's own conversion rate per player (and probably experiencing inflation/deflation if you really want to), the information would be stored in server, so that it affect anyone else. Though this is not a good game design for character based games (MMORPG), if you ask me.
is there a way to reduce the ragdoll intensity, sometimes my AI travels long distance
Which plugins are neccecary?
@drowsy snow no i'm not using the super broken and experimental water system xD
( sorry for the late reply, sorry )
hi guys my game res is in 1920 times 1080,and in this resolution,when i try to set the game to windowed mode it doesn't work,but when i try to set it to windowed mode in another resolution,it works fine.Do anyone know whats up?
Probably something to do with the refraction.
Hello, I want to share my music available for use in projects, where is the place to do this?
As in selling the music for other UE4 users?
either selling or sharing
The marketplace is one way to go.
ok i will try that thanks
@drowsy snow it was indeed the refraction but since i need it in my scene to make it beautiful, i might need to come up with a new idea
thank you very much for your help as always, you the best
@drowsy snow fixed it and here's how
i changed the refraction mode from index of refraction to Pixel Normal Offset
thanks again for your help
Does anyonw know if epic said anything about adding some flex like softbody physics in upcoming years??
I saw Nvidia's physx 5 but no information if those features will be added with unreal or not
Not without having third party stuff that aren't GPU agnostic, no.
who do i need to speak to for epic to add a 'Needs Updating' tab to the filter of my vault?
hey guys asking again, any way to generate a custom collision box to my lake/ocean/river water bodies? not able to find anything online..
Is there a setting to increase the cores usage during compiling the project? I'm trying to make things go faster during compilation.
Download more cores 
AFAIK, Visual Studio build tools already tried to create compiler processes as much as your CPU's thread count.
why cant i download the plugin for unreal on bridge, i can download all of the others but its just not working (4.26)
so.... about this mod pack
Marketplace: https://www.unrealengine.com/marketplace/en-US/slug/f6cae1c157ac483b8ef06bd3e061b7bb
Playable demo link: https://drive.google.com/open?id=1gnG_Fc-vW6QxGOifsBXdkJrf0G53ZpGH
BIG UPDATE (12.03.2021):
- Added multiplayer support
- Improved stability of the movement system
- Improved "wheels" interaction with simulated objects
- Many m...
sorry not mod pack. i meant free asset.
im still learning how to do all this so... is there a way to get the guns to work?
like how complicated would it be?
What's wrong? https://gyazo.com/603c232743e7b7a240c955a350646664
it tells you exactly what is wrong - that file is not there
why are particles not getting effected by light from far away?
How do I fix it?
If found this solution but I don't see that option. "To fix the issue, you have to right click the game solution from your solution explorer and select the option "Set as StartUp Project" "
Well I want to create one attack animation (Level Sequence), but be able to play it at any location. So as the enemy comes within range, the attack animation plays at that location. I tied the level sequence to an empty actor. The Actor moves to the correct location but the rest of the stuff in the level sequence does not.
so i get there is alot of tutorials to go off of. but is there anyone i could talk to, to help me understand some basics?
how helpful >.>
XD poor thing :<
where do i download unreal engine?
finally some questions that i can answer
from epic launcher
unless ur on linux, then its a bit more complicated
but they have a download option on the web tho
they do not
i can see it with my eyes tho
it must be an illusion
ok soo first i get epic games launcher
what version will i be able to download?
I have a moving platform, when I stand on it I sort of roll off from it, even if I stand still... Have no clue why it does that.
what do you mean?
i usually have no idea what i'm doing when i open visual studio , can i do stuff in unreal?
i assume no one will answer you and i dont know, so gl searching xD
https://www.youtube.com/results?search_query=unreal+engine+player+movement++platform
ye, blueprints are op
hmm
what about cpp tho>
?*
what about it?
how do i use it? is there a turorial on youtube?
u want to use cpp?
yea
dont want to connect floating blocks?
what do you mean
ohh
but i have visual studio soo why not use cpp
you can, but for me floating blocks are much more fun D:
anyways, gl searching for tutorials
hmm
@plush yew What's the latest avaible version?
5
i meant the ones that aren't early access
4.7
i got epic games launcher
but mine shows 4.26
good, 4.7 is in preview too, so 4.26 is good :V
tho i personally would just start learning 5, cuz by the time you will learn how to use it, it will be out of early access xD
soo should i download 5?
idk, ur choice, i must go back to watching anim.... i mean working
so see ya
cya
Hi
When I try to migrate a level everything gets copied to target folder, but I can't access level asset on ue4
Anyone know why Attenuation Occlusion works if placed as a sound in a level, but not if spawned through a 'Play Sound at Location' blueprint node?
How can I change the size of a bone that stays consistant through all the animations?
Like if I wanted to make a head bigger
Basically make the crash logs readable.
is it needed for someone new to unreal?
You can have it included in case of an engine crash during development and asking other people to diagnose through the crash log.
(or sometimes when testing C++ code, due to how low level it is)
But it takes too much space
But it can help you pinpoint the cause of the crash. Only omit it if you're know what you're doing and/or using UE4 for non development purposes.
Feel free to omit them if you don't need it
(Though don't say out loud about omitting Linux, else you might trigger certain people
)
Ok, slight question, is there a way for me to attach a sphere to a hand?
In BP, there's a node to attach a component into one other, and you can type the bone name as the socket.
Basically, I'm summoning this "sphere" and want it to be attached to the hand up until a certain point to let go.
hmm
this one, right?
Yes, this one.
Hmm well is it fine to leave the first one empty then?
and how would I actually get the parent
Though IIRC there's another for a singular component instead of the entire actor.
@drowsy snow Btw when i uncheck the options i don't need , but end up having to want them can i download them later?
Yes, you can.
ohh ok soo that's chill
Hmm?
Hmm.
Like, how would I get the player mesh?
"get player character", doesn't seem to be working for me.
Get Player Character -> Cast To whatever your player character class is -> get the skeletal mesh from the As class output
hmm
"get the skeletal mesh from the As class output", what do you mean with this?
You'll know once you have a cast node.
I'm away from my computer so I can't show you visual example.
If you can only just spare the space, you can do without symbols.
If you get a persistent crash, or are working in C++, I'd suggest installing the symbols again. If you don't have engine symbols and need help with a crash, nobody will be able to assist (unless it is an assert and they're familiar with it)
Just keep in mind you may need symbols (again, if you're doing C++,) especially if you're doing really fancy things or playing with new tech
I'm getting weird shimmering lighting in the ceiling of my house. Adjusting the specular and roughness doesn't affect it much, and it has thickness with overlaps so no light can come from outside, so I'm not sure what is causing it.
AddLocalRotation is to add rotation, but whats the code for like.. straight movements.. like a piano falling for example
what are engine symbols?
i'm completly new to unreal soo i don't know
the checkbox here
Yes, that can be done easily with just animation. No need of level sequence.
sarcasm?
hey guys, so im having an issue with movie render queue, the same scene with the same settings, sometimes the sub-samples renders really quick, but sometimes it renders really slow, anyone else had that issue?
here are the examples:
really slow sub-samples
and this one is quite fast, considering i have not changed anything, except just stop the render and click render again
does anyone else expierience massive lag spikes despite having a good pc ? well i do and it bugges me off a lot
like 2-3 fps even when in unlit mode right? @red herald
yeah
yep
people said on the forums to downgrade your nvidia drivers to some old one and that fixed it for them
it kinda fixed for me aswell on my 2060 super
how do i downgrade my nvidia drivers ?
but i just got rtx 3080 ti 2 days ago and that old driver was not supported anymore so yeah im still having those fps drops
i have a 1070
you have to download DDU ( Display Driver Uninstaller ) and after that download the ndivia driver version 457.09 i believe
ok
hey, are all shader compilations done by CPU? I'm researching for major PC upgrade and was wondering which components/how much are impacting compiling times
@next dome how do i instal back another driver now ?
well i assume all compiling is done by cpu
but you should probably check your cpu/gpu usage
to know what to upgrade
hm, yeah, watching process monitor is good idea
hi, some designer question: how should i handle changes in world during gameplay? i mean same map for act 1/2/3 etc. but some stuff may change like wall is damage, gate is open etc.
not sure should i create copy of my map and mod it or create some blueprints and change it state?
depends on what you want to do
if you copy the maps.. you have to double up on everything
i.e. fix a bug here.. remember to fix it there
that may be problem
in the end i think you'd just use the same actors with state anyway
maybe use level streaming on some parts?
TPS roleplay
I'm not sure which channel to put my question so I put it in #legacy-physics can someone pls help
would main menu being its own map, and then the map the player is in be another one? or just show and hide the ui?
main menu = empty level/some level with widget
player menu = widget
player menu = widget in the main map, with the player? so like when you press escape for settings in game
thanks
@red herald after uninstalling the drivers with DDU in safe mode, just open the nvidia driver that you downloaded and it will install it for you
right, thank you
now seems like even my pc is faster than before
@next dome god you helped me a lot, i'd kiss ya if you weren't behind a screen -no homo tho
Haha no problem, glad it helped!
I have a really weird bug. I have this mango that just randomly gets huge for no reason. The scale isn't being increased or anything. Is there some sort of ue4 bug that this happens to?
Hey guys, can someone tell me some common reasons why my player Pawn isn't starting at the player start Actor? Also, when I press play I can see the actors like GameMode and others, but I can't see them when I'm not playing...I thought it was supposed to be the other way around but not sure
some tutorials from ~2015 has 'Vector+Vector' thingy in blueprints... is this repalced by Lerp(Vector) now? I cant find vector+vector
no vector + vector is there. Lerp is a different thing all together
Damn well I dont have it, Im on UE5
Hello! Just asking since I want to know, what programming languages should I learn, and could any of you guys point me to a good course or way to efficiently learn it?
If I want vector * float. Have to press * enter. Than the bottom pin drag it out. Type tofloat....
So annoying.
awesome thanks guys
guys, does anyone knows why post process may cause this? I have very simple post process fog, which uses scene depth, but all meshes with translucent material looks like this. No matter that opacity value it uses. Meshes on screenshot is fully opaque, but I can still see though it...
anyone knows a discord server for cpp programing?
translucent materials dont write to scene depth
theres settings to apply pp before translucency
oh.. so how can I make it work?
yeah... I know, but I have translucent smoke particles, and if postprocess will be BEFORE translucency they will look out off place
so there's no way to make it work?
maybe have it work on custom depth, when enabled
i need really really big screen shot from viewport - for map design, any idea how to ?
u mean this?
yeah 5k is fine thanks
this seems like a really stupid question but how do I change aspect ratio, since I want to keep it to 21:9 and there is no preset or a way to change the sensor aspect ratio, since it's greyed out
aight nvm, I figured it out
hey guys - me and my friend been working on a game for coming up to a year now and we're trying to get things finished so we can publish - however on one of the maps we get a terrible FPS, we've tried deleting individual 'groups', for instance we deleted all lights, made not much difference, deleted all foliage, little to no difference and so on - is there anything we can do in particular to try locate the source of the poor FPS?
i cant seem to fix the issue
continually re install the plugin to no avail
im using a source build of the engine btw
can someone help me with a bit of optimization, I have this scene for a game we are working on, however im not getting the best frames even if i cull a bunch of things and mess with shadows and trees.
im getting bad fps the same as JoshMM for some reason and im attempting to locate it
@vernal thicket https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/GPU/ https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/CPU/
How to optimize the GPU demands of your game.
How to optimize the CPU demands of your game.
I tried something in UE4 works, did everything 100% the same way in UE5 and doesnt work
guess I should be using UE4 then
or maybe im still fucking up the vector * vector thing...
wait i need vector + vector not * lol
how do i do that in ue5?
@kind dew the only thing I can think of is that your mesh has different sizes for different LODs
Which.. I don't know how one would make that mistake π
Does anyone have any documentation, articles, or videos to share on how to handle git merge conflicts in unreal blueprints and stuff? Tried doing some google searches, but didn't get any results i understood.
general q: My streaming pool settings, is that per project or a global setting? is that a client sided preview or does it dedicate that ram allocation for a packaged build as well?
this was it! Haha i don't know where they got the model. Thanks!
delete it and re install it
I'd try to disable it and re enable it
Also depends if it's project based or engine based.
its engine based :3
hey there. I m making a building system. I've implelent some logic to spawn on world. But I m facing with a problem.
When I spawn an object, I want to snap another object if theres any object is exist
like this
how can I achieve it?
you need to figure out how it will find an edge or another item to snap to
what if it was in another location? will it snap to another part of the other one? are there set points on each one where snaps can happen? is it random?
once you decide how that works, you can do things like a sphere overlap check from one point to another to see if one is near, and if so you an adjust it based on that
actually I think about to find the near one, but I thought maybe there's easiest way or something like GridSnap will handle rest π
ok I will try implement with find the near one thanks for the idea @grim ore
gridsnap could work assuming you are working on a grid, you basically just only let them exist on the grid so if they re near another one they would "snap" to it
yeah, probably I did something wrong with the magic numbers. once I make with the hard way, I believe that it will help me to understand complex things.
hey sorry for interuption but where Can I ask a question like...why do niagara emitters/meshemitters have no shadow?
wait is this the marvel master? o.o
jeah lol
nice to hear that thx^^

i wish i could help but im still learnng the basics
never realy used niagara but need it now
i think we have a niagara place in the channels to the side
im sure someone there would love to help you
indeed thx gonna try there
good luck!
you may have disabled casting shadow for your mesh?
CPU or GPU particles?
jeah thx have noticed that the setting isnt set in the niagara system itself but by the emitter spawned-.- so in world you can tick that checkbox but spawned I now accessed it this way^^
thx for help it worked lol
but if you think everything is fine, the problem might be related to the emitter material btw
why the material it works now but shadows are disabled for all niagara out of the box
I think you misunderstand me :). I tried to said, If you think that you did everything right(like enable cast shadow) and if it still doesnt work, you can check materials. Because materials also affect to the lighting system.
but as you said that it works so there is nothing wrong with the materials
ok
"Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Runtime/RHICore/Private/RHICoreShader.cpp] [Line: 40] Shader requested a global uniform buffer of type 'SceneTexturesStruct' at static slot '[Name: SceneTextures, Slot: 2]', but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER()." happens whenever i try to go into material instance properties, anyone knows what could go wrong?
i can get inside the master material, just not the instance
other then that everything works fine
guys am I blind or did they remove the developer/modules window from UE5?
anyone has this ?
I see the Class Viewer and the Struct Viewer but no Modules
Anyone work with grooms? I am just starting and am trying to export a basic groom (just a curve) in alembic from max to unreal. sans plugins.
Alembic doesn't seem to recognize SplineShape or Line classes when I export. Is it just not possible without a plugin like ornatrix?
e: Think I'm getting closer. I guess it wants NURBS.
Now importing a simple NURBS curve from alembic crashes unreal (but it crashes it with Groom related errors, so I guess that's good.)
yeah you want nurbs, check out the xgen plugin
Meanwhile Blender's hair system just worked with UE groom...
I'm not making an MMORPG and sorry but my question isn't still fully answered. Can the editing be done from within UE4 in the form of blueprints or must it be done editing in the server's databanks?
It's preferrably the former.
Oh, hmmmmm, so I'd probably have to set up password locked functions then and modify functions like searching for players to edit and change their data.
Are there tutorials with similar things?
Guess this is what I get for working with experimental plugins. Had this working before but now after saving and closing the island water can't find the landscape.
π
Oh nevermind, I had the wrong level loaded
π
how do i make this mesh
use just this collision
cause rn it uses the whole thing
Look up on making custom collision for your mesh.
im trying to get normalmaps to work on my character and they are showing up odd like this - they look fine in front but towards the back they get this glossy? look with a hard stop at the UV seams
anyone seen anything like this before and could point me in a direction of help would be greatly appreciated! (been stuck here for 2 days!)
some additional context: i am attempting to port skyrim character models into unreal (so i can learn to rig a different skeleton) and im using textures and normalmaps from that game. i think they store specular data in the alpha of normalmaps but i tried masking that out with no luck
Had a question does any one know how I would go about / where I should start when creating a cooking system. like your simple add raw food, start cooking, wait so long for it to cook, and than pick up your than cooked food?
how can i check if my player character is on the floor/not
@pliant copper Id use the node that checks your player state like if they are walking/swimming/flying/falling
player movement state
ok, im trying to stop my player from doing jump animation in the air
are you trying to remove the jumping or checking to see if they are/arnt jumping?
@pliant copper
when i jump, and then jump again in the air, it plays the jump animation
and i dont want that :(
Ohhhhhh ok I see know, Id check out your animation Blueprints and or look into them if you havent and make a jump - end loop in the animation BP so it will auto check everytime you jump
@pliant copper
i was making the jump animation in my character bp so i guess thats wrong, ill look into adding jump to my anim bp thanks
It will prob need to be in mild connection between both your character and animation BP
im not sure how tho, seen as im currently using a blendspace for idle walk and run anims
all the examples use anim tree or what ever its called
you can make a state machine that tells your player when to enter what animation
and would i set the state in the character and set animations in the anim bp?
Yes that is correct π theres plenty of youtube videos out there that can help you out and teach you more than I can but id recommend playing around with youtube tutorials so you can figure out whats best to impliment into your game. Iv been having to slowly do this myself to learn bit by bit but the more I go the better i seem to get @pliant copper
ok thanks
Hi
just search for things like
ue4 crafting system for example
@pliant copper As long as you put ue4 Youtube will filiter your search to it hope this help π
ok
I just got into Unreal Engine, a company gave me a test to create 30 seconds car animation, how do I start?
Can't change material on imported groom. It just sticks to the default hair mat.
@crimson rampart Depends do you need a detailed animation like wheels and fine details or just have the vehicle move forward?
If you just need it to move forward Id have a static object set to movable and than propel it on the X axis at the speed you set in a timeline
moving forward, turning left & right should be enough, they gave me the test because they wanted me to learn Unreal before hands since it's the main software.
most tutorial I've found are all about creating drivable car, not creating animation.
Id look into making the 3rd person character the car itself
this will give you a window to have 4 to 8 way movement
Id also recommend using blender to turn the car model in the directions you turn as a static model them self so 8 models facing in 8 different ways kinda like a 360 circle than combine all of these together in a animation BP and bind this to your 3rd person player than you have control of both the movement and now your car can move in a 360 with WASD
Thanks
Yw
Got it. Gotta check "used with hair strands" in the material details
Pink hair, here we come, baby
so i have this thing, idle/walk/run works fine, but when i jump i replays the jump animation for as long as im in the air, the "Can transition" boolean between idle and jump is true when ever im in the air so it makes sense but idk how to make it only run jump anim once
did anyone watch the intro to blueprints on the unreal page?
what did you think of it?
the narrator sounds like omni man (J.K simmions)
maybe try turing on root animation in your jump animation @pliant copper
anyone want to wade in and give some insight into why the bricks are doing this... thanks
i tried that doesnt change anything, its the fact that my animation is repeating its self while in the air, i know why (because the boolean that lets it run jump anim is true when im in the air) but idk what to make the boolean so that it only jumps once
nvm there is a bLoopAnimation in it
not really a discussion but im sure you guys will get a kick out of this screenshot in a shipped double a title
How to enable the rotation thing where you can click an it will rotate based on camera
I dont know how to phrase this question to google

Like my rotation control in the editor window only has the 3 axis I cant click inside it to rotate freely
i lost my level, i had it in my maps folder, then i opened another level and then went back to open it again and its not there, i tried to recreate it with the same name and it says the level with that name exists, i do file->open level->content and searched for it and it didnt show up :(
what do i do?
at least for me, so take this with a grain of salt, it appears that you have some sort of system to optimize whatever is not being seen/is hidden, and the charachtor counts as an object blocking the path
LogWorld: UWorld::CleanupWorld for MyWorld, bSessionEnded=true, bCleanupResources=true is this bad?
das the world that disappeared
oh it came back when i restarted lol
its standard 3rd person map and i just dumped in a building to test. i guess there is something like that too. i turned off motion blur hoping it was that. otherwise not sure what im looking for there.. il have a look for some culling thing
It's my first time trying to make a game so i don't know anything about unreal engine and I would like to know how to make the character and the camera rotate with the mouse.
Get the full UE4 course:
https://bit.ly/36lJS3S
Unreal C++ Beginner Tutorial:
https://youtu.be/1dl91ORwmy8
In this video you are going to learn how to build a very simple game using Unreal Engine and Blueprint.
The goal of this lesson is to get you aquainted with the absolute basics of:
- The Unreal Editor
- Simple AI
- Events in Blueprint
-...
turned it off its gone now. it took my frames with it
thats a rip
what are your specs?
how can i adjust the collision box of a static mesh?
its a tiny bit off what i want
double click there
which is best?
will show the box
simple is forced if your using physics if not you can override and use complex as the hit box.
how can i adjust it?
complex tight wraps. simple causes nightmares XD in the top menu you will see collisions drop down you can select different presets or generate a new mesh for simple till it fits well but i dont think theres away to edit those
it looks good now
i think thats the only way messing with these
or selecting one that works from the drop down
Hi, not sure where to ask this. I've recently upgraded my system, with a new mobo, cpu, and 32GB of DDR4 RAM (I used to have 16GB of DDR3). However, I seem to have a problem: I can't run any packaged 64 bit games now, only 32 bit ones
even if I just create a new project from the first person template, and then package that, same thing. Try to run the 64 bit windows package, blue circle for a bit and then nothing
32 bit package runs fine
I have no idea what I broke & haven't been able to google a fix for hours
running UE4 4.21.2
You have windows 64?
whats the thing called where you add small physics sims to character to make them interact with stuff, like if you got slapped in the head it would wobble the players head
Yes
everything runs fine in the editor, and if I use the project launcher the project runs fine, it's just that It does nothing when I click on the exe after
how can i update the scale of an fbx i imported? it is waYYY to small because unreal uses cm instead of m
it has skeleton and animations so im afraid of breaking something
if i generate a click button event on a mesh then resize that object, do i need to generate that button event again?
i did, the thing is i couldn't even click on the object at all. i ended up just created another object and putting the logic on it to change material
@pliant copper There's a scale setting in the import settings window that pops up when you drag the mesh into Unreal
if i have a boat pawn, whats the best way to "constrain" it to water? I don't want it to just fly around the landscape
@kind dew depends on how intricate you want the boat simulation. I don't think there's any floating physics out of the box in UE4, but you can create your own in many different ways, or if the water is pretty much flat and you need the simplest solution, just have a simulating physics boat at the waterlevel that has a constraint so it doesn't move in the Z axis
And there's plenty of premade solutions on the MP that are far better than what I could make personally
i already have the boat movement made. It's nothing fancy, there's no physics, and it's working perfectly for what i need. I just want to "disable it" if i'm not on a water plane.
My first idea was to shoot a ray out and see if there's land and do some force to push it away or something but I was just wondering if there was a better or standard way of handling that
Characters have swimming movement built in and so handles that stuff well, but not pawns afaik
yea i was thinking about that too
These two cpp files are confusing me again and again, due to how similarly named both of them are.
Hey guys in terms of UI. I have been using WBP, but don't really like the system they have. I was wondering if its possible to do HTML/CSS for ingame UI? I have seen things like BLUI, but is it possible to get the same level of functionality? Follow on question, how do they do UI at professional studios in UE4? is it with WBP?
Professional UE4 games largely uses either UMG or coming up with their own, based on Slate (or in super rare cases, Scaleform - it's no longer active though).
The main concern with using HTML based UI stems from the CEF overhead.
Also, in regards to "same level of BLUI functionality", I'm sure you can achieve almost the same thing with Slate, though you'd need to have C++ knowledge and not relying on dirty HTML5 hacks.
I was under the impression that Slate was no longer really the thing to use?
You're under the wrong impression.
UMG is inherited from Slate, it's just that assembling a Slate UI requires C++ coding and not as visual as UMG when it comes to editing it.
Slate is, in fact, still a thing to actively use, though admittedly using C++ to assemble a UI will turn down many people.
Does anyone have any advice on speeding up the renaming and reorganizing large projects process? The constant waiting time is killing me
Renaming UE project is quite involving, especially in the case of C++ UE projects. Though I'm not sure what do you mean by "constant waiting time"
like the reimporting assets, renaming assets, building mesh distance fields. I'm not moving any C++ files yet
Did you just create a new project with new name and trying to migrate the assets?
No this is a project that is pretty far into development, the organization has just been completely fucked, this isn't a problem for most folders but there's a few folders with hundreds of assets that are the problem
If you're renaming a project, there's a simpler way:
https://unrealistic.dev/posts/rename-your-project-including-code
It's not about renaming the project itself, it's the folders inside the project
but thank you, I'll be using that in the future.
As for folder renaming, well, you have to rename it in editor. Otherwise, you'll screw up references to the assets.
Can anyone help me with the landmass plugin?
I cant see painted layers, trying to create rocks for a mountain
(expanding the layers has no result either)
Hi, I'm creating a volumetric cloud material following few tutorials, and I have a problem with a 3D noise texture returning an error
both on the 2 tutorials I'm following don't get this error, could it be because I'm using UE5 instead?
i need help. I bought several models on epic games store on website, and vault isnt displaying it.
nvm im dumb, i didnt downloaded it
I want to make a C++ cast like Blueprint's cast but i can't find something like I want to do. Can someone help about that or tell me how to I can use K2Nodes?
If you plan on making a medium-sized project, don't use casts, use interface events. I'd recommend using interface events anyways
Hi all, I am porting this pack to the unreal marketplace https://assetstore.unity.com/packages/3d/props/guns/cb-sci-fi-gun-pack-complete-162527, the triggers, magazines and scopes are separated for better customization but I don't really know how to set them up correctly in unreal (blueprints?). Can someone point me to a tutorial for this? or should I just put the models with no setup?
anyone could help me?
When io co on this mesh, my car just hovers
Hey bros Do you have any idea on HOW to convert a JPG to an equirectangular HDR οΌ
@drowsy gull https://convertio.co/png-hdr/ will this help
Best way to convert your PNG to HDR file in seconds. 100% free, secure and easy to use! Convertio β advanced online tool that solving any problems with any files.
?
i think it will work with jpg as well
No I don't mean that
It should be equirectangular
Not just a hdr file
So that when importing it into ue it would not be twisted
for example , if I import this picture into ue directly , there will be two point where all pixels gather together
Try using Hugin
Sorry for my late reply. Thanks , I will try it
Could you show me some example about how I can use interface something like casting in c++? Btw I want to cast some specific object(s), can I do this with interface?
I haven't used interfaces much in C++, and yes you can communicate perfectly fine with interfaces, just needs a bit more work. Watch some tutorials about interfaces. The only reason casts are used are for prototyping, it's why lots of tutorials use casting, because they don't have the time to setup a interface.
Casts are bad because they need to create a hard reference to the object you are casting to, and it might have to validate EVERYTHING that the object is referencing, and this can quickly crash your whole game, because the engine now needs to load a ton of things into memory. I dunno but I think the engine also has to hold all those things in memory until the cast is done validating.
Interfaces completely go around this issue.
anyone please?
So i think i will create a c++ interface then add this a blueprint to which one is i want to cast, then i will do something like this: https://www.programmersought.com/article/67245992237/
Then i will be available for change a variable from c++ to blueprint actor right?
Anyways thank you so much for your help, time to read some tutorial about interface!
UE4's interface and blueprint, Programmer Sought, the best programmer technical posts sharing site.
I dunno how designer friendly it is to change a variable from c++ to blueprint and I don't know if that'll really work, the general rule is that blueprints can know about c++ code, but c++ can't know anything about blueprints. I heard Rider IDE can know about blueprints but it's in preview atm.
Use material layers.
Each tutorial uses it there
but for me there are no layers at all
been struggling with this for hours
Not in height layers, but the material layers.
where are those?
I am sending a multi trace and I want to get hit objects, which blocks my custom collision channel. and if my trace hits more than 1 object with my custom collision channel I want to get first of them (index 0). How can I do this
That means your material isn't set up correctly for material layer blend.
You have to create your own landscape material (but still using Megascans textures), and add this very node.
Oooh, thank you so much, I didn't know I had to create my own material, thanks a ton for the help
I'll get to work with this and auto-materials soon
The aforementioned is what I got the second time. For the first time I get this
How can i rotate this pivot offset so its easier to move?
Are you looking for this?
(your crash ir probably different, but i get crashes too when i have msi afterburner on)
afterburner is off
my gpu driver is up to date
MSI Afterburner crash has different message IIRC
I said changing GPU driver versions, not necessarily update to latest.
At least 8 GB of RAM.
i have 8gb 2100hz
Iβm having some kind of gamma/brightness issue with the Editor ui. When I opened the left project for the first time on this machine, it looked as expected. After starting it the second time, the whole window is way to bright. Other projects work fine as you can see on the right. Help please π
Though frankly RAM doesn't cause D3D Device Crash - it's an issue blamed solely on your GPU.
have you tried restarting pc? xD
i'll try using an older driver
Of course π
well im out of ideas then xd
Does it affect new projects?
Let me check
@drowsy snowwhat about reisntalling the drivers?
also there is nvidia studio drivers
i'm using the game ready drivers
Switching to older version should help. I have seen many NVIDIA users having problems with newer drivers.
Also don't bother using Studio Drivers as it's not meant for game engines.
ok
Doesnβt look like it. Only projects I created on my other machine and copied over.
Looks like something's changed in your project's Editor Preferences.
How could I export variable struct as some kind of file and then be able to import it back to get those variables out again?
Data Tables?
@drowsy snow You can't edit data tables later on.
Also it needs to done ingame, not in the editor.
You could come up with your own interpreter system, if you want to. Hack together functions to read text from file, and parse the variables based on string separators or something.
@drowsy snow Ye, but how do I export the variable struct as for example .txt file in the first place
IIRC the Victory BP Function Library plugin has that function to save strings to text file.
Victory BP Function Library is a must have for those who want more sophisticated functions.
Okay I will try it out, thanks
Pls. Help
its possible to lower the graphics settings when I package my project ?
like have this to the package
Heya, guys! Does anyone encounter this problem by any chance? On some point height fog in the editor and in the game started to look very different and I can't figure out that causing this problem.
@drowsy snow How about just using those save files that UE4 supports? Could they be exported and imported
And it seems like only volumetric fog is affected
.sav files are not editable through text editor, though.
ha... Strange thing. By a some reason "Extinction Scale" parameter is totally ignored in the game
I tracked it down to r.DefaultBackBufferPixelFormat=3
In my DefaultEngine.ini
Setting it again via project settings fixed it for now. Letβs hope it stays this way
@drowsy snow Oh the file itself doesn't need to be editable. It just needs to contain variables that I can later on access. And file needs to be something that can be imported elsewhere too
I'm doing this kind of planet editor and I just need a way to save these scenes so that they can be downloaded too
@drowsy snow about the materials for landmass, do I Just create a new unreal engine material?
I'm a bit confused. I refunded an asset but when I opened my project everything is still in
So I got my assets free lol
No, Landmass doesn't require special material system - it deals with heightmap more than anything else.
looks sick π
Good luck getting future updates and actually publishing your project with that assets, though. And potentially getting yourself in scrutiny because of losing your own licence.
Well im happy I got the models and the blueprint class for free π
Just remember that internet can spot it, and sooner or later, you'll get yourself screwed up for the lack of licence. Better be honest, just saying.
I mean I didn't know this would happen. I wont do it again but ima keep this tho
Better bought it again if you're going to actually use it in your project. Otherwise, dispose it out of your project.
I'll probably will delete it have I save this blueprint class
I just want you to be ethical with those assets, because refund scumming can be considered as piracy.
Anyone know the execute console command system well? Is it possible to use ghost/walk while networked?
@plush yew yes add a custom event in ur map to create commands
Thanks c:
I was wondering why I cannot import my landscape map from my files to ue4?
When I drag the file to ue4 nothing happens
