#ue4-general

1 messages · Page 1035 of 1

drowsy snow
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ボクもクロワッサンはそれほど好きではありません。

plush yew
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ok you speack french in private? @plush yew

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^^

drowsy snow
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I think mine was topped at 30 GB or so.
Granted, out of 6 different UE copies that I have, 3 of them are variant of 4.26

plush yew
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ok domage

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i need speack english

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only speack french spanish portugues

plush yew
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^^

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tkans laidy

wary wave
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I think I'm up to about 140GB on the current project 😂

drowsy snow
plush yew
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ok tkans

uncut pebble
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oui

drowsy gull
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Hey

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What is HDRI?

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I saw auto exposure in UE5

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Is that just a kind of HDRI?

plush yew
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yoo

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i need little help in unreal enf

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soo i did main menu but im not done with my map, i can just come to the map while pressing play and then when i build smthng it removes

spare kernel
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Anyone know why my Scalable float table will not import?

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LogFactory: Error: Failed to load file 'Z:/KaosGame/Spreadsheets/AlterationCurveTable.csv' to string```
north shadow
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When you use desactivate movement what is the node to activate movement ?

regal ravine
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I have a BP_class1 which is placed in the map. So, i am creating instances of BP_Class2 by clicking on a button. the location of new created instance of BP_Class2 is set on the location of instance of BP_Class1.
BP_Class1 = "static"
BP_Class2 = "Movable"

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But my question when i am creating the new instance of BP_Class2, its not in the position of BP_Class1 in the map

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when i change BP_Class2 to "stationary", its created on the exactly placed position of BP_Class1

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Can anyone help me out of this problem?

fresh shoal
brave lark
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doesn't hide the cube which is a transparent object with opacity of 1

fresh shoal
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how to respond to a question very late

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ok some random question

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but by looking at the unreal executables

regal ravine
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i am with my problem about 1 day :/

fresh shoal
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which one executes when you launch unreal from epic games launcher let's say?

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is it UE4Editor?

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or UnrealVersionSelector

regal ravine
fresh shoal
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ok!

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thank's

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but then

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what is the utility of UnrealVersionSelector?

magic cedar
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Anyone else experience this issue? I have a slope based material plugged into a layer blend. When I paint my path color onto the landscape, the paint size is huge, even with a small brush and 0 fall off.

plush yew
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please help

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somene

magic cedar
plush yew
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soo i did main menu but im not done with my map, i can just come to the map while pressing play and then when i build smthng it removes

fresh shoal
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seems that all the traignles are mapped at the same place on the texture

fresh shoal
plush yew
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please

fresh shoal
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give more details

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what do you build

plush yew
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so look

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i want to build

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forest

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...

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cause im doing survival game]

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that will be good

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but free

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and i already did some things like

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added charachter

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2 animations

fresh shoal
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k good

plush yew
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landscape

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color

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main menu

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...

fresh shoal
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you can come to the map when you play

plush yew
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yes

fresh shoal
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what happens when you build something

plush yew
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nothing it builds it normal

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but when i press stop

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it dissapear

fresh shoal
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try double clicking your map in the file selector

plush yew
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wait a sec

magic cedar
plush yew
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HOW*

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how*

fresh shoal
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XD

magic cedar
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I built everything in world engine. I can try to increase the resolution there, but I imagine it will be based on import settings. I would love something like dynamic topology from Blender

fresh shoal
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UV mapping I guess?

magic cedar
plush yew
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what to press now

magic cedar
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Hahahahaha rip

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To edit your game, you could just change your game mode override to something other than the map? Maybe?

frosty osprey
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I got this really weird lighting, how do I fix it?

fresh shoal
plush yew
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ANNORMAL

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can i see the map without starting the game while having main menu

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i need to edit itt

fresh shoal
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yea

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by opening the map

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or setting it by default in the prject settings

plush yew
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ccc-can u expalin me how to open the map 🤣

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im noob

cedar wave
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To what? Computers?

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You just double click wherever you saved the map

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You're just opening the asset. Like any other.

plush yew
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ahha

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thanks

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will take a while

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but

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i can not see the map

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cause the main menu

fresh shoal
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you should set the main menu within the gamemode

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not just adding it into the map

plush yew
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can u come into the voice and show me im dumb man

vague falcon
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please suggest me a youtube video that can help to understand Xsolla Login and account system

vocal herald
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Any idea how to visualise characters Line of Sight considering that level is not flat and has some hills and ravines? I know how to do that on a flat world with some obstacles but have no idea how to do it with verticality

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Can I somehow get Post Process Material result from characters camera that masks everything in line of sight in a certain radius and give it to top down Scene Capture 2d so it masks visible area in Render Target?

north shadow
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the preview mesh hierarchy doesn't match with skeleton anymore ??????'??????????????????????

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The hell is that ?

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My mesh doesn't match anymore for what ???

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Jeez.

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gosh my game is broken now ?? For over nothing.

dreamy zenith
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is multiplayer achievable with bllueprints?

dreamy zenith
north shadow
dreamy zenith
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go to your skeleton

plush yew
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can someone help_

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?

dreamy zenith
# north shadow How can i do that ? I'm new

https://youtu.be/xy9aLbZLdeA just do the first part don't continue with the rest

In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & Animating a Rig
(07:21) - Changing the Character's Pose

▶ Play video
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hope this helps

north shadow
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Thanks mate

plush yew
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yo guys

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how do i disable going trought walls? i forget it

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idk how i did it in my last project

honest vale
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create collision models for your meshes

plush yew
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box collision?

drowsy snow
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Do you have the RVT volume in your scene?

plush yew
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Can i let it like that

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?

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on the right

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block all

fluid ginkgo
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Ahoy there maties!!!!

Now, my epic games launcher crushed and on restart my engines where disconnected, that means I can’t update them and add content from my market place store.

Any idea how i can get back the engines into the launcher?

next badger
halcyon flame
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@wary wave what the heck are you working on?

halcyon flame
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😬

fresh shoal
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he's working for the kgb

brave lark
zinc cipher
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When you setup a custom collision channel, is there a way to change the default behavior of OverlapAllDynamic? It's set to Block by default, but I sort of need it to overlap.

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Oh lord, the Preset was collapsed in the Editor Settings window.

scenic prawn
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Does unreal engine have any support for integrating with existing cmake projects?

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(lmk if there's a bertter channel for this Q)

hazy lake
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cmake projects is a pretty abstract question @scenic prawn

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What exactly are you trying to do

scenic prawn
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I have an existing cmake project (at work) and I want to be able to some how build it with UE

hazy lake
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And are you trying to add Unreal to an existing project using the CMake build system

scenic prawn
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Adding the existing project to UE seems more feasible so that was my first approach

hazy lake
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I'm guessing it's a C/C++ CMake project?

scenic prawn
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yes

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Basically wondering if there's any tool that would magically let me just "include existing cmake project'

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(might be a long shot)

hazy lake
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No

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You have to do it manually

scenic prawn
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I've looked into that, we have a bunch of dependencies, so I know that route would be super painful

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might need to just bit the bullet

hazy lake
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Basically compile the CMake project seperately, get the libraries out of it, add them to your unreal project, and then use the article above to link into your custom library

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It shouldn't be too bad

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On Linux the Unreal build system does generate CMake files, but they're all autogenerated and it would likely be a nightmare trying to convert them to Windows and other platforms, or integrate them into another build

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The 3rdparty library used (gumbo-parser) doesn't actually build using CMake, but the build system used is irrelevant for your problem

south oar
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hey so if i wanted to spawn a fireball projectile randomly in the sky of my world how would i do that

vale grove
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The solution says to do "make" in the unreal root directory

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What does the root directory mean?

scenic prawn
scenic prawn
vale grove
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The problem is I am using Linux while I am a Windows user

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So I cannot understand this stuff ... haha

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Should I look for a file to know where Unreal is installed

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Also, I didn't install UE. I pulled a Docker file that should have UE inside it @scenic prawn

scenic prawn
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I would assume if you're pulling a dockerized version its prebuilt?
(IE you shouldn't have a reason to rebuild)

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(run make that is)

flat forum
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Can you make multiplayer games using unreal engine?

scenic prawn
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(AKA yes)

flat forum
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Ok

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I’m a beginner should I be using this

scenic prawn
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Do you know how to code?

flat forum
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No

scenic prawn
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If you really want to make game(s) I would recommending learning coding basics + some before jumping into game-dev (lots of game-devving is coding).

Though you can technically make games without coding

flat forum
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oh

scenic prawn
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UE is more likely friendlier (in some ways) than the other game-engines for non-coders as it does contain blueprints (which abstract a lot of conventional coding away)

flat forum
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How long does it take to learn coding and ok

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I think my friend knows how to code he might be able to teach me

scenic prawn
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Learning to code is like learning an instrument, you never really stop

flat forum
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I quit after 6 months of learning a instrument

scenic prawn
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1-3 months of learning to code and you can prolly make fairly simple games (2-d platformers, ballrolling games)

if you want to make like... FPS shooter a bit longer

flat forum
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Ok

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Maybe I shouldn’t make games

scenic prawn
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Well I wouldn't let that stop you, coding in of itself is fairly enjoyable for lots of people

flat forum
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What coding languages work

scenic prawn
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UE specifically uses C++. Though I would recommend learning java/c# first

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Unity (another popular game engine) uses C# as well

frail sail
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even stat unit cost much kekw

minor grove
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Hi folks, when I teleport the player to a different tile in World Composition, their pawn gets unloaded. Does anyone know why? I even try loading the level beforehand.

winter gate
lusty lance
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hello all - I don't really know UE that well so learning the basics. I'm working on a collab project with a friend, if I have some models and textures with materials in a scene and want to package it up in one file to send to him, is it possible to do this with all the assets, meshes, textures, etc. in tact, so he can just grab them?

minor grove
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@winter gate It is teleporting BP_WalkingShell, which is an actor (vehicle) that the player's possessed pawn is inside of (its cockpit)

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And this is BP_WalkingShell::TeleportTo

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I think the sublevel isnt being streamed in before the player is being teleported

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I assume I am doing it incorrectly

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White arrow is the player, the yellow-highlighted tile is where I'm trying to teleport to

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I think I need to turn off streaming distances? maybe its unloading immediately because I am too far

minor grove
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Works! Turns out the character was owned by the sublevel. I deleted the character and recreated it being owned by the persistent level!

scenic prawn
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Anyone know how to prevent engine-rebuilds via hot-reload? (I know hot reload is bad, Linux doesn't have live coding).

IE if their are source changes to UE just ignore them

drowsy snow
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"Installed Build" wlll make binary build out of your source clone, in a similar fashion to builds provided from Epic Launcher. Source code will be read-only, and cannot be rebuilt no matter what.

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The risk of doing Unreal Engine development on Linux is that anything isn't properly documented, so yeah.

idle mantle
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hey in search bar in content browser how can I sarch folder lol?

idle mantle
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Thanks! 🙂

jade surge
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Is there an easy way to test voice chat in ue4?

drowsy snow
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Accidentally replaced Roboto Bold font with Barlow Bold Italic.

It was a happy accident so I keep it that way XD

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If you want to replace the editor font, replace all Roboto font files in \Engine\Content\Slate\Fonts
The file names have to be exactly the same, but the glyphs inside it doesn't matter.

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Basically fooling the editor Slate to thinking that it loads Roboto fonts per usual, when in reality it's something else.
This is quite common trick within the modding activity.

prime willow
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he's my hero as well :>

scenic prawn
celest viper
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anyone have a n idea why the light wouldnt show ingame?

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Also i believe it is my tilemap not receiving light from light sources.

buoyant isle
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okay I have a huge problem, I tryed to import a model on the UE4 base skeleton I was working with and it broke the arms locations on the mesh.So I tryed to reimport the basic "AnimationStarterPack" from the market and it removed all my files so I aint save anything and just close UE4 without any saves.
When I reopened my game files. All My Blueprint and code into the "AnimStarterpack" are gone anyway to load a backup ? plz....

celest viper
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no its not ):

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i think its something with post proccessing inside the camera

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but i cant find it

celest viper
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do i disable ?

drowsy snow
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Adjust the range accordingly.

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The default values are a bit too extreme.

celest viper
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i just dont get any of the light its so weird

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i get the directional light

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but no others

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sometimes if i walk around the spotlight will apear and reappear

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even though its following my player the same distance the entire time

drowsy snow
celest viper
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ill check

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17 lux

drowsy snow
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17 lux is a bit too bright.

celest viper
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ill try 1

drowsy snow
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Pi is the sweet spot in my case.

celest viper
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even if i have no directiobnal light. and a spotlight is following my character

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i should be able to see the spotlight

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but there is nothing

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no matter if i have it in teh character BP or just placed in the world

drowsy snow
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Try make a complete darkness.

celest viper
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i did

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spotlight light doesnt show

buoyant isle
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So, anyway to load a backup from somewhere ? plz ^^ I really fucked up my project xD

celest viper
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Ingame there is nothing

drowsy snow
buoyant isle
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I dont have anything else than My broken projetc ATM

drowsy snow
buoyant isle
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what is source control ? xD

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I'm willing to use whate ever can make me have my project safe from miss understanding the software especially on this kind of 300h work project

prime willow
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save several backups

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one for each major or important minor change

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you can deticate an entire 1tb+ hddd for that

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never have issues with broken systems a week later again

fierce tulip
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version control ftw

prime willow
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or both

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maybe idk lol

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im still learning unreal :3

drowsy snow
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Well Source Control is a way to make it more convenient.

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You can have origin repo in the same computer or within a LAN.

fierce tulip
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i back-up my work-hdd and ssd to a well secured online cloud service, and all the projects are also version-controlled to either a personal online storage, or whatever the client/friends are using for backup

drowsy snow
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Source control is like fundamental 101 of software development.

prime willow
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idk what it is because im learning unreal from weird angles..

buoyant isle
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I think my misstake was to try to mave files from the original folder that broke all the calls into this location

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I still got my code but like all my compile is facked and my skeleton is still broken witch was my original problem xD

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I think I could just copy past the code to another file, and once repair do multiple backup every day ^^

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my"player" reference got broken probably when I moved the files like an *** but I still dont get why closing and re openning UE4 is not making things back in place 😦

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I make sure to dont save to avoid this probelm

arctic path
elder crest
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do you have multiple light sources? or light source reflections?

arctic path
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just ultra dynamic sky

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nothing else

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:/

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ill try with a regular sky box

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tgood call tho

elder crest
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hmm. it seems like theres an extra light source. you sure you didn't remove the original sun?]

arctic path
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yeah nothing else but meshes and UDS

elder crest
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odd

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my tanks finally do damage and tanks are now destroyable!

arctic path
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awsome stuff man 🙂

elder crest
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i should try to make a gif but im just too lazy atm xD

arctic path
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IT IS UDS

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WOW

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no uds

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ue5 and UDS just dont work together 😦

covert summit
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flickering shadows tend to happen when a directional light source is pointing up

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so if UDS is doing that along with one pointing down, that would do it

arctic path
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UDS has it built right into the bp itself

covert summit
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is it only one directional light in the BP?

arctic path
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yeah

covert summit
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interesting

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I wonder what else would cause it then

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tbf looking at your video this is not exactly what you see if you have 2 directional lights fighting

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it would literally flicker based on camera position and orientation, this is more of a phasing or something

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kind of looks screen space, maybe ssgi thing?

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not sure how ssgi and lumen interact in ue5 but shrug

brisk pollen
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butt shrug

frosty osprey
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can anyone help fix it?

magic cedar
unkempt echo
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Is c++ hard to learn?

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Im new to programming but Im a decent learner, not too bad at math, and have a lot of time on my hands

olive atlas
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Hi. could someone tell me if Ued4 static light with cast shadow On, will still act as Ue2.x or UDK static light which did not cast player shadows? i need light to cast player shadows,

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Ah, seems movable point lights with ~500 radius for floodlights, did the trick. cheers.

olive atlas
frosty osprey
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🤨

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In my case, the character's visibility and collision will be disabled after being unpossessed.

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and that glitch happens if I try to enter the car from the top

vague falcon
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did epic game service provide Android

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to use Login and account system

ruby robin
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Am I the only one, who has no access to AnswerHub? It keeps telling me I have my license expired..

latent estuary
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[EDIT: SOLVED]
Hello group. I'm having a huge issue with the Engine. Since a week I am unable to launch the engine without having it crash before even getting past the splash screen. This happens with any engine version, any project including launching the engine without any project selected. I've tried multiple times to reinstall engines, epic games launcher, update NVIDIA drivers. I haven't changed anything on my system, everything used to work fine but it just stopped working. I'm at a loss. Haven't found any solution online and on forums and now for some reason I cannot even access to the Answer Hub because I get the error message "your license has expired" (?).

I installed debug symbols but I am unable to understand what the problem is. Would anyone please have a look and see if you can understand what is causing the crash? I copied the log from the crash reporter here: https://pastebin.com/KWuehgpZ
And the detailed log here: https://pastebin.com/JZpVe5Fk

[SOLUTION]
After trying everything except OS reinstall, I used DDU to clean completely the video drivers. That didn't help. Then I tried to use DDU to remove Realtek Audio drivers. Magically, that worked, but only until I plugged in again a speaker, which resulted in an instant crash. Ultimately I went to device manager and uninstalled Sonic Studio Virtual Mixer, and now I can run the editor with audio without crashes. Hope this will help someone else.

ruby robin
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Oh, it is Epic Games who has license expired, not me..

latent estuary
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That's reassuring. I hope they fix it soon though

vague falcon
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License?

knotty falcon
late loom
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Any1 knows how to make a system tray icon for your game

oblique loom
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im trying to get a reference of ues character for modelling in blender

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is there any way to get the default character model?

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or maybe someone knows what dimensions itd have in blender?

plush yew
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how did u put grass in

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i tried

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and theres none

brazen root
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why my license expired? 😄

reef jetty
drowsy snow
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AnswerHub is about to be phased out.

plush yew
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how to put grass in my world?

candid urchin
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Is there any announcement about this anywhere? Will they be moving any answers from there or make them available as some kind of archive?

drowsy snow
sleek solar
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"Migrate the current content from AnswerHub over to a new Q&A section that would run on the same platform as the forums (Discourse)"

plush yew
sleek solar
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or they might setup something else

obsidian mist
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what is the goto plugin for integration with steam lobbies, is the online subsystem steam enough, or i should use advanced steam sessions

reef jetty
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Assuming you are using blueprints then both

drowsy cobalt
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Maybe I should take some screenshots for my scrapbook. I have a few cashed Answerhub pages.

obsidian mist
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i seem to be unable to create two play standalone windows i have players set to 2 and run dedicatedserver

plush yew
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yo

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how do i

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fix my rotation thing...

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its glitching

weary orbit
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I'm using ue5 and my quixel materials keep going to my C drive, does anyone know where i change the download location to? (the project is on my E drive btw)

nova kayak
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I'm having massive issues with my lighting, when I build static lighting my games fps reduces to 10 - 12 fps, if i turn static lighting off and only have dynamic lighting i get around 70 - 90 fps, has anybody had issues like this before or does anybody know what could be happening?

mint sequoia
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If show mouse cursor is enabled and I click anywhere - even in the game viewport, the game loses capture unless I click and drag and cannot regain capture, how do I fix it

nova kayak
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there's a node named "Set input mode game" and "set input mode UI" or "set input mode both" make sure you are enabling one of those, more than likely mode ui or mode both

mint sequoia
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That's unrelated

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This is an engine bug

nova kayak
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It doesn't sound like it, sounds like normal UE4 behaviour to me.

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You just haven't locked your cursor.

mint sequoia
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No, it's locked

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Then I click anywhere and it becomes unlocked and cannot be locked again

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Input is then only detected by clicking and dragging

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This only occurs when bShowMouseCursor is true

nova kayak
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And are you using any form of input mode?

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Im 99% sure I came across this a few years back and solved it with an input mode.

mint sequoia
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Game only, but tried them all

nova kayak
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And as far as I can remember it wasn't a bug, It was just my set up

mint sequoia
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Solution isn't the input mode

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Engine bug

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There's other reports of it originating in 4.20 and no one has a workaround that isn't setting input mode on tick

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Which I'm never going to do

nova kayak
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Yeah it's definitely an input issue, looks like the game is going into game and ui input mode or something similar, can you use keyboard presses or does it completely disable all input other than dragging?

mint sequoia
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Only affects mouse input

nova kayak
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Click + dragging is what happens when you have Both UI and Game mode input enabled, you have to click and drag the screen and you can within the game, anything else goes to UI

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I can't say for sure what exactly is happening in your project but my best bet would be input methods, do you have any way of replicating this? so that I can try it from my end?

mint sequoia
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You really gotta get past the whole game mode input thing, its a bug with show mouse cursor

nova kayak
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Alright, alright, I had the same problem and fixed it a few years back, 90 - 100% sure it was inputs but i'll leave you to it, hope you get it fixed...

errant mist
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I cant use the answerhub. Had this last time a few months ago. Pls fix. 🤗

fresh shoal
#

you can try both the forums and here

mint sequoia
latent estuary
coral shoal
#

oh no, discourse is terrible i hope they dont replace answerhub with it

arctic path
#

what is the best gpu for level design, using high quality textures, displacement? I have a 5700 xt right now, i was about to go with the 6700 xt but it seems like 12 gigs would not be good enough for level design, i seem to get a LOT of dx12 crashes with this 5700 xt.

last loom
fresh shoal
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imo in 2021 12gb is the minimum

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so if you have a little more budget you can go w/ the 6800(xt maybe)

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or even the 69||nice||00xt

arctic path
#

fuck it.

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lol

fresh shoal
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XDDDDD

grizzled bluff
#

what on earth is this

arctic path
#

good enough

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lol

fresh shoal
#

yea pretty sure it will

arctic path
#

IM SO SICK OF UE5 crashes

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i have to upgrade :/

fresh shoal
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@teal tulip is running unreal with an i7 4th gen cpu and 3070 ti

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pretty sure your cpu wont be a problem

arctic path
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but is he doing full level design, no level streaming?

fresh shoal
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idk

arctic path
#

everything being rendered at 1440 lol

fresh shoal
#

cpu is more for compiling shaders than anything else

arctic path
#

yeah

teal tulip
#

I'm one man army

arctic path
#

i need the high end details to make mapping easier.

#

me too man!

fresh shoal
#

yea sure

#

i want to be

teal tulip
#

CPU is terrible to compile shaders past the version 4.18

fresh shoal
#

but my trash laptop can't even launch unreal

#

hardly trying to fix it

arctic path
#

thats why i used that

fresh shoal
#

n i c e

teal tulip
#

also I don't use UE5

#

don't have use for it at all

#

the new features don't payoff even on the 3070

fresh shoal
#

yea ue5 is still in beta

#

so crashes are normal

teal tulip
#

the new shadows cost the same of the whole rendering pass of a complex scene

arctic path
#

yeah

#

but

#

the new shadows also use a LOT of vram in the editor

fresh shoal
#

on low-end you can still get better perf than on ue4

arctic path
#

in packed game, no

teal tulip
#

I didn't checked how many VRam used on my end but

#

this GPU is 8GB

arctic path
#

well. i did it xD

fresh shoal
#

ik

#

gg

#

it's not this

#

but I found something once where someone was on trash computer and there was some big perf improvments

obsidian mist
#

I use find sessions advanced to search for lobbies but it always returns zero, ue 4.20.3

plush yew
#

Hi, sorry for the wall of text, but I'm really hoping to get this resolved. I'm trying to run UE4Editor on Ubuntu 21.04 after following the official Linux Quick Start guide. Any time I create a new project, the "Creating Project..." dialog reaches 100%, then the editor hard closes, and the File Manager opens to the location of the new project. If I start the editor again, and try to open the project, I get an error saying

The following modules are missing or built with a different engine version:
MyProject
Would you like to rebuild them now?

If I click Yes, I get this error Engine modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE.

I have rebuilt the engine from source several times, without resolving the issue. It might also be relevant, but after I first compiled the engine, it wouldn't start because the ShaderCompileWorker was missing, which I resolved by running $ ./Engine/Build/BatchFiles/Build.sh ShaderCompileWorker Linux Development -verbose. It makes me think somehow the instructions for building from source are missing something critical. Any ideas what I could do to resolve this?

errant mist
ashen brook
#

Hey, we don't work at Epic, we're just community members just like you...

#

I would suggest posting about it on the forums

errant mist
#

ok thx

ashen brook
#

maybe contacting the UE community team through social media channels

#

like @unrealengine on twitter

light thunder
#

Gonna be hard to research this if answerhub gives me this everytime - I know they moved it last year but I've still be able to access many of these old ansewrs - I've tried logging in from there but that doesn't work either -

#

Oh shit, someone literally just asked this

fresh shoal
#

yea

#

it is not working at all rn for anyone

light thunder
#

I'm just furious that I had a license to TeamHub and no one told me lol

light thunder
fresh shoal
#

nah it's unreal engine license

#

that is expired

#

i think they're gonna deprecate it

#
#

coincidence i think not

ashen brook
frosty osprey
#

Guys, how to make something fall if a character or car hits it? like a fence

mental solar
#

I hope you dont mind me copy pasting this question here:

drowsy snow
frosty osprey
#

ok

light thunder
#

Why would this come back as empty when I am not clearing it ever?

#

Going to be very difficult to do any linetrace if my collision channel is scanning for nothing

obsidian mist
#

how to install subversions of unreal engine that are not listed

last loom
#

Victor Lerp has got the right people on the Answer Hub Licence thing

frosty osprey
#

which BP class should I use for this fence?

#

I mean actor/pawn that stuff

#

I used actor

stark tinsel
#

anyone know how to send variables to a control rig? From, say, a player blueprint or anim blueprint?

frosty osprey
#

currently, it only works if a person hits it, how do i add car too?

arctic path
#

where it says other actor

#

drag in a reference to your vehicle base bp

frosty osprey
#

I have multiple hevicles tho

#

about 5 of them

arctic path
#

you never made a base bp?

frosty osprey
#

what is base bp 😅

arctic path
#

you should always make a base and childrn from it

#

you make a Main BP and make children from it

frosty osprey
#

never done that

arctic path
#

that way the base can have certian settings you dont have to dupe over and over again

#

here ill show ya

frosty osprey
#

ok

arctic path
#

see how i have a base bp for my character actor?

#

nothing is in it.

frosty osprey
#

oh

arctic path
#

but when i add a child with everything in it

cinder panther
#

hi, anyone using FMOD with the source engine ? i get a compile error, i want to know if anyone got the same error

arctic path
#

its so much easier to make children

frosty osprey
#

I "definitely" know what children means

arctic path
#

lol

#

right click your blue print

#

create child blueprint class.

frosty osprey
#

character or car?

arctic path
#

you should make a base car bp

frosty osprey
#

ok

arctic path
#

then from that create the child blueprints

#

it will help you in the long run

#

easier to replicate too

frosty osprey
#

I right clicked

#

then what

arctic path
#

Create child blueprint class

frosty osprey
#

cretae child BP class?

#

ok

arctic path
#

yeah

#

the child is where you put all the meshes and shit

frosty osprey
#

did

arctic path
#

the base bp you put the code

#

then you can just edit the code and call a reference to the code within the child

frosty osprey
#

what do I drag in viewport then?

arctic path
#

i got tot go bud

frosty osprey
#

ok

arctic path
#

my mother needs me to come over

frosty osprey
#

ok

#

bye

#

U can Dm me

#

when u come back

light thunder
#

@frosty osprey You need to watch a video on the parent/child relationship to realize what you can do with it

frosty osprey
#

ok

light thunder
frosty osprey
light thunder
#

Most likely very similar

#

The issues you will have will likely be more to do with your being newer to Unreal

frosty osprey
#

I started using it like a month ago.

light thunder
#

I've been at it for 3 years - my best advice would be to not try to create anything for the sake of building something, meaning, if you want to build an Action RPG, don't try to build that yet, instead, take a care on Udemy, Epic games, skill share, and youtube has many playlists that are "let's build this thing"

frosty osprey
#

ok

light thunder
#

That way you know about systems/problems before you start on them

frosty osprey
#

yeah, that seems like a good idea.

light thunder
#

ShareX is a good (and free) screenshot/video recording

#

I am literally typing this down using the video recording hotkey, it's that quick/easy

frosty osprey
#

crap i type so slowly

light thunder
#

Makes it a lot easier to get help when you get good at describing the problem and mods/discord likes it because it keeps file size small

frosty osprey
#

alr going to watch some tutorials

light thunder
pearl mortar
#

Hey guys, I've started from a blank project but then decided I wanted the third person to run around and migrated the ThirdPersonCharacter. However, when I hit play I'm a flying camera instead of the mannequin. How can I play as the mannequin? Thanks

frosty osprey
#

was pretty small

#

about 50 vids

light thunder
#

Then you are on a good start

pearl mortar
#

Where should I ask my question?

light thunder
#

This is it - because scroll up and see what I told Monstrosity about learning

pearl mortar
#

me?

frosty osprey
#

He meant: U can ask questions here and if ur new to Unreal, U can do what he told me to do in above msgs

pearl mortar
#

is my problem related to parenting?

autumn flame
#

Are you possessing the character if you want control direct of it?

Or if you wanna spawn it with PlayerStart, do you even have a custom GameMode with it assigned as Default Pawn?

white ice
#

anyone else having many problems with "Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')"
in 4.26? I can use 4.25 all day long and never get a crash, 4.26 crashes every 10 mins

#

in fact, if i run 4.26 with DirectX12 it'll crash in about 5 seconds

#

4.25 totally fine always

pearl mortar
autumn flame
#

Doesn't answer my questions tho

pearl mortar
#

I dont have a gamemode

#

Do i have to import it as well?

autumn flame
#

No

#

I suggest learning the basics of UE framework if you don't have that figured out yet

pearl mortar
#

okay, but could you tell me a quick fix? @autumn flame

devout swift
#

So I got this free character asset that comes with some collision spheres (in orange) already on the mesh (or is it the skeleton that has the collision spheres?)
How do I add more of this collision spheres (or edit existing ones) to the character? (he doesn't have colliders on his legs and forearms so I want to add some there)

I want to have multiple small collision spheres or cylinders to cover the entire character so that the player only does damage when it shoots a body part but not when it shoots the big capsule collider that covers the entire character.

loud knoll
#

@white ice Did you make sure the project is set to DX12 in the platform options and then clear the build cache and rebuild it fresh you could have some mixed old and new content which can cause issues.

autumn flame
#

Better option would be creating the GameMode

pearl mortar
loud knoll
#

@white ice Also if you are switching back and forth between the engines you need to redo this process every time.

white ice
#

ah thats good to know

autumn flame
#

I really suggest learning the basics

pearl mortar
#

thank you it worked

#

will do

white ice
#

I actually only started trying to switch to dx12 just now as a last resort, from trying to fix 4.26 crashing constantly before

loud knoll
#

@white ice Also you can go to the app data folder and clear out all the shader cache

#

@white ice yeah its ok clear everything out and see if stops the crashing

#

@white ice If 4.26 was crashing for everyone like it is for you then they would have fixed it already right? so it is your project, your machine that is causing it, one shader can cause a crash so its better to have it all clean and rebuild all the shaders, if you tons of megascans or other content you didn't make yourself then it gets harder to debug what is causing the crash, the next step is copy your project and start removing things from it until you find out what is causing the crash, if it is happening with a template project then it could be a hardware issue.

plush yew
#

YO

#

GUYS

#

how its goin?

loud knoll
#

@plush yew this isn't a chat channel man what is your question

white ice
#

didnt mean to imply it was everyones problem

#

will try your solutions

light thunder
#

How can my boxtrace be hitting an object that is NOT one of these object types? Is my understanding wrong?

white ice
#

have so far seen it in multiple projects/ multiple pcs and source builds

#

so thought it might be a known thing

loud knoll
#

@white ice I didn't say that you did but I am trying to get you to think about it from the perspective of an engineer, engineers / programmers follow logic to solve issues, so logic in this case can help you frame the question, you know the answer to your first question, which is "is anyone blah blah blah" you know if that was true then they would have released a patch.

#

@white ice part of being a game dev is figuring out the best way to ask a question so you can get solve the issue yourself or get help, so this will help you down the road.

#

@white ice if you have more trouble I can help you in the stream / voice channels we can get you running smooth today. just let me know.

plush yew
#

can smvn help?

#

when im placing smthing with foliage how do i make space between it

#

?

vague ivy
#

Why is there one FPSCharacter outside Play Mode, but there are two FPSControllers in Play Mode?

arctic path
devout swift
#

what do the different colors in the physics asset mean?

wind cape
#

So I've been using some animations from Mixamo and this root motion attack I'm using ends up leaving my character couple of degrees rotated on the X and Y once it's finished, what's the best way to deal with it? setting rotation after it's finished gives it a "snappy" feel and I figured there must be a better way

plush yew
sudden totem
#

is there a way to work with other people on a single project?

plush yew
#

how i know no

digital anchor
solid sierra
#

Anyone know about maze generators and why mine might be looking more like a grid right now lol

plush yew
#

can some help how do i use foliage with trees, when i add trees they dont have collision anymore and i can go trough them

north shadow
#

Hey guys do you have a link or something who could help me for a moba games creation?

obsidian mist
#

how to get debug log console output?

maiden swift
#

Every time I open an Unreal project lately, EGS opens in my web browser automatically. Anyone else experiencing this?

#

Is it new intended behavior or a bug?

#

Might be a bug in the latest launcher build.

#

Seems quite unnecessary. 😞

light thunder
#

I just want to make a character run to a point - I've got the running animation fine but they are moving slow - I've set the max speed to a high amount, what am I forgetting here?

thick herald
#

acceleration?

light thunder
earnest pawn
#

hey, does anyone know what happened to the additive control rig in ue4.26?

plush yew
#

thanks, and how do i make space between them?

vapid umbra
#

Hey everyone, these days i was looking into Microsoft flight simulator 2020 and how they managed to bring the whole earth in the game.
Earlier this year, cesium for Unreal plugin was also released for free in the marketplace.
So I tried it and it's good but now the next step would be to segment the earth texture into distinct areas like grass, water, trees, barren etc and then spawning foliage and rocks and trees on the suitable areas.
I found some material on it but still don't know how to implement it.
Here's what I've found so far:

#
plush yew
#

very nice

#

i like the photos

vapid umbra
#

Anyone has any ideas on how to do this for the whole globe with cesium?

plush yew
#

so

#

idk

#

i i

#

i think they had very good team and then they buyed the whole earth and turned it into model

#

i meant earth like on the mao

#

p

#

or smthng

#

try to email them and askem for an tip

vapid umbra
#

Well they are using bing maps data for heightmaps and satellite imagery and then using blackshark. ai to populate it with trees and foliage as far as I know. It even takes care of buildings.

plush yew
#

ufff

#

can i ask anyone

#

how do i add water to my game haha?

lavish frigate
#

hi guys
i'm such a noob and don't know anything about UE
i'm trying to install it over EPIC Games
but it doesn't show me anything even if i click that "+" button next to "Engine Versions"

#

i'm clickin on it still doesn't show

#

i've logged in etc

lucid grove
#

Is is possible to attach mesh to two sockets? For example i have broom and its moving alongside other hand

prime willow
#

and have animations that make it hold itself proper

#

im spit balling but thats a workaround i believe

lucid grove
prime willow
#

oof

#

im so sorry x-x

obsidian nimbus
#

no you cant

#

its goin into local space of 1 socket

#

so if 2 sockets move and not in the same way how would it behave?

#

you can add 2 sockets to the broom and use IK

#

or just 1 socket and have the other hand go for that while 1 hand does the anim

#

you can attach another socket to the 1st socket, but thats gunna do no good in this case

prime willow
#

use virtual bones and you can have perfect socketing regardless of mesh using mesh compenent

#

Complete explanation on virtual bones - how they work, what is their function, how to use them to get fast perfect results on different characters, with different proportions sharing the same animations.

content:
0:00 Virtual bones Explained
7:40 Retarget options for feet
11:00 VB IK solver logic
15:05 VB vs IK bones
31:08 Build the new solver...

▶ Play video
stoic geode
#

two days ago I've started learning UE4, could someone help me?
i think i did something really bad and crashed my project

my whole level went black after i tried to place sky light actor

wary wave
#

it's also a fake link, probably a scam

#

'steancommunitiu' lol

regal mulch
#

They are all scam

#

Never click those links. Even if you know the user

plush yew
#

When I set my array to a variable, and I run some array functions on my variable, it doesnt seem to return anything. But doing the same thing with the original array does. Anyone know whats going on?

obsidian nimbus
#

set b4 get

sudden cove
stoic geode
obsidian nimbus
#

top left in viewport is set to lit, set to unlit if all else fails 😛

#

there prolly allready was a skylight in ur scene

#

i think you can only have 1

torn dirge
#

Hi

#

Im new to unreal engine 4 so srry if i ask a dumb question

#

so I made a cube and I was wondering where I could find the blueprint for the cube

#

would I have to create one or is it just there and idk where it is

obsidian nimbus
#

top right of the details panel .. add script

torn dirge
#

Where could I find add script?

obsidian nimbus
#

top right of the details panel

#

or u can R mouse content browser and create new BP

torn dirge
#

whats r mouse content browser sorry

obsidian nimbus
#

right mouse

torn dirge
#

Oh I see

obsidian nimbus
#

content browser is on the bottom on default layout

torn dirge
#

Oh found it

plush yew
# obsidian nimbus set b4 get

Tried to but it doesnt seem to work. For example, Im trying to set an array held by my player to a variable so I can use it later. But when I use the variable, it just doesnt work even though dynamically grabbing the player's array exactly the same way does work.

torn dirge
#

so I press create blueprint class?

sudden cove
obsidian nimbus
#

yea

torn dirge
obsidian nimbus
#

top left somewhere add component

#

static mesh actor

#

click that and select the cube

torn dirge
#

so I right click the blueprint class and find add component?

obsidian nimbus
#

nah u open the bp class, but a video prolly would do better for you atm

sudden cove
#

Follow this and u will get ur answers!

torn dirge
#

K

#

got it

#

thanks

sudden cove
#

@obsidian nimbus hey actually i have issues with dpad vive controller

#

Hey , I have been trying to get my htc vive controller to act as a virtual camera and I have searched through the whole internet and tried all things but it just doesn't take input from the controller and move the camera. Any help would be much appreciated. Thanks!

stoic geode
#

@obsidian nimbus Ohh, what a weird thing why it changed my view mode by itself, weird
No i didn't had any skylight, thank you, appreciate

obsidian nimbus
#

hmm i only have an oculus, the virtual production camera seemed to work for me

#

if its on runtime just attach the camera to a socket on the controller

sudden cove
#

Ah no its not working i tried 😕

obsidian nimbus
#

it should..

#

make sure u got a ref to the left/right hand and attach it

runic urchin
#

After applying a material to the floor in a brand new project while editing in Perspective Viewpoint, I begin to slowly float upwards, into infinity. I cannot stop the floating. I assumed I had accidentally triggered this and quicky hit "Ctrl + Z" to no avail. I keep floating. I can manually reposition or Focus on an Actor and stabilize my position temporarily, but as soon as I release focus or cease manual movement, I begin to float away again. Everything appears fine in "Play" mode. I even closed the Project and opened some of my other Projects. I simply began to float away in those as well. What is going on? lol.

I should mention, I am an absolute beginner, basically living off of tutorials to learn the fundamentals.

obsidian nimbus
#

do you have a controller connected and is it upside down somewhere?

stuck crest
#

Hey, anyone know any good up to date C++ UE tutorials? I was following this one from Devslopes from 2019 and ran into a bunch of compiler problems copying it exactly.

fierce tulip
#

its generally always best to follow tutorials with the same ue version they use.
while some stuff might be outdated, bug-solving should be done after you understand what you learned.

stuck crest
#

so in other words you don't know of an updated tutorial you'd recommend

fierce tulip
#

im not a c++-er, so im not the one that should/could give you advice on those.

stuck crest
#

thanks

#

so again, does anyone know any good up to date c++ ue tutorials?

or does someone else want to tell me I should downgrade my UE version

zealous shard
#

Do the functions BeginPlay and Tick on your actors and actor components ever need to be public for any reason, or can they remain protected/private. And which is preferred?

fierce tulip
#
  1. #rules no asking the same question within a certain time period.
  2. that sounds plain offensive dude.
zealous shard
# stuck crest alright

udemy has a good c++ unreal course, if you can catch it on sale for like 20 bucks i think, i took that one and the multiplayer one afterward, which got me started on unreal engine tbh

#

since UE5 is on the horizon, you probably won't find any newer c++ tutorials or courses until it's full production release

north shadow
#

Someone can explain me the node
"try get pawn owner"

#

I'm learning

stuck crest
#

@zealous shard thanks for that, do you know who made the course you checked out?

spice jay
#

anyone have blnder expirence?

unique kraken
#

lucky i just looked at this dc

#

@spice jay what u need to know

spice jay
#

i have some issue importing

spice jay
#

greystone mesh after removing the sword

unique kraken
#

i have no idea what u are talking about

spice jay
#

the hair matrials are off

#

i will show you

unique kraken
#

but, for importing you should use either the datasmith, or the ue4 send to ue4 add on

spice jay
unique kraken
#

materials do not export properly, the datasmith exportes a lot but even then not all materials

spice jay
#

it destroyed the mesh

unique kraken
#

generally speaking materials ALWAYS need to be set up manual in game engines

#

no, you just dont have materials it seems

#

wich is relativly normal when u export to ue4

spice jay
#

i removed all the matrials

unique kraken
#

bcs u need to set them up first

spice jay
unique kraken
#

make proper screenshots pls

#

win shift s, then ctrl v

spice jay
#

1 secound

unique kraken
#

and idk what even is wrong with your character

spice jay
#

i will show you

#

when i apply the matrials

zealous shard
spice jay
#

the normal mesh should look like this

unique kraken
#

Okey and wh not just use the working one?

spice jay
#

the working one has the sword

#

attached

#

i dont want the sword

#

i had to remove it

fierce tulip
#

just give the sword a masked invisible material in the meantime.

spice jay
#

i need the sword as a sperate mesh

#

because a plugin i use

#

for collision

prime willow
#

what should i even be looking into if i wanted to make something like change skin color for said mesh?

zealous shard
#

material instances would probably be the easiest way to do that

prime willow
#

ive already made all of my materials instances of the real one o-o

#

i mean the term so i can learn how to do it

fierce tulip
#

for such a basic shader you might get away with storing colors in an array and change depending on selection, and apply the change in a dynamic instance. (said by the non-blueprinter)

prime willow
#

o.o

zealous shard
#

cool, so in your blueprint you would do a 'Create Dynamic Material Instance' i believe, and then you can change your material settings at runtime

prime willow
#

well i want color wheel for clothing but basic shaders for skin color

#

oh so its different than a sort of regular material instance?

zealous shard
#

correct

prime willow
#

so i want to look up create dynamic material instance right o.o

zealous shard
#

i believe so, ya, i do something similar for my game

prime willow
#

o.o okie thanksies

zealous shard
# prime willow o.o okie thanksies

Here's a function I'm doing it in, what happens is I have a pre-defined array of Texture2D that is getting a random element from the array and setting it as the texture of the material.

prime willow
#

what if my mesh has a material slots like legs arm head body etc and i wanted all skins to change when using a color and nails to be selected seperate and irises and lips to be selected seperately via some runtime creation system

#

would this format youre showing me work for that ^

#

o-o

zealous shard
#

you can do it for as many material slots as you want, you just have to specify on the mesh itself which material instance you're using

what's happening is in that blueprint graph, you're doing the same thing as if you were to open the MI in the editor and change the settings manually:

prime willow
#

i see

#

so you can select who and what changes when a particular single color is selected from the options available

#

can this be used for clothing and weapons as well?

zealous shard
#

i don't see why not, as long as its a static mesh you should be good (or skeletal too, but i havent touched skeletal meshes yet)

prime willow
#

huh

#

thats really cool ill go try and set this up now x3

zealous shard
#

i think i can show you an example from a game jam i did where i actually changed the color of a mesh using that method

prime willow
#

Oh i would appreciate that

#

making a custom character system has been quite the work load

zealous shard
#

so for your case, you would have all your possible colors listed (skin color, etc) for the player to select, when they click that 'button' it'll call a function, like the one i pasted above, passing in an integer, where you'll get that element from your skin color array, then set the color of the mesh for the player to see the new skin color
(Im still loading the old game jam project)

prime willow
#

ive setup the mesh, materials for the most part and stuff like eyebrows eyelashes hair etc but the mode where you mess with your character has been quite the journey to make for daz 3d / mannequin like models

#

also take your time lol im still learning how to navigate this whole thing

zealous shard
#

hehe nice, i can't wait to get into the character creation stuff

prime willow
#

the sooner my custom system is done the faster i can make sick combat and movement systems >.<

#

its just an extreme lack of tutorials on how to even do that..

zealous shard
#

ok this one's more simple for ya:
firstly the material itself is literally just a color plugged into emissive

prime willow
#

o.o

rancid lynx
#

theres almost a tutorial for everything.

zealous shard
#

the instance with the "color" variable

prime willow
#

what if i wanted to have a texture with the color

zealous shard
#

lastly the function where i change it to red

prime willow
unique kraken
#

this is so hardcore overcomplicated

#

oh sry nvm

prime willow
#

but they dont cover or ellude to pieces needed just the move or change morph and camera angle thing

unique kraken
#

missread

prime willow
#

i just learned 3 days i ago i need a datatable setup allegedly..

#

idek what a data table in unreal is xD

prime willow
#

or can i do that with normal material instances

#

and can the list of colors used put on a widget system o.o

zealous shard
#

you'll always need to do the Create Dynamic Material Instance node if you want to change anything after you press Play

prime willow
#

ah

#

so dynamic material

#

than setup material

#

than put those variables on a widget

zealous shard
#

and yes for widgets, i believe you want the FColor or FLinearColor variable type

prime willow
#

am i missing any steps for that part? o.o

#

the skin color change i mean

zealous shard
#

sounds about right, your widget will need a reference to the actor that has the meshes, which you can do through GetPlayerController()->GetControlledPawn()

prime willow
#

ah

#

and flinearcolor nodes will be apply able to widgets?

limber cradle
#

yo guys, does anyone know a good functional video on how to do a grapple hook in ue4?

prime willow
#
  1. dynamic material
  2. setup material colors
  3. put variables into widget via flinear node
  4. reference the pawn used
zealous shard
#

should be, if not you can convert to different variable types, but im pretty sure widgets (i think the struct is FSlateBrush) contain the FLinearColor

prime willow
limber cradle
#

i would love it, snowie

prime willow
#

there ya go darling~

#

you can arrange some pieces to apply it to a third or top down game

limber cradle
#

thanks bro

prime willow
#

its in the description

zealous shard
#

now I want a grappling hook in my game 😛

prime willow
#

i do too :3

zealous shard
#

i wont pull a star citizen and add way too many features to never implement though 🤣

prime willow
#

yeah gotta find that balance of complexitiy and depth thats right for your project x3

drowsy snow
drowsy snow
# limber cradle yo guys, does anyone know a good functional video on how to do a grapple hook in...

This month, we explored the updated Control Rig system in Unreal Engine 4 and analyzed Sekiro: Shadows Die Twice to bring you the grappling hook mechanic!

https://www.patreon.com/Lucid_Tales_GDP

00:00 Sekiro's Roots
02:39 Game Dynamics
03:46 Grappling Hook Analysis
04:48 Detection System
11:49 Control Rig
17:26 Animations
19:31 Grappling Movem...

▶ Play video
zealous shard
#

nice

limber cradle
dense knoll
#

when exporting blender groom fur, the UV maps seem to be messed up

#

it looks good in blender but in unreal the fur is just stuck on one color of the texture

rancid lynx
#

when i pick up items in VR using blueprints, using Attach to actor, the items i pick up can pass through walls and other static meshes, even with everything set to block all. how do i stop the items i pick up from moving through static meshes? physics constraints?

#

ive never learned about physics handle. ill check that out. maybe thats it.

shadow path
#

Hey all, just joined. I'm just starting out with unreal engine, and am looking to start some basic prototyping of an idea. I'm interested in all of the new features in UE5, but as it's early access, I'm not sure how stable it is. What has everyone's experience been like with it, and would you recommend using it if I'm starting a new project?

drowsy snow
zealous shard
#

^

limber cradle
# prime willow https://www.youtube.com/watch?v=gcXZ4KzBCP8&t=1s

i downloaded this guys's project, but im not having success in making it work. his project actually has some blueprints and a note saying "remember to call this in you character bp" in some personalized event, anyone knows what can I do to make the project in this video work? im lost here

hidden tendon
#

How do I move a particle system WITH it's particles rather than just the emitter? My dust doesn't appear to move with the elevator's air the way it's set up right now

hidden tendon
#

There's always something broken when you need it lol

drowsy snow
#

Step into production or actually learning it and you'll encounter exclusive bugs.

hidden tendon
#

Yeah I'm not in the cool club

drowsy snow
#

Don't quote me on that, because Epic themselves don't encourage users to use UE5 for production just yet.

hidden tendon
#

I haven't tried packaging anything yet but from an editing perspective it seems on par with every other release, there're always bugs. Some are worse than others.

#

A few issues I was having with UE5 were related to World Partition, like not having certain actors always loaded

#

Like navmesh. My AI was buggy for no reason until I put the navmesh bounds to always loaded

#

Sounds intuitive but it's a workflow change that left me confused for a bit

limber cradle
#

https://www.youtube.com/watch?v=gcXZ4KzBCP8&t=1s
guys I downloaded this project and tried to see if it worked, but it didn't. in the bp there is a note saying "remember to call this in your character bp" but i dont know what to do. Any clues? Any help?

zealous shard
#

(basically, don't move them from where they are supposed to be in the header files)

stoic ridge
#

how do I fix this?

#

when I click play the metahuman just glitches like that

north shadow
#

wow this is perfect

dreamy zenith
#

could someone help me with a bug i have with Ai?

light thunder
#

Had a crash now this blueprint won't compile - refreshing nodes makes the error go way, I save the asset, and when I hit play, I get compilation errors - I've tried fixing up redirectors and that didn't work -

drowsy snow
stoic ridge
#

do someone knows how to use correctly metahumans?

light thunder
#

fuck - now there are two of them - somehow one of my temp assets is being pulled up

desert verge
#

how would i be able to make a blob-like character with jelly physics?

prime willow
drowsy snow
#

I think Unreal Engine 3 was attempting to do that EmilyThink

#

Though considering that Unreal Engine 3 back then were very closed source, maybe Epic used some NVIDIA stuff for that back in the day.

clever marsh
#

yo so I have never had this problem before because usually i am using premade official skeletal mesh but I need help here. How do I make this mesh work with the thirdpersonbp anim class, I need to make sure it works before making my own anim class.

covert summit
clever marsh
#

ive been thinking about using blender as a way to retarget the bones to match the ue4 ones, but I'm not sure if that would work.

covert summit
# clever marsh ive been thinking about using blender as a way to retarget the bones to match th...

if you start with the epic skeleton in blender, with roughly equivalent proportions and bone structure then it should be easy to port animations to any epic skeleton provided you've set up your retarget poses and bone mapping. The AnimBP itself is tied to the skeleton that it is tied to period though; you actually can't reuse that unless you share the exact same skeleton with the character mesh it was built for

#

I'd love for someone to contradict this, but parent animbp classes with differing skeletons doesn't seem to work in engine at this point, so if you want an animbp to work for another skeleton you need to have one for each skeleton (ie copy/paste a bunch of parameter setting and animation states)

#

and animations, though the retargetting system can intelligently reuse existing assets if you do it right

drowsy snow
covert summit
real patrol
#

is there a way to see all files in the editor, including ones in subfolders(while not showing the folders)?

crimson peak
#

Hello everyone. Where is the correct channel to ask for assistance? Thank you

#

I'm new to unreal. I've imported a model ( it's a Game boy advance SP ) I have the textures also. But it has about 2 textures and 2 materials that I had to import separately. I tried dragging them on it but its a mess 😅

sullen forge
#

when I open a ue4 project the epics games store webpage opens as well. how do I make that not happen?

desert verge
#

could i get soft body physics in unreal?

#

or do i need to do it un blender then export to unreal?

sudden cove
covert summit
turbid pawn
#

#fuckue4 i give up on making games

unkempt echo
#

Can you play the ue5 demo? and If so how?

crimson peak
hidden tendon
crimson peak
drowsy snow
tight prawn
#

I have an issue with ragdolls in multiplayer, when using the code without being networked it works flawlessly
however when I set replications "properly" and trigger ragdoll, pawns start to fly until I trigger "unragdoll" again

#

anyone knows about this issue ?

plush yew
#

yo can smvn help me?

#

idk how to fix my distance look

#

cause

#

i cant see trees when im

#

idk 2 foot away

#

i can see them when i come to the@

#

m*

#

someone

#

please

vague falcon
#

Which is the good service for Ads
please help

plush yew
#

Lol how can I get an 'accessed none trying to read property 'AI controller''for this XD

frigid bear
#

Even I get one of them for wallrun script of mine

fresh geode
#

hey guys! currently I am doing a cinematic and I need a nice and good looking swamp water with reflection like this in unreal engine but I can not make it work... does someone know a good tutorial or how quixel made it look this nicely?

inland sleet
#

Im really curious what size an Enum vs an Integer is actually. What i can find, the Enum is using 8 bit -> 256 possibilities (0-255) and an Integer 4 bytes (-2147483648 to 2147483647) is that the case?

latent estuary
# latent estuary [EDIT: SOLVED] Hello group. I'm having a huge issue with the Engine. Since a we...

[SOLVED]
After trying everything except OS reinstall, I used DDU to clean completely the video drivers. That didn't help. Then I tried to use DDU to remove Realtek Audio drivers. Magically, that worked, but only until I plugged in again a speaker, which resulted in an instant crash. Ultimately I went to device manager and uninstalled Sonic Studio Virtual Mixer, and now I can run the editor with audio without crashes. Hope this will help someone else.

drowsy snow
inland sleet
#

Great!

#

In case of network traffic, it would always be better to use enum instead of int right?

teal badger
drowsy snow
# inland sleet Great!

Just make sure you define it in the header and not inside the cpp file, and also the enum class name must have E prefix, otherwise Unreal refuse to compile it.

fierce tulip
#

we have the #fab channel to discuss such things.

teal badger
frozen stratus
#

Anyone done volumetric clouds from the space? This is from UE docs and sort of what I'm after.

#

However, when I drag the volumetric clouds actor to my scene I can't see anything. When I increase the Tracing Max Start Distance I see the protoclouds only on the edge of the planet, the shadows are visible on the front. If I decrease the planet radius they still do not draw in front of the mesh itself even though the mesh is completely within the atmosphere

fierce tulip
frozen stratus
#

those dark spots on the ocean are cloud shadows although the clouds making the shadow are not visible

#

My guess is that I'm just too dumb to figure out some simple setting somewhere

#

If I fly closer to the planet, under the clouds, then I see them also on the front. But anything above clouds I just see them behind the edge of the planet. It is as if the planet cuts through them, is always on the front although it isn't

drowsy snow
frozen stratus
#

Practical or not, I still need it for non-realtime cinematics

#

just having texture layer works from distance but doesn't work for certain angles when close to the planet

drowsy snow
#

Also consider shrinking down the atmosphere planet size for one shot.

sharp violet
#

hi idk why my code is not working pls help

frozen stratus
#

Actually shrinking the atmosphere and planet didn't solve this missing clouds on front issue. I tried that before. Funnily though, now it works as in the default cloud noise is there all around the planet. After opening UE once more, I redragged the volumetric clouds in the scene and bam, it's there. I did this before, I also restarted UE many times between and it never worked, until now. You waste hours doing something that just doesn't work until one time it does

solid oracle
#

My character went invisible during the mobile preview can anyone tell me y that happened and is there a solution?

solid oracle
#

Now clearing that will destroy the animbp of my character won't it?

heady quartz
#

you can retarget to the new skeleton

solid oracle
#

Will a mixamo skeleton work?

drowsy snow
solid oracle
drowsy snow
#

Mixamo is pretty much unsupported at this point.

next badger
#

I'm so tired of the Launcher opening web page of the store all the time it starts.

solid oracle
drowsy snow
#

Also Mixamo rig is not compatible with Manny standard.

drowsy snow
solid oracle
#

Can you suggest anything else... I don't know rigging yet

next badger
#

Mixamo works fine in many cases if retargeted.

drowsy snow
solid oracle
#

I used the auto rig and it doesn't work in most cases... At least that's what I experienced

drowsy snow
#

If you're using 4.27, there was an API change in regards to Camera Shake
Also #cpp

pine glade
#

oh mb

dense lotus
#

Hello, since i migrated assets from one Project (4.25.4) to an other (also 4.25.4) i have issues loading those assets in the editor, it simply takes for ever. I have no idear why.
Thanks in advance for any Help!
If more specific informations are needed just tell.
Please feel free to tag me or send a pm.

plush yew
#

Hello everyone I have a problem with a road I would like to know if it is possible please to be able to have in but one on the other that it does not have this effect thank you I show you

it trembles !!!

#

But

#

Now i have New problème because

#

Landscape for maker road

#

I no see when i but play

#

Why??

#

Thanks

obsidian mist
#

is it possible to use vector graphics in umg?

plush yew
#

Maybe

#

Yes

iron violet
#

How to fix this completely black shadows?

plush yew
#

??

scenic lance
#

the more i see my dev play with this stuff... the more amazed i am at this engine

tight prawn
#

I need help deciphering this performance log

#

what's the difference between tick and world tick etc..

regal mulch
#

Use an actual Profiling Session or even Unreal Insights. Helps a lot more

solid oracle
#

I tried playing my game in android preview but my character went invisible... I looked up for solutions to this problem and there I came to realise that for mobiles, skelmeshes can only have at most 75 bones. But now my mesh is not being rigged through mixamo nor auto rigger.. I just want it to have a skeleton with bones less than 75... later I'll do the animations through retargetting.. Can Anyone Help Me With This

plush yew
#

i accidently opened this how do i close it hahaha

#

oh i got it

#

doesnt matter

tight prawn
regal mulch
#

Probably. Epic's docs should have something

tight prawn
#

found it thanks

#

just a quick question since you're here

#

is there a reference for multiplayer horde AI ?

#

anything that can help me fine tune what I've already made