#ue4-general

1 messages Β· Page 1028 of 1

drowsy snow
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Not necessarily Sonic MD clones, but metroidvanias still have some market share.

drowsy snow
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Just don't blatanly copy Sonic. (Which is kinda difficult because of rolling mechanics)

grizzled carbon
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I haven't played 2d sonic games since I was a child, but playing the recent free one on epic... I felt like the formula didn't age especially well. A lot of the level design seemed to be traversed blindly, at high speeds. Like, the fun parts of the game were kind of on rails, but it was also really easy to fall off the rails by trying to move in the wrong direction when you're constantly forced into unexpected 180s, and getting back on those rails was frustrating. Modern platformers have developed a ton of finesse and precise mechanics for movement while I felt sonic's controls to be pretty clunky, because so many sections are either done at high speeds or with frequent unwanted stops. Just my arbitrary opinion but if you wanted to make a sonic clone, I'd focus on finding the player to have more agency while move fast.

hallow quartz
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Hey, I just started learning about unreal engine and I have a really dumb question that probably takes like 3 seconds to figure out, but how do I not have this orange box to show when I click on a block. Like it appears like an orange hologram of the block or object I select and gets in the way of my view.

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i just select the bottom floor and that orange box shows up out of nowhere

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and it moves based on where I'm looking at the original floor

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ye, I only want the block I selected to have the little orange border on it

drowsy snow
hallow quartz
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This is when I moved to another angle, the orange box follows based on my view.

drowsy snow
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Likely faulty driver or something.

hallow quartz
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Don't shame me

drowsy snow
brisk rock
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guys i need this animation but i cant find it on mixamo. maybe smb know where i can find this

hallow quartz
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How would I fix it exactly though? Since I did nothing to the world. And I kinda understand what you mean but not at the same time.

drowsy snow
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Had similar issues back when using 4.20, all I did was restarting my computer. It's super rare though.

hallow quartz
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Where would I find the first dropdown to try that?

drowsy snow
copper holly
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Looks like brush editing

drowsy snow
hallow quartz
# drowsy snow

it didn't fix it for me. Whenever I click on an object it shows the random orange box floating based on my perspective but then there's no orange border line like in your picture for me as if I haven't clicked on it. pepethink

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wdym? Like have it reset with default settings?

drowsy snow
hallow quartz
drowsy snow
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And also might worth checking your RAM, since iGPUs share VRAM with the system RAM.

covert summit
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iirc i also had this literally once and yeah it went away with restart

copper holly
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if i had a nickle every time i spent an hour on something only to have a restart fix it and make no damn sense

covert summit
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cosmic rays

autumn latch
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hi guys what is ratio nodes

covert summit
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is that animation blueprint, or?

autumn latch
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yes animation bp

drowsy snow
autumn latch
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what is diffrend

drowsy snow
autumn latch
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thanks

covert summit
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πŸ™„

strong coral
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Hey guys, I was wondering if it was possible to simulate extremly accurate roller coasters on ue4/5, I explain : I want to create a ride simulation game, where the player controls every ride in a park, using buttons etc... And it seems like doing it in animations will be not accurate or very hard to do, so I was wondering if Unreal can simulate the wheels running on the rails, and the chain lift taking the coaster to the top, etc... Thank you ^^

covert summit
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i agree

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all you're doing is burying people's legitimate questions

drowsy snow
drowsy snow
covert summit
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would rather see what others coming in see

drowsy snow
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They're being an arsehole to many people here recently.

covert summit
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<@&213101288538374145> ?

strong coral
lucid grove
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Hey guys, im using scene capture 2D for character preview in UMG. I had to place capture character outside skysphere to cut it from the background. But for some reason when i place character there its starts to acting weird - weapons attached to bones starts to wiggle. How can i avoid that?

drowsy snow
covert summit
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hmm can you use show flags to omit it from the scene capture?

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@lucid grove No user-defined show flags nor a category for Sky Sphere, but you can make the scene capture actor own the skybox and use "Set Owner No See" but its a bit hacky.

lucid grove
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Thanks anyway

covert summit
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oh nice

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oh right, yeah so unselect all show flags except Character

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"Show Only Actors" and "Hidden Actors"

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πŸ‘

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ill have to remember that one

buoyant graniteBOT
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:triangular_flag_on_post: β™‘β™‘#5261 received strike 1. As a result, they were muted for 10 minutes.

covert summit
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thanks πŸ˜„ phew

drowsy snow
buoyant graniteBOT
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:triangular_flag_on_post: β™‘β™‘#5261 received strike 2. As a result, they were muted for 1 hour.

covert summit
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lol

inland gyro
fierce tulip
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the people active in cinematics will check that channel and reply when they can. no need to ask in another channel

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they ask in a channel that is only for unreal engine related topics

light thunder
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Can someone explain to me, or at least tell me what the axis are here -

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in reference to turning one to another spline

serene citrus
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Does anyone know a way of removing an actor from a level without opening it?

covert summit
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not an easy way, why cant you open the level?

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or do you mean, at runtime, when the level is not loaded

serene citrus
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it crashes when trying to render the actor

glacial dawn
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I'm getting a lot of D3D crashes lastly, switching between game and menu, in-game, even with the contextual menu. Just updated the Nvidia drivers, somebody with the same issue? 4.26...

bright slate
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does anyone know when unreal while add support for Lods for Landscape using world partition? (if it isn't already supported)

drowsy snow
covert summit
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@glacial dawn yeah we've seen someone with rtx 2060* mobile where DX12 was causing d3d device lost, running the editor in DX11 solved it for them. seems like maybe the latest drivers are trouble right now

covert summit
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furthermore how do you know which actor is the problem?

maiden sundial
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Anyone knows why OBS wouldn't detect a selected PIE ?
Only getting a black screen

serene citrus
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yes its a custom actor, I'm messing about with runtime mesh component, something to do with invalid LOD levels

glacial dawn
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@covert summit yeah, that's the error, I'll switch to dx11, I hope that solves the issue, thanks!

covert summit
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@serene citrus did you do it in C++? if so you could disable the probelmatic code and recompile outside the level

vocal copper
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Hey all πŸ™‚ I can't even get what exactly to google. Please advice me. If I have a BP with a mesh of a narrow space ( a broken door with a gap, for instance) and want my player pawn(just a camera actually) to move between entry and exit points, what should I use? Is it a job for a sequencer or some other sort of camera work ? How I imagine that, is that I teleport my character between those two positions, but I can't come up with a filler. Please tag on reply πŸ™‚

serene citrus
covert summit
covert summit
# vocal copper Hey all πŸ™‚ I can't even get what exactly to google. Please advice me. If I have ...

so its a first person shooter type situation, where the player moves a capsule around that has a camera? sequencer might be tricky there as usually you are controlling a level actor or an actor spawned by the sequencer. If you want something simple, you could disable movement input and collision, then use vector interpolate (VInterp To) to slide from the entry position to the exit position, then when the actor arrives near the end, re-enable movement input and collision

vocal copper
delicate mica
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Hey there guys. I am wondering if anyone has experience with using ue4 to upload images to a web server using rest?

I am trying to create an avatar system, where the user can upload a file (picture), I send the file to my node js server, and then post it to a cloud account, and then return the url where the image can be accessed. My biggest missing link is how to plug in a form data or a file data to a post request. I am using LE http but would consider switching to vaRest or others if they have this capability.

covert summit
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@delicate mica hmm i wonder if LE Standard Lib has a texture to bytes

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yes, it does

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so you could do that and then

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would recommend not using JSON String as the content of the request though for this

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im sure theres a better "Set Content" variant on URL Request

fast pendant
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Hello, are there who were dealing with markers on horizontal compass?

smoky sonnet
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anyone know why my substance painter material looks like that

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if i assign it to a cube in ue4

delicate mica
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@covert summit i will try this and let you know, there is set content as bytes option

idle garden
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Can I projectile a character to make it Jump without to use the function "Jump" ?

covert summit
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why not just use Jump?

idle garden
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Because it's not controlled by any player, so it can jump but it doesn't change the location.

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I wanted it to jump to somewhere, and not just jump on the current location

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Idk if I was clear

copper holly
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so the ai jumps a random direction ?

soft tree
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I'd like to create a utility that allows me to quickly create item BPs for my game.
I need to create an item BP and assign the default values, create a Data asset with input values, and save both of these to disk in sppecific locations.
Does this sound like something like bluetilities, or editor blueprints is capable of? or is there a better tool to do this with?

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basically just want a custom editor window

  • turns out that bluetilities are not called Editor Utility Blueprints.
idle garden
copper holly
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create a new function that also changes its x, y or gives it a location to go to then lerp between the two or whatever you gotta do then call that function instead of the jump function

plush yew
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how do I spawn niagara particles.. faster?

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they sort of take awhile to spawn

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like theres a delay

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unless im using instant burst or something

covert summit
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@idle garden ahh ok, then yes you could use Launch- or if you have an animation with root motion, that could do it, but there is also nav mesh links that can do it

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nav mesh links are very cool, it actually does use jump, but because there is Movement Input going on during the jump, it moves more than just on Z

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that is, assuming you are using an AI that uses navmesh to navigate

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even if not, you could set it up to use Jump and then pass in movement input of your own to the character, causing them to move during the jump

covert summit
plush yew
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seems kinda dead lol

covert summit
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yeah its been a bit dead with the holiday weekend

devout swift
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I wanted to confirm I understood something properly.

In the 3rd person setup where my character has a camera and spring arm component:
when I move my mouse to move the camera around, the thing I'm rotating is the PlayerController from which then the camera and the pawn determine their rotation from right?

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I see, thanks! In this case "pawn" refers to my "character" right? so then Pawn Control means "the PlayerController of the Character" for me right?

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right right, i remember that hierarchy. I've just never heard the term "Pawn Control"

lunar kiln
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quick question:
say i am introducing an asset to my project that has it's own surface types and physical materials that need to be merged. some of them could be replaced by my existing project's surface types and physical materials.
How would I go about combining the new/existing physmats and surfaces without compromising the ones I have in place?

devout swift
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not sure if that did in fact mean "the controller of the pawn (which in my case is pawn of type character)"

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oh ok I see, so when I use the Pawn Control rotation, it's basically getting the rotation of the controller with APawn::GetViewRotation() ?

lunar kiln
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@plush yewto give an example, one of my use cases is introducing Footstep Sounds w/ Blueprints to a project that uses Ballistic FX's surface types as a base.

I'm mainly unsure of what changes need to be made to the Footstep Sounds setup to allow it to function with BFX, as I haven't merged surface types before now. BFX introduced all of my current surface types.

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That's understandable. I'll have to do a little digging into Footsteps to see where it originates it surface references and see if I'm able to point them toward BFX's surfaces.

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Thanks for the help

devout swift
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awesome, thanks for explaining, it all makes sense now πŸ˜„

finite wren
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Hey guys I am new to Unreal, just testing this Megascans thing. So I downloaded a surface material, and dragged it to a couple things. But it doesn't look right on the floor. Any idea?

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I tried baking it, and it did get green, but was super low-res ..

covert summit
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the low res part might be that your out of budgeted texture memory (you should see a red TEXTURE STREAMING POOL message if so)

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as for there in the editor, place a light above the cube, see how that looks

near stirrup
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does anyone know how to get smaller angles other than 10 degrees?

near stirrup
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ah ok thank you

covert summit
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you can do 5, or uncheck the little angle thing for no snapping

finite wren
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I don't see any red message. I drag the same material to both the cube and the ground but it only works on the cube

covert summit
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oh you just want it on the ground?

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also that light doesnt seem to be doing anything, lights only affect surfaces that contact its "attenuation radius"

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wait i see the radius

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intensity too low perhaps

finite wren
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Im just trying to understand why the mat doesn't work on the ground ... they are the same mesh

covert summit
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so the ground is a really big cube primitive then? yeah it should work fine

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its possible that unreal isnt seeing that you dragged it to the ground cube though

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get closer and try again, or click the cube and use the Material selector in the Details panel

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and indeed, clicking the (ground) cube and looking in the Material selector in details should show your material if youve assigned it

finite wren
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Yeah the mesh is Cube (it's in the Floor actor), this is from the default first person scene. The mat is definitely applied because that's where that noise pattern is coming from. Not sure why it's not green like the Cube though

devout swift
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Does the controller become null before the pawn does when the game ends in the editor by pressing ESC? I get this runtime error when I press ESC to stop the game I get the Controller's transform:

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but if I get the pawn's transform, then there's no runtime error when i press ESC to end the game

covert summit
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@devout swift yes, a character pawn can have no controller possessing it, so you should account for it, and it does unpossess on game end

devout swift
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oh ok so just gotta make a null check for the controller right? what's the best way to null check in BP?

covert summit
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use Valid to check that it exists before updating your animation state

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pass it into Branch

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also if you end up casting that pawn to a more specific class, make sure to cache it as a variable

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best not to cast every animation tick

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but for now you're fine

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@devout swift also, the transform of the controller doesnt have much meaning, you probably want the character transform

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or rather, it is... the same as the character pawn... i think?

devout swift
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because I wanted the camera's yaw rotation which is not necessarily the pawn's yaw rotation unless the pawn is set to match the controller's yaw, if I understand correctly

covert summit
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so you have a camera on the player controller then?

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you can do that yes, for me i put it on a Camera Boom on the Character itself

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when the player controller possesses a pawn, it sets the pawn as the View Target, which will find the first camera on it and use that for the viewport camera

devout swift
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well the camera is on the Character BP

covert summit
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but if you want the camera position to be independent from the character position then you are doing it right- only if the camera is supposed to "follow" the character and be bound to it would i do that

devout swift
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but it's set to use the controller's rotation

covert summit
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ah ok

devout swift
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is there a non-exec way of null checking in BP?

finite wren
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I figured it out @covert summit , when I rotated the ground the material appeared, I then rotated it back to the original and it stayed πŸ€·β€β™‚οΈ

devout swift
covert summit
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oh yes, i thought Is Valid? was from my own macro lib

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thats fine

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oh i have one called "Valid?" that does the same thing

covert summit
devout swift
covert summit
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no thats a general programing term. For instance, in most languages, you would do something like someValue && someValue->someProperty

devout swift
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oh you mean short circuiting?

covert summit
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if someValue is NULL or falsey etc, then it knows that && (which means logical AND) will always be false, so it wont bother evaluating the right side, which is good, because if someValue is NULL, then someValue->someProperty is a null dereference

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yes

devout swift
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oh ok, I see, I didnt know the formal term was lazy evaluation

covert summit
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no i think short circuiting is more prevalent actually

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but they mean the same thing generally

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at least in this context

devout swift
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makes sense, although im curious, how would you even try to use select to do something when something is null? I dont think you can plug in an object into select, right?

covert summit
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you would use "Valid"

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the function version

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it can be useful at times

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like here:

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its sort of the closest thing to this || that that i know of in blueprint

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i do wish there was literally that though, maybe a Coalesce or something would be nice

devout swift
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coalesce is the ?? in c# ?

kindred iris
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Is there a way to remove unused assets in ue5?

covert summit
covert summit
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i dont think the marketplace plugins are free though iirc

kindred iris
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I was boutta migrate that medieval map but I think I'll just do part of it for now

dark depot
kindred iris
covert summit
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if I recall there's a gotcha on that one, but not coming to mind

jolly steppe
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Anyone know what this means?

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Perch Additional Length

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I'm just curious

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brain too smooth to comprehend tool tip lol!!

inland flicker
covert summit
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@inland flicker did you copy files into your project in windows explorer instead of migrating it in?

plush yew
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How do I change the pov field of view?

inland flicker
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@covert summit No not at all

jolly steppe
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You can also change the FOV in blue prints with the field of view node. Can be nice with a timeline for a zoom effect : )

kindred iris
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is there an if statement I can use? I'm trying to change the opacity of a hud item when a float reaches a number

jolly steppe
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you could use a branch and an "= = float" node

soft tree
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though you'll probably want to use a <= / >= node since specific float values are almost never guaranteed

jolly steppe
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^^ oh yeah true!

kindred iris
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It only shows me the nearly equal one anyways so I will see if that works. I appreciate the support

jolly steppe
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np! : )

kindred iris
devout swift
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why do all animations have a frame rate of 30 FPS? is that just what UE likes or is it like an industry standard?

jolly steppe
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@kindred iris Depending on what you're trying to do, you may want to raise that error tolerance. if you put it at that low of a decimal value you're basically saying you want it to be false even if it's off by an extremely tiny value.

kindred iris
soft tree
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I'm trying to create an inventory system
I'm looking to store the item's data
I've used DataTables as well as DataAssets, but I would like to know if anyone one else has a better streamline approach.

jolly steppe
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@kindred iris aaah nice! If it's working the way you want, it might be fine.

soft tree
narrow mauve
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Is there not some option to set the mass of a mesh in niagara system..tf

drowsy snow
honest vale
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some games use higher rates, I think Killing Floor 2 had 60 fps weapon firing anims

drowsy snow
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And Arcsys games like Guilty Gear Strive deliberately disable interpolations and use stepped 12 to 15 FPS.

But generally it's 30 FPS.

crystal kelp
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Could someone help me with something please?

I saw in quite some videos that there is a shortcut how to move an object to the ground (like to the floor if i understood right). How can i use it? I tried pressing "N" but nothing happens (usually i hear either N or AND)

honest vale
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snap to floor is End key I think

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@crystal kelp if you right click the actor in level you can see the various things you can do to it

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then in the right click menu there's the Transform submenu

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then Snap/Align

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you can see the shortcut keys on the functions there

crystal kelp
honest vale
crystal kelp
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btw i noticed there is something called"merge actors", how does that work? or atm it's something to advanced for me

random pagoda
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I was watching this talk and @ 31:20 they talk about hitboxes. They mention they disable animation on the server (How?) as well as turn off these hit box collisions on the server (How does the server know there was a headshot?) Along with these questions I guess what I want to ask is what is the best way to set up hitboxes for accurate damage multipliers for things like leggin someone or headshotting them? Theres also a video out there on how valorant handled this which they used UE4 as well so I know it can be done and optimized at a high level just wondering where to start https://youtu.be/KHWquMYtji0

Fortnite has served as a development sandbox for UE4, and in this presentation from GDC 2018 we explore the effort involved with taking FNBR from 30fps to 60fps on consoles.

Learn more at http://www.UnrealEngine.com

β–Ά Play video
covert summit
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you could use that to determine the type of damage you want to do

random pagoda
covert summit
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in a multiplayer game you would have to

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or else the client is in charge, and the client can lie

drowsy snow
random pagoda
# covert summit in a multiplayer game you would have to

Not really, animation is more cosmetic. The client will play animation regardless of if it’s handled on the server or not. But if you want accurate hit results the server must know where bones are therefore you need the server to play animations.. valorant does a neat trick but it requires engine adjustments

covert summit
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animation is not cosmetic when it controls where the head bone is

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if it doesn't, then cool, but most games it does

hollow falcon
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Not sure where this should go as it’s regarding text/font in the unreal editor. I started a new third person project, created a basic menu widget blueprint, added a background image and a few buttons with text for New Game, Quit, etc. The text I changed to size 22 and changed the foreground colour to cream. When I run the game, the text displays as regular alphabet. But in the editor it’s a line of [A] symbols. Is this a bug in the editor?

hollow falcon
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[Text Box]

covert summit
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hit Compile

hollow falcon
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I compiled already

covert summit
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ok, but I have noticed that things like that infuriatingly don't update until you hit it so if you changed the font and didn't recompile it likely won't work

hollow falcon
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Compiled again. No change. Should it be Rich Text then?

covert summit
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Oh no definitely not, it will definitely be A boxes with rich text without a bunch of setup

hollow falcon
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Ah ok

covert summit
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Might try relaunch of the editor

hollow falcon
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Tried that. Also rebooted pc.

covert summit
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Yeah bring it to #umg and see if more specialized folks have an idea I guess

hollow falcon
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I mean, it seems to work in game. So not the end of world if I can’t view it in editor.

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Ok will do

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Cheers

covert summit
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yeah but its annoying haha

kindred iris
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I have an AI that's supposed to 'die' when it's health reaches zero. It ragdolls, but the ai is still active, and the invisible body continues to act. Does anyone have an idea of how to remove the ai?

kindred iris
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i can send a screenshot of it

proud dome
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Guys, this is a weird thing for UE4 i can imagine, but are there any samples of a card game that i can take notes from?
Im planning to make a online card game where you can play from various games, like "Durak" and "Black Jack" so and so...

fierce tulip
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there should be at least one on the learning tab of the launcher

covert summit
kindred iris
covert summit
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alright. if leaving the actors running isnt a problem for you then by all means. You'll probably get to a point where it does matter, but better to build features and just be receptive as your perf changes over time

kindred iris
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I feel that. I wanted to get rid of the actor as a whole but it doesn't seem to be doing so, unless removing the actor doesn't get rid of ai

covert summit
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it does get rid of ai

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that is, assuming that the AI controller is only bound to that actor, and that its owner isnt set in such a way that it wouldn't be automatically removed

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but youd have to do that intentionally

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certainly if the AI is spawned naturally as part of you setting the AI controller class as the AI Controller Class property, it will clean it up for you

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perhaps you could be holding a reference to it elsewhere, causing it to stay alive

kindred iris
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I looked through it ingame and it seems like it stops at the Cast to Playercontroller

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That's where the simulation ends, tried putting a string after it and that did not show up

covert summit
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oh, the character that is being destroyed is the player character?

kindred iris
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It should be an ai, unless I connected the wrong node/

covert summit
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yeah but an AI Controller wouldnt extend from, or be, a BP_PlayerController

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if you casted one to it, it wouldnt work

kindred iris
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ohhh i see.

covert summit
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there it is

kindred iris
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Do you know what I'd replace it with?

covert summit
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so in the above screenshot you are only casting it so you can tell it that its dying

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i recommend telling the character that its dying

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and then either having a base character class that can respond to itself dying, or using an Interface, so that any kind of character class can choose to accept the event that its dying

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If you need to know in BP_PlayerController that your character has died, you can then just pass the event from your character to the controller- either by an Interface or by just casting to BP_PlayerController, and only sending the message to it when the cast succeeds

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this is all about "On Death" in the above screenshot

kindred iris
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So I'm guessing I'd have to cast it to the enemy instead of the player?

covert summit
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you can do that yes, if it works

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ultimately youll probably want to keep things centralized [or more properly abstracted]

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both players and enemies can die, so they share a behavior

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you can either share that behavior in an ad-hoc more "decentralized" way with Interfaces which might be preferable

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or you can have a common base class between your Player Characters and your Enemy Characters

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and put the common behavior there

kindred iris
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Ohh okay.

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Yeah earlier I gave the player it's own health system instead of sharing but I think it's a better idea to keep them together

covert summit
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yeah thats another good example

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you might very well end up implementing health in two places, where its otherwise the same thing

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and then have to maintain that as you evolve it

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the biggest mistake i made when getting started with the character class heirarchy was having islands: EnemyCharacter inherited Character, PlayerCharacter inherited Character, and NonPlayableCharacter inherited Character

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they shared nothing, and i made a lot of redundant logic

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as well as inconsistency -- i can steal from enemycharacter, but not playercharacter. now i want to steal from playercharacter --- the logic moves down to be common

kindred iris
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I feel that, makes sense not to make copies of the same code

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rn I'm just not too sure what node I should use to change it from a playercontroller to something that affects the ai atm

dim merlin
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Hi, anyone knows how to make green log texts ?

covert summit
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well you presumably have code that runs when On Death happens right?

green phoenix
#

guys im signing the seller contract but I'm not native english speaker and I don't understand this field, any idea?

covert summit
#

look at whether that code would still make sense when living on the character. if so, move it there, and update the death code to cast to that and call the on Death event as necessary

covert summit
green phoenix
#

like what? artist? father? human? haha

covert summit
#

what thing are you doing in relation to the form

covert summit
green phoenix
#

i see, thanks a lot!

kindred iris
#

I'll check it out. At the moment though, from looking at the simulation, it isn't able to reach the On Death node

#

I think I still need to figure out the node for the Cast to Playercontroller

covert summit
#

in the config you showed above it won't, it's not a PlayerController

kindred iris
#

I'm just not sure what type of node I'd use for it

#

in replacement

covert summit
#

what does On Death even do?

#

if nothing you care about, then just skip it

#

you are only casting so you can call that function

#

if it's not valuable to you then I'd guess its from the template

kindred iris
#

Yeah if I can get past the Playercontroller part, I should be able to get rid of OnDeath, from what I see it's nothing notable

covert summit
#

yeah then just don't cast and you're set

#

so delete cast and On Death and just go to the rest

kindred iris
#

Alright. As for the controller would it work if I casted to enemy instead of the PlayerController?

covert summit
#

if enemy had an OnDeath function or event, then yes

#

the cast is only there for that function call, it's not necessary otherwise

kindred iris
#

Alright, so far it seems to be running as intended then. I appreciate the support

covert summit
#

No problem, don't let me make it seem overcomplicated, start with the simple stuff and work up

kindred iris
#

For sure. I've never used C++ and i'm relatively new to unreal engine so it helps to have people who can help at all

#

just picked it up a couple days ago

covert summit
#

nice! yeah blueprint is really accessible, and you can move from basic logic into more advanced stuff very easily. The important bit is having it work for what you want now

#

I have a tiff with the available samples and templates in that regard, they tend to jump you into things that assume a higher level of experience. They mean well, but even as an experienced programmer, I struggled to understand the reasoning behind the structure they give you in those

#

but keep at it and hit up slackers when you're stuck :-)

kindred iris
#

For sure. I might be back tomorrow bc of this weapon issue I'm having πŸ˜…. Gonna try to go at it a bit more tho to see if i can figure it out

#

Good looks man keep doin good at what u do

fierce tulip
#

@green phoenix basically used if someone else is filling in that form. else "owner/beneficial owner" is enough.

plush yew
#

hey guys

#

im new to unreal engine

#

and how do i install it

#

clicking the "Install Engine" button does absolutely nothing

#

and its not an internet issue either, every other page works just fine

#

and clicking on the links there just results in me downloading the epic games hub installer all over again

#

clicking on the + button on engine version also does nothing

#

UPDATE: It works now, never mind.
(what fixed it: had to click the Install Engine button a million times for some reason)

covert summit
#

oh I'm behind, you got it

#

blame your isp or epic

green phoenix
#

@fierce tulip k thanks I've managed to finish the contract

ruby robin
#

Not sure where to ask.. I have some freezes when I start to shot for the fiirst time. Looked like assets are loading.
I profiled and it showed me this:

#

What does it mean? I know RHI is rendering related. But why it takes so long for first couple of shots?

plush yew
#

this came when ue4 was open but when i closed it where is the option to try again ?

#

UPDATE: Solved

dapper oak
#

anyone know why when I double click on a blueprint to read the c++ symbol it says it cant find code file in D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\etc... Except i dont have UE4 or any project files on my D:\ drive

plush yew
#

How to Refresh Project Files in **Rider For Ue4 **

#

is this means reload

#

difference between

#

what does cook content for windows means ??

stiff bane
plush yew
#

hi

stiff bane
#

hi

plush yew
#

watcha making all ?

stiff bane
#

scp game

plush yew
#

scp ?

#

scope?

stiff bane
#

scp is like ehh how you explain

#

a other world where scp's that wanna kill people and being hold in a facillity

#

its pretty big

#

hard to explain

#

worth checking out on internet

plush yew
#

ooow

#

im making a world to now x

#

xD

stiff bane
#

noice

plush yew
#

its something new i guess

#

a city abonded and evolution took over

stiff bane
#

nice

#

sounds cool

plush yew
#

yeah you can take something with you and make your base werever you want

#

so you dont bug the game and make everything your base

#

within the base people can live more freely if you got the guards πŸ™‚

stiff bane
#

nice

plush yew
#

yeah love to make it got pure passion for it

stiff bane
#

that good

#

πŸ˜„

plush yew
#

yeah xD

stiff bane
#

btw does anyone know where to set the game icon that you see in the taskbar?

plush yew
#

project settings?

stiff bane
#

i thought but i cant find it

#

can only find this one but its not the one for in the taskbar

plush yew
#

nice

#

ow

frozen pond
#

i have problem with opening levels:
I got loop from hideout -> map -> hideout, where hideout is starting area, and when i'm trying go back from map to hideout i'm getting
TravelFailure: ClientTravelFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_Hideout''. Shutting down PIE.

frozen pond
#

fixed by changing open level from reference to name

loud knoll
#

anyone have a link or any data related to niagara vs cascade regarding performance?

teal tulip
#

Does 4.27 comes with the epic store integration ?

elfin bolt
light lagoon
#

Where would I ask about analytics and telemetry? I'm looking for something that works well with UE4 and Grafana, does anyone know about that?

frozen stratus
#

Anyone encountered right-click menus not working on node editors on secondary displays? I keep having this issue occurring every hour or two. Restarting UE fixes it. Also if I drag the node editor to main display it works, so it only breaks on the secondary display. As in when right click the menu just flashes there but disappears before can select anything

kind dew
#

I'm trying to create a level where the floor is just cubes that I'm spawning using instanced static meshes, but theyre not generating a navmesh when i put it in the nav mesh bounds. Any work arounds?

worn peak
#

Its possible to lower graphics quality of a package project ?

#

Like we can do in editor, that scale "low, high, epic" thing

#

Or just the resolution ?

dapper oak
#

anyone know why when I double click on a blueprint to read the c++ symbol it says it cant find code file in D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\etc... Except i dont have UE4 or any project files on my D:\ drive. How might I fix this?

grim ore
#

@dapper oakthats just a normal error if you dont have the source installed, do you have the source installed?

dapper oak
#

no im using the epic store version, though its always worked before when using it

grim ore
#

when you use it, you have the option to install the source. check to see if its installed

#

there are also BP nodes in the game user settings for setting it

dapper oak
#

its got some reference to my D:/ drive somewhere though i'm not sure where. I've gone through all my config files in app data and havent been able to find any such reference

grim ore
#

its not

#

you can ignore that

uneven hemlock
#

how can i check

#

if

#

this blueprint is in the air

#

or not

#

if I do this it doesnt work

dapper oak
#

if you were adding a movement component i believe that have a build in bool variable for that

uneven hemlock
#

I dont have movement compoenent

#

just a bunch of static meshes and constraints

restive eagle
#

make a linetrace from the bike and check if it hits something down below

#

with a condition that checks for vector length

restive eagle
#

you do a line trace from the middle of the bike to the ground

#

if vector is X length, then its in air

uneven hemlock
#

ahh ok

restive eagle
#

but if you are planning to add movement component, then it's simply is in air boolean

regal mulch
#

Isn't that only part of the CMC?

#

And the CMC requires a Character Class

restive eagle
#

yeah he would have to reparent to character class, or maybe use another type of movement comp

regal mulch
#

Character then enforces a Capsule, which doesn't really fit the bike

restive eagle
#

then he might want to use wheeled vehicle i guess

brittle berry
#

How to show fps on screen?

drowsy snow
winter gate
regal mulch
#

Keep in mind the Console Key by default is not supported on all Keyboards

brittle berry
#

Oh ok

regal mulch
#

So if you can't open it, go into your project settings, then to input, and then set another key at the bottom

brittle berry
#

Ok

regal mulch
#

Do you just want to see the FPS for debugging?

brittle berry
#

Yes

regal mulch
#

Okay

#

Yeah then via console is fine

brittle berry
#

Ok

regal mulch
#

Does anyone work on a bigger project that fully utilizes PrimaryDataAssets for their Actor Data instead of having that inside the given Actor and could answer me some questions?
Also tagging @polar hawk , cause you made a video about it a few months ago.

#

I know the benefit of auto discovery of those DataAsset is huge and most certainly the selling point.
But Class-wise this sounds like a lot of additional files.

#

I also fear there are problems coming along when not having the Data in the Actor, like not being able to Attach a Component to a Socket during DesignTime, because the Mesh of the Actor is empty and Empty MeshComponents don't allow attaching.
Which means all this kind of stuff would need to be handled in Code.
And not being able to visualize an Actor without spawning it, basically making the Viewport useless, also feels a bit weird. Because if I keep my Actor with the Mesh Asset set, I don't save on loadtime, cause loading the actor will load the asset, even if it will be replaced later by a different one.

Can normal Actor Assets not be made discover-able? Being able to open an Actor and instantly seeing all data, how it looks like and having everything in one place seems also nice.
Although of course it would lead to not being able to modify data without exclusively checking out the whole file.

So I guess you have to give up on a few features if you want to opt into the DataAsset stuff. Unless there are some nice ways of making this work together.

drowsy snow
#

Does anyone know why preview mesh not working in Ctrl Rig previews?

plush yew
#

hello friends

#

need help

#

my epic games launcher has the unreal engine library empty

#

install engine doesnt work

#

anybody have an idea how?

#

I wish to install a version 4.25 but the launcher doesnt work

restive eagle
#

you sure you got the correct launcher? it seems a lot of things are missing

regal mulch
#

If you mean the Game tabs on the left, you can disable them

restive eagle
#

oh, kk. maybe he's in offline mode then?

regal mulch
#

Not sure, I would try reinstalling the launcher for sanity

drowsy snow
plush yew
regal mulch
#

Make a Bug Report :P @drowsy snow

plush yew
regal mulch
#

What happens if you press the Install Engine button

#

You said it doesn't work, does it do nothing?

plush yew
#

absolutely nothing, no response, just stays there, void of life

regal mulch
#

strange

#

I would also expect the + button to not be grayed out

#

The Launcher seems to be unhappy :P

#

Did you check if your settings are maybe lacking something?

plush yew
#

I think so too, settings are fine

#

my expectation are drivers

restive eagle
#

people were complaining about this couple of months ago, but no solution for that was posted

plush yew
#

I am running in windows 11 afterall, but this was already happening in windows 10

regal mulch
#

I never had that, I just opened mine and I can press the +

plush yew
regal mulch
#

Epic isn't reading this Server

#

At least not in that kind of way

#

If no one reports it properly, it won't get attention

plush yew
#

well id expect a proper bug report

restive eagle
#

it was posted on their forums and answerhubs, but you most likely would have to submit a bug report for it to get any attention

plush yew
#

I think so too

drowsy snow
restive eagle
#

if it doesn't work, you click until it does. got it πŸ˜„

plush yew
#

it will be done

kindred iris
#

does ue5 have an animation tool? or do I need to use blender etc.

plush yew
#

I've contacted unreal support

restive eagle
#

i doubt that the customer support will tell you how to fix it, since they have their own platform for such issues

drowsy snow
grim ore
#

just do nothing to fix the launcher issues, it might still be updating/installing.. its... weird

#

you can literally just wait and it will eventually work

plush yew
#

I did a lean animation, however I rotated 15 degrees the root bone in Blender. Any bug that I will face later on for doing that? it is a in-place animation

#

actually my question is, can I do whatever with the root bone and if I do not check the 'root bone animation' it will not have any effect on my animations?

#

I'm not the only one with the empty unreal engine library

#

and it seems unreal engine has not gotten any fix besides "compile it yourself lol"

#

it is what it is

#

thank you for your help friends

grim ore
#

the launcher isnt finishing setting up, just leave it open or restart the pc and leave it open

#

eventually the + icon will go orange. also check the settings in the bottom left to see if any prep reqs are pending

plush yew
#

because I've already restarted my pc and left the epic games launcher idle for a while

grim ore
#

its what happens and not a belief

#

something isnt done setting up for some reason, it might even be a call that the engine needs to do to epic before finishing

#

try manually installing the pre preq files, it cant hurt if they are there. its in the launcher folder under portal -> extras -> redist

plush yew
#

thanks for the tips

#

manually reinstalled, but hasnt gone anything yet

#

im going to do a 30 min pause, and I'll leave the launcher open

#

when I come back I'll report any change

light thunder
#

oh I am dumb

spiral flint
#

Yo I challenge someone to try and make this

plush yew
#

it worked

#

thank you alot

#

seems really odd unreal has this problem

#

if this problem comes up here regularly you guys should definitely give a copy paste response

weak urchin
#

Does anyone have a solution for collision when using a quadruped character? I have a dragon character but of course he doesn’t fit in the ridiculous capsule component so the mesh goes inside walls. How do I fix this?

#

I have tried to set collision on the mesh itself but nothing works.

light thunder
#

How do I make a car STICK to a spline ?

wind cape
#

So I've found a lot of auto landscape materials but they use the height / angle of the landscape, but is it possible to use a noise function to make it automatic on a flat landscape?

digital anchor
#

sure

#

just plug it on a lerp

#

or blend

idle garden
solar patrol
#

well maya or blender for unreal engine export.? which software of the 2 has the most problems.? And by that i mean, exporting materials (without having to reinvent the wheel) and etc features. Is there a true compability ?

plush yew
#

then select the bone and then "Add Bodies"

#

idk if you have to set to Kinematic type of body to let it move, I am a beginner too.. got this insight because read the documentation on how to import vehicles into the engine πŸ™‚

weak urchin
#

Interesting, thanks I will try this.

elder viper
#

Hi All! I am having an issue where the frame range in the sequencer is locked to 120 frames (while using 24fps) or 150 frames when I use 24 fps. How can I increase this frame range limit (red line)

bright slate
#

Hey I am very new to UE, I was wondering if the engine packs all unused files in the game when you package the game, if there is a way to only package the used ones (or should I just get used to only importing the necessary files)

steep basin
#

Anyone else feel like nothing ever gets done?

covert summit
covert summit
heavy ruin
#

what is the Proper setup for Dedicated server testing? When I use the editor and run 'clients' they behave differently to when I package a dedicated server build and the run it. It's a pain to have to have to package client/server every time I make a small change, what is the best way to go about this?

plush yew
#

im trying to attach another actor to one of the sockets on my ai, I cant seem to figure it out

#

whats the correct way to do it?

lusty scaffold
#

is it possible to get the default avatar and it's animations into blender?

pastel ginkgo
#

Where would you link a "reflective" texture in unreal?

loud knoll
#

just did a packaged nativized build everything worked well except for spline paths they seem to get jacked in the kabookie during that process, any tricks to save them besides turning off nat on them?

#

all the splines are jacked if they are spawned in or placed

covert summit
#

easy to add one

plush yew
#

I have yea

#

Didnt get it to work so I just did it at event start

covert summit
#

ohhhh

plush yew
#

maybe its a construction script thing

covert summit
#

Construction Script is not for when the actor starts

plush yew
#

its before right?

covert summit
#

Construction Script runs when you place the actor in the level, or when you modify the properties from in the editor

plush yew
#

guess it matters haha

covert summit
#

its actually not a run time thing at all

plush yew
#

aaah

covert summit
#

its very useful in that way, but wont work at runtime

#

use Begin Play for that πŸ™‚

plush yew
#

yea ended up doing that

#

is there a better way to do this btw?

#

it feels so wrong

#

haha

covert summit
#

well if you only made those 1,2,3,4 boolean vars to feed into the AND, then yeah, check out "Is Valid" with a green "f" icon

#

it outputs a boolean

#

the "? Is valid" version is a convenience macro

#

so you dont have to do (Actor) -> (f) Is Valid? -> Branch

plush yew
#

ah! nice thanks πŸ˜„

civic mauve
#

Is it normal that all my blueprints are gone after i switch my project version from ue5 to ue4?

wary sail
civic mauve
#

it were just blueprints of c++ classes, nothing special really

covert summit
#

going backwards is usually not an option :-(

#

did you migrate the content in or just open it in ue4 in place?

#

pretty sure ue4 will at least complain that opening a ue5 project is a bad idea

civic mauve
#

i migrated it

#

i'll just open it back in ue5 and export everything and see if i can import it

maiden shadow
#

Hope you use source control!

flat pewter
#

does anyone know if 4.27 has an actual release date?

#

other than "summer 2021"

maiden shadow
#

Probably soon πŸ˜„

plush yew
#

ive set up an anim montage on the default slot. ive got the slot before the output pose in the animbp

#

and ive set up a play montage node in the bp itself

#

but it wont play

#

what am I missing?

grim ore
#

did you check to see if its running at runtime? both the play montage and that part of the anim bp?

autumn latch
#

can someone help me

#

press picture

#

i cant use particle effect notify

inland flicker
#

Is there anything I can do besides block someone from this channel harassing my inbox and making new accounts to respond to my job I denied from them several times?

drowsy snow
inland flicker
#

You must understand how that solution is directly detrimental to the notion of my job posting.

drowsy snow
inland flicker
#

Hm, that one's new to me but I'll give it some research, thank you

autumn latch
#

i am disabled loop

#

but not work

drowsy snow
#

It's way easier than Unity, for sure.

#

4/10

The built in tools are quite thorough when it comes to debugging and optimisation. Also has Renderdoc plugin bundled out of the box.

#

From knowing nothing to know it by memory, 2-3 years of YouTube tutorials and self experimenting

#

It was since circa late 2016.

#

Well, I had modding experience since 2006, and make my first "game" in 2008 with Game Maker 7. It was bad and unremarkable by today's standards, but I was 9 years old at that time, and good enough to be played by family members.

Circa 2014 found out about Unity, because it was popular among local devs, then in 2016 figured out UE4 before getting serious with it a year later.

#

Can't disclose ones that aren't public, but in current day, I'm proficient enough that I'm reaching into the lower level C++ scripting

inland flicker
#

pretty subjective question tbh

drowsy snow
#

Does the non public ones count? Or commercially released only?

#

If you want to interview me for recruitment, send me the details about your company/team, and pay rate.
If you're just want to make comparisons to how easy it is to use Unreal Engine, you'd have to try it out yourself, it's free. No need to get that personal.

As for the first ever non public game, it's bad by my standard nowadays (it was a simple TPS with nothing but Mannies) but I'm proud of how far I've come.

covert summit
#

So I'm realizing that Primary Asset Types can only have assets that are direct subclasses of the base type you specify in Project Settings

#

And I wonder if there is a way to avoid that, so that there can be child classes of child classes included...

drowsy snow
#

You could've ask for advices right away as opposed to giving questions like an HRD interviewer.

covert summit
#

So if I have a primary asset using a base class RPGQuest that is in C++, and a BP base class that inherits from it, say ARPGQuest, and then a bunch of quests themselves, nothing gets loaded during a packaged build, but they all load fine during PIE. If I change the primary asset base class to ARPGQuest, then the ones that directly inherit from ARPGQuest get loaded during packaged build, but not the ones that have intermediary base classes... it does not seem right that it should be limited only to direct subclasses πŸ˜•

#

(packaged build or standalone, both behave the same)

weak urchin
#

The collision capsule provided in the character blueprint isn’t able to be modified to fit around my quadruped character. For some reason the collisions settings on the mesh itself don’t stop the character from clipping into walls, even walls with blocking volumes. How do I set the quadruped character mesh to detect for collisions like the capsule does?

devout whale
#

Hello. I want your guys and girls opinions on what I could add to a game idea I was thinking of. So basically just a chill car driving game but I was thinking to give it endless terrain and have different biomes/seasons that cycle.

#

However that will get boring if its just driving. What can I add to spice some things up?

#

Thanks πŸ™ŒπŸ½

covert summit
#

explosions are nice

devout whale
#

Oh that's definitely intresting. Thank you and I'll be looking into it more πŸ™‚

drowsy snow
devout whale
#

Hmm haven't heard of that before. Thanks anyways ill definitely check it out πŸ˜ƒ

kindred iris
#

What is the name of this node? Can't seem to find it in ue5

drowsy snow
kindred iris
#

ohh man I need to get my eyes checked πŸ˜…

#

for some reason it looked like an equal sign to me

#

appreciat eit

heavy fulcrum
#

Hello, I recently started learning UE after a bit of time with Unity, I am newer to c++ and have been taking an udemy course to try and learn the basics.
I noticed that UE4 comes with a quite robust character controller component unlike Unity. Is this designed to generally be built on top of/upon or is it just more so to show you what a controller could like look? Unity had almost 0 templates for things like that so all of this is a bit new to me.

tacit heath
#

has anyone tried the "Apply Uniform Vector Falloff Force" from chaos yet, it feels super buggy,

drowsy snow
heavy fulcrum
#

Alright interesting, thanks

#

Its genuinely surprising the features UE4 has compared to unity in terms of built in stuff

covert summit
#

so i just finished a debug session deep into the asset manager-- it turns out that for primary assets, multiple levels of C++ subclasses are fine. And direct blueprint subclasses of C++ classes are fine, but AssetRegistry has a limitation when it comes to blueprint classes which inherit from other blueprint classes. They are not mapped for reverse inheritance in there, so at least as far as Asset Registry is concerned, the classes are not related. This is why Asset Manager can't handle "subclasses of subclasses" in my case above -- its not that it isnt intended to work, but it only works for C++ inheritance πŸ˜•

icy egret
dark socket
#

So what do you think ?

drowsy snow
#

It's input node for material functions.

dark socket
#

Anyone here to tell me how can I rig a character in blender for ue4 ?

drowsy snow
dark socket
#

Yes

#

I've been learning blender for 2 years

#

I know how to rig , but when I see tutorials i see uefy somenthing which confuses me.

meager hemlock
#

Is there a way to import or export something with its textures still on it?

drowsy snow
#

Are you in Material Function editor? Not the regular material.

drowsy snow
# dark socket Yes

If you're going to go the oldskool way or making Marketplace assets, you have to adhere to Manny standards (the UE4 Mannequin from the Third Person template can be exported as FBX)

Otherwise, you can soft retarget it within UE4.26's Control Rig system, and basically rig it as you like.

dark socket
#

I didn't get it , the second method.

neon magnet
#

Is there a set date for when a 4.27 production-ready version will release?

#

as in, right now they're preview builds

restive eagle
#

was there a specific date for any of the previous releases?

neon magnet
restive eagle
#

i don't recall seeing any release dates

#

someone said that its 2021 summer, so there's that

neon magnet
#

for those of us down under we have to remind ourselves that means winter for us lol

#

I read "mid" July so could be any week now

#

has 4.27 fixed that FPS issue that was in 4.26?

#

I mean frame dropping

restive eagle
#

never had such a problem

#

or read the 4.27 preview notes

white spruce
#

hello, i sent a game on my phone but the camera is awful, what do i have to change to make it look nice ? isn't it a question of aspect ratio?

maiden shadow
#

I need some assistance - whats a good source to learn materials,vfx,shaders through unreal?
I have questn too: how I make a shield effect and know where projectile hit shield? Need conceptual guide?
My idea: make dome, spawn dome with masked material and transparency. Spawn decals on hit places.
Qestion: how I know where in that dome projectile hit and where I need to spawn decal (damage effect)?

maiden shadow
neon magnet
restive eagle
#

uncheck "Monitor editor performance" in the editor preferences

#

quick google search suggests trying that

maiden shadow
covert summit
#

i think thats just the thing that makes it suggest scalability changes when framerate doesnt keep up

neon magnet
covert summit
#

i also have not had any major issues with 4.26

plush yew
#

oh no free assets of the months ? epic bankrupted ?

covert summit
#

@plush yew it happens first tuesday of each month

restive eagle
#

its not tuesday?

covert summit
#

hasnt been a tuesday yet

#

the bigger bummer was no inside unreal this week but hey, holidays and such (i assume)

neon magnet
#

quick question - if I import a rigged car (just the hood is rigged) into unreal, then use complex collision, will the element (hood) rotate its collision as the hood opens?

plush yew
#

summer heat is making the internet boring i guess, well some has a lif u know... (self sarcasm)

covert summit
#

but I assume yes since that's how character skeletal meshes work for sure

#

and I assume said car would be skeletal I guess?

neon magnet
covert summit
#

if it's separate meshes for the car and the hood, and they've got complex collision then definitely will work

neon magnet
#

they're a single object atm but the hood is a separate element i.e. not connected to anything ofc

#

I've been debating whether the car should be imported like that or every movable thing separately as separate objects

#

the glass is separate because I already have a trim sheet for glass and the rest of the car is using a single sheet for whatever it has

covert summit
#

if youve got it rigged with a skeleton in your dcc software (along with collision), then import it into unreal, and use Show -> Collision, then open your skeleton, assign a preview asset, and turn some bones

#

i think whether you go with one mesh with many components and a skeleton or many meshes that get put together as components on an actor will probably depend a lot

#

unreal slackers is for these times :-):

neon magnet
#

so looks like I should setup collision in the dcc

#

blasted car is such a pain to make the collisions for it (since it's without a top and the interior is exposed)

versed lion
#

I feel like its a dumb question but while messing with the post proccess there is an option for ray tracing stuff like reflection and other, I can't see differense in these options is it because my graphic card isn't supporting ray tracing?

neon magnet
sturdy smelt
#

is there any Fix that its not importing the GROOM Mirrored ?

versed lion
#

@neon magnet Thx man, i feel dumb now D:

neon magnet
#

@versed lion also will be handy if your card isn't good at RT (because your editor might lag like hell): console command to disable in raytracing (while keeping project raytracing enabled): r.RayTracing.ForceAllRayTracingEffects 0

#

turn it to 1 when you need to see the RT in the viewport again

versed lion
#

Much thx bro

vivid jetty
#

good day friends, while we were working on our project, everything was fine, but last night, when I was trying to get a build, I suddenly happened an error that said lightmass crashed and it has not improved since then, I also dealt with swarm cache cleaning, valid data etc. According to the result of my research on the internet, it did not help, why am I living this does anyone knows?
https://prnt.sc/18go3ty

Lightshot

Captured with Lightshot

fleet sparrow
#

How to get local time to keep track of event outside of game runtime?

#

Thanks

plush yew
#

im stumped why is this happening? when i attach to the socket the mesh becomes huge and a million miles away. i made sure the scale is normal

restive eagle
#

is your parent scale 1.1.1 as well?

plush yew
#

@restive eagle im very new where might that be lcoated?

covert summit
#

on the socket in the skelly I assume is what they mean

restive eagle
#

it's your mesh and skeletal mesh that you parented your child to

#

skeletal mesh1 is a child of skeletal mesh, which is a child of mesh

#

if any of the parents have different scale values, they will be applied to their child comps

covert summit
#

ohhh good catch

plush yew
#

they're all uniform

#

why did god curse me

restive eagle
#

mesh and capsule component as well?

plush yew
#

yes i checked that too

restive eagle
#

are you attaching your gun to a socket?

plush yew
#

yes the right hand

restive eagle
#

is the sockets scale value 1.1.1 as well?

plush yew
#

oh yea maybe its a problem i did in blender

#

yea thats fixed, i just dont know why the scales still broken

#

aw man. ill try that out. sorry for being annoying but can someone tell me where the sockets scale value is?

#

i actually did do that. thats why im so confused lol

#

i made sure im in meters and everything

restive eagle
#

open the mesh and click on the socket that you have created before

#

if you are attaching to the bone then probably thats not the case

#

unless bone has some weird scale values

plush yew
#

yea im using bones

restive eagle
#

if you place that weapon inside level next to the character

#

are the scales correct?

plush yew
#

yup normal

#

its only after i try to parent to the hand bone

restive eagle
#

are you doing anything on construct?

plush yew
#

no i dont think so

restive eagle
#

correct scale value on the bone?

#

what you could try is making an actor bp

#

and putting guns mesh there, then on begin play you spawn that actor and attach to your hands, keeping the scale value as world

plush yew
#

thanks for helping me tsauken

#

i checked the bone but thats 1.1.1 too 😦

#

im just gonna scale the mesh manually, no clue why this is happening.

restive eagle
#

but even in the pictures that you have sent, scale looks fine

plush yew
#

for some reason .01 scale seems to make it normal

#

look lol

restive eagle
#

when gun is metres away from the hand its hard to tell

plush yew
#

at 1 it takes up everything

restive eagle
#

just try making it into actor bp and then attach to your hand, unless you plan on having just 1 gun

#

when you attach, you will have some settings on which scale value to maintain

#

everything that he has shown, seems to be fine(from ue side atleast). cant recommend anything else

plush yew
#

@plush yew Im all set i swear to gosh im just cursed

#

alright thanks again tsauken

#

ill check it out!

tacit heath
#

i am trying here to get overlapping actors from the sphere, if i overlap the sphere with the cube it works, but with a geometrycollector it doesnt,

restive eagle
#

if geometrycollector is same as brush, then as far as i remember brushes can't have these type of events

#

maybe hit works, but i'm pretty sure that overlap doesnt (still taking about brushes)

civic mauve
#

i started my project in ue5 and now switched to ue4. I have many Uassets that are not visible in ue4 because they were made in ue5, but they dont contain anything that is a specific feature of ue5. Is there a way to make them usable?

#

it would take a lot of time to resetup all my blueprints etc

restive eagle
#

you can export to fbx

#

and import them back

#

just for meshes that is

#

you cant downgrade

civic mauve
#

yeah i think those are the smallest part of the probmem

restive eagle
#

you could copy paste some blueprints from event graph to another, but no idea if that would work with ue5 to ue4

tacit heath
#

@restive eagle hey tsakuen thanks for the hints, hit didn work

#

you mean

restive eagle
#

im not familiar with ue5 but if it's the same brush then use a static mesh instead

#

with brushes you have an option to convert it to a static mesh

tacit heath
#

it should be static mesh, at least i dont have the option like brushes have

#

also the collision type is static mesh

#

boaaaaaaaaaa this is so annoying

tacit heath
#

@restive eagle i'll treat geometry collector as volume collisions and see how that goes, thx for helping

runic fern
#

hello guys ..
in pixel streaming the Cursor is not showing why ?

fleet sparrow
#

How to add friction to a flying character?

last topaz
#

Hi all, i'v got some weird "invisible" drawcalls going on in my scene. I went ahead and disabled everything from static meshes to landscape and hid absolutely everything in the world outliner and i'm still getting over 1k drawcalls. This doesn't happen in a new scene. Any ideas what it could be?

#

as you can see the scene is now completely black since i hid everything

#

I even tried deleting everything just in case but its still there

glacial dawn
#

D3d Lost error again, happens with last two Nvidia update drivers, with a Nvidia 3090... Randomly, in editor and testing game...

unique kraken
#

hey guys, is it normal that when i
cast a variable from my char into the anim bp, and reset it to a variable, that i get a tiny delay?

#

seems stoopid to me. messes with my accurace here a lot

lyric sapphire
#

yo can anybody tell me how can i set a new cinecamera to game view

#

cuz youtube videos only showin me how to switch between cameras

potent goblet
summer aspen
#

Hey guys, I have a problem I need help with please.

In my project we are unable to generate physics assets, we get the "bone size is too small to create" error, however in other projects we are able to generate physics assets for these same .fbx files. So I do not believe the files themselves are the problem.
I have exported from blender using various settings and scaling but have not been able to generate physics assets in our 4.25 project at all anymore.

If anyone has any suggestions, advice or links I would greatly appreciate it. Thank you and have a great day πŸ™‚

sly shadow
rare steppe
#

does anyone know some good c++ fps tutorials with the newer uclass stuff?

warm hornet
#

First time this has happened and I'm not the only one.
https://forums.unrealengine.com/t/failed-to-load-assets-error-message/113004

After zipping my entire project and transferring to another PC, I simply unzip and launch the project.
No error messages, a blank level opens. But when I try and launch any of my previously saved Maps nothing happens!
I get a popup saying "Failed to Load Assets" with a link to the error log but there are no errors appearing!
Unreal 4.27 Windows.
Can anyone offer some troubleshooting steps? I'm googling but so far nothing. This is a show stopper for me.
The original project and levels open fine. I just need it to launch on a different PC.

young quartz
#

can anyone suggest tutorials on megascans?

grim plover
#

is there a way to use my vive controllers outside of vr mode? i created a camera blueprint and its tripping me out.

#

AHH NVM I DID IT

prisma maple
#

not sure where to post but trying to open a large project from the asset store, it gets to 95% for a long period of time and then eventually crashes my pc. how can i diagnose the issue? this only happens on the asset store project and i can open existing ones/newly created ones from the engine

stiff bane
#

how to i turn of that the epic games website opens when i open unreal its so annoying

somber oar
#

Hey I have a question about how to add new colors/layers on my current landscape without having to delete my current landscape layer.

#

I'm new to UE and want to learn how to use it

#

This is what i've got right now, but I want to change just a part of my landscape with another material ( like grey as color for the city.)

frosty wedge
#

Hi all!! I've got a quick question, I keep running into an "out of video memory" issue. I am using a 2080Ti, Ryzen 9 3900X, and have 32gb of ram.. is there a way to adjust a setting to allocate more? In my task manager, my GPU is only using 6% with UE open and my CPU is only using 3%. Any ideas on how I can tweak this? Thanks a bunch!!!

marsh nacelle
#

Do you know if this is an optical illusion, a problem with the camera perspective or something else? my "rocket" is not exactly on the ground.

marsh nacelle
tight vapor
#

does any one make profit from making games?

plush yew
#

how do I attach this physics chain to the shackle?

#

I tried physics constraint but its all wonky

#

nvm figured it out

cloud heron
#

Someone help me please. I'm not sure what exactly is happening but I'm having an issue in the editor where it seems the right arrow key on my keyboard is pressed.
The camera in the scene moves to the right like I'm pressing the key. As well as the tabs and content browser behaving like the key is pressed(highlighting folders and assets like I'm navigating with the arrow key).
I have tested my keyboard and I don't think it's an issue with my keyboard. It behaves normally outside the editor and this is verified with online tools and just general observation.

Any help resolving this issue will be appreciated

fierce tulip
#

generally that happens when you have a controller plugged in (and the cat sleeping on it)

cloud heron
#

πŸ˜… I don't have a controller plugged in. But to be honest, a couple of days ago I noticed that my pc seems to have a nonexistent Xbox controller plugged to it. I'll look into that issue right away

cloud heron
fierce tulip
#

np hehe, happened to me so many times. (but with cats)

cloud heron
#

Lmao. I used to have five. I can relate.

fierce tulip
#

at some point I had seven, so ^5 for a fellow cat-friend

wet dock
#

hi guys quick question in unreal engine when i right click on a picture i want to change into a texture the menu opens at the top of the screen missing most of the top options ive tried to move it and unsure what to do HELP PLEASE ?

analog vale
#

does anyone know how i add detailed collision to the player and not just a capsule?

elder crest
#

happy american holiday everyone

cloud heron
# analog vale does anyone know how i add detailed collision to the player and not just a capsu...

You generally don't want to do this since the capsule is one of the best shapes for movement if not the best. But you can add another collision component to the character if you want. Might have to tweak a number of settings though, for collision detection etc.
For more complex and custom collision, you generally would use anothe static mesh component, set it's collision channels to your taste an probably apply a material that renders it invisible.

These are just solutions off the top of my head though.

cloud heron
analog vale
#

yes

cloud heron
#

You might want to attach multiple collision volumes to each limb segment and parents them to sockets defined in the bones of the skeletal mesh. Or just set the capsule radius to encompass the mesh.
It's also possible to use the physics asset of the skeletal mesh but I don't have much experience using that

wet dock
#

hi guys quick question in unreal engine when i right click on a picture i want to change into a texture the menu opens at the top of the screen missing most of the top options ive tried to move it and unsure what to do HELP PLEASE ? is there another way to turn into textures

analog vale
#

is there really no way to turn the physics asset collision into usable collision

cloud heron
#

There is. But I've never done it. I find physical animations really janky

analog vale
#

ok thank you

#

i will try to create somewhat detailed collision by combing capsule components

cloud heron
#

Yeah. That is generally the approach. But I feel like there should be a way to turn on collisions based on the physics assets and perform collision tests based on the location of the collisions determined by the animation rather than fully simulating physics. You might want to look into that. I guess?

analog vale
#

i have been searching for awhile and the excuse was that the player needs to be repressented as simple collides for some other systems to work , i couldnt find anyone able to use the physics asset

cloud heron
#

Ahh makes sense. As I stated earlier a capsule is usually the best shape for movement.

analog vale
#

but many people would like to have complex collision

night burrow
#

any idea why there's no animation keyframe next to transform parameters?

cloud heron
analog vale
#

i might try that

#

i dont care about multiplayer

cloud heron
#

Lol. Such strong words

plush yew
#

can i make rich presence without buying this?

#

with or without code

analog vale
plush yew
#

NIS

#

its 8$

#

in usd

analog vale
#

cool logo

plush yew
#

ty

#

can you help me tho?

analog vale
#

no

cloud heron
#

Any piece of code/software can be duplicated. The problem is knowing how to do so. iirc, the discord API is available so it's technically possible to replicate that plugin

still moat
plush yew
still moat
#

Perhaps there may be something already for UE4 thats free somewhere like github, never checked really, might save you the trouble.

analog vale
#

@cloud heron i was able to get detailed collision on pawns

#

but

covert summit
#

majestic

cloud heron
covert summit
#

I see no problem

analog vale
cloud heron
#

What exactly is happening.

analog vale
#

when i press simulate physics it starts flying and lagging like mad

#

I suspect it is colliding with itself

#

ok just one more

torpid shadow
#

Everytime I try to build the lighting on my project I keep getting the error message
Landscape_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.
Im not sure how to solve this but I cant finish building the lighting cause of this

covert summit
covert summit
torpid shadow
#

it is but I dont know what it means, like whatever its warning me about

covert summit
#

its just saying that the LOD meshes should have the same lightmap UVs, i wouldnt worry about it until its a problem for you, and you would check that by backing off from the mesh its complaining about so it kicks into lower LODs and seeing if lighting is working OK

#

what is the actual failure?

torpid shadow
#

the actual light build failed cause of this, I had made a landscape that I like sculpted and stuff and its saying something is wrong with the landscape itself

covert summit
#

i think its probably something else, check the swarmagent log

#

if you see something like "System.IO.IOException: The process cannot access the file 'C:\SwarmCache\AgentStagingArea\8487AD2E5DBA413C81373D29B2915895.C697AFCF4FD55F51E71D90B7DE56F1CD.mtrlgz' because it is being used by another process." then you have duplicate lighting GUIDs

#

always fun when you google something, find the answer you are looking for, and realize that you yourself posted that answer πŸ™‚

torpid shadow
#

lmao that is perfect, and I will take a look and see if there is any error in there
I got like 500 warnings from that so I just flat out didnt know what happened

covert summit
#

yeah if you had messed with your uassets in a file manager (such as pulling them in from other projects or making copies) then this is going to be why

#

if you have not then its probably something else, but definitely take a look

cloud heron
# analog vale

Sorry. I had to attend to something. Yeah, I think it's colliding with itself. There should be a setting to ignore self/owner. I'm not so sure.

analog vale
#

i clicked some buttons and now its working @cloud heron

covert summit
#

i dont think thats quite right

oak grove
#

Just a quick question. So for example if I had a model I wanted to import like a person. Then I wanted to import that into the game and control him with a click onto him and right click else where in 3rd person. Kinda like Total War how would the best way going about that work? An actor or controller. Ive tried the unreal wiki but cannot find much.

cloud heron
cloud heron
prisma maple
#

trying to attach a camera to a parent socket but i don't see the option for it in the ui, am i missing something

cloud heron
oak grove
#

AI Controller

#

Noice

analog vale
#

i also disabled bone to bone collisions but i dont think that mattered

cloud heron
analog vale
cloud heron
#

Oh right. So now it can detect collisions but does it also simulate physics?

cloud heron
#

Cool. I'm guessing you want that behaviour

analog vale
#

i would preffer to simulate physics only on a per object basis

cloud heron
#

Maybe there's an option for that. Detect collisions without simulating physics on a skeletal mesh.

prisma maple
#

@cloud heron i have attached it to a parent mesh through code, but when i pause the game and look in the hieracrchy, i can't see the socket option

cloud heron
covert summit
#

yeah i dont think the skeleton view shows runtime attached actors even in simulate, but definitely wont in PIE or standalone

prisma maple
#

i don't even see it when the game isn't running - to test it i created another mesh in the editor, parented a camera but there's still no socket option

weak urchin
#

Anyone know how to set up collisions for skeletal meshes so the character mesh doesn’t go into walls? I have a character that is longer than the capsule so the part of the character goes into walls before the capsule stops movement.

cloud heron
cloud heron
prisma maple
cloud heron
#

Send a snapshot of the details panel of your camera component

prisma maple
cloud heron
# prisma maple

You won't see it here, go into the blueprint script and set it there.
If that instance is directly from c++, you either have to create a bp child and set the socket there or do it using code as well. You'd use attach component to component and set the socket name there.

analog vale
#

i dont know how but i accidentally made even a blueprint that derives from Charachter have per bone collision

cloud heron
#

Is that a character or mesh setting?

analog vale
#

probably mesh

cloud heron
#

Exactly. It's not your fault don't worryπŸ˜‰

loud meadow
#

i want to know how to let every 5 second the ennemy shoot in 2d

loud meadow
#

i asked

analog vale
#

oh

wet dock
#

use a tick blueprint i think im new so could be wrong

weak urchin
flint trench
#

Anybody know what setting this warning is mentioning about streaming mips?

#

Doesn't let me build the streaming texture

strong jasper
#

Does anyone know what might be causing a "D3D device lost" crash? I have already have my gpu TDR set to 60

cerulean sorrel
#

i dont understand unreal engine holy shit it is confusing blueprints more so i have ideas but have no clue how to build ai using blueprints like i know what i wanna do but then i do it and its not what i want or something is off and i have no clue what to do

strong jasper
flint trench
#

On Laptops, the GPU output often switches between the iGPU and dedicated based on power draw

#

there's a setting that forces it to stay on the dedicated GPU iirc

strong jasper
#

Oh

flint trench
#

if it swaps then UE4 can consider the D3D device "lost"

cerulean sorrel
#

just force it to use the gpu

strong jasper
#

I know that Windows 10 made it a pain in the ass to set the gpu recently

flint trench
#

^^

strong jasper
#

I can't use nvidia control panel

flint trench
#

It might be that

cerulean sorrel
#

settings?

wet dock
#

anyone know why theres no option to tun my pics into a material when i right click

strong jasper
flint trench
#

you should always be running your laptop plugged in tbh also as it won't hit max powerdraw otherwise

strong jasper
#

ofc

flint trench
#

Again think you can specify that one too

#

hmmm

cerulean sorrel
#

laptops are bad

strong jasper
flint trench
#

some laptops i've experienced are a bit backwards and setting the graphics adapter to be the iGPU is actually setting it to the dedicated

#

because the graphics output gets routed through the iGPU

cerulean sorrel
#

wtf

strong jasper
#

it would be easy if nvidia control panel didn't remove the option to set gpu

flint trench
#

so you could maybe try that

strong jasper
flint trench
#

Also setting RTX on your project setting if you don't have support for DXR is common cause of that D3D device lost error

#

but you will usually get a crash on startup with that one

cerulean sorrel
#

i use a imac with these develpment amd gpus

flint trench
cerulean sorrel
#

rtx is demending af

#

it can half your fps

worn copper
#

Do steam offer Free Server for Multiplayer Game?
Voice Chat?

drowsy snow
worn copper
#

Sow that ad but there is no tutorial about that on YouTube

marsh ivy
#

Can you use paid assets from unreal maeketplace in unity? What about free monthly assets? What about paid unity assets in unreal?

drowsy snow
finite wren
#

You gotta wait til Epic buys Unity then everything will be available πŸ˜‰

covert summit
#

theres been a lot of folks in here with problems on RTX mobiles lately. Hadnt considered the iGPU switching though, definitely a good catch

cloud heron
# weak urchin Thanks for the suggestions, any idea where I can find info on using inverse kine...

Sorry I'm just seeing this.
Inverse kinematics is not really a collision system. It's mostly used to create intuitive reactions to the environment such as feet or hand placement etc.
That said, there's a number of YouTube videos that can teach you the basics. I'm too lazy to look up any specific one atm(apologies). But a YouTube search will turn up good results. The implementation is largely the same across all those videos so anyone should do.

analog vale
cloud heron
#

Ahh. Finally. Good luck with the rest of your project.
I'll check out the video

analog vale
#

thank you

dry latch
#

Does anyone have an idea how to do something similar to this when it comes to pressing a skill ? I mean, camera wise. https://www.youtube.com/watch?v=LHq7_1UPNN4

Genshin Impact (PC / PS4 Pro) All Characters Ultimate Skills Elemental Burst Animations
#GenshinImpact #Ultimates #HuTao
Gameplay Raw footage edited in a synthetic manner for information purposes. All Gameplay played, recorded & edited by me.
join our discord community & discuss your favourite games with us: https://discordapp.com/invite/w4EbJgk...

β–Ά Play video
drowsy snow
dry latch
#

Thank you!

weak urchin
peak oxide
#

I'm packaging a project, It's just one level, I have my default map set but I do have some other options in the project.
When I package it seems that unused resources, images etc are being packaged too, is this true?
Should I clean up a project before I package to ensure I only have the required assets and nothing more?