#ue4-general

1 messages · Page 1034 of 1

frigid bear
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game

drowsy snow
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In my case, I'm having more than one persistent levels, and Game Mode doesn't carry through across level travels.

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Thus, using Game Instance, because it persists across levels, and only destroyed if the game is closed.

cedar wave
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Check your project settings. Maps & Modes -> Bottom of that list.

frigid bear
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can you please help with other questions too?(lol im bad)

drowsy snow
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You have to create your Game Instance class though, because default Game Instance class practically stores nothing.

frigid bear
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i have made one

drowsy snow
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Now add the variables you want to keep track of, like the time records (which can be done by simple float array)

frigid bear
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only one time record

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the timesec

drowsy snow
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If the time record is just a single entry, then a single float variable is enough.

frigid bear
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k super after that?

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saved the instance and the variable

drowsy snow
frigid bear
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im gonna put this in the gamemode

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before the branch should i put another branch for is paused?

drowsy snow
frigid bear
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ok done next step?

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btw thnx very much

drowsy snow
frigid bear
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ok making it

frigid bear
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in the savegame should i make another variable?

drowsy snow
drowsy snow
frigid bear
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ok i have set it up

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next

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?

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im very dumb and new to this so sorry

drowsy snow
# frigid bear next

Extending from the Game Instance storing earlier, save it to the save game data.

frigid bear
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k

drowsy snow
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That's pretty much it, for time record.

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However, I mentioned about displaying the seconds as timestamp struct.

frigid bear
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will try thnx

drowsy snow
# frigid bear will try thnx

As for the timestamp struct, create a new struct asset, and give it these three int value.
Making struct asset is much cleaner and allows for more consistency.

frigid bear
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done now in the widget should i create binding to a text box or something

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is this a enumerator or something

drowsy snow
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It's a Struct.

frigid bear
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ok supe

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in the blueprint thingy there isnt an opton for struct

frigid bear
drowsy snow
frigid bear
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oh ok and should i put the values as floats?

drowsy snow
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Well, the widget simply gets the seconds float var and interpret it into the timestamp struct.

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The widget doesn't write anything for other BPs.

frigid bear
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oh ok so its ok if i put them as ints

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k next?

delicate ravine
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in the context of making a road, how can i split a spline to have branching paths?

drowsy snow
delicate ravine
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i'm trying to make a road starting from an undirected graph and i'm not sure what to do in case a node has multiple neighbours since it seems that splines can only have 2 max

drowsy snow
drowsy snow
frigid bear
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this is in the gamemode only right?

drowsy snow
frigid bear
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the first one?

drowsy snow
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Game Mode or other BPs should not care about this timestamp struct.

frigid bear
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in the first one youre continueing from where? the set anytime stamp

drowsy snow
frigid bear
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while getting the player seconds i should cast to the game mode and then ger the player seconds?

drowsy snow
frigid bear
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im using the event construct

drowsy snow
drowsy snow
delicate ravine
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so just overlap the start points with an end point?

frigid bear
drowsy snow
frigid bear
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make timespan

drowsy snow
drowsy snow
frigid bear
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after that

drowsy snow
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That's pretty much it for the basics of the time record tracking function.
From here onward, feel free to mess around and experiment with it, and adjust it to your needs.

frigid bear
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ok super thnx very much

frosty osprey
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my car turns too fast, how do I slow it down?

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already reduced steering angle

drowsy snow
frosty osprey
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ok

frigid bear
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its showing in the win scene as 00 : 00: 000

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now its showing my lowent time as 84 and 46

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its going haywire

drowsy snow
frigid bear
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any mistake in em

drowsy snow
frigid bear
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still ot working

drowsy snow
frigid bear
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oh..

drowsy snow
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Struct order was wrong.
For beginner's sake, it should be Miliseconds, Seconds, Minute

frigid bear
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ok

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thank you so much dude i have been trying this sincce a week and it just doesnt work but now it does, thanks!!!

drowsy snow
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How many FPS do you got?

drowsy snow
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< 30 could be blurry, depending on the wind HaruThink

sick parcel
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anyone knows how to zoom faster?

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I navigate using right click + WASD

drowsy snow
flat pewter
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Right click + mouse wheel for the shortcut

sick parcel
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nice, thanks

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btw, why 2 different parameters?

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speed and scalar

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they seem to do the same

drowsy snow
sick parcel
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interesting

drowsy snow
flat pewter
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Does anyone one know the best way to render ONLY something that's very close to the camera? I tried looking for a far clipping plane, but no luck. Is custom depth buffer the best way to go about this?

torpid shadow
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So I am working on the credits to my first game and I am wondering how it works when its MOSTLY one person. Like do I just list all the jobs and put myself each time? Also curious about crediting the packs from the epic store, I want to give them credit too.

drowsy snow
drowsy snow
torpid shadow
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Alright, thats what I figured but just wasnt sure, thanks!

drowsy snow
frigid bear
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when i was play testing i realised that even though i clearly took more time to complete it it still showed lowest time as my time

next pebble
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I have been looking everywhere online and I can't seem to find a really good water splash tutorial. Most of them online are just packs or small splashes. How can I make a big physics splash? I saw some in the Nvidia Flex showcase on unreal but that was 3 years ago and can't find it now.

frigid bear
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maybe you can make an on actor begin overlap or smth

harsh pebble
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Can any one tell fix for ..
" Landscape Actor Not Loaded . It is needed to do Layer editing "

gray light
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why is it when I right click and create a blueprint class the object that I put in the scene has the little white sphere on it... but when I create a c++ and then convert to a blueprint and drag into the scene the object does not have a white sphere?

icy egret
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hey someone plz help me
my game has often hitches in Play in Editor
I think it is caused by blueprints, but I don't know where is the root of issue
how to find them??

gray light
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ohhhh

drowsy snow
gray light
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that root component is handy. without it it is hard to click on the object becaue it does not have a static mesh

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hmm that's annoying

frigid bear
obsidian mist
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is it possible to make new animation sequences or just adjust existing ones?

icy egret
gray light
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@plush yew make what a root component?

obsidian mist
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ok i see that it is plugin, not enabled by default

drowsy snow
obsidian mist
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is it recommended for beginner to use control rig or other animation software

frigid bear
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when i was play testing i realised that even though i clearly took more time to complete it it still showed lowest time as my time

drowsy snow
drowsy snow
obsidian mist
frigid bear
obsidian mist
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i see that this plugin is tagged with beta tag, so there is no other plugin like this, that may also be stable?

drowsy snow
drowsy snow
icy egret
drowsy snow
drowsy snow
frigid bear
arctic path
flat pewter
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Oh right, I've also looked into that, but can you use it on a player? @drowsy snow I can't find it in the components

drowsy snow
arctic path
drowsy snow
arctic path
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where do i edit the font for editor? under editor pref?

flat pewter
drowsy snow
arctic path
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want to show me how you did this madness real quick?

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C:\Program Files\Epic Games\UE_5.0EA\Engine\Content\EngineFonts?

drowsy snow
arctic path
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awesome 🙂

drowsy snow
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(the .bak files are just backups of the original files)

arctic path
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yeah i zipped everything up for backup

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lol

drowsy snow
main sequoia
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Hey there UEslackers!

Me and 2 of my friends are having an issue in a project where when we try to sculpt terrain - the editor crashes. Looking around, it's exactly the same issue as these three threads:
#ue4-general message
#level-design message
https://answers.unrealengine.com/questions/962518/landscape-sculpt-crash.html

  • We are working on 4.26 - and I'm downloading debugging symbols as I'm writing this.
  • The specs of all three of us are quite good, i'm myself running rtx 3080 with ryzen 3600 and 32gb of RAM.
  • We deleted the Saved And Intermediate folders - doesn't solve the issue either.
  • The logs don't show anything interesting except for the last line of Windows saying "operation succeeded" or something of that sort.
  • It happens on a blank level too

Given that this happens to all three of us, it seems like it's not computer specific - probably specific. Because opening a new project works wonderfully.

Interestingly it only happens if you drag the cursor with the terrain tool - but if you click it (discreetly) it doesn't happen.

Edit (SOLVED):

If you have this error with the terrain tool when you drag and it throws the exception InTexture->IsAsyncCacheComplete(). Check if you have any of these lines in your defaultEngine.ini, deleting them solved our issue:

[/Script/UnrealEd.CookerSettings]
bIterativeCookingForLaunchOn=True
bIterativeCookingForFileCookContent=True
bEnableBuildDDCInBackground=True
arctic path
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lol awesome.

drowsy snow
arctic path
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now send me that texture set for your nodes 😄

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lol

arctic path
drowsy snow
arctic path
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UE5 crashes all the time without -d3ddebug added to the exe (damn DX12)

icy egret
south oar
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hey how do i import a png pic to my game

arctic path
south oar
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or my content browser

south oar
drowsy snow
south oar
drowsy snow
south oar
drowsy snow
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Was that a spam bot?

south oar
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what

drowsy snow
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Or maybe I was thinking something else, and you're referring to this

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🚫

south oar
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yup

drowsy snow
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Wait for the editor to be responsive, and actually drop it in the Content Browser panel.

south oar
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ok i had to copy it into my pictures. idk why

past pilot
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Hi guys. I set up a MP3 Player in my project and it made me think. MP3s should save a bunch of hdd space if i used MP3s for all music rather than import it and have it converted to wave. Does this sound feasable? Or does UE4 compress the audio for packaging and save me nothing?

drowsy snow
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Not to mention the up and coming Bink Audio and Oodle integrated into the engine, which could compress even more without losing much quality.

dusky slate
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Does anyone have experience with Depth of Field? i want to achieve the Miniature look, so everything that is far away should blur out

plush yew
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hi people, so I'm having this weird problem where instead of UE4 crashing, a certain action (that worked perfectly before, notably a kind of pawn possession swap in my game, it stopped working today without me having changed anything) is just causing my level to crash and the level to reset to the default map, how can I debug this? Also any ideas on why it might be happening. There are no error logs

dusky slate
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does anyone know how i can achieve this kind of depth of field? mine isn't really blurry in the distance

inner cloak
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Hi everyone, is it possible to script a landscape? What i mean is, would it be possible to get the all of a landscape points into an array and to save this array into a file. Then i would want to replace the water to use 4.26 version, and then set all the point back to the new landscape ?

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thanks, i will try that ! Appreciate the help a lot !

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Actually, when adding the 4.26 water, i feel like i'm forced to use a spline thing, can this be avoided ?

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oh ? Thanks i will try that ! Again thank you very much

stiff hawk
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Is there a place to share a small gist guide on this server?

obsidian mist
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how to debug the collision that comes with this static mesh, imo it shouldnt look like that but be shaped like tree

inner cloak
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@plush yew i dont see how to convert landscape to heightmap !

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oh ! silly me

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Thanks

orchid lodge
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Ok how da heck do I change my cursor with mouse over events

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Im already using mouse events for clicking the object and such

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I was just using those custom events to the player controlling incase i had to get a refrence there

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My cursor events n that are enabled

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I just ned to know how to change on overlapping with these objects

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AS its not as easy and with widgets

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Its asking for a mouse name

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Can I break the player controller or turn it nito that?

proud thorn
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hello

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does anybody know how to do a code block in a window of time of the montage animation?

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like between two notify or something

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wait those are notify state

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i don't really know how to do that tho 😦

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so do I add code in a new Notify State actor or is it just a whole constructor?

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how would you call the custom notify in the anim blueprint?

plush yew
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anyone here switched to windows 11? if yes - does unreal run fine on it?

drowsy snow
drowsy widget
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Anyone know how do you use the sequencer or take recorder to capture objects that spawn around the player pawn in real time?

I am trying to record a first person perspective gameplay of fish that swim away from the player pawn whenever it is near. Everytime I try to record myself moving towards the fish and showing them swim away and then I render it, the outputted video does not show the fish. What happens is that the fish are programmed to swim randomly to any place. So rendering my recorded scene, the fish respawns and so my rendered video does not show the fish since they are probably swimming somewhere else.

So the recorded gameplay should be showing me following the school of fish but instead it shows me following nothing because they respawned.

drowsy snow
drowsy widget
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I see. Does the sequence recorder provide the same issue? I used both and no luck. I have no idea how I’m supposed to record right when they respawn as it is rendering. Because no matter what I record, the only way the fish is captured is if it decides to swim in the direction that my player pawn is moving to

drowsy snow
drowsy widget
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Oh I have a gaming laptop. It works just fine. It seems like I’m not understanding how the recorder fully works. I just want to record the fish swimming away from me.

north shadow
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Hry guys do you know how to paint with landmass plugin? Cause i can't

drowsy snow
north shadow
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Yea ik but i don't find this

light thunder
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What's causing this, if I am spawning?

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I'm using something to basically act as a ragdoll

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I read something about freeing the hip bone but I don't want to mess with the skeletal (UE4 manniquin)

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The answer is you have to use "wake all rigid bodies" as well, if you are using simulate physics

arctic path
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wow these premade huds from the store are actually amazing and well documented.

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kind of glad i dont have to do UMG lol

arctic path
winter gate
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Wow game dev is so much fun! Some bugs I've encountered are just so hilarious. Just now I was shooting my hitscan weapon at a respawn location and suddenly copies of myself started rapidly spawning out of there over and over again.

arctic path
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oh yeah it is bud, next time you play a game you will see all the crap they hid and never fixed for release. Then real life starts to feel fake, like a simulation because you can create a world within a game that feels real.

winter gate
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I've always noticed those kind of things but its the major game breaking bugs (cyberpunk) that really make me laugh out loud

arctic path
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never played, will never play it. I HATE cash grab games.

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Those people should be sued, and jailed.

elder shoal
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Anyone know what this operator is?

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Or is this an operator?

winter gate
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Hover over it for a explanation

elder shoal
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I can't it's in a picture

arctic path
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What is Blue and What is Yellow? why are they connecting? 😉

winter gate
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Those kind of (dot) nodes just convert things automatically for you so it just works without you having to fumble over data types that won't play nice together.

arctic path
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Blue is structure.

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Yellow is Vector.

winter gate
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For example if you take a transform and then drag it into a print string, it will be automatically converted for you.

drowsy snow
elder shoal
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Thank you 😄

arctic path
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Oh is that was that blue is?

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oops

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still a structure tho 😄

drowsy snow
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Vector 2D didn't have separate colour from struct ;)

arctic path
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still the same category 😄

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Oh and @drowsy snow my ue looks amazing now

drowsy snow
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Vector is basically struct. There's a reason why the C++ variable is FVector 😉

elder shoal
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I found this one

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But it looks different

fierce tulip
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you need the opposite one

elder shoal
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yea i'm looking now for vector(vector2d)

arctic path
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you mods are always lurking 😄

elder shoal
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Crap now I got a green dot

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lol

fierce tulip
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i dont blueprint much, but generally if you hook up that blue wire into a yellow slot, it automatically adds that converter

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we always lurk :p

elder shoal
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I wish they had more descriptive things like... a name or something

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lol

arctic path
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i mean, they do just hover over it

elder shoal
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I know but I mean if you find a picture of a blueprint

arctic path
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or just google it in ue documents

elder shoal
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I looked for "dot" but did not find much

arctic path
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LOL

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you really searched for dot?

elder shoal
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well no

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but stuff like that

winter gate
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Whenever I've used one of those nodes they just appear automatically on their own when I'm dragging between two nodes that I've already created. I've never right clicked then typed something in to get a "dot" node.

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Dot isn't the name its just what I decided to call it just now lol

elder shoal
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Ahh found the correct one

winter gate
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Drag the blue wire into the yellow slot of the other node and it should appear for you.

elder shoal
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Just had to dig a little more

arctic path
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tbh watch ALL of these videos.

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i did like a 12 hour binge once with those lol got hammered af, but oh well

elder viper
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Hi All! I am trying to import some decals from Megascans bridge but they are coming in completely transparent. I download the decal from the bridge and it brings in the material and the textures, when I drag and drop the material into the viewport, its completely transparent. How do I solve this?

celest blaze
covert summit
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you can if you want, he's here in the discord

celest blaze
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If I had money I would lol

winter rain
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Quick question: would Does Implement Interface node trigger true to 'Inherited Interfaces'? Or just 'Implemented Interfaces'?

covert summit
winter rain
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For example if I have a Does Implement Interface node with the Class being 'Interaction Interface Inventory'. Would this screenshot blueprint be implemented?

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Or does the class have to be in the Implemented Interfaces section? (i.e. Interaction Interface Equip Pistol)

arctic path
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So you want to create a INT, and call it to the class hud on the blueprint of the character?

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your wording is not working well with my american english.

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lol

covert summit
winter rain
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Okay that was my question thank you. I was just confirming

arctic path
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Its kind of sad that UE4 and 5 engines are better than AAA game studio Engines.

drowsy snow
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Though Nanite is one pioneer to properly execute "micro polygon" in game engine setting.

arctic path
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all thanks to fortnite. if people did not play that game, UE would still be on ue 4.25 ( billions in revenue)

plush yew
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is 5 hours normal for compiling unreal engine development editor for the first time? (4.26)

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the engine itself

grim ore
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yes and no

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pretty much is your task manager showing near 100% cpu use when compiling?

plush yew
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yup

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i7-8700k

grim ore
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that cpu should take about 45m to compile

plush yew
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ah it shows it in the top right

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wow

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45 minutes....

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that's not good then

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any ideas what i need to look into to fix this?

grim ore
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whats it showing using the cpu use?

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under processes

plush yew
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it seems to be averaging 85%

grim ore
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well your using rider so no idea

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normal VS for just the editor is ~45m

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also you should disable windows defender monitoring when compiling, it slows down the compiling (you can see it using cpu)

plush yew
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ah okay where can i disable that

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I can switch to visual studio and compile it on that

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just to eliminate rider as a potential issue

grim ore
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I would assume rider would be similar if its using most of your cpu, maybe you are compiling more than you should (like the entire solution)

plush yew
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hmm, I'd like to talk this out with you if you are willing... and in which case I feel like moving to visual studio would help...
for now: i believe im just compiling the development editor

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i had this selected in the rider UI

grim ore
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I have no idea how rider works, I just know in VS you select just the UE4 project from the solution explorer and build just it

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extra stuff is not compiled

plush yew
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I'll switch to visual studio. also im on 16g ram would that affect it?

grim ore
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16 should be fine

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when its compiling, I assume there is an ouput log, does it show how many things it has to compile or what it is doing

plush yew
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ah, I canceled the build but it had a prompt
[530/4987] build stuff something something
[531/4987] build stuff something something
[532/4987] build stuff something something

grim ore
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that # seems about right

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6 core 12 thread should be about 45m

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even my slow 4 core laptop could do it under 2

rugged heron
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If I disable animations from updating the mesh on the server, will the server’s authoritative collisions not be different from the clients? I assume the animations will affect the collision shapes of a character for example

grim ore
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well the character uses the capsule as the root and for collision if you are tracing against that

plush yew
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BenchmarkTool looks wrong

drowsy snow
grim ore
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that top part is for running

plush yew
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is it okay to leave as is?

grim ore
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on the right in the solution explorer are the projects, you right click the UE4 project and build it directly

rugged heron
grim ore
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@rugged heronthen yep it wont be in sync

rugged heron
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But sync’d anims would kill server performance if there’s lots of characters right, what’s the compromise?

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Lower frequency?

rancid lagoon
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Hi All, i have some an old game i made. It is a flash game, and i have been asked to bring it back to life in UE4, but i cant get it to open the actual game. I have been able to open it to the login screen but after that i cant get it to load. What can i do about it?

plush yew
grim ore
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yeah it makes me curious if it was building all projects in the solution which is the default

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@rancid lagoonif you made it you should have all the assets then you can remake it. Are you saying the flash game doesnt work anymore? we cant help you with that

covert summit
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yeah perhaps there is a flash discord somewhere out there (but probably not)

plush yew
rancid lagoon
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i just need to be able to play the game so i can recode it

grim ore
#

well did it need online or something?

wintry silo
#

how do I keep the player's face lighted while they are running without the light moving all over the place. As I need to add a point light as player's face in game is too dark.

rancid lagoon
covert summit
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but it will light other stuff too

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and that is likely to be weird

wintry silo
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I'm using a head socket instead , yes if other players come near the player's, their lights are likely to overlap if I put the lights on the player's faces.

drowsy snow
wintry silo
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i put the point light on there because their faces were a little too dark in the game.

covert summit
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for instance, there is Auto Exposure (also called Exposure Compensation) which can change the brightness of the scene automatically based on parameters

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and there is Sky Light which provides ambient lighting for the entire scene

stuck spade
#

What is the best resource to learn unreal engine in C++? I have prior experience with C++, and unity, but I can't for the life of me seem to find any good documentation to do certain things

rancid lagoon
drowsy snow
rancid lagoon
covert summit
#

its kind of outside the scope of what we're here for to help you solve that problem

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but we're here for you once you are building it in UE4 😄

magic phoenix
#

Hello, is there any way to get the transform of foliage autogenerated in landscape?

marsh gull
#

starting back up on my project after over 5 months of break... wish me luck lmao this is gonna suck

plush yew
#

I just want a simple static mesh that plays a certain noise when E is clicked

inner cloak
#

should not be that hard .. there are nodes for playing sounds

robust zodiac
#

Hi! I have a little problem but ı should stream for showinbg you can you guys help me please? 🙂

covert summit
covert summit
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alrighty

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we're here, bored with lack of questions, it's a good moment

frosty osprey
#

Can I do this with splines? they r overlapping cuz there r 2 ways.

frigid bear
#

hey @drowsy snow I made the highscore timer but i have ran into an issue.... even if it took me more time to complete the level it still updates it....

raven estuary
#

Hello! I'm a blender user just getting into unreal do you guys think it's worth tweaking my shortcuts to make it more similar since they are vastly different it seems and to me a lot more of the controls make sense in blender where they don't in unreal

celest blaze
#

I also recommend using default configuration/ controls to anyone new as well for the same tutorial reason.

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For any software.

raven estuary
celest blaze
raven estuary
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But that totally makes sense

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Oh I just mean when you download the program now

celest blaze
#

Yeha it was a bad joke

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sry

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lol

raven estuary
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Oh no sorry I'm dumb and didn't get it

frosty osprey
celest blaze
#

@raven estuary As a tip using WASD/flythrough style navigation in the Unreal editor makes thing much easier to deal with.

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I love Blender it may not have some of the fancy stuff that Maya does, but I never have to fight with it like I do with Maya.

sudden cove
#

ey guys, does anyone have any idea on how to use vive trackpad as dpad in unreal engine and map inputs

woven osprey
#

hi where can i ask about changing the pivot point of a static mesh? im not sure which channel to ask that in

drowsy snow
woven osprey
#

I have a problem with my tower as it doesn't "look at" my enemy right because of it

#

leading to this situation where the bullet hole isn't properly looking forward at the enemy

#

If anyone has the same problem, I fixed it by opening up the static mesh and changing the import settings to this

#

just reimport it then its okay already hehe

drowsy snow
frigid bear
#

hey @drowsy snow 真 I made the highscore timer but i have ran into an issue.... even if it took me more time to complete the level it still updates it....

shell compass
#

I'm not sure how to explain this but Is there any way to have a BP create a curve on the spot when I want a curve variable, or do I have to always create the curve before-hand as an asset and the pick it as the variable?

#

Nevermind, I found the solution! I had to use RuntimeFloatCurve instead of CurveFloat*

hard escarp
#

Does anyone know why my 3d preview window in the editor is making everything super bright?

shell compass
#

@hard escarp you probably have some auto exposure going on doing that

#

Check the drop down button in the upper left corner

hard escarp
#

@shell compass Exposure is set to auto as far as I can see

#

if I switch it to lighting only than it looks normal

#

but when I switch to lit it makes it bright

#

thats lighting only

#

thats lit

#

hard to tell really in that example but it washes out color in most things

shell compass
#

Yeah, disable auto and see if it helps

#

With that one it might be the subsurface scattering that spooks as well

frigid bear
#

i did use a branch to see it

#

so from the false node i should take something out right?

#

one sec lemme show a screenshot

#

any mistake?

#

new game instance

#

oh yea one sec

#

oh i have to do that? how?

#

how do i do that?

#

thnx

#

oh yea

arctic monolith
#

When UE generates lightmaps, does it do this independently, or based on the UV's of channel 0 ?

frigid bear
#

its still updating it

#

mistake here?

#

can you please tell me how to fix it?

#

im very dumb sorry , can you simplify it a bit more please?

#

ok ill try

#

he doesnt show how to use the savegame for only the first time

#

i used a do once node

#

its still not working

#

its still updating it

dim seal
#

Hi all, can savegame files be exploited and one player's used by others too, if copied?

young quartz
#

Added displacement.. still its not showing on the plane! any reason?

frigid bear
dim seal
fierce tulip
young quartz
#

@fierce tulip done that

fierce tulip
fierce tulip
frigid bear
young quartz
#

@fierce tulip okay.. Actually I am very new to unreal.. and being working with megascans for over a month now. Every tutorial I see and try to do it, ends up messing it more. Had watched this poliigon displacement video. I will still give it a try and replicate it before moving to another textures. Thank you.

fierce tulip
#

^ though, it can be daunting for people new to unreal.
and to be really honest, both setups are not that often used in games, and might be somewhat redundant in ue5. (though that can still change)

frigid bear
#

canfind any problems should i send my screenshots?

#

vant

#

cant

drowsy snow
frigid bear
#

dunno where to put em

#

i have some afer the loagame , some in the widget etc.

drowsy snow
#

Problem solving is the most fundamental in scripting, so you should practice debugging on your own, and learn things along the way.

frigid bear
#

there is no problem in the widget so im sure that there is a problem the lesser than place, i think i have to add some code in the flase node too....

drowsy snow
#

I give you the building blocks (arguably a bit more than that), now it's up to you on how to go from there and do the researches (sometimes referred to Google-fu)

fierce tulip
#

even googling "ue4 how to debug blueprint" can help

frigid bear
#

ok will try thnx

fierce tulip
#

you can do it! :)

young quartz
#

where is content examples?

dim seal
#

What is the User Index for?

#

I'm developing for Oculus Quest, which has account switching feature. Would it help with it?

#

I tried saving with different indexes now but only one slot is saved

#

Is it a good idea to store User ID in my save slots and then only load from them if the current user ID matches with the one in the slot?

#

or are they easily editable?

drowsy snow
#

I think you should make the Slot Name formatted, by appending strings.

#

So the slot names would be save01, save02, save03, etc.

dim seal
drowsy snow
dim seal
proud thorn
#

Hellow, is there a way to have projectiles travel toward the mouse direction?

drowsy snow
obsidian mist
frigid bear
#

No problems in the widget but in the gamemode where i have my main code the breakpoints arent working at all

dim seal
orchid pewter
#

can someone help me in vc?

#

im trying to follow a tut

#

and i kind find the tint settings for a post processed volume

modest trench
drowsy snow
frigid bear
#

these breakpoints arent running

dim seal
drowsy snow
dim seal
proud thorn
frigid bear
#

even these

drowsy snow
frigid bear
#

have i made a dumb mistake?

cursive fractal
#

I have a problem with cable component.

#

I want it to follow the bkue line (by being constrained slightly to come out of my socket meshes or something) but i dont know how

#

and i canr find anything on it

wary wave
#

make the cable shorter

#

it doesn't follow the blue line because the cable is longer than the blue line

#

though also the blue line isn't a simple curve, so that's kinda an issue too

cursive fractal
wary wave
#

it's impossible to have it make an omega shape, yes

cursive fractal
#

ah :/ so only way to get that is to make my own mesh with bones and apply physics to that in ue4?

#

real shame, makes use of it very limited..

plush yew
#

How do I type in the hire a freelancer?

#

I wanna put a post up but I cant

civic mauve
#

Am i the only one where this compile button compiles 10x faster than the main one?

#

So i should use the normal compile button?

#

so there is the modules compile button, the normal compile button and the normal compile button with the live coding option

#

and all seem bad?

drowsy snow
obsidian mist
#

you guys say, that default way of compiling blueprints is broken?

main tapir
#

Hello, I would like to ask some questions.

drowsy snow
plush yew
#

Will overflow the uv out of the texture cause errors such as overlap?

drowsy snow
plush yew
#

But, I need to expend it a little bit

#

Is there any true way?

drowsy snow
drowsy snow
#

You can have more than one UV maps per mesh.

plush yew
#

For my mesh unreal engine automatically generated a uv map for the lightmap but still had a lousy shadow image

#

It uses the fixed uv map which is generated automaticly

#

But it doesn't help to lightmaps at all

drowsy snow
plush yew
bleak vault
#

Cant move objects, idk why

#

Someone know how to fix that?

bleak vault
sick parcel
#

too broad of a question, might need to add more details, as in, what exactly you can't move

bleak vault
#

Lights, 3d assets

#

But i can rotate them and change scale

sick parcel
#

setting new coordinates by hand, also doesn't work?

bleak vault
#

But it do slow down whole process for me by a lot

#

Yesterday everything was okay

sick parcel
#

so, you mean click and drag using the arrows

bleak vault
#

Exactly

sick parcel
#

probably you are not clicking what you think you are clicking

#

thats my guess

#

or, you have the wrong mode

#

check here:

#

that is on moving

bleak vault
#

Yeah, i know that 😅 all objects are even set to movable

sick parcel
#

it's hard to tell without taking a look 🙂

#

place a brand new object, a mesh or something, and try to move it

#

if it works, its something related to your previously placed objects

#

then narrow it down, etc.

bleak vault
#

It doesn't work

echo zealot
#

tried to duplicate a big map and my pc did this

bleak vault
sick parcel
#

sorry buddy, I'm at work 😛

bleak vault
#

Its fine

sick parcel
#

some people here might know more than me might help you out without more details

bleak vault
#

Thank you for your time though 🙂

#

Deleted config folder from my project

#

Now everything is fine

#

LOL

arctic path
#

I am having a weird issue, does anyone else here have any HUD packs from here?

#

for some reason when doing an advanced Copy (with dependencies) to my own root folder, the files are still dependent on the base structure in the content folder... this is DRIVING ME MAD!

gilded root
bleak vault
#

sadly i cant check that now

#

i reseted config

#

but i def save this

#

❤️

fallow hornet
#

is there a way to always display the locator for a light?

#

as an example the yellow plane for the rectangle lights.

plush yew
#

I made a 2d character in adobe ani now do I have to export all the body part into sprite or

sturdy smelt
#

Hey guys q yone know how to get Groom work with Emissive?

#

Theres an Cvar for it

astral phoenix
#

Hey im trying to get ''Easy Building System v8'' to work with ''Generic Radial Menus v2.0 - Selection Wheels and Pie Menus'' does any1 knows how to combine them together? i cant seem to get it to work :/

sturdy smelt
#

U need knowledge for that how Blueprints are working.

#

Basically u just need replace Widgets and the Events

glacial mesa
#

Hey! New here, sorry if I'm posting in the wrong place. (please direct me if so)

I've been trying to figure out Unreal Engine licensing for the past week or so to figure out what it allows for, reading the EULAs and interpretations of it etc. and I just found this page: https://www.unrealengine.com/en-US/download/publishing

It seems like Epic's own interpretation of their EULA is that you are not allowed to distribute a game you made in UE for free. I wanted to get some more thoughts on this and figured this might be a good place to ask, is this really the case?

astral phoenix
past rain
#

Guys, does anyone know why my grass material is super washed out?

#

the actual material is no way near as washed out as that

#

(the material comes from quixel megascans and i'm using blend layers for the terrain)

#

the heatmap for the grass

dark flax
#

Can you share what you did to fix this problem? I'm currently encountering it too

astral phoenix
astral phoenix
#

They where both free so there is high chance that some1 was playing around with them, like me so i was just thinking that some1 know something that can help 😛

grim ore
#

unless you find someone with that exact same question and the answer, which is not a high chance, your going to have to learn how unreal engine works so you can combine them. Alternately ask the developers for help who made them with the specific issues you have? just "cant get them to work" isnt much help to resolve the issue

astral phoenix
grim ore
#

so you want someone else to do all the work and tell you how to fix it so you can get stuck again later and have someone else do all the work and tell you how to fix it so you can get stuck again later and ...

astral phoenix
#

what u mean? it was a friendly question?

#

@grim ore And i did not ask you to make it for me i asked if some1 knew how/if it was possible

grim ore
#

so I created a project with both assets and I have no issues so...

#

its not obvious to me

sick parcel
#

documentation all broken 😛

#

maybe because of Chrome

distant totem
#

whats the link ill give it a try

astral phoenix
grim ore
#

well you have to make a project to use the easy builder, its a project asset

astral phoenix
#

what i meant with ''obvious'' was that if you look at the 2 packs (in marketplace) you kinda know what im trying to make

#

But im new to Unreal so i still have alot to learn so im doing what everyone else would do, ask for help, just a guiding hand to take me in the right way 🙂

plush yew
#

wooow this server includes soooo much

grim ore
astral phoenix
grim ore
#

so then yes to your question, it can be done

#

as to how to do it, move the code for building from the sample player in the menu project into the sample player from the builder project. then hook up the correct events so when you click on something in the menu project it calls the correct builder hotkeys

#

with that said... 90% of that is hard coded which is poor programming practices so good luck

#

like literally everything is done by hand, nothing programatically, for what you build. I know its just a sample but your going to need to actually modify it for your project you cant just go "hey work"

grim ore
#

the 3 key is literally bound to a command to build a wall so I just took that code and added it to the part on the menu, that is hardish coded to print out a generic string, to just build the wall

astral phoenix
grim ore
#

you can, not an issue

#

its just you either hard code it like they did, or rework it to be more programatic and it sets itself up

#

its all there, its all usable, its all doable. just need to make it work based on skill level

soft tree
astral phoenix
soft tree
#

then you shouldn't be tackling that

soft tree
#

you should be learning the basics. otherwise you're going to get frustrated and give up

astral phoenix
soft tree
#

It would take an experienced programmer hours to mix the systems together into something that is functional, and meets the requirements for the project

#

Which means that
A) no one is really going to be able to help you because it'd be a highly dependent on your projects architecture, and would take way too much of anyone's time
B) you don't know how to break up the tasks yet into smaller manageable chunks that can be generalized

zinc shore
#

dose unreal have any sort of ECS system ive seen how unity and godot have been getting ecs plugins / modules but i haven't seen anything for UE

astral phoenix
sick parcel
soft tree
#

I don't think you understand.
What I assume your requirements actually are:
1: Have radial menu and the build system installed on same problem without crashing
2: setup meshes with categories somehow in the build plugin
3: Setup radial menu so it dynamically creates entries for however many categories, and meshes you have
4: Get radial menu plugin setup so that it knows what categories to look for, along with adding menus for selecting categories
5: Get radial menu to show previews of the mesh you intend to place
6: Get radial menu to spawn selected actor
7: Give build system the selected actor from the radial menu
8: have build system place actor

soft tree
still breach
#

Hey guys quick question: does anyone know how I can change a static meshes collision presets via blueprint? I need to change collisons from block all to block all dynamic. Anyone know how I can do this?

astral phoenix
soft tree
#

nope. i can guarantee you're going to have to learn that all yourself.

#

the functionality may be there for you do so some of it, but you still have to learn how to do it.

astral phoenix
brisk spire
#

Hey guys, what's the word for when on-foot controls are super like... floaty and slow and clunky?

#

it's on the tip of my tongue and you guys are the only people I'd know to ask, lmao

soft tree
harsh copper
#

any kind soul out there willing to help me in private with root motion? I have an issue where the capsule will not move with animation no matter what ive tried every google solution so far

fathom sierra
#

Super Fighter M 2 anyone?

dark flax
#

My app launches on the phone - I see the unreal logo, then it minimizes and returns to the home screen. So I try to find out what happened. Looking over my phone (pixel 3) I can only find the folder in "Pixel 3 XL\Internal shared storage\Android\data\com.RuptureGames.EightBitAreaCode" but it's empty. There aren't any files there? So I try using adb "adb logcat -d > my_device_log.txt" and the command runs without error but nothing happens. Where is the log file?

astral phoenix
dark flax
#

I see a post that says the game logs will be \MyProjectName\MyProjectName\Saved\Logs but I cannot find this location on my phone

soft tree
# astral phoenix then tell me in other way so i can understand

I can't. because it would take too much of my time, and then you'd get stuck on another problem instantly when you realize you want to dynamically populate the menu, which would also take too much of my, or someone else's time. The cycle would repeat every time you realize that you have new requirements, and don't know how to work them.
What you think is a simple checkbox, or blueprint node to solve your problem, is actually a much harder complex set of processes.
You're currently trying to walk but don't yet know how to crawl. Highly recommend taking a step back and taking the beginner unreal courses

astral phoenix
winged lava
#

I keep getting this error whenever i hit play

hazy lake
#

It looks like you've an issue in your C++ class GameHUD.cpp

#

Sounds like a question you'd wand to take to #cpp

dark flax
#

lol

heady quartz
#

Hi, my meshes are culled/occluded but they still make draw calls when i look at their direction. i did freezerendering and made sure they are not rendered. they still cause massive draw call increase 1.5k draw calls when looking even though they're culled and ~100 when not looking

stray smelt
#

how do you guys send info/analytics from players to yourself, if you do? e.g. if you have a hexgrid-based game I'd like to log where players are moving to use for feedback on level design. I'm not as worried about representing the data somehow, but how do you send the data from the player to yourself? Does steam have some inbuilt features for this? anything I can use in unreal?

#

also trying to find some unreal wiki article on sending of crash reports/game.log

cedar wave
whole quarry
cedar wave
dark flax
# whole quarry At least i had it working 👍

I already fixed that part - I was using launch in the editor which just tranfers that level over. By packaging and installing the apk with the packaged scripts it runs. But I'm super happy you got it working a year ago

brisk pollen
#

unreal editor on steamdeck?

whole quarry
#

why so salty @dark flax , nothing else better todo?

twin geyser
#

for some reason i have downloaded multiplayer shootout and i have downloade 4.20

#

and the project wont open

#

but its not working

vale grove
#

Is it possible to run unreal engine on servers?

#

I want to run a few simulations on unreal engine. To make the simulations fast, I'd like to run it on my lab server (which can only be accessed through terminal). Therefore, there won't be any display.

brave lark
#

how did you get alpha hold out to work? I have a translucent material and an object that has alpha hold out set to 0 but the translucent still renders

fading vector
#

I'm new to Unreal and I want to create an inGame tutorial for my first game. Like the tutorial from subway surfers for example, but I can't find a video explaining how to do this. Does anyone know a video about it or have an idea how to make this?

blissful gorge
#

Ok so this applies to Unreal, but also a general question about models for games. Why are game models so big in programs like Blender and Maya? Iv noticed that when porting models myself to Unreal, and even watching animation reels. The models have to be huge to be the right size in engine.

#

In my head I'm thinking that making a model, porting it without messing with the scale, and it coming in the right scale in Engine would seem to make more sense.

distant totem
#

if you use blender to unreal tools, you don't need to mess with the anything because the scale will be automatically converted, so blender to ue will be the exact same scale and appear so in both viewports, were you to make your scene in blender and export it to unreal

blissful gorge
#

Ah ok.

wide lance
#

Currently when trying to add Animation Starter Pack by Epic to a 4.26.2 project , it will crush the Epic launcher, other packages work fine. Anyone has the similar issues?

obsidian mist
#

I want to remap animation blueprint but no skeletons available. What is the possible cause of this problem?

blissful gorge
wide lance
#

Ok, then it belongs to weird problems nobody else has category. Thanks for the reply.

arctic path
arctic path
#

I do this a lot, because of UE5 not allowing complete support for marketplace yet 😦 (yes i know we are on preview)

#

if you ever need to recompile a plugin too its very simple, you delete the intermediate folder and binary Open CMD as admin and CD batch files, then find the uplugin and create an output folder and switch this to your game engine version UE_4.27 example. ```cd C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles

RunUAT.bat BuildPlugin -plugin="C:\Users\user\Desktop\plugin\plugin.uplugin" -package="C:\Users\user\Desktop\pluginue5"```

#

if it does not compile, the author needs to make changes to the code

#

i know 😛

distant totem
brave lark
next badger
#

black one is translucent

plush salmon
#

when playing from PIE, what command can I use to only close 1 of the active players?
As Esc just yeets all of them

vale grove
#

Is it possible to run Unreal files made using Windows on Linux

#

If not, is there a way to convert it?

brave lark
# next badger

yes, I want to use the alpha hold on it own mesh to cause the translucent material behind it to not render. IE: A mask to make sure water doesn't show in a boat hull

#

however, those don't work on ES3_1

next badger
#

well, probably cause in es3 you have no translucency pass

brave lark
brave lark
zinc flume
#

Hey can u make games in aseprite

#

I didn't undersand

#

Very well

past rain
zinc flume
#

Something for pixel stuff

#

I wanna create game like bro force but better

#

I will work for years but yeah ik

fierce tulip
#

you can work around paper-2d and still have a 2d game.
often gives less headaches as well

junior nimbus
#

Is it possible to force a projectile to follow a lateral arc, like side to side from its spawn point to the target location? Like, the projectile spawns and goes out to the right and back left before hitting its target?

#

Or is that simply not possible

past rain
#

Maths

#

yes

next badger
#

If the target is Broforce - i'd try to avoid UE4 and use pure 2d engine. Probably GMS.

sage silo
#

anyone knows when 4.27 will be out? so far I see subversion preview2

unique kraken
#

rly? isnt the next thing simply ue5?

glad ibex
#

im having an issue where when I try to load my project that the editor just gets stuck at 80% or 83% and will never load up. Anybody had an issue like this?? Not sure if this is the right place to ask

unique kraken
#

same have a "bug" too.
i have a bp, with physics on
i turn off physics, attach it to my character,
detach it, turn of physics,

from that point AFTER detaching it from my character,
the children of the bp will get offsets.

#

anyone knows why?

sage silo
#

thats very vague but I guess more precise date is not known at this moment. thanks

drowsy snow
late verge
#

where would i find good dirty lens textures to use for my post process volume?

drowsy snow
late verge
#

i've looked all over the forums for recommendations 😕 i'll take another look

drowsy snow
# late verge where would i find good dirty lens textures to use for my post process volume?
late verge
#

ah man, the links are dead!

#

unfortunate, oh well

drowsy snow
#

Gotta repurpose them filmmaking stuff Shihohoho

#

With the fancy Unreal Engine things, it's never been a better time to repurpose filmmaking resources into game engine.

north shadow
#

Guys what is the node to make the movements of our character impossible?

north shadow
#

Not this one

#

I don't remember the others

#

But thanks for the answer

late verge
drowsy snow
drowsy snow
stark gyro
#

Hi I’m new, is there any channels where I can look for help

drowsy snow
rugged heron
#

what's the best way for designers to configure a certain structure where there's groups that can hold groups or elements, basically a tree of structs
data tables get very messy, each group node would mean another data table, or you'd list everything in one data table and have references to rows within it but it would be a mess...

stark gyro
#

I have never done anything to do with this. I have no clue where to start

north shadow
celest viper
#

Anyone know why a healthbar would only work properly when you are at 100% hp

#

or 0%

#

it will be full. and then completely empty once i hit 0

#

but nothing in between

drowsy snow
# celest viper or 0%

The percentage range is between 0.0 and 1.0, not 0 to 100.
You have to do the math yourself.

celest viper
#

so I should just change the integer that is my health to 1?

drowsy snow
celest viper
#

oh

#

i need to change my hp to floats then

#

dang

#

thank you

drowsy snow
celest viper
#

tyytytryty

#

i changed all to floats. the whole ssystem still works

#

but taht health bar still only shows 0 or 100%

#

no matter what the health is it

#

at*

north shadow
#

(i'm new sry)

clever marsh
#

does anyone here have experience with advanced locomotion? I have the system but I need to speed up my characters sprinting. Nothing from my knowledge works.

north shadow
#

You want to set your character's speed ?

clever marsh
#

yes, max walk speed doesnt work with advanced locomotion though.]

#

I cant find the one for sprinting. I'm looking for it now and dont even know where it would be

#

didnt work for me

#

nvm fixed it. Thanks!

buoyant graniteBOT
#

:triangular_flag_on_post: PSI_ARC#6288 received strike 1. As a result, they were muted for 10 minutes.

north shadow
#

I need to add a third person component in an ither blueprint someone know how to do that '

#

?

bright meteor
#

Hey, is there no text component for the material graph?
Like, a font layer for dynamic text on a material?

drowsy snow
bright meteor
#

I'll try looking that up. Was prototyping dynamically generated playing cards, where being able to use a font would be handy.
Could always just use a clipboard, but i wanted to limit the amount of individual texture assets needed for each playing card.

drowsy snow
clever marsh
#

do you know how i would wire this to change the sprint speed with a button?

bright meteor
unkempt echo
#

Is texture scaling un ue5 similar to ue4?

livid hull
#

Hey guys, I'm new here after looking for an answer to my problem, without finding much information online.
I'm trying to blend two different materials I got from Megascans. I exported them to Unreal 4.26 and then created a Blend Material using the Megascan tool within Unreal.
Now, there used to be 2 different settings I cannot find anymore, either in 4.26 or even when I backtracked to 4.25. " World Aligned Blend " seem not to exist anymore. Was it replaced by something else ?
Furthermore, I want to drive my blending by an Height map. Under Input Textures, there used to be an input for " Blend Mask " in which I would plug my height map. Where have all these settings gone ?

#

I'm a bit confused by how the entire Material tab has been revamped. I thought it was a 4.26 thing since I just installed it, but even going back in 4.25, everything changed. rooFeels1

fierce tulip
#

afaik not much has changed

#

@unkempt echo everything is the same

north shadow
#

I wanna set the camera of my third person character but in another blueprint :/ is it possible ?

#

For exemple when i press my e key in a box collision of a certain place :)

junior nimbus
#

@north shadow yes, its common to need to do things like this. Use a "cast to" character function, or, better yet, use an Interface

cedar wave
#

The Third Person Template - you have the default player start in the Map, but you also have the ThirdPersonExample BP placed as well. When you press play, you take control of the ThirdPersonExample BP and not the one that should get spawned at the Player start. How do you achieve this same effect?

past rain
stark gyro
#

How do I make it where if I fall off the world border, it respawns you. It kills me at -1500 but it just freezes and doesnt respawn

halcyon flame
#

hey guys, I'm having an issue with loading savegames in a packaged game, both in Development and Shipping builds. I can see that the savegames exist, but for some reason loading them fails (loaded object is invalid/null).

does anyone know why this might be?

a couple of details: this is for an update function, a lot of old record savegames are being consolidated into one master record savegame, so it is saving and loading them in succession.
two: I have been pasting the saves over and over again from a backup trying to get the update functionality to work correctly

proud thorn
#

hello!

#

Can I ask for help real quick

#

why does AI character does not work anymore when I open a new level

#

like I press play on my main menu level to open the main level

#

and the ai did not work

halcyon flame
#

every actor and object other than GameInstance is destroyed on travel

young quartz
#

quick question.. I have a object with less vertices and triangles.. How can I edit/add more vertices or triangles to it?

halcyon flame
#

@young quartz sounds like you want to work in your modeling program (like Blender or whatever)—subdivide

iron hinge
#

all objects are in game but there are no materials on anything,,what file should I be looking for in project to fix ? ( yes copied from one project into another so clearly something is broke)

#

yes what dingoman said

young quartz
#

my mirrors are not willing to reflect! I downloaded car configurator and did the exact same settings and still they dont look same. I added more vertices and triangles to the mirror object.. still it doesnt reflect.

halcyon flame
#

are you using screen space reflection?

#

you might want to use a scene capture component and make a new material that is the texture output by the scene capture component @young quartz

young quartz
#

I am using mirror material that's what car configurator has used in their project.

#

this is from car configurator

halcyon flame
#

yeah, I am 95% sure that's just using screenspace reflections

#

his mirror is probably more angled towards his car

dreamy zenith
#

is it better to make a fire function in the character or in the base gun so it applies to all other guns?

halcyon flame
#

as we can seemingly see the corner of your car in your mirror

#

@dreamy zenith knee-jerk says gun base class

#

you answered your own question lol

#

I'm gonna sign off for now, good luck rAze

dreamy zenith
#

i just thought it did the same thing

young quartz
#

thank you..

halcyon flame
#

what if you want a turret to be able to use a gun too?

#

you're welcome

dreamy zenith
#

thanks

shadow tinsel
#

unreal engine cringe

this post was made by unity gang

covert summit
#

everyone happy in this here general channel?

#

if you're still stuck, @ me

shadow tinsel
# covert summit what is this "unity". Pretty sure there's just unreal

well you see. Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as a Mac OS X-exclusive game engine. The engine has since been gradually extended to support a variety of desktop, mobile, console and virtual reality platforms. It is particularly popular for iOS and Android mobile game development and used for games such as Pokémon Go, Monument Valley, Call of Duty: Mobile, Beat Saber and Cuphead. It is cited to be easy to use for beginner developers and is popular for Indie game development.

The engine can be used to create three-dimensional (3D) and two-dimensional (2D) games, as well as interactive simulations and other experiences. The engine has been adopted by industries outside video gaming, such as film, automotive, architecture, engineering and construction.

covert summit
shadow tinsel
#

ok, well you see, unreal is cringe, unity is not

#

kisses you lightly on the cheek

covert summit
#

:-D welcome to slackers

#

GL

shadow tinsel
#

takes shirt off

#

runs hand down your chest

covert summit
shadow tinsel
#

"you got some real abs honey"

covert summit
#

funny, but legit a mod will not appreciate the joke

shadow tinsel
#

"meh nvm"

#

puts shirt back on

#

"see you later"

hollow trench
#

So, as AMD's Super Resolution is out now for a day, did anyone got it to work or even make it into a plugin or whatever it is?

#

I have literally no idea how or where to apply this patch file. Some coders may laugh but thought I could even add and test it on UE5.

covert summit
#

UE5 is substantially different from 4.26

hollow trench
#

Fun. Well I guess I need to have a 4.26.1 "fork" on my own Git and then cloning it and then kinda..apply this through that command. Well, thought since they made the big blabla about partnering with Epic that it would be a little bit more convenient.

covert summit
#

if it's not clear why applying it to ue5 would be nontrivial, you should be working on ue4

#

nothing wrong with that

hollow trench
#

I may ask Merlin or Gandalf later the day. What I am working on and why I may want to test it on UE5 might have reasons.

covert summit
#

it might, sure, it just won't be trivial :-)

celest blaze
#

FSR is neat, but I Just don't care about it. I'm sure I'm fairly alone on that, but thats just me. I feel the same way about DLSS.

covert summit
#

I just got a card where dlss is relevant and I sure want to support it in my project but yeah. this stuff is complicated

#

especially when 3-4 months down the road it'll just be in engine for you

celest blaze
#

For sure

hollow trench
#

Actually, I just thought it would be a nice day one addition for my current vertical slice as a "see, having latest techbubble magicf* inside, especially by having a meeting next week. And still developing on a non DLSS compatible card, having in mind to support older GPU's as well. (minimum is a GTX 1070 for that project)
But yeah, maybe it will be part of upcoming UE versions later this year.

#

The Temporal Super Resolution already is a nice gimmick, while it looks a bit washy when a character is in motion.

celest blaze
#

I wouldn't be surprised if it shows up sooner than later. Esp. with FSR being open. As well it's made some decent waves in all the tech/gaming pub circle. Felt like that's all anyone was talking about for a solid two weeks. Probably one of the reasons I feel the way I do lol.

hollow trench
#

They actually made me excited about. Giving the players some extra juice for more performance out of the box. Nine of like ten users in my little community don't have an RTX card or can afford it at the moment. Of course a lot of dev's already surfing on their 3090 boards, drinking from their 128gb ram cocktail pots - but this is where that wet raytrace dreams clash against the real user base cliffs.

celest blaze
#

lol.

#

I wish I could have a couple of 3090's. I saw the GPU crisis lingering and when 2070's dropped to 380 I jumped on one before everything when to hell. Didn't really want too, but My GTX970 was starting to show its age and I knew things were about to get worse.

hollow trench
#

I am telling my GTX 1080 that she is a nice good old lady, every day!

celest blaze
#

1080 is a good card.

hollow trench
#

And actually I think its fine to work on that card because it shows me where my own performance caps are on both, my main 4K 60hz working monitor and a 1080p 144hz gaming monitor right next to it. So far and even on UE5 tests with Lumen, I get a nearly stable 45-50fps with TSR on the 4k and around 65 fps on the 1080p without TSR. Could be worse.

covert summit
covert summit
#

it's just quality that is lost

#

but the thing is so good that it's debatable that it's "worth it", it's more like hey additional quality for the RT cores, makes sense

#

it flips the equation when it comes to lighting, where you either have crazy lighting build times for a good result on raster cards or a great high quality result at runtime on RT cards at the expense of raster cards, saying let's actually have a good realtime result via screen space for software path and progressively enhance to a high quality path for cards with RT

#

but this is all early access and anyone reading this who is new should not be jumping into ue5 yet

#

if you are new it will take longer to finish your game than it takes for ue5 to hit GA anyway

modest trench
#

most everything is super simple to migrate

#

but the world partition stuff requires an external batch file thing though

drowsy snow
#

Also not really sure on turning World Composition level into World Partition one.

modest trench
#

no idea how they compare

young quartz
#

i havent been using ue5.. bt is that easy to migrate to ue5? Will UE4.26 assets from market place work i.e materials or other stuffs

celest blaze
hollow trench
frigid bear
#

i have a 1050Ti . I am god

hollow trench
# young quartz i havent been using ue5.. bt is that easy to migrate to ue5? Will UE4.26 assets ...

So far, a lot of plugins like AGR, VRM4U or Ultra Dynamic Sky compile and work fine in UE5. The plugin developers also have their Discord channels for support and an active community testing it on current UE5 Early Access versions. There are some things to avoid and take care of. Some features, especially when it comes to landscape may not work anymore or need workarounds. Things can break, things that worked yesterday may not work tomorrow - that's important to keep in mind.

There was a bigger discussion and I was clearly on the side of: Don't use UE5 yet. But it also raised the question when actually is the best time to switch..or at least getting warm with it. If you're not doing deadline crucial productions with many people involved and just doing fancy weekend pics of your old VRay Architecture scenes, UE5 EA2 is a good way to get warm with the new UI and certain other things. I think its also safe for pre-production when real production is slated for next year.

I made a copy of my current vertical slice project and so far it appears to be pretty stable. As stable as UE 4.26.2 and the performance is nice.
Since the project is in pre-production and I am not doing bigger "dangerous" coding tasks on it, as long as it builds an .exe by end of the day, it is totally fine for me to stick with it. Lumen and Nanite are worth playing russian roulette at this point.

#

--
But as said, this is a special case. If somebody wants to build a full game right now, stick with UE 4.26.2 if you want to release it this year or early next year, before UE5 release.

frigid bear
#

It was very easy for me to migrate cus if you want to use assets from ue4 you can just move the content from the content folder of your ue4 project to the content folder of your ue5 project from the file explorer or smh

young quartz
#

I think I am gonna scrap my project and restart in ue5. I was working in ue4.26 just because the automotive materials were supporting it. But if the drag and drop is working then why not!

celest blaze
modest trench
#

I have a dowsing rod if you need a release date

drowsy snow
#

Because EA stands for Early Access, not Electronic Arts

plush yew
#

Hi , Does anyone know a good tutorial on making Battle Royale game with unreal engine?

minor karma
#

Hey guys noob question here. Is it possible to copy physics properties from one physics asset to another?

drowsy snow
young quartz
#

I am just opening car configurator in UE5 and it keeps crashing. Weird

modest trench
#

I think you would have a decent start with Tom Looman's survival game course

#

it's not free though

drowsy snow
#

Examples like The Culling took massive L.

modest trench
#

I like The Culling ;__;

#

definitely no joke to make a massively multiplayer shooter though

plush yew
drowsy snow
#

I mean, to be fair, The Culling was one of the BR game pioneers. But then it loses to the competition, and the devs now resorted to petty arcade type of business model.

modest trench
#

yeah it was weird how desperate they got

#

game had some fun ideas but was not solid enough for people to play

plush yew
modest trench
plush yew
drowsy snow
plush yew
icy egret
#

hey, please help me
my game often cause hitches so I search how to find the root of problem and now I'm using Unreal Insights
And I can get logs now, but I don't know what should I do next
I think it might be Tick problem, but I don't know where or what blueprint causes
please help

modest trench
#

what are your startup params?

icy egret
#

should I use other parameters?

modest trench
#

-statnamedevents -trace=cpu,frame,gpu,log,bookmark,loadTime,file,net

icy egret
#

what means?

modest trench
#

or on the actual game exe I guess

icy egret
#

yeah
I mean, what the parameters will show?

modest trench
#

more stuff! ¯_(ツ)_/¯

#

it doesn't leave anything that gets tracked by insights out

#

so maybe the mysterious gaps will show calls to functions

#

I doubt you need loadTime,file,net though

young quartz
#

is it normal for ue5 compiling shaders(10k) for new project? or every single time we open the project?

modest trench
#

turns out switching engine versions mean you recompile every shader

wary wave
drowsy snow
modest trench
#

there are a bunch of things that could cause all shaders to recompile

#

I wonder if your conversion didn't change any of the project rendering settings that would invalidate them all 🤔

wary wave
#

I expect that it would, just on account of being a different engine version

#

I'd expect a shader recompile moving from 4.25 -> 4.26, so it stands to reason you'd get it moving to UE5EA

young quartz
#

its a new project.. nothing as been added to it yet. At the same time 4.26 opens within seconds doesnt compile anything and we are ready to go

icy egret
modest trench
#

looks like FMsg::Logf_InternalImpl is taking a super long time

#

are you logging/printing anything?

#

my guess is a widget blueprint is going nuts spamming the log?

#

anything on the other threads?

plush yew
#

i made a little stamina system, i want to make it wait 5 seconds before regenerating stamina, can anyone help?

icy egret
wary wave
plush yew
#

alright thanks

#

and also, how do i make it so that everytime i jump i lose 5 stamina

wary wave
#

subtract 5 stamina in the jump event ¯_(ツ)_/¯

#

I feel like you might want to do some blueprint tutorials?

plush yew
#

yep

#

pretty new

#

but thanks

wary wave
#

so yeah, you want to learn to use events and delta time (also called delta seconds)

plush yew
#

isnt working, am i doing something wrong?

#

@wary wave

wary wave
#

Yes - but the mistake is really obvious. Please spend some time doing basic tutorials, because otherwise you're just wasting people's time here

plush yew
#

ok sorry

wary wave
#

I prefer the 'get a really big hard drive and forget about it' approach

flat forum
#

Hey

#

I can’t get the engine

#

I don’t know why

#

Nn

#

Nvm*

#

Now it’s flashing 2.5 to 3.0

#

But it says 11%

drowsy snow
plush yew
#

ya des personnes qui parle croissant?

#

^^

drowsy snow