#ue4-general

1 messages · Page 1031 of 1

obsidian mist
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got it works

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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?

light thunder
obsidian mist
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i choose as solution to have hitonce boolean in projectile

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but yet i have to find how to access it in the place when hit is handled

light thunder
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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

obsidian mist
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i also think that delay is hacky

light lagoon
obsidian mist
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what lightmass crashed means?

plush yew
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Anyone?

drowsy snow
rancid lagoon
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how do i do AR image tracking in 4.26?

fierce tulip
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@jolly wind we have dedicated ue5 channels

jolly wind
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ok, thanks. Not sure if its a UE5 issue or not, but i just mentioned it in case. 🙂

next badger
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Is there a way to convert many actors to static meshes w/o merging them in to one?

ember geode
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I know of a plugin that does it.

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Actually it makes them into instance meshes.

next badger
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well, actor merging can make them in to instance meshes, but it will be a single actor then

ember geode
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Ah. Didn't fully read your question.

obsidian nimbus
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just turn off tick

ember geode
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Try rebooting.

next badger
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@obsidian nimbusi need them to be static meshes

obsidian nimbus
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they are called static mesh actors

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so if u drop a static mesh in the level its an actor

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it holds stuff like world location and other things

next badger
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@midnight bolt

next badger
obsidian nimbus
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somesort of construction script lvl edit tool?

next badger
obsidian nimbus
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destroy and spawn i guess

next badger
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and i want to convert them in to static meshes in the shape they are now

obsidian nimbus
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editor utility widgets get access to a lot of editor stuff

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like selected actors

high sundial
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hi

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whats a normal age to start with ue4

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i have kinda good knowledge

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i really want to loearn it

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and i like it

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i am 13 btw

fierce tulip
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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

high sundial
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i do understant but only video's doest work for me

fierce tulip
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in same cases beggars cant be choosers, but there is a lot of written documentation as well

high sundial
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also dont worrk i need someone to ask questions to in needed

fierce tulip
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then you might have a hard time, unless you got money to burn

high sundial
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i'll just try my best then

fierce tulip
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more importantly, have fun

drowsy snow
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God knows how many Unreal projects I have destroyed over the past few years...

high sundial
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ah oke

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ty

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what is better to start with or witout template

drowsy snow
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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.

drowsy snow
high sundial
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oke ty

drowsy snow
# high sundial 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.

high sundial
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yea oke

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😄

formal cedar
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hi im looking for a answer to a question that has been bothering me a lot

tough falcon
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what folders can i delete to reduce my project size? intermediate and saved?

formal cedar
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anyone here have experience on changing engines?

drowsy snow
tough falcon
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ty

drowsy snow
formal cedar
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no like from unity to unreal

drowsy snow
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Not really, in my experience, nothing I (barely) learned from Unity carried over to Unreal.

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Your kilometremileage may vary, though.

formal cedar
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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 ??

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lets say you have the full experience with the engine you are trying to change to

drowsy snow
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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.

formal cedar
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i know its never good changing engine if the game is already made, but ignore that fact

drowsy snow
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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.

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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.

formal cedar
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lets set the scale of the game be like apex

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ignore all the challenges that well be ahead how much time would it take ??

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would it take more than 6 months? with 100 devs that are experienced with both the engines

drowsy snow
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I'm afraid to compare with Duke Nukem Forever, which went through engine change hell for 13 years...

formal cedar
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thats a devs team used to a engine that refuses to change

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im aware of the hell it is

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13 years for changing a engine is kinda stupid

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like i said not everyone agrees on engine changing, no one wants to get out the thing that they have been using for years

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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

next badger
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@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++

drowsy snow
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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.

grim ore
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how is it useless? I use it all the time to add stuff to existing projects

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keep in mind its not just epic content that can be added, you can (and companies do), create their own packs

drowsy snow
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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.

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Even so marketplace assets were added through the launcher and weren't stored in the content packs.

obsidian nimbus
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think i used that option once, i also rather use migrate

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making a few of ur own templates on the other hand can save a lot of time

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they moved the import option to somewhere less obvious, since then i allways drag my files into the editor

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too each their own tho 🙂

severe garnet
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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?

grim ore
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nope

severe garnet
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Got it, thanks!

grave wigeon
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where can i ask about textures?

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ok

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ill just ask here

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im trying to use quixel mixer but it wont open

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it just loads for forever

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i couldnt fine one

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but kk, ill look again

drowsy snow
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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.

grave wigeon
mint hill
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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.

mint hill
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the crashing also dies down for a few hours randomly but then starts back up again at random points

drowsy snow
mint hill
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where would i change it to that?

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oh think i found it, in the project settings correct?

drowsy snow
mint hill
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thumbsUpSchmuser ty for the help! and now time to pray that this works lol

drowsy snow
grave wigeon
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the one that i have is beta, is there a non beta version of quixel?

drowsy snow
grave wigeon
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crap

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also its so odd that its in unity shell even though its owned by epic now which also owns unreal

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sadness

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it would be cool to have unreal and quixel be integrated closely together

drowsy snow
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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.

vocal sorrel
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Hey everyone. Does anyone know how to have my mesh change between 2 different materials when I press a key through the BP editor?

drowsy snow
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They mentioned disabling raytracing, so likely DX12 related.

vocal sorrel
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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

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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!

celest viper
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Why are the lines grayed ot

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out*

woven falcon
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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? rooThink1

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shit like "how do i make a bunch of actors and get them into umg when i wanna make an inventory" rescVVV

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like real annoying shit

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i sadly don't have a budget to hire a teacher right now rooCry1

celest viper
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not needed. just annoy them with questions anyway

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just like i did

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just now

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🙂

woven falcon
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there is- and i've done 2 tutorials by now-
And they're all minecraft rooMad

But i want skyrim.

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no stupid limited amount of slots.

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i wanna have unlimited slots.

soft tree
fierce tulip
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if you learn from them, you can apply what you learned to expand stuff.

soft tree
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otherwise all you are doing is copy/pasting code basically, and not learning anything from them

woven falcon
soft tree
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yup, exactly. 🙂 just ask those questions away

woven falcon
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because like.. "how to generate umg buttons based on an expanding variable i guess" isn't exactly something i can google rescBlank

soft tree
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sure it is, if you pick and choose your words correctly
"Dynamically create UMG widget"

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but i get it. a struggle is not knowing what you don't know, so you can't even google it

drowsy snow
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A little experiments wont hurt

Be a Blueprint Scientist who dare to experiment.
(no .uprojects were "harmed" in the making of this statement)

woven falcon
soft tree
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on the bright side: I'm sure you learned a bit from each one of those

woven falcon
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i still feel dumb. rooMadCry

soft tree
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I'm sure we all do at times

grim ore
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@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

woven falcon
grim ore
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nopers

woven falcon
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dangit

woven falcon
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stupid epic games making quixel megascans free... now nobody needs 3d models anymore rooMadCry

drowsy snow
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I already commissioned someone to make some original models for the demoing purposes.

soft tree
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i need me some 3d models 🤔

fierce tulip
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borderline job offerings here <_<

woven falcon
fierce tulip
woven falcon
soft tree
woven falcon
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how wise

fierce tulip
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that means im warning people.

woven falcon
drowsy snow
drowsy snow
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Wait, really? I tested it with 250 Z scaling no problem, though I should test it even more 🤔

drowsy snow
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Landscape, but the complexity is green? HarukaSmart

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I actually disabled RVT in Low BTW :3

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Enabling RVT height blending in Medium brings te complexity to brownie and closer to red

vocal sorrel
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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?

grim ore
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while your game is running?

vocal sorrel
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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

grim ore
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then yes, you can use a delay node to do that

vocal sorrel
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do I just get a reference to my Post Process and do something like Event Begin Play -> Delay -> (What goes here?)

obsidian mist
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what should be done in order to achieve transparent TextRender, i tried multiplying value from lerp -90,90, but the effect wasnt satisfying

vale grove
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How to run Windows UE binaries using the terminal?

drowsy snow
vale grove
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Oh

drowsy snow
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Oh right, the location, relative to your engine folder:
/Engine/Binaries/Win64/UE4Editor.exe

vale grove
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Awesome

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Thank you

vale grove
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Thanks

paper ginkgo
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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

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anyone know why this is happening?

drowsy snow
light thunder
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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

paper ginkgo
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is there someway to go in to my autosaves?

drowsy snow
paper ginkgo
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how do i enable source controller?

late verge
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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.

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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

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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

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nvm, found it!

grim ore
heady quartz
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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?

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Since opaque is better for performance but separating the materials into opaque and transparent materials will result in more draw calls im kinda confused

lapis finch
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anyone up for a question?

dreamy zenith
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does anyone know how to add a velocity node to a spawn actor class?

paper ginkgo
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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

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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.

grim ore
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.uassets are imported assets, you cannot reimport them. so that is reason 1

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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

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if it is, check the logs in the saved folder

sand ibex
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Can anyone help me find my lost Polygon Editing tab? It's enabled, I've restarted a dozen times, it's just not there

nova shadow
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can anyone help me with a window material? not sure if its just me or unreal simply cannot do decent reflections.......

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I dont need refraction or anything

buoyant graniteBOT
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:clock2: Jessee#9822 was muted for 1 minute.

paper ginkgo
idle needle
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anyone know why they removed unreal 4.26? i see it says chaos next to it lol

heavy fulcrum
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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

drowsy snow
idle needle
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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

hushed mulch
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I keep getting a lowlevelfatalerror when trying to run a way out

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I can’t play with my brother

drowsy snow
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...what?

hushed mulch
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Lowlevelfatalerror something about D3D device not being found

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I tried uninstalling all drivers with a ddu software thing

drowsy snow
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Have you checked the driver and tried running the editor in DX11?

hushed mulch
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Oh no im trying to start the game

hushed mulch
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Im not trying to edit anything

drowsy snow
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What game? Fortnite?

hushed mulch
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A way out

drowsy snow
hushed mulch
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Im sorry whay does crosspost mean

grave aspen
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:: let's pfist handle it ::

maiden swift
drowsy snow
hushed mulch
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Oh sorry

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Does anyone know why this is happening? I

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And how i can fix it?

maiden swift
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Share more information. What exactly does the error message say? What were you trying to do when it appeared?

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The more you tell us, the more likely someone can help you. 🙂

drowsy snow
hushed mulch
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It shows the opening credits and stuff then as soon as it starts loading

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This happens

maiden swift
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Oh. In that case, it sounds like your computer may not meet the game's minimum system requirements.

hushed mulch
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My laptop is an alienware laptop so i don’t think thats it

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It also a pretty new one

drowsy snow
hushed mulch
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Oof

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I tried using ddu to uninstall everything

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Then i reinstalled with gefore expirience

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But it always says i have the same driver update available

drowsy snow
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Try older NVIDIA game driver.
We have heard too many reports about newer NVIDIA driver doesn't play nice with UE4 even in editor.

maiden swift
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Yeah. I'm on an older driver myself thanks to some weird bugs.

grave aspen
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Google "Haze1 Game"

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it's the top 10 results

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regarding this problem

drowsy snow
grave aspen
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yea, the reesults come up for that game

hushed mulch
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My gpu is a specific one that for some reason i can’t find on the nvidia driver site

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Its like 2080 max q design

grave aspen
hushed mulch
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Yes

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I followed that thing

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Didnt work

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It crashes as soon as the opening credits end

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Should i send a video?

drowsy snow
hushed mulch
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Can i know how to do that?

grave aspen
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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 ^_^

drowsy snow
heavy fulcrum
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id literally pay to figure out how to get root motion to work lol

hushed mulch
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Ok

heavy fulcrum
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cant figure this out to save my life

hushed mulch
drowsy snow
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RTX 2080 isn't really new, so older driver should work.

hushed mulch
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Should i still download it?

drowsy snow
grave aspen
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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

heavy fulcrum
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I bought some anims with root enabled and when I preview with root motion calculation enabled they work

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I just dont know how to trigger root anim in game

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in unity I just turned on physics and they pretty much worked, having some struggles since I just came to unreal a week ago

grave aspen
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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?

heavy fulcrum
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Yes, the capsule doesnt seem to be moving

drowsy snow
# hushed mulch Should i still download it?

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.

heavy fulcrum
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My goal is literally just to left click to play an anim with root anim

heavy fulcrum
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In the preview, the char/capsule moves

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in game it does not

hushed mulch
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I downloaded it should i restart my laptop

heavy fulcrum
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ive seen that thread

hushed mulch
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I mean i can play slime rancher?

heavy fulcrum
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process root motion moves the root

grave aspen
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I looked over the thread briefly, it seems to do a good job answering the question, unless i'm misunderstanding the problem

heavy fulcrum
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I just dont know how to translate that into game

hushed mulch
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I don’t know what should i do now?

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Anywhere i can go to get help?

drowsy snow
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I don't know if replies don't appear in IRC/Compact mode

grave aspen
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contacting support for the specific game you're attempting to get support for might be a start

sand ibex
grave aspen
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but there might be a dedicated discord server for fans of the game that also might be able to assist in the mean time

drowsy snow
hushed mulch
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Should i just refund the game? Is it fixable?

grave aspen
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what version of UE are you using @sand ibex ?

drowsy snow
sand ibex
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Sorry 菊地真, i read your first comment and thought you were telling me not to deal with it

sand ibex
grave aspen
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i mean, i see the button on your screenshot

drowsy snow
sand ibex
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Thats mesh editing

grave aspen
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oh sorry, was i misunderstanding what you were looking for?

sand ibex
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scrunched, but the Modeling tab. It's the Polygon Editing plug in. I have it installed, restarted-- but its just MIA

drowsy snow
grave aspen
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I think you need like 4 or 5 plugin enabled

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it's broken into different plugins for w/e reason

sand ibex
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I enabled Legacy hoping maybe it would fix it acctually, you might be right squiggly lines

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yep looking into that now, i remember something like that

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thanks guys

grave aspen
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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

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hopefully that helps

sand ibex
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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

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you know, normal slacker stuff

grave aspen
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also you can call me Mippi, so to not be confused with other squiggly lines, pink squiggly lines is "Hoodie Guy" ^_^

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good luck ^_^ and hope that fixes it for you

sand ibex
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think it was this butthead. restarting now

drowsy snow
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Fingers crossed.

sand ibex
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thats a bingo. thanks again guys

grave aspen
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❤️

elder vortex
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Hi who knowl how to make rig in blender so that it works in unreal_4 ue4 CONTROL RIG inverse kinematics ?

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my rig doesn`t ..

kindred iris
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is it possible to set this to -1 in blendspace? It's not letting me go below 0.01.

dire fjord
#

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?

plush yew
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helllo , I downloaded a map from my friend. How can I insert this map into an unreal engine?

kindred iris
thorny patrol
#

how does one use a camera in a level without it freezing once I press play?

plush yew
kindred iris
plush yew
kindred iris
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Look for the folder that has Content, Config, etc. and there should be a project file you can open

plush yew
dire fjord
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Just look in the folder and see if you see other folders named "content", config , etc

plush yew
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Someone knows about metapets?

shell compass
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@plush yew That was an April fools thing.

kindred iris
drowsy snow
shell compass
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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

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There's always going to be some demand for realistic animals in games after all

drowsy snow
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Nah, i think animals don't have to be realistic, unless it's a simulation aims for accuracy

shell compass
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Yeah but many beginner devs will aim for "Everything must be 100% realistic!"

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"I need Lumen, Nanite and MetaHumans!"

drowsy snow
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Our minds focused on human faces more than animal topologies.

drowsy snow
shell compass
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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.

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Anyway I could use some help with an optimization thing and I hope this is the channel for that.

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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.

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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

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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

drowsy snow
shell compass
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Frictional sound isn't really a thing by default though I guess? That's what I'm trying to implement

drowsy snow
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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.

shell compass
#

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.

drowsy snow
#

Adjusting sound volune every frame is generally fine, just don't spawn a new sound source every frame

shell compass
#

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 😛

wary wave
#

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

shell compass
#

@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.)

wary wave
#

the cost will be pretty small / borderline non-existent if they aren't doing anything

shell compass
#

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 😛

chilly geyser
#

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?

drowsy snow
idle needle
#

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

drowsy snow
idle needle
#

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.

drowsy snow
idle needle
#

saw that one mentioned (Preview) at the name of the version got hesitant lol

drowsy snow
#

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

idle needle
#

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.

drowsy snow
#

One thing that I notice went changed in the C++ API is mainly the camera shake handling and added support for RAD tools.

chilly geyser
#

@drowsy snow thank you, I am trying that as it seems it is a better way!

karmic ermine
#

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?

karmic ermine
#

not even in the engine, it happens whilst out of it

drowsy snow
#

Busted thermals maybe

karmic ermine
#

you think?

plush yew
drowsy snow
karmic ermine
#

i’ll send it soon

proud narwhal
#

Is there any way to export multiple objects to blender with their correct locations?

stiff bane
#

how to i turn off SSGI for 1 scene and not every scene

shell compass
#

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

drowsy snow
shell compass
#

@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.

drowsy snow
#

Maybe Auto Activate?

shell compass
#

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.

boreal basalt
#

Is possible to use Pixel Streaming in a Client-Server environment ?

whole abyss
#

How'd i do movement with more than one collission capsule/sphere?

#

i wanna have 2 spheres when my character is crawling

drowsy snow
vale silo
#

how can I stop ragdoll simulating after it settled ?

whole abyss
#

imma try and make my own tho

snow harness
#

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.

fleet sparrow
#

where to find a blueprint node in cpp

#

Doesn't work

paper ginkgo
#

i have a question that might be either animation/BT or c++ issue, what chat do i post in lol

fleet sparrow
#

Get Data Table Row

robust pier
#

Hi all

#

How can I vertex paint in "Static mesh editor" please ?

drowsy snow
sinful whale
#

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

stray smelt
#

Is there no way to use Screen Alignment for beam particles?

kind dew
gloomy ginkgo
#

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?

maiden sundial
#

Is there a console command to simulate lags, or is it only possible with the .ini settings ?

kind mulch
# maiden sundial Is there a console command to simulate lags, or is it only possible with the .in...

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

maiden sundial
#

Should've asked more clear here, my bad xD

kind mulch
#

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 ^ 🙂

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 ^^

kind mulch
#

Just curious, but why do you want it changed at runtime?

maiden sundial
#

Just to test things a bit quicker without the need of starting it again with a small difference with the values

kind mulch
#

Ah alright, they may exist. But I'm not sure 😅

maiden sundial
#

Don't worry, your way helps me already enough 😄

kind mulch
#

👍

blissful briar
#

Hi there

#

Can someone help me with a question for Unreal Engine 4?

#

Is this the right channel ?

maiden sundial
#

Sure

blissful briar
#

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

fierce tulip
#

unless the room itself is super foggy, i would not expect lightshafts anyways

blissful briar
#

it has Height fog

#

volumetric light is on

loud knoll
#

@blissful briar it would be easier to use fake light shafts that are included in the engine

heavy fulcrum
#

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

loud knoll
#

@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.

blissful briar
#

But would this enter through meshes as well?

#

I wouldn't want that

loud knoll
#

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

blissful briar
#

Okey I will try, thank you

kind mulch
#

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.

loud knoll
#

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

blissful briar
#

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

loud knoll
#

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

blissful briar
#

If I attach the directional light to the drone it will affect the whole scene

#

Because i have an out world as well

kind mulch
#

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 🙂

loud knoll
#

@blissful briar have you used IES texture profiles?

blissful briar
#

I've posted my work in the work in progress

#

Channel

#

If you want to see it

loud knoll
#

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

heavy fulcrum
#

Oh I got root motion anim working

#

thank goodness

#

took me a full day lol

loud knoll
#

@blissful briar this section of spot light

blissful briar
#

Okey i Wil test this soon and get back to you

#

Thank you so much

loud knoll
#

yeah profiles are the way to go you attach a material to the light and it will fade out at distance

plush yew
#

hello , i downloaded map and how import map to unreal engine ?

blissful briar
#

@loud knoll can you check out the video I've posted?

grim ore
#

@plush yewwhat map from where and what format is it in?

loud knoll
sturdy wave
#

How can I make a starfield in UE?

blissful briar
#

💯 💯 💯

plush yew
celest viper
#

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

grim ore
#

taxes are on you, not on epic. that is based on you and you

#

@plush yewI dont have DM's turned on

prime willow
#

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

plush yew
prime willow
#

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

plush yew
#

So anyone who can give a short answer can help me

prime willow
# plush yew I was looking for a short answer

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

prime willow
#

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 ❤️

plush yew
prime willow
#

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

plush yew
prime willow
#

have you tried reading instructions

#

their kind of important to learning how to process information :3

grim ore
#

^^ , the instructions tell you what to do

prime willow
#

lol yup

prime willow
#

did the posted link get you to that screen?

plush yew
prime willow
#

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

plush yew
#

does anyone know how to connect this blueprint to my actor?

drowsy snow
#

Welp, I'm confused with Blender's bone orientation, again.

plush yew
#

its supposed to create a crosshair

#

and a menu

#

it does it fine on the template

#

but it dosnt work on my project

drowsy snow
#

Asked about the bone issue in a Blender group, got responded by "use superior UPBGE lmao"

grim ore
#

@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

plush yew
#

i dont have the code available

#

uhh

#

what do you need me to show you right now?

grim ore
#

that screenshot is code, where is that screenshot from? what blueprint

plush yew
#

its called BP_Dvizgamemode

grim ore
#

so that code is in the game mode blueprint?

plush yew
#

i just opened to see why its not showing the UI when starting

#

yes

grim ore
#

ok, for the crosshair none of that code actually adds it to the screen

plush yew
#

oh

#

whata bout the menu?

grim ore
#

as for the rest of the code, I dont know how its supposed to be shown

#

something has to call the ShowStartMenu event

plush yew
#

this is what it does when I start it on the template

grim ore
#

is that the start menu widget?

plush yew
#

uh

grim ore
#

how does the code call that event, its not our template so we dont know how it was designed

plush yew
#

where is that?

grim ore
#

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

plush yew
#

sorry i was doing something

#

i dont think so

drowsy snow
# plush yew

I've seen that somewhere, but I wager it's not on UE Marketplace.

plush yew
#

its a photorealistic pack for archviz

drowsy snow
#

Where did you get it from?

grim ore
#

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

plush yew
#

@grim ore ok let me try that

grim ore
#

from the description heh "Perfect to do "Reverse engineering" and Learning a lot of things!!"

plush yew
#

im getting visual studio rn

grim ore
#

shouldnt need it

plush yew
#

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

grim ore
#

windows menu

#

easiest way is to do this

plush yew
#

ok awesome thanks

#

so u said something should be calling ShowStartMenu

grim ore
#

from the looks of what you showed us, yes

#

when you click the find in all blueprints, what does it find

plush yew
#

you mean on that search bar??

#

thats all it finds if i put ShowStartMenu

grim ore
#

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

plush yew
#

OH

#

i just found it

#

its on the right side

#

ok

grim ore
#

its the button I have highlighted with the words heh

plush yew
#

my b

#

didnt open the full image

grim ore
#

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

plush yew
#

ok

#

im downloading VS

#

i will let you know once its done

grim ore
#

sure but again, its not going to be needed or used

plush yew
#

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

grim ore
#

Blueprints are visual coding yes

plush yew
#

yeah thats what i meant

#

ok

#

nvm then

grim ore
#

you can also copy paste

plush yew
#

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?

grim ore
#

that is your game mode, look at the name of it

plush yew
#

oh

grim ore
#

thats where the ShowStartMenu event is at, that shows the main menu

plush yew
#

so its the level one

#

got it

#

a level is also a blueprint?

grim ore
#

yes, that is the level blueprint for the sample level I would assume

plush yew
#

in itself

grim ore
#

no, but a level has a blueprint attached to it called the level blueprint

plush yew
#

ok

#

got it opened i think

#

I see the load start menu nodes

#

Can I get web output from unreal engine?

drowsy snow
plush yew
drowsy snow
prime willow
#

👀

plush yew
#

@hollow plank got it working

#

thanks for the help ❤️

drowsy snow
plush yew
plush yew
plush yew
drowsy snow
#

Is that what you mean?

plush yew
#

Is there a way?

drowsy snow
#

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.

sick parcel
#

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.

odd barn
#

where can i go to learn about chaos in ue5?

plush yew
#

I wonder how this game ( krunker.io ) got the web output

drowsy snow
plush yew
drowsy snow
plush yew
plush yew
# plush yew 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

#

but I want to know before he teaches
I never wait to understand

drowsy snow
#

Pronoun confusion aside...

Not anymore.

plush yew
unkempt python
#

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

drowsy snow
unkempt python
#

so do I need to change the rotation of the skeletal mesh itself instead of the pawn component?

drowsy snow
hollow plank
cedar snow
#

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

grim ore
#

probably not but you can look up how timers work

cedar snow
heady quartz
#

what is happening?! Lighting gets missed up when i press play but when i restart the project it goes back to normal

hardy granite
#

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

heady quartz
#

i changed my direction light to dynamic for now

#

looks shit

nova shadow
#

how can I box deselect the faces circled? do I have to deselect them individually? :/

silver hamlet
#

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

grim ore
#

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?

loud meadow
#

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

prime willow
#

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 ._.

silver hamlet
light thunder
#

How do I open up another editor utility widget from another one? I tried using run editor utility and that didn't work

grim ore
#

@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

light thunder
#

f AKEKW

prime willow
#

👀

#

i solved it

#

the parent material got mixed with some base one for all material instances ._.

ember geode
#

Does anyone know if selling models using megascans textures is allowed?

light thunder
#

you can probably showcase it but you'd need to say that those textures are not included

ember geode
#

Ya. That be too good to be true.

light thunder
#

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

ember geode
#

More for freelancing stuff but I would doubt it too.

celest viper
#

best free through and through course for unreal 4

#

?

ember geode
#

Youtube

celest viper
#

thank you wow

#

anyone have an intelligent suggestion?

#

knowledgeable rather

winter gate
#

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.

rancid lagoon
#

if you have them in your project, just uninstall them from your library.

arctic pebble
#

How do I close that "preview" help pls, I'm new

rancid lagoon
winter gate
rancid lagoon
winter gate
#

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.

arctic pebble
#

2 weeks ago that preview didn't show, same project

rancid lagoon
#

please watch your language

rancid lagoon
arctic pebble
#

I deleted

winter gate
#

@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.

random violet
#

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?

covert summit
#

hi

covert summit
#

If the question is how to figure out what class a blueprint actor class inherits from, click Class Settings on that blueprint

plush yew
#

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.

covert summit
#

if you are using a source build of the engine you might misunderstand how to use it within your project

plush yew
covert summit
#

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)

plush yew
#

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

covert summit
covert summit
plush yew
covert summit
#

however there are some considerations

covert summit
#

That way others can learn 😄

plush yew
covert summit
#

Yes there's probably a reason for that

plush yew
#

Also manually typed in a different Z position, no effect

plush yew
#

And unreal engine only creates a header file no .cpp

covert summit
#

You should consider doing Blueprint. If you just picked C++ from a menu and didn't know why, you made the wrong decision

plush yew
#

As you can see, the water is above the vertices

#

pretty weird

covert summit
#

Is it a lake or an ocean

plush yew
#

It's a lake, technically a canal but using the lake volume

covert summit
#

Gotcha. Do you have a Water Brush Manager actor in your scene right now?

covert summit
#

And this means you must (though I will still ask), does your landscape have Edit Layers enabled?

plush yew
plush yew
covert summit
#

And you only have one landscape (actor) right?

#

its ok if its multiple but it will change the answer 🙂

plush yew
covert summit
#

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?

plush yew
covert summit
#

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

covert summit
#

well that's not zero

plush yew
#

So X, Y and Z should all be 0?

covert summit
#

let me check my project

#

though you can certainly try it

#

aka compiling shaders 🙂

dreamy zenith
#

How would you guys handle having multiple sockets so the weapon that you equip will go to a specific one?

covert summit
#

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

dreamy zenith
covert summit
#

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

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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

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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

covert summit
#

you can have as many sockets as your heart desires

plush yew
#

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?

covert summit
plush yew
#

4.26

covert summit
#

Well, first of all, if you pick Blueprint then you dont need Visual Studio at all

plush yew
#

I didn't click blueprint

covert summit
#

i told you that if you dont know C++ you should pick Blueprint

plush yew
#

I know c++

covert summit
#

If you want to pick C++ still, then go to #cpp

plush yew
#

I don't see what I'm doing wrong all I did was follow the documentation

covert summit
#

Documentation isn't always great, they will help 😄

plush yew
#

I assumed the docs were the official and most reliable source

covert summit
#

they are haha

#

still could be something on your end that isnt pointed out in the docs as a gotcha

#

probably is-- dont worry

plush yew
dusk fern
covert summit
covert summit
#

lol wait for it

plush yew
covert summit
#

im not sure i want the editor to do this for this demonstration but oh well

plush yew
#

All I do is create a project and then a new class, that's all

covert summit
#

mistakes were made

plush yew
covert summit
#

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

plush yew
covert summit
#

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

plush yew
grim ore
#

@plush yewwhen you created the new class, what was the parent class and did you move it to another folder when creating it?

plush yew
grim ore
#

whats the error?

covert summit
plush yew
grim ore
#

was this a blank c++ or BP project?

#

and what did you name the project and character class?

plush yew
#

Blank c++ project

#

project name was myproject class was mycharacter

grim ore
#

yep its not the engine, that should all work fine

#

after it created it, VS loads up and you see that?

plush yew
#

Yup I just see that and the header file

covert summit
#

gave up on letting it rebuild that navmesh and killed it 🙂

grim ore
#

yeah Ive seen that before when using custom folders when creating classes, but that shouldnt be causing it this time

plush yew
#

Got my canals to work

grim ore
#

I wonder if your C++ is on crack for some reason

plush yew
#

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.

covert summit
#

also the settings of each water body actor and what their root position is matters

plush yew
#

I might just have to reinstall unreal engine and visual studio

covert summit
#

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

plush yew
#

the canal to the left worked

covert summit
#

when it's working you can toggle the blueprint brush on and off

plush yew
#

bottom right is my "river" lol

covert summit
#

and you'll see your automated water brush edits disappear when you toggle it off

plush yew
#

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

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

plush yew
covert summit
#

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

plush yew
#

No real meshes, only terrain painting layers are set up, etc.

covert summit
#

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

plush yew
#

But yeah, I can't get this to move no matter what I do

kindred iris
#

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

covert summit
#

but i wanted to tweak the underwater portion of the ocean

plush yew
#

as you can see, it's selected

#

but all kinds of screwed, lol.

covert summit
#

the cells that water renders is depending on a lot of stuff you cant control

plush yew
#

But it's below the terrain

covert summit
#

make it work in an "origin zero map"

plush yew
#

like, by 500meters

covert summit
#

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 🙂

sinful mesa
#

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

plush yew
#

Also I tried it in another map , same issue

uncut vigil
#

Whats the best way to handle collision for something like an empty barrel? Use many non-concave pieces?

heavy quail
#

Hello everyone

#

Wanted To Know

#

How Much Data Is used For the Installation of UE4

heavy quail
uncut vigil
coarse turtle
#

When I import a FBX then choose an existing skeleton, why it updates the skeleton and animations? Is there an option?

pine void
#

What does this mean?

drowsy snow
heavy quail
# drowsy snow 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 ??

stray ruin
#

its like 15-17gb

drowsy snow
elder vortex
#

whats the problem? my IK in CONTROL RIG are glitchy and starts with the wrong bone

last topaz
#

Hi, is there such a thing as "fog mask" where you input a noise texture to add random amounts of fog in the level?

plush yew
#

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?

drowsy snow
plush yew
#

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

vale bone
#

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?

bronze badge
#

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? 😄

drowsy snow
blissful briar
#

@loud knoll I managed to do the light through the curtains :d

drowsy snow
haughty timber
#

Where can i ask for help?

bronze badge
drowsy snow
bronze badge
#

Aha

drowsy snow
#

It's kinda similar to emulator framerates where 60 FPS means full speed, not the framerate the game runs at.

plush yew
bronze badge
#

@drowsy snow ah, thanks for that explaination

haughty timber
#

Guys, when i edit an animation and save it, when i start the game it doesnt change

#

Why

drowsy snow
#

By default, the engine framerate caps at 120 FPS.

bronze badge
#

@drowsy snow does that follow to the packaged game aswell?

bronze badge
drowsy snow
#

However, Execute Console Command node still going to work regardless of the build configuration.

plush yew
#

Guys why does it happen in my scene? How get rid of these pixels?

#

in substance designer it's ok

fierce tulip
supple knoll
#

Oh sorry

heavy quail
#

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...

frozen stirrup
#

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!

forest holly
#

@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

lucid grove
#

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

vapid karma
#

any low poly skeleton that i can run on 8 gb ram ?? to practice animation state and stuff

#

**

bold bay
#

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.

plush yew
#

how to fix this t-rex arms? i used mixamo to rig and retarget'd it for ue

#

and the twisted arm

plush yew
dusk fern
teal badger
#

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

bold bay
#

@plush yew For some reason my character mesh animates just fine in Mixamo.
However how do i export it back in the editor properly?

plush yew
#

im back

#

its a pose

plush yew
bold bay
#

i dont understand why my character deforms his arm when using UE4 skeleton

plush yew
#

same but mine is animation

safe field
#

Is there a reason DLSS 2.0 can't be used as a shader like GLSL?

bold bay
#

looks like somehow the upper arm bone is inverted or mirrored somehow.

plush yew
#

accidentally made prototype 3

random violet
#

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 :/

dense knoll
#

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

random violet
#

so frustrating

dense knoll
#

ue keeps crashing with this error