#ue4-general

1 messages ยท Page 1020 of 1

sharp crest
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U need to move it via file explorer not ue4

steady hull
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I made a mesh in unreal super basic tho trying to make an interior of a building but I was getting some really weird shadowing at the corners even when turning off shadows. I noticed the mesh looks nothing like in the model viewer too. Dunno what I need to know to get it behaving properly

finite dew
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I was about to delete the asset but its somehow in my vault

regal mulch
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I just want to make one thing clear: Piracy is a ban reason

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Keeping an asset that was refunded is very much illegal

finite dew
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I'm trying to delete it but it's still in my vault so idk

regal mulch
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Remove it from your project

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It's as easy as that

drowsy snow
finite dew
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Oh ok

earnest cedar
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Hi, I'm looking for DLSS console commands regarding the modes: performance etc. but I can't find any for the modes

coarse turtle
sacred yacht
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hey there! just wanted to ask, is there a way to enable nearest filtering for shadows? I'm making a game with pixel textures, and I feel like that would work well.

shell compass
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Otherwise it's probably possible with a custom post process material, but that's a little more work involved

clever flare
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hello, i'm trying to make an object spin around the Y axis but when it reaches 90 degrees it flips the axis and turns into -90 and then gets stuck at 90 degrees. I tried locking the X and Z axis because they rotated when it reached 90 degrees on the Y but to no avail. how can I fix this?

sacred yacht
shell compass
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@sacred yacht Yes, in your level blueprint or gameinstance BP upon start or whatever, add the node Get Game User Settings, and from that, pull out and add Set Shadow Quality 0

sacred yacht
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epic, thanks!

brazen stag
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I'm trying to put a video as my main menu background and it seems to work fine, but for some reason when I hit play it just doesn't show and when I package the game it doesn't either. Can anyone help? Am I missing something obvious?

drowsy snow
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Video files have to be stored in that particular directory to get packed.

brazen stag
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No, it's in the UI folder i created. Ah ok, Is it in the content folder? Or do I have to create the folder?

drowsy snow
brazen stag
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Ah ok, I shall give that a go, thank you ๐Ÿ™‚

brazen stag
drowsy snow
sly leaf
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Hi! I'm needing some help on exporting my project as it says 'Packaging failed!' and I don't know what to do... This is for my end of degree project, it was supposed to be an environment with some functionality via C++, but none ended up being done... So UE 4.26 C++ project with no coding done.

My error says this:
'UATHelper: Packaging (Windows (64-bit)): ERROR: No target name was specified on the command-line.
PackagingResults: Error: No target name was specified on the command-line.'

It would be great if someone could help me out, I have been trying to troubleshoot it for a while and I have not been able to...

I used 4.26 for the MetaHuman implementation. The original source was 4.25. This may be part of the problem too...

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I hope this is the correct channel!

sly leaf
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Thank you, I'll copy past it there then!

shell compass
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How worried should one be about references between classes/BPs? Does it make sense to have a reference to the in-game-menu in the player controller so I can close it once I've opened it, or is there cleaner ways to do things?

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I know the Asset Size Map grows to a scary size whenever you add a new reference to something, and that in turn references other things

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The hardest part in UE4 by far feels like it's figuring out how to structure things and where things should be.

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Like, right now, the size map for my Player Controller says that it's 59,5MB. But a whopping 52,4MB of that is the game instance, which has references to the options menu widgets etc.

nocturne bough
nocturne bough
# shell compass How worried should one be about references between classes/BPs? Does it make sen...

Maybe this video can answer some of your questions https://youtu.be/j6mskTgL7kU?t=2363

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

โ–ถ Play video
shell compass
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@nocturne bough Thanks! Hourences is great. I know I've watched a video about exactly this kind of thing a long time ago but I couldn't find it again.

drowsy flicker
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all of them

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Fixed- it is ok

brazen coyote
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Hey guys whenever i download textures from megascans i don't see the roughness map that i plug into my master material anymore instead i see like a colored map can somebody help me out

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looks something like this

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im sort of new so i wouldn't really know how to go about fixing it

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hmmm ok ill have a look

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well i can open it and i see

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one sec

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thats what happens when i open the texture i see the rgb thing up top could that fix it?

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i just need to plug in the roughness to my master material

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thats what i saw before yk just throw in the roughness and boom

drowsy snow
# brazen coyote

Probably one of the RGBA channel is roughness.
I'm not using UE5 seriously so I'm not sure how it was changed there.

brazen coyote
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hmmm i see i see

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so when i uncheck the rest

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then i get something that looks like a old roughness channel but how do i separate this?

drowsy snow
shell compass
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You'll need to open up the material and instead of having a line from the RGB pin on the Roughness texture parameter, you want that line to go from the R pin underneath

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Or you could have the RGB line go into a Component Mask and just get the R from there ๐Ÿ˜›

brazen coyote
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as a beginner my brain is hurting right noww but i will see what i can do xD

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i appreciate you taking the time to try and help !

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ok so i open

shell compass
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Start by right clicking the Material Instance in the content browser and pick "Find Parent"

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That'll take you to the Material that it was based on

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Then double click that to get the material node editor with probably a huge spaghetti. Find the Texture Sample 2D Parameter called "Roughness A" in there

brazen coyote
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is this the right thing

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all i see is the textures yk

shell compass
drowsy snow
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It's not like UE5 in its current state is exactly meant for beginners to begin with...

shell compass
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It's probably a little simpler than UE4, but still quite buggy right now

kindred viper
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how is it simpler?

shell compass
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@kindred viper Just a bit streamlined interface. Not a whole lot.

brazen coyote
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Yeah i could do this stuff in ue4 just because as soon as i downloaded an asset i got a A N R map nice nd straight forward

shell compass
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Not all non-essential buttons are visible all of the time

brazen coyote
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ok i will try and find the instance

kindred viper
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oh I thought you meant to make something with. Because that would be untrue

brazen coyote
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im following a tutorial and i just straight up downloaded the project files yet his looks like this

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the forest texture has that map

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and mine is like this

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how is it that i download the exact files and i still dont have the roughness map this has held me back for so long its demotivating ๐Ÿ˜ฆ

plush yew
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Hello! For some reason, all my decals have go green - been trying to figure it out....

dire parcel
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are there any tutorials to help creating a 2.5D pixel art game?

uneven hemlock
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whenever i use complex collision

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on this

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wheel

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it gives me this error

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using it on this bike blueprint

drowsy snow
dire parcel
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THANK YOU

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LITERALLY

plush yew
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Hello ive had this question for a long time now mainly because I was confused on why all of a sudden im worn out from making my game. What is a healthy amount of time and days a week to make my game but still learn UE at the same time?

drowsy flicker
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QUESTION: When taking high res screenshot or sequence video, how to decrease viewport res back? it is lagging so much

plush yew
plush yew
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Is there a way to create something like a costum "sinus" wave, that has a smaller window? So instead of going from 0-1, have it go from 0 to 0.5 ? Asking for a node in the material editor.

drowsy flicker
fierce tulip
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@plush yew just multiply by 0.5

arctic path
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are these rocks ugly? or should i go for smaller rockers.

untold igloo
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Does anyone have any idea why I'm getting over 100 fps in my editor but my game play has suddenly gone into slow motion?

arctic path
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i dont wanna add the grass yet , i really dont want to kill my fps. but thanks ๐Ÿ™‚

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yeah, i can scale it, but it will be covered with real grass soon enough

haughty slate
untold igloo
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no just play

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I'm getting over 100 fps on a new project

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it's a 2d side scroller and all I did was import assets and change the background

haughty slate
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Perhaps it's something in your player character code?

untold igloo
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probably

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It's going REALLY slow

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like your on the moon

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holding over 100 fps

haughty slate
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So it stil lreads 100+ fps but game speed is slow?

untold igloo
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yes

haughty slate
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May be something setting global time dilation, I'd start with your player character and look for that

untold igloo
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yeah thats what I was thinking

weak sorrel
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hey my shadows looks really bad after I build light
not matter if I use production or preview quality it looks always better before I'm building. Same issue
before I had soft shadow and you could see each leaf shadows from the trees. now it's very opaque black and blurry on edges.

increasing lightmap resolution of the landscape from 1 to 6 helped a bit on edges but still looks far worth than before I built lightning

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shadows also became static after building

haughty slate
weak sorrel
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I use Stationary light source

untold igloo
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@haughty slateI'll look for it, but it was just a sprite sheet and a background image

arctic path
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did you scale your player size?

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anything over 1.00 will cause issues with out a proper edit

untold igloo
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no, but I scaled the background and a block sprite

weak sorrel
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@plush yew I've been looking everywhere and it was using area shadows for stationary light for no reason. now it's disable it's been an improvement but still far below what I could see before building them ๐Ÿ˜ฆ

untold igloo
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what settings on my character control it's speed?

tough perch
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What is best way to sync pawns animation bps? I have player (rpg game) and there is horses. When I start riding player changes anim bp to riding and more speed it changes as like walking/running. But when I posses horse and attach player to it. It doesnt work maybe because (Try to get pawn owner-> velocity vector length = speed) Same as horse when I dismount and posses player again it only loops running animation if I dismount while running.

untold igloo
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surely someone knows why I'm stuck in slomo

weak sorrel
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I had to use movable instead of staitonary to get the dynamic shadow back (to me movable was only useful if source light can move....) gonna checkout what I can do with cascaded shadows then

weak sorrel
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Nice thanks a lot @plush yew I don't know why those settings got to default again. It looks like what I had before building again ๐Ÿ™‚ Gonna tweak and improve this

arctic path
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does anyone know why when i use the foliage tool, it keeps spawning grass in the air? (stamping on a rock)

weak sorrel
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is it due to collisions ?

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I remember ahving this a long time ago

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i think in the landscape mode there's a tool you can use on edges

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so it's less buggy but I'm not sure at all

arctic path
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im using a voxel world, sadly i cant use those tools

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ill try saving the mesh as complex, and using the object as collision

untold dirge
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This barrel pushes itself out of the wall ultra fast, but it doesn't throw me like 'real physics' would. I can walk on it when its stationary and I cant walk through it and stuff. Can anyone tell me if there is a simple way to make it YEET me?

prime willow
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i have a really silly question

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if i rig my model to work with the mannequin skeleton on a 1 for1 scale

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can i just slip my model unto its bone setup and continue prototyping?

hidden tendon
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This might be a stupid question but why won't it let me connect my gun to the target of AttachActorToComponent? I can't attach this static mesh to this socket for the life of me in UE5.

untold dirge
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I'm a total noob also but the variable component name is non blaster with a small b but in the blueprints its with a big B

hidden tendon
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You know what, that was working earlier but then I was getting crashes and had to delete the .uasset so I figured I was doing something wrong

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The only two nodes that come up in the list are actor to component and component to component

crimson rampart
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Hi

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Is this normal for unreal to stuck at 39% for empty project?

tacit heath
crimson rampart
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But somehow, automotive studio scene loads much faster......

tacit heath
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oh i see i need to log in with my github account ๐Ÿ’ฉ

pliant copper
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i got these doors in a line
[] [] [] [] [] <- my doors
and i want at least 1 door to be open [x] <- open door
im randomly spawning doors open and closed but rn there is a chance that all will be closed
how can i stop that?

narrow jungle
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quick question for the sequencer (im a noob in terms of blueprints, coding, and animation in unreal). I have a camera created and it has some keyframes on it for some simple animations. I also have sound cue's placed throughout the environment with attenuation. How can I record the audio that's "in-game" and seems to only start playing when I hit play? I really want to have the audio that plays in the areas that the camera records.

grim ore
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@pliant copperspawn all the doors closed, then get a random # and go thru the array of all doors and open that many

pliant copper
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so a for loop with a random # from 1,amount of doors, then make them all open?

stuck coyote
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im having an issue importing a normalmap into unreal, it looks fine in blender but when I bring it into unreal it maps oddly like this with the hard line at the UV seams.

I tried inverting the green channel, this did not help. it seems to be an issue with the Z axis being reset on import but everything ive tried via google search (for 3 days) has not worked

any help with this would be greatly appreciated!

arctic path
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that looks like a material issue.

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i had this problem with daz before

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make sure the texture format is coming in correct

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or you are using a channel that you do not need

stuck coyote
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its not from Daz, it's a texture from Skyrim. could be a material issue since it's fine in blender and elsewhere. I know skyrim stores specular data in the alpha channel of normalmaps but i already tried masking that out just in case

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i double-checked that i set it manually to normalmap. if i delete the texture and bring it back in it comes in as default (dxt1/5) so i have to manually change it every time

pliant copper
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would i use a trigger volume or a bp with a big bounding box and check if someones in it for the end goal of a racing game?

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also how can i reimport my player model without breaking things? i need to change the scale from 1 to 100

grim ore
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in the details panel for the mesh there are import options, you should be able to adjust it in there then select reimport

inland flicker
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How can I make textures ... not do this?

spice lantern
pliant copper
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how do i make my mesh use complex collision

lusty scaffold
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how can i swap the point light for spot light, keeping the original location. (without doing it the long way.)

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in blender, you can just swap it. can we do this in unreal?

wet dove
narrow jungle
cyan trellis
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Is it possible to add a collision for a character that uses anim dynamics in Blueprint anim?

pliant copper
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is there an event similar to Hit that runs when ever the collider is touching something else?

grizzled carbon
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Begin overlap & End overlap

lusty scaffold
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does emissive material contribute to bounce lighting? or is it just a bloom effect

inland flicker
spice lantern
inland flicker
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Do you know of any in particular that isn't a 2 hour irrelevant rambling tangent?

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I can sit through a 2 hour tut, if it's actually informal

grim ore
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do you mean having it wrap properly? because if so that is up to your design of the texture unless you want to modify it to be a tiling material

inland flicker
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I just want the texture to lap infinitely

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That's probably what you mean, yes

grim ore
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then you need to design the texture to do that

inland flicker
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Is this something I can do in UE4 or will I need 3D software to do it?

grim ore
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you could do some wacky material stuff to make it work, but normally outside in the program that created the texture

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its not 3d software, it would be photoshop or something else. Where did you get it?

inland flicker
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It came from a marketplace pack of misc materials for misc use. Probably why it isn't already set to do this by default.

grim ore
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and if you want to try the triplanar solution there are a ton of sample materials on the internet to copy

spice lantern
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it also depends on what you want do use your texture. If it's just a sphere like in you pic then a triplanar or a tiling shader would do. If its some custom mesh than you'd need a proper uv unwrap for it

inland flicker
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Yeah, I'm just trying to wrap this texture around a moon basically

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I mean, technically I could leave it as is, because the Player will likely never see that angle, but ... figured I could use it as a learning moment lol

spice lantern
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so a triplanar would be best solution, or just make sure that the seem won't be visible to the player

tribal halo
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Hi I'm just getting started on this journey and can't install Unreal Datasmith even though I have 4.26.2 installed. I get this install plugin error.

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I was able to install the 3ds max exporter from the website for 4.26.

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Not sure if I'm doing things in the correct order.

grim ore
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it was added to the engine as of 4.24, its no longer a seperate plugin but an included engine plugin

tribal halo
grim ore
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its...not...a...seperate...plugin

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its...included....

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launch the editor

tribal halo
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thank you

faint mulch
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Is there a better way to set up input setting than using project setting?

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especially if I want to create a game like gta, which the player can take control of a humanoid character or vehicle?

grim ore
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well what would be better?

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project settings are a way of mapping inputs to events, so UP and W could be MoveForward. What you do with the MoveForward event is up to you, it could be give gas when in a vehicle or walk forward if in a humanoid

inland flicker
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ughhhh man lol

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I will literally pay someone to do this damn uv map

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I am genuinely tired of asking in this discord for people to hit me with "just go look at tuts" like that wasn't my first avenue and I don't have ~7 hours to waste on that nonsense

grim ore
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well unless you fix the texture you are not really going to get it to tile easily

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hide the seam or find a new tiling texture

inland flicker
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I am a sound designer. I have no experience in this 3D stuff. So when you are offering solutions, you may mean well, but please understand I have no earthly idea what you're talking about ๐Ÿคท

grim ore
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there are pay for work channels if you need someone, no idea on how long it will take #instructions

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find a new texture, you know what that means

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hide the seam, you know what this means you already offered it as a suggestion

inland flicker
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I offered no suggestions other than simply leaving it as is, which is hardly a solution

grim ore
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well it is....

inland flicker
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Which, I might add, I only offered the moment I realized I was wasting my time asking in here ๐Ÿคท

grim ore
marsh sparrow
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think about it in 2d

grim ore
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try #instructions and see if someone can do it for pay, otherwise the responses you will get will be the answer that might require you to do work

marsh sparrow
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if you have a 32x32 px image.. and you need to fill and area of 500x500 with it.. how would you fix the 32x32 to not have wrapping issues

grim ore
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it is a learning moment, to do this correctly requires an artist to fix it

marsh sparrow
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the numbers aren't accurate.. but that basically helps hide or fix the seam

inland flicker
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You have shown you can pay attention enough to take screenshots of my previous statements. I wonder why you don't maintain this intelligence when realizing I have already said I don't mind watching a tut, so long as it's worth the while ๐Ÿคท no offense but just stop responding to me mate

pliant copper
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when making a blueprint struct, there is no add function thing? i think C doesnt have functions for structs but c++ does so wut? is there a way to add them?

grim ore
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did you actually look for a tutorial or material to do this? there are plenty of solutions out there much shorter than 7 hours

marsh sparrow
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๐Ÿ˜ฆ

grim ore
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@pliant copperstructs just hold data in bluerints, variables basically

pliant copper
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c++ superior then :) thanks

tribal halo
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@grim ore if I have the data smith exporter for 3ds max installed shouldn't a .max extension be added here?

grim ore
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is that inside of 3dsmax?

tribal halo
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no that's after clicking on dataamith inside the unreal engine.

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in the drop down list

grim ore
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the exporter is 3dsmax -> datasmith

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it creates a special .udatasmith file for importing into unreal engine

tribal halo
grim ore
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yep, then you can import it into UE4 as a native datasmith file

tribal halo
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alrighty thank you so much.

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kind of a big curve in getting started

grim ore
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what parts were causing issues so far

marsh sparrow
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^ MathewW has a great youtube channel explaining a bunch of stuff too.

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if you are new to ue

grim ore
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well I mainly ask as there are official datasmith getting started/using videos on the learn channel that might have helped, but if you started with some other starting material it might be lacking

tribal halo
# grim ore what parts were causing issues so far

Well first I installed unreal 5 then saw that none of the plugins were for 5 so then I had to install 4.26 after. Then the launcher telling me to "install to engine" with datasmith then saying I had no engine installed. Then I wasn't sure if I was missing a datasmith .max extension.

grim ore
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gotcha. where you using anything for learning datasmith? how do you know bout it or have info on it

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or were you just randomly installing stuff to see if it would work

tribal halo
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Today's tutorial is a crash course for beginners in getting you started in archviz and Unreal Engine 5.
To learn more about our Unreal Engine Community Challenge
Our Discord Community: https://discord.gg/9CDyDPb

Our Unreal Engine Masterclass
https://gum.co/uearchviz

Download free apartment project
https://www.artstation.com/artwork/lxdXYe

Ya...

โ–ถ Play video
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I guess I should have started with something else.

grim ore
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ugh

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yeah theres like.. ugh

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ue5 should not be started with is the first issue lol

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i mean technically its all in there if it was followed exactly, he covers exporting out of max and setting up datasmith in ue5 and importing

rancid jay
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Is it even possible to automatically find them within 1 large box and divide teams accordingly?

pseudo herald
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Hi! I would like to build VR browser app with Unreal Engine.
I would like to know if Unreal has CEF integration, not for UI elements, but for rendering browser Windows onto textures and taking input from the VR controllers

regal mulch
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Kinda but the Browser Widget is pretty crappy

narrow jungle
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Sequencer question! I have a camera created and it has some keyframes on it for some simple animations. I also have sound cue's placed throughout the environment with attenuation. How can I record the audio that's "in-game" and seems to only start playing when I hit play? I really want to have the audio that plays in the areas that the camera records.

runic narwhal
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I'm using a controller that uses a visible mouse cursor (RTS style). I am noticing that I require a mouse-click to get axis values from my input (mouse x, mouse y). Is there a way I can specify a different button?

nova shadow
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can anyone help me migrate assets? can not get it to work at all

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surely its not this hard

wide swift
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can anyone help me with mobile cel shading i want to do a cel shader for mobile can anyone help me

lusty scaffold
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is it possible to delete all unused assets?

stray ruin
stray ruin
nova shadow
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it never migrates the materials

stray ruin
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oh I never had that issue so not sure sorry

nova shadow
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for exaple

nova shadow
# nova shadow

I just want to migrate this asset to a different project

stray ruin
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I just click migrate and then select content folder and it works for me

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you COULD probably just copy the .uasset files without using migrate

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but you would have to re assign the textures n stuff

nova shadow
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im really not sure

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Ill show you hol up

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oh wtf I think its working now

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maybe I had to save or something idk

stray ruin
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lol maybe

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not sure what you mean but maybe click the little lock icon

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did you make it a variable

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click on it and look on top right area in details

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here

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lol GL

worthy forge
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Anyone knows what it means when a Destructible Mesh blows to pieces by object in **FirstPersonExampleMap **but not in a custom map

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Tried MANY things but doesn't solve this

plush yew
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Do I run into problems if there is no animationBlueprint during vehicle set?

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I am having such a hard time to make my vehicle move...

sullen blaze
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Hello guys. I'm new to unreal, and I want to create an choose your adventure game /rpg game. And I wonder what kind of player do I have to add so that it can interact with the game via cursor only

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for example, I want the start game button to be a 3d object, that the player can hover over and click

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most tutorials out there are only for 1st person or 3rd person

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and I can't find a tutorial that covers this kind of game that I'm trying to make

potent goblet
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@sullen blaze There is an example within the ContentExamples you can find in the marketplace I think. By setting up your Player Controller to enable mouse clicks you can make objects detect mouse hover and movement etc. As a newbie myself the sample level seems a bit complicated so I think this video might help better https://www.youtube.com/watch?v=LxFOf9xGLj8

Email: tesladev2323@gmail.com
In this tutorial we are going to look at creating some basic mouse events using the top down template.

โ–ถ Play video
drowsy snow
potent goblet
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Oh, does that use the cursor? I never checked that template

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Ah yeah in the description it does mention it. Yeah that looks like the best thing to try out.

plush yew
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Do I run into problems by only setting the skeleton of the wheels, without the mesh? For a hoover vehicle..?

sterile tulip
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Good night and sleep well ๐Ÿ˜ด ๐Ÿ˜Š

drowsy snow
sullen blaze
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Thanks for help. You sparked some hope in me :))

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I can't wait to give it a try

summer scaffold
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hey is there anybody who could give me advice how to fix the main menu start

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creating a simple game and made menu with simply 2 options to start level and close app

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while if i click start widget does not dissapear even tho tried to follow the UE4 guide and some yt vids

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want to mention that i am a newbie in the UE4 stuff in case question is out of place ๐Ÿ˜ฆ

upbeat tendon
#

@summer scaffold there are many good youtube vids on this sort of thing, imho the best thing to do is fine some free projects on the market place and start playing with them

late trench
#

Hey,
Sometime ago I came across a video that explained there is a tool to store something like "property profiles" where he would have 3 lights and a cube and he was able to assign the color and position A to one "profile" then move and change light color, assign it to a different "profile" B and then he could switch between A and B on the fly where the colors and position would change.
Does anyone know what this tool is?

weak sorrel
#

@plush yew Hey what's up ? I could get back to the very good result I had before but it only works if I'm really near. It moves dymanically and looks very good

#

I'm satisfied with this, only thing is that there are some weird shadow glitches like those points

late trench
#

OMG YES TAHTS IT THANK YOU

naive bronze
#

question, is there a plugin where i can turn these textures instantly into a material?

weak sorrel
#

Yes I played with it. If their value is 2000 it looks very good when I'm near but will totally disappear if I'm a few meters away. Right now it's less precise with a value of 4760 but it still looks fine at any distance

#

I'll be fine after I find a oslution with pixelated shadow that appears when far away

flat ivy
#

Okay so I have my character setup with face mocap, when I click out of unreal it freezes is there a way to keep it running when out of unreal ??

weak sorrel
#

it's not the same shadow as the one you can see on my pictures, If I disable them the pixelated shadows will still appear far away

#

I have both a skylight and a directionnal light gonna investigate the first one

drowsy snow
shell compass
#

I'm currently adding (and probably abusing) interfaces to make my classes less tied together and full of hard references. Previously I had just cast a bunch but now realized that it's not so great for memory and loading times to have hard references
Anyways, I just found out about adding Exec to UFUNCTIONs to have them become executable console commands. This seems super useful now as an alternative to event dispatchers and interfaces. Is it a bad idea though to start using Execute Console Command a whole lot when I want one class to get another class to do something?
Right now I'm only using that method for calling the CheatManager to activate debugging cheats from my player controller, which I assume is the perfect use case for it, but if there's no major downside to it, I could see myself calling a console command to open up the main menu widget blueprint as well etc.

#

It feels like everytime you see something in UE4 that offers great convenience, there's always a caveat and one should almost never use it.

#

(Like Tick)

red herald
#

my unreal started having huge frame drops again and i have the latest driver this time

#

dear god the pain is limitless

#

not only because unreal doesn't tell me what's wrong

#

but it seems i cannot find the source either because task manager doesn't reveal any massive CPU/GPU usage

cyan trellis
#

Is it possible to add a collision for a character that uses anim dynamics in Blueprint anim?

red herald
#

but unreal has these laggy frame drops from 120 frames to 21 each 3/5 seconds when i move the screen

red herald
#

one thing i noticed is, gimp seems to fuck my gpu drivers by a lot

light thunder
#

is there a way to go to woirld origin in the game with a simple command (instead of just moving an object there?)

brazen stag
#

So I put a video as my main menu background and it appears to work fine, even the executable works fine, until I try to run it on any other machine than mine, then the background is just white... Anyone know why this might be the case?

humble hinge
#

Theres a few assets on the marketplace on sale so they're now free, if I claim them now, I don't get charged later right?

humble hinge
#

pog

light thunder
#

I buy them even if I have no intention of using them

humble hinge
#

same

#

I'm just claiming them all

#

for if I ever need them

noble finch
#

Get Brushify here: http://bit.ly/BrushifyUE4 | Use #brushify on social media!
In this video I showcase a Massive, Destructible and interactive world created in Unreal Engine 5 using Brushify assets and tools and the powerful Voxel Plugin. Brushify allows you to quickly build a scene using ready-made optimized game-assets and fast level design w...

โ–ถ Play video
tough perch
#

What is this weird monitor lag in ue4? like all tooltips are black after using ue4 like 15 minutes. if i restart ue4 everything works 15 min and the again. Same if i minimize ue4 and open any other program(chrome) it is black.

plush yew
#

damm, looks epic

tough perch
#

@drowsy snowYeah I use

#

2070s

plush yew
#

do you remember every message sent in this server? xD

drowsy snow
plush yew
#

oh xP nvm then

untold dirge
#

Is 'Editor Splash' and 'Game Splash' the images that pop up before the game loads?

brazen stag
#

@drowsy snow Hey, just noticed you were about. So yesterday I did what you suggested regarding the video as the main menu background, and it seemed to work fine, however it doesn't work when someone tries to run it on another machine... Any suggestions? ๐Ÿ™‚ If not it's cool, I don't usually tag people directly.

drowsy snow
brazen stag
fringe wigeon
#

Hey! does anyone know when they're actually removing sequance recorder?

#

it's crucial to a project im working on in 4.26.2

#

i'm assuming that if i just don't update till the project is over all will be fine, but wondering if anyone has any idea about this?

drowsy snow
brazen stag
untold dirge
#

Hey guys. Building the 'geometry' it tells me I need to add landscape to work, but apparently I already have one.. any help?

next ivy
#

Anyone use substance painter? Any tips to get substance and unreal to look the same .....

Unreal engine still makes everything look wet for some reason....

#

Like look at the handle its just totally wet looking in unreal

#

And I can see the clouds in the blade

tough perch
#

Anyone know what causes this? when play mode all shadows are black? When I package it wont happen. This started when I added minimap to game which uses render target and capture 2d.

drowsy snow
ember geode
next ivy
#

You're referring to modifying the material in unreal to get the look from substance back? I know but just generally speaking I'm not sure why unreal imports have to do that and if there was some settings I could change to make either subtance look more like unreal or unreal look more like substance...here's another example I found on reddit. Obviously every lighting engine is going to look different but ue4/5 has always had this wet look coming from any exporter https://i.imgur.com/NFDQFKo.jpg

drowsy snow
ember geode
#

I hook it up to a master material and play with the instance settings.

fringe robin
#

Hi everyone. Lately, when I open a project in Unreal, Chrome opens to epicgames.com . Google would have me believe I'm the only person this is happening to. Anybody seen this or know how to stop it?

drowsy snow
fringe robin
light thunder
#

is there anyway to get a character (epic skeleton rigged) to look up at a particular object? Is there some baked in functionality that would literally target the neck bones of the skeletal mesh and rotate them to look up at whatever object it is told to target?

timid linden
#

Can someone tell me what I am doing wrong? I have a few static meshes that are meant to be piping. They all snap properly without editing anything except the straight pipe. It overlaps with the others. What am I doing wrong? I have turned snapping off and the plugin off and it still overlaps.

proven aspen
#

My hair exported from blender has UVs that look like this. Anyone know why? The patches of color also change as I rotate the viewport.

#

Root UVs look normal

shell compass
#

@tough perch It's the eye adaptation post processing kicking in when you play. Add a post process volume and turn off/tweak that.

rigid bridge
#

if i have a source build

#

how do i download plugins

kindred viper
#

@light thunder make a blend space for the parts you want to rotate then set the value based on the location you want to look at. A good example would be to check out ALSv3 or 4. They have a nice BS for it when turning that would work

light thunder
next ivy
#

@drowsy snow @ember geode I figured it out actually. Apparantly acc't substance unreal engine imports textures 'incorrectly' and I have to uncheck srgb on the roughness, ambient occlusion, and metallic map. When I did this, the result was close enough to substance to where I can actually use them together...

#

It actually looks better in unreal tbh - probably because its a real lighting environment not an hdri

humble hinge
#

I created a new scene, working on a landscape in it, but when I drag in my character to test the scale, my character just falls through the terrain

cyan trellis
#

Is it possible to add a collision for a character that uses anim dynamics in Blueprint anim?

untold dirge
#

Guys my UE5 doesn't recognize my SDK install.. is this common?

grim ore
#

which SDK?

untold dirge
#

hmm

#

Windows 10 SDK version 2104 and Server development

#

i just googled sdk and followed first link

worthy forge
#

Anyone knows what it means when a Destructible Mesh blows to pieces by an object in FirstPersonExampleMap but not in a custom map

grim ore
#

you want this one

untold dirge
#

ill just unistall the one i have right now?

grim ore
#

I dont know what you installed, you should be able to install it side by side

untold dirge
#

k thanks im on it

grim ore
#

it also looks like EA2 might have fixed the needing 1 specific SDK version, I cant tell for sure but it looks like it

plush yew
#

what are some general approaches/techniques to improve your game dev productivity?

I admire how people can manage to finish a game mvp in 2 days like for Ludum Dare game jams, but what could be learned about these workflow in general? Knowing the engine well, having strict deadlines, using blueprints when you can, etc?

gilded igloo
#

Hey guys, i want to create a new pawn, but whenever i add it to my world the game ignores the camera component in it and makes a new random camera, although i set the camera to auto activate. any ideas?

inner heart
#

Unity sucks hello

elfin furnace
#

Could anyone point me in the right direction (tutorial, UE manual, or even a marketplace asset) that would help me use input from mouse or controller joystick for interactivity like in Soma or Observer (how you can use the joystick to open/close doors, pull levers) or even like in What Remains of Edith Finch (using the joystick to swing faster on the tree swing or using the joystick to move the fish towards the chopping blade). Basically I'm looking to use the joy stick or mouse movements for simple interactivity instead of having the player simply push a button to perform the action. Any help would be greatly appreciated. Thank you!

deft zealot
#

I really need some help building my lighting. My teachers aren't directly answering the question so we're not sure our projects initial level was built with the open source engine or something but-

if someone can jump into support voice chat I'm getting a "failed to kick swarm build unreal lightmass" and all the tutorials are telling me to do things in visual studio. I cant find a ue4.sln in my engine folder and have no idea where to access what its telling me ThowanOMG

spiral flint
#

how do i go from blender to unreal while keeping all my textures intact

neat shale
#

anyone got any idea how to make particles dissapear and shrink after a few seconds

#

or to stop them from spawning

#

after a certain amount of time

slow musk
#

ANyone know a way to test where a widget is failing at? I have this 3d widget that I made for VR following a few tutorials and even though I'm certain I followed them correctly when I try to use the buttons in VR nothing happens. Basically just trying to cause the game to switch levels when I push the button is there something special I am missing here?

grim ore
#

@deft zealotare you using a source engine build of the editor or the one downloaded from the launcher?

deft zealot
#

We are all using the launcher but I don't know if our teachers used source for the initial project. They wont answer this question for some reason

#

But our team is all using launcher version

#

We have a persistentlevel our teachers setup for us and our team group created sublevels to combine into this. we cannot build lighting for the full persistentlevel that contains all of our levels

grim ore
#

well the launcher version should have swam/lightmass installed by default, it shouldnt matter what version they are using its part of the editor/engine install

#

so your going to need to look at the log to find out why its failing

manic sluice
#

Does anyone know how to use a control rig with an animation graph? I see there is a ControlRig node in the anim graph, but I can't figure out how to move the controls for the rig...

deft zealot
# grim ore so your going to need to look at the log to find out why its failing
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Editor\SwarmInterface\DotNET\SwarmInterface.cs:line 1604
#

This is the red part of the swarm log error

grim ore
#

yep you can see the error

deft zealot
#

Could it have anything to do with being connected to perforce? Says something is being used by another process but I only have 1 instance of our project opened

grim ore
#

well its your local appdata causing the issue

#

and yes it could have something to do with perforce as well

#

I would personally start by clearing out my swarm cache folder (the local one in that error) after shutting down the project, then re open it and see what happens

#

"To make this process easier you can find which textures and materials are duplicates by looking in your output log when the light build fails. It will list out the materials and textures it cannot open a channel for. You can then just search for those ones."

#

so perhaps its trying to use the same material cache twice for two seperate material/instances that it thinks is actually the same one

deft zealot
#

possibly this?

faint cedar
#

Anyone here got any Perforce experience?

#

Got stuck on one bit and could use some entry-level (I guess) help

grim ore
#

maybe but it specifically calls out materials/material instances

deft zealot
#

ohh wait a minute theres a bunch of stuff. Would you mind jumping into vc? I do see a bunch of material issues in here actually

grim ore
#

I cant ๐Ÿ˜ฆ but look thru the materials and see if you can fix them would be my only thought

deft zealot
#

ok so they all have this issue
LogLightmassSolver: Warning: Failed to open channel for material data for CC94F86B44B6748E17D77DB177FDDFCB: /Game/LChavez/SuperGrid/StarterPack/Materials/Palette/Grids/YellowMaterial.YellowMaterial etc

#

theres like 1000 of these

grim ore
#

yep that is specifically what the post says is a problem

brisk mirage
#

Hey just a quick question Level blueprint the use? Is there a way of using that for having the engine build a base over time for my ai hunters to protect? Like in the steam game subsistence

deft zealot
grim ore
#

since there is more than one person, perhaps they all imported the content or are using the same content as another person in their own folders in the project

neat shale
#

anyone know how to make particle effects face the players camera

deft zealot
#

Okay so I have to manually go in all 1000 of these errors that have different materials and re-apply them to the same one and delete the rest ThowanOMG

#

or can i delete them and bulk do this

#

bulk relocate*

clear lark
#

Im just gonna ask here since i cant find the appropriate channel. Im using the Procedural terrain generator plugin and when i build the level for the lighting and everything i get this error and I cant find where to fix it. [Static Mesh Actor] : Static Mesh Actor has NULL StaticMesh property

hollow crescent
#

Does UE4 Editor work with Index controllers in VR mode? Ordered some and wondering if there's any advantage over vive controllers other than the obvious attachment to your hands.

noble cape
#

Im completely new to game design and to unreal engine is there any resources you guys recommend I check out?

#

im not sure where to get started

rigid veldt
#

I'm running into a similar issue to the individual who posted this question:
https://answers.unrealengine.com/questions/884600/view.html

It's related to user interaction with cable components, and having the cable component latch onto an object after the user drags it onto it. The images in the explanation given are broken. It's kind of tricky to follow.
I tried the mentioned method of having a cable component and 2 other components as part of a blueprint, but it did not give me the ability to use those latter components as anchors for the cable component.

lusty scaffold
#

what's the hotkey to show lights icon in viewport?

#

well, show/hide icons in general

#

oh, the G key..

cloud igloo
#

Anyone know any good videos on creating a valorant style game launcher?

plush yew
#

I personally don't, and I don't know what qualifies as a game launcher. But I think the easiest and the best looking and cross-platform launcher could be made with electron js

#

@cloud igloo

tacit heath
cloud igloo
coarse turtle
#

When you have the UE4 editor open using the debug config, can you rebuild without closing the editor or stopping debug

soft tree
plucky bobcat
#

Yo whats up guys Im just stepping into UE4 from Unity and am loving it so far. I have a question maybe someone can help me out with.

#

in play mode and in the editor everything has this weird blurry effect to it not sure whats causing it

#

its like a depth of field but x 100

tacit heath
#

@soft tree yeah it worked out thx!

grim ore
#

@plucky bobcatit looks like your scalability might be lower than 100%?

prime willow
#

@grim ore i have a really possibly silly question if you know the answer to it

#

i want to move towards prototyping my movement and combat and etc using the mannequin from eu4

#

but im not sure if i can just slip my meshes into the eu manneqin skeleton later on and not have to start all over

#

if i have complexz mechanics should i prototype it with the actual mesh if i wanna just go ahead or can i use eu mannequin and just rig my mesh like eu mannequin and continue on making stuff down the line ._.

#

the mechanics are stuff like ik's wall running jumping mantling interactions and the sorts youd see in action games

plush yew
#

@plucky bobcatso unreal is better then unity ? ๐Ÿ˜ฆ

prime willow
plush yew
#

as a hobyst and with the release of ue5 i think both are great and wont hurt switcing between them.

frigid needle
#

The best engine is the one that lets you get your game done.

pallid eagle
#

Can someone please help me? UE4 crashed on me while I was saving my project and now it constantly crashes every time it loads up! I can't even open my project anymore! Other projects work except for this one! I get this error


UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```
prime willow
#

what was the last thing you did before the crash occured

#

and systematically remove said function or system until its fixed if the error code cant help you ^

pallid eagle
#

I saved an item and it crashed during the save

prime willow
#

open your project via the folder

#

in your unreal engine area

#

and remove the item

#

see if it saves your project

#

also this is my advice im not a professional

#

so take it with a grain of salt

#

also please if you fix this back up your project

#

every step of the way

#

itll save you a lifetime of game design issues

pallid eagle
#

yeah

prime willow
#

lemme know if that helped :3

pallid eagle
#

nope still not working ;-;

#

i'm at a loss

prime willow
#

;-;

pallid eagle
#

All because i fixed a banana ;-;

prime willow
#

personally i cant do much for you but im sure the error code could help if not it may be something else

pallid eagle
#

well i posted it up there

#

and i can post part of the log....

static wharf
#

So this is a interesting question, how do I get the default FPS controller to only run movment and looking on the server and not client?

#

Its for a latency demo

pallid eagle
prime willow
#

again im still barely learning unrreal engine so im not all that helpful when it comes to debugging and fixing issues x3

#

but

#

it seems the editor may have an issue

pallid eagle
#

i think it corrupted something....

prime willow
#

considering the editor ddl is picking up something unknown in function

pallid eagle
#

i have a backup of my project but i added so much stuff since then ;-;

prime willow
#

i know the pain

pallid eagle
#

I do NOT want to do all this all over again

prime willow
#

i had to resort to an 8 month old backup in the last week .-.

pallid eagle
#

i barely have enough motivation to work on this thing :"D

prime willow
#

game design can be that way sometimes lol

pallid eagle
#

but like

#

LITERALLY I WAS FIXING A BANANA

prime willow
#

its highly rewarding but careless mistakes can be costly :3

pallid eagle
#

and the editor was like NOPE lets fuck up your whole project

prime willow
#

hey i added a ik to 1 foot

#

and evertyhing was fine

#

pressed 1 mouse click

#

and lost 8 months xD

pallid eagle
#

omfg

#

;-;

#

whyyyyy

#

i've been so careful to not have it crash

prime willow
#

my best advice is slowly deconstruct the issue and figure out where what went wrong and try to fix it from there

pallid eagle
#

and then all of a sudden

prime willow
#

i think we have an error spot on here too

pallid eagle
#

on one of my worst days too

grim ore
#

well if you use source control you should never really lose much

prime willow
#

maybe they can help xD

#

wait whats source control

#

i hear about it alot but havent touched it yet o-o

plucky bobcat
#

@plush yew I have limited experience with UE4 so far but one thing I can say immedietly is the editor is much smoother Unity is slow asf at times

grim ore
#

but yes, you need to install the debugging symbols

pallid eagle
#

where's the error channel?

#

cant seem to find it oof

prime willow
#

o-o i think i might be confusing such with packaging channel x-x

pallid eagle
#

;-;

plucky bobcat
#

@grim ore Thanks Ill take a look now and check

grim ore
#

if you think "if my project was deleted right now I would diiiiiieeeee" and start crying, you need source control

#

@pallid eagle you need to install the debugging symbols then crash it again

prime willow
#

well i constantly back it up but would source control be better than constant backing up in a seperate harddrive?

pallid eagle
#

okay

#

where can i find that

grim ore
#

in the launcher, click the down arrow next to your installed engine version and choose options

#

well backing up is atleast better than nothing

prime willow
#

wait

#

source control is better than hdd backup?

pallid eagle
#

yeah i back it up as much as i can too

#

but i added a lot of stuff recently... should have backed it up again ugh

grim ore
#

lets say you make some changes and back it up, then make some more and back it up, hey lets make more and back it up. oh crap... I need something I changed 3 days ago but I backed up over it... cry

prime willow
#

o.o

#

oh

pallid eagle
#

so what will these debugging tools do if the project just crashes on startup?

prime willow
#

well when you put it like that i think i need source control..

grim ore
#

the debugging symbols tell us where it crashed, not just a generic crash message

prime willow
#

glad i installd that ._.

pallid eagle
#

and i did have source control at one point but then i moved to another computer and i have to figure out how to set it up again apparently

grim ore
#

you dont need it... sure.... but...

prime willow
#

wait matheww whilst i have you D:

grim ore
#

your problem with this crash would be solved by just rolling back to before you made the changes

pallid eagle
#

well i'm definitely getting it now i guess

prime willow
#

if i rig my mesh for ue4's mannequin on a 1 for 1 scale

#

cant i just use my mesh on the mannequin without crazy reworking of the project

#

or for complex body mechanics should i just only prototype with the intended mesh for accuracy

#

the mannequins skeleton i mean

grim ore
#

pretty much they should be interchangeable if you set it up like that yeah

#

for example stuff in the marketplace, animations and such, are supposed to be rigged for the mannequin

#

so when you buy you'r "guaranteed" compatible assets between purchases

prime willow
#

ok good because my meshes skeleton setup is garbage and i dont wanna restart over if i setup wall running web swinging and the likes x-x

#

okie thx

grim ore
#

you can generally ADD onto the base skeleton without much issue

prime willow
#

o.o

grim ore
#

so default human and mesh and animations, then you make a humanoid with extra bones for a tail and you should be fine

prime willow
#

ah

#

i see

#

good to know~

grim ore
#

some of the paragon and fortnite epic videos go over some of that stuff, they designed it to be added onto

prime willow
#

yeah im noticing with the issues im having trying to make very complex races and such with add on bones

#

that if i buy or use something for mannequin's setup i should have a better time than these complex custom rigs

#

i could have furry race for those who like that kind of thing by adding tail and ears to mannequin skeleton and going from there :3

#

same for robot or elven / demon like races with their weird limbs

grim ore
#

I cant guarantee I am right on that, but I beleive so. #animation would know more for sure

#

I think its mainly an issue with missing bones when rigging that causes problems

prime willow
#

ill ask there im sure someone has notice on such practices :3

#

well with my setup i just cant get ik's going

#

everything becomes bendy and weird xD

#

i feel like as silly as it sounds that the mannequin setup is a pretty safe bet for making a bunch of weiord complex mechanics

grim ore
#

ik is weird if you dont get it right.. like.. math is hard

prime willow
#

omg literally

#

either my mesh becomes sphagetti or its spine breaks in half on every step..

#

im really glad though that i realized this early instead of 2 years into development smh

neat shale
#

i just clicked launch and it started packaging my game for my vr test but

#

then this happened

prime willow
#

i dont even know where to start with that one o.o

neat shale
#

yea

prime willow
#

try packaging section

#

they might be of help though their not as quick on the response time

neat shale
#

alr thx

plush yew
#

How do I fix d3d device being lost

knotty slate
#

how do i stop these pointy edges from happening

#

If you know or have an idea as the answer please ping me

knotty slate
light thunder
#

how do you offset a socket

pallid eagle
#

but i'm still unsure how to fix it :(

light thunder
#

I'd love to figure out why this doesn't loop right and how to offset those stupid sockets

pallid eagle
#

i guess i was saving a skeleton when it crashed? does that mean my character is messed up?

light thunder
#

It's fixed on the skeleton but those meshes need an offset

plush yew
knotty slate
plush yew
#

Damn

#

It crashes everytime

pallid eagle
#

Ok so i fixed my problem... had to bring up backups of my character skeletons cause that's what was corrupted

#

have to fix the banana again but as long as that's the only thing i'm good lol

broken heath
#

Banana?

plush yew
#

hey lads is there a finite state machine like playmaker for unreal that works similar or is there only blueprints

#

๐Ÿฅต

high cobalt
#

where is a good place to find simple projects to try with unreal to try and increase my knowlege

grim ore
frozen girder
#

I'm not sure if this is more animation or blueprints but are there any examples out there of the proper logic for spellcasting?

Right now I have Input > Check Cooldown+Mana > Reset Cooldown > Set spell as Active (Triggers animation) > Cast Spell + Start recovering cooldown loop.

This works well enough for a single cast spell but the one I'm working on is a multi-attack that needs to recast multiple times during the animation with animnotifs. This is the point where I start losing track of things and my spell either stops triggering or constantly drains mana without recasting, or it gets stuck in an infinite loop. I'm basically a beginner so I'm not sure where to look, googling just returns plugin ads

keen charm
#

How long do you think it will be until a lot of games start to use Nanite and/or, Lumen?
I'm interested in learning on Unreal Engine and making stuff but I'm so swallowed up with other things, is it difficult to learn this? I usually get easily frustrated trying to begin such processes.... even though my interest is.... rather interested and never stops coming back to me... especially now for some reason ๐Ÿค”

paper ginkgo
#

when learning unreal did anyone find it helpful to take notes? and if so like what seemed to work? just writing down the defintion of what various calls did?

frozen girder
radiant sun
#

So this will seem like a dumb question, but delay switches.... Good or bad for optimisation when you are constantly pushing events on tick?

#

Also Unreal is pretty easy to learn to be honest, as with anything you just need someone to explain it in a way that makes sense to you. That won't help much, but it's all I got. If you want to learn the fundamentals start tearing demos they have by default apart and try really understand how they work. Also remember they have a website with everything you need. My college lecturer made me do this tutorial and I understood it a lot better when I finished it. https://youtube.com/playlist?list=PLlswSOADCx3dZuEIYN7dxAwYSKIwNIIC-

#

It's also really important to understand what the game engine prioritises and loads in first.

#

Which as you can see, from my question about delay's, I do not lol

keen charm
#

I'm really interested in seeing Latest Voxel Engine Features + Nanite + Lumen ๐Ÿค”
would it be difficult for a beginner to start learning based on those things?

grim ore
#

yes, those are advanced features. learn the engine

pliant copper
#

i made model in blender then export fbx, import to ue4 and it looks weird if anyone has any knowledge on stuff like that plz come to #graphics :)

rare pulsar
#

I am currently searching on Reddit, but i was wondering how big of an Open World Map is possible as a solo DEV. I know anything open world is nuts since most people go for a size of Witcher etc.

But my goal was something similar to Metal Gear Solid (just SMALLER a LOT SMALLER) with small dense military bases and some open world in between. Something like 4 smaller bases and you need to go from each Base to the Next to complete the Mission.

I was thinking about 1x1 km but i am not sure if i chew to much or if that's still OK or i should go smaller.

pliant copper
#

depends on how much of what you make ur self, if its just buying/downloading assets and just placing them in then i would say its fine, if you plan to make everything your self then its not a great idea. I personally as a programmer not world creation person wouldnt even dare make open world map unless most of it was premade from the marketplace. also motivation plays a big part in stuff like that

#

how does this happen when the model looks fine in blender?

paper ginkgo
#

so as someone just getting into unreal and wanting to start my own game how do i balance what i create myself verse assets off the store? As my first "full" game i wanna make a souls like boss fight that uses comboing different weapons for unique attacks

pliant copper
#

do what you know better more, if u programmer then get premade 3d models and stuff, if you designer then try get most of the code from marketplace

past violet
#

anyone facing issue while logging in at Unreal Engine...??

digital spoke
# pliant copper

Apply object scale in blender, go into edit mode, select all and press ctrl n. That should probably fix the issue.

pliant copper
#

i managed to fix it, the normals or faces were inverted :( thanks tho :)

digital spoke
#

๐Ÿ‘

pliant copper
#

im making player bounce off an object but the velocity is really inconsistent,

#

sometimes i dont notice the bounce sometimes i get sent to mars

solemn siren
#

Not sure which channel it belongs to so asking here...
Anybody worked with Unreal Swarm before?
My agent PCs are visible from the coordinator PC (where the project is) and they are shown status Available, Unassigned but when I build my lights, only the coordinator PC (local agent) does the work and other agents remain idle. Ping Coordinator is successful when pinging from agents but when I restart the agents from coordinator, the following is shown in log:
Restart ignored for non published agents
Any ideas on how to get all agents working for the lighting build?

cunning dust
#

So, novice question here, I'm trying to make a simple door. but every time I run it I run into either one of two things. I walk into the trigger volume and it crashes cause of a infinite loop. Or the door opens but is triggered several times so it sorta does this fan type of anime. I did the script thing and yeah, its firing on every tick. Any ideas?

#

This is what I got going on so far.

#

any help would be nice.

orchid minnow
#

Hey, quick question here, feel free to DM me, but are you able to use multiple ocean bodies in UE4.26? to create multiple islands?

frozen stratus
#

Has anyone experience UE getting slow after adding simple convex hulls to physics? After I add this opening any window including this actor (mesh, skeleton, anim bp, physics) takes like 5 minutes. Undo anything, even something simple like accidentally unplugging a wrong node in events, takes forever. Apart from those everything works normally. The mesh when played is as smooth as it can be so not sure what can cause the sluggishness

royal stirrup
#

Hey, guys! Why all became greyed out ะฐll of a sudden in post process?

frozen stratus
#

UE is completely unresponsive while it is busy and even task manager shows it as "not responsive" while it is doing these things, but once it finishes these simple tasks it works again, until the next bugged action taken. One specific thing that shouldn't take long time is some dropdown selection menus also take 5 min of unresponsiveness before it shows you the choices, and then another wait after you pick one.

drowsy snow
royal stirrup
worthy forge
#

My Destructible Mesh blows up by an object in **FirstPersonExampleMap **but not in a custom map..thoughts?

lavish garden
#

how would someone simulate a galaxy for a 4x game like endless space 2?

loud knoll
#

@frozen stratus what machine are you running the engine on? Video Card, Memory and Processor

#

which physics system are you using Chaos or APEX

#

@lavish garden Data Tables

haughty slate
#

Am I right in saying that changing the material of SM_SkySphere in one project will affect the changes in other projects? (UE4)

broken heath
#

@haughty slate yes , happened to me to overwrite the original default bp , so i suggest just getting a copy of it from engine content then modify it instead

#

And get copy of material too

haughty slate
broken heath
#

Goodluck skyboxing*

junior halo
#

Hey folks, I am new in the area of game development. I was wondering if someone could give me pointers on how to get started with UE.

drowsy snow
lusty scaffold
#

possible to record viewport?

haughty slate
# junior halo Hey folks, I am new in the area of game development. I was wondering if someone ...

Everybody is different in terms of what works for them. Personally for me I looked up docs and tutorials for basic navigation of the editor's UI, looked up some tutorials for doing simple things in blueprints like moving actors around and getting inputs from the player. After that I just thought of something interesting that I would like to make, something involving physics. A bit familiar with navigating blueprints at this point I had a look through the nodes in the blueprint editor, figured out what I could and looked up what I couldn't. Google and Youtube are great tools for checking things on the fly - particularly when it comes to maths (if like me, maths isn't your strong suit).

Just think about what works for you. I prefer to dive in, tinker and learn as I go whereas you might prefer something more structured - an online course may be a good way to go. There are plenty of free ones out there, forums are a good resource for finding out which ones are worth taking.

junior halo
haughty slate
# junior halo Yeah, I am one of those who prefer to read docs and tutorials over videos. This ...

To be honest I don't really go to a single place - I google and browse what comes up. If you're searching specific nodes you will undoubtedly get the official Unreal docs (docs.unrealengine.com) but these vary in helpfulness when it comes to verbose explanations - quite a lot of nodes will just detail what they contain. There should be structured tutorials on there and in what @TheHoodyGuy linked though, but if I'm trying to figure out solutions for more complex problems it's often forum posts that steer me in the right direction.

open gorge
haughty slate
junior halo
open gorge
#

I can't remember what it was exactly, but I vaguely recall it had to do with comparing 2 blueprints. Unfortunately it's super unintuitive, but you can compare 2 blueprints that are a child of the same class even if they're in different folders without using the bulk property editor. It works very similar to diffing a blueprint from a previous revision in source control.

plush shoal
#

If anyone is interested in doing a small udk project on unreal engine 3 (payed) hit me up

haughty slate
main pewter
#

correct me - if I see code in the engine source in an #if WITH_EDITOR block - these defined functions should be available while running the editor (in a BP for example if they're bp callable) and just gets skipped on a build (without editor)?
So for example in https://github.com/EpicGames/UnrealEngine/blob/4.26/Engine/Plugins/Runtime/AssetTags/Source/AssetTags/Public/AssetTagsSubsystem.h all the functions whithin the WITH_EDITOR conditional are not available to me in a 4.26 editor trying to use them from blueprint (eg. as a editor callable event)... I don't understand why.

wary wave
#

correct

#

and they should be available within the editor, how are you trying to use them?

main pewter
#

in a BP with a custom event which sould work as a utility

#

but if I pull out from the asset tag subsystem I only get the getters which are outside of the IF block

wary wave
#

UAssetTagsSubsystem isn't blueprint type, so that could be an issue?

main pewter
#

but the other functions work fine. it is a subsystem you can access (but can't create BP childs of it - which is by the lack of not beeing blueprint type)

#

also if i create my own subsystem in C - you can use it in BP - but not create a BP child of it if it's not blueprint type

wary wave
#

being able to create child classes is 'Blueprintable'

#

BlueprintType means that's it can be used in BP and is accessible like a variable

main pewter
#

ah ok... I guess I kind of understand now

#

just realized that it's working fine in a utilityBP child of assetActionUtility

#

kind of makes sense.... so I need to put my logics there. even cleaner to work with dedicated utility bps ๐Ÿ™‚ thank you @wary wave

wary wave
#

np

main pewter
#

maybe a general question. does one of you know a good workflow to add keywords to an asset?

#

like I have a few static meshes and want to assign them a tag/category/keyword thing - and in runtime I want to access lets say all static meshes with tag "stylevariant1"

#

this is why I stumbled over the asset tags in combination with collections - but maybe there is a better workflow

wary wave
#

tbh, no, I never do it

fair herald
#

Does anyone know how I can set up Serial key activation for my app?

main pewter
# fair herald Does anyone know how I can set up Serial key activation for my app?

there is no builtin way. you could for example:
integrate the serial key validation logic into your app
run a dedicated server with your validation logic and data persistence. connect your client to the server to validate if activated or to enter serial key, both functions should be a runOnServer function - should work quite fine
run an api and communicate via REST with a validation backend
use an online subsystem and make your app an inAppPurchase kind of thin when your online subsystem has the functionality to validate if player has purchased an item or dlc
i guess there are several third party tools which apply some drm to your software

fair herald
tropic plinth
#

In our project "on overlap" of a "sphere collision" triggers continuously when objects inside of the sphere are moving. We pin point the problem, that we have replaced the default root scene components of the moving objects to a custom component (collision). But as I know, replacing the default root scene component should be no problem. When we switch this back, and switch the root back to a scene component and attach our components as child, we don't have a problem of continuously-on-overlap-triggering when objects are moving inside the collision sphere.
Anyone has a solution or a some knowledge on that?

fathom bone
#

hey .. can someone help me?I want to do an event that happens for a time of, I don't know, 10 secunde and then I want the values โ€‹โ€‹to come back to normal.

#

To be more specific, I want to do a ball breaker and I want to do a kind of super power, which activates for 10 seconds and makes the life of the cubes 10% shorter, but after 10 seconds i want that velue to comeback to normal

frozen stratus
# loud knoll <@783001390578532444> what machine are you running the engine on? Video Card, Me...

@loud knoll I'm on 5950x, 3090, 64gb and very fast nVME... I can play the model regardless of high detail without any slowness. It's PhysX vehicle. The slowness starts the moment I add the the convex hulls, there's no blueprints running, not even done at that point. Though once I sort them out I can play the model with high FPS no problem, it is just the certain functions on UE user interface like undo goes to extremely sluggish response

#

and engine is 4.26.2 version

plush yew
#

good idea doing sequences with Control Rig on 4.26.2 thinking in long-term development?

hard kestrel
#

Can someone tell me why my fan isnt spinning around its axis, but its spinning around something else?

plush yew
#

@hard kestrel are you using Blender?

hard kestrel
#

yes

plush yew
#

@hard kestrel ok, you can use an Empty and add a rotation modifier linked to the mesh and then, rotate the Empty instead the mesh ; the right way is search about local transforms, Youtube probably has this kind of stuff summed in few minutes

#

basically what you are doing by rotating the global transform, is doing a 360 degree turn but keeping that spin in memory, so every time it resets is has to "unwind"

hard kestrel
#

I have tried to place a cylinder in the centre, like an axle and rotate that: same issue.
I've tried moving the pivot point, same issue

#

you can see how everything is separate here....i tried parenting the blades under the red cylinder and rotating the cylinder

#

but same EXACT issue

#

i feel like the whole mesh is rotating arount its bounding box or something

plush yew
#

Hi! Is there a smart easy way to get a lot of the same mesh, already placed in a Maya scene into Unreal?

#

@hard kestrel ops my mistake, instead of a Modifier it is a Constraint

#

you select the mesh you want to rotate, add this Constraint, set the target to an Empty (it can be anything) and in the animation, you rotate the Empty...

hard kestrel
#

Wait, in this scenario are you rotating it in Blender or in Unreal

#

Because I'm trying to do it with an Unreal Blueprint

plush yew
#

ah.. I am using Blender!

#

๐Ÿ˜

hard kestrel
#

I made the model in Blender, but the UE4 project is where i'm trying to rotate it

#

no matter what i do, it still goes aroudn

gaunt frigate
#

You can also ask in #blueprint too for more specific help.

hard kestrel
#

surely exporting it like this is super inelegant and creates more work?

red herald
#

guys do you ever have problem with animation assets from the marketplace ? because i got these mocap animations that don't fit with another skeleton from a character mesh which is the basic UE player character.. but use a different model, does anyone have a solution ?

hard kestrel
#

@plush yew it worked, but I dont understand what the alt+g did or why it conflicted with unreal

worthy forge
#

Anyone here know about Destructible Meshes

plush yew
#

@hard kestrel Hey, I just tried my solution exporting to Unreal and it fails like a rock! So anyone that read the discussion, please ignore my advice. Rotation an object in it axis with a Empty is an old thing... However take a look at this tutorial, rotating with Materials I think is the most efficient way... correct me if I am wrong https://www.youtube.com/watch?v=tzlh5a_PMOQ

In this game art episode I go over how to use the world position offset to make a mesh animate a rotation that is efficient and optimised. I also show how to combine this with vertex colours to isolate sections of a mesh.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scen...

โ–ถ Play video
#

if you wanna set a lot of windmills, that can be a good solution...

lusty kite
#

Can someone guide me through the basics of creating a game?

hard kestrel
#

I watched that video, I might give it another go with the origins of the models centered, maybe that's the issue. The problem is that i managed to center all axis in UE and that didnt work ๐Ÿ˜ฎ

plush yew
lusty kite
#

Thanks

#

Do you have a link to it?

plush yew
# lusty kite Thanks

but scroll down a bit, there is ton of relevant stuff from a year ago or even more ๐Ÿ˜›

lusty kite
#

Oke

lusty kite
#

Thx

plush yew
#

10 years maybe be a bit old, but...

loud knoll
#

@frozen stratus if you still need help hit me up we can drop into voice and you can stream the issue much faster way to help someone.

ruby kraken
#

H3h3

loud knoll
#

@frozen stratus or if it is secret then I might check to make sure your video driver is set to be the default for physx if you are using chaos for the project then it could be that it is really really broken if you are trying to use it for vehicles. Not sure if that is production ready,

lusty kite
#

As a level -69 starter, should I get UE 4 or 5?

compact marsh
#

In FPS games, players meshes like weapons and arms are rendered seperately and then overlayed on top of the screen. How to achieve this in UE4?

loud knoll
#

@lusty kite since most of hte people that start give up after a short period of time pick the one that you think will be the most fun to learn.

lusty kite
#

I sincerely have no idea

loud knoll
#

@compact marsh not sure how you got that idea look at the FPS template they give you a free to review and play with version of simple FPS setup. you can see in there how the gun is attached and the camera, etc.

lusty kite
#

Oke

loud knoll
#

@lusty kite working with a more stable version of the engine will make it easier to learn.

compact marsh
loud knoll
#

@compact marsh not sure man I worked on 7 FPS games a pro so you can open up the template or you can keep thinking that or maybe I am not understanding you.

lusty kite
#

Where do I find it on EGS?

compact marsh
#

Maybe I should post this in different channel.

loud knoll
#

in Doom the weapon was an image not a model

compact marsh
loud knoll
#

have you opened up the FPS template?

lusty kite
#

Cant find it tho

compact marsh
#

This guy understands me. Thank you.

lusty kite
#

Dont think so

#

?

#

Thx

#

Do I get publishing or creators license?

loud knoll
#

Are you guys talking about a view model vs a dropped or in world model for a weapon because COD didn't do this the last time I checked

lusty kite
#

It says that the creator one isnt for game development

loud knoll
#

seems like a giant waste of rendering to me but I am old

lusty kite
#

But the publishing one doesnt have free projects?

loud knoll
#

we had just different models

#

so did quake wars last time I used pure id tech

#

but that was a long time ago

lusty kite
#

Lol im 13 i dont understand

plush yew
loud knoll
#

should be a big button in the launcher that says getting started with unreal

plush yew
#

hello - i'm putting together a trailer for my project. I'musing the xbox gamebar for capturing video of game play. It works well but the videos exports 2560x1440 and the video is in the upper corner at about 25% that size. SO I need to scale up about 250% in my video editing software. Anyway to capture actual full screen?

loud knoll
#

@plush yew i use OBS to capture

#

you can capture loseless

#

why would someone capture on a xbox?

lusty kite
#

Im stuck here (EGS isnt running rn)

loud knoll
#

oh I deleted all the stuff before it installed in the windows setup

#

lols

#

oops

#

yeah OBS is great

lusty kite
loud knoll
#

yeah I make my own drivers for nvidia to remove all the spywhere as well

worthy forge
lusty kite
worthy forge
#

Destructible Meshes are a pain, can anyone help me stop crying trying to solve a simple but weird issue

ruby kraken
#

Suppppyy

lusty kite
lusty kite
mint comet
worthy forge
mint comet
#

What's the issue?

plush yew
#

@worthy forge Thank you! I will look into it - is it free?

lusty kite
#

Can someone help me plz?

plush yew
#

we like free ๐Ÿ™‚

lusty kite
mint comet
#

I cant make my destructible meshs interact with one another

worthy forge
mint comet
#

Could be a map setting

worthy forge
#

Exactly my thought but don't even know where to start to find that setting difference

loud knoll
#

can you post a BP image of your destructible? APEX or Chaos? @worthy forge

worthy forge
#

Sure but what is APEX or Chaos?

loud knoll
#

APEX is the old system and Chaos is the new system

#

Chaos isn't production ready until .27

worthy forge
loud knoll
#

yeah no surprise been waiting for 2 years another year seems about right

#

replacing that code is so much work and touches so many parts of the engine those guys at phyx were bought for a reason by Nvidia

lusty kite
#

What even is that

worthy forge
lusty kite
loud knoll
#

before you were born I did a contract for hardware physics company that was attempting to accelerate the math using custom hardware but they ended up selling them to Nvidia

loud knoll
#

@lusty kite yeah but you are on the right track I started trying to do game development at 8 years old so you will be a super start by the time you are 20 if you stay with it.

#

by 19 I was working at Atari on arcade games

worthy forge
lusty kite
#

Whats the little "operations" tab on the download page and what are those colors?

loud knoll
#

@lusty kite yeah its very hard to do this work so dont get down when you run into trouble just keep fighting

lusty kite
loud knoll
#

@worthy forge you are using Apex not sure how you placed in the new level but I dont see anything wrong, I would add +1 to the X so the chunks fire toward the player

#

for impulse dir

worthy forge
loud knoll
#

in that make vector you see the X Y Z, enter a 1 into the X

worthy forge
#

Ah ok. Im sure the issue is a map setting between the maps but don't know what to look for

loud knoll
#

if you didn't change the world settings things should be fine

#

you did place this actor into the level right?

#

you arent shooting a static wall right?

worthy forge
#

Yeah i even copied the same working DM in Firstperson map into my custom ones

loud knoll
#

can you drop down into support voice type in !stream to the manny bot once you are there and let me see your screen?

#

much faster to help you

light thunder
#

A marketplace plugin has this listed in the description Animations are broken up into 3 parts (when applicable) to allow for custom holding durations

how do you do a 'holding' duration on something like that? does he mean looping the middle sequence, like an idle?

#

and if so, how is this done easily?

worthy forge
light thunder
#

I can't figure out how to get it to loop - I tried making a montage and setting a slot that was move over to the "idle" loop, set the cycle to loop in the montage slot section but it still kept replaying the montage from the beginning

empty gust
#

Hey guys, someone know where i can pay for apprenticeship? I am talk about blue prints for 2dsidescroller. Thx for atenttion and sorry for bad english...

light thunder
#

@plush yew this is the montage

plush yew
#

there is something wrong here? I am trying to set a hover vehicle but turning it, only rotates the mesh but the direction continues the same

empty gust
#

I want to pay to really learn and have someone to help and teach me instead of "doing" it for me. You teach People ?

granite spire
#

@empty gust It's best to get some ground knowledge through youtube tutorials first to make learning easier, there's always going to be 'roadblock' difficulties, it's just a part of game development

light thunder
light thunder
lusty kite
#

This happened after I downloaded it in F

#

I want it in F not C

spare kernel
#

..

lusty kite
#

How do i change that?

#

The directory

#

@plush yew can you help me please?

plush yew
lusty kite
#

Oke

#

@loud knoll ?

granite spire
#

@lusty kite

lusty kite
#

I did choose F there tho

granite spire
#

if you are trying to make a project, pick another directory

#

well uninstall the launcher, clear the directory and start from scratch is the easiest option

lusty kite
#

Where do i find those?

granite spire
#

you will have to google it

#

because googling is 70% game dev

lusty kite
#

@plush yew literally told me to do something that he doesnt know himself XD

granite spire
#

we know, we're just teaching you google

lusty kite
#

Ok

#

I cant understand any tutorial there

#

Can i ping UE community team?

granite spire
#

what makes you think our explanation will be better than a visual video on youtube?

lusty kite
#

I have no idea

granite spire
#

heck most of what we recycle comes from that

#

most of learning UE4 is learning from youtube, if you cannot youtube, you cannot UE4

lusty kite
#

OK

granite spire
#

I don't want to sound mean, but that's just how it be

lusty kite
#

Ok

dapper frost
#

how do I remove these things?

lusty kite
#

EGS wont open

#

It literally wont open

granite spire
#

restart your PC

#

or reinstall it

lusty kite
#

Ok

granite spire
#

@dapper frost compile shaders/lighting?

dapper frost
#

from where?

granite spire
#

the top on build

sturdy elbow
#

Damn, voice chat and easy anty cheat for free
This part of my life... this little part is called happyness...

dapper frost
granite spire
dapper frost
#

ok

granite spire
#

you probably want to youtube one of the 100s of tutorials that pop up

lusty kite
#

Still wants to install on C

granite spire
#

send me a screen shot of your installation

lusty kite
#

One sec

sturdy elbow
#

@dapper frost

granite spire
#

that's not what I asked for, the one before that screen @lusty kite but it appears that UE4 might need some C: space during a windows install

#

if you are running your windows on 1.8meg, that's insanely bad

granite spire
#

always keep 20gb free-ish

#

well it looks like it's installed

lusty kite
granite spire
#

but it just can't run

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so you gotta uninstall it then

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but you need to free up space regardless anyhow

lusty kite
#

So it cant run on F with 577 GB?

#

There is no project

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Im just starting

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Im downloading the engine

wary wave
#

it's not the project directory, it's the default install directory

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i.e. where all your engine versions and marketplace assets get saved

lusty kite
#

And how can i change it to F?

granite spire
#

You need to free up C:

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regardless

lusty kite
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Idk what do delete from there

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Got 90 GB in windows folder

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But seems like something i cant delete

granite spire
#

you need to figure that out then

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cause that's beyond a chat help

lusty kite
#

I swear its not p*rn

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Its windows apps

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Yes

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I did

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I already did tha

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That

plush yew
#

anyone knows how to fix d3d device being lost error

granite spire
#

you need to remove the install all together, as I said before

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and then pick your directory when you install it

lusty kite
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I picked F

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I swear

granite spire
#

well

cedar wave
lusty kite
#

????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

granite spire
#

it's either that or the launcher needs space

plush yew
#

anyone here who knows the solution to my problem?

granite spire
#

@cedar wave I speak from personal experience from being taught by industry specialist and youtube, youtube was the better option for beginners as intake of experienced information would've been useless almost.

wary wave
plush yew
#

what about changing to older drivers?

wary wave
#

you could try older drivers

lusty kite
#

Guess ima go then, seems that you cant help me

granite spire
#

@lusty kite If you do not fix your space problem, it's not just UE4 that will not work, you will find nothing will install

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@lusty kite I have helped you

plush yew
#

what's the latest unreal engine version that i can download that's not in early access

lusty kite
#

There must be a way to change the damn directory of the engine

wary wave
lusty kite
wary wave
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in settings

lusty kite
#

Not the ffin projects

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The engine itself

wary wave
#

engine also goes in the vault cache

granite spire
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I am saying, your C: drive needs space, it does not matter if you installed it there or not, windows needs space to run, work, everything because of paging files and all of that complex stuff I don't want to get into @lusty kite this is beyond UE4 help if you are unable to remove the epic installer, the epic directory and everything to do with the installation, as I originally said

light thunder
lusty kite
light thunder
#

So this doesn't match but when I example the skeleton that came with these animations, it's still in the A pose, so why does the source say T?

I retargeted anyway just to see and it doesn't SEEM like there is any problems but I'm confused as to why it says T-pose for source when all other evidence points to it using A pose

plush yew
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a blueprint scene component

granite spire
#

@lusty kite no, I don't know why it's 100GB you have done something wrong, "treesizefileviewer" can help but you're branching into windows help, which you need to find a discord for that type of thing

lusty kite
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Il go to windows help bye thx for helping!

granite spire
#

@plush yew 4.26.2

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Also reinstall your GPU drivers, uninstall the old ones with a program called DDU (Display Driver Uninstaller)

plush yew
#

Can someone gave me tip about plugins that are not fully inserted into Engine? I have interest in Control Rig & Water, do they work in a long-term, I mean, keep up with the Engine updates or they all turn into buggy states every time?

#

nvidia just release new drivers

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i installed them

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unreal still crashes

plush yew
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should i just download unreal 5? will i face the same issue

grim ore
#

d3d lost is usually less the driver and more your machine

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your gpu is overheating, your gpu is overclocked, your gpu is going bad, etc.

plush yew
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hmm

grim ore
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hell your gpu is not powerful enough to open the project would cause it

plush yew
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gpu wasn't overheating , nor is it going bad

grim ore
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especially if it happens with multiple drivers..... what doesnt change between drivers? your machine

plush yew
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i have overclocked it tho

grim ore
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I had 0.15mv undervolt that caused 1 project to crash/hang, everything else worked fine even other projects.

plush yew
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i have an rtx2070 super , is it enough?

grim ore
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enough for pong? sure.. enough for I have no idea what you are opening? maybe. if you are overclocking thats a good step in the right direction to figuring it out

plush yew
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i mean unreal 4

granite spire
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@plush yew try down clocking your GPU