#ue4-general
1 messages · Page 1031 of 1
i shoot projectile at object and i want to register only first hit, but i got for example 3 , it happens because the projectile pushes object and there more hits are registered in this time?
correct - I'd recommend Ryan Laley's FPS tutorial series - but if you are trying to do just the first one, you could have a branch that fires only after a certain delay is reached - note that this is probably a hacky way to do it
i choose as solution to have hitonce boolean in projectile
but yet i have to find how to access it in the place when hit is handled
that's why I recommend those youtube tutorials, they are very good and they cover complex things like line trace hits and how to manage them
i also think that delay is hacky
For material-related questions, should I ask in #visual-fx or #graphics ?
what lightmass crashed means?
Anyone?
I'm sure you'll find it quick in UE website.
how do i do AR image tracking in 4.26?
@jolly wind we have dedicated ue5 channels
ok, thanks. Not sure if its a UE5 issue or not, but i just mentioned it in case. 🙂
Is there a way to convert many actors to static meshes w/o merging them in to one?
well, actor merging can make them in to instance meshes, but it will be a single actor then
Ah. Didn't fully read your question.
just turn off tick
Try rebooting.
@obsidian nimbusi need them to be static meshes
they are called static mesh actors
so if u drop a static mesh in the level its an actor
it holds stuff like world location and other things
@midnight bolt
yep, in my case they are BP that generate themselves
somesort of construction script lvl edit tool?
no, they just conform to landscape
destroy and spawn i guess
and i want to convert them in to static meshes in the shape they are now
hi
whats a normal age to start with ue4
i have kinda good knowledge
i really want to loearn it
and i like it
i am 13 btw
we have a few kids/young teens here, as long as you understand that you'll have to study and learn a lot there is no age requirement
i do understant but only video's doest work for me
in same cases beggars cant be choosers, but there is a lot of written documentation as well
also dont worrk i need someone to ask questions to in needed
then you might have a hard time, unless you got money to burn
i'll just try my best then
more importantly, have fun
Dedicate your time learning, don't afraid to experiment and break your Unreal projects, and have fun in the process.
God knows how many Unreal projects I have destroyed over the past few years...
Also check out pinned messages in this channel, it has few useful links for you to get started.
Once you have basic understanding of the engine and the editor, and Blueprinting, feel free to ask here if you have specific issues.
Starting up with templates and mess around with it won't hurt.
oke ty
UE4 templates are playable, even if it's barely a gameplay, to give you general idea of how things work, and chance to dissect through the BPs.
And if you break something up, there's always the undo button, the "add feature or content pack", and the new project dialogue with the same template lists.
hi im looking for a answer to a question that has been bothering me a lot
what folders can i delete to reduce my project size? intermediate and saved?
Just Saved
anyone here have experience on changing engines?
Deleting Intermediate would require you to recompile the entire project, which will create that folder again.
ty
Like upgrading from older to newer version?
no like from unity to unreal
Not really, in my experience, nothing I (barely) learned from Unity carried over to Unreal.
Your kilometremileage may vary, though.
my question can also be that, how much time goes to coding everything together in the engine with all the needed assets being made already ??
lets say you have the full experience with the engine you are trying to change to
Depends on how far the Unity project goes prior to switching.
While I prefer Unreal Engine over Unity by a gigantic margin, if your Unity project has gone far into development, I don't recommend switching the engine.
i know its never good changing engine if the game is already made, but ignore that fact
Unreal's high level BP + low level C++ scripting could throw off your "muscle" memory with Unity's high level C# scripting.
Though that being said, if you know what you're doing, and don't have much specialised Unity assets (like particles), then by all means.
Again, some assets like materials and particle systems are not interchangeable. You have to recreate those assets that already made in Unity, from scratch in Unreal.
lets set the scale of the game be like apex
ignore all the challenges that well be ahead how much time would it take ??
would it take more than 6 months? with 100 devs that are experienced with both the engines
I'm afraid to compare with Duke Nukem Forever, which went through engine change hell for 13 years...
thats a devs team used to a engine that refuses to change
im aware of the hell it is
13 years for changing a engine is kinda stupid
like i said not everyone agrees on engine changing, no one wants to get out the thing that they have been using for years
thats what they are comfortable with, i bet if it was made by a different team they would have done it in less than year, but then the game would not feel the same and stuff, im aware of the issues
@drowsy snowhave not seen anyone used "low level C++" much in ue4...it is indeed useful, but most people are far from using some advanced c++
Save for AAA UE projects (or some smaller but advanced UE projects)
I feel like Add Feature or Content Pack was meant to be used for marketplace stuff back in the early UE days and more primitive Epic launcher...
This option is as useless as a zit in more recent versions.
how is it useless? I use it all the time to add stuff to existing projects
keep in mind its not just epic content that can be added, you can (and companies do), create their own packs
Well, in my practices, I'd migrate things from one project to another, or copy from one Content folder to another, even non-marketplace packs were distributed via repos or zipped copy of the project.
Even so marketplace assets were added through the launcher and weren't stored in the content packs.
think i used that option once, i also rather use migrate
making a few of ur own templates on the other hand can save a lot of time
they moved the import option to somewhere less obvious, since then i allways drag my files into the editor
too each their own tho 🙂
Just started a project on a fresh install of engine version 4.26 and got the following error: "The expected Unreal Level Editor layout version is "LevelEditor_Layout_v1.2", while only version "LevelEditor_Layout_v1.1" was found. I.e., the current layout was created with a previous version of Unreal that is deprecated and no longer compatible.
Unreal will continue with the default layout for its current version, the deprecated one has been removed.
You can create and save your custom layouts with "Window"->"Save Layout"->"Save Layout As..."."
Is this something I should care about?
nope
Got it, thanks!
where can i ask about textures?
ok
ill just ask here
im trying to use quixel mixer but it wont open
it just loads for forever
i couldnt fine one
but kk, ill look again
Given that it's a Unity app, you might have complications loading Mixer.
Make sure the RAM usage is good, and it's on foreground at all times. Unity doesn't really like being put in background.
im fairly sure quixel is actually closer with unreal engine because its owned by epic i belive. but either way
iv been getting the classic D3D crash for the past three days. i have updated my GPU drivers and disabled ray tracing in the project settings so im not sure where to go from here. i am also using UE 4.26.2.
I mean...
the crashing also dies down for a few hours randomly but then starts back up again at random points
Try using DirectX 11.
DX12 in UE is somehow prone to crashing.
where would i change it to that?
oh think i found it, in the project settings correct?
ty for the help! and now time to pray that this works lol
BTW ignore the folder number, it's actually Mixer 2021, as you may see from date modified.
the one that i have is beta, is there a non beta version of quixel?
Nope.
(probably would never leave beta until it got out of Unity shell)
crap
also its so odd that its in unity shell even though its owned by epic now which also owns unreal
sadness
it would be cool to have unreal and quixel be integrated closely together
Bridge has native UE5 browser, for one thing.
Though UE4.27 roadmap mentions about Unreal as DLL implementation, which theoretically allows embedded UE player inside a native app.
This might be pushed for a little distant future versions of Mixer.
Hey everyone. Does anyone know how to have my mesh change between 2 different materials when I press a key through the BP editor?
They mentioned disabling raytracing, so likely DX12 related.
What do you mean by “key event” @plush yew Sorry i’m not too familiar with the BP editor enough to know what I’m doing
I understand it on a very basic level but I’m just having a hard time visualizing what you meant. I’ll look into it though, thanks for the reply!
is it an emissive material?
weird question:
I'm trying to learn blueprints.
Do you think offering people in #volunteer-projects free 3d models and in return the ability to annoy them all day long with my noob questions could work? 
shit like "how do i make a bunch of actors and get them into umg when i wanna make an inventory" 
like real annoying shit
i sadly don't have a budget to hire a teacher right now 
there is- and i've done 2 tutorials by now-
And they're all minecraft 
But i want skyrim.
no stupid limited amount of slots.
i wanna have unlimited slots.
You have to learn from the tutorials. you have to learn to extrapolate the informaiton so you can use them
if you learn from them, you can apply what you learned to expand stuff.
otherwise all you are doing is copy/pasting code basically, and not learning anything from them
yeah, problem is i get stuck on questions such as "If i set a bunch of buttons in this tutorial - what would i have to do in order to generate unlimited amounts?"
And then someone sends me their code - and i can annoy them about what they did and why it works 
yup, exactly. 🙂 just ask those questions away
because like.. "how to generate umg buttons based on an expanding variable i guess" isn't exactly something i can google 
sure it is, if you pick and choose your words correctly
"Dynamically create UMG widget"
but i get it. a struggle is not knowing what you don't know, so you can't even google it
A little experiments wont hurt
Be a Blueprint Scientist who dare to experiment.
(no .uprojects were "harmed" in the making of this statement)
trust me, plenty of .uprojects got deleted after i screwed around in them 
on the bright side: I'm sure you learned a bit from each one of those
i still feel dumb. 
I'm sure we all do at times
@woven falconyou dont need to google that question if you have the question. break the question apart. generate UMG button. variable. creating more than one thing. and then you have the answers
You seem to know your stuff - you're not per chance in need of 3d models? 
nopers
dangit
Not me either.
stupid epic games making quixel megascans free... now nobody needs 3d models anymore 
I already commissioned someone to make some original models for the demoing purposes.

i need me some 3d models 🤔
borderline job offerings here <_<
we should be friends

🤣
that means wisdom in itself is payment

how wise
that means im warning people.
cough
#hire-a-freelancer
cough
we get it, we get it.
I was just making joke, not being "rebellious" against your authority 
That being said, who knows if you might be the next person to contribute or getting commissioned for the 3D modelling work. 
Wait, really? I tested it with 250 Z scaling no problem, though I should test it even more 🤔
Landscape, but the complexity is green? 
I actually disabled RVT in Low BTW :3
Enabling RVT height blending in Medium brings te complexity to brownie and closer to red
Hey again, how would I active my Post-Process Volume after a certain amount of time in my Blueprint Level Editor? Maybe add a delay and something else?
while your game is running?
Yeah, Right now my post process is setup to look like an infrared scene and for the first few seconds I want the game to just be at its normal colors and then the Post Process gets turned on
then yes, you can use a delay node to do that
do I just get a reference to my Post Process and do something like Event Begin Play -> Delay -> (What goes here?)
what should be done in order to achieve transparent TextRender, i tried multiplying value from lerp -90,90, but the effect wasnt satisfying
How to run Windows UE binaries using the terminal?
The editor?
Just UE4Editor.exe
Oh
Oh right, the location, relative to your engine folder:
/Engine/Binaries/Win64/UE4Editor.exe
Thanks
so last night before i closed i made sure to go up and hit save all, closing the app i didnt get any notice that something needed to be saved. but when i reopned today i got a message that unreal detected it didnt shut down cleanlyy and asked if i wanna restore. hitting restore i got an error saying some things couldnt be restored and opening my project revealed that all my audio, and my HUD widget were gone
anyone know why this is happening?
I think the autosave only works if either the files have saved before, or the project has source control enabled.
What am I missing here? - I used to be able to do this - I'm getting an overlapped actor - this actor I'm looking for is one of the child BP's of the the class I'm checking against - but it doesn't go through
they had been saved before, i did the save all up in File before closing down and didnt get a message saying i had anything unsaved
is there someway to go in to my autosaves?
Then it's the latter, though the autosaved files are inside the Saved folder and you could rename them manually.
If the project didn't have any source control enabled, the autosave system can be a bullshit at times.
how do i enable source controller?
does anyone know of a way i can upsample my viewport? i tried using the screen percentage parameter in my PPV, but it appears it only works once you go into PIE.
unfortunately the SDK of the project i'm working on won't allow me to disable temporal upsampling, which makes it so the DOF on my cinematic cameras are wildly inaccurate
if i take a high-res screenshot of my viewport (2.0 multiplier), i can see what my DOF will truly look like once i render out my cinematic
nvm, found it!
Hi, if i have a decently sized mesh (covers 75% of screen) and it has some transparent/masked areas, should i separate the materials or use 1 material for everything?
Since opaque is better for performance but separating the materials into opaque and transparent materials will result in more draw calls im kinda confused
anyone up for a question?
does anyone know how to add a velocity node to a spawn actor class?
anyoone here use kitbash before? i downloaded the free neo city but im not able to open it. the loading screen goes to 75% and then closes
one thing i found when going in to content folder is everything is a .uasset and when i try and drag it to my project i get an error and when i looked the error up it said it meant that it was for a diff version.
.uassets are imported assets, you cannot reimport them. so that is reason 1
if they are alread in .uasset it sounds like they are in a project, and loading it up (which you are doing) is correct. 75% is normal and might take a while to compile shaders, but it should not just close the project
if it is, check the logs in the saved folder
Can anyone help me find my lost Polygon Editing tab? It's enabled, I've restarted a dozen times, it's just not there
can anyone help me with a window material? not sure if its just me or unreal simply cannot do decent reflections.......
I dont need refraction or anything
:clock2: Jessee#9822 was muted for 1 minute.
so there are documents in the log and im not seeeeing any errors but still nothing has opened yet there is a folder in my CrashReportClient that lines up with each time i tried to open
anyone know why they removed unreal 4.26? i see it says chaos next to it lol
Anyone know how to quickly test root motion anims? I have anims set with RM that work in the preview window and I have no idea how to get them to work in the actual play. I thought maybe just an input->play anim would work like in unity but it doesnt
Chances are you already have one installed.
Yupyup I have had 4.26 for a while just saw the installer telling me i didnt have 4.25 installed and 4.26 disappeared as one to pick from the launcher on my 'installed' list.
So was just curious if anyone knew any more info besides the fact in the launcher in the drop down 4.26 has 'chaos' next to it lol
I keep getting a lowlevelfatalerror when trying to run a way out
I can’t play with my brother
...what?
Lowlevelfatalerror something about D3D device not being found
I tried uninstalling all drivers with a ddu software thing
Have you checked the driver and tried running the editor in DX11?
Oh no im trying to start the game
anyone have any ideas?
Im not trying to edit anything
What game? Fortnite?
A way out
Also <@&213101288538374145> crosspost across channels
Im sorry whay does crosspost mean
:: let's pfist handle it ::
It means please don't post the same question in multiple channels at once.
Share more information. What exactly does the error message say? What were you trying to do when it appeared?
The more you tell us, the more likely someone can help you. 🙂
They're trying to play a UE4 game, not dealing with the editor.
It shows the opening credits and stuff then as soon as it starts loading
This happens
Oh. In that case, it sounds like your computer may not meet the game's minimum system requirements.
My laptop is an alienware laptop so i don’t think thats it
It also a pretty new one
That's definitely driver problem.
Oof
I tried using ddu to uninstall everything
Then i reinstalled with gefore expirience
But it always says i have the same driver update available
Try older NVIDIA game driver.
We have heard too many reports about newer NVIDIA driver doesn't play nice with UE4 even in editor.
Yeah. I'm on an older driver myself thanks to some weird bugs.
They're trying to play A Way Out, which is a UE4 game.
yea, the reesults come up for that game
My gpu is a specific one that for some reason i can’t find on the nvidia driver site
Its like 2080 max q design
Yes
I followed that thing
Didnt work
It crashes as soon as the opening credits end
Should i send a video?
Installing driver version 460.89 something or below might fix the problem.
Can i know how to do that?
i see, unfortunately we're not really a tech support discord for games (or any particular game as we're a Unreal Engine Development Discord), so i wouldn't expect an answer from here if i'm honest, but the best I can personally do is what i've done thus far, I wish you good luck ^_^
Googling for that specific version should yield you the result.
id literally pay to figure out how to get root motion to work lol
Ok
cant figure this out to save my life
Wait but i realised my brother has the latest drivers
RTX 2080 isn't really new, so older driver should work.
Should i still download it?
Not hurt to try 🤷
Root motion can feel un-intuitive at first as when you're previewing it, it feels like it's not working, but in game it does. Root motion isn't really an unreal thing specifically, it's a general 3d animation concept, so don't limit your learning to Unreal Engine only, DCC tools, and other game engines also have the same concept and you can use their learning materials as well to get a deeper grasp on the topic @heavy fulcrum
I bought some anims with root enabled and when I preview with root motion calculation enabled they work
I just dont know how to trigger root anim in game
in unity I just turned on physics and they pretty much worked, having some struggles since I just came to unreal a week ago
highly depends on how you're attempting to use it, is your character teleporting back to it's starting position at the end of the root motion animation?
Yes, the capsule doesnt seem to be moving
Though, again, this server isn't necessarily tech support for UE4 game, this is more for developers dealing with UE4 editor.
If older drivers for whatever reason didn't work, your best bet would be trying other UE4 games, and we can only apply what's being known to cause problems with the editor, not per game basis.
My goal is literally just to left click to play an anim with root anim
I downloaded it should i restart my laptop
ive seen that thread
I mean i can play slime rancher?
process root motion moves the root
I looked over the thread briefly, it seems to do a good job answering the question, unless i'm misunderstanding the problem
I just dont know how to translate that into game
@hushed mulch
I don't know if replies don't appear in IRC/Compact mode
contacting support for the specific game you're attempting to get support for might be a start
im glad you mentioned that, could you take a look at this? #ue4-general message
but there might be a dedicated discord server for fans of the game that also might be able to assist in the mean time
Never dealt with Polygon Editing.
Should i just refund the game? Is it fixable?
what version of UE are you using @sand ibex ?
but there might be a dedicated discord server for fans of the game that also might be able to assist in the mean time
Sorry 菊地真, i read your first comment and thought you were telling me not to deal with it
4.26, Windows 10. It's driving me nuts. I've had it before. I did remove starter content? Think that might be it?\
No, I just never doing anything with it, nor knowing about it.
And no, FeaturePack folder shouldn't affect the engine's Plugin folder. It's outside the Engine folder.
Thats mesh editing
oh sorry, was i misunderstanding what you were looking for?
scrunched, but the Modeling tab. It's the Polygon Editing plug in. I have it installed, restarted-- but its just MIA
I wager disabling Legacy Editor Mode UI might help
I think you need like 4 or 5 plugin enabled
it's broken into different plugins for w/e reason
With Unreal Engine 4.25 Preview released, there are a full scoop of new features and today we would take a look at a walkthrough on how to get started with poly modeling in unreal engine, we would also take a look at some few tips.
Hey there.
Let me know what you think in the comment section and if you love, like or even learned something from ...
I enabled Legacy hoping maybe it would fix it acctually, you might be right squiggly lines
yep looking into that now, i remember something like that
thanks guys
I'd ensure you have the correct ones active, and all the ones needed, this video does a pretty indepth dive into getting started with it, including getting it working
hopefully that helps
it was something i tried out last year, but was waiting for updates before actually pursuing, but then i didnt feel like taking the 10min to export it to blender and redoing UVs so then I spent 2hrs trying to get this plug in to work
you know, normal slacker stuff
also you can call me Mippi, so to not be confused with other squiggly lines, pink squiggly lines is "Hoodie Guy" ^_^
good luck ^_^ and hope that fixes it for you
think it was this butthead. restarting now
Fingers crossed.
thats a bingo. thanks again guys
❤️
Hi who knowl how to make rig in blender so that it works in
ue4 CONTROL RIG inverse kinematics ?
my rig doesn`t ..
is it possible to set this to -1 in blendspace? It's not letting me go below 0.01.
anyone know how to assign launch options to multiple branches in the steam backend? In the "beta branch" field, can you just enter multiple branches separated by a comma?
helllo , I downloaded a map from my friend. How can I insert this map into an unreal engine?
Is it a map or a project file?
try #blueprint if you're using blueprints
github
What’s the file extension?
its a folder , not one file
Look for the folder that has Content, Config, etc. and there should be a project file you can open
Send the download link in your dm?
Just look in the folder and see if you see other folders named "content", config , etc
Someone knows about metapets?
@plush yew That was an April fools thing.
Yeah send the GitHub link
It's an April Fools thing 
With the rate of things being developed and integrated into UE4 I wouldn't be surprised if something like that did show up in a few years though
There's always going to be some demand for realistic animals in games after all
Nah, i think animals don't have to be realistic, unless it's a simulation aims for accuracy
Yeah but many beginner devs will aim for "Everything must be 100% realistic!"
"I need Lumen, Nanite and MetaHumans!"
Our minds focused on human faces more than animal topologies.
Pfft, who cares about overambitious beginner devs. 
True, it's not as high priority as realistic humans. But animals are still common in our world and something we can currently tell if something feels "off" with them. Not as much of an uncanny valley effect, but something like that.
Anyway I could use some help with an optimization thing and I hope this is the channel for that.
I want to have my various physics objects dynamically play attached looping sounds (for example sound of rolling or being dragged across the ground).
So I have no idea what would be the best way to achieve this and still have decent performance.
The alternatives I'm considering right now is to either have a base physical object that has a special audio component, or to have a pool of audio components attached to a dummy actor in the world, and then attach them to anything that moves and then de-attach them when the object sleeps
But audio components are scene components, and I heard it's no good to have too many scene components in the world. And it's also no good to dynamically spawn and destroy them
More of an #audio thing, but you could simply adjust the volume of the frictional sound, and pause (or even destroy) the sound source when the object isn't touching any solid surface.
Frictional sound isn't really a thing by default though I guess? That's what I'm trying to implement
Yeah, but it could be achieved by simple On Hit event and adjust the frictional sound volume and even swap around the audio according to the physical material.
The best way I can imagine would be to have a manager/pool actor that spatializes the sound to where the sliding/rolling actor is every frame without using any components in the picture.
Adjusting sound volune every frame is generally fine, just don't spawn a new sound source every frame
I already have customized my Collision Handler, so whenever there's a collision in the world, I already add an impact sound specific to the physics materials colliding. So things are fine for instantaneous impacts. The problem is the sliding part. I don't want to trigger a new sound every frame for when things slide so I have a minimum threshold set.
But I need a way to have one specific sound follow that specific actor and a handle to it to be able to adjust the volume based on speed etc.
And that's the problem 😛
unless you have thousands of actors doing this, I don't see a problem with just having a component in the actor
if you do have thousands of actors doing this, you have other problems
@wary wave there won't be thousands at the same time at least
But for optimal performance I don't want to statically add audio components for all potential physics objects
(I would imagine.)
the cost will be pretty small / borderline non-existent if they aren't doing anything
There's also the thought overhead of having to add that to any new BP that could potentially be physical
but yeah, might be the easiest solution still
At least it would make it easy to specify the rolling sound on an object by object basis rather than by material as a manager/pool would do
After all, a soda can and a passenger jet probably sound pretty different when rolling around, even though both are made of aluminium 😛
Anyway I could pair an Image to each of the Input Action Keys?? Im trying to dynamically get an image for each Key Bind. Perhaps an Array of structs?
Alternatively you could use data table, which is practically read only array of struct variables.
Has anyone experienced a bug in 4.26 where the game mode parent class keeps disappearing?
If I create a new game mode and add a parent. That BP looks fine. Save All and close.
Re open the BP is missing its parent class and if I attempt to reparent all game modes including default engine ones are missing from the parenting options O_O
Never had that issue, at least in 4.26.0
Might be an undocumented regression in later hotfixes
Totally strange, attempting work arounds by just making new classes or BP and nothing seems to work around it.
Considering grabbing the last 4.25.4 but haven't gone back to a previous version so not sure if it would be too involved.
Try making a copy for 4.27 instead
saw that one mentioned (Preview) at the name of the version got hesitant lol
If you're mostly working with BPs and not deal with a lot of C++, generally it's fine to make a copy of your project to be converted to preview versions like 4.27
95% c++ but i'll keep an eye on what might be going on here. Very curious.
Thanks for the advice though, 4.27 will soon enough hopefully just be a normal build.
One thing that I notice went changed in the C++ API is mainly the camera shake handling and added support for RAD tools.
@drowsy snow thank you, I am trying that as it seems it is a better way!
completely unrelated in a way, but my disk in task manager maxes to 50% but in processes but states its on 100% in performance, any idea?
Compiling shaders?
not even in the engine, it happens whilst out of it
Busted thermals maybe
you think?
Didn't find it, so I came here.
Can't say for sure without the task manager view
i’ll send it soon
Is there any way to export multiple objects to blender with their correct locations?
how to i turn off SSGI for 1 scene and not every scene
Is it possible to just disable a placed actor to prevent it from spawning in when playing the level other than to delete it completely?
Would be handy for development to be able to avoid having a bunch of things not related to what you're testing start doing their things and interfering
Set Active or something along that line.
@drowsy snow I meant in the Details panel or World Outliner. But I've looked around and I don't think there's anything like that.
Maybe Auto Activate?
No hits when searching the Details panel for anything with Activate :/
Oh! I found something!
Under the advanced settings of the Cooking area in the details panel, there's "Is Editor Only Actor". Check that and it won't show up when playing.
Oh, it still spawns, but it's just invisible -_- exactly the same as "Actor Hidden In Game" then.
Is possible to use Pixel Streaming in a Client-Server environment ?
How'd i do movement with more than one collission capsule/sphere?
i wanna have 2 spheres when my character is crawling
Shrink down the main capsule, and activate your horizontal capsule collision?
how can I stop ragdoll simulating after it settled ?
seems there's no easy way to just do another collission capsule atleast with the charactermovementcomponent
imma try and make my own tho
hey guys
I am not quite sure where to ask or how to find it, but I am searching for a fade out level transition. Like, when I click [next level] it gives me a smooth fade to black and then a fade in to the next lvl.
i have a question that might be either animation/BT or c++ issue, what chat do i post in lol
Get Data Table Row
#cpp for C++
Found an interesting microbug, the in-comment docs for FJsonValue::AsObject() claim that it THROWS an error when it, like all its sibling functions, only logs and returns a null pointer
Is there no way to use Screen Alignment for beam particles?
i'm trying to do a pick up animation for when the player loots an item off the ground. I want to be able to do this while running/swimming/etc but its not working. I set it up as additive. Here's the results:
https://gyazo.com/20bac3c3a56779e0697649f819658c85
I've impprted my animations from blender to ue4 but for some reason they are empty
There is no mesh
But the bones move
How do I scale it?
Do i have to scale it up in blender?
Is there a console command to simulate lags, or is it only possible with the .ini settings ?
Network latency or lag in terms of FPS? In the case of FPS you can try this, although it's just simulating low FPS. Not necessarily really a 'laggy experience' I suppose. https://forums.unrealengine.com/t/how-to-cap-framerate-30fps-or-60fps-for-example/44785
In my case Network latency ^^
Should've asked more clear here, my bad xD
Forget what I just said, there's a much simpler way. In the "advanced settings" at the bottom in the editor you can change packet latency etc.
@maiden sundial ^ 🙂
Thanks, that will work for now.
Just had the hope that it's possible via the console commands since this would be editable at runtime and not only at the start up ^^
Just curious, but why do you want it changed at runtime?
Just to test things a bit quicker without the need of starting it again with a small difference with the values
Ah alright, they may exist. But I'm not sure 😅
Don't worry, your way helps me already enough 😄
👍
Hi there
Can someone help me with a question for Unreal Engine 4?
Is this the right channel ?
Sure
I am trying to have the spotlight go through this curtain
like light shafts
or god rays
but I know that spotlight and pointlight does not support light shafts
I have a moving Red light outside the window
unless the room itself is super foggy, i would not expect lightshafts anyways
@blissful briar it would be easier to use fake light shafts that are included in the engine
anyone have any resources on how to get root motion animations to work with a basic third person character controller/mover? I have an attack anim with functioning root anim and for the life of me I can't get it to work in the actual play mode - the capsule doesnt move alongside/with the char
@blissful briar make sure you can see engine content and search for "beam" this will bring up some low res content created by epic for adding "fake" light shafts which you can use to learn to make your own you have much more control because even if you get the sun to create the effect you want.
Thank you, I will try this
But would this enter through meshes as well?
I wouldn't want that
I use them all the time and move through them it does a pretty good job
only thing is the fake fog is low res so I created my own to increase the res
also have different colors and instances so I can tie to the light better
Okey I will try, thank you
It's also a lot better for your FPS I imagine then using real volumetric lights, but obviously the downside of meshes is that the lights don't actually get blocked by objects. They are meshes after all that don't do much except sit there. Although what I've seen some developers do is fade out the mesh when you get close to it.
yeah exactly you fade it out but at a distance you can boost lights up and over lay it with the single volumetric light
volumetric light are super expensive for my game I am only using them in non game play areas
The idea is that i have a drone with a spotlight attached to it and when it moves, i want to have light shafts coming through the curtain
well attach the sun to the drone
or directional light
i wanted the same thing for some AI and used this fake light shafts because they work at a distance and are easier to see
If I attach the directional light to the drone it will affect the whole scene
Because i have an out world as well
What you could do if it's 1 specific window and not a whole bunch of them is have some fake volumetric meshes that rotate with the drone's position, it could maybe do the trick as well.
But that would obviously need some testing to see if it that actually helps, I'm not sure 🙂
@blissful briar have you used IES texture profiles?
I think this will be better for you
@blissful briar better then then fake models I suggested before look for Light Profiles they also include content for it then you get this
@blissful briar this section of spot light
yeah profiles are the way to go you attach a material to the light and it will fade out at distance
hello , i downloaded map and how import map to unreal engine ?
@loud knoll can you check out the video I've posted?
@plush yewwhat map from where and what format is it in?
@blissful briar if you check the market they have a free IES light profile pack https://www.youtube.com/watch?v=eQiTz19vivU do a search for IES
50 custom IES lighting profiles
18 custom Light functions
Visit my store here: https://www.unrealengine.com/marketplace/profile/Construct Games
How can I make a starfield in UE?
💯 💯 💯
i sended map your dm
Is UE 4 still fine to use
And if i make 100k on a game. What kind of fees are involved?
Do i have to pay tax?
All i know of is the 5% UE gets
taxes are on you, not on epic. that is based on you and you
@plush yewI dont have DM's turned on
either learn the extensive tax code or find a tax ogarnaizeation or firm who'll handle it for a fee
the fee is also written off as an tax deduction as conducting business with other individuals properly are an expense your game had to make to make a profit and or pull from its profit beforer and or after the game makes a profit
also you might want to look into llc's and or s-corp etc if you think youll make over 100k as this can lighten the taxable amount by anywhere between 10% to 85% ish if you set it up proper and utiltize the systems in place to keep your business afloat
just google really and itll give you quite a few means to achieve proper tax payments and safekeeping of your assets
but i sended your pv and please check your pv : )
he's not going to check hence his private messages turnt off
if you have an issue ask here and someone will assist you if possible and or willing to do so
until than i advise you to either google the issue and forum hop for answers and or experiement on your own waiting for an answer for fix to your problems here isnt a very wise move long term for any project regardless of size
ok
I was looking for a short answer
So anyone who can give a short answer can help me
Again ask here the specifics of your issue and someone will assist if they want to since it isnt owed support or if they can, if they dont they probably wish not to assist and or cannot
ok
regardless waiting for someone to fix your game isnt a long term strategy if you want to make progress learning to make and fix your game is paramount during this journey, so forum and message board hop/youtube and experiment during such times and see what you can find on your own
waiting isnt going to help you move forward ❤️
But I ask twice
ask what?
"can someone help me" isnt the issue in nature that requires assistence
its a plea for assistance to god forbid what all else x3
https://github.com/GameDev4K/unreal-openland how import to unreal engine ?
have you tried reading instructions
their kind of important to learning how to process information :3
^^ , the instructions tell you what to do
lol yup
did the posted link get you to that screen?
yes but 403 error
well that's fine your project asset
tells you how to install it o-o
just read the link you posted needing help for
my link was screen shotting your instructions to your asset
@plush yew
Welp, I'm confused with Blender's bone orientation, again.
its supposed to create a crosshair
and a menu
it does it fine on the template
but it dosnt work on my project
Asked about the bone issue in a Blender group, got responded by "use superior UPBGE lmao"
@plush yewwell we cant be much help without knowing your setup, but that blueprint looks fine. Are you actually using it anywhere? where is that code
that screenshot is code, where is that screenshot from? what blueprint
so that code is in the game mode blueprint?
ok, for the crosshair none of that code actually adds it to the screen
as for the rest of the code, I dont know how its supposed to be shown
something has to call the ShowStartMenu event
is that the start menu widget?
uh
how does the code call that event, its not our template so we dont know how it was designed
where is that?
we wouldnt know, we didnt create it. Are there no instructions with it?
any reason you couldnt use the template for your project, I assume it was designed for that purpose
its a photorealistic pack for archviz
Where did you get it from?
if its a template you should be using it as such, if its not then they assume you know what you are doing if you are using it or copying it
if you cant do any of that, you can try to go to the template and use the find in blueprint feature to find who calls the ShowStartMenu event
What's up... I would Like to share This Complete Project Pack ( R2 House ) That we just Release.
This is a Very very special Archviz Pack!! Perfect to do "Reverse engineering" and Learning a lot of things!!
This pack have Two Versions Included ( UE4 Version and UE5 Version )
This Pack Contains :
Complete Photorealistic Levels
UE4 Project / UE...
@grim ore ok let me try that
from the description heh "Perfect to do "Reverse engineering" and Learning a lot of things!!"
im getting visual studio rn
shouldnt need it
shouldve had it from the beginning either way
yeah
but im not used to the blueprints yet
like i dont know where the find blueprint feature is
but like u said
shouldnt need it
from the looks of what you showed us, yes
when you click the find in all blueprints, what does it find
it should pop open the find in all blueprints menu
this shows my event in the blueprint that holds it, and the blueprint that is calling it
its the button I have highlighted with the words heh
it looks like your level blueprint opens the main menu, you can double click on it to go to that blueprint and code
so you would need to duplicate that part(s) in your level blueprint
sure but again, its not going to be needed or used
i was gonna ask that
so by code
can i code inside blue prints?
or did you mean just copy the nodes as if it was a code line
Blueprints are visual coding yes
you can also copy paste
let me try to open up that blueprint
/Game/DVIZ_R2HOUSE/DVIZ_R2HOUSE/BluePrints/BP_DvizGameMode.BP_DvizGameMode
this is the one ur saying opens the menu correct?
that is your game mode, look at the name of it
oh
thats where the ShowStartMenu event is at, that shows the main menu
yes, that is the level blueprint for the sample level I would assume
in itself
no, but a level has a blueprint attached to it called the level blueprint
ok
got it opened i think
I see the load start menu nodes
Can I get web output from unreal engine?
As in what?
what is your mean ?

👀
...you're pinging the wrong person 
Does anyone know?
I want to get web output from my game
Example : krunker.io
So you want to port your game to the web?
Is that what you mean?
i have cpanel web hosting and yes I want to transfer my game to cpanel
Is there a way?
Not anymore, unless you're a turbo nerd and inventing your own wrapper/build config to get to WebGL (I know someone did that, not sure if he's making it public at all)
Older UE4 used to have the option to build for HTML5, but don't even bother looking for it - Emscripten's success rate with UE4 is close to zero.
what would be a good start for making a RTS game, but simpler.
I've found a few very old tutorials, there is one even from Epic, discontinued
for now I feel like learning each individual part and just make it myself will be better than trying to adapt a deprecated idea.
where can i go to learn about chaos in ue5?
I wonder how this game ( krunker.io ) got the web output
It's not a UE game.
i know but I had asked a friend before and he said that this can be done with an unreal engine
Does he ever worked with UE4 before?
It has a YouTube channel called unreal academy
https://www.youtube.com/channel/UCFZTCrvYwKVruryKXsUQw7w/videos and yes he ever worked with ue4 Because he is an unreal teacher but he said that in the future, she may teach it, but for now she has not
سلام دوستان عزیز، خیلی خوش اومدید به کانال یوتیوب آکادمی آنریل.
توی کانال قراره هر پنجشنبه یک ویدیو رایگان بازی سازی قرار داده بشه
و یه چیز جذاب و مهم دیگه اینه که توی سایت آکادمی یه دوره ی حرفه ای بازی سازی قرار داده شده که شما با عضویت توی اون دوره می تونید هم در سطح بین المللی یه بازی ساز کامل و موفق بشید و هم در آمد داخلی و بین المللی فوق ال...
but I want to know before he teaches
I never wait to understand
Pronoun confusion aside...
Not anymore.
what ?
This.
yo how do I rotate a skeletal mesh component of a pawn asset? can't click the rotate widget in the viewport but it's oriented incorrectly so that WS move sideways instead of forward and AD move forward instead of sideways.
there's got to be some simple answer that I'm just too new to know
googling just seems to get me a bunch of results about blueprint rotation instead of the actual object orientation
Your skel mesh is the root component of the Pawn, of course the skelmesh transform = the actor transform itself.
so do I need to change the rotation of the skeletal mesh itself instead of the pawn component?
Either that, or alternatively put a dummy scene component or a hidden billboard component and set it as the root component.
I will now change my name
on begin overlap make a TimerHandle, store it in a var
when the timer is done, do your thing and delete/null the timer handle
on end overlap stop and remove the timer/handle
probably not but you can look up how timers work
A How To Guide for Using Timers for Gameplay in Unreal Engine 4.
what is happening?! Lighting gets missed up when i press play but when i restart the project it goes back to normal
fuck i had the same thing happen to me before, i think you hvae some built lighting and some unbulit lighting, having both can fuck up the consisincy of it all
@heady quartz
how can I box deselect the faces circled? do I have to deselect them individually? :/
Anyone that can help me with this one; ClassDefaults of a Child Class shows up empty. When getting the ClassDefaults of the Parent the pin is populated just fine
the second screenshot the class defaults knows what class you are getting (using the cast)
does it know what class you are getting in the first one?
guys
in a widget i put an image in front of a button but the button don t work when i remove the image it work what i nedd to do
what does one do
if material shaders fail to load textures that are right in the same place unmoved
it seems i have to reapply all of my textures again to every meshes material ._.
Thanks for the reply! i happened to solve it by just removing the get class from actor part and get the array directly from the actor ref
How do I open up another editor utility widget from another one? I tried using run editor utility and that didn't work
@loud meadowmake the image a child of the button, or set the visibility of the image infront of the button to not be hit testable
and your nickname sucks to reply to
f 
👀
i solved it
the parent material got mixed with some base one for all material instances ._.
Does anyone know if selling models using megascans textures is allowed?
Most likely not
you can probably showcase it but you'd need to say that those textures are not included
Ya. That be too good to be true.
But it's not that uncommon to for someone to showcase something but say that one asset is not included, depending on the type of model
More for freelancing stuff but I would doubt it too.
Youtube
Is there a way to automatically clean up (delete) just the unused assets from a marketplace download? For example I've only used a few materials from this download and a few static meshes from that one but I'm too lazy to manually go through and make my own copy of everything I used.
if you have them in your project, just uninstall them from your library.
How do I close that "preview" help pls, I'm new
but if you want to use other meshes or textures then you will need to reinstall them
Well I cant because I dont have enough disk space to have them all installed at once
pretty sure its a check mark in settings or details that allows you to hide the preview
I guess the proper work flow is to copy and paste the assets I use from a library and then remove the entire library from my project after I've used it so I can download and implement some assets from another one.
no
Can't find it dude
2 weeks ago that preview didn't show, same project
in the Epic games launcher go to library, then find the asset that you want to get rid of (make sure you saved your Unreal Project) then once you do that click on the downwards arrow button and click remove local content. That gets rid of the asset on your computer, but the stuff you used is still in your project
please watch your language
let me check my project
Sorry, but it is indeed tedious
I deleted
@rancid lagoon "That gets rid of the asset on your computer, but the stuff you used is still in your project." Yea? I was afraid to press that button lol didn't know if that's what would happen or not, thank you for confirming.
np
yes pls thanks
hello all - i've tried googling but I can't seem to find an answer for this - is there a way to find out what specific blueprint class a particular actor class is using. Basically, I'm trying to merge an inventory system w/ a weapon system. I need to be able to assign my equipped weapon's blueprint class to a variable called "Gun." I know how to find out what weapon is equipped using the inventory system - it has a macro that returns an Actor for the equipped weapon. But I can't assign the Actor to the "Gun" variable, I need to grab the Actor's BP Class and assign that to the gun variable. Is that possible?
hi
First, "blueprint class" and "actor class" refer to the same thing. Actors can be made in Blueprint or C++ so "actor class" is more generic. A blueprint actor class can inherit from another blueprint actor class, or a C++ actor class, and C++ actor classes can inherit from any other C++ actor class
If the question is how to figure out what class a blueprint actor class inherits from, click Class Settings on that blueprint
Can someone help me? I'm new to Unreal Engine and after creating a class I get all these errors in Visual Studio. Also it only creates the header file, not the .cpp file.
there is #cpp that can help more than this general channel, but it sort of looks like youve added some code from the actual engine into your own project? Either that or something's quite misconfigured
if you are using a source build of the engine you might misunderstand how to use it within your project
I just clicked create class in a blank project. And I downloaded unreal from the epic games launcher.
delete your new class (both the .h and .cpp if they were made, and you need to check both Private and Public folders) in Visual Studio
then build the solution
if you have no other C++ by default that should build fine
once it builds, then you know you are in the right state to make new classes 🙂
If you do not have programming experience and you chose the C++ option when making the new project, you should consider using Blueprint as the option instead
You can always add C++ to a Blueprint project, or add Blueprints to a C++ project 🙂
(in fact you have to use Blueprints for C++ projects technically)
Hey guys, I have a problem with my water in 4.26, the water is above the terrain and I cant adjust the height of the surface of the water, any tips? Is this the right channel?
If not, will delete
This is a perfect place for this, I love 4.26 water 😄
You can change the height of the water by moving the water actor position up in the Z positon
If you want to help, I'll DM you about it with some screenshots showing the problem, don't want to crowd up the channel too much
however there are some considerations
No, no, post it here
That way others can learn 😄
Tried that, didn't work oddly enough
Yes there's probably a reason for that
Also manually typed in a different Z position, no effect
I tried building the solution before creating a class and still got all those errors
And unreal engine only creates a header file no .cpp
Well that's probably because it expects you to know to make a .cpp under the Private folder of your app's module
You should consider doing Blueprint. If you just picked C++ from a menu and didn't know why, you made the wrong decision
Screenshot
As you can see, the water is above the vertices
pretty weird
Is it a lake or an ocean
It's a lake, technically a canal but using the lake volume
Gotcha. Do you have a Water Brush Manager actor in your scene right now?
yep
And this means you must (though I will still ask), does your landscape have Edit Layers enabled?
Perhaps I misunderstood how creating a class works. I assumed it would create both a header and source file. I'm familiar with c++ but not unreal engine.
Yep, and also the terrain is above 0 on the Z axis
And you only have one landscape (actor) right?
its ok if its multiple but it will change the answer 🙂
yep just 1
Yep, and also the terrain is above 0 on the Z axis
This doesn't mean much in terms of making it work, though you do have to have your primary landscape actor at the default position (which i believe is 0,0,0) or else water will malfunction
has your landscape actor been moved from its original position?
Also the water surface seems to match where the unreal grid is.
let me know on that position for the landscape actor, ue 4.26 water does not support landscapes that do not have the standard origin (0,0,0) if youve moved them elsewhere in the coordinate system it wont work-- they want to fix this in a future release
Location of terrain
well that's not zero
So X, Y and Z should all be 0?
let me check my project
though you can certainly try it
aka compiling shaders 🙂
How would you guys handle having multiple sockets so the weapon that you equip will go to a specific one?
this is why i wanted to check @plush yew -- here's my landscape hosting a lake, a river, and an ocean
note that there's only the one in the map despite landscape8 name
for example if you equip a rifle and a shotgun they would go on your back but the second you add a pistol it replaces either the shotgun or rifle and goes on your hip
its not zero location, i think because it goes from the low-X/low-Y point to define actor location
but it is a fair bit less -- if you add water features closer to zero, see if that is working for you
i think you are running into the same issue i am with coordinates
wait a minute
see here
its actually doing better than before, so i wonder if restarting the engine when you get this far will at least avoid problems
but that red line is the bounds of the ocean volume
i cant make it bigger
beyond that it is just rendering the far ocean mesh, not the actual ocean simulation
you could be hitting this, but with a lake placed outside this area
name them
you can have as many sockets as your heart desires
I just tried creating a new class on another blank project and still had a bunch of errors even though I looked through the documentation regarding class creation and followed it exactly. Is this a problem with unreal engine or visual studio itself?
if you mean how do i make it so if i equip something to a specific slot thats already inhabited, well the sockets feature is just meant for attaching meshes to the right bone of a skeletal mesh. It's up to you to handle some kind of logic above this. If you equip more than one it will equip both. Make your own logic to limit this
are you in UE5 or UE4.26?
4.26
very well, thanks
Well, first of all, if you pick Blueprint then you dont need Visual Studio at all
I didn't click blueprint
i told you that if you dont know C++ you should pick Blueprint
I know c++
I don't see what I'm doing wrong all I did was follow the documentation
Documentation isn't always great, they will help 😄
I assumed the docs were the official and most reliable source
they are haha
still could be something on your end that isnt pointed out in the docs as a gotcha
probably is-- dont worry
Is there any way to adjust the height of the water plane?
question:
what type of splines do epics use in UE4?
I thought it was cubic but it is not ...
using the example of constructing a circle with a radius of 1
tangent of cubic splines of length = 0.5522847498307933 //(-4 + 4*sqrt(2))/3
https://i.imgur.com/hTAX3gK.png
tangent in UE4, length = 1.66
https://i.imgur.com/9FBUXbF.png
???
yes generally you can just change the height of the water body actor you want to change
not working @ all
lol wait for it
I don't think so. I've also watched multiple tutorials so I can visually see that I'm doing nothing wrong.
im not sure i want the editor to do this for this demonstration but oh well
All I do is create a project and then a new class, that's all
mistakes were made
Oddly enough, I created a new water brush manager and it works
that is not surprising actually
its really buggy about creating a water brush manager for you
if you add a water body and then enable edit layers, then thats why
literally everybody gets stuck on that one
It works but now I have flickering water
wow please remind me not to save this horrible edit of my map 🙂
when 23k navigation cells finish building
but
height was able to be changed lol
fixed
@plush yewwhen you created the new class, what was the parent class and did you move it to another folder when creating it?
Character, and I just left it in the default location
whats the error?
was this a blank c++ or BP project?
and what did you name the project and character class?
yep its not the engine, that should all work fine
after it created it, VS loads up and you see that?
Yup I just see that and the header file
gave up on letting it rebuild that navmesh and killed it 🙂
yeah Ive seen that before when using custom folders when creating classes, but that shouldnt be causing it this time
Got my canals to work
I wonder if your C++ is on crack for some reason
Thanks
Also, The river body brush that's supposed to be non-destructively editing the terrain isn't carving any rivers in my terrain and I have edit layers on, not sure why.
so there is a control on the landscape to enable disable specific edit layers but otherwise it should show up. this can be buggy though
also the settings of each water body actor and what their root position is matters
I might just have to reinstall unreal engine and visual studio
is it here?
yeah you should see a second edit layer
the one that's there looks like your own edits
when it's all working, there should be two, one for your edits and one from the water brush manager
when it's working you can toggle the blueprint brush on and off
bottom right is my "river" lol
and you'll see your automated water brush edits disappear when you toggle it off
what the hell is wrong with the river to paint that far below the terrain lmao
I'm new to 4.26
But this is some previous stuff I did @covert summit
Water is experimental and buggy. One tip for you once it's working, is watch out for your foliage
the edits to terrain is non-destructive, but foliage is not right now
Right now have no foliage on this terrain, just greyboxed buildings for the concept phase
so if you get it working and place all your foliage, then edit settings on the water body that cause the foliage to drop to zero, it is gone
No real meshes, only terrain painting layers are set up, etc.
this was an annoying problem for me in a "bay/dock" environment
in that case i wanted to carefully tweak the falloff distances from the ocean spline that defined the continent
i also wanted to play with the depths that the ocean had
so here, see the spline that is white outline
good to know for later, though
But yeah, I can't get this to move no matter what I do
Does anybody know how to check the uv map of a mesh that I have? I think it's mapped wrong in unreal engine but want to make sure
but i wanted to tweak the underwater portion of the ocean
the cells that water renders is depending on a lot of stuff you cant control
But it's below the terrain
make it work in an "origin zero map"
like, by 500meters
prove to yourself that its working, then make it work in your wide open world
because you will probably find that you are hitting the origin limitation
in which case, hit up epic 🙂
???
I have a question
About occlusion culling in UE maybe someone knows
It works great for normal placed actors in the world
But I cant find a way to make it work for foliage and trees spawned either by procedural tools or by painting with foliage tool
I am speaking about this Z buffer GPU occluder
so it tests what objects are visible and renders them
sadly the trees grass and foliage in general are still rendered even beeing behind objects completly not visible to camera
Also I tried it in another map , same issue
Whats the best way to handle collision for something like an empty barrel? Use many non-concave pieces?
Complex Collision as Simple?
Please , Anyone
I think so, also found out I can use a lod as that collision, seems like the best way
When I import a FBX then choose an existing skeleton, why it updates the skeleton and animations? Is there an option?
What does this mean?
196 GB for 6 different copies of UE.
Ty , But I meant , How Much GB we have to download for UE4 , After Downloading The Epic games launcher...Like I'm in a Capped Internet and I ain't got a Wifi , So can't just download the whole thing at once , Btw Does The Installer have Pause-Continue Support ??
its like 15-17gb
Depends on components and dependencies you're installing, UE4.26 download size averaged to just 8 GB. You can pause the download at any time, and can be resumed at any time (unless a new hotfix landed)
Oh I see...Ty Ty
whats the problem? my IK in CONTROL RIG are glitchy and starts with the wrong bone
Hi, is there such a thing as "fog mask" where you input a noise texture to add random amounts of fog in the level?
have a question about online feature. Is it okay if i code game with online from the start but i release it as single player and then later if online feature is needed/ make some money from it to afford, i'll buy and add servers and such?! or will it create unforseen problems?
It's fine to have your single player game "future proof" for multiplayer. You could set high standards for your project with it and benefit from it.
My project is mainly single player, but I put some multiplayer replication design to make it compliant to Unreal's demorec/replay system
thnx for easing my mind
my options are coding game with online included right from the start vs implement it later when i can afford servers
and i'm afraid second option would turn out even bigger pain in the ass
since i've never developed online, i'm just assuming things
Hi, when I upload new builds to Steam is seems to take 20 mins+ to patch them, even if the change is only a few mb. Can anyone think of a reason for this?
Morning everyone! My packaged game runs at 30fps in super slowmo for some users while others have no issue? any guesses to what i have done wrong? 😄
Do you have Fixed Frame Rate enabled in the Project Settings?
If you're not planning to develop MMO or just stick to LAN multiplayer, peer to peer networking is fine, and you don't need dedicated server for it.
Where can i ask for help?
Yeah had it set to 60fps 🤔
Well, Fixed Frame Rate is the framerate that your game runs at normal speed, not for capping it. If the framerate is lower than 60 FPS, it'll also slow down the entire game.
Aha
It's kinda similar to emulator framerates where 60 FPS means full speed, not the framerate the game runs at.
i'm making soulslike, i think it runs on servers, not 100% sure though
@drowsy snow ah, thanks for that explaination
Guys, when i edit an animation and save it, when i start the game it doesnt change
Why
If you're looking to cap the framerate, use console command:
t.MaxFPS y
With y being the desired framerate cap in integer, and ≤ 0 for uncapped.
By default, the engine framerate caps at 120 FPS.
Anyone know how to fix?
@drowsy snow does that follow to the packaged game aswell?
Editing those are a bit fiddly, you cant just drag stuff to edit, think you might need to watch a yt tutorial on how to edit animations
Yes, and I think you can add it to the GameUserSettings data.
Though the console command interface are omitted in shipping builds, so you may need to provide additional menu for the players to change the framerate cap.
However, Execute Console Command node still going to work regardless of the build configuration.
Guys why does it happen in my scene? How get rid of these pixels?
in substance designer it's ok
Oh sorry
I Wanted To ask That , I have an Clip ( taken from a game )and It's Kinda Shitty , So I am Thinking to Create Mesh ( idk what its called in UE ) above The Video ,So Can It be Done In UE ??
I am New in The World Or Unreal so Idk...
Hi all,
I'm an experienced modeller but have very limited UE4 knowledge. I want to make an interactive animation where a user can disassemble a piece of equipment in any order they like. For example, when all screws are removed in any order, an animation for a panel falling away is triggered.
"World of Guns" gameplay is similar to what I'm trying to achieve.
Are there any tutorials about how to set this up in UE4? I'm a bit lost!
@heavy quail my UE4 4.26 folder is 70 GB but I probably have downloads and plugins in there that increase it
Argh... I need help... How do I uninstall an engine plugin? It's not working so I wanted to re-install it but deleting it alone doesn't tell the launcher that I don't have it installed
derp I just found it
At the launch window using the arrow next to 4.26
Yo
I have main bp that have two variables - Sound and Name
Child actors take those and i just change Item Name and Sound for my needs
But for some reason Item Name catches correctly, but Sound no longer works.
Just to clarify its simple play sound variable
any low poly skeleton that i can run on 8 gb ram ?? to practice animation state and stuff
**
How does this happen? I cant figure out how to correct it.
It happened after retarget to the ue4 skeleton.
Every bone relates just fine, except the arms.
how to fix this t-rex arms? i used mixamo to rig and retarget'd it for ue
and the twisted arm
explain please
0.5522847498307933 * 3 = 1.65685424949238 VS 1.66
Where can I find all the math functions that can be used in the Math Expression node? e.g. sin, clamp, etc
I've read that "Blueprint pure functions that are in a coded function library should all be available". Is there a way to find those in the source code, not knowing them by name in advance? I just want the know what functions can be used
@plush yew For some reason my character mesh animates just fine in Mixamo.
However how do i export it back in the editor properly?
its ue4 anim starter pack not mixamo animations just rig
i dont understand why my character deforms his arm when using UE4 skeleton
same but mine is animation
Is there a reason DLSS 2.0 can't be used as a shader like GLSL?
did you ever get this figured out? I'm getting the same thing too and it just started a couple days ago out of nowhere. Really hoping it's not a dying GPU. Those things are not easy to replace now :/
nope
Assertion failed: MaxSubjectZ > MinSubjectZ [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/ShadowSetup.cpp] [Line: 810] MaxSubjectZ -nan(ind) MinSubjectZ -1048576.000000 SubjectBounds.SphereRadius 0.000000
so frustrating
ue keeps crashing with this error
