#ue4-general

1 messages · Page 1026 of 1

covert summit
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then youd need to remove that instance, and add an actor with the same props

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you definitely want to go instanced for things like trees if you want any reasonable amount of density

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a 1080ti can handle hundreds of millions of tris of instanced foliage, but if they arent instanced, no way

steep steeple
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I don't really understand instances, do you know any good tutorials on the subject?

covert summit
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the idea is that the CPU does not have to issue a draw call for each tree of a certain type

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it can issue one draw call and "batch" them together

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the "static mesh" foliage type does this for you, which is why its

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you can use instancing in other ways in the engine, but static mesh foliage is the most straightforward way to leverage it

plush yew
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How to make a spot light like that? I mean, a true light fading. My light It looks very bright when held to the near wall as in the picture, but a small amount on the far wall, so it is not well balanced. I couldn't find any proper way to fix this. Also I noticed most of indie ue4 games flashlights have that problem. What can I do to remove or slightly reduce the far fading of the light?

covert summit
steep steeple
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Alright, I'll give this a shot. Thanks for the help guys

covert summit
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@plush yew i think you should look at cone distance versus intensity

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there are other techniques that dont actually use the lighting system but those will be more complex to implement -- would not bother going beyond the core dynamic lighting until you have to

plush yew
covert summit
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hmmm

plush yew
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light darkens immediately by fading

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this is the definition of my problem

covert summit
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you could look into Light Functions and IES profiles, but note that these have tradeoffs- if you are using forward rendering for instance you cant use them. Unreal by default is deferred renderer and it can use them, but they have a perf cost

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but for something like a player's flashlight, where there is only one in your scene, it might help with the use case

crystal kelp
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Could anyone give me some links to some good tutorials for UE4? (in case that would be considered spam on the text channel you can just dm them)

covert summit
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not sure that is the place to go, but might want to investigate them

drowsy snow
covert summit
crystal kelp
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ok thanks

covert summit
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yeah thats fair, the link above for Unreal Online Learning is a good resource

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and welcome to game dev 😄 its so much fun

crystal kelp
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thanks :>

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It's gonna be an adventure for sure

hardy nacelle
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How can I know which point (for example index of that point) was moved in spline inside function PostEditMove

plush yew
covert summit
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@plush yew I would also recommend controlling your exposure comp, it's a good feature when used in a controlled way but the defaults are whacky and can throw off a lot of tuning. if you aren't already aware of it's effect, set it to 0 on your global post process and see how that affects things

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lol

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he got offed

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mannequin abuse 😛

plush yew
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I killed him

covert summit
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killed him with flashlight

plush yew
plush yew
covert summit
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yeah if you havent messed with exposure comp at all and you are fine tuning lighting, then yeah it will make things make way more sense

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like i said though, exposure comp is not a bad thing when used right

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not good to just totally disable it and never think of it again -- more than likely youll get to a point where you're like yes it looks good when im standing in this light, but not in this light

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disabling exposure comp entirely is mostly done for still frame work

plush yew
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You mean auto exposure? I heard first time exposure comp

covert summit
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yes the same thing

plush yew
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Oh, I'm gonna check it

covert summit
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0 means no changes

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ngl i dont know why its -0.8127 on this one lol

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the unfortunate thing about post processing in unreal is that there are a boatload of defaults that are always there

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personally, i prefer to have full control of lighting at the map-level, and ensure that unreal does as little post processing globally as I can, at least beyond the obvious global postprocessing like antialiasing etc

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which i do not think the engine even puts under the post processing category, but it is post processing

plush yew
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Yeah I think same

covert summit
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you can change the global defaults in project settings

radiant jewel
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I am currently setting up a UMG editable text screen for the player to enter data in, how can I cast this text data to another blueprint so that I could display what the person typed in on screen through a different UMG

plush yew
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I tried the exposure comp, it brights everything but, maybe If I set it balanced with the ambient light, I can achieve the result I want. But I'm wondering if there is another way instead. Also what if I uncheck this? It works a little for me, But it makes some glitches on the wall. I'm not the only one who having that problem, I think I'm not gonna use this...

covert summit
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@radiant jewel Question is broad so I'll cover a broad response. you would use "Editable Text" or "Text Box" widgets in your UMG blueprint, then use Get Text when some event happens to get the text out, send it where you want, and then on some other widget use Set Text to show it on the screen

You'd use Create Widget and "Add to Viewport" or "Add Child" on a parent container to create the second one.

covert summit
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Then, once it looks the way you want, then you can turn it back on to taste

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setting exposure comp to values based on a quick look in your scene can result in a lot of weirdness

plush yew
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I disabled auto exposure, so that doesnt change anything

radiant jewel
# covert summit <@!327094392844189706> Question is broad so I'll cover a broad response. you wou...

So I am trying to create a timer that the player or the user could set for themselves, a countdown timer to be exact. I am planning on setting up the timer in the third person character blueprint with all the variables. Problem is if I want the player to set the time for themselves, I must allow them to enter in their own data so I must use the UMG editable text. As a result, I would need to somehow gather the info entered by the user then send that variable or text to the timer blueprint in the thirdperson, then from there, I would then send that variable again to another UMG blue print to project the timer Countdown. That's what I have in mind

covert summit
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well it's one less thing to worry about off the bat. dont have more knowledge myself of how to configure the light for what you're after, bring it back again later im sure there's lots of folks around who can shed light on it (oh no, the puns)

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also poor manny

plush yew
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okay guys, I think the way to disable or fix the light fading is, disabling use inverse squared falloff, That is the only way works for me

covert summit
plush yew
covert summit
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taking an amount of seconds and converting to an integer happens automatically, drag a String or Text to an Integer and it should auto-cast

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and beyond that, its just programming

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welp, having fun helping folks out and will continue to be around, but my objective is solving a packaging problem, which ive posted in #packaging - if anyone knows how i turn off es3.1 shader compilation in DX11/12 SM5 windows packaging (or why the hell it is there to begin with), im all ears

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having a hard time believing this hasnt been hit before

radiant jewel
covert summit
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and i have some that use Shading Models that are not supported in ES3.1 (specifically "Hair" or "MSM_Hair" in engine)

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results in packaging failing

drowsy snow
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That's odd, because I swear I never had issues with MSM_Hair in packaging before. Probably it come from my modified UE, which doesn't have build config for mobile/VR.

covert summit
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i have used the prebuilts and have a custom devenv set up- which let me understand that the crash was happening because Content on the material shader map ends up being nullptr, on a hair material that is a few lines above (in the cook log) complaining that it cant build for ES3.1 because Hair isnt a supported output

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so the material instance cant build because the main material could not build on ES3.1

drowsy snow
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Though if I going to sus, probably leftovers from OpenGL
I think only Vulkan that use SM5

covert summit
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i have Vulkan enabled

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but yeah its supposed to be SM5

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let me turn it off

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thats where ive been at

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never mind, thats linux anyway

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windows is just Vulkan (SM5)

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its not even on

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wait

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i have a theory

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🤣

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thanks unreal

clever axle
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Hey everyone!
I'm trying to increase the grass cull distance but I can't find the setting

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and could someone at epic please fix those image access errors in the forums? Half the threads I find on google look like this https://forums.unrealengine.com/t/grass-rendering-distance/36958

covert summit
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yep that fixed it immediately. Maybe don't trust unreal project preferences if you or anything have ever touched DefaultEngine.ini. Check the config file if it's not behaving as expected

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welp, I owe much to unreal slackers already :-D

clever axle
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@plush yew my question or the plea to fix forums or both?

covert summit
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I will agree though that the breakage is annoying

clever axle
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aye.. I'm trying out the stylized forest that's free on the marketplace for the month

drowsy snow
covert summit
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oh yeah, just click the foliage type in the foliage efitor

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under instance settings, cull distance min/max

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if you are in modern UE, there's a toolbar button to entire foliage mode

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or shift+...2 I think

clever axle
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it's landscape grass though, not foliage..

clever axle
covert summit
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landscape grass? foliage is how you put 3d grass on landscape, I don't know of another way, and if you mean the 2d texture then you don't need cull distance on it

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ahhhh

clever axle
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yes, I think it is.. It's a layer on the material

covert summit
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good q then

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@plush yew but that's not a FoliageType ?

clever axle
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I only see the Material that would be close to that but I can't find any cull settings or the like

covert summit
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man I need to read up on this

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so if it's referenced by a material, then I'd guess the material is in charge of cull for it yeah?

clever axle
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probably this then

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aah, ok

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I see

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now everything's broken but this is progress

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thanks @plush yew

covert summit
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shaders build for sure

civic mauve
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Is there a way to search through content packs in the editor? or do you need to do that via epic games

covert summit
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if you mean search through all available assets on the store, epic games -> unreal -> marketplace

civic mauve
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okay

clever axle
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@covert summit I found the setting, grass to the horizon and no frames left 😄

covert summit
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heh

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what gpu?

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if you are on 1080ti class, then check your density

clever axle
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I'm on GTX970 until prices come down to reasonable levels 😄

covert summit
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@plush yew yes but density is the biggest killer

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it's easy to overpaint

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yes

clever axle
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Hell yea! I will! But first let me look up what that is 😄

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oh lol

covert summit
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yeah, the less "full" wireframe shows, for the equivalent visual effect, the better

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you crank density to a billion and paint, it will be crushed, but it won't look better than way less density

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yes not yet sadly :-(

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pro tip though, if you've painted too much and you just want to reduce what you have, the editors got you on that

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just set your erase density and repaint over the land with control pressed

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you can reduce until perf is ok

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yes, my stuff is mainly on foliage paint which is not the dedicated grass system

civic mauve
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is there a way to change the folder where it looks for projects? i can only add assets to these projects now

covert summit
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you can tell the marketplace that it's ok often

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but it might not work if it's a big gap between compatibility of your project and the asset

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easy to come across assets for 4.25 that don't show your project by default, but that will work fine in 4.26

clever axle
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@covert summit from what I read having the grass as a landscape layer is a lot more performant than foliage actors

civic mauve
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i just started a new project with ue5

covert summit
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you can do a lot with grass with instances static mesh on a good gpu but the more perf the merrier when things get big :-D

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(btw super pumped to go to 3080ti tmrw from 1080ti)

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finally get to really play with ue5 and lumen (not that you can't use lumen without rtx to be clear, that's one of the best things about it)

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well my poor system has some work to do tonight

clever axle
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@covert summit the gpu prices are finally falling a little bit so fingers crossed to be able to pick one up this year

covert summit
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@clever axle best of luck, i recommend fixitfixitfixit for stock alerts

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also fml this is how #unrealdevlife really is

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@clever axle btw only reason i got one is because of the recent reduction in demand from the china crackdown on crypto

clever axle
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well, that and everyone who wanted one and was willing to pay dumb prices has one now

covert summit
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i paid dumb prices. you shouldnt pay $1400 for a 3080ti. if you are doing gamedev, aim for a 3090

clever axle
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and everything's reopening so people are chilling at the lake instead of rendering their blender tutorial donuts 😄

covert summit
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3090 has 2x as much VRAM and thats important for gamedev

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good luck fitting it in your case though

clever axle
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I got a big one

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and my case has plenty space too 😄

covert summit
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😄

clever axle
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I'm aiming for an AMD GPU actually

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cause I want founders edition /reference card or bust

covert summit
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6900xt is definitely a reasonable choice for dev

clever axle
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and NVDA cards just don't have enough VRAM this generation

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at least the affordable ones

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so.. I just want something to tide me over until chip stacked gpus are mature

covert summit
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6900xt has 16GB VRAM, 3090 has 24GB of VRAM, 3080Ti has 12GB of VRAM

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6900xt is a bit cheaper than 3090

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3080Ti is in the middle of those two

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so if you are looking for the low end of this set, 6900xt is completely fair

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upper end, 3090 is better

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3080Ti is in a bit of a weird place, but i also want to play some RTX, and RT is doing better on NV

clever axle
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I would consider a 3090 but well, as a tide-over card it's too expensive

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and 12GB is not enough

covert summit
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its 1GB better than what i have now (1080Ti)

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and im not hurting for VRAM really

clever axle
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I just want the headroom

covert summit
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but i dont do static lighting at all

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and no DCC

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overall VRAM is mainly a factor of "how effective RT cores will be at accelerating my pre-computation"

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scenes that i get 60fps on in standalone, yield 20-40fps in editor now, with minimal or acceptable texture streaming (1080Ti)

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its hard to see a path where i really feel i need the full 16 that 6900xt will give me, but sacrificing RT perf

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maybe in about a week ill have a different report, but right now im confident that going from a 1080Ti -> 3080Ti is going to produce good results from a gamedev perspective

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ill be able to explore a lot of perf that my players will ultimately have when the game ships in 3-4 years

clever axle
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well, have you used lumen/nanite with silly amounts of textures and tris?

covert summit
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No!

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I have literally held myself off from UE5 EA1/2

clever axle
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I've installed it. The editor runs at around 5fps with the little chair default scene

covert summit
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im super excited about the positive perf impact there with no additional hw

clever axle
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yes.. basically empty editor..

covert summit
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ok one more time your hw stats?

clever axle
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I only got a 970 though.. It's a solid card but too old for this next level stuff

covert summit
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whats your storage?

clever axle
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NVME

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it's the GPU bottlenecking me.. trust.

covert summit
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feel ya, if youve got a good PCI 3.0 NVME going on

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nanite should be able to do

clever axle
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yes.. the editor is maxing my GPU is the problem

covert summit
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my old 970 is in my gf's machine, i think i need to test this when i finally get into ue5 testing

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it makes some amount of sense from a raw I/O perspective

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but

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this is where i wonder how epic is going to handle scalability

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ideally i want to take advantage of directstorage + modern GPUs to produce nanite + lumen in a commercial build

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but the ideal is that we get what we had before in 970s

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which should be fantastic actually if you know what you are doing in UE4

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it may not be possible technically though

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we still need terrain + foliage in nanite

clever axle
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directstorage + modern GPUs

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yes, I'm looking forward to this as well

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I'm actually surprised it took this long to develop a direct line from the GPU to mass storage

covert summit
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no point when doing magnetic storage

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but on the SSD front, yeah, its way more than feasible

clever axle
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SSDs have been a thing for a while

covert summit
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yeah but architecting game engines around it is brand new

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when I first got into unreal I thought of course it already culls the vertices of actors that are off screen

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but that's false, before nanite it could not do that

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I mean partial vertices of the actor, in ue4 you can merge actors of a huge wall, and that's bad for perf, the engine will render the entire wall if only a fraction is in the view frustrum

clever axle
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what? I refuse to believe that. It's even backface culling afaik?

covert summit
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in nanite ue5, only the vertices on screen render

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back face culling doesn't address forward face offscreen vertices

clever axle
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Yes.. But if it's backface culling it's hard to believe it's not also partially offscreen culling

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but in any case. I like that nanite is a thing

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but I wonder if it will be possible with dynamic actors

covert summit
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backface culling is against the camera plane

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camera plane doesn't factor in polygons off of the view frustrum

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for dynamic actors, that will be amazing but epic has certainly not promised anything like that for GA

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it still should be possible

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the best part of nanite is breaking every actor into polygon groups (basically HLOD)

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it means that view frustrum does matter, on top of automatic LOD

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beautiful future we've got :-D

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yeah what nanite promises is to make it more or less easy, but it's not anything that can't already be achieved

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and maybe not even that much more difficult with the right middleware

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that's why for me the ue5 unveil was powerful though, that right within the editor there was a promise that the engine will take care of it

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yes

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I'm holding off on that and the issues on foliage for lumen

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though I've seen some amazing foliage heavy lumen

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there were some heavy hacks (sorry chance and team) on VotA that they fully intend to address

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and people wonder why i spend so much on computer hardware

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yeah

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like i mentioned earlier, if you want to ship something in 2021, then realistically consider shipping on UE4

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early 2022 (GA) is a longshot on UE5, mid 2022 more reasonable, and end of 2022 is a good target for UE5

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2023 should be ok i think

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i havent dug in deeply but if so then i think they've got the right timelines 😄

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yeap

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well yeah the GA is early 2022

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but its a longshot to actually ship a game on UE5 in early 2022

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definitely violent agreement here

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for me, my game aint coming out before 2022 period, and early 2022 would be way ahead of my schedule so yeah ill be going to UE5

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but im also not jumping from 4.26 to UE5 yet

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you get deep enough into a project in unreal and every engine version move is laborious, let alone jumping to a new major v ersion

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yes agreed. UE5 is a testing phase thing at this point

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im just happy its not trying to build ES 3.1 (mobile) for a game that definitively is not targetted at mobile. maybe my last 3 months of work can be enshrined in a nice packaged build i can keep forever

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its hard enough to do that

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(i have way too many assets to build manually on the regular, but im contemplating setting up an automated nightly similar to how the big boys do it)

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definitely in the "i have too many assets and this is a problem to solve" phase

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the builds come out to 13.x GB which is far higher than it should be for about a quarter of the game im going to make
(though most of these assets will certainly be reused)

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curious, for those of you single devs out there (as when you are in a team with a perforce server its a different dynamic) -- how big is your project folder?

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hey, if youve got a team and a perforce server set up, still curious what the heft is

hot swift
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Hi guys, does somebody has experience to get your game dev build to Xbox One? I have everything set up and I cant transfer my game to Xbox to test it.

wary wave
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if you're using a dev kit, nobody here can talk to you because of the NDAs associated with that dev kit

hot swift
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yeah, ... is there any troubleshooting in doc that explain those problems? its so secretive that nobody really explain anything 🙂

drowsy snow
uncut vigil
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Is 4.27 preview compatible to 4.27 when it will be out?

magic heron
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Hello guys, we are currently loooking into making 3D real time configurators with Unreal. We are not really familiar with Hosting of such an application tbh. So I was wondering if we have some wizards here that can give me a bit of inside on what server requirements there are, if scaling is a good idea etc. That would be absolut sugar.

random pagoda
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So I broke my project. After moving folders around unreal has lost references to everything and I’m up shits creek even with version control. Does anyone know any tips for fixing this.

wary wave
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never, ever, move things around in Windows

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do it from inside the engine

random pagoda
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Damn that sucks.

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That’s legit my entire project lmao fuck that’s trash.. I have a version before I moved the folder structure around but sheesh that’s dumb

wary wave
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I mean every material, model, etc has a file path inside it pointing to everything it references

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you move that stuff in windows, all of those paths are now pointing to the wrong place

random pagoda
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Yep that’s pretty much what happened. I feel like that’s something that you should definitely preach early.. holy moly. The one thing unity has over unreal is definitely folder structure

drowsy snow
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Number #69420 of Unity bootlicking message. (or something)

random pagoda
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I wouldn’t say that. It’s just this engine has damn near everything but you move a folder and you have to do double work and they fail to mention things like this until you break it. Every other software allows you to move things around in windows fine this is a multi billion dollar company.. I’m just holding them accountable.

dark rune
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how do you guys make a reliable projectile bullet system
i use a bullet that overlaps everything but it seems to pass through walls without detecting the overlap sometimes

jade lark
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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.

drowsy snow
jade lark
drowsy snow
jade lark
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my final goal is - create my own custom debug widget where i can display multiple stats(like fps, drawcalls, triangle etc.) in one window

jade lark
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but i need more stats than FPS. It was for example

drowsy snow
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But why do you want to reinvent the wheel? The stat command and Unreal Insights tool already provide you that, and player won't care with drawcall/polycount stats.

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Those kind of stats means nothing to end-user side (the players), because they're not the one tasked to develop and optimise your game.

jade lark
drowsy snow
amber dune
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hey

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so ive recently reformatted my pc and kept my engine files. i can open the engine etc but its not registered in epic launcher and my project files arnt associated with anything

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any idea how to fix it?

marble mango
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you must know the location installed folder

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Move it to the Epic Folder

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that shi for real

amber dune
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well i want to keep it on its own drive

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i have a seperate ssd for game dev, epic is installed on c which is a 150gig partition just for windows and apps

drowsy snow
# amber dune so ive recently reformatted my pc and kept my engine files. i can open the engin...

Rename your engine folder to something else, then download the engine from the launcher with the intended installation directory.
Once you done that, wait for it to actually starts downloading, after initialising, then force close the launcher through Task Manager.
After that, move the engine stuff from the renamed folder into the new folder created by the launcher. Then launch the launcher, and attempt to resume download. It should start verifying the files, and if done correctly, it'll detect the engine stuff.

This is basically tricking the engine into thinking that the engine files already exists in the directory it knows.

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Use source control.

amber dune
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i have done this a few times before but it doesnt seem to work now

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but let me try again

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it MIGHT be a different version of the engine actually

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in the launcher it says just 4.26 but my files are 4.26.2

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sorry, other way round

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aha i think its located it now

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i had to copy the .egstore folder from the new download to the initial folder

hidden tendon
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I have a mesh that won't show complex collisions unless I use "customized collision" and select itself from the browser. Why is it doing this and is it cool to use this workaround?

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Even when doing it this way it still shows simple collisions when it's added to the scene.

wintry silo
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getting out of video memory error popping up frequently in the engine.

wary wave
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then you are running out of video memory

orchid lodge
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Can you use complex collision on sprites?

wary wave
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no

bleak ginkgo
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Hello, is there an easier way to select everything in a certain zone or do i need to select everything individually ? ty

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Ty for that

next swift
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Anyone really familiar with Voxel Plugin Pro? I'm thinking about buying it but I have some concerns

So what is the best way to implement water with voxel plugin, to get at least a minecraft like effect. By that I mean being able to have oceans that don't just fill everything below a certain height, rendering any caves that are below sea level but on land flooded as well. Also is there an established solution to have water pour into caves/tunnels that breach into water?
I'm pretty new to all this so I may have passed over it, but I'm having trouble finding anything other than a cool water sim on the Voxel Plugin Youtube channel from 3 years ago. If anyone has some leads I'd be grateful.

grave nebula
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Regarding water sim, you need to take down your appetites in that respect alot. It is doable of course, but not as how you depict it. Removing/adding water from closed spaces is doable too. Regarding plugin itself, you can safely drop all concerns regarding buying it, for it is arguably best plugin on marketplace. @next swift

next swift
grave nebula
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@next swiftI don't do one on one counseling in DMs. I suggest #graphics for visual-related questions, or voxel plugin discord, if you have specific questions regarding plugin.

next swift
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Gotcha, thanks

plush yew
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How could I prevent illegal sharing of my game?

gleaming lotus
gleaming lotus
cedar wave
deft pumice
#

UE4Editor_Engine!FViewport::Draw() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\UnrealClient.cpp:1543]
UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [D:\Build++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2130]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1826]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4+Licensee\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:414]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4850]
UE4Editor!GuardedMain() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4+Licensee\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

#

this is very important would really appreciate if anyoen could help with it

plush yew
#

Well I guess I gotta be fine with possiblity of pirating ;D I don't think that I could even get that drm thing working so yup

gleaming lotus
#

Yeah, I don't even bother with adding DRM to my game, pirates going to pirate.

cedar wave
#

I've seen indies upload good pirated copies of their game themselves, just so people don't have a crap experience.

deft pumice
#

is this like a graphics card issue as it seems to have problems calculating the scene or something else ?

gleaming lotus
#

Hey folks, having an issue here that I cant figure out....
I'm trying to import two SM and have them create material instances of the selected material. When I try this, it just creates two blank materials. I've tried a variety of different options in the importer but I cant figure out where I'm going wrong. Any suggestions?

buoyant graniteBOT
#

:triangular_flag_on_post: ARtemachka.11111111 Dead Inside#9348 received strike 1. As a result, they were muted for 10 minutes.

hazy lake
#

Profile it yourself and find out

#

Not sure if anybody here knows off the top of their head

dry moon
#

I'm making a C++ Day and Night, but trying to add YAW so it doesn't go directly up and down. What would be the best way off adding that offset

covert summit
# dry moon I'm making a C++ Day and Night, but trying to add YAW so it doesn't go directly ...

do you mean making the _sun go directly up and down? typically you should just use a directional light and change its rotation to match your time of day (with it set to Dynamic), and also recommend looking at the Sky Atmosphere and Volumetric Clouds that they added in recent engine versions as they are very good. There is also a built in time of day blueprint based on it (i forget the name) that might be sufficient for your needs or at least useful for guiding you on how to do it in C++

dry moon
#

@covert summit No as in it's not super realistic as of now, it simply just goes up and down with Pitch. The problem I'm having is having so the pitch is offset with a sun angle to avoid it hitting pitch -90 (direct overcast). So it orbits around at an angle rather than straight up down

#

but just a simple offset will in turn ruin the sun rise and sun set timing, 6am etc

#

I know there's some easy formula but I'm brain farting

#

They use an X and Y of lat, long which doesn't mix too well with mine

#

I got SunRotation.Pitch = TimePitchClamped(Time, 0.f, 2400.f) - 90.f;

obtuse copper
#

Is there a way to have unreal use fixed frame rate below 30fps but non-fixed frame rate above 30fps? so that the game will slow down below 30, but is allowed to run above that at normal game speed.

#

basically a maximum delta-time size

steep basin
#

Can someone please explain to me the order of making a cinematic? For example would you set up animations first then v/o or vice versa or what?

kindred viper
#

@steep basin check out learn.unrealengine.com and look for a course called "First hour with sequencer" and it should help you a lot

dry moon
# dry moon I know there's some easy formula but I'm brain farting

If anyone has this issue (probably no one). I solved it as such.
Get the Sun's Height with -1 to 1 with this:
SunHeight = Sun->GetComponentRotation().Pitch / -90.f;
Use that as a lerp with the Sun's angle. to get a Desired Sun Angle.

Then Minus that with your pitch, and add that to your Yaw. Angled Sun

light thunder
#

Is there a node that lets me use HALF of a texture?

#

These are all getting adding and finally going into the emissive channel - I'm wondering about how to wire the logic - what's the way I could use the single map but have it take in different parameters at the same time - it starts to get confusing when I think of the different states

#

If those resources used in the house were pushed into your source control - but many times they are not (and shouldn't be, to save space on the source control machine)

#

so they'd get the house itself but it would be missing the material, unless they downloaded the associated content pack and had it in the exact spot in their project

#

nothing wrong with pushing textures to source control, I do it all the time, but if you are limited on hard drive space on the source control machine, it's something to think about

vital belfry
#

Hey! So... I can call this event from C++ and it prints the correct values. BUT it does not update the Ui (Actualvalue)?

burnt lichen
#

Hey folks, how can I move the view editor window and make it full screen without starting play?

burnt lichen
light thunder
light thunder
#

or you can use the windows hotkeys and you should be able to move it

burnt lichen
#

I guess I would need to move around couple of windows I will just make up some space. Thanks for answering

vital belfry
#

How do i view it?

gentle bolt
#

Hey guys I made a horror game and it’s about ready for release I was wondering how I would go about publishing it I don’t want to publish it to steam cuz theres a fee and I can’t spare money can anyone help please

light thunder
#

it will give you a tool tip - where it says target or over where target is coming from

#

it's going to say "None" probably

lunar kiln
#

Any resources for setting up an asymmetrical gamemode similar to Dead By Daylight? I need one player to be selected to be the 'monster' (in this scenario), and assigned a pawn that is different from the others'.

vital belfry
#

Nothing pops up when i hover over it?

#

Oh wait

#

It says current value is "1/4"

#

Which is what i expect

light thunder
#

no, the blue

vital belfry
light thunder
#

find the "frame skip" button and hit it once

gentle bolt
#

Anyone help?

light thunder
vital belfry
gentle bolt
#

It’s like 100 dollars or something

bleak copper
#

You might also accomplish this with an if that masks.

#

Depending on what you're specifically doing.

light thunder
#

If there isn't a simple node, like "Use half of texture" it's not worth my time, just was checking if there was a simple node for it

#

I have an emissive I'm using for my brake lights, I could re-use it for my turn signals if I could tell it to ignore one of them (for the left/right)

bleak copper
#

Not that I know if... but you could make one.

vital belfry
light thunder
#

because it's updating ONE of them (we saw that with the break) but you're LOOKING at the other one

bleak copper
#

But yeah up to you

light thunder
#

NOPE, we aren't going down that rabbit hole again lol

vital belfry
#

Thats set the the same one

light thunder
#

scott how does this look for emissive channel logic on a car @bleak copper

vital belfry
#

which cpp then sets to show on viewport

light thunder
# vital belfry

You aren't listening, break through it again and hit frame skip once

vital belfry
#

Okay, now the target is blank

light thunder
#

then look at the filters menu, looks like this

#

hit frame skip

#

and you are checking to make sure there is only ONE of those widgets listed

vital belfry
#

Thats the next one that triggers

#

Which looks the same to me?

light thunder
#

DO WHAT I SAY LOL

#

i'm trying to help you

#

click the filter and make sure

#

if there's one, that's good

#

if not, that's the problem

vital belfry
#

Where do i find the filters?

light thunder
vital belfry
light thunder
#

you might have to click to expaand

vital belfry
#

So thats bad?

light thunder
#

it means you are creating that widget multiple times

vital belfry
#

Shit, how do i only create it once?

light thunder
#

Just don't create it twice

#

haha that's a joke

vital belfry
#

Is this it?

#

Si is that triggering more than once?

light thunder
#

Not exactly

#

When you SWITCH it from another screen

vital belfry
#

this is just the start screen

light thunder
#

if you call the event again that created it, instead of removing/adding from viewport, it will make a brand new one

vital belfry
#

I never create it in cpp i dont think

light thunder
#

put a break on the Create Widget event

#

wherever that is

vital belfry
light thunder
#

No, the blueprint event that creates the widget

#

where are you telling the engine to use Rolla Wiedget

#

I'

#

check in #cpp this might be beyond me

vital belfry
#

think thats it right? GameWidget->AddToViewport();

light thunder
#

That shouldn't CREATE IT

#

it just displays it

#

Which is what you want

novel mural
#

Help me

frozen pond
#

to enable multi user editing i need copy of project on another pc ?

mild jetty
#

guys

#

how big was the last project you worked on, how long did it take to build, and what are your specs?

#

estimates are fine

pallid talon
#

On the Water Plugin, I just can not figure out how to lower or raise the ocean when using the "Water Body Ocean". Any suggestions???

heady quartz
#

Help, i'm getting trolled by unreal. i set the bitmask enum to my enum and save the blueprint. I then restart the editor the value is reset to None

plush yew
#

It says my project shouldn't contain more than 20 characters, is that a bad thing? Someone tell me, please. I'm worried.

pallid talon
plush yew
#

Do you think I lost files? Or I'm fine?

pallid talon
#

I have no idea.

plush yew
#

How will I notice if I lost something?

#

:(( Alright

#

And thanks.

#

What is ALS?

#

I mean, Will I notice if something wrong happened with my project?

#

Will I get same message every time I open the project, or only one time?

#

I'm fine if I rename it?

#

I mean, it's a problem if I rename folder?

pallid talon
#

@plush yew Make a copy of your project before you do.

plush yew
#

Alright, I won't do it then

vagrant hornet
#

why are the assets all lit up

#

even though i made it night

plush yew
#

Noooooo

#

My project crasheeeeed

#

😦

#

It's saved ❤️

#

Yay!

drowsy snow
#

Use Git or Perforce.

plush yew
#

Is c++ faster than blueprints?

#

Anyone know?

drowsy snow
#

Note that ticking thousands of actor is extreme case (or shitty scripting), hence many C++ vs BP benchmark are "synthetic benchmarks".

plush yew
#

Oh, thanks!

#

What is better for multiplayer game?

#

C++ or blueprint?

drowsy snow
midnight ferry
#

Prototype in blueprint, if it starts getting too slow, you can monitor where the lag is coming from and if it is indeed a certain operation, you can switch it to C++

#

Hoping someone here can help, I literally cannot get the splash image of the game to scale correctly. Does anyone know what controls the size of the image when the game first launches?

plush yew
#

Oh, that was short.

#

I didn't expect that.

#

So long.

#

Ty.

soft tree
# plush yew So long.

Long video but extremely worth it. This guys last 5 or so videos are the best videos on youtube when it comes to unreal

drowsy snow
#

I don't like long videos 😛

plush yew
#

Any way to make 4.25 projects work to 4.26 ?

#

I tried 4.25 project in UE5 and give me error.

#

I guess only 4.26 projects work for UE5, right?

#

Anyone know?

drowsy snow
plush yew
#

Do you think is hard to make 4.25 blueprints work in 4.26 ?

#

I mean, I can see the map, but first person character is not working

#

Blueprint error.

drowsy snow
#

I know that 4.24 BPs worked on 4.26, so the error might be something else.

plush yew
#
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.```
#

And error in assets.

drowsy snow
#

That's not helpful. It's complaining about profilers.

plush yew
#

I'm getting a lot of errors in "FirstPersonCharacter.uasset"

drowsy snow
#

The question is, what's the error in the BP?

plush yew
#

How I see it?

#

I only see, error compiling blueprint

drowsy snow
#

Open the BP, and try to compile it

plush yew
#

Alright

drowsy snow
#

Click on the PlaySlotAnimation to go to the offending node.

plush yew
#

I will try to fix it, thanks for the help!

#

Now I understand better.

gentle bolt
#

Help please

#

I need help now

#

It deleted my level that I spend days on

#

Can I recover this??? I know I saved it but it deleted it

kindred viper
#

check your autosave folder

fast pendant
#

Hello, im coding compass markers, and it works pretty fine tho, but when im staying at some locations the result it kinda weird

#

here is the thing

#

thats how i calculate the object degree

#

angle i meant

#

here is other calcs

gentle bolt
#

It’s not there I have a project and I was workin in the map I saved it and got off when I got back on just now it auto deleted it

fast pendant
#

when im staying here it calculates correctly

#

and marker is on the right place on the compass

gentle bolt
#

Can anyone help? I worked hard and I don’t want it to just be gone forever there has to be a way to recover it

fast pendant
drowsy snow
gentle bolt
#

What’s that?

#

Can I recover the level with that

fast pendant
#

u wanna keep projects on github for example and commit ur shit

drowsy snow
gentle bolt
#

No there’s gotta be a way to recover it

sterile lichen
#

even local git repository is enough if not upload it somewhere else

#

you can try search in Saved/Backups

gentle bolt
#

I spent days on it

drowsy snow
#

As I said not long ago:

That's your wake up call to use source control.

sterile lichen
#

luckily with git creating repo is just two mouse clicks

gentle bolt
#

Why did it delete in the first place

#

Dudeee I was legit about to publish to I was pretty much done

drowsy snow
sterile lichen
#

tortoise git = 2 clicks 😄

grim ore
#

search your hard drive for the file name then @gentle bolt , if not look in the project folder, if not... then yes its gone

cerulean lotus
#

hey! im super new here an i'm getting this warning that i'm not sure how to fix. the objects listed are just <none>. this scene only has level geometry, no static meshes yet. i'm not entirely sure what could cause this?

#

i googled it but the results i got were from people having this issue with static meshes

#

all thats in this scene is some basic level geometry with some really basic textures, and a few lights

drowsy snow
cerulean lotus
#

yes

drowsy snow
#

If it's not actually screwing something up, you can dismiss it.

cerulean lotus
#

alright. it doesnt seem to be breaking anything so it'll probably be fine

drowsy snow
#

Probably false alarm due to the BSP brushes.

kindred viper
#

overlapping uvs are used often these days anyway so its not always an issue.

cerulean lotus
#

it's probably nothing. i never added any overlapping uvs, but i guess sometimes these things happen

kindred viper
#

did you unwrap manually or let auto uv do it?

cerulean lotus
#

i have not unwrapped anything manually

kindred viper
#

then its probably reusing space it deems best and probably isnt an issue. Sometimes you pack islands with a margin to avoid it, but auto uv doesn't always do that

cerulean lotus
#

alright thanks

drowsy snow
#

And BTW, to be fair, overlapping UVs are practically non issue if you have separate UV map specifically for lightmaps, or applied to skelmeshes and movable objects.

vagrant hornet
pallid talon
#

Does anyone know how to lower the water of the ocean on the Water Plugin? I can't lower it or raise it. Not sure why.

plush yew
#

Does anyone know if Chaos replicated Physics works yet/how to set it up?

#

or is Chaos Replication only for UE5?

#

I feel like its hard to find info on Chaos cause its still not used too much

drowsy snow
dreamy zenith
#

how does one export materials from unreal to blender

dreamy zenith
#

ohh

#

thanks

#

can you edit them on unreal atleast?

drowsy snow
dreamy zenith
#

i just need to change some colors

drowsy snow
dreamy zenith
#

no

grim ore
#

well the materials in UE4 are materials, in UE4, you create them in UE4. IF you mean edit the textures, no not in UE4. IF you mean edit the UE4 materials to do stuff with the textures, maybe

dreamy zenith
#

dang, well, thanks both of you

sturdy trench
#

Anyone knows what engine is usually doing at %59

#

Its stuck

#

I have Ryzen 2600 and for a small project like this it shouldnt have took more than one hour 😅

drowsy snow
#

Compiling shaders.

plush salmon
sturdy trench
#

SSD

plush salmon
#

is your memory usage stuck?

#

or is it changing with time

sturdy trench
#

Its always between 1500-1750 megabytes so changing

plush yew
#

Ah but still is any version of Chaos Replication Ready?

buoyant graniteBOT
#

:no_entry_sign: gpu#7049 was banned.

sturdy trench
#

What if.. compiling shaders had an issue with virtual memory

#

Could that happen with shaders?

#

Or C++ compiler specific?

plush salmon
#

Wdym by having an issue with virtual memory?

sturdy trench
#

That error when your compiler couldnt allocate enough memory to compile

spare kernel
#

ah, you mean the out of page memory?

#

i get that from time to time even with a 9gb page file, and 64gb ram, but its not that common

plush salmon
#

How to solve it^?

drowsy snow
#

Even then out of memory situation should've crashed the engine

sturdy trench
#

Even with shader compiling?

#

I dont know why, most of the time I dont get that error on any other project

#

But I have a project that I'm working currently and keep having that out of page memory error

#

Also some other errors... like when closing the engine I can still see its using CPU and RAM on task manager

plush salmon
#

what's your page file size?

I remember you mentioning some time ago of having 16gb of physical ram

plush salmon
#

do you see any other processes on task manager that have to do with unreal? Say things like Shader Compilers and stuff

sturdy trench
#

Only CrashReporterClient

plush salmon
#

so your engine is crashing?

sturdy trench
#

No

#

Its just always active whenever I open UE editor

plush salmon
#

oh right nvm

sturdy trench
#

After doing what you said in DM, I dont see UE on task tab anymore btw

#

There isnt UE icon

plush salmon
#

it closed itself?

sturdy trench
#

But I see this

#

No, just cant see icon

drowsy snow
#

Though it's rare to stuck on 59%
Most of the time it lingers around either 45% or 95%

sturdy trench
#

It went 45 to 59 too quickly

#

But stuck on 59

sturdy trench
gentle bolt
#

So why did my level delete itself? I’ve tried for hours now and I’ve tried everything

hollow socket
#

Anyone happen to have blueprints or a tutorial to view stereo videos in VR side-by-side format? The only tutorial I can find is many years old and missing important blueprint images.

desert verge
#

what's that website for free fonts?

plush yew
desert verge
drowsy snow
#

Don't go into dafont, because some listings have misleading licence tags.

desert verge
#

yeah i used fafont in the past lol

#

always ran into that issue

lean fable
#

hey i want to do a scene with grass moving with the wind, and with the collision of raining drops. But im doing it in blender and i am sturggeling with it. And i dont know if it would be better to switch to ue4 or 5 instead of doing it with blender, what do you think, where will be easier to do it?

celest pike
#

Hi all I have a lake river and ocean in my level all look great but if I stream to the level using load streaming level in the editor it works fine but in standalone and packaged game the water texture is not rendered just a dip where the lake or river should be . any ideas ?

grave wigeon
#

what i see

#

whats in the course

#

i tried to drag the "blueprint_essential concepts" into the scene but it did nothing

#

has anyone followed the "blueprints - essential concepts" course recently?

#

nvm, ill just keep it like this for now

#

in the blueprint editor thing it has "simulation" and "play" whats the difference?

empty steeple
#

Jeez I love UE5 beta, awesome engine

upbeat fjord
#

Hey guys I’m having a problem with the epic games launcher and unreal engine 5 can someone help me

plush yew
drowsy snow
#

UE4 rulez

empty steeple
grave wigeon
grave wigeon
plush yew
plush yew
grave wigeon
empty steeple
upbeat fjord
#

So my projects aren’t showing up in my epic games launcher I was trying to add something from market place because I am brand new to unreal and it was from a tutorial but I couldn’t get it to pop up. It says I have no projects even if I go to the file I can edit my project but it just won’t show up in ue5 or epic

#

@grave wigeon @drowsy snow

grave wigeon
upbeat fjord
#

It should still apply just nothing is popping up

grave wigeon
drowsy snow
grave wigeon
upbeat fjord
#

Well the problem is my project won’t even pop up in my library it’s like it doesn’t exist

grave wigeon
#

its a ue5 project?

#

do u know where it is?

#

like on your pc

#

there should be a "browse" thing somewhere which will let you open the projects by showing ue5 where they are

#

i personally never had a problem like where it just didnt know about the projects that i already worked on so idk

#

anyways, i rly gtg, sry if i wasnt too helpful

upbeat fjord
#

Yea i did that and got my project and my project opened up but it wont save to their base or whatever it is idk

foggy creek
#

i need help

#

I would like to change the Jump Distance. But there is no variable for this, how am I able to fix this?

plush yew
plush salmon
drowsy snow
foggy creek
drowsy snow
#

This is implying that you already know the mathematical relation between velocity and upward jump force.

pliant junco
#

Im currently following a tutorial and do i link it like this for the new calculate direction? https://www.youtube.com/watch?v=ftLBejDtlqc&list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg&index=7

In today's video we check out how we can finish up our animation blueprint, setting up the conditioning and logic to determine the player's speed and direction and then feed it into our animation blendspace.

By the end of this video we'll have a completely custom character set up for our FPS game inside Unreal Engine 4.

► Resources: https://ww...

▶ Play video
covert summit
#

Fun fact, if you have a blueprint function that uses the "island" style parameter references and you use Convert To Event, the parameter node will not get converted to an edge off the Event node and will be present in your event graph. If you select it, the editor will crash which makes for some -ahem- extra fun operations in getting rid of it

#

Thankfully, you can select a group of nodes including the problem node safely, then carefully unselect the ones you want to keep, and then once you only have the broken nodes selected, you can delete it

#

second time ive been bit by this in the last few months

#

Oh, error indeed. Don't you dare click it though 😒

viral marten
#

Hi <@&213101288538374145>
Could someone dm me to discuss the recent strike I got, please?

maiden swift
misty gazelle
sturdy trench
#

Can I see which shader UE is compiling?

drowsy snow
viral marten
#

hey guys
I have a material and textures which "are" used in it, but they are not linked in material blueprint. Texture files have postfixes "_BC", "_N" and "_Relf". First two are base color and normal, I suppose. But does anyone know what "_Relf" stands for?

drowsy snow
viral marten
#

What do you mean by where it came from?

#

Also, yeah, seems like it was meant to be "_Refl"

drowsy snow
young quartz
#

I am very very new to unreal engine.. and it keeps compiling shaders.. any solution?

viral marten
modest trench
#

also keep in mind changing some project rendering settings could force a complete redo of all shader compilation

#

switching to forward shading etc

young quartz
#

whats forward shading?

modest trench
loud knoll
#

@young quartz google anything you do understand

modest trench
#

and yeah... it wouldn't hurt to just google something first as this article explains it better than I can

fickle ravine
#

Hi there

icy egret
#

hi
I have a question
Can I attach component to component with blend?
or is there a similar way to do?

loud knoll
#

@icy egret what do you want to blend the movement ?

modest trench
#

do you mean linear interpolation?

fickle ravine
#

I have a question too. Why does it take a while for tabs to load in Unreal Engine 4?

loud knoll
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@fickle ravine what is your system spec? the hardwre you are using?

fickle ravine
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Here are my specs

covert summit
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@fickle ravine What about storage? (ah i see GPU is Radeon R7, so probably an APU)

icy egret
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like reload
when eject magazine, we use "attach component to component " to attach empty magazine into the hand
but it will be unnatural

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so I want to attach it with blend

covert summit
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@icy egret you could also consider using hand IK for that

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@fickle ravine I meant if its an SSD or an HDD, but Unreal is heavy software, it has to do a lot to get that tab ready for you. Try opening Task Manager (ctrl+shift+esc), go to Performance, then load a new asset up in Unreal and see what goes to 100% (it shows percentages for CPU, memory, storage, and GPU in there)

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even on a good system though, loading an asset that hasn't been accessed recently can take a few seconds

fickle ravine
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Ohh I see. I'm sorry. I'm not that tech savvy but i'll open up Task Manager

icy egret
#

so, no way to attach component to component with blend?
I don't think hand IK will make good result

covert summit
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if so, then hand IK will probably be a better result

loud knoll
#

@fickle ravine getting a discrete "add on" or "dedicated" video card is a minimum requirement in my opinion if you want to use the engine.

covert summit
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you would blend*/linear-interp the hand to the position of the magazine, and when it arrives, then do the attach

fickle ravine
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This is bad isn't it...

icy egret
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it's one of the example
other example is to equip weapons, or grabing something

fickle ravine
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I don't even know if I have a good video card

covert summit
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well in any case, if you do want to interpolate from the actor's position to the location it will be attached to, you can interpolate its position during tick, and when its within a maximum threshold of distance from where it will attach, then do the attach

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both moving the hand and moving the object would both be done the same way

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check out Vector Interp To

loud knoll
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@fickle ravine you don't need a super fast or powerful machine to "use" the engine but you need to learn what your hardware can do, for instance if you are making a simple game with less 5 million polygons you should be fine, if you want to start loading megascan assets and build a giant terrain level filled then you are going to be running at a very low FPS and waiting around for your machine to process the data. Learning to work with in hardware limitations is a very important lesson in game development so having less "hardware" has an advantage.

fickle ravine
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So uh...this happens whenever I try to open a tab

fickle ravine
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I know my PC isn't that powerful

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I know what limitations has done to games and how creative they are with those limitations

loud knoll
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For instance at 2k which makes tons of money off GTA were using 980's in the dev PC's even though they were replaced by 2 newer generations because they didn't need anymore then that, if it didn't run on a 980 then something was wrong they over loaded the hardware, the more hardware you require the few people will be able to play your product.

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@fickle ravine that is good you might want to shut down everything on your machine expcept for what you need, I have a laptop that is around that power and it is fine to do work on blue prints and all that but I wouldn't be working on lighting on it.

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a good measuring stick for hardware is basing your machine spec on the current console hardware even if you aren't doing console development, UE4 should have a PS4 level machine UE5 should be PS5 level machine anything extra is gravy

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@fickle ravine your process count is very high 270 seems like a lot with discord and web running i have 70

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@icy egret you might want to spend some time on how sockets work, those issues are pretty common and sockets allow you snap objects together at an exact location and rotation scale and are used a lot for those tasks.

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even though I hate certain things about sockets so I make my own

fickle ravine
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Sorry for the late reply. I had to restart my PC because everything suddenly turned black except for my cursor and whatever remaining windows was opened

fickle ravine
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Which I need rn

fickle ravine
fickle ravine
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Or a very very bad thing?

viral marten
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@fickle ravine I have 230 and everything works fine

fickle ravine
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It's 198 now since I restarted it

sleek solar
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You need better CPU and a little bit more RAM for UE4

fickle ravine
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Awwe crap

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There goes my 3D Platformer game with N64 graphics

sleek solar
#

You can run UE4 games, but the editor itself needs more power

fickle ravine
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Damn it. That was gonna be my summer project, like to be able to turn one of my creations into a game

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What about UE3?

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Is that possible to run?

drowsy snow
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Despite that, UE4 is quite scalable.

fickle ravine
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Scalable?

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You mean there's a chance I can still make a game with my crappy PC?

wary wave
jolly anchor
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Is there a way to downgrade a UE5 project to a UE4?

wary wave
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no

drowsy snow
wary wave
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dude, no

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it's the complete tool set

bleak ginkgo
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hello, can i get a delay function while coding another one ?

sleek solar
drowsy snow
drowsy snow
bleak ginkgo
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ty

prime ingot
#

Good morning. I created a simple event replicated to server and I wonna fire it from clients. Unfortunately that event fire only on host. What is wierd, that other events replicated to server works fine on client. Please help, I'm trying to figure it out about 3 days and nothing

hybrid scroll
#

Im getting a lot of errors like this in the oputput log.
I guess I'm accessing an invalid index from an array.
But I can't figure out where. Can I somehow get a callstack or something for this?

modest trench
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I guess you could breakpoint the logging

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UObjectArray.cpp 375

fickle ravine
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Damn

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Well thanks for the help everyone

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I'm gonna uninstall Unreal Engine 4 now

rancid flame
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created with Unreal Engine 4

covert summit
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awesome! you should post this in one of the Sharing categories- also read #rules

rancid flame
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ah thx, sorry for posting it wrong here

sly condor
#

Hi! Anyone struggling with this error when baking?
=== Lightmass crashed: ===
Assertion failed: rtcDeviceGetError(EmbreeDevice) == RTC_NO_ERROR

granite spire
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@sly condor https://forums.unrealengine.com/t/error-when-building-lighting-need-help/121864 That's what I get when I google the error

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I've personally never had it as I only deal with non static lighting and all of those issues

sly condor
granite spire
#

what is your PC/Laptop specs?

sly condor
granite spire
#

Ahhh, yeah if you have an underpowered PC that can get shrekt on huge tasks and fail first, you can try compiling it without weak PCs and then mentally check a timer if it's taking longer to crash you know it's the scene wrecking havok on PC's.

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that would be my guess if I was going to try and debug your issue

sly condor
granite spire
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I'm not too sure what you mean?

sly condor
# granite spire I'm not too sure what you mean?

I mean: Swarm spreads jobs across different PCs. One of those PCs crashes while baking something. The coordinator knows that, pops the error; then ? this job will be reassigned to another PC ?

granite spire
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I am unsure of that, I haven't had to work with multi PC setups, what happens when you just use 1 PC to compile lighting?

dusty cypress
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Hello anyone know if we can use assets from the latest Unreal Tournament game into our games? (my game is totally free and on ue4-5)

fierce tulip
dusty cypress
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okay thanks u 2

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thats a good point thank you

sly condor
granite spire
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@sly condor If you figureout your problem, shoot me a tag if you remember, I'd like to know and have it as information

weak cypress
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is there a good tutorial to get started in UE4?

fierce tulip
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and check the pinned messages in this channel.

nova shadow
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anyone had the sculpt/paint brush dissapear in the viewport?

granite spire
nova shadow
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hmmm

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the actual brush works fine

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just cant see it

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like, the gizmo or whatever it would be called

weak cypress
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uhh i would want to look at more of a c++ in unreal tutorial @plush yew

nova shadow
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@granite spire

weak cypress
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ah

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thank you very much

granite spire
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@nova shadow Have you tried to reload UE4 and/or reboot your PC?

nova shadow
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yeah :/

drowsy snow
weak cypress
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i am not getting started

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this is more like a jumpstart

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i havent coded in like 6 months

granite spire
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@nova shadow Did you try everything in that link I sent?

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there appears to be a "raytracing bug" with it too:
Had the same issue just now. I had raytracing enabled and I disabled it in the project settings which seems to “fix” it. Might also be that it just needed a fresh recompilation of the shaders to display the brush again.

nova shadow
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yeah, I know im in the right landscape because I can actually edit it

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I'm trying the raytracing thing now

granite spire
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you can also hold down left and right click and it disappears, so it's just the cursor that's gone? can you screen shot it for me?

nova shadow
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oh really

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Ill show you when it reboots

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now I can see it

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turned ray tracing back on and yeah doesn't work again hahah

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weird

granite spire
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@nova shadow can your PC do RT?

nova shadow
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ye

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rtx2060

granite spire
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latest GPU drivers?

nova shadow
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ye

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idk everything in this project just isnt working for me

drowsy snow
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Newer NVIDIA drivers are reportedly wonky and don't work well with UE4 editor.

nova shadow
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messing with ray tracing settings does absolutely nothing

granite spire
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maybe leave it off

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I know this is as good as we're gonna get with RT because of the new system in UE5

nova shadow
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yeah

drowsy snow
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Just coordinate with your friend in whatever chat platform you guys are using.

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Multi User Editing plugin isn't even actively maintained.
Coordinate with your friend via chat live stream or share screen, then push the change to the remote repo.

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Do you guys use source control? Git, Perforce, or SVN? @plush yew

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Set that up, before you guys getting further. It can save your arse in unfortunate events, and make collaboration more coordinated.

granite spire
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Perforce is king DogeSmile fite me

drowsy snow
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If you're going to use Git, GitHub has free organization option with private repo support.

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Individual private repo is also free.

buoyant graniteBOT
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:triangular_flag_on_post: FrostyNotFound#8971 received strike 1. As a result, they were muted for 10 minutes.

granite spire
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that needs details on what they did DogeSmile

fierce tulip
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not really.
the details are send to the user in question

granite spire
#

ohhh

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I don't know what rule they broke, I'm the big dumb dumb

fierce tulip
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if you really want to know, they posted the same question in multiple channels, and have done this multiple times.

granite spire
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ohhh

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I see

signal geyser
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hello all, where can I ask a specific question regarding cloth?

tough perch
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Have anybody found any solution for using mouse cursor with gamepad joystic in ue 4.26?

plush yew
#

what is the meaning of refresh rider project

whole abyss
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Ey the capsule component. Can i make it so the player glides off edges more easy?

granite spire
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@whole abyss Physical material

whole abyss
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I mean more general for the capsule. Like if i'm on a really narrow piece of geometry i'd like to fall off @granite spire

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If i make it more narrow, then i'd have my mesh clip into walls

frosty copper
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Then someone has your ipv4 address?

granite spire
#

@whole abyss You could have an artificial slip and a collision trigger and have that be set to the slip amount

frosty copper
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I'd like to assume there's some amount of security with hamachi. But that's also on you to make the environment secure

granite spire
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@plush yew Then invest in a VPN, only give your IP to people you trust

frosty copper
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That's a very open question.

whole abyss
frosty copper
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Anyone can, it's a matter of whether someone will

granite spire
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@whole abyss have a physical material with your ledges and adjust the values for it, you would have to do that for where you want people to slip, it's a bit tedious but there's no real "if near edge slip" because you have to still tell it what to do

plush yew
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anyone know what happened to camera shake?

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cant find it

whole abyss
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Hmm i'll toy around with it, what i'm trying to make now is actually a wall hugging mechanic. So maybe i should rethink this also

plush yew
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did they rename it/change it?

whole abyss
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or like adding a shake pattern thing

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I don't know how camera shake works that well

plush yew
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all the guides on camera shake add a ''camera shake'' actor but its not there for me

whole abyss
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hmm i can see camera shake source

plush yew
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oh someone answered its ''matineecamerashake'' now lol

whole abyss
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Tbh, i only fiddled briefly with camera shake. And it seemed like you can only play an animation of camerashake. And not have a continous one

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unless that's what matinee is for?

plush yew
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yea it has stuff like duration blend times play rates etc

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guess they renamed it

whole abyss
#

If you'd like camera shake to just hypotethically continue forever

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and then have a value scale it. So like the velocity dictates shake for example

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how'd you do that?

plush yew
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well its a bp so you could just add logic to your camera shake I suppose

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why would you want infinite camera shake tho?

whole abyss
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I just mean like, the faster you go, the more the camera shakes

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If you're doing that, then you can't just start a camera shake, that has a set duration

plush yew
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Yea you could just link movement speed to some camera shake values with some added math I suppose

whole abyss
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I guess that'd just be sidesteping the camera shake components completely

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also adding camera shake to my begin event crashes unreal lol

plush yew
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it has a ''single instance'' tick

whole abyss
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i'll play more with it later : V

uneven raven
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Sorry if this is the wrong channel to ask in. But i'm still getting my feet wet with unreal engine and trying to find some good resources to use for learning and experimenting with the engine. Do you guys have any that you would recommend? I would like to find some focused on FPS (but am open to any) but a lot of the information/tutorials/guides that I have found are pretty outdated (at least from my outside perspective looking in) or forum posts of people asking a similar question and someone just telling them to google it lol.

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This one has been great. Ive went through the kickstart, blueprints, AI, programming, and engine structure courses. It might just be me though but these are good for learning the concepts and features of the engine. Its 100% me not be experienced with the tool, but I have a hard time transitioning that knowledge to real world application.

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Are these just the templates that come with the engine? Ive seen people mention them a couple times and haven't seemed to be able to locate them on the learn site

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oh gotcha, ill have to check those out! Thank you!

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For sure, I often find myself in a position of not knowing what I dont know

worn peak
#

is it possible to do UV on unreal like create seams, organize the uv isles etc

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or I must use a external software

uneven raven
plush yew
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@uneven ravenitll take time, but once stuff starts to click it becomes much easier

drowsy snow
uneven raven
drowsy snow
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It was sort of intended to be magic bullet for archvis purposes, where UV mapping be damned for non props.

uneven raven
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I've been diving into a couple udemy classes as well that have helped

plush yew
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lots of good guides and series on youtube aswell

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experimenting yourself works great too! combining different techniques youve learned in classes/guides. reverse engineering or seeing how other games work

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youd be surprised how much they get away with in lots of games

drowsy snow
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Often times modding experience helps.

plush yew
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for suer

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sure*

uneven raven
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Yeah I think Im finding myself in that spot now, just a slow transition and really trying to supplement existing knowledge to make something like this happen

plush yew
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what ive been doing is I have a sort of mechanic or subsystem in mind that I wanna try and make and improve.

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Like for instance ive been trying to make a magic attack using niagara.

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so ive been just combining guides to achieve it. niagara guides, fps guides. sound design, decals.

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then ive decided I wanna make it charge up. and based on the charge itll look different, do more damage and sound different

uneven raven
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Yeah what Im currently trying to do is implement a shooting range, just target practice so I can learn how projectiles work in the engine.

plush yew
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so ive looked up a charge rifle guide, and from the niagara guide I know you can change the particle parameters so I can combine those two

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so the longer its charged itll make the beam bigger and brighter, make the decal bigger, make the sound louder or hit effect louder. add more camera shake etc

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you wont really find that in one tutorial or class or written guide

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thats kinda my point I guess. experiment on your own a lot

uneven raven
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Yeah thats a good point. I think I should also probably sit down and write out what I am looking to do. Ive kinda been making general searches and using that as the basis of what Im trying to implement. Documenting it out would help give me focus and direction and hopefully help refine the searches I need to make.

plush yew
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completing a simple game also is a nice idea @plush yew said

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just keep it really simple for your first one

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Noob question, but to change the direction of a projectile, I'd have to use a vector, right?

whole abyss
plush yew
#

@plush yewthese people are so talented man haha

uneven raven
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like past entries or use the prompt that was provided?

plush yew
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So could someone answer my question then? Not to sound hasty

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@plush yewit depends

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kinda a vague question

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Well this'd be for paper2d

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what are you trying to do?

uneven raven
#

Thanks for all the help, encouragement, and direction guys! Really appreciate how friendly everyone on this server has been!

whole abyss
#

I got a moveforward method. And a moveright method

I want both of them to trigger a third method. But how can i make sure it doesn't get called twice in a tick?

plush yew
# plush yew what are you trying to do?

Specifically trying to replicate this mechanic https://youtu.be/m0ZwCw1bw5o?t=26

...and so the actual adventure begins! The first actual level of Wario Land: Shake It, is fairly basic and short, but this pattern does not really last for long. The first level of every world seems to be very easy, though.

I'm adding minor amounts of video editing into each stage at this point so I can fit all the needed missions into one vi...

▶ Play video
uneven raven
plush yew
#

I already have the grabbing part down

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But now I'm trying to get my guy to be able to throw it like Wario here

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Notice how Wario locks himself into place and can aim in the direction he's about to throw

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That's what I want for my guy

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break it down and look up how to do each part.

whole abyss
plush yew
uneven raven
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Oh I think I can actually think through this one. You would want to stop the player movement, the object that you pick up would be destroyed and replaced with a projectile with the same mesh, and you would then just need to implement code for the aim arrow. And then you could just apply the velocity in the direction the player is aiming.

plush yew
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we cant really write your code, but we can give you ideas on how to do it. rotating something around a single axis isnt really hard to do

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you can start there

plush yew
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@uneven ravenbasicly this

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think of wario as a stationary turret

uneven raven
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Look into the projectile movement component. Alot of this functionality is built into that component.

plush yew
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Hm

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what I do with projectiles is just destroy the fake one(the ones hes holding) and spawn a new one in with projectile properties

uneven raven
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So on pickup destroy actor, spawn actor from class.
then on the player if they are throwing, just make it so they cant move and the controls transition to the aiming.

plush yew
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Well what specifically would allow me to change the direction of the projectile?

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lot of game design is just faking it to make it really lol

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Like allow me to aim it?

uneven raven
plush yew
uneven raven
uneven raven
uneven raven
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you just apply the velocity for that direction when its thrown

plush yew
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Velocity, not vector

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Got it

uneven raven
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err vector. velocity is speed, vector is speed and direction. Thats my bad

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(someone keep me honest lol)

fallow hornet
#

Is there a way to use light cards where they still affect an object but are hidden to the view with moveable lights, so completely non baked lighting? I know this is achievable with backed lighting but that is not an option for the project I'm working on. As an example in studio photography you can sometimes use reflection cards to affect the product.

autumn latch
#

how can i attach component smootly

brisk nimbus
#

I have a dumb question about migrating assets...

light wigeon
#

can somebody help me on unreal engine mobile

plush yew
#

So thanks

brisk nimbus
#

Is it possible to work in a developer folder and then just migrate what I´ve been working on to the main content folder within the same project?

plush yew
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@uneven raven also are you basically saying that I need to destroy whatever object or enemy my character is holding when they pick it up and then replace it with a new projectile that resembles said object?

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my game looks so bright in ue5

plush yew
#

I have a question

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Nah but Srsly go ahead

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It's really possible to migrate a full terrain to another project?

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I mean, if is a full project.

plush yew
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Just migrating?