#ue4-general
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I have this sphere in my sequencer shot and I can't figure out what it is. I have deleted literally everything but the camera and the skybox and it's still there. It's also there if I delete the skybox.
anyone an idea what that is?
also: the weirdest part is that it only shows up when I play it full screen, not when I play it in the viewport
And it's not the sequencer either
is there a prefered place to ask legal/licensing questions?
Is there a way to control the depth of a lake with the new water system?
Need someone who knows a thing or two about shaders..
Alrighty so here we go. cracks knuckles I have foliage that interacts with an actor that acts as a source of change of wind. I use a radius from the actor to use a mask. It works fabbbbbbulous (when the foliage is 'in' the radius that is) it's when the foliage is at the very outer edge of the radius it distorts the vertices all to shiznips. I know why it happens..I just don't know how to solve it so the interpolation is smooth. The softness of the mask doesn't have any effect at all.
oh boy. i may just end up going to unity so i dont have to mess with it (though it looks like the OGL comes with some issues of its own)
I thought it was the dirtiness (the pixels) of the mask itself (being a texture)..so I just used the vector length between the object and actor and this also has the exact same issue..suggesting it is not the source of the problem
I could get the overlapping 'tree' and replace it with an 'actor' version and change its material instance to the value I want..but that is just too much overhead
Hey any suggestions on how to remove 120fps limit in editor?
unity uses the MIT license, which seems to grant complete freedom in usage of the engine. cant hurt to ask in the unity discord though
i may have been looking in the wrong area
wikipedia says prop
Hi guys, is it possible to control transparency/visibility with the sequencer?
ugh. this game is becoming more and more of a headache. i may just go back to using my own engine, though performance would suck
Apologies, but I can't stop laughing from this. 
Unity doesn't even grant access to source code to Pro tier IIRC
Are we talking about Open Government Licence, or Open Game Licence? (which the latter are mainly applied on tabletops)
Because Open Game Licence is mainly for tabletops, it doesn't really make sense to apply it on software IMO
Hi,
Does anyone knows why my editor is opening my internet browser at the Epic store page every time I open my project? its not the epic launcher that is doing this, its the editor. very weird.
im wanting to make an rpg video game, but i dont want the mechanics to differ too much from dnd which is the inspiration
hence why i was wanting to use the ogl
I'm only more familiar with J-RPG, so it went over my head.
glad to know its not just me.
i was mostly wanting to make it as a learning experience and so i can share it with my dnd friends
well, the ogl allows access to the mechanics and the srd material, which for 3.5 (the game version im basing it on) is actually quite a bit
Though back then Final Fantasy is able to get away with it. The first game is practically D&D clone but with few improvisations.
I'd rather loosely copy from something else and give it my own twist.
i mean, i was already going to impliment the homebrew changes my group uses, so loosely copying the mechanics could work
there was an article I read that stated even some of those patents can't be upheld legally if they are coded a different way than the patent.
never go up against WotC. They are brutal buggers :d
yeah... probably not worth the effort then. i can at least try to make the game minus the dnd. i was going to use a custom setting anyways, so i just have to come up with new mechanics
why not just apply to get permission to use the DnD system?
aye
yeah the mechanics are separate from the code in that respect. I believe implementation would be covered by one whilst the mechanics would be covered by the other. Whether that contravenes UE's license in some way is definitely something for the legal team to manage
thats what i was going to try but i dont exactly have the money to pay for a lawyer, and i doubt emailing some asking them to do it for free will do anything
I do know I've used licensing based on MIT with UE code on advice. Whether it was good advice Im not sure but I distributed it for free.
yeah. i wasnt going to sell the game (mostly because it would be so poor quality it would basically be stealing at that point lol). i was mostly making it for learning experience, and so i could make something for my friends to play
from reading through what the WotC OGL license entails, as long as you are not using any of their terms, naming or identifiable copyrights it should be fine as long as someone else can use it in their own. Which does beg the question on whether you would own any copyright to those terms, naming/characters used under it. It's a little confusing in terms of UE though.
Question for you guys. Would you guys rather have a finished game with prefab houses that come with these packs in the marketplace, or custom built ones that give your game its own style? Does it matter to people? lets take for example desert gas station pack, would you guys like that just placed on a map, or rebuilt with unique style?
I'd be happy with just a finished game. There are always people who will spot the marketplace assets and the question for me would be "do I care what they think?". Usually the answer would be no as long as I was getting paid, but if someone decided to berate the project because of it, that might deter others from buying an asset flip. Which in today's market is a stupid insult as even AAA flip their own assets.
truth. i dont know really this has been pondering my head for the last hour. I am spending all this money on assets, and then just custom building with them . When i can just reopen the asset pack, go to there map and just merge every mesh to mesh ( like buildings and interior)
top tip. if you are using UE5, or plan on moving to UE5, don't merge them. Lumen is heavily dependent on modular building of assets for clarity and detail.
i have not done that yet, i have been taking my assets and so far just building with them manually in ue5. I lumen the shit out of everything. BUT there is some cases when you have to open the material and fix a few things.
well if you are already in UE5 I would simply use an actor with components to make the assets. You will get much better results overall
Pretty much everything is being built in blueprints lol
every building
thanks for the chit chat tho, back to making the world of my design ๐
as a non environment artist:
when i have a long "wall" which has a single face (and thus 01 uv space) repeating, and i use megascans material, do i need to tesselate the meshes in order to use vertex painting? (is there maybe a possibility to use a second uv channel to paint on it??)
Personally I won't rely on tessellation, and simple subdivide the wall in Blender instead.

hiiii
im throwing the creator system together finally
i think im at that point o-o
@drowsy snow you got like 5 minutes or so?
I'm currently browsing through Quixel Bridge, so yeah.
:3
okie so i have a save system based on arrays
so i can find any function or such and save them in said arrays via blueprints
and a creator system that seems pretty goodv and highly customizable
however!
i have no idea how to add groom assets into data tables i think?
is there anything else i would need to save morph targets and apply them to a mesh in real time that i could be missing via hindsight
I have no idea about groom assets' workings, but it's the matter of your struct that the data table is based on.
I'm not sure what you're referrng to here, but you can have morph target values affecting other meshes, as long as the names are the same.
By the way I solved my wind interpolation problem (even though no one was gunna help) >.> lol
im proud of you asnoaofsgdsgo
that's the first real step to being an actual game developer โค๏ธ
what if i want to use the same mesh for npc's as i do players do i need to make them a seperate blueprint or something of the like?
or would i need multiple meshes per npc
My implementation of curve propagation relies on Control Rig.
Control Rig can be used across same bone hierarchy, even with different proportions.
lmao! To be fair I do solve almost every problem myself..when I get really stuck I come here. I wasted a few days on something simple so it was time to beg others
yesh yesh i know the feeling x3
keep it up and youll find your place in the industry โค๏ธ
How long have you been a Devil Loper for?
I mean Developer
hmmmm
i spent 8 months detailing every inch of what i want to make and finding sources and ways to translate it into gameplay
and i started offcially working on my game since the beginning of last year
oh okay
so 1 or 2 years if you could research as development
I'm a year and a half in. I have a few years in source (but that was over a decade ago)
source I mean Source Engine
well thats alot better than most
if youre hear for the long haul than yuoll do fine
but know its an uphill battle esepcially without large funds and or a team for support
and if you work a job itll be even steeper of a road x3
Thats where I have an advantage. I havent worked in months. I have all the time in the world
haha
same
i spent 8 years making such i got nothing but time for another 10 years or more
so nothing cvan get in the way of making the most beautiful violence simulator possible ;O;
you have the one power even the most successful game designers dont
time
you use that wisely and you could be the next great dev of the decade~
Look at all that positivity flowing from you
i wish the absolute best from my fellow colleagues is all
you guys have so much more potential than you probably realize
if you didnt you would never have started such an endevaor โค๏ธ
Do you have a youtube or anywhere you have work to show
not yet unfortunately i dont plan on making any of that until my games done and ready to ship :3
Makes sense! I dont have this patience XD I always am showing everything I do. I dont know why I am this way
but ill be sure to let you know the day im ready to advertise it โค๏ธ
Yea id love to see what you're cooking up
oh its gonna be amazing~
to give you an idea
imagine devil may cry combat, with dumb beautiful characters and multiple races stretching from fantasy and sci fi with amazing complex movement systems and better character customizations than even black desert :3
with tons of pvp and character/build expressiion based systems
nonetheless i might get back to work i wish you the best on your project
Nice, alright then ๐ here is what I am doing btw https://www.youtube.com/watch?v=lC6zYrjP8X4
Project Storm isn't just about chasing storms and catching a tornado, but witnessing storms from afar. I wonder what time-lapse footage some of you might make!
Project Storm. Aiming to be one of the most immersive game titles ever made.
Some gameplay showcase coming next month
discord - https://discord.gg/CqRWrtSyy6
how to set a level as default when opening editor
Anyone knows if there is a way to force UE to stop compiling shaders
It's in the project settings
Why does the player possess the FPSCharacter actor from the content pak just because its placed into the map even with game mode pawn changed? When I place another actor, it doesnt get auto possessed in this way. Would like to understand this behavior. Edit: Figured it out. Autopossess setting in the actor itself.
should i use the sun and sky plugin for an open worlds lighitng?
or use the normal way?
why does my viewport go black when i press play?
default project with no content
yeah
i have sky and sun actor in it for lighting and a blank terrain
Anyone with experience as a one-person development team have any advice on where to start, and what order to do things in?
Do what you feel?
formulas about how one should behave in such a sensible & personal thing generally do not work
I did not released any game yet but it has been more than a whole week that I do not touch Blender
and I am developing my game "alone"..
for the next days, I think I will quit Unreal tutorials on the web and back towards the sound part; and it goes like this... actually I feel that having so many options to work, instead of just one, turns the thing very enjoyable!
and remember, you are a solo developer! do not try to push youself too hard
I think in every aspect of life actually... pushing you to the extremes should really have a good purpose, otherwise, Babylon
Is there anyway to set camera not to render paper sprites? I use paper sprites in Npc's to show is is example shop in minimap. Then I have dialog system that switch camera to npc camera when he/she is talking. Problem is when I talk to npc's those paper sprites are rendered. Player camera does not render those because "owner no see".
you don't have the visual studio runtimes installed
Unreal Marketplace moment:
how do i possess and walk around as the mannequin
when i click possess it sends me to an uncontrollable camera below the world
how to tell if someone is actually sending you the real gamedemo to help playtest?
it is suspicious to see some kind of .dll and so
is there some kind of ways to see clarify ue packaged project
how do i do over the air updates to a game someone downloaded off my website?
hi, quick question, I set a custom pivot point for a mesh. I'm trying to rotate it, via blueprints, around that pivot point, but to no avail. using SetActorRotation or SetActorRelativeRotation won't do the trick when I just set a custom -Z axis value. It's still rotating around the 0,0,0 of the object, instead of the custom pivot I set (alt+middle mouse, then pivot->set as custom pivot). Any idea?
maybe you can open it in a windows sandbox env? does sound sketchy though
yea it is scary to help someone to playtest their UE demo =.=
if only UE provides a way to clarify a packaged demo project or something
why every time I open the engine from my project it pop outs a Unreal Engine website window on my browser?
if you open it in a sandbox setting, then you don't have to worry about anything
won't harm your PC
i am not even sure how to do this windows sandbox environment. Only heard of it and Googled but still no clue
np!
anyone?
@cold bridgecustom pivot is for the editor only, its not permanent
Hey so when I use SceneCapture2D and have Capture every frame enabled it works fine but the FPS drops, so when I disable it FPS get higher again but the scene capture doesnt seem to work properly. The material it creates is very dark and doesnt update. How do I update it?
you need to fix it in your DCC program or use the new mesh editing toolkit to set a new one or you need to parent the mesh to something like a scene component in a blueprint and rotate it around that @cold bridge
there is a capture frame node to do it manually
got it, thank you, I just solved it by making sure my mesh is saved with my desired pivot point in the 0,0,0 point on the world
can you please direct me in the right way to read/look for animating the rotation of an object set with SetActorRotation?
probably using a timeline and then a lerp or interp
also depends on what you want it to do, if just rotating all the time there is a rotating movement component
Is Background Blur supposed to work in a retainer box
(I'm guessing no as it renders to render target?)
@grim ore can i ask you a dumb 10 second question
if i understand correctly
volumetic fog allows for placement of super cool fog like effects
but can you add custom event blueprint nodes to the area in which volumetic fogs take place :3
a simple yes or no would do as the possiblities are obvious from there lol
I wish I knew, I havent used it much. when its more art oriented I dont have much experience
ah i see
well i might mess around with it and find out becaus ei have some super dumb cool ideas for it
I know there are volume domains for materials that can affect it, and some other stuff for how it looks and what shows it
o.o
Hello, im trying to make a marker system like in this video, https://www.youtube.com/watch?v=lYTLWBiHXgw&t=910s, what am i doing wrong? The marker is always in the wrong place of the compass
How to create a dynamic compass such as is found in Skyrim and PUBG using a single HUD widget. Topics covered: Widgets, blueprint scripting, blueprint functions.
Note: I very quickly deal with the maths involved to keep the video around my usual 20min mark, but if you'd like to see how these values interact with each other, connect a 'Print Str...
im doing the same thing like he does, the only difference is that im using first person project
fpc is my first person character
a multiplayer game has all its values stored in a single place, like wall damage and player health in the same pot?
@fast pendantI dont have an answer but if your FPC is your first person character, the first part (get player character -> cast to First Person) is redundant since FPS is already that so you could replace those 2 nodes with that 1.
@plush yewno, a multiplayer game has its values stored where they should be just like a single player
it just has them on the server and validates changes / data on the server normally
probably not and it would be more of an issue when trying to organize it
I am not doing a multiplayer, just pop out this question by watching one of your videos about Game Instance
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dam noobies
everywhere
lol
Why would one level that is sequenced to load AFTER another (streaming levels) - why would it's begin play functions run BEFORE that? I chose "should block on load" on the first level, I thought that would stop execution until the level is loaded
Player State & Game State on Game Mode are definitive things?
I mean, you can go on for a single-player game (idk if that makes difference to my question) with one Player State and one Game State Blueprint only?
I can not perceive yet why one would use more than one.
Is there some magic tickbox I need somewhere to get a dang Actor to run its actor overlap events...I have a sphere collision that moves through the world swapping stuff in and out..but the event of the actor to detect when the overlap ends isn't getting called at all..the collisions is set to overlap the object that the sphere collision is looking for. Works perfectly fine bringing stuff in, doesn't do anything on end overlap. And yes generation overlap events i on
@plush yewthey re included classes that are created when your project runs yes, part of the game mode, even just a default one is created. you would generally use just the one yes. you really dont swap them out unless you need to swap out the game mode (perhaps your main menu and lobby and game itself all have important things you want to keep seperate like say your player state in single player keeps track of quests, you dont need that player state in your main menu)
As far I think I understand, the Player State I would use to hold values like hunger status etc. and throw at the save-game later. If my game has multiple characters with that, one is enough to store all, alright?
in single player, you can do whatever you want lol
epic just tries to say "hey maybe you should organize some of your code, here is some helper classes designed in a way we use and they work out of the box for networking"
well optimizing early is usually not a good thing
but organizing and having the performance happen organically is fine
oh no, me thinking is very different from doing
I am still learning what variables are
anyway, lets say that, out of 10 creatures, I just want to send 4 to the planet that their spaceship stopped.
Their status being updated every time, consume too much of computing power?
For me they are just simple float or integers but who knows how much that can eat hardware...
there is no way of knowing without testing, if your literally just checking values every frame thats negligible
cpu's are designed to handle math and basic computation, so just figuring out basic stuff is what they are designed for
yeah, I can set a IsWithYou variable to let these numbers run (idk)
thanks!
can you save numbers on a Player State if it is not loaded on Game Mode?
if its not instanced/created, then no
part of the startup of the project is bringing those things to life that you define in the game mode
https://streamable.com/r2c448 I swap the trees for these green rectangles to clearly see what is happening. The Actor On End Overlap is supposed to get called when it is finished and replace it to an instanced mesh. it will not call it. Generate overlap events is on..the sphere is overlapping that object channel..the actor is on that channel to overlap with...I am pulling my hair out
how are you moving the object?
Im just setting its location from a timeline
so the begin overlap is swapping to the green cube, but the end overlap is not getting called?
So my collision is in the cloudwind icon you see moving accross the landscape. It overlaps instanced foliage meshes and replaces it with an actor.
Then I wait for this overlap to end on the actor and ...... .........I think I just realized what may be causing this. I am calling 'end overlap' before the actor begins because it is spawning within the collision capsule... ....possibly?
btw the endoverlap isnt being called at all so its not the branch \
I think one issue is your overlap and end overlap are not in the same blueprint, any good reason why not?
I dont want to keep casting to the other actor from the wind blueprint
I just want to have the actor realize when its not being overlapped and switch
so my github stopped working just now, its telling me it cant find the folder and is asking me to locate it, and when i do i get this error:
what should i do?
you can use interfaces if you dont want to cast @narrow mauve
also are you sure that item can receive an overlap? wht is the collision on this item that is there
I tested and it should work assuming that item can receive collision/ovelap properly
the item that is being overlapped, your second picture
the static mesh component in the debug tree actor
yea it is the one. Is it wrong?
well its only going to overlap with itself, thats the only channel its checking on
it wont overlap with the other item, the wind thingy, unless its also set to be a tree for its object type?
like for my test this is the collision on the box moving in the world
its object type is world dynamic
and my overlapping item, your tree for example, is set to overlap with that object type
@grim ore what should up if i want to merge game instances?
or learn how to merge them i mean
like the actual blueprints? lots of copy pasting lol
For some reason I can't find this on google, what is the command to see everything's MS and such? Like stat show all or something
It is the same as the other (because I wanted it to only search for tree overlaps) ..I tried setting overlap all dynamic just to see but ya its no bueno
I really dont understand where I am going wrong
set both to overlap all just to eliminate that issue first
then use a print to see if that actor end overlap ever fires
right now your using a boolean so I ahve no idea if that actually stopping it or not
tried that also doesnt work. And tried the print as well to see if it was even overlapping anything
๐
๐
This is going to be one of those things where its a duh moment
then the next question is what is the collison on the item that is there right now?
your overlapping it and something is happening, what is happening on the overlap?
also...
its possible your swapping out of the item is resetting the overlap as it never "started" it might not end?
lets find out lol
Hmmmmmmm
what are you swapping?
wait your target is the tree system, so this is instanced items. your swapping out the instance with a spawned in item?
my brain is hurting
I need a break.
lol thanks for trying to help I need to let my small brain rest
@grim ore if youre still free might helping me with merging game instances
its my first time doing so :3
well when debugging your issues is your end is not triggering since your overlapping the instance component it looks like
you would just duplicate the code from one to the other pretty much
what about these parts https://gyazo.com/7b9bd339308e5ee75af580d47aac712c
would i remake them or just search for them via the little circle bits x3
these circle bits https://gyazo.com/637c9ade31aa3cf22bf075dfdf4eb5d1
if you copy and paste, when you paste it should say variables are missing and you can right click the broken nodes in the event graph and create that variable
your not going to have the correct default values is an issue
I wanted to buy generic shooter and it's not for sale anymore so I can't get it 
@grim ore i cant seem to find this particular event type
even when typing in event init and its not custom from what i believe i understand
that event only exists within a game instance
youre right
you could create it for other classes, though, I'd suggest BeginPlay for most usages
hello, when packaging my project I get these errors, can someone help me?
UATHelper: Empaquetado (Windows (64-bit)): LogThreadingWindows: Error: Runnable thread PoolThread 11 crashed.
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error:
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197]
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: Ran out of memory allocating 268435456 bytes with alignment 0
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error:
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error:
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error:
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: Crash in runnable thread PoolThread 11
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: end: stack for UAT
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogAudioMixer: Resetting audio stream to device id
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
UATHelper: Empaquetado (Windows (64-bit)): LogThreadingWindows: Error: Runnable thread PoolThread 8 crashed.
UATHelper: Empaquetado (Windows (64-bit)): Executing StaticShutdownAfterError
UATHelper: Empaquetado (Windows (64-bit)): LogThreadingWindows: Error: Runnable thread PoolThread 9 crashed.
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: HandleError re-entered.
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: HandleError re-entered.
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: HandleError re-entered.
UATHelper: Empaquetado (Windows (64-bit)): Worker (1/5): shaders left to compile 5819
UATHelper: Empaquetado (Windows (64-bit)): Worker (2/5): shaders left to compile 5809
UATHelper: Empaquetado (Windows (64-bit)): Worker (3/5): shaders left to compile 5799
UATHelper: Empaquetado (Windows (64-bit)): Worker (4/5): shaders left to compile 5789
LogAudioMixer: Resetting audio stream to device id
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
UATHelper: Empaquetado (Windows (64-bit)): Took 4781,647425s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Empaquetado (Windows (64-bit)): ERROR: Cook failed.
What do you think this means
UATHelper: Empaquetado (Windows (64-bit)): LogWindows: Error: Ran out of memory allocating 268435456 bytes with alignment 0
oh dam, i canยดt do it for out of R.A.M?
Basically
I mean that's how I read it
It doesn't mean you can't, it means you couldn't
But that's a bit odd because unless I'm reading that wrong, that's only 268 MB
and I can not do anything? because I have an urge to send this, is there any other way to package the project?
You could just zip the entire project up and have them package it but they will need any plugins associated with the pack (things like engine plugins that aren't in the project folder specifically)
But it will at least tell them when they try to open it what they are missing
great, hope that works, thanks
you can also look at your memory usage while packaging, maybe windows has stuff open you can shut todwn
Is there a way to temporarily spawn a component on another actor? Right now I have Target Actor > Cast to > Add Static Mesh Component > Delay > Destroy Component but the component doesn't seem to destroy properly unless the actor it belongs to is destroyed
Try spawning and attaching it instead of adding it as a component - while it's slightly tricker because if you don't attach it correctly, it will cause problems you should still be able to destroy it
@light thunder do you know what the term is for this here https://gyazo.com/cd389b19bcb5f78cc8b94d8d339217cc
Thanks, I was about to try that but I figured it'd have the same result. I'll give it a shot
i dont know why that appears on the event node and want to learn about it so i can merge my game instances successfully x-x
Event pin?
that's for attaching to other things like binding events
I believe sok
as i believe i have to do that to my game instance to merge properly
so
o.o
It will tell you otherwise - word of caution, sometimes it doesn't let you drag to that thing after you try a bind, just try connecting from it directly, play with the connection because sometimes it's quirky about accepting lines from binds
ah
so after i set up the merged instances proper
see if it automatically does it before trying myself right?
Breaks (f9) are you friends \
o.o
What does Paper 2D lack, in Unreal Engine, compared to other Engines that are used with the creation of 2D Projects? I know that BackBone was created with the Unreal Engine, and it is great, so why is the Unreal Engine, not used in the creation of 2D Projects?
https://gyazo.com/e0bda6c9668f10c675e304cebbb66a01 @light thunder any idea how id spawn this node
i cant seem to cast to it o-o
or cast it
welp i think its time for a break didnt realize ive been at it since 8am this morning >.<
@drowsy snow I fixed my IK's by the way
no more knee glitching into the stomach dont use ineria on root if you use powerik
its beautiful but cuases ik's even when not standing on the ground
gets really messy fast.. and glitchy as heck
anyone know if there's a way to expose some kind of "slot" for children in a blueprint? I want to have a parent blueprint that provides various ui components, but when I'm in the child blueprint I want to be able to add children to it and have them appear in the correct spot
is there a way to do that purely in blueprints?
IE parent blueprint renders a nice panel with a box in the middle, child blueprint shows the panel and there's a mount point in the hierarchy window or any children I add get place in the central box on the parent
I guess the way something like a wrap box or vertical box works
Just started learning unreal through a udemy course, can't wait to learn more
why does the Player Start have a capsule component?
Assertion failed: SpawningInstances.IsValidIndex(SystemIndex) [File:D:/Build/++UE4/Sync/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraSystemSimulation.cpp]
I dont understand, I only have the actor set to destroy itself if its valid. For some reason, it still gives me an isvalid error
and it only ever gives me it on the niagara particle effect, not the actual mesh
where can i get started using ue4
Complete resources for learning to use Unreal Engine 4
๐
I am making a map and i have a small problem, i'd like the trees to show on the map but the foliage do not show.
Also the culling is set to 0 on foliage so it shouldn't hide anything.
Anyone has any idea on World Position Node๏ผ
I can't figure out what the heck it actually outputs
If I mask a channel , it seems that it projects a map to cover my mesh
If I directly connect it to Emisive , it seems that it calculates the coordinate then changes them into 8 different colors
how to get voice and streaming role
Hello everyone!!! Since i don't find any channel for troubleshooting, i'll post here and maybe someone has/had the same problem. I'm running UE 4.26 and experimenting with GPU Lightmass but no matter what i do, i always get a crash with the "GPU Crashed or D3D Device Removed". My level is simple, no heavy geometry, not a lot of maps, just a few walls exported from C4D via Datasmith and a simple lighting setup. I attach my PC Specs and the crash report if it helps in any way (The machine runs with two 2080Ti). Any help is much appreciated as i'm having this problem all the time and it starts to be very annoying. Thanks in advance!!!
I forgot to mention that i tried disabling any background applications, modified the TdrDelay registry key and almost any solution i could find on google.
nasa computer ?
Hahaha i wish it was mine. It belongs to the office that i'm working at.
hi i have an issue : i am making a subway surfers like game, so i need to have a camera that is at the same speed as the player, so i made a variable for it, the player speed is at 0.8, and when i test the game when the camera speed is at 4 the camera is at the same speed but when i export the game on my phone the camera is not speed enough , what is messing up ?
Framerate, I guess.
how do i fix it ?
Instead of using delay in event tick to make a countdown timer, what other function can I use to substitute this function. The problem being that when apply delay, it will restrict me from using any other thing that has tick in it.
Someone suggested using the timer function instead? but I am not sure
Hey guys! Does UE have some kind Scene View like Unity? I want to be able to fly through my level while playing in Editor and click on actors so i can see their properties
I am coming from unity. Is there a way I can move the c++ classes into the content folder. I want to have 1 folder for my character controller that includes the mesh, textures & scripts instead of splitting them up.
Can Timer countdown be display in UMG?

Press F8 in PIE session to unpossess.
You can't. C++ scripts are contained in Source folder and cannot be moved to Content folder.
You can, however, make a blueprint class out of said C++ class.
UE4's C++ scripting is pretty low level, unlike Unity's high level C# scripting.
Then i lose control of my character. I would like to see my running animation in-game from a particular point
does rigify rig work for unreal marketplace anims
Ok, thanks for the response.
I personally hate visual scripting and would prefer unity but the graphics and mainly light quality are dragging me slightly towards unreal.
If that's the specific case, you could set up a rigid spring arm on your character, and switch to the camera that is attached on it. See the ALS project on marketplace for example use case.
It's not possible to have another viewport to view on moving actors in PIE.
Don't force yourself. Unreal's C++ is quite low level, requires more attention, and Live Coding compilation only works if the layout of the code isn't changing. (Also do not use Hot Reload)
If you despise Blueprint and prefer Unity C#, go back to it. I'm sure Unity's renderer can be as good as Unreal's, if you dedicate enough work to it. Don't use Unreal merely for the flares.
Anyone know of any Dog Petting animations? I cant find any existing ones lol
Why not make one?
Also forgot to mention, that unless you really know C++ and know the engine's C++ workings, you'd ended up using Blueprint, even in the smallest capacity.
@drowsy snow Im a programmer not an animator lol
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/VisibilityCulling/
Hello I have some questions about view frustum culling.
How it works when ray tracing is on?? As the doc explains it removes objects to be rendered
An overview of Visibility and Occlusion Culling methods in Unreal Engine 4.
Ok ill post there
ok
Ok, yeah looks like I will be going back to unity. Might revisit unreal in future but their code organization and language are just too poor for my liking. Don't wanna have to put extra time into making everything look good in unity though, lol.
Got a few general questions regarding blueprints and UE in general. I am an experienced programmer, but new to UE. I am someone that is serious about clean/best practice code and would like to ask a few questions to someone with quite a bit of experience in UE. Would prefer to write it in DMs.
what does sound concurrency do
I can't find UE4Editor-LidarPointCloudRuntime.dll in my engine, is there something needed to set it up?
whats the proper way to line up the crosshair with a linetrace?
I think the better question is, why does yours not?
this is what I got
pretty sure its wrong
it gets less accurate if I look to the left or right lol
your end seems to be in "local character space" and not "world space"
it's "start" and "end" not "start" and "direction"
add world location to your "end" value I suppose
im not following
hey, quick question - my projectile disapears after a certain distance/time passes but the "initial lifespan" for it is set to 0, any other reason it would happen?
Hello everyone!
How can i get value of some stat (for example - Fps, or DrawCalls)?
I found documentation page that describes how to setup and count custom stats:
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/StatCommands/StatsSystemOverview/
But i didnt find how to access them through code (bp or cpp).
Please help!
Thanks!
The Stats System enables developers to collect and display performance data so that they can optimize their games.
When I try to move a folder into another folder in a learning example, it pops up with a yellow exclamation mark and does not move anything.
I don't see where it says any errors
because rider is laggy
The folder remains
It will not move
wtf?
Is there a way to see the output of this error?
I checked the logs but did not see anything
when I click on it nothing happens
it just goes away
same proble happened to me also 2 months ago
lol just getting started and I can't even move a fucking folder
this is going to be a long road
just onn the filter of redirectors
onn?
Ok so for now I'll just not move anything
because when I reloaded my project it was just a black scene
These tutorial projects are fragile lol
same i was also following the tutorial they didnt told about this
Hey everyone,
I have a question:
How can I remove Perforce from a project?
I have Disabled Source controll in the Editor, but on restart it still tries to connect to P4V and all my files are locked.
@drowsy snow ๅฅฝๅฎถไผ
that means favor or goodguy
ไธญๅฝ่ชใฏ่ฉฑใใพใใใ
็งใๆฅๆฌ่ชใฏ่ฉฑใใพใใใ
2 questions guys
1st what do i need to change that the car isnt a rubber ball if it hits something
2nd how do i set the character and the camera to normal axis if i get out an an angle or if the car is on the roof
anyone got an idea?
I think there's a view distance as well - it's moving out of the view distance so it's being culled
My procedural grass is only rendered some distance around the character and it makes the ground at the distance looks ugly.
I know there is a setting where you can modify this but just can't find it, does someone remember?
Hey! I just picked up Unreal 4 a few days ago, what would be the best channel for really stupid questions regarding basic stuff?
You can ask them in this channel.
Like for example, using the third person starter, adding in the ability to sprint and running into an issue not being able to jump while sprinting and unable to find a solution online
Sprinting currently works like this:
Jump is not firing (hello string in view) while holding shift and sprinting:
Shift + W and Spacebar only works in N-key rollover - if you have gamepad lying around, connect it (or change the jump action mapping) and see if it works.
i changed it to E and it actually works!
highly, highly suggest you run through a udemy or at least a youtube tutorial - ryan laly (spelling) has an "fps tutorial" and for any individual concept, Mat Wadstein has a ridicolous amount videos on youtube for learning that single thing, for example, "WTF is "Get Forward Vector" will show you a video where he explains it -
anyone know good documentation on how to make a loadout system.
Like I want the character to be able to equip certain armor in game
Alright! I'm actually watching a lot of tutorials, this one was about basics of multiplayer (just to get an idea of whats in the future, replication and all that) - and hes demonstrating sprinting and how it needs to be replicated both locally and as an event sent to the server. I just got side tracked by my inability to jump while sprinting and set out to see if i can fix that
You already are on the right track, most new people don't provide screenshots and ask non-specific questions, "can I make an FPS?"
#blueprint is also good if you find general is too busy and if your question is a bit deeper
You should either change your keyboard or allow the player to remap the key binding.
This is issue with cheaply built keyboards, where key matrices handled poorly.
Luckily i have been an software engineer for 15 ish years, but the blueprint system is new to me and mostly done my wifes physics homework and arduino programming with c++
oh okay so we are talking about an actual hardware issue here, thats unfortunate
You'll like Blueprint I think - do all the raw calculations in C++ but expose everything else to blueprint
i like it yes, visually easy to see connections, but at the same time i understand underlying concepts (hopefully) - and networking ๐
i also recommend "BP Assist" plugin - it costs money but omg is it nice to have - automatically cleans up your blueprints
works retroactively too
hmm, how is it that i can sprint jump in other games if my keyboard is the limiting factor here, though?
Yeah, hence why several high end gaming keyboards and purpose-built premium ones have N-key rollover, which mitigates issues with cheap key matrices.
What is default rollvover? 4?
Most cheapo keyboards assume that you use it for typing, which the lack of N-key rollover won't get in the way, but not good for gaming or other works that needed it.
I know it was a lot less in the past but modern cheaps should still do 4-8 I thought
Like for example Escape from tarkov (unity) - i can sprint and jump with those same keys
4, but depends on the layout.
i found a test that confirms space is not registered with shift and W down: http://gadzikowski.com/nkeyrollover.html
now im just really curious how it can work in other games
In most cases, you're unconsciously let go of the Shift key, then press Spacebar right away, letting the momentum flings your character higher.
alright, i have to read into this
need to go spend time with the daughter, thanks a million for the help!
holy crap, you are right, i was unconsciously letting go of shift in tarkov - it doesn't work there either. mind blown
just tested it
half life was really difficult on my keyboard because it doesn't support W+LShift+Space at the same time ๐
2 questions guys
1st what do i need to change that the car isnt a rubber ball if it hits something
2nd how do i set the character and the camera to normal axis if i get out an an angle or if the car is on the roof
If i have a player leaning against a wall and walking side to side. What should happen with the collision capsule for the character?
yo guys
does any1 know why when i save a project and close it
when i open it again
the lvl i created doesnt pop up but the premade map does
oh i fixed it dont wrry
is there a way to find a reference of something in the editor
example, I have a texture in the content browser that is being used, I would like to know by what
I tried using the reference viewer, without success
if anyone knows ping me, thanks.
hello, sorry if this is the wrong section, but am i the only one that has the forum email notifications not working at all since the new forum was introduced?
i get pm's and i don't get any emails
i have email notifications turned on in the settings
How do I PlaySound at location with the AnimNotifies? It seems to be 2DSound
create a new notify and do whatever you want or make a custom anim notify
Hey All! Im having a hard time trying to get my view to switch to the level sequence camera.
I put a print node on the level sequence camera and connected the world location to tick.. it is printing the value when its supposed to
so i know the level sequence is playing but my view doesnt switch to the camera that is flying through
im calling the create level sequence > playnode from a BP and not level BP
could that be the issue?
hmm there should be many good ways to do it, but as for lazier ways you could try to temporarily disable the capsule orrr do something like this, where the capsule remains but the mesh moves near the wall somehow
I was thinking that! Though i wondered, if it'd cause problems for like enemy detection. Though maybe it's bad to use the capsule for sight stuff?
another thing, if you want to hug against walls, with very tight ledges. If the capsule being in the air would be a problem maybe?
you could use a separate thing for detection maybe aswell if you do run into issues, but I don't know which is more efficient. I don't think it being in the air would be a big problem per se you could find work arounds like restricting movement temporarily or disable gravity temporarily even
nah
you could maybe leave the capsule and have something more precise attached to the mesh itself
but i'm just spitballing here I am not that advanced
nah me neither it's cool haha
ya
maybe i could make a new class and inherit the capsule thing and then just scale it somehow
Normal maps are just to make it look like a surface has more bumps without it actually having it. You only need to use them if you want stuff to look bumpy
Guys, every time I start my game in packaged build, I have some freezes, when I start to shoot. It only appears within first shoots. What may be the issue and solution?
loading sounds, meshes, particles... preload them
Yeah, but unreal should load all referenced assets with primary ones, doesn't it?
yes, are you sure all references are hard references?
Yeah
then profile
Okay, I'll try. Hope I'll see there something useful. Thx.
mind a lot of engine classes use soft references, its quite possible its it (from the description)
@digital anchor What do you mean?
I have those references (Shooting sounds, fx's and other) in a weapon class. But weapon actor is already spawned by the time I get freezes
You mean USoundBase or NiagaraSystem actually may be soft references?
i mean that those components may reference other assets that are soft reference
not sure if those actually do, but its a possibility, happened a lot with GAS
Is the best method for having visual damage states just duplicating the bones and using scale trickery to swap between undamaged/destroyed sections? I assume with LoD it wouldn't hurt performance too much, and having it all in a single skeletal mesh would keep draw calls down.
Depending on the damage, you could maybe use some kinda culling on the limbs you want gone
Why does UE4 like switching to VR mode when i dont have one plugged in/ connected
Hiya, I have the weirdest issue and I'm not sure if it's a bug or not. basically I have a master 'insect' blueprint that controls how my insects move. I then have different subclasses representing subspecies of insects. I have one insect A that has a bit more code than the others but this just involves how inputs affect the animation blueprint (this all works fine). The problem is that my character movement: flying (handled in the master insect blueprint) just does not work for this insect type. I don't move at all. it works for all other units. I have tried going through with a fine tooth comb to see if any of the child properties might affect the ability to move but I can't find any.
uh turns out it had to do with root motion in my anim BP
annoying because it only broke when I updated engine version
Does anyone have a video teaching how to make a pause menu, using a gif/mp4?
Is there a way to disable light fading out? Cuz its cannot go further
I have a tutorials screen with 3 pop ups on screen. Each pop up has a button. Now there is a universal pause game button on the top corner. When that pause button is pressed there will be a window (canvas with image as background and buttons) will show. My problem is that when pause menu is shown the buttons below that window remain clickable. Is there a way to disable buttons below the current window?
I was editing a free model and had to put him in a T-pose myself
I made the guy on the left
from the guy on the right
but somehow
the dude on the left's arm is all fucked up
(in the coloring)
yes. (Before animation) you need to scale the armature by 100, apply scale (so it has scale 1 but is 100 times bigger), then scale the armature by 0.01, so the armature has scale measured as 0.01 but is the original size still
THEN you do animation if you have any
I'm using a website to generate the animation
I'm uploading the fbx to the website
ok but try passing the adjusted fbx like i said
could be trouble with the website and not blender bug
mixamo does dumb things at time yeah
When I'm in blender and I try to do the Dyntopo tool
it comes up with a warning
Vertex Data Detected
betterfbx is a great (paid) tool to bypass most of the fbx file format headaches
not sure what that means
just use something like rokoku to transfer the mixamo anim onto your skel
and these will not be in your original rig data
then thed a mirror
model everything including sculpt before rig
ask in blender discord these are quite basic issues no offence so should easily get it all explained
kk, I'll give that a shot
Hello, i've recreated a tactical compass following this tutorial, everything works fine and dandy, but im wondering how to make markers not to move with my player location(I want to show markers on the certain degree of the compass relative to my camera position) and if the object is not on the screen then keep marker on the edge of the compass (left or right side) https://www.youtube.com/watch?v=lYTLWBiHXgw
How to create a dynamic compass such as is found in Skyrim and PUBG using a single HUD widget. Topics covered: Widgets, blueprint scripting, blueprint functions.
Note: I very quickly deal with the maths involved to keep the video around my usual 20min mark, but if you'd like to see how these values interact with each other, connect a 'Print Str...
object - is the object that my marker is referencing to
Should someone who starts now discovering Unreal (as amateur, not professional) use UE5's early access or UE4?
you may encounter odd bugs and crashes with UE5, and your code may break from time to time with new updates
bump
if you're okay with that, then UE5 is surprisingly stable for being in EA
you'll honestly probably have an easier time with UE4 and then switch to UE5 once you're comfortable enough navigating through the editor
Mmm, I feel already pretty comfortable with UE4's UI. I don't know everything of course, but the basic stuff is pretty straightforward. Except finding the profiler, hell that one wasn't straightforward at all.
What I wonder most is how different the code framework changes between the two. I'll carry this to #ue5-general though. Thanks man
Anybody knows how to troubleshoot PowerIK? My knees are bending backward.
Have you tried Kieran's discord?
For the most part it's pretty tricky because the solver itself is a DLL, If you want to debug that I think you can get symbols with a certain package but for the most part you're probs shit out of luck
ask in PowerIK discord anyway imo
Does anyone know how to update the SceneCapture2D manually? Do I use the scene capture node?
There's a PowerIK Discord. IDK that.
I found it. Thanks
โค๏ธ
Has anybody run into this bug where the lighting in the static mesh viewer is stupidly dark, It's impossible to work like this
Nm it's because I disabled auto exposure...
whyyyyy does the static mesh viewer use the same fuckin settings as the game / editor, what is that
Why is source control such a scathing piece of shit? honestly
I mean it is fairly unintuitive
IMO
holy shit its jennifer lawrence
sell me a mop
when configuring the movie render queue with console variables, does the order of the commands matter?
where abouts is that?
I'm not having any issues with it. I just want to reiterate what a piece of shit the git format is and how I can't wait for something to literally steamroll it to death. ๐คท
You could probably count everyone on one hand here who knows what BonsaiBuddy is
true lol
@inland flicker well perhaps its not the right solution for you. Is it the LFS system or something? You could try Perforce. I use that (and Git for source builds) and I find use out of both of them.
What is server management like with Perforce? I don't really think I have enough in my project to justify using it but it's worth a consideration and looking into.
its really simple. In fact I haven't touched my server in the past 4 years except to add a new depot
it looks archaic though. LIke it's not had a UI upgrade in 20 years ๐
ty
Did you ever figure this out?
Hey all, what kind of animations would you guys think would be most popular or are in need of most?
I have some object(a yellow one), how can i calculate the degree on which it's located?(relative to my camera)
I quickly looked for general indoor animations, and found little that suited my needs
pushing buttons, flipping switches, opening doors, etc
most of the ones I found were too long, or too exaggerated.
Thank you
matched animations are always useful. ie. fighting mechanic animations where one char performs an action and you have the animation for the receiver also
besides that, I haven't had an easy time finding animations that are for both third person body, and first person arm models
you can retarget the arm animations from a third person to first person usually
If i was to make a first person or third person gun animation
Would it be neccesary to include a proper weapon with it
Or do people still purchase assets that use placeholder weapons
๐ค I should learn to do this
A weapon would be really nice to go along.
would show off how the animations would look much better as well
though I imagine a crude blocked out weapon would work fine
Alright thank you, i want to contribute some animations to the marketplace :)
https://www.logicalincrements.com/ my favorite website for pc building. gives you a good idea of what you can expect per budget
your build looks good. I'd recommend moving on up to 32gb of ram
the GPU however is going to be HARD to get right now
at the moment there's a global chip shortage. so the manufactures can only make so many pc components
and unfortunatly GPUs are some of the heaviest affected by it.
not so much crypto miners. It's more closely related to covid, and the auto manufactuing companies
i would until you're able to score a decently priced GPU. right now my used 2070 is selling on some parts for like $1200 ๐คฆโโ๏ธ
looks like your mobo and CPU may be incompatible as well. and to install the bios update you may need a working CPU in there
look for another mobo, or CPU
motherboard
Yeah unfortunately it's just a bad time to build a new PC.
wait. do you already own that motherboard?
also, this is probably better chat for #lounge
Hello. Total noob here, What is the FIRST thing i should do when trying to make a simple game in unreal engine
as in what should i educate myself on first.
I am learning C++ at the moment
take a look at the beginner courses
Okay. as for programming languages. is C++ the way to go
if you want a paid C++ course, ben tristan's on udemy is fantastic
Right now im following the Free W3 schools course
yes please
thanks a lot i appreciate that.
C++ & Blueprints seems to be the way to go
I started off learning with BP and then moved onto C++ and it definitely made eveything easier
Yeah you gotta use both
doing only one or the other isn't the most efficient way to do ue
You absolutely can.
this is a fantastic video that explains why you should choose one over the other https://www.youtube.com/watch?v=VMZftEVDuCE&t=2444s
bottom line: use C++ when it's appropriate use BP then it's appropriate.
But you can use one or the other exclusively. You'll just have pitfalls and lack of performance here /there if you choose to only go BP. just got to compromise
How do I disable intellsense in visual studio?
Any way to increase this budget? Its low for my game as i have optimized it as much as possible, so no longer capped to 30 FPS or stuck on 20, But the FPS still isnt decent given how its uncapped now
Think increasing it to 60 would help given thats the max it ever goes
Hello everyone, any idea how to get rid of this saving issue? The asset '/Game/Maps/subwaySequencer' (subwaySequencer.umap) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
do you have two copies of the editor open?
geez, I didnt realize, it was that! thanks a lot
no worries
Can someone help me with my packaging? every time i try to package my project i get this error
something about unreal build tool failed
this is another log
idk if it will help
Anyone has any idea why a light would flicker on a render? It looks good when I play my sequence on the viewport but not on my render. I have high antialiasing samples. Don't know what else could it be.
mb
Hey Guys, I know lua/python/javascript and am familiar with scripting, but I've never worked with an engine and am completely new to game dev.
I feel a bit intimidated by C++ but UE is my goal and I want to learn UE, should I start with c# & unity to learn game dev basics and go into UE afterwards or jump straight into UE & c++?
is unreal engine cross platform
mobile console pc?
kk
also
if i make a game with unreal engine
should i publish it on epic
or can i make it indepent
oh cool so you can use it indepently
nice
i used source they told me you have to publish it on steam
In the FPS example - why/how does the default player controller automatically posses the FirstPersonCharacter2 Pawn? I know that the GameMode sets the default pawn class to that blueprint class. Is that sufficient to make the posession happen, or is there something else going on?
should i learn java for unreal?
Not at all
C#?
C++
blender for models?
Im new to unreal where do I start
which one is the best
blender
imo
_>
^
each one has strength and weaknesses
so use the one(s) youre comfortable with that suits your project needs
ok then which is the simplest and user friendly
imo
and good for fps games
thanks.
^
? Blender is ez
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
i launch blender and it looks like a mess
blender has an easy learning curve unlike other 3d engines
for starter is unity better or unreal
anyone tried LWJGL ?
its legit blender with better ui
tf
how is this not taken down by blender
its like a carbon copy with better ui
ok once you profit 3k$ you need to pay epic %5 of profits
not bad
Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.
ok this is good lol
i dont think i'll make a mil lmao
I don't know about you but I'm in it for the Lambos
Does anyone know of any good foley sound libraries with rock sounds, like rocks clanking together, falling, etc?
i also tried it but didnt like it also
i just asked source they wanted 25k
also should i use ue5 or ue4
ue5 is still in early access and its gonna be similar to ue4 in basic function when it releases
how do I import assets from another ue4 project to another ue4 project btw
just copy and paste in windows explorer?
wow cool
and it will automatically take care of all dependencies
thanks
anyone know why I get this error when trying to build lighting in the editor?
how do I compile Unreal Lightmass?
nvm, I think I found how to. I think it's this right?
Left tree is painted using the foliage tool, the one on the right is manually placed
Something looks seriously wrong with the lighting on the left...
Any ideas?
Are you using DFAO?
I am
Go into your foliage asset in the foliage tool and check affect distance field lighting
Set to movable and to use distance field lighting in the bottom of the foliage tool rollout
I'm not seeing that last bit, maybe I'm not looking in the right place
Somewhere in this scrollable menu?
Found it!
Problem solved.
Thank you!
Hello, I've had errors with the unreal engine 5. Upon opening it crashes and gives me a list of errors, can't create projects or anything ๐ฆ
That has not been my experience with UE5
I know, I was wondering if anyone could help me
What is the errors
I really want to be able to use it
Um, let me load up a project and ill copy and paste
Are you getting the errors just from doing one of the templates? Have you tried the third-person template? That is what I am using to start with
Yes, i've tried blank, 3rd person. It just will crash
With starter-content?
Yes, everytime. I've tried to make a project with starter content
I was getting an error with that selected in the first release. Let me try again with the access 2 version
Wait there's a new beta version
So if I don't select starter content then it wont crash?
5.0.0 Early Access 2
It did not for me
So I normal create with a Blank or Third Person template, C++, Desktop, Maximum, No Start Content, No Raytracing
I just created a new project from the Third Person template and starter content and it came up for me
Ok, ty
I'll try that
Ok, I didn't select starter content and I created a project with the 3rd person template which is what I desire. I'll see if it works
Thank you for the help
Thanks
Also, if you are doing a C++ game I am using Visual Studio 2019 version 16.9.3
Not sure I can help but lets see
Ok
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
kernel32
ntdll
Or at least that is what it looks like
It is an amd
Hmm, I do not that one
I am seeing some articles online talking about AMD drivers issues with Access Violation errors. Normally at hex code 5 not 8
How do I change that?
Not sure.
Ok
The best option is to make sure Windows is up to date and you are using the latest drivers for your graphics card
I am ๐ฆ
Ok, ty have a good one
You too
anyone I can stream my project for him for like 5 mins and tells me what I'm doing wrong ? I'm working on interior lighting and its pretty fucked right now and idk whats the issue (3 days stuck at this shit now)
is it possible to make flipbook animation without using special flipbook material?
I've been having this issue with my VR project where whenever I try to open another level in a project it loads and then at the ends it crashes. Even just trying like a new blank world it crashes.
Just started using Rider switching over from vscode, is it as good as everyone says it is?
@radiant jewel you're trying to subtract something from a structure. A structure it's a "group" of variables so you can't subtract something from a group of variables. If you want to subtract some value inside first you'll need to break the structure and then subtract the variable you want
I am following this tutoiral
And it is rather one variable, how would I break it into smaller one
Sorry, im rather new to unreal
Oh
I found out the problem its because I didnt set the variable to be replicated
But I cant find the detail tab
To do that
In that screenshot you can see there's a make timestamp before (that's the structure name). Do exactly the same, or of you want to decrease a value inside break the structure before and then decrease the variable you want. That seems to update server time, I didn't know nothing about multiplayer (just interested in single player) but that seems pretty advanced stuff
Yes I have tried to replicate the exact same thing
Is this a problem because im using UE5?
Instead of 4
Hello, i am quite new to the server, joined yesterday. In which text channel could i ask stuff about UE4? I've recently started using it and might need some advice.
You can ask right here
Oh great.
In that case, as i said i am still learning how to use ue. Some days ago i learned how to do a door made from cubes, containing a frame and a cube in the middle which slides down, when the player enters the range of the collision box. And now i've been trying but didn t succeed to make one like an elevator has. With 2 cubes that would slide one to the left and one to the right. Any suggestions how i would be able to do that?
If you want/am allowed, i can send the link with the vid from where i've learned how to create that
Hi all, I have a 400km2 terrain batched up into tiles via World Composition. Because it is open world, the player may be looking at tiles up to 20km away. Is it possible to manage actors in that tile even when the tile isn't loaded?
There would theoretically be an artillery cannon 20km away that the player may need to dodge or attack
@minor grove do you mean can you programmatically interact with actors in unloaded cells? if so, then no, when a world composition sublevel (or any sublevel) is not loaded, you cannot manage the state of the actors in it. for that matter, the state of the actors within it would not persist after it is unloaded. However, if the sublevel is loaded but not visible you should be able to manage the actors in it just fine
@minor grove you may want to move the cannons to the persistent level or spawn them perhaps?
or perhaps just increase the distance at which world composition cells unload?
Hmmm...not sure
I imagine loading in all of the tiles would go over the memory budget
I still haven't been able to find resources online detailing how folks dealt with the challenge of directly interacting with an actor > 8km away
I imagine its a common challenge in the flight sim domain
My domain has a bunch of low rolling hills, and you are getting in long range engagements kind of similar to tank battles
well if the actor is a character (ie something controlled by AI or another player), then in this case i wouldnt put it in the world composition sublevels anyway-- you dont want the enemy to just unload when you get too far away (at least not purely by the auto-load/unload) youd want it to happen based on your gameplay logic
especially for flight sim
i do not believe that actors that are spawned are affected by world composition load/unload, at least by default
and if the actors are in the air, and thus not dependent on the ground being loaded, then having those cells loaded probably wouldnt be a problem anyway, unless perhaps you are using navmesh for it
Most of the AI pawns are ground-based. It looks like unloaded tiles are visible but the terrain does not have collision, meaning the AI pawns fall through the ground
I suppose I could just make it so pawns that are resting above now-unloaded tiles could just not move :p
yep this is a problem- i would venture a guess that often folks dont actually put the terrain chunks themselves into world composition
Is there another way to handle large amounts of terrain without filling up memory budget other than world comp?
personally i would try to pull it off putting everything else in world composition, leaving the base terrain loaded in persistent level. but i have no idea if this works for your budget / use cases
is this a budget you have set for yourself, or something in engine?
I haven't actually done measuring, but I have crashed my computer from loading/unloading all tiles at once
32gb of memory on this computer :x
I'm using this terrain for prototyping https://www.unrealengine.com/marketplace/en-US/product/france-fields-real-scale-satellite-data
you could try playing with the terrain component size
but yeah if you run out of system RAM with the whole thing in, then world composition is the way to address that (or world partition if you go to UE5)
though actually iirc terrain isnt there yet for world partition? someone can correct me if thats wrong. its still early access
i would assume you want the ground based pawns to be "remembered" during load/unload as well (ie, whether destroyed, what their "health" is, etc)
yeah
If you're familiar with ArmA, my requirements are essentially "travel 10km, dispatch a few enemies along the way, dispatch enemies at objective"
low volume of detail as this is mostly long-range vehicle snipers
whether or not world comp is needed is unknown to me, I'm flying by the seat of my coat-tails trying to figure it out
im not familiar with arma, but is it more like, off screen there are battles happening?
cause if you need 20km to be visible then you cant really avoid the memory penalty
World comp seems to already handle the visible aspect because it automatically loads in a very low LOD version of the unloaded terrain tiles
I can fly around and see all 400km2 just fine
however the terrain doesn't have collision so I can't have vehicles roaming about it ๐
im not super familiar with world comp's special handling of terrain but typically if you can see the cell (and assuming it is in fact its own terrain actor within the editor) then the cell is loaded, or the terrain actor is not assigned to the cell
terrain itself has an LOD system to handle rendering lower quality versions at distance/screen size
It looks like the author of the terrain already turned it into sublevels...do you think its possible to join each terrain tile into 1 massive terrain?
to test out if the engine's normal application of LOD could handle it
like...world comp might not even be needed
and I might just need to do world-origin shifting to handle floating point precision loss
not sure if theres an easy way, but for 2km you shouldnt need world origin shifting
20km ๐
iirc 1 UU should be 1 cm right? so 20km = 20,000m = 2,000,000cm = 2,000,000UU is that right?
im not sure but i wouldnt immediately expect 2M UU to cause any problems with no world origin shifting
I believe anything over 8km away causes fp precision loss
but if you DO want world origin shifting world comp is the only way to do it, and its deprecated entirely in UE5 because they are adding double precision
yeah
no it is not there yet
early access doesnt have it, but in the world partition live stream (inside unreal) they talk about this
wow
recommend checking that out
thank you!
yeah if your game is going to take awhile (into 2022) then it might make sense to consider what UE5 / world partition will do for you there, but if you expect to release before then, well UE5 isnt expected to go GA before then
wait not 2022
aiming for april 2022
Anyone experienced with soft references on Unreal?
anyways, @covert summit, I really appreciate your time and help
@minor grove no problem!
Not exactly sure what my next step is for this, but at least I'll keep trying
yeah best of luck ๐
๐
@lucid grove im familiar with how they work but dont have extensive knowledge. might be able to help but i will immediately also point out this Inside Unreal from may 2020 that goes into depth quite a lot https://www.youtube.com/watch?v=K0ENnLV19Cw
This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
DISCUSSION THREAD
https://forum...
I have generic question: if i have animations array and i dont use soft reference for it will it still be loaded in memory?
yeah in blueprint an array with references to animation assets would remain loaded in memory
so if you loaded all your games animations into an array and kept it around forever that could be a problem
Hey guys i just need help from someone for about 20min if thats okay? I made a map in maya and tried importing into ue4 (im still new to UE) and im having an issue where the map has like a box collider and even though it does not have a ceiling the player still starts at the top of the map I just want the player to walk around the map so it replaces the blockout that I currently have
but it depends
For example i have attack animations in my combat module which tooks one randmoly from it. What happens with that animation after it was played?
check the Simple/Complex collision on your imported map. You may have a simple collision that is a box, even though you have mesh based collision as your complex collision. You can tell the mesh asset to use Complex Collision as Simple in the collision complexity setting
how do i do that can we call and I can share my screen?
no sorry, but search "collision" in details when in the mesh asset editor in unreal, it's fairly easy to find
well if you are selecting a combat animation to play at random you do not want the animations to be unloaded anyway. you wouldn't want to cause a hitch when the player hits attack button, that needs to happen with very little response time
thats why i didnt used it at first place.
if you are just starting and are worried about too much memory, I recommend just doing it and fix it if you do have a too much memory situation, especially for something core and latency sensitive like combat
I see, how many animations in this array?
Im a half way there, but i manage almost all heavy stuff at components its kinda easy to change
It depends, i have a combat module which have plenty of arrays. Some have 10, some 5 and etc.
At all its almost 50
oh that's probably not an issue, though maybe could depend on your target platform, maybe on mobile it would be a bigger deal
No, not mobile
the animation wouldn't be ticked when it's sitting in an array btw, it would just take up some memory, but I can't imagine much
I will watch a video you sent for better understanding. But overall iss mostly for heavy mesh references and etc?
yes he does talk about animations specifically, do recommend
and mesh refs, which can be a bigger deal if you have for instance customizable clothes etc
but the animations, I wouldn't preoptimize
Yeah, its about trade off as far as i digged: memory vs hitches
especially if you have a shared skeleton, and thus shared anims
doing that exactly will be a challenge, but you could work up to it. I'd imagine you'll need to do some heavier 3d math and operations on meshes etc
it's not something that can be explained in a quick message, there's a lot going on there
in case anyone has some knowledge of materials and shader levels, I have my own inquiry in #packaging, could use some help on it
not trying to replicate it entirely, but would like to come as close as possible. Just trying to learn stuff so If you could point me in the right direction it would be helpful.
there's so much, I would probably start by building a project where you can scalpel a cube or something in half, then maybe start to look at how to make the scalpel cuts react more like skin where the cuts have tension to tjem, then you'll probably need to do custom dcc (digital content creation) to create layered 3d models that can be cut because you probably won't find such things available on marketplace
it's a big project, stuff like that tends to be done by pros. if you are just looking to get into gamedev you might want to pick something simpler tbh
but I'm an amateur too, so maybe it's easier than I imagine
Yeah , I guess I should reduce the scope and think about adding complex functionalities later. I was just specifically impressed by the scalpel and the skin sim, so I started looking around
yeah it's pretty cool for sure
Does anyone know any tutorials on actor foliage? I got it working but the cull distance doesn't work at all...
how so?
and do you mean just regular foliage or having actual actors that are placed via the foliage tooling
I have a setup something like Line Trace > Break Hit Result > Get Actor going into a Spawn Actor node as a homing target. It throws up a ton of errors if the line trace doesn't find an actor, is there a way around this?
yes just check that the Line Trace found an actor
theres a pin for that
should be off Break Hit Result
Would I need a second Spawn Actor node for that coming off a branch with that as a bool or is there a way to do it in one?
No its a Foliage type Actor
@frozen girder are you looking for "Select", which lets you use a bool (or other value) to define the value of a blueprint edge?
Oh I think I am, thanks! I always wondered if there was a way to select a certain pin based on a condition but never knew how
yes! also see Switch which does the same with execution pins
@steep steeple i think thats just the regular foliage (but i cant check for a minute or so because my editor died)
whats wrong with the cull distance?
ahh, no indeed the FoliageType you are using is Actor
Yep thats right, well the cull distance just straight up doesn't work. As an example, i have a normal foliage actor as a palm tree and a FoliageType actor as a pine tree.
whoa whoa whoa, why use FoliageTypeActor for a palm tree
unless your palm tree has gameplay logic, you should use FoliageType_StaticMeshActor (the third in the list on the screenshot above)
The palm tree was just an example to show how the cull distance works for just adding a static mesh, but not for the FoliageTypeActor. My tree does have gameplay logic so thats why i am using the actor version
gotcha
well, if the cull distance works when using the palm tree as StaticMesh (instanced) FoliageType, then i would suspect the engine might not do cull distance for those foliage types
am trying to find some docs to say one way or another but
can i ask what is the actor logic you need for the tree?
Cutting the tree down. I can cull the tree in game like this:
but the editor is going to start lagging if i can only cull it in game
ahhh
this is likely to be the bigger problem overall
i wonder if you could simply swap in the actor when the player interacts with the tree
But wouldnt that require the orginal tree to be an actor too?
