#ue4-general
1 messages Β· Page 1023 of 1
perhaps u should move the animation frame to 71 and check the value
Also use the "Get Scaled Box extent" node instead of the property
anyway, just wanted to check and make sure I'm not crazy. Thanks
me? I'm working on the paragon style distance matching thing
@grim ore your solution kills the next part of the tutorial series...
what are you making ? @worthy oyster
applying locked and unlocked state to an door
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
What are you using to lock and unlock ?
did you watched the video? a variable with boolean jammed into a branch and set it to false
well...thats why im here
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
you have it plugged in to revese
where should i plug it else in?
read through your graph... IF isDoorLocked : OpenDoor
thats what you have it set to
ooos
ist it set to that?
if door is locked "false" = dont play the animation
then you mark it to true, and the door shouldnt open
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
huh
why does it work on her at false and on me on true?
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
I have no idea what all that stuff means an what to do to fix the issue
How do I check the size of assets on quixel bridge before downloading them?
How long it took you to grasp it?
does smb know if there any way how to export full mesh of metahuman?
Give em no clothes.
Yes @whole abyss
No.
You can
Anybody who could help me to figure out what the issue I mentioned above is all about!?
@whole abyss
Create - visual effects - post process volume and then you should be able to figure out the rest.
Ya. I somehow did it before. Exported the full body mesh. They still default with underwears though.
i have no idea about anything yet so you need to explain to me what i should set to what and where it is
Is post process volumes just so the effects only happen while inside it?
You can mate it effect it indefinitely
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
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.
i could fucking cry right now
i take a break right now it sucks to dont know where the goddamn error is
I did take a break myself and when I came back I had an even worse surprise nobody seems able to address...
I try posting it again, hoping somebody can try to help me
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
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!?
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
it happens with any projet I try to open
I did the verification already and didn't give any notice
the launcher didn't recognize the moved installation and reinstalled it completely
I'll try that one
I checked the old installation and actually there was no Android installed
yep
now I know why it was 53GB instead of the 12-13GB of the original one...
I guess that when installing it for the first time I unchecked several parts the launcher tries to install as a default
Does anybody know if there is a list of assets which are compatible with the 5.0!?
i need help from someone who knows a bit about exporting animations from blender to unreal
animation gets messed up
its a baked animation so i dont know why
will pay
should take 5min tops
@glass egret I haven't tried importing animations yet, but have you used the blender unreal plugin?
its supposed to import with all the correct settings right into unreal
when imported to unreal the eye lid doesnt open anymore
and the brain doesnt pulse
@glass egret try to create an action!
if I am not mistaken, last time I tried to import a mesh with an animation without creating an action it did not shew
#################################################
I am still having problems getting this to print what is supposed to...
I tried to "add widget; show in view-port" in the pawn, player state without a result...
the EventGraph where this function is override looks like this,
there is other turnaround for getting key input?
the call of the widget works, since it locks my player functionality.. however the print shewing the keys pressed \ released do not! π
whats set recursive mean
idk what you trying to chat
the plugin
u need to
Export recursive Export self object and all children
how do i do that
lect the asset you want to export and set the Export type property to "Export recursive".
select the asset you want to export and set the Export type property to "Export recursive".
how do i do that
if you are typing about the Unreal plugin to Blender, they did a live stream about it on their Youtube channel
there is 4 hours of tutorials there, but the first one should be enough I think
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)
I got so much trouble trying to export skeletons of vehicles that I just gave up and went for a hover one π
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?
@plush yew go into the project settings and search for "enable transport" and disable "enable transport" under the "Plugins - UDP Messaging" section
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
hope that helps
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)
if that makes sense idk how to word it exactly ^^^
yeah that does
select the widget that you want to be affected
then press this:
then press the image all the way in the bottom right:
then set all of the offsets to 0
did that work?
@calm pollen
Is there anyway to access/randomize the starting point of an animation - on the animation blueprint?
can i send someone the blend file and they export it for me
yup thanks π
i dmd u
loving this ^
@ember geode grasp what? door?
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 π Thanks in advance
will pay someone 10 dollars to get this exported where it works. every animation is working except the eye
What if it's not you, but Unreal 5? Its still buggy.
Try it in 4.26 and see if it works.
im in 4.26 if ir talking to me
Does anyone have any Youtube channels or websites with free Unreal tutorials? π I'm currently learning from UnrealSensei but I'm looking for some more content, thankyou! Feel free to tag/pm me π
Also letting me know of any other kinds of Unreal4 learning resources would be really appreciated
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
source control
what source control ??
Can someone please tell me the latest version of ue4 ? Thanks
the latest version of UE4 is 4.26, but they have UE5 on early access
yes, there is Smart Poly (https://www.youtube.com/channel/UCp1e34nrTQqVXkNU5ekH9CQ) and there is the Unreal Engine official youtube channel
Smart Poly is a channel dedicated to educational content ranging from game development, 3d modeling, and much more. I upload tutorials every Tuesday and Thursday, and then usually a fun video on Saturday. I like to create games and play them! Subscribe with notifications so you can know when I go live next time if you want to come test my games ...
there is also Usico (https://www.youtube.com/channel/UCQv4mwerZLQVe3wPbsMc-qw)
Thanks man π much appreciated!
epic games has free content as well on their website
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?
yes but not out of the box, that is custom code. there is probably plugins/marketplace stuff to help with that for a price
what would that be called?
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?
googling UE4 game patcher returned some results
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
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...
I checked the installed plugins and for some unknown reason it says no plugin is installed, which makes no sense
Where are supposed to be stored the installed plugins? Not the storage of the packages but the storage of the enabled ones.
either in the project plugins folder or the engine plugins folder
@kindred viper I checked there and the plugins are all there but the engine says are not installed
it's forcing me to reinstall/enable them all
How is it possible that I find no reference to that at all, anywhere!?
all the information I get are misleading and not addressing my specific issue, which must be a common issue
What is the best blender to unreal workflow plugin?
I was thinking the same thing although there are a bunch of them floating around
@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)
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:
anyone would know how to hide engine C++ files/folder in the content explorer?
thanks
it was a pain to navigate through and i couldn't find this button somehow
Can someone recommend a tutorial for beginners in unreal engine? Iβm from blender and itβs really confusing to me
https://youtu.be/qeKDRqWtGV0 this might help
Check out my Unreal Engine 4 courses:
βΊSouls-Like Action RPG with Multiplayer: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
βΊMultiplayer First Person Shooter with Dedicated Servers: https://devaddict.teachable.com/p/multiplayer-fps-inspired-by-cs-go
βΊMultiplayer Top-Down Dungeon...
@worthy oyster
I just watched like 10 minutes of that but itβs already confusing to me I watched a series from make games with katie itβs build up like the dich it tutorial from blender guru and heβs talking already about classes and blueprints and c++
@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
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?
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
nvm done it
Has anyone moved the VaultCache to a new drive? I need a little helpt with that... thanks
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.
Voxel seems definitely the only ready-made solution, as far as i know. Unless you're capable of creating an alternative yourself I see no other option but I can be wrong.
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
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. π
Can somebody help me to clear my doubts about this procedure?
That warning in orange is scaring me off, I'm terrified my stuff can go lost someway
I don't want to re-download all that stuff once again. Please
what does it mean with "restart"?
I know what it does but I'm just alarmed by possible bad consequences
I want to avoid that "worst case"
Just to clarify - you want to create cave on landscape or system that allow player to make one?
@lucid grove a system that allows the player to make one.
is there anyone awake and knowlegable to help me with a rigging issue? i have asked several other servers and everyone seems stumped.
I've made a simple player entity movement with blueprints. Should i could i convert that to c++ ?
@vernal dock that should go in #work-in-progress
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
sorry if it's confusing questions, just wanna understand this
thanks i did
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.
Is it me, or are a lot of the API documentations returning 404 not found over the past few days?
i cant see whats in the target layers
i added 3
but i cant see any
it dosent show up in the target layers
i renamed the layers and it fixed it!
Hello! Does anyone have experience with Kickstarter (or similar) to fund a project? Do you have any suggestions?
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
30:40 it doesnt work to get them down as he said
"holding down ctrl and then press the end key"
Someone tried to launch UE4 (4.26) on Ubuntu 20.04????
I am getting error of vulkan driver...
Thanks - I'll ask in the #lounge, I just didn't see a channel that best fit my question.
On AMD card works well, but on Nvidia does not...
Is the error Failed to load yulkan driver
Aren't NVIDIA's Linux drivers notorious for being wonky?
?
If you have NVIDIA GPU, you'd might as well setup a kernel VM running Windows, complete with CPU pinning and alike.
NVIDIA's Linux drivers are notorious for being wonky, based on reports in forums and alike.
try sudo apt install vulkan-utils
What are epic online services for?
It's what it says on the tin, an epic set of backend services for games, especially for online games.
btw, happy birthday @keen birch
#lounge π π sorry. Not Sorry. π
Thanks Luos π
@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
Can anyone help me with a BC issue?
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
i can stream if need be if anyone can help me solve said issue
Do you know where CallStack option is located in UE4.26?
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
I'm having trouble referencing the static mesh actor in blueprints
So how would I bring the actor into a blueprint to further work with it?
I think Blueprint Interfaces might be a good fit for this.
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
Anyone compile a custom UE build from source? Do you have to use VS 2017 or can you use a more recent version?
Custom build - compiles and works fine with VS 2019
how do i close this back up?
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!
flip flop on the overlap
this switch like if i hit it again it toggles
how to setup a flip flop?
give me a second i might have it
What is the Flip Flop Node in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
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?
I found a command for FreezeAt but I can't seem to get it working properly
4 years.
oh wow im doing like 2-3 years blender and decided to make a game with a friend so im learning unreal now...
Any reason not to pause the game?
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
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
does anyone knows in which situation I would not want this as my anchor in widgets?
I really do not know, in my head this is the alpha-Γ΄mega solution
Generally widgets that aren't filling the entire screen, like game HUD
oh gosh, thanks for the sparkle
hahaha what a noob I was
HUDs are better using single point anchors (or stretch either horizontally or vertically, depending on the game)
Yeah consider ultrawides
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?
Middle anchor makes sense for some UI elements like a quest list maybe. Side anchor would be better for a map, perhaps.
Full screen anchor takes away that utility and now you're working exclusively in the proportions of the screen and not the actual size
Also 4:3 displays
(I know some people still using those and it's what they have)
thats messing with my eyes
Anchors and then relative offset and pivot, all together make for a very nice system
i call it the motionblurrplate
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
BTW consider remuxing the video or reducing its file size.
can you read still the text if i do so?
this is how its intended to be (its a tutorial)
Texts often survive in high level of compressions.
i changed it to 100 and it doesnt changed anything
why cant i just reverse it? i mean i did the same on the door animation too?
but it works like that hmmm
Where should someone look to find Freelancers for 2D Sprites
Can anyone explain why my character is still moving when I move my mouse but cannot move on the menu ? Thanks
Nvm I'll find the issue tomorrow
i wonder if blueprints are a mandatory thing to know about
i was going to skip it so that I don't feel like a casual
and then I thought
what if the company I work for only uses blueprints?
@plush yew
Generally you'd want to learn both BP and C++
And yes, many studios use Blueprints in their UE4 game development.
Also here's the thing:
Using Blueprints in Unreal Engine is not an embarrassment.
lol that was a month ago
Use software like Handbrake to better compress it. 42 MB for 1 minute video is ridiculous for the web.
Don't tell me you're just looking for some ego boost/l33t h4x0r status from typing something in Visual Studio/Rider 
whats this then
I everyone, someone succeeded to adding in-app purchase on his android game ?
no?
lol better late than never XD
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?
Good luck packaging UE projects without it 
(Though there's a standalone build tool for VS)
of course I need it
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.
Why do they have to feel casual to begin with, and why does it matter? Ego is not a good thing in gamedev.
For instance, doing asset referencing in UE C++ is a huge pain in the arse.
thanks π
i just tried some exploits and i cna lock the door if its open xD
like it wont go up anymore
yay fixed a problem on my own π
technically you can do it in an elegant way without ever involving BP. You can make full games with only C++ and not do things in a terrible way.
It just isn't as effective as allowing yourself the combination
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
it matters on a personal level. when I see my friends, they will find something to diss each other about, and visual programming is one of those things π€‘
wonder how many of them shipped games XD
still idiots
yep
Then write your own game engine lmao 
Use overcomplicated language if you want to bring your ego up to eleven, like Fortran or Assembly x86
write your own programming language like other game devs...
pff, why start at writing your own game engine, create your own hardware, an OS to run on it, and take it from there
Even create competitor to PICO-8 for all I care.
yeah be like wozniak!
seriously tho... if you plan on using Unreal Engine you will use Blueprints, if you want to fight it then use another engine.
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
make your own tools to mine them, and your own factory to melt the ores down, and another to construct them
"advanced gamedev simulator"
or you know
I could just lie to them π€·ββοΈ
one of them said they'd make their own game engine
but that was 3 years ago, and i see no game engine
Or even better: Don't bother with them.
You do you.
Use Unreal Engine if you're comfortable with it, and it's what your project needs.
"Ya'll make fun of Blueprints, I'm gonna be over here making an actual game"
The real flex would be making a tangible progress, even if it's using UE4 (or any other publicly available game engine). 
Hey fellas! Can somebody suggest a way to make those sheer cliffs? Seems like landscape editor doesn't allow me to do that
meshes
the overhanging one?
yep
Use static meshes.
then what Luos suggested, meshes
Yeah i thought about it but couldnt find any look a like both on marketplace and megascans
unfortunately I dont think the built in landscape system supports concave like that
Creating / sculpting your own is always an option.
Im not 3d-artist, thats not an option to me π
hire someone, or try your best to make it work
its the never ending cycle of being a specialist
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.
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
True, but i want to focus only on 3-4 things at a time. Dont want to be average on everything π
Though I don't think this is a good idea, given how "low res" landscape planes are in Manny scale.
Alternatively you can assemble it by kitbashing mossy rock assets.
I have a problem mostly with its sheer part, probably need to look closely on MS library
Don't get too rigid with Megascans stuff, BTW. Improvise and kitbash the assets.
worked for most games ive worked on, just depends on needs/wants/whatever
spend some time in real life learning to be a propmaster for film and tv, work on those kit bashing skills in real life π
this poor poor delusional person heh
F
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?
BSPs are only used for blocking out levels at best, not to make meshes.
look at the content examples project, look at the level building map
Also many AAA games uses Megascans nowadays.
Maybe he is young! I was always kinda jealous when teenagers start to be interested in development, and not like me at the age of 29.
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
Im 31 atm and those few years of learning flashed right in front of my eyes
well i wanted to make an mmo by myself too so i know the feels ;-;
Megascans do look amazing of course, but I kind of feel like they take a lot of the fun away from making and designing games
@lucid grovehe could be, still delusional they just might not know it yet heh
settled for multiplayer game with solo play
Age doesn't really matters for starting development
The fun from reinventing the wheels? or the fun of making an actual progress in the project?
thats good cause im 25 and i started today lol
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 ?
I was a modder when I was an 8 years old kid (and still is), delved into game dev a decade later.
There is few benefits: when you are young you have more free time and more energy, whats more important: less problems ha π
But when you older you more concentrated and what seems to me more important is that you have much more critical thinking.
its possible to increase the 'tick' on a timeline node ?
I'm also thinking about making an MMO (sort of PAST FUTURE ONLINE), but I know it's going to be a huge undertaking for me, so I start with single player game (but applying some MP practices because I'm using replication for replay system)
im trying to create a stadium, but go absolutely no idea how to go about it, theres not much how to threads out there
I mean, my project funding is basically my own personal savings at the moment, and I can't afford to get going with MMO.
likewise >:3
@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?
What kind of issues?
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
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
It's kind of a rite of passage at this point.
maybe your code is weird? it should move at your FPS
but generally no, its going to update the timeline at the tick rate
Can you describe your current setup? (Can PM if you felt it'll going to make the channel "dirty")
the code, any possible error at this part ?
sure lemme try it again and ill show
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
but its fixed, no ?
im moving more than one actor
any K 'index' its for a single actor
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
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?
Control Rig (sort of)
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...
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
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)
your 0 or start point never moves so 0.5 is in the middle
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?
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
Right click the assets -> Migrate
yeah your start location on a lerp has to stay the start location, it never changes or else your distance grows or shrinks
the input LerpA its been updated too so ?
so grab your start locations, put them into a new array, and use that as your starts as you loop
(ignore that I'm using SoundWave to demonstrate this)
yep instead of get current actor location, just get your stored actor locations that you stored before you started the timeline
btw theres something like 'temporary variable' to use it just for that moment
or i should create a whole new array to save it
theres no real temp variable outside functions, I would just make a new one
oks
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)
hmmm i think somethings wrong with my comp lol
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.
whenever i try and open folders it takes forver to load/freezes
@paper ginkgowhat version of the engine is YOUR project in, what version of the engine is THE ROBOT PACK in?
im in 4.26 and the project is too
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]```
ok so then migrating should work like suggested
Typically you'd use dynamic nav "meshes" for streaming levels (or open world scenarios)
the issue im having rn is i can hit migrate but my folder finer runs superrr slow, its been doing this for a couple days now
like my folder select is frozen rn
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 ?
@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
Assuming you're using decals:
yeah decals sorry I didnt had the project open about to go out ^^
maybe, would be nice to know if somethings wrong with my comp xd even when i try to open my folder normally it takes minutes to load uip
thanks a lot sire I will plug that when i'm back having a really big render distance on this type of thing is really important for gamaplay,ty
@paper ginkgocheck your task manager and event log in windows
What do you mean? I am adding the nav mesh bounds volume to my streaming level
alright so that worked but when i try and drag over i get this error LogAssetTools: Warning: Failed to import 'C:\Users\jdhey\OneDrive\Documents\Unreal Projects\ModularLowPolyRobots\Content\ModularLowPolyRobots\Meshes\RobotBodies\SM_BodyLarge_Type1.uasset'. Unknown extension 'uasset'.
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
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
Are you using the Water plugin?
yes
All bets are off.
It's still super experimental and super broken anyway.
can i fix it?
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
For starters, don't use it.
Make sure the unit scaling is set to 0.01
(and scale existing object 100x)
its bad to have it on 1 right?
It's because an Unreal unit equates to centimetre, not a metre.
And no, changing Length to Centimetres won't do anything.
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 
i pressed on export selected is this the right one?
@plush yew?
?
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 π¦
what are lods?
This is your problem, probably - check in blender you essentially will have 4 "copies" of the mesh, each more detailed
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
pipeline?
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
the problem is if you are only one person you need to have a brain like 3 times the size
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
well... doing a game but i need to do that to make my games like rig a car a character and stuff
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
same in blender but after 3 days of learning forgot the controlls of blender viewport is kinda lost right? π
did you take a class on it?
on what unreal or blender?
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
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
hey, I have a basic question in installing addons for blender for unreal.
Highly recommend you take your time and just do a udemy course - you'll get through it in a few weeks but you'll cover so much ground
udemy course?
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.
yes google it and the courses are like 10 or 20 bucks when they are on sale and they are on sale all the time
well yeah thats a problem i dont have any budget
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
Just select the folder instead of the zip
Or just repack it.
for blender or unreal now?
both ideally
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
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.
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
you need to change that setting when you render it
What is the setting that needs to be changed
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.
are you using movie render queue or the render in the sequencer?
mrq
?
Movie render queue
k
it only occurs with anti-aliasing settings turned on
is this for in game footage?
no
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
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?
https://gyazo.com/483e52bc78e2c912b214c72d1bf9a604
My ik's are no where near what the tutorial loooks like for doing just as he intended
and i have no idea what to do to fix it xD
yes i have. i think there is a check box that says repeating or something??
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
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
I don't want it to trigger more than once but if my main actor steps on two objects I need it to register both, not just the first one touched. Wouldn't repeating mean kind of like on tick it keeps triggering?
i have sword actor that colides with my character body - how to proper set that to work ?
oh wow, I see, thanks for trying. At least it's good to know it's not my PC or my UE installation that's messed up. Still, I wonder why that tab needs so much RAM π€
yeah. ive never had to do that yet so i dont know srry
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?
i have a serius question where is the difference between watching a class and doing a tutorial where you do kind of the same?
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...
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?
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]```
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!
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.
I am getting this freezing, any fix?
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.
Look into object channels... maybe that will work
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
Dear NavMesh: Go Fuck Yourself
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
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
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?
Hey there guys! Has anyone tried out "Horror Engine" from Unreal Marketplace?
So can someone here tell me where I can find a good Unreal Engine tutorial
thx
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
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
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?
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
Yeah well im gonna go learn cpp then go to unreal
Hundreds allover youtube just search for them. Mathew Wadstein does good stuff
K
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
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
Have you make sure delay every frame is set to 0 in the export settings?
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?
there should be a settings in foliage to draw a dynamic/static shadow, you should be able to disable it there
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?
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?
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
@ember compass you could try posting an image where the code is actually visible, and the compiler output.
Oh wait, this is C++ problem?
#cpp then
well, I 100% sure that this code is right
it worked there
https://www.youtube.com/watch?v=XmQJxgo0ELI
I enjoy any type ofΒ puzzles, anything that challenges my mind... mazes have a unique charm, they are a good set for a mystical fantasy game...
If I could, I would enjoy a real maze every now and then. Meanwhile, I have a virtual one right here for you!
For this example, I am using a straightforward algorithm, but! It is perfect for mini-game whe...
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
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!
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 ...
any idea why this is happening with my hair?
Will my game lag if I use 4k megascan ground textures?
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 ?
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.
what is the best IDE for c++ preferably free just wanna do this for some fun not to serious
hey
whats better
Making a complete 3d model of a house
or making each house asset separately
and then merging it inside the engine
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
Right
what are you doing Fellow troll
Lol
well im trying to make a 3d structure
didnt decided yet what
just for practice and testing
how to change centre of object in blueprint editor?
how to make the centre in the centre
i think thats done inside your modelling software
Hey friends Iβm 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
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?
@ember compass use the snapping for trying to allocate it in the center
what is snapping?)))))
or I get this
so sorry to not be helpful
that's a nice looking maze
@ember compass try to ask for help in #ue5-general
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
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.
when did this started hapening ?
After I moved from an HDD to an SSD.
there might be a missing file then, something didn't load up correctly and the error says it
I made an exact copy using the same directory/filespath, 4.26 went reinstalled by downloading it all again
I did a verification from the launcher and all looked fine
DataDrivenPlatforminforegistry.cpp
I'm all eyes
Platform android din't have a valid globalldentifier
I uninstalled Android thinking that might have helped
my goodness...
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
I checked several times, all seemed in the right place
what's a globalidentifier ? let's find out
Hey Fal can you help me out with textures?
sure
I goggled that but got no resolutive result
well i did the same now and you're right
let me help for a second stolas and i'll be back to you
im making this brick texture and idk how to make a bumpoffset and texture world aligned at the same time
How do i use the water plugin?
send a screens stolas
I'm so out of any other option by now...
search it on the engine and drag drop it to the scene
a bump map is what makes it look like 3D ?
And where do i search it on the entire engine?
this makes so the texture infinitely repeats itself
first plugins, and check if you have it enable then on place actors
I tried that, couldnt find it.
and then i have this for bumpoffset
go in plugins and you'll find it, enable it and then on the place actor section there must be the entities of the plugin
mmhhh
Cant find it tho
but i cant connect the bumpoffset to the basecolor because its using a texture object
Its enabled for me
This is the whole list
had you restarted your engine
Already restarted after installing the plugin
after enabling it
Yes
4.26.2
check in volumes
Where are volumes?
Fal dm me the tutorial btw
Where can i find this menu?
here
Ok
ok back
Yup found it. Thx!
so stolas you want to put bumpmap into a looping texture
let's see if i can find something on youtube for your needs
also, put your ligthing in movable so you dont have to constantly rebuilt light
Others make a huge mess
did you made this texture ?
uh, if i drew the texture? yes
anyway you can connect multiple nodes to one
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?
not if they dont relate
can you show me the entire BP of the texture in DM ?
Added river and it doesnt load
the water textures aren't loaded yet
So i gotta wait?
yup
Solution Ammo 0/100 | Health 1/100 | Desperation Level 100/100 | SelfIrony 50/100
I feel already in a game. Hardcore Mode!
play ultrakill
no game installed yet, seriously speaking...
I was thinking about reinstalling the Android part...
the download would take quite a long time
what is your project about ?
never heard of this android part
are you making a mobile game ?
I'm just valuating various assets
was it a lot of work ?
I've got several ideas for different games but I'm also learning, so it's hard to say where I am right now
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
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
reinstall UE ?
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
what the hell is this
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
@chrome beacon , at this point wait for some Hi-tech guy and ask him
took ages
no problem
at least you tried
I definitely appreciated that
Hi-tech Guy Needed π’ [desperation move]
Not hi-tech about mobile nor VR/AR
I knew it was a desperation move...
I did gladly get rid of the Android part btw
but didn't work out either
I meet something strange.
Can your material with domain set to 'volume' have an extinction inputοΌ
Extinction = Opacity
I know this
But mine can't have an available extinction input if I set it to volume domain
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
seems like it cannot find the exe or some dll file
wan't to know a 100% fix ?
re-install UE4
always works
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 previouslyπ€
Check Export settings inside Bridge. If you already have some assets that have only LOD5, delete them and re-export
theres no place for the export settings
my gamemode doesn't change when I switch level, even tho I set overite on both of thoses levels..
Bridge in UE5 is quite deep, you don't need an export button.
ah
Though you don't want to use UE5 for remotely productive use at the moment
Are materials supposed to govern material instances? Like a "Wood" material should handle all "Wood" instances such as Birch, Oak, Elm, etc.?
Depends on how you setting up the material and sampling the textures.
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?
Physical materials can be set independently in the instance or in individual materials.
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
4.25's C++ code isn't really a huge difference to 4.26, it should compile just fine.
Though what error do you get exactly?
every single asset is appearing as lod5 except for vegetation like grass and all that
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
anyone has an idea ? I need help ^^
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
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?
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
I have a question about blender tools:
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
can i change the size of actors after i spawned them?
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!??
Use UE4. Thanks.
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
why doesnt it change in size?
If anyone has ever worked with UDK (unreal engine 3) please hit me up
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
Time to find what that file is supposed to be on a regular install
Download "Everything" (file searching tool) and look for it
what do you mean with Everything?
https://www.voidtools.com/ try finding the ini with this
I did find them with regular search
is there a change in scale node? i couldnt find any
I already have their locations and I'm surprised twice because I uninstalled both Android and HoloLens, by the launcher, but are both still there
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
working now thx π
Have I to delete their folders manually after doing that with the launcher, that seems to not actually delete them when uninstalling them?
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?
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.
Hey
how do i get this menu? it doesnt pop up on mine
has anyone played around with moisture levels and height maps in unreal for materials
Unreal crashes when i do a little bit of terrain sculpting... π¨
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?
Ensure you GPU and other drivers are up to date.
Ensure you are using your dedicated graphics card and not your onboard.
Downclock your GPU if you are overclocking.
Check your Power Supply to ensure it is outputting enough power to handle high demand applications.
I guess my laptop just wants to die. Well if I go slowly with chance it might work and not crash too often.
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?
Mako-rin? 
??
your pc specs
uuuuh i always forgot where i can see them
best way to go to task manager
then performance
this?
click your gpu
your pc is better than mine
oh
but in my pc it doesnt lag
or crash
is there any running application
using your resources
well that's weird. Maybe the issue comes from some of the meshes on my level
What about your crash log (not the callstack)?
I also had google chrome running
how many tabs are open
like 5
chrome uses ample of resources
and where can i find the crash log of unreal?
your project folder -> Saved -> Crashes
Find by the most recent one
You're using 4.0? really?
well it's not in here sadly
@compact loom
Just to give you idea on the directory:
(ignore the Windows 11 icons π )
Well that didn't helpful. Seems like you don't have debugging symbols installed.
may the answers of this may work
https://answers.unrealengine.com/questions/724678/project-crashing-on-startup-7.html
dont see the question
Also I just realised this is from 2020...
oh
lol
?
It stops after Building textures
Is the error consistently occurs when dealing with landscapes? @compact loom
I'd sus on your GPU - it has something to do with the heightmap processing.
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?
Do these holes actually affect the AI navigation?
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
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
