#ue4-general

1 messages Β· Page 1023 of 1

autumn elbow
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correct?

paper crest
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perhaps u should move the animation frame to 71 and check the value

autumn elbow
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yea

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it's incorrect

still moat
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Also use the "Get Scaled Box extent" node instead of the property

autumn elbow
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anyway, just wanted to check and make sure I'm not crazy. Thanks

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me? I'm working on the paragon style distance matching thing

worthy oyster
autumn elbow
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what are you making ? @worthy oyster

worthy oyster
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applying locked and unlocked state to an door

autumn elbow
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ahh cool

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i remember my first door tutorial

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πŸ˜„

worthy oyster
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i had problems with the code in the tutorial then it works fine with the new code but now i found out the locked state wont work with it

autumn elbow
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What are you using to lock and unlock ?

worthy oyster
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did you watched the video? a variable with boolean jammed into a branch and set it to false

autumn elbow
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ahh I see

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are you having trouble with it?

worthy oyster
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well...thats why im here

autumn elbow
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what are you having trouble with ?

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i guess I missed the question earlier

worthy oyster
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once again did oyu watched the video? she sais it should never be able to be opened but it works normaly on me even with false set it to that

autumn elbow
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you have it plugged in to revese

worthy oyster
autumn elbow
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read through your graph... IF isDoorLocked : OpenDoor

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thats what you have it set to

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ooos

worthy oyster
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ist it set to that?

if door is locked "false" = dont play the animation

autumn elbow
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then you mark it to true, and the door shouldnt open

narrow mauve
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I dont get custom collisions. The landscape is set to block all collisions and the custom collision therefor is set to block..yet any object that uses it falls right through

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huh

worthy oyster
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why does it work on her at false and on me on true?

chrome beacon
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I'm in serious troubles... after trying to move the engine into my new ssd drive, using the same directory, and being forced to reinstall it I got a crash trying to open a project. I did a verification from the launcher and I got no message saying there was something wrong. I tried to reopen the same project and then another project getting a crash each time . The message I got each time the crash happened was this:

LoginId:__________________________________________
EpicAccountId:___________________________________

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform Android didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdl||l

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I have no idea what all that stuff means an what to do to fix the issue

plush yew
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How do I check the size of assets on quixel bridge before downloading them?

ember geode
brisk rock
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does smb know if there any way how to export full mesh of metahuman?

ember geode
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Give em no clothes.

whole abyss
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Can you change the render effects somehow?

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Like change bloom intensity and stuff?

plush yew
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Yes @whole abyss

ember geode
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No.

plush yew
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You can

chrome beacon
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Anybody who could help me to figure out what the issue I mentioned above is all about!?

plush yew
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@whole abyss
Create - visual effects - post process volume and then you should be able to figure out the rest.

ember geode
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Ya. I somehow did it before. Exported the full body mesh. They still default with underwears though.

worthy oyster
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i have no idea about anything yet so you need to explain to me what i should set to what and where it is

whole abyss
plush yew
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You can mate it effect it indefinitely

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Go to post process volume details , scroll down to post process volume settings and you'll see the option "infinite extent(unbound)" check it to make it effect everything inside and outside your PPV

devout swift
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While the GameInstance is good for keeping track of things that are persistent across map loads, the GameMode is the one that you'd use to keep track of things that should get reset when the map is reloaded?
For example, like keeping track of how many enemies there are left in a given level in a simple top down shooter game.

worthy oyster
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i take a break right now it sucks to dont know where the goddamn error is

chrome beacon
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I did take a break myself and when I came back I had an even worse surprise nobody seems able to address...

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I try posting it again, hoping somebody can try to help me

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LoginId:__
EpicAccountId:___

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform Android didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdl||l

chrome beacon
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I guess because is an Android plugin issue perhaps? If Android is the issue, can't I just disable Android from my engine installation somehow!?

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me either, I dunno why this never happened before. All I can suppose is this is happening after moving from a drive to another. I believe I installed the Android stuff in prevision of future projects, not so essential really

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it happens with any projet I try to open

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I did the verification already and didn't give any notice

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the launcher didn't recognize the moved installation and reinstalled it completely

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I'll try that one

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I checked the old installation and actually there was no Android installed

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yep

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now I know why it was 53GB instead of the 12-13GB of the original one...

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I guess that when installing it for the first time I unchecked several parts the launcher tries to install as a default

chrome beacon
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Does anybody know if there is a list of assets which are compatible with the 5.0!?

glass egret
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i need help from someone who knows a bit about exporting animations from blender to unreal

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animation gets messed up

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its a baked animation so i dont know why

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will pay

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should take 5min tops

soft tree
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@glass egret I haven't tried importing animations yet, but have you used the blender unreal plugin?

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its supposed to import with all the correct settings right into unreal

glass egret
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when imported to unreal the eye lid doesnt open anymore

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and the brain doesnt pulse

plush yew
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@glass egret try to create an action!

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if I am not mistaken, last time I tried to import a mesh with an animation without creating an action it did not shew

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#################################################

I am still having problems getting this to print what is supposed to...

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I tried to "add widget; show in view-port" in the pawn, player state without a result...

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the EventGraph where this function is override looks like this,

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there is other turnaround for getting key input?

plush yew
glass egret
plush yew
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idk what you trying to chat

glass egret
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the plugin

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u need to

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Export recursive Export self object and all children

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how do i do that

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lect the asset you want to export and set the Export type property to "Export recursive".

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select the asset you want to export and set the Export type property to "Export recursive".

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how do i do that

plush yew
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if you are typing about the Unreal plugin to Blender, they did a live stream about it on their Youtube channel

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there is 4 hours of tutorials there, but the first one should be enough I think

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but I do not know much about blender, only low-poly stuff and simple animations (I mostly use video references to set walking, running ones; so zero tweaking of F-curves & other stuff)

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I got so much trouble trying to export skeletons of vehicles that I just gave up and went for a hover one πŸ˜„

rancid lagoon
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I have a huge 50 GB model and its on google drive, but i want to be able to stream that data into my game without having to store the model on the players computer. Any ideas?

hoary silo
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@plush yew go into the project settings and search for "enable transport" and disable "enable transport" under the "Plugins - UDP Messaging" section

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The same thing happens to me whenever I make a new project, not sure what's causing it but disabling that setting solves the issue

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hope that helps

calm pollen
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Hey how do I size widgets so that if the player's device screen is not the usual dimensions (1080x1920) For instance a screen size being a (640x1136)

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if that makes sense idk how to word it exactly ^^^

hoary silo
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yeah that does

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select the widget that you want to be affected

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then press this:

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then press the image all the way in the bottom right:

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then set all of the offsets to 0

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did that work?

hoary silo
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@calm pollen

light thunder
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Is there anyway to access/randomize the starting point of an animation - on the animation blueprint?

glass egret
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can i send someone the blend file and they export it for me

calm pollen
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@glass egret sure dm me

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why tho? is your thing not working?

calm pollen
glass egret
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i dmd u

lofty sandal
glass egret
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anyone else able to help

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he couldnt figure it out

autumn elbow
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@ember geode grasp what? door?

jaunty wharf
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Does anyone have any optimization tips? currently I'm having around 15-20 FPS hovewer im running on old 1050gtx and on max settings as I haven't implemented option to scale down settings in menu. That amount of fps is kinda unplayable. Also all LODs are set up so that's a thing I know about πŸ™‚ Thanks in advance

glass egret
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will pay someone 10 dollars to get this exported where it works. every animation is working except the eye

autumn elbow
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What if it's not you, but Unreal 5? Its still buggy.

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Try it in 4.26 and see if it works.

glass egret
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im in 4.26 if ir talking to me

autumn elbow
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Oh ok

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UI looks like UE5

glass egret
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no

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thats blender

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lol

autumn elbow
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πŸ˜‚ I'm going blind

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I was looking at i4cm9's comment and thought it was ur UI

tame matrix
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Does anyone have any Youtube channels or websites with free Unreal tutorials? πŸ™‚ I'm currently learning from UnrealSensei but I'm looking for some more content, thankyou! Feel free to tag/pm me πŸ˜„

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Also letting me know of any other kinds of Unreal4 learning resources would be really appreciated

plush yew
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do u know my ssd crashed and my projects were lost . can you tell me how can i prevent it from happening it in future

marsh sparrow
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source control

plush yew
marsh sparrow
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Any

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Git, Perforce

devout whale
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Can someone please tell me the latest version of ue4 ? Thanks

rancid lagoon
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the latest version of UE4 is 4.26, but they have UE5 on early access

rancid lagoon
# tame matrix Does anyone have any Youtube channels or websites with free Unreal tutorials? πŸ™‚...

yes, there is Smart Poly (https://www.youtube.com/channel/UCp1e34nrTQqVXkNU5ekH9CQ) and there is the Unreal Engine official youtube channel

tame matrix
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Thanks man πŸ˜„ much appreciated!

grim ore
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epic games has free content as well on their website

rancid lagoon
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Is it possible to make a game where you download it onto your computer, but when you play it it fetches some of the data (i.e. really big 3d model files) from the cloud or something? That way the game is still light on the computer?

grim ore
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yes but not out of the box, that is custom code. there is probably plugins/marketplace stuff to help with that for a price

rancid lagoon
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what would that be called?

grim ore
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no real name, maybe remote patching or remote downloading. its something that a MMO would use for example so maybe look for a patching system?

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googling UE4 game patcher returned some results

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but based on your question it seems like you dont want it to be on the PC, but usually thats not going to happen it has to be somewhere even temporary (like html stuff does). Cloud Streaming would be the solution to nothing on the PC

chrome beacon
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Hello. Can somebody help me to fix this damn thing "Platform HoloLens didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini" that causes crashes as soon as I open any 4.26 project, please. I've been going crazy with that in the last 24 hours! Thanks so much...

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I checked the installed plugins and for some unknown reason it says no plugin is installed, which makes no sense

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Where are supposed to be stored the installed plugins? Not the storage of the packages but the storage of the enabled ones.

kindred viper
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either in the project plugins folder or the engine plugins folder

chrome beacon
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@kindred viper I checked there and the plugins are all there but the engine says are not installed

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it's forcing me to reinstall/enable them all

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How is it possible that I find no reference to that at all, anywhere!?

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all the information I get are misleading and not addressing my specific issue, which must be a common issue

leaden dust
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What is the best blender to unreal workflow plugin?

leaden dust
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I was thinking the same thing although there are a bunch of them floating around

kindred viper
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@leaden dustdepends what you need to do. If it's skeletal meshes there are 3 workflows. each with their own benefits and pitfalls. If its static meshes, it's pretty straight forward in terms of exporting to FBX. If it's physics you can use alembic and scale it 100 (presuming you keep the meters scaling that is default in blender as its best for the physics side)

tropic plinth
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Somone knows how to exclude components from Apply Radial Damale?
I have some bigger Trigger Spheres on some actors, but they should not be considered for Apply Radial damage as hit. But they will. Documentation says, radial damage is only applied on component which blocks visibility channel. But this seems to be buggy or I miss something:
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Game/Damage/ApplyRadialDamagewithFalloff/
From Documentation: "Will only hit components that block the Visibility channel."
But it also hits sphere which are set to visibility ignore:

covert hedge
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anyone would know how to hide engine C++ files/folder in the content explorer?

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thanks Okayge it was a pain to navigate through and i couldn't find this button somehow

worthy oyster
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Can someone recommend a tutorial for beginners in unreal engine? I’m from blender and it’s really confusing to me

plush yew
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@worthy oyster

worthy oyster
# plush yew https://youtu.be/qeKDRqWtGV0 this might help

I just watched like 10 minutes of that but it’s already confusing to me I watched a series from make games with katie it’s build up like the dich it tutorial from blender guru and he’s talking already about classes and blueprints and c++

plush yew
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@worthy oysterthats okay it will take some time getting use to, but its best to start small like learning how to place objects how to import them etc then learn lighting level design and blueprints etc its just going to take some time getting use to, you dont have to understand it yet in a couple days youll already have a small game going

harsh ginkgo
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Does anyone know why this wildcard bug in the map has not been fixed yet, even though it was reported in 2019? It's a joke?

bitter iris
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trying to set position of another widget through blueprints but it always seems to appear in the top left. I got the location from a box i placed where I want the widget to appear any ideas why it only stays in the top left

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nvm done it

lucid grove
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Heya

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Is it possible to change Cull Distance Volume distances at runtime?

chrome beacon
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Has anyone moved the VaultCache to a new drive? I need a little helpt with that... thanks

flint stone
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Hi, I'm not sure where to post this. I'm trying to research digging and cave creation during runtime in UE. There are a lot of articles where this has been inquired about since 2015 or even earlier, but none that have given me a conclusion on the matter. Most articles point at Voxel as the solution, but I wonder if there any other alternatives out there or in the works.

chrome beacon
eternal osprey
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Hi Peoples!
Do you know if there is a way make the ObjectPositionWS UE4 node work in VR build?
I tried to replace it with the ActorPositionWS node but it's still not working

flint stone
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I wouldn't mind trying, as I do have a solution in mind. Maybe someone has some references to which classes are used in landscaping, just to spare me the time of searching. πŸ˜„

chrome beacon
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Can somebody help me to clear my doubts about this procedure?

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That warning in orange is scaring me off, I'm terrified my stuff can go lost someway

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I don't want to re-download all that stuff once again. Please

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what does it mean with "restart"?

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I know what it does but I'm just alarmed by possible bad consequences

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I want to avoid that "worst case"

lucid grove
spiral flint
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does anyone know why the hair texture didnt come in

flint stone
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@lucid grove a system that allows the player to make one.

elder crest
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is there anyone awake and knowlegable to help me with a rigging issue? i have asked several other servers and everyone seems stumped.

whole abyss
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I've made a simple player entity movement with blueprints. Should i could i convert that to c++ ?

fierce tulip
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@vernal dock that should go in #work-in-progress

whole abyss
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I'm also a bit unsure on general stuff. For example. The player has a spring arm and camera. Can all of that be made in c++ also? Should it?

And if so does that mean the whole object is just a c++ object, or is it a normal regular object with c++ components

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sorry if it's confusing questions, just wanna understand this

sly condor
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you can have a special material writing in the custom depth / stencil buffer, and then use a post process to paint white where the custom stencil is written. I did it that way in our game and works.

obtuse path
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Is it me, or are a lot of the API documentations returning 404 not found over the past few days?

night vale
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i cant see whats in the target layers

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i added 3

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but i cant see any

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it dosent show up in the target layers

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i renamed the layers and it fixed it!

plush yew
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Hello! Does anyone have experience with Kickstarter (or similar) to fund a project? Do you have any suggestions?

fierce tulip
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my main suggestion is to not rely on it.
if you need to financially rely on it, you might end up being very disappointing.
having said that, it kinda feels out of the scope of this channel so might be better suited in #lounge

worthy oyster
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"holding down ctrl and then press the end key"

full lodge
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Someone tried to launch UE4 (4.26) on Ubuntu 20.04????

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I am getting error of vulkan driver...

plush yew
full lodge
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On AMD card works well, but on Nvidia does not...

plush yew
drowsy snow
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Aren't NVIDIA's Linux drivers notorious for being wonky?

drowsy snow
plush yew
crimson crater
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What are epic online services for?

full lodge
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Thanks guys, @plush yew i tried this, without any results

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I sill try one more time

drowsy snow
fierce tulip
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btw, happy birthday @keen birch

thick herald
fierce tulip
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doh!

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#notsorry

keen birch
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Thanks Luos πŸ˜„

frozen stratus
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@drowsy snow That automotive material error we talked about is caused by applying certain materials to skeletal mesh. Once applied it will break it on static meshes too and error will be saved to the material through the project. So can only use these materials on static meshes. To fix it, if this error is already there, need to remove the material from skeletal meshes and reimport related broken master material to the project... just sharing this, maybe will be useful to someone later

elder crest
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Can anyone help me with a BC issue?

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im using these 2 assets but i cannot rip the projectiles to the gun mounts and doing it via BP doesn't seem to work because all the modular items are BC

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i can stream if need be if anyone can help me solve said issue

coarse turtle
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Do you know where CallStack option is located in UE4.26?

cloud stone
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I'm trying to create a blueprint where you click on a static mesh actor and an ai that I have set going through a navigation path should start going backwards. Anyway I

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I'm having trouble referencing the static mesh actor in blueprints

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So how would I bring the actor into a blueprint to further work with it?

drowsy snow
cloud stone
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Alright I'm looking into that now

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Thanks

worthy oyster
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what do i need to do to add a sound to a node? in the video there is jsut a black image but on mine is a computer with books i think

warm hornet
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Anyone compile a custom UE build from source? Do you have to use VS 2017 or can you use a more recent version?

drowsy snow
worthy oyster
plush yew
# plush yew there is other turnaround for getting key input?

UHUL! I got what is wrong. You need to set "bIsFocusable" variable, however, by following the tutorial on lvl80 website, I thought it was to create an "IsFocusable" one myself and not use the (already created) engine one... So now I got keyboard input showing on the PrintString!

worthy oyster
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well then it locks instantly if i leave the switch

thick herald
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flip flop on the overlap

worthy oyster
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this switch like if i hit it again it toggles

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how to setup a flip flop?

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give me a second i might have it

thick herald
worthy oyster
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i figured it out...how long are you guys in like doing this?

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yes

dusty lava
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Hey Guys, does anyone know how to use a console command to freeze the camera in game but not freeze the frame, is that possible?

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I found a command for FreezeAt but I can't seem to get it working properly

worthy oyster
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oh wow im doing like 2-3 years blender and decided to make a game with a friend so im learning unreal now...

drowsy snow
dusty lava
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It would need to freeze the camera due some behavior from remoting into a device, I need to do some profiles and a console command to freeze the position would be super useful

worthy oyster
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i looked once into blender 2.7 and was scared to touch it so i deleted it again (i was about 10? 11?) so one day i downloadd blender again and modelled stuff and im getting better now i made recently my first car

plush yew
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does anyone knows in which situation I would not want this as my anchor in widgets?

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I really do not know, in my head this is the alpha-Γ΄mega solution

drowsy snow
plush yew
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hahaha what a noob I was

drowsy snow
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HUDs are better using single point anchors (or stretch either horizontally or vertically, depending on the game)

worn granite
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Yeah consider ultrawides

plush yew
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so in my case (the quest for setting a Terminal window inside the game), would be better setting the anchor as mid-bottom instead the one I pointed?

worn granite
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Middle anchor makes sense for some UI elements like a quest list maybe. Side anchor would be better for a map, perhaps.

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Full screen anchor takes away that utility and now you're working exclusively in the proportions of the screen and not the actual size

drowsy snow
worthy oyster
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thats messing with my eyes

worn granite
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Anchors and then relative offset and pivot, all together make for a very nice system

worthy oyster
chrome beacon
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This nightmare never ends... I keep on crashing even on newly created projects reinstalling the assets connected to HoloLens... but this issue keeps coming and is seriously driving me mad. This is part of the message I get with the crash... Platform HoloLens didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

worthy oyster
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didnt changed anything

drowsy snow
worthy oyster
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this is how its intended to be (its a tutorial)

drowsy snow
worthy oyster
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why cant i just reverse it? i mean i did the same on the door animation too?

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but it works like that hmmm

worthy forge
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Where should someone look to find Freelancers for 2D Sprites

finite dew
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Can anyone explain why my character is still moving when I move my mouse but cannot move on the menu ? Thanks

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Nvm I'll find the issue tomorrow

mild jetty
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i wonder if blueprints are a mandatory thing to know about

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i was going to skip it so that I don't feel like a casual

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and then I thought

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what if the company I work for only uses blueprints?

worthy oyster
drowsy snow
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Also here's the thing:
Using Blueprints in Unreal Engine is not an embarrassment.

worthy oyster
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btw this is now the smallest bitrate i can set it to @drowsy snow

drowsy snow
drowsy snow
worthy oyster
tender marten
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I everyone, someone succeeded to adding in-app purchase on his android game ?

worthy oyster
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wow missed a checkmark in the last node

sly condor
mild jetty
brisk mirage
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Hey maybe I am wrong But there is no way for me to make the clothes I bought for my ue4 character that are bought rig and have them work? I have watch many videos none of them show how to make it work and the cloth simulator only seem to work just on flags? Not jeans or shirts boots etc any help bought many clothes for my survival game would like to have player switch out clothes in runtime. Like if it get cold they can craft pants then move to equip then they equip? or am I asking to much?

drowsy snow
# mild jetty *no?*

Good luck packaging UE projects without it kappa
(Though there's a standalone build tool for VS)

mild jetty
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of course I need it

drowsy snow
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My point is that in Unreal Engine 4 (and 5), BP and C++ go hand in hand. You want to learn both of them, and bring your BPs to superpower with C++ low level scripting.

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Why do they have to feel casual to begin with, and why does it matter? Ego is not a good thing in gamedev.

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For instance, doing asset referencing in UE C++ is a huge pain in the arse.

worthy oyster
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thanks πŸ˜„

i just tried some exploits and i cna lock the door if its open xD

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like it wont go up anymore

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yay fixed a problem on my own πŸ˜„

worn granite
grim ore
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Never use BP, never use C++. Rewrite the engine in pure 6502 ASM and run it on a NES and be done with it, that would prove your hardcore

mild jetty
grim ore
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your friends are idiots

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but they are friends so that is allowed

fierce tulip
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wonder how many of them shipped games XD

grim ore
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still idiots

mild jetty
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yep

drowsy snow
grim ore
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write your own programming language like other game devs...

fierce tulip
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pff, why start at writing your own game engine, create your own hardware, an OS to run on it, and take it from there

drowsy snow
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Even create competitor to PICO-8 for all I care.

grim ore
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yeah be like wozniak!

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seriously tho... if you plan on using Unreal Engine you will use Blueprints, if you want to fight it then use another engine.

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Visual Scripting is great tho, Game Builder Garage on the Switch is a fun way to get people into programming. I've been having a blast with it

fierce tulip
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make your own tools to mine them, and your own factory to melt the ores down, and another to construct them

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"advanced gamedev simulator"

mild jetty
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I could just lie to them πŸ€·β€β™€οΈ

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one of them said they'd make their own game engine

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but that was 3 years ago, and i see no game engine

drowsy snow
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Use Unreal Engine if you're comfortable with it, and it's what your project needs.

grim ore
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"Ya'll make fun of Blueprints, I'm gonna be over here making an actual game"

drowsy snow
lucid grove
#

Hey fellas! Can somebody suggest a way to make those sheer cliffs? Seems like landscape editor doesn't allow me to do that

fierce tulip
#

meshes

grim ore
#

the overhanging one?

lucid grove
grim ore
#

then what Luos suggested, meshes

lucid grove
#

Yeah i thought about it but couldnt find any look a like both on marketplace and megascans

grim ore
#

unfortunately I dont think the built in landscape system supports concave like that

drowsy snow
lucid grove
grim ore
#

hire someone, or try your best to make it work

#

its the never ending cycle of being a specialist

drowsy snow
#

At least in Blender, you could quickly made rough shape of the concave ground, subdivide, and displace it.
And you don't necessarily have to be a 3D artist for it.

fierce tulip
#

you can still use the landscape for the top-grass part, mask out the side where you need meshes, and find some rock meshes. i think recoloring that epic cave-scene rocks and using those could work

lucid grove
drowsy snow
drowsy snow
lucid grove
drowsy snow
fierce tulip
grim ore
#

spend some time in real life learning to be a propmaster for film and tv, work on those kit bashing skills in real life πŸ™‚

#

this poor poor delusional person heh

fierce tulip
#

F

drowsy snow
#

mmo

solo dev

stiff beacon
#

So, can anyone help me with general tips and how better experienced users do things like this? I got the idea to recreate a certain Monastery because it looked cool, and i realized I could probably do it with just using the geometric shapes the program has. My question is though, do most people do the same or do they make their own models or find megascans?

drowsy snow
grim ore
#

look at the content examples project, look at the level building map

drowsy snow
#

Also many AAA games uses Megascans nowadays.

lucid grove
junior shadow
#

hey all, respect your skills and theme. weve been making soldier of fortune 2 to work on UE , we need to finish the project, you can pm me for details

lucid grove
#

Im 31 atm and those few years of learning flashed right in front of my eyes

prime willow
#

well i wanted to make an mmo by myself too so i know the feels ;-;

stiff beacon
grim ore
#

@lucid grovehe could be, still delusional they just might not know it yet heh

prime willow
#

settled for multiplayer game with solo play

drowsy snow
drowsy snow
fast kernel
#

thats good cause im 25 and i started today lol

worn peak
#

Im having a lag using 'set actor loc' + lerp nodes to move a actor, but move smoothly using 'move component to' any ideia why the lag ?

drowsy snow
#

I was a modder when I was an 8 years old kid (and still is), delved into game dev a decade later.

lucid grove
worn peak
#

its possible to increase the 'tick' on a timeline node ?

drowsy snow
prime willow
#

yeah ._.

#

im still having ik issues tbh

#

not sure what im going to do..

fast kernel
#

im trying to create a stadium, but go absolutely no idea how to go about it, theres not much how to threads out there

drowsy snow
#

I mean, my project funding is basically my own personal savings at the moment, and I can't afford to get going with MMO.

prime willow
#

likewise >:3

grim ore
#

@worn peaknot really? the timeline runs on tick and the value is based on time that is passed since the last time it fired. What did you need done?

drowsy snow
prime willow
#

model still floops

#

if i choose a different bone setup via tearing bones out

#

i lose face rig :/

#

so im at a lost but trying a new tutorial to get ik working

#

hopefully ill make some progress

worn peak
#

oh u answered on this chat, sorry the mention on the 'bp' chat

#

i need to move a simple static mesh within 1sec, doing it with lerp+setActorLocation

#

when i do with lerp+setLoc seems visually like i have 10fps

#

when I do with moveComponent seems like playing with 60fps

cedar wave
grim ore
#

maybe your code is weird? it should move at your FPS

#

but generally no, its going to update the timeline at the tick rate

drowsy snow
worn peak
#

the code, any possible error at this part ?

prime willow
grim ore
#

yes

#

your start and end when lerping should be fixed

#

so your changing your start every frame to the current start which means its going to not lerp right

#

get and save current location as start location -> start timeline -> lerp from current saved start location to the fixed end location

worn peak
#

but its fixed, no ?

#

im moving more than one actor

#

any K 'index' its for a single actor

grim ore
#

are you not getting it every frame and then setting it that same frame to the new location?

#

get actor location is going into A on the lerp, then you are lerping and putting that as the new location

#

next frame your getting the new location, and repeating right?

#

this results in your starting being closer to the ending every frame which means the distance it moves is not fixed over time

worn peak
#

but its getting the location of a new actor

#

its like

grim ore
#

maybe im reading it wrong but it looks like what I am describing. is the location you get changing over time that you feed into the Lerp A?

drowsy snow
#

Control Rig (sort of)

worn peak
#

its like,
k==0,
get actor location of ArrayActor[0] and use it on Lerp A
get location of TargetPointArray[0] and use it on Lerp B
then set it on SetActorLoc

#

k==1...

grim ore
#

yes look at this

#

lerp should be like the top, your moving from 0 to 1 over time and 0.5 is in the middle

drowsy snow
#

Though it would be a too much of a stretch if you consider Control Rig as anim BP (which is officially considered as rig BP)

grim ore
#

your 0 or start point never moves so 0.5 is in the middle

paper ginkgo
#

so i got the modular robots off the store which is free. but im only given the option to create new project. and when i go into my own project and try to import the blueprints over the folders are empty. How would i add the content to my own project?

grim ore
#

if you change your start location , bottom picture in red, then your 0.5 is now more like 0.75 since your 0 to 1 is now condensed

worn peak
#

oh

#

guess i got it

drowsy snow
grim ore
#

yeah your start location on a lerp has to stay the start location, it never changes or else your distance grows or shrinks

worn peak
#

the input LerpA its been updated too so ?

grim ore
#

so grab your start locations, put them into a new array, and use that as your starts as you loop

worn peak
#

i see

#

gonna correct it

drowsy snow
grim ore
#

yep instead of get current actor location, just get your stored actor locations that you stored before you started the timeline

worn peak
#

btw theres something like 'temporary variable' to use it just for that moment

#

or i should create a whole new array to save it

grim ore
#

theres no real temp variable outside functions, I would just make a new one

worn peak
#

oks

grim ore
#

you could try Make Array but I personally have no guarantee it would stay alive while the timeline was running in the event (makes me feel dirty)

paper ginkgo
drowsy snow
#

Procedural animation in UE4 is possible in anim BP and/or Control Rig.
You may also look for Power IK plugin that have support for this.

paper ginkgo
#

whenever i try and open folders it takes forver to load/freezes

grim ore
#

@paper ginkgowhat version of the engine is YOUR project in, what version of the engine is THE ROBOT PACK in?

paper ginkgo
#

im in 4.26 and the project is too

light thunder
#

Is there any tutorial for using nav meshes in conjuction with streaming levels? I keep getting editor crashes and am wondering if I am doing something fundamentally wrong - my main point is my recast nav actor is on the persistant level, I've done that but I don't see why it's crashing when I have streaming levels that contain their own nav meshes - ```Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000000

UE4Editor_NavigationSystem!FRecastTileGenerator::MarkDynamicAreas() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3842]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationDataLayer() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3496]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationData() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3812]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateTile() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2647]
UE4Editor_NavigationSystem!FRecastTileGenerator::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2047]
UE4Editor_NavigationSystem!FAsyncTask::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]
UE4Editor_NavigationSystem!FAsyncTask::DoThreadedWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:296]
UE4Editor_Core!FQueuedThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:855]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]```

grim ore
#

ok so then migrating should work like suggested

drowsy snow
paper ginkgo
#

like my folder select is frozen rn

buoyant isle
#

hey guys I got a question, I have a BP that makes a bullet hole spawn on overlapping bullet everything works good but the bullet hole is getting render at like 2-3 meters past this it desperate. where can you set the render distance on this type of effects ?

grim ore
#

@paper ginkgowell it usually has to find all associated assets which then ends up loading them in memory so it could be causing that. if the versions are the same copying the raw folder in windows should work if you move it to the same location

buoyant isle
#

yeah decals sorry I didnt had the project open about to go out ^^

paper ginkgo
buoyant isle
grim ore
#

@paper ginkgocheck your task manager and event log in windows

light thunder
worn peak
#

strange

#

still lagged

paper ginkgo
grim ore
#

you need to copy the content from project to project, not importing

#

so in file explorer copy the folder you want from the directory it's in in the robot project into the same folder structure in your new project, then open the editor

paper ginkgo
#

hmmm okay i think ive got it

#

tyvm

plush yew
#

hello

#

i had a unreal crash

#

LoginId:2d934fae47c23e39236ccd9ca1ae3e15
EpicAccountId:47aa5b17e7a84fe4ab7b64a9fc7e493e

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000002542203f6b4

UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:315]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::FNode::AddNodes() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:322]
UE4Editor_Water!FWaterQuadTree::AddWaterTilesInsideBounds() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:513]
UE4Editor_Water!FWaterQuadTree::AddOceanRecursive() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterQuadTree.cpp:764]
UE4Editor_Water!UWaterMeshComponent::RebuildWaterMesh() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterMeshComponent.cpp:414]
UE4Editor_Water!UWaterMeshComponent::Update() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterMeshComponent.cpp:504]
UE4Editor_Water!UWaterSubsystem::Tick() [D:\Build++UE4\Sync\Engine\Plugins\Experimental\Water\Source\Runtime\Private\WaterSubsystem.cpp:193]
UE4Editor_Engine!FTickableGameObject::TickObjects() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Tickable.cpp:151]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1748]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4836]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

#

someone can help me?

#

is a proyect of months

drowsy snow
plush yew
#

yes

drowsy snow
#

All bets are off.
It's still super experimental and super broken anyway.

plush yew
#

can i fix it?

worthy oyster
#

ive got a problem so i tried to import a model of my first car and its just insible and it just kills kinda the whole car

drowsy snow
plush yew
#

of course, in fact I had thought to buy a water

#

and i can remove it or something?

drowsy snow
#

(and scale existing object 100x)

worthy oyster
drowsy snow
#

It's because an Unreal unit equates to centimetre, not a metre.
And no, changing Length to Centimetres won't do anything.

worthy oyster
#

oh wait found it

#

i cant move it and there arent textures on it and its all messed up....god its fustrating i think the reason its mostly seperated is bcs the loopcuts are too close to each other and its merging the mesh?

#

i think unreal hates me if i would do this

#

jep i wonder how this one is modeled

#

i can import it into blender pepewtf

#

i pressed on export selected is this the right one?

#

@plush yew?

plush yew
worthy oyster
#

it worked but why are there so many?

#

dude this mesh makes no sense to me it looks so clean but its so weird

#

god unreal kills my blender knowledge already i want to press wasd to move around 😦

#

what are lods?

light thunder
#

depending on how you import them and merged in blender it can, well, fuck things up

#

highly suggest you get the unreal blender pipeline tool setup and working

worthy oyster
#

pipeline?

light thunder
#

pipeline is an industry term for the flow/path that game assets take ship

#

3D modeler builds a mesh, a texture artist applies materials to that mesh, a rigger sets up the mesh for animation, animator makes animation - but in this context, it's the way you get it from one program, like blender, into a game engine, like unreal

worthy oyster
light thunder
#

Then don't do it, find something you enjoy doing

#

It's a lot to learn and you have to think about your WHY for doing it

worthy oyster
#

well... doing a game but i need to do that to make my games like rig a car a character and stuff

light thunder
#

Don't try to build a house in one go, you build it brick by brick

#

start small and just be patient

#

take a class like udemy or skillshare or youtube series

worthy oyster
#

same in blender but after 3 days of learning forgot the controlls of blender viewport is kinda lost right? πŸ˜„

light thunder
#

did you take a class on it?

worthy oyster
#

on what unreal or blender?

light thunder
#

or did you just poke your head in and try to do stuff? nothing wrong with that but you're going to have a harder time

worthy oyster
#

if you talk about blender i just go with it scince 2.83 i believe bcs as i saw 2.7 the first time with about 10 or 11 maybe 12 years old i just instantly quit and went back with the new user friendly environment tried modeling stuff and took a break like 1-2 years then im back again and idk how but got really got at modeling and did my first car few weeks ago (scroll up thre is it) and unreal is for now following a tutorial series on youtube and experiment with it like i did in blender

#

@light thunder

tepid widget
#

hey, I have a basic question in installing addons for blender for unreal.

light thunder
worthy oyster
#

udemy course?

tepid widget
#

I would like to install the blender tools, I have downloaded the github folder, however when installing the addons, the tutorial video selects a packed zip file. However the addon I am using is already a folder, not packed. And it is 3 .py files. so I am not sure how to install it.

light thunder
worthy oyster
#

well yeah thats a problem i dont have any budget

light thunder
#

Reach out to the instructor of one of the class, they might give you a class for free or even email udemy explaining it

#

because they want you to start using Udemy that way, they might just give you one for free

ember geode
#

Or just repack it.

light thunder
#

if the instructors can't/won't give you one, then reach out to udemy themselves - in which case I'd recommend an unreal course as blender has probably more content that's less to do with programming, but it all depends

hidden tendon
#

Does anyone know what sort of settings to use for the new collider plugin in UE5? My results are pretty terrible so far, the ones in the Valley of the Ancient look much better that what I've come up with.

tepid widget
#

@plush yew thx

#

@plush yew is the link the latest version of it?

fallow hornet
#

I have a sequence setup with a camera cut on frame 1, frame 2, frame 3, and frame 4. When I render this out through mrq it is just rendering frame 1 over and over again. It will switch to the camera cut but bounce back to frame 1

rancid lagoon
fallow hornet
#

What is the setting that needs to be changed

devout swift
#

I was having an issue where UE was taking up 9GB of RAM. I discovered that this actually happens whenever I open the Window > Developer Tools > Session Frontend tab. Once I open that tab, UE's RAM usage goes from ~600MB to ~9GB. Does this happen for anyone else or just me?

If it's not just me, is there a way to stop Session Frontend from doing this? Once it goes up to 9GB RAM usage, it doesn't go back down even after I close the Session Frontend tab.

I use Session Frontend for automated testing but not really for CPU/RAM profiling so I don't need it do be running whatever it's running in the background that makes my RAM usage spike up to 9GB.

rancid lagoon
fallow hornet
#

mrq

rancid lagoon
#

?

fallow hornet
#

Movie render queue

rancid lagoon
#

k

fallow hornet
#

it only occurs with anti-aliasing settings turned on

rancid lagoon
#

is this for in game footage?

fallow hornet
#

no

rancid lagoon
#

right before you render you can set how much you want to render (from what frame to what frame). It sets its self to 1-1 for some reason for me. You might want to check that. If that doesnt work then idk whats going on

midnight ferry
#

Just curious if anyone has experienced an issue were Event Begin Overlap only triggers one time, even if the actor overlaps multiple actors. I am guessing an actor that is overlapping cannot trigger event begin overlap on a second actor unless it is no longer overlapping the first?

prime willow
#

and i have no idea what to do to fix it xD

rancid lagoon
devout swift
#

Ok maybe my issue with RAM can't be solved.
Could any kind soul try the following? I just want to confirm it's not just me...

  • Open any project in UE
  • Open the Window > Developer Tools > Session Frontend tab,
  • Open Task Manager and see if UE's RAM usage goes up by several gigabytes after you open Session Frontend
prime willow
#

so my ram and gpu spiked after opening it

#

from 10% to 50% nearly on both

#

and im running a $4k rig o-o;

#

ryzen 3900 and the works

midnight ferry
frozen pond
#

i have sword actor that colides with my character body - how to proper set that to work ?

devout swift
rancid lagoon
devout swift
#

Do you guys think I should make a bug report that the Session Frontend tab is increasing RAM usage by 8GB? Maybe it has a memory leak? or is this intended behavior?

worthy oyster
#

In this lesson we'll learn how to create basic input events in UE4 in order to do cool things when players press keys or buttons. We'll also learn about the difference between player controllers and player pawns, how to set up a controller and pawn, and about UE4's game mode system.

More information about game modes can be found here: https://w...

β–Ά Play video
austere knoll
#

Trying to convert Materials to use Virtual textures for a UDIM workflow, and maybe im completely blind but i cant find a param in the material graph for VT's , any clue's?

light thunder
#

UE4Editor_NavigationSystem!FRecastTileGenerator::MarkDynamicAreas() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3842]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationDataLayer() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3496]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationData() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3812]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateTile() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2647]
UE4Editor_NavigationSystem!FRecastTileGenerator::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2047]
UE4Editor_NavigationSystem!FAsyncTask::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]
UE4Editor_NavigationSystem!FAsyncTask::DoThreadedWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:296]
UE4Editor_Core!FQueuedThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:855]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]```
random violet
#

halp! i clicked or pressed something and now my ground has this green layer over it, but only in editor. when i go into preview its not there. can anyone tell me what it is and how to get rid of it?

#

@plush yewthank you!

#

that's what i figured it was. it looked like it was showing everywhere i could move. learned something new!

iron linden
#

Quick question to any developers experienced with local multiplayer features; any decals that have been spawned in my racing game (I have dropshadow decals under all of the racers to help with grounding them to the track) disappear in splitscreen mode except for in the latest spawned player's viewport. Is there an easily overlooked fix to this issue that I have missed in my efforts to fix it?

For example; if 4 players are playing, the dropshadows are not visible in the viewports of players 1-3, but work fine in player 4's viewport.

dire parcel
tropic plinth
#

Somone knows how to exclude components from Apply Radial Damage?
I have some bigger Trigger Spheres on some actors, but they should not be considered for Apply Radial damage as hit. But they will. Documentation says, radial damage is only applied on component which blocks visibility channel. But this seems to be buggy or I miss something:
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Game/Damage/ApplyRadialDamagewithFalloff/
From Documentation: "Will only hit components that block the Visibility channel."
But it also hits sphere which are set to visibility ignore. Here a screenshot of collision setting of hit sphere.

hidden tendon
tropic plinth
#

of course, tried to set everything to ignore, still triggered. For me it seems "Apply Radial Damage with fall off" triggers damage on every actor which has query collision on

light thunder
#

Dear NavMesh: Go Fuck Yourself

prime willow
#

how does one find help with powerIK's

#

i have an issue where my mesh snaps in half every time he walks on the steps

clear hornet
#

So I click compile, BP is fine. But when I click compile while that BP is in the scene, it's crashes the engine with array index >= 0

#

I revert to previous file, this now crashes engine when compiling

late olive
#

not really sure where to put this but I have a problem

#

I imported a model from zbrush that I gave a little decimation, and for some reason, while it wasn't visible in Zbrush, the holes are visible in Unreal Engine

#

Is there a way to make sure this doesn't happen?

smoky timber
#

Hey there guys! Has anyone tried out "Horror Engine" from Unreal Marketplace?

sturdy pebble
#

So can someone here tell me where I can find a good Unreal Engine tutorial

fierce tulip
#

the internet?

#

(check the pinned message in this channel)

sturdy pebble
#

thx

plush yew
#

I have a child overlay to a widget overlay, what function do I need to use to move the child overlay around relative to the space of the widget/parent-overlay

narrow mauve
#

Hm. Is there a way to get the distance along a spline of where the component overlapped? So when it does overlap a component and I attach it to the spline it doesn't snap to the front..but it adheres to that very position of interaction

final edge
#

Hi there. I'm planning to switch to Unreal Engine from JME3, a java engine. I'm not that far in development, but I also want a Nintendo Switch release. Should I download UE4 or UE5?

narrow mauve
#

UE4. UE5 is in early access and chalk full of bugs

#

what you learn in UE4 will transfer to UE5 anyway

#

UE5 is essentially the same thing, improved UI and additional features

sturdy pebble
#

Yeah well im gonna go learn cpp then go to unreal

narrow mauve
sturdy pebble
#

K

hazy galleon
#

Is there any way to solve this issue? If i render from the sequencer (not movie render quene) the video or image sequence is playing 4 times faster than its supposed to. the project is set at 60 fps however i get the same issue when it is set at 24 fps

plush yew
#

i am not good with materials or lighting what so ever, but i was just wondering how could i get rid of these shadows on my grass? ive tried to use unlit but it didnt work how i wanted it to, it is possible to even do so? if there is ha i hevent found anything yet

#

the shadows give it a weird look from some angles

drowsy snow
lament shore
#

Im trying to back my first big project up, but some source files are not arranged properly. Is there an easy way to package everything up, including all source files, and move it all together to a new computer?

light thunder
fringe pivot
#

The red cross means there is a problem with the component I guess? Water volumes doesn't render at all except the ocean one. What's wrong?

ember compass
#

Hello everyone, I need help very quickly - I need to finish my lab in 3 hours to pass it
But visual studio highlights red my code, almost all of it

#

And it has more than 100 mistakes

#

The code fragment

#

The main meme is that it worked on ue4 in someone's video, but doesn't work in eu5 when I try to compile it

#

What is the possible solution?

light thunder
#

I've noticed that for some reason none of this level's static meshes have simple collision - they DO have complex collision - I just want these AI to walk on them normally, so what is the most performant thing to do? just add a few box collisions to the mesh asset itself? or is there a simple toggle like use complex as simple but for AI?

(I'm also wondering if this is also causing nav mesh problems for me )

#

the mesh in question - you can see I've started to draw some simple box ones on it - but I wanted to check for other options before I redid all these assets

fringe pivot
#

@ember compass you could try posting an image where the code is actually visible, and the compiler output.

ember compass
#

output log is insanely big

drowsy snow
ember compass
#

well, I 100% sure that this code is right

lament shore
# drowsy snow

that doesn't pack up source files that only packages the references to the source files

#

i transfer the zipped items to the other computer and it is mostly invisible because it has none of the source files for textures and models

random pagoda
#

If you are making a game that needs quick reskins and customization here is an ADVANCED workflow I've found and tested in my own project to get that done. You can make weapon or character skins SUPER FAST and do it DIRECTLY inside the engine! Heres the intro to the series! Let me know if these videos helped you by leaving a like, comment or even a sub!

https://youtu.be/1Z4Z42yv1uA

What is GOOD DEV GODS!? In this short series I want to show you an ADVANCED texturing workflow I found that will take your asset pipeline to the NEXT LEVEL! Even though I am using substance painter this workflow also works if your using Quixel Mixer except the steps are a bit different. Let me know if you need help with anything and if you have ...

β–Ά Play video
versed spindle
#

any idea why this is happening with my hair?

inland flicker
#

Will my game lag if I use 4k megascan ground textures?

red herald
#

when trying to make a blendspace animation i might have fucked up something and now whenever i change direction from walking to left to right there's no smooth animation and it just ticks instantly to the opposite direction without basically moving

#

does anyone have an idea of what to do ?

plush yew
#

when it comes to ground textures you can get away with just using 2k textures, since theyre going to be covered by grass meshes anyways.

harsh shell
#

what is the best IDE for c++ preferably free just wanna do this for some fun not to serious

signal bone
#

hey

#

whats better

#

Making a complete 3d model of a house

#

or making each house asset separately

#

and then merging it inside the engine

red herald
#

i believe making a model is basically having to modify the model on the program meanwhile a house which each assets allow for more customization

#

and faster organization but = less performance

signal bone
#

Right

red herald
#

what are you doing Fellow troll

signal bone
#

Lol

#

well im trying to make a 3d structure

#

didnt decided yet what

#

just for practice and testing

red herald
#

then go with a assets separately

#

so not only you improve in level design

ember compass
#

how to change centre of object in blueprint editor?

#

how to make the centre in the centre

signal bone
#

i think thats done inside your modelling software

hot ledge
#

Hey friends I’m trying to accelerate my car but I want my spring arm to slowly rotate to face the way the car is facing

#

Anyone know to go about it

brisk mirage
#

Hey any one how I would go about fixing root motion on my animal? Bought the asset of cdtrader I ask him he told me I need to redo the animation of the root movement?

red herald
#

@ember compass use the snapping for trying to allocate it in the center

red herald
#

snapping tool

#

hold on i send a screenshot

#

these

ember compass
red herald
#

that's focken blender ?

#

what is that

#

i thought you we're on ue

ember compass
#

ue5

#

I need the center to be in the center

#

not the object itself

red herald
#

:Y

#

i have no idea then, i don't use UE5

ember compass
#

or I get this

red herald
#

so sorry to not be helpful

#

that's a nice looking maze

#

i believe this channel is related to lower versions

#

such as UE4

#

Does anyone have solution for this problem ? i cannot make the transition between animation smooth and i followed step by step a tutorial but this happens

#

apparently i needed to put interpolation

#

but now walking backwards is wacky

chrome beacon
#

Five hours... 5h later and still the same issue over and over and over, with every attempt to open an UE4.26 project. Are more than 3 days by now, no solution of any sort. No useful online info by googling, no clue by anybody around here. Absolute zero improvements after any possible any attempt to find an effective solution. Same output, even after uninstalling the Android platform...:

#

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform Android didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

#

Any help would save me from another serious nervous breakdown. Any help, any clue, any given direction would be cool. Thanks in advance.

red herald
#

when did this started hapening ?

chrome beacon
#

After I moved from an HDD to an SSD.

red herald
#

there might be a missing file then, something didn't load up correctly and the error says it

chrome beacon
#

I made an exact copy using the same directory/filespath, 4.26 went reinstalled by downloading it all again

red herald
#

ok do this

#

go into the original directory

#

copy the specific missing file

chrome beacon
#

I did a verification from the launcher and all looked fine

red herald
#

DataDrivenPlatforminforegistry.cpp

chrome beacon
#

I'm all eyes

red herald
#

Platform android din't have a valid globalldentifier

chrome beacon
#

I uninstalled Android thinking that might have helped

red herald
#

that might have made the problem worse

#

im no expert

chrome beacon
#

my goodness...

red herald
#

but if the log says something

#

it might be that

#

don't always be sure

#

at this point i suggest you to check correctly for any missing file and carefully reading the log

chrome beacon
#

I checked several times, all seemed in the right place

red herald
#

what's a globalidentifier ? let's find out

signal bone
#

Hey Fal can you help me out with textures?

red herald
#

sure

chrome beacon
#

I goggled that but got no resolutive result

red herald
#

well i did the same now and you're right

#

let me help for a second stolas and i'll be back to you

signal bone
#

im making this brick texture and idk how to make a bumpoffset and texture world aligned at the same time

chrome beacon
#

Alright

#

thanks

lusty kite
#

How do i use the water plugin?

red herald
#

send a screens stolas

chrome beacon
#

I'm so out of any other option by now...

signal bone
red herald
#

a bump map is what makes it look like 3D ?

signal bone
#

ok i have this for the base color

lusty kite
signal bone
#

this makes so the texture infinitely repeats itself

signal bone
lusty kite
signal bone
#

and then i have this for bumpoffset

red herald
#

mmhhh

signal bone
#

but i cant connect the bumpoffset to the basecolor because its using a texture object

red herald
#

ok stolas

#

mmmhhh..

#

hold on let me find a tutorial for yo

#

you

lusty kite
red herald
#

then restart UE

#

and it should work

lusty kite
#

This is the whole list

signal bone
#

had you restarted your engine

lusty kite
signal bone
#

after enabling it

lusty kite
signal bone
#

weird

#

maybe the version of your ue4?

lusty kite
#

4.26.2

red herald
#

check in volumes

lusty kite
red herald
#

brb, taking a juice

signal bone
#

Fal dm me the tutorial btw

lusty kite
signal bone
#

here

signal bone
lusty kite
#

Ok

signal bone
#

if you cant see it

#

go to window > place actors

red herald
#

ok back

lusty kite
#

Yup found it. Thx!

red herald
#

so stolas you want to put bumpmap into a looping texture

#

let's see if i can find something on youtube for your needs

signal bone
#

yes

#

i found both things but separately

#

so idk how to merge them

red herald
#

well

#

follow one and then the other

signal bone
#

uhm

#

but i cnat connect them both

red herald
#

mmhhh

#

hold on

lusty kite
red herald
#

there now it works alpha

#

don't use custom tho

#

use the others

signal bone
#

also, put your ligthing in movable so you dont have to constantly rebuilt light

lusty kite
red herald
#

stolas

#

don't actually textures loop by default ?

#

or is custom ?

signal bone
#

idk waht youre saying

red herald
#

did you made this texture ?

signal bone
#

uh, if i drew the texture? yes

red herald
#

then you gotta draw it in a way which looks like it loops

#

and use bump map alone

signal bone
#

i know

#

But worldaligned texture makes it so it never stretches

#

when i scale stuff

red herald
#

anyway you can connect multiple nodes to one

azure ridge
#

So i'm using Add Movement Input to move my character in the direction they are facing. I've got them going at a good speed, but the problem is then the direction makes an immediate 180, there's this "inertia" that has to be overcome to start moving that direction. Is there any way to avoid this?

signal bone
#

not if they dont relate

red herald
#

can you show me the entire BP of the texture in DM ?

lusty kite
#

Added river and it doesnt load

red herald
#

the water textures aren't loaded yet

lusty kite
#

So i gotta wait?

red herald
#

yup

chrome beacon
#

Solution Ammo 0/100 | Health 1/100 | Desperation Level 100/100 | SelfIrony 50/100

red herald
#

wait for some high IQ member to come here

#

for now just go play a game and relax

chrome beacon
#

I feel already in a game. Hardcore Mode!

red herald
#

play ultrakill

chrome beacon
#

no game installed yet, seriously speaking...

#

I was thinking about reinstalling the Android part...

#

the download would take quite a long time

red herald
#

what is your project about ?

#

never heard of this android part

#

are you making a mobile game ?

chrome beacon
#

I'm just valuating various assets

red herald
#

was it a lot of work ?

chrome beacon
#

I've got several ideas for different games but I'm also learning, so it's hard to say where I am right now

red herald
#

at this make a new project

#

since you had to change from hdd to sdd

#

probably corrupt data

#

and start over

#

with the knowledge you have now you can recover quickly

chrome beacon
#

a mobile game is one of the options but not mandatory, that's why I had no problem uninstalling the Android platform but didn't fix the issue so I really dunno at this point

#

I started a new project but also new projects get the same result

red herald
#

reinstall UE ?

lucid grove
#

I cant figure out why my characters ai move to gets aborted

#

The thing is - if i disable On Fail node - its moving just fine

red herald
#

what the hell is this

chrome beacon
# red herald reinstall UE ?

I did...I had no alternative... the launcher didn't recognized the installation I moved there from the old drive

#

so I had to let it do its own thing reinstalling it

red herald
#

@chrome beacon , at this point wait for some Hi-tech guy and ask him

chrome beacon
#

took ages

red herald
#

i'm too tired

#

and i don't know either what to do

chrome beacon
#

no problem

#

at least you tried

#

I definitely appreciated that

#

Hi-tech Guy Needed πŸ“’ [desperation move]

drowsy snow
#

Not hi-tech about mobile nor VR/AR

chrome beacon
#

I knew it was a desperation move...

#

I did gladly get rid of the Android part btw

#

but didn't work out either

drowsy gull
#

I meet something strange.

#

Can your material with domain set to 'volume' have an extinction input?

drowsy gull
#

I know this

#

But mine can't have an available extinction input if I set it to volume domain

dapper oak
#

anyone know how i might fix Unable to start Program "C:\Program Files\Epic Games\UE_4.26\Engine\Intermediate\Build\Unused\UE4.exe" The system cannot find the file specified. with VS community

red herald
#

seems like it cannot find the exe or some dll file

#

wan't to know a 100% fix ?

#

re-install UE4

#

always works

lunar garnet
#

wyhy are all megascans assets appearing as lod5

#

they're on high quality

toxic cliff
#

Hi does anyone know why I can't find the the volumetric cloud blueprints that become available after activating the volumetrics plugin?

#

only found these 2 and they not the 1s that were available previouslyπŸ€”

lucid grove
lunar garnet
#

theres no place for the export settings

dry latch
#

my gamemode doesn't change when I switch level, even tho I set overite on both of thoses levels..

drowsy snow
lunar garnet
#

ah

drowsy snow
#

Though you don't want to use UE5 for remotely productive use at the moment

inland flicker
#

Are materials supposed to govern material instances? Like a "Wood" material should handle all "Wood" instances such as Birch, Oak, Elm, etc.?

drowsy snow
inland flicker
#

I'm trying to set up 2 different types of wood, with 2 different types of footstep SFX. Is there any way to manage this with instances or should I just make two separate materials like Wood1 and Wood2?

drowsy snow
junior shadow
#

hey guys how can i open a project made on 4.25.3 version ? i need to download 4.25.3 version only ?

#

because it cant compile from newer version

drowsy snow
junior shadow
#

πŸ™‚

lunar garnet
#

every single asset is appearing as lod5 except for vegetation like grass and all that

junior shadow
#

iv found this , is this the engine or just source code ?

#

im looking for 4.25.4 version

#

ok

#

from launcher its only the new version i guess

#

i see only 1

#

and cant find on github

dry latch
junior shadow
#

i have the newest version i dont need new version i need previous version

#

i dont have this + button

#

now iv found

#

Library

#

you didnt mentioned its in library

#

i was confused

#

thanks

vital kiln
#

I have a quick question. Can i use GPU lightmass for Stylize scenes? Any ideas how should i bake my lightmaps for Stylized art game?

chrome beacon
#

Situation goes even worse. I uninstalled both Android and HoloLens and now I got this:

#

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform HoloLens didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

tepid widget
#

I have a question about blender tools:

chrome beacon
#

which is now alike the substitute of this previous error:

#

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform Android didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

worthy oyster
#

can i change the size of actors after i spawned them?

chrome beacon
#

Can somebody help me to fix that absolute nightmare lasting almost 72 hours?

#

Any Epic Super Hero with Super Powers to help me with this crucial thing!??

chrome beacon
#

I'm using UE4

#

I dunno why that error talks about UE5, I'm trying to open my UE4 projects

#

UE5 is working fine, my issue it's an UE4 issue, here why I'm even more confused about all this

#

I have, installed, UE4.6.2 and UE5EA engines

#

When using UE4 all the projects give that error

#

the first that happened it was related to HoloLens, so I installed HoloLens and at that point the same error, but related to Android this time, came up.

#

In both cases they refer to a missing valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

worthy oyster
#

why doesnt it change in size?

plush shoal
#

If anyone has ever worked with UDK (unreal engine 3) please hit me up

chrome beacon
#

Two identical errors:

#

[Line: 269] Platform HoloLens didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini
[Line: 269] Platform Android didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

#

Must be a single solution working for both, at thispoint, I believe

modest trench
#

Time to find what that file is supposed to be on a regular install

chrome beacon
#

I goggled for it

#

zero results

modest trench
#

Download "Everything" (file searching tool) and look for it

chrome beacon
#

what do you mean with Everything?

modest trench
chrome beacon
#

I did find them with regular search

worthy oyster
#

is there a change in scale node? i couldnt find any

chrome beacon
tender parcel
#

Hello i have a big problem in UE4.
I'm in a multiplayer game but for somes reason, since 2 days i need to "unfocus" the windows to have some modifications (UMG actualisation for example), also, sometimes i cant moves players etc. but it work on standalone ..
Any explanation ? Thanks in advance

worthy oyster
#

working now thx πŸ˜„

chrome beacon
plush yew
#

I want to make a gun with cloth simulation (a part of gun of course) Should I import this part separately, or would cloth simulation work even if all combined?

chrome beacon
#

What I don't get really is why my projects, which have no plugin installed yet, do crash opening them because of those plugins, like in HoloLens case?

#

A #troubleshooting channels is so much needed here, I believe, by the way.

hearty walrus
#

How does snapping work?

#

because all these numbers feel....... random

tepid spoke
#

Hey

worthy oyster
#

how do i get this menu? it doesnt pop up on mine

shy aspen
#

has anyone played around with moisture levels and height maps in unreal for materials

compact loom
#

Unreal crashes when i do a little bit of terrain sculpting... 😨

#

LoginId:b8e660e84c16e52ca65de494a67e6db2
EpicAccountId:fa684428e26847c8a2cf510a1727799f

Assertion failed: InTexture->IsAsyncCacheComplete() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Landscape/Private/LandscapeEditInterface.cpp] [Line: 5676]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Landscape
UE4Editor_Landscape
UE4Editor_Landscape
UE4Editor_LandscapeEditor
UE4Editor_LandscapeEditor
UE4Editor_LandscapeEditor
UE4Editor_LandscapeEditor
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

what does that mean?

plush yew
compact loom
#

I guess my laptop just wants to die. Well if I go slowly with chance it might work and not crash too often.

worthy oyster
#

i made a simple main menu and if i press play it opens up with the menu but if i compile it it jumps straight into the game can someone explain that to me?

compact loom
#

uuuuh i always forgot where i can see them

plush yew
#

then performance

compact loom
plush yew
#

click your gpu

compact loom
plush yew
plush yew
compact loom
#

oh

plush yew
#

but in my pc it doesnt lag

#

or crash

#

is there any running application

#

using your resources

compact loom
#

well that's weird. Maybe the issue comes from some of the meshes on my level

drowsy snow
compact loom
#

I also had google chrome running

plush yew
compact loom
#

like 5

plush yew
#

chrome uses ample of resources

compact loom
#

and where can i find the crash log of unreal?

drowsy snow
#

your project folder -> Saved -> Crashes

#

Find by the most recent one

#

You're using 4.0? really?

plush yew
compact loom
#

well it's not in here sadly

drowsy snow
#

Just to give you idea on the directory:

#

(ignore the Windows 11 icons πŸ˜› )

compact loom
#

well i found the folder of the level

#

i think i found the log

drowsy snow
#

Well that didn't helpful. Seems like you don't have debugging symbols installed.

plush yew
drowsy snow
compact loom
#

oh

plush yew
#

lol

compact loom
#

my mistake

compact loom
#

?

drowsy snow
#

It stops after Building textures

#

Is the error consistently occurs when dealing with landscapes? @compact loom

compact loom
#

Yes, when I sculpt a bit too much at a time.

#

like if i hold and drag sculpt tool

drowsy snow
#

I'd sus on your GPU - it has something to do with the heightmap processing.

light thunder
#

What the HELL is going on with this nav mesh - this is just the landscape - I've deleted everything I can find (and unhidden it) and even deleted landscape splines (though that should do nothing) this is a new nav mesh that I've added

#

i've edited the landscape

#

I'm getting these crazy holes that make no sense

#

adding a cube to it - can something be BAKED in this world?

drowsy snow
light thunder
#

yes

#

It's the most baffling thing it seems like something is baked - I've deleted everything on that map that I could find

#

fucking crop circles on my nav mesh

#

there's no order, it's like a light map bake

oblique tangle
#

Hey everyone! Super random, but I'm trying to put together a wall running system, but I've run into a roadblock with regards to the rotations and lining them up with anims! I've got the major parts of the system all figured out, but I'm having troubles with figuring out how to deal with rotations, and in particular, whether the player should be perpendicular to the wall, or 'on' the wall as if it is the player's new 'ground' - sorry for the vague descriptions, it's hard to describe the rotations through text! I'll link a video of what I'm trying to achieve, and the two types of rotations that I'm describing - not too sure if the system I'm trying to replicate switches between both rotations, or sticks with just one

#

^ System I'm trying to replicate