#ue4-general

1 messages · Page 1036 of 1

plush yew
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yo i need some help with my inventory

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this happend

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just a sec

unreal widget
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Is there any way to switch between controllers without changing map? I have two fairly different modes of play that players will be regularly switching between them and it seems like poor class management to have them both dumped into one class.

obsidian mist
unreal widget
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Yes. No point in the design should the player have access to both modes at the same time.

grim ore
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theres really no way to do that at runtime without changing the game mode, generally if you need this the special input would be on the controlled pawn or you would handle it another way

unreal widget
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What do you mean by "changing the game mode"? Like adding something to it or do you mean literally changing what game mode the map is using during runtime?

grim ore
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yes what you said, changing the level. beyond that you are not intended to swap controllers

unreal widget
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Right. I think I'm going to just try putting everything on the pawn then. Not exactly the most ideal way to do it but hey.

lament oxide
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Is there a way to stop UE4 from doing the auto adjust around another object when moving an actor?

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in the editor I mean

plush yew
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Si il y a des personne qui comprenne le français vener en mp je peut vous proposer un projet de jeux vidéo très intéressant cdt ^^

vale grove
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I am unable to open Unreal Engine on Linux

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Has anyone experienced this error

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unreal engine does not launch linux [2021.07.18-17.01.54:036][ 0]LogShaderCompilers: Warning: ShaderCompileWorker terminated unexpectedly!
obsidian mist
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i want to have reflective ui element in the widget blueprint, is it possible to make something like this in umg, or i should fallback to fit it somehow in the level?

devout swift
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Is there a way to add my source-built engine to the Epic Launcher so that I can install/download marketplace plugins without having to install the launcher's precompiled engine?

I get this message when trying to install a plugin because Launcher doesn't detect my source-built engine:

prime willow
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does anyone have any resources where you can figure out what parts come together to make character creation system

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the deeper i dive the more i find out im missing more systems necessary for it to exist

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i just learned at 4am today i need to figure out data tables to store values and call them in runtime and im wondering what else is necessary but not spoken about .-.

wary plover
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when i place like a portal from level 1 to level 2 (for example) can i somehow add a cinematic scene when character enters the portal?

latent sonnet
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Why aren't my particles showing?

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It only works with particles from the engine but not the ones I bought from the marketplace

light thunder
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I've got a crash-related issue where someone one of the temporary backup files is being loaded and causing all sorts of hell (you can see there are actually two of them here but only one is the correct one)

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how do I access that temp folder so I can delete that

dense knoll
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does groom hair not use UVs?

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hair is supposed to use the same texture as the main model

cedar wave
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What problem does the data asset solve? I'm not really sure. Say, the game is an FPS with like 40 firearms. Why wouldn't I just make a base BP_Firearm class that all firearms would just derive from? And this applies to other games as well. BP_Item or w/e. You can set the base data that is needed in all classes, in the base class.

regal mulch
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Are you aksing why one would split the data off of the actor?

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@cedar wave

cedar wave
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Uh - more or less, in this case

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@regal mulch

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So like, you have lets say, Damage, Accuracy, MaxAmmoInMag. What's the value of putting that in DA_M16 and grabbing the info in BP_Rifle instead of making BP_Firearm and deriving from it for BP_M16?

light thunder
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how do I delete something in temp/diff?

plush yew
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How can i pose my character?

hidden sparrow
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Hey is there a way to make this material always lit? So i can see with no light around?

plush yew
dense knoll
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how do you export blender hair particles to ue4 while keeping the hairs UV maping

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in blender the hair uses the texture properly

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but in ue it looks like it was unwrapped

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by that i mean it just defaults to a random spot on the texture

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and only that spot

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making the hair just plain white

random lodge
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UE4.27 crashes more often than UE5 for me. And each time I reload it it wants to recompile 1.200 shaders... 😛

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Can't complain really. When it doesn't crash it is a great piece of software! 🙂

magic cedar
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Got the grass to not output on the rock based on slope. Thats something at least lol over a day trying to get the grass to only show on the green color

stuck mirage
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Is there anyone experienced in physics assets here for UE4? Im trying to implement physics for a dress but the capsules on the body is not pushing the dress during animation.

raven estuary
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Are there any recommended courses either free or paid for getting into unreal? I want to make a lot of my 3d art and full scenes in unreal but can't find any good tutorials other then like 1 hour long ones on YouTube does anyone have recommendations?

upbeat flower
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just a newbie question : am going to use metahuman for mobile game and am going to to force use lod from 4 and up the question is will unreal include lod 1 ,2 ,3 after build ? if yes how to prevent that

drowsy snow
raven estuary
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It's not too long they are usually too short overall or like just the basics

drowsy snow
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I myself had sat through hours long tutorials in my early UE4 learning days, and back then Epic haven't made such official online learning courses.

raven estuary
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The 1 hour ones are great for like the bare basics or very quickly "ok throw this down then do this this now this" and not like what that does or why you do it if that makes sense

drowsy snow
upbeat flower
ruby folio
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Which UE version is it that lets you combine and edit meshes in engine?

magic cedar
drowsy snow
ruby folio
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In 4.26, am I able to bring in a load of meshes, combine them, into say a building, and bake that into a single mesh?

drowsy snow
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Alternatively, download Blender for free.

ruby folio
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I do use blender. But I was more interested in the baking and reducing draw calls.
Is that not what is being done here?

drowsy snow
ruby folio
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Ninjad

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Cheers @plush yew I will give it a look

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Did they ever release that level as a demo?

magic cedar
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Any ideas on how to only output grass to the green part of the blend? It is all slope based, but I am doing painting as well which complicates it a bit.

drowsy snow
magic cedar
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I have it disconnected now, but I had everything with some subtract nodes going into the grass output that is disconnected in my screenshot. I will try redoing it again now and will report back

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Thanks 👍

limber cradle
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https://www.youtube.com/watch?v=gcXZ4KzBCP8
hey guys, this dude did a blueprint on how to make a grappling hook and he made available for free to people download. the thing is: i downloaded it, but i dont know how to make it work, can anyone help me please?

upbeat flower
torn dirge
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i cant find modes in unreal

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where is it located?

covert summit
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they changed the UI in 4.26 or so, I just use the shift+1, 2, 3, or 4

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I'm pretty sure there's still a UI to switch it somewhere

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wait no its still there

next pebble
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anyone here ever deal with importing 3d Camera tracking data from After Effects into Unreal? It has been a week and I can't find a proper solution. I have seen some people do it but with crazy methods so idk if I am trying doing the impossible here.

covert summit
next pebble
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I will go ask there, thanks.

late verge
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anyone in here familiar with particle systems? i've got an issue where one of them is only spawning when it moves, and clicking "expose parameter" or "reset emitter" doesn't show anything

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i tried deleting the spawn perunit node in the emitter, but that didn't seem to do the trick. not sure what else i could try.

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and also, when the particle is spawned, i can only see its outline in the default viewport view. in game view i still don't see anything.

plush yew
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Is it possible to Pose a character in editor.??

covert summit
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i dont know much about control rig, would be good in #animation

zealous shard
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Simple question, hopefully. My Project > DerivedDataCache > Boot.ddc file is pretty large. Can this file be ignored for source control? Will it regenerate automatically like the Binaries and Intermediate folders on project build? Thanks!

zealous ocean
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[ASK]
Hey guys, please help.
I have a question about localization.
The font I use doesn't have Chinese, Japanese and Korean characters.
So I downloaded specific fonts for each languages, and the question is how to use different fonts for different languages?
Any link tutorial or any help really appreciate it 🙏

random lodge
covert summit
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yeah that's nice

nova harbor
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Thanks fam, its for the HPS1 jam

covert summit
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best of luck :-)

nova harbor
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😄 thanks! I always welcome more luck in my life haha

frigid bear
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first add the grapple component in the view port

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then in the event begin play take th grapple component and add the intialize function

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add a rotating cam (if you dont have one) basically a normal cam

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after doing that

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make a keybind for the grapple

obsidian mist
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does Join Session work with level streaming?

regal mulch
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Eh two different concepts so not sure what you mean

lapis hare
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me too. i have an rtx 3090 and after 10 minutes i have to restart the editor. its a shame that after a year no one have a solution. in my other configuration its the same 2xRtx2080TI.

drowsy snow
vestal yew
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Who's the owner?

drowsy snow
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What?

vestal yew
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<@&213101288538374145> I want to know who's the owner

drowsy snow
vestal yew
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I'm asking for the owner who has the ownership of this server

weary basalt
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@maiden swift Is the owner.

vestal yew
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Ok

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Thx for the guidance

lapis hare
weary basalt
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@vestal yew If you read the #rules and #more-resources channels you would not have needed to Ping all the Mods.

drowsy snow
vestal yew
drowsy snow
covert summit
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lmao

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karens

obsidian mist
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how to deal with with such issue that getplayercontroller sometimes returns none?

waxen vector
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Hello, guys I am facing an issue. Material is not being applied to section even when it is being highlighted.

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Left eye does not seem to glow.

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How can I rectify this?

drowsy snow
waxen vector
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Yes, I am working in blender!
I did re-calculate normals outside. The problem still persists...

regal mulch
waxen vector
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In blender

drowsy snow
waxen vector
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Please, can you tell how to do that?

brisk nimbus
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Heya, I´ve made a really dumb mistake.
I wanted to clean up a project before export and moved a mesh that was just based on the basic sphere from engine content.
And now its gone from all my projects that reference it (For example skyspheres from marketplace...)...?
Any way I can get it back to its original location? Or do I need to reinstall Unreal Engine? Can I break existing projects,if I reinstall the engine?

wary wave
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reinstalling shouldn't break existing projects

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if you didn't save the broken references, they will likely also be fixed by reinstalling

drowsy snow
waxen vector
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What is the next step?

covert summit
drowsy snow
brisk nimbus
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Or rather not realizing the severity. I figured I just had moved the engine content for this specific project, not for ALL projects.

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Ah, thanks man. I love Unreal Engine...:)

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I´m using perforce for the first time on a work project and was just trying to keep things clean.
I had an issue at some point where I was referencing starter content in a project and perforce didnt update that properly.
So now I know, starter content is not the same as engine content...

stiff bane
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is it possible to have 2 anim montages opened at the same time? like it closes the other one if you open a new montage and its anoying

drowsy snow
crystal skiff
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I am new to making games, thoughts on this game I want to make. the game will be multiplayer, you all are on sleds, you go down a hill you gotta avoid stuff, the person with the highest score wins, the movement wont be W to move forward, to move forward you have to kick (Kicking would be Q and E) with kicking thats how you move forward, turn, etc

Edit -
It would be top down or to the side, I might add coins and like a shop, I plan for PC only but mobile would be an idea

fierce tulip
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check the pinned message in this channel for a lot of getting started with ue4 content @crystal skiff

crystal skiff
fierce tulip
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the moment you add multiplayer as someone who has not done any gamedeving, you'll have a hard time.

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its better to start simple, way simple

crystal skiff
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I might start off with the basic game and just do highscore then add multiplayer when I understand UE4 more

stiff bane
fierce tulip
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yea, just start doing the getting started courses, and make notes on things you think will help you with your game once you feel ready to tackle it :)

crystal skiff
fierce tulip
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yea they are a good start

crystal skiff
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Thank you! I will go work on a few of them! how much are there? also sorry for asking questions but should I use C++ or Blueprint, so far blueprint seems more simple I did do a bit of coding on unity but I enjoy UE4 more

obsidian mist
crystal skiff
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Can I use C++ and Blueprint in 1 project?

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Oh thats great

obsidian mist
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how to set listen option with level streaming , or only open level has this option?

crystal skiff
drowsy snow
crystal skiff
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What is a profiler? sorry.

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Oh that will be really helpful

drowsy snow
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Unity don't have a solid built in profiler, so can't blame you 🤭

crystal skiff
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Also one thing, my friend is also gonna use UE4 when he gets a better PC, is there any way we can Team-Create a project?

drowsy snow
crystal skiff
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forking?

drowsy snow
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Guess they stepped up the game in recent versions.
Back then it was lacklustre.

crystal skiff
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RQ I swear I hope this is my last question, but how do I turn off steamVR on lauch of UE4?

drowsy snow
crystal skiff
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Oh so if you place something they cant copy and paste it?

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oh alr

drowsy snow
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At least I remember how difficult it was to profile Unity 5.x

vocal herald
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How to get vector perpendicular to 2 other vectors?

obsidian mist
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i have 2 games started: one is meant to host game, and another to be the client,

  1. game creates lobby and sets stream to the desired map instead of main menu
    2.game client finds lobby, joins it, but after joining it gets default pawn ( server normally gets manequin character)
    how i could improve that, just a simple logic on server side, to spawn actors and possess them or something else?
hollow falcon
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I’ve confused myself with level streaming. Please help!

I have a persistent level where I (assume) I store my third person character and playerstart, since I need those in all levels.

I then have 14 levels just for individual sections of terrain (one per large area of the world) and atmospheric settings like sky sphere and weather that will be the same for all of that specific area.

I then have numerous small level maps that hold items only required for those bits of the game that can be unloaded the rest of the time.

Depending on which character type the player chooses, they will start the game in one of 7 locations. If they load a saved game, they will continue wherever they last logged out via save game slot data.

I’m setting the start location for one character type first to test out how it works. On a start menu button click, I need the start menu widget to unload, the large terrain map for that area to load, and then I can add the first ‘mini’ level map via a streaming volume at the player start point.

The menu widget disappears, the terrain loads, the character loads, but it just falls through the ground. What part am I doing wrong? It’s driving me nuts! 😣

glossy urchin
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Hi everyone! I saw am working on a motorbike demo with chaos vehicle. I cannot seem to figure out why the wheels fall through the floor when riding over steeper objects. Any help would be massively appreciated

drowsy snow
hollow falcon
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No, just streaming volumes (or will be)

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Haven’t even got that far yet. Just trying to get the persistent + terrain to load with the character functioning ok.

drowsy snow
icy egret
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hey I have a question
is there the way to optimize EQS?? it sometime causes stutter when using trace or get actors or something

hollow falcon
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This isn’t being streamed. The terrain is just loaded when I click the menu button

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Onclicked > Open Level By Name (terrain map) > Remove from Parent (start menu widget)

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It appears ok, just the character doesn’t seem to recognise it and falls through

drowsy snow
icy egret
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hmm interesting

drowsy snow
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Stealth is kinda redundant for JRPGs, except maybe some preemtive strike. Thus me not using EQS just to get visual sensing working.

lucid grove
obsidian mist
icy egret
drowsy snow
lucid grove
icy egret
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got it thanks

lucid grove
# icy egret <:kappa:230139910307315712>

Just try to make your own simple one. Trace multisphere sphere and add characters with tags you need and add them to array. Then set some check that removes characters from array with some conditions like: istargetalive, getdistanceto and etc.

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Compare performance.

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I switched from EQS since i didnt need most of the features and it worked not really well in open world

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Basic pipeline something like that:

  1. Multipshere trace for objects
  2. Check if actor has tags you need, if yes - add UNIQUE to array
  3. Check array - all added actors alive, near player and etc if not - remove from array
  4. Repeat
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You can set timer for trace with different conditions: like only fire when player is near and set timer that fires 0.1 seconds instead on every tick

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Ah and of course if you draw debug line every tick it can significantly drop performance

obsidian mist
drowsy snow
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World origin rebasing only works on single player.

vague falcon
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Can anyone tell me what is this error about when i Push to origin in Github

drowsy snow
vague falcon
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yes

drowsy snow
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Consider asking there instead.

young cave
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Does anyone know a good way to learn c++ for unreal engine? I've only used BP's before

wary wave
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I would follow through a textbook that covers the basics through to classes, inheritance, polymorphism etc - then just dive into it

wary wave
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the Unreal C++ API is pretty similar to BP in many respects, so learning the few macros and quirks, by doing, is perfectly valid

regal mulch
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I would probably, at all times, suggest learning the basics of C++, and then go and convert some BP project (something simple) to C++.

wary wave
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aye, seems reasonable

regal mulch
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I don't like the idea of Learning "only" UE4++. As soon as UE4 stops holding your hand with macros and what not, you are lost

drowsy snow
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Unreal Engine's C++ is not that different from bog standard C++, aside from some macros and convention.

wary wave
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eh, I dunno - technically it is all C++ - but it's very macro heavy 😄

drowsy snow
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The macros are basically just Unreal's way of doing things within its environment.

obsidian mist
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how to make sure that the widget persists between joining session?

young cave
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Thanks! Those are some good links you gave me, allso some people suggested m3school, so I'm gonna try that out as well.

sterile lichen
obsidian mist
young cave
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Thanks! Those are some good links you gave me, allso some people suggested m3school, so I'm gonna try that out as well.

obsidian mist
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it is loading screen so it has to be in that time so it doesnt flicker

drowsy snow
obsidian mist
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maybe this join session lacks something called server travel / seamless travel?

tight prawn
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I'm trying to pinpoint what's causing the huge performance hit in my game

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this information is not leading me anywhere

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same result

magic cedar
snow fog
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hello, I know that in Unreal Engine 4 there is a Download Image in blueprints and I have a question if there is a Download .fbx or similar in blueprints or is it possible to implement it at all?

tight prawn
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is there a spawn system that can handle spawning 300 pawns ?

tight vapor
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Why doesn't the ocean blend with my landscape

obsidian mist
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Event is not called , target is widget that is stored in game instance and created at event init, what may be wrong?

plush yew
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Ya t'il des personnes qui parle français

keen birch
keen birch
obsidian mist
keen birch
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There isn't anywhere near enough context in that screenshot to help you

keen birch
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When I see a screenshot like that, I'm not very eager to help debug it

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Because it'll likely be a massive pain

obsidian mist
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so it is loading screen, the fade in function is called, but the event attached to it not, so it stays on the screen all the time

quaint fox
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is Advanced Copy supposed to load every asset in the project?

drowsy snow
plush yew
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suddenly I think I need help to make a route I do not understand what happens when I but play it disappears thank you

cedar wave
regal mulch
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Have you watched Allar's video about DataAssets?

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There is some value in cutting off the Data from the BP. One is that UE4 offers auto discovery of Primary DataAssets. So patching your game with new content becomes a lot easier.

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Working with Designers and Programmers together also becomes nicer, as Designers don't need to touch any code classes. They simply add/remove/adjust the DataAssets

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DataAssets become reusable, in case that makes sense for any of your setups. Meaning you can use a DataAsset in two different Blueprint classes

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Data can be passed around easier, cause it's always wrapped into a nice package

cedar wave
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Not Allar's but Mathew's. I also tried gathering info from the interwebs. But I couldn't really piece it together.

regal mulch
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You should probably watch Allar's a bit

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I think Mathew only explains a bit on how to use it. And not really the whole thing around it or?

cedar wave
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I come mostly from Godot land, and it sounds like it may be something akin to a custom resource over there or a scriptable object from Unity.

regal mulch
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Yeah I usually tend to not compare engine stuff like that

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Wasted time :P

cedar wave
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Eh - helps sorta reason about it though.

regal mulch
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Sure, either way, check if DataAssets work for you and either use that or stick to having the data tied to the Actor class

cedar wave
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I take it that the video you're recommending is his rant one? lol

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Yeah - I'm aware

regal mulch
wary wave
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one nice advantage to data assets, and data tables, is they can both be exported to human readable formats, and imported back in

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you can't do that with blueprints

regal mulch
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What do you export DataAssets to?

cedar wave
wary wave
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we export them to JSON and import them the same way

regal mulch
wary wave
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this functionality isn't exposed to UE4 by default though, you need to add it

cedar wave
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But yeah - this video didn't pop up in my google-fu. Would've watched it prior to asking. (Definitely prefer googling before asking)

regal mulch
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Sounds like something that would work with normal BP Classes too though

wary wave
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wouldn't really be human readable

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on a previous project I worked on (multiplayer) we also stored all the balancing data in data assets, and downloaded it from the dedicated servers

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so no need to patch games for balance changes

cedar wave
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So on game launch - they have to download the DA's, along with the map?

wary wave
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no, just the DAs

cedar wave
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That's a neat idea.

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Ninja edit!

ancient obsidian
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Subj: lag on level streaming. So I've started a small pet project, when my pawn runs forward and additional small landscapes with foliage are spawned along the way. As standard as it gets. Still, there is a noticable lag / freeze when it happens. I hoped it can be done seamlessly in a background thread or something, achieving endless running experience, Temple Run-style.

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I've searched the answer hub, there are posts from 2014-2016 complaining about the same and promises from Epic to work on streaming performance. Does everyone still suffer from this, or I'm doing something wrong? I'm using array of Level Streaming (object references) to control streaming in/out.

wary wave
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in default UE4 it's hard to prevent hitching when async loading levels unfortunately

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but also this is really not how I would approach an infinite runner, because you will rapidly reach outer limits of the playable space where floating point accuracy issues cause the game to break down

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in an endless runner, you bring the scenery past the player, not the other way around

obsidian mist
# drowsy snow I suggest you look (and expand) on this https://github.com/truong-bui/AsyncLoadi...

if this will result in persistent loading screen, i surely may use that, because it's hard to achieve loading screen that stays on the screen when i have to join session, so connect to other server, i think that this what happens after opening connection is unavoidable without heavy modification, but what i tried to do was to recreate loading screen on the event tick with doonce as suggested in one answer

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the only thing i do not know why doesnt succeed is that event that should fire

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perhaps it just means that by this time as the whole logic is in level blueprint, it gets deleted, and therefore cannot continue

ancient obsidian
wary wave
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I mean the UE4 world is only 10km across, at human sprinting speed, you'd run 5km in around half an hour

fair summit
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I have 2 TriggerBoxes and I want to connect them both to the GetActorLocation node or whatever you call it but when I connect the second one it just replaces the first one, Is there a way to connect them both to it without one getting removed

ancient obsidian
teal badger
#

Is there any way to do this?

mellow yarrow
#

yo, how can i separate FUNCTIONS into subcategories (left side window where all functions are listed) again? would like to keep everything clean & sorted...
as seen in SS

ancient obsidian
ancient obsidian
mellow yarrow
fair summit
grim ore
#

if it did that you might have another event begin play already

fair summit
grim ore
#

does the blueprint you pasted into already have a begin play event?

fair summit
grim ore
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so your copying code in a blueprint to duplicate it in the same blueprint, why?

fair summit
grim ore
#

well what I mean is what are you doing?

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your copying the code because you want to....

fair summit
grim ore
#

what does the code look like now that you are trying to duplicate?

fair summit
#

@grim ore

grim ore
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ok so your begin play is calling an event, and that event basically just spawns an enemy every so often?

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and the "trigger box" is being used as "where" the enemy is spawning

fair summit
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yes

grim ore
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you want to add another trigger box, and spawn more enemies from it at the same time?

fair summit
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yes

grim ore
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you basically want to make a new event, maybe SpawnEvilCube2 and it should look the same as the first SpawnEvilCube

dreamy zenith
#

so ive hit a pretty big roadblock, i set up a reload function but the function is applying to every child actor from the base_gun how can i make it so it only applies to the weapon in hand? any help would be appreciated

grim ore
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it should have its location come from your 2nd trigger box

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and then to make it work, you copy the "Set Timer by Function Name" and put it after the first one and make sure it calls the 2nd event you made

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so begin play -> spawn 1 enemy from 1 trigger box -> spawn 1 enemy from 2nd trigger box

fair summit
grim ore
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@dreamy zenithhow are you calling this reload event?

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@fair summit what you see, my screenshot, is what your blueprint should look like. 1 event begin play and 2 custom events

dreamy zenith
grim ore
#

@dreamy zenithso then what is this reload event targetting when it is called? thats what I am asking. How are you saying "hey gun I have in my hand, you need to call your reload event"

dreamy zenith
#

it's targeting the base_weapon

grim ore
#

maybe show your code

#

somewhere in your world the weapon should exist, you should be targetting just that on weapon.

#

but I dont know how your code is set up

dreamy zenith
#

this is the actual function

grim ore
#

ok so that is on the base weapon class

dreamy zenith
#

yes

grim ore
#

yep but where are you calling this at

#

what part of your game goes "yo weapon, reload"

dreamy zenith
#

here

#

in my main player

grim ore
#

ok on the player, what is reference?

dreamy zenith
#

the base weapon

grim ore
#

so its not the actual weapon in the world?

fair summit
#

I probably didnt understand your screenshot well but here is what happened when i tried to name it the same function

dreamy zenith
grim ore
#

dont name it the same, add a 2 to the end of it

#

so if its not the weapon in the world being asked to reload, why not?

dreamy zenith
fair summit
#

anything else that i should change?

grim ore
#

@fair summityour trigger box on the SpawnEvilCube2 should be the 2nd trigger box (assuming you want it to use a different one)

#

and then you need the Event Begin Play to call the Set Timer node twice. it calls it once now, you need to copy that set timer and paste it after and connect them then change the FunctionName to SpawnEvilCube2

#

@dreamy zenithwhen you say "Refence" is the base weapon, what do you mean by that. How is your "weapon in hand" being used? is it spawned into the world and attached to the player and it actually exists or is this just some data somewhere or what is the "weapon in hand" when the game is running that you want to reload.

#

if you want the actor to call its function "reload", you need to tell just that one actor to reload. Normally you would have this actor, the weapon in hand, somewhere and you talk to it directly

dreamy zenith
grim ore
#

but you dont want to reload before it exists right?

dreamy zenith
#

is see

grim ore
#

once your widget spawns it, how do you keep track of it?

fair summit
green widget
#

Hello, I am quite new to Ue4 but I was wondering of someone could help me edit the ALS V4 to make a working damage system with weapons.

fair summit
#

unless there is a way to disable this

grim ore
#

the white wire is an execute wire, each node that can execute has an IN (top left) and an OUT (top right). connect them together

#

so begin play -> timer 1 -> timer 2 all connected with the white wire

fair summit
#

like that?

grim ore
#

yep that will do one thing then the next thing then the next thing then the ....

dreamy zenith
grim ore
#

Somewhere in your game do you keep track of the actual weapon. as in "this variable points to this weapon"

fair summit
#

It works!

dreamy zenith
#

which will spawn the weapon and add it to a variable

fair summit
#

ty

#

didnt know what that outer excel did

grim ore
#

ok so if you add it to a variable then that variable points to your weapon you want to reload, you would call "reload" on that variable then

dreamy zenith
#

it's not compatible, the two variables that are made use actor as the reference, and the not the base weapon

#

iv'e been trying to make it compatible for a while

grim ore
#

ok so your base weapon has reload, we are good there.

drowsy snow
grim ore
#

what type is the weapon you want to reload, what class?

dreamy zenith
grim ore
#

lets reverse back one. Base Weapon class is where reload is. your weapon you want to reload, is it a child of Base Weapon?

grim ore
#

ok brb and ill help some more

dreamy zenith
#

take your time 🙂

grim ore
#

if its a child actor that your variable is that is holding the weapon, you would get that variable (child actor component?), get the "Child Actor" variable from it (this is the actual item you spawned in), then if its a child of Base Weapon you should be able to call reload on it

drowsy snow
grim ore
#

I have a feeling your getting stuck on getting the actual instanced class, the spawned in item in the world, out of the child actor component (using the Get Child Actor node does this)

dreamy zenith
green widget
#

:D

dreamy zenith
#

but it's better to start small

green widget
#

aggggggghhhhhhhh

drowsy snow
drowsy snow
#

General rule of thumb:
Nothing in life is instant.

Take your time learning the engine, go through some free courses and learning resources. Make use of official Unreal Engine learning courses, and learn through it. I'd say newcomers have more learning resources in 2021 than what I have back in 2017.
https://www.unrealengine.com/en-US/onlinelearning-courses

Unreal Engine

Unreal Online Learning is a free learning platform that offers hands-on video courses and guided learning paths.

green widget
#

k thanks

grim ore
#

@dreamy zenithif you get stuck let me know, im sure we can figure it out with a few more screenshots

dreamy zenith
grim ore
#

so how do you know which one of those is the main weapon or the weapon equipped or the one you want to reload?

#

like somewhere in your game you are keeping track of your weapon you want to reload somehow right?

dreamy zenith
#

i don't

grim ore
#

so how do you know what is your "main weapon" ?

dreamy zenith
#

when making it i though i could've just used the socket as reference

grim ore
#

or whatever weapon the player is currently shooting with

dreamy zenith
grim ore
#

like is your fire event on the weapon itself like reload or does something else fire

dreamy zenith
#

but to be fair i used a flip flop node so i could switch the weapon socket

#

so i never really added a variable

grim ore
#

maybe a screenshot of how your character is set up that has the weapons? the components list on the top left

dreamy zenith
cedar wave
#

So I just finished watching Allar's video on Data Assets. It seems as though it would still be recommended to do a BP of an actor and a DA to represent the data of that actor. So BP_M16 and DA_M16. But some stuff should still be from a master class because Data Assets should be read only data, so, like the AmmoInMag, which would need to be modified at runtime, wouldn't really be in the Data Asset.

dreamy zenith
#

the hand is considered the "main weapon"

grim ore
#

so "Pistol Actor" is the weapon they are firing?

dreamy zenith
#

i use a flip flop to switch the actor from the socket to the main hand

grim ore
#

ok so you have a equipped variable...

dreamy zenith
#

yeah

#

this where the equipped gets it's value (its the same for the secondary function)

grim ore
#

so you have a secondary and primary variable, what are those?

#

those are your two spawned weapons right?

dreamy zenith
#

yeah

grim ore
#

ok so how do you actually fire a weapon?

dreamy zenith
grim ore
#

the weapon has nothing to do with the damage then? your player is just hitting them

grim ore
#

so then the issue is trying to figure out if the primary or secondary is the equipped weapon

grim ore
#

so this is what you need to do, play the game and equip a weapon, and hit shift-f1 to unlock the mouse, then go over to your outliner and click on your player. we want to see the way its got the weapons set up (I have an idea)

#

mainly how the details structure is on the player when playing with weapons

dreamy zenith
#

ok

keen mauve
#

having a weird issue, dont know what is wrong but my projectiles are not bounching on my floor and i dont what i am missing

dreamy zenith
keen mauve
#

yes

dreamy zenith
#

set a collision to the floor itself

dreamy zenith
keen mauve
#

is there a setting i can set or how do i add collection to the floor?

grim ore
#

when playing? shift - f1

lucid grove
#

Hey fellas, is it possible to maintain 120 fps on openworld games with forest and grass with 1080p resolution on rtx 3070? Im constantly trying to keep it at steady 120, but almost always falling to something like 90-100

grim ore
#

but I have a solution to your problem probably but... man... its so wonky due to how you are doing this lol

dreamy zenith
dreamy zenith
dreamy zenith
#

later on the top bar there should be a collision button

keen mauve
#

the floor is just a object i added from the scene editor

dreamy zenith
dreamy zenith
grim ore
#

for what you have now this is basically what you need to determine what is attached to your equipped actor

#

your basically getting the primary or secondary weapn, getting what it is attached to, and comparing it to your equipped variable. if it matches that weapon is attached to equipped and you could then just call reload on Primary or Secondary based on what is equipped

plush yew
#

Hi! I need some help. I want to change volume with a button between 2 metasound instances.

dreamy zenith
keen mauve
#

other physics objects stops on the floor

dreamy zenith
#

do you dont want that to happen?

keen mauve
#

and i can hit those physics objects with the ball .. but they also dont stop the ball the ball imparts an impulse but still goes thru the object

#

image a tennis ball that bounces when it hits anything

#

this one doesn't and i dont know why

#

i want the same behavior as the fps smple projcet

#

i have read that over and over i think i have everything setup

#

but mine just doesn't bounce

grim ore
#

is your projectile movement component set to bounce?

keen mauve
#

yes

grim ore
#

does it bounce off of walls or other objects?

keen mauve
#

no

grim ore
#

what is the collision set to on the collision component?

obsidian mist
keen mauve
#

THANKS!!!

#

i knew i missed something just didn't know what

#

its set to overlapALLDynamic

#

but the floot isn't dynamic though?

grim ore
#

this is the projectile from the FPS project

keen mauve
#

ah ok so they dont use a preset its a custom one

grim ore
#

you can use the physics actor preset

#

they just wanted to make sure the object was set to projectile for their sample is all so it has to be custom

#

they didnt want it to bounce off the player for example

keen mauve
#

yeah ok thanks

#

i am still VERY new to game dev

#

and i learned something now

#

thank you so much

muted iron
#

if i am working with a dynamic lighting project, but want the lighting to be different for each camera in my scene, if there a way to save scene states or somewhere where i can save lighting configurations per camera?

grim ore
#

as in you look thru one camera and the light is X, you look thru another and light is Y?

#

there are lighting scenarios but those are for precomputed lighting. If you are using dynamic lighting you can just save the lighting data somewhere and update it as you change cameras. store it in a data table, or just put it all into one blueprint that handles it when you change cameras

muted iron
#

i was hoping there was a simple way to save scene states, so if i was changing a lot of lighting parameters for each camera i could just save/load the settings easily

grim ore
#

Technically you could use sub levels

#

Each set of lights that are unique to each camera are in their own sublevel and you just unload the sub levels and load just the one you want to see

muted iron
#

ok that could be a workable solution, i wasnt sure there was a built in system for that

grim ore
#

Yeah the built-in system is lighting scenarios but those are for static lighting you basically build your lights say for day and then build your lights for night and you can toggle them

muted iron
#

right, ok thanks

keen mauve
#

silly question but why cant i packet my project :/

#
UATHelper: Packaging (Windows): Win64: (Status=Invalid, Installed=, AutoSDK=, MinAllowed=10.0.00000.0, MaxAllowed=10.9.99999.0, Flags="Platform_ValidHostPrerequisites")
UATHelper: Packaging (Windows): ERROR: Win64: Unable to find any Sdks that could be installed
UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done! 
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=10 (Error_SDKNotFound)
PackagingResults: Error: Win64: Unable to find any Sdks that could be installed
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: SDK Not Found```
#

which sdk does it need?

grim ore
#

its linked in the ue5 channel

blissful sage
#

any document on whats the difference between each project template(game film..) is?

#

i heard different console variable is set but unable to find any documentation

obsidian nimbus
#

diffrent plugins and diffrent content

#

you can make a basic start with things you often use and save it as template urself

blissful sage
#

no console variables?

obsidian nimbus
#

dunno, mayB some

blissful sage
#

ok, thanks

grim ore
#

more than likely no console variables due to the way templates are created. It's possible to sneak them into the config files that are used but not likely (none that I have seen)

blissful sage
#

got u

maiden sundial
#

Any one knows the name of this technique where you have a sword on your back while it simulates physics or similar ?
Like in Witcher 3

#

Like that it jiggles when you move

spare kernel
#

AnimDynamics?

maiden sundial
#

I'll take a look into that

#

But from the first look it seems like that's what i want

grim ore
#

I just call them dangly bits

obsidian mist
#

i want to kick all players from the server, what should i use?

maiden sundial
#

Actually, seems like i can get it to work with virtual bones

timid frost
#

hey guys how can i take two boolean for sight and hearing config separately ??? and location of sight stimulus and hearing stimulus separately also
if it sense one thing (hearing ) instead of going on to sound location it comes to my character location even if it has not seen me ?
???

zinc shore
#

i buit this plugin on to work on linux ue5 source build but when i open if ue5 on windows it just tells me to rebuild from source manully why wont the plugin work

#

the plugin dose support windows but it wont compile for a version thats diffrent from the source build

north shadow
#

In a widget blueprint i put a vertical blue print and we dont see him in the graph why?

#

Why? :/

timid frost
#

hey guys how can i take two boolean for sight and hearing config separately ??? and location of sight stimulus and hearing stimulus separately also
if it sense one thing (hearing ) instead of going on to sound location it comes to my character location even if it has not seen me ?
???

timid frost
#

😑

drowsy snow
crude tulip
#

One message removed from a suspended account.

timid frost
fierce tulip
#

@crude tulipyea it opens any assets you had open before closing it. sometimes it works, sometimes it doesnt

crude tulip
#

One message removed from a suspended account.

clever marsh
#

does someone mind helping me with this? The mesh doesnt look like this but when its actually in the game it looks like this.

plush yew
#

does anyone know how to fix this issue:

#

"Failed to connect to source control. Check your settings and connection then try again."

#

im trying to get this to work with unreal 5

random violet
#

is there an event or something i can call to check for when mouse input stops? basically, i've got a function that resets something in position to the camera and when the mouse is moving sometimes it gets off a little. If i call this function manually, it jumps back on, so I figured if I could test to see that mouse input has stopped and call it then.

clever marsh
#

do you mean when you stop clicking the mouse button or when the mouse stops moving?

fair summit
#

I have this graph for my death screen and I want it to disappear when I press a certain keyboard key but Add to viewport can not be connected to keyboard keys only mouse and another hardware (Forgot its name) Is there a way to connect this to a keyboard key input?

regal mulch
# north shadow

Select it and check the details panel on the right. At the top there is the Name and next to it a Checkbox. That needs to be checked to be able to use it in the Graph.

amber shuttle
amber shuttle
#

remove from parent

#

removes it

#

set the widget as a variable and then do a "remove from parent" on your key event

amber shuttle
#

drag from return value of Construct you died

fair summit
#

then connect it to what?

amber shuttle
#

there will be an option to make a variable

#

connect to nothing

fair summit
#

it did this

#

what now

amber shuttle
#

go to your key event

fair summit
#

i dont have a key event

#

i do have a key variable

#

that i made

clever marsh
fair summit
#

but im not sure if it works

amber shuttle
#

no

#

make K event

fair summit
#

is it from event dispatchers

amber shuttle
#

should be red

clever marsh
#

right click on the event graph and type k and there should be an event

amber shuttle
#

but this will work only if its in possessed actor blueprint

#

get your widget variable

#

drag from it

#

and find function "remove from parent"

vale grove
#

I cant find tutorials teach tap and double tap and hold button

#

These 3 togather

fair summit
#

its my first time using ue4 sorry

amber shuttle
#

your widget variable should be somwhere there

#

drag it from there near the K event

#

there will be an option to "get" it

fair summit
amber shuttle
#

variables

fair summit
amber shuttle
#

yes newvar

#

drag it into the grid

fair summit
#

ok i got it

#

now?

amber shuttle
#

remove from parent

#

drag from newvar and type that

fair summit
amber shuttle
#

connect to pressed

fair summit
#

what is it called

amber shuttle
#

and try if it works

fair summit
amber shuttle
#

pressed on the K event

#

so when you press K it will trigger this remove function

fair summit
amber shuttle
fair summit
#

ohhhhhh

#

now?

#

is that it?

#

alright

random violet
#

if i want to put a delay that waits until the montage is done playing before calling "adjust sights," can I do that? I know i could just do a manual delay, but the montage is variable. Juts trying to see if there's a way to do it without an animnotify on every possible montage.

clever marsh
#

does anyone know how to fix this?

#

seems like the part that has like a semi transparent white over it is blacked out in game.

astral phoenix
random violet
#

thank you!

fallow hornet
#

Is there a way to always display the rectangle light locator?

#

without having the light selected

drowsy snow
fallow hornet
#

They do, but I am doing something in a specific way with my rectangle lights that I want to view all of them at once without having them selected

#

I know with maya i can toggle the visibility of the locators on and off

fallow hornet
#

Correct, I am asking if UE can do it?

drowsy snow
#

Nope. It's only when selected, because debug shapes are heavy stuff.

fallow hornet
#

Thanks, that was the answer I was looking for

crimson peak
#

Hello. So I used this Matt guys Main menu tutorial. Wathed it twice and followed everything to a T. The issue is the Main menu is not interacting with the cursor at all. If anyone knows why, I'd highly appreciate the help!! I linked his video incase he maybe made an error or something. I unno

https://youtu.be/K1vVbwMJCTQ

Hey guys, in today's video I'm going to be showing you how to create a main menu for you games in Unreal Engine 4, we will be going through designing it and the functionality behind it, for example going between different widgets/menus, and starting and quitting the game.

Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list...

▶ Play video
clever marsh
#

i did this same tutorial and it worked. Did you make them buttons?

crimson peak
#

Ya I followed everything and watched the video twice. Would you want to screen share? I can show you my screen? I've never done that before though. I'm probably missing something. But I can't figure out what 😅

clever marsh
#

uhh yeah sure

#

go to programmer parlor

crimson peak
#

Okay. And if you are busy its ok. I'm just confused lol

clever marsh
#

i actually dont know if you can screen share

#

just send a screen recording

crimson peak
#

If there is a channel to share my screen I can go there

winged notch
#

Virtual GDC 2021 is going From ( July 19 - July 23 ) registering is live now
https://gdconf.com/

Game Developers Conference

GDC is the game industry's premier professional event, championing game developers and the advancement of their craft. July 19-23, 2021.

winged notch
#

yup

drowsy snow
#

Yes, because it's event schedule

obsidian mist
#

i have logic in level blueprint's event beginplay, but it relies on things that are done in game instance's event init like variables, it leads to some error messages "Accessed None trying to read property", but the otherwise everything looks ok and nothing is broken, but those errors should be eliminated. So is it right that event begin play in level is not the right place to rely on data from game instance's event init, and if yes, how i should do that? Dispatch some event?

plush yew
#

How can I see the light scattering without looking at the sun directly?

crimson peak
#

Not enough people to help here, going to look for a better Server.

haughty barn
#

hey guys, is there a room for help or advice? I am stuggling with some resolution issues and wondered if i could get a quick tip. Its my first location design

plush yew
#

idk what do you mean

drowsy snow
#

Global Illumination

plush yew
#

yes

#

and i cant build my lights

covert summit
drowsy snow
haughty barn
#

i thinks its a basic question. I built a set. When i was modeling the terrain at human scale the uf the heightmap grid where my set is super big. in hindsight I would not start with a huge landscape. so much of it has nothing modeled on it. I just wondered if there was a way to increase the resolution to the area my set is. the resoultion seems to belocked once i started modeling on it

drowsy snow
haughty barn
#

ok didn think of that

#

so its supposed to be a dirt road that goes down a mountian cliff should i just look for something like that on megascans?

drowsy snow
tired abyss
#

I can not for the life of me find the NetworkPrediction Plugin content example, anyone know where it is? Q_Q

haughty barn
#

i was tring to just use the brushify cliffs

plush yew
#

what is octane render?

#

nop, i dont find nothing

drowsy snow
#

Actually that was kinda untrue.
Apparently at some point UE4 used to have conjunction with Octane?

#

Like what

plush yew
#

yes

#

but i dont finded relevant information

drowsy snow
#

I think my brain stopped responding the more I look through the forum posts.
The state of it is incomprehensibly unclear.

#

Probably sort of getting obsolete with Lumen is being worked on.

plush yew
#

but what is octane? idk that

drowsy snow
plush yew
#

and what is it funcion?

drowsy snow
#

It was bizzare to even think that Octane worked with UE at all.

#

Because usually Octane wasn't meant to be used for game rendering and more of a linear rendering.

plush yew
#

oh fine

drowsy snow
#

The state of the integration itself was not even properly documented. They're just going "Hey guys, we collabed with Epic" and that's pretty much it.

#

And I'm sure even less people would think about it now that Lumen is slowly maturing.

plush yew
#

why?

drowsy snow
plush yew
#

ah

#

image

drowsy snow
plush yew
#

yes

drowsy snow
prime willow
plush yew
#

And its working for videos?

drowsy snow
prime willow
#

its ok

#

ill pm it

#

you handle your business hun ❤️

magic cedar
#

The cat is currently running the fur stall cause I am redoing all of my character meshes lol

hidden sparrow
#

Hey, im trying to set the scale of a particle over time but this node does this instantly. I want my laser to be medium size, then smaller and then very big at the end. What would be the best way to achieve this?

magic cedar
#

You can do an event tick, similar to what I am doing here

#

But, you would want to increment the scale value

#

Something like this might work? Unknown

hidden sparrow
#

Yes it would actually, but im not sure if its the best way to do it

magic cedar
#

Oh, most definitely not. I am a big fan of getting it working today and perfected probably never.

#

Unless it is directly messing with the players experience in some way of course.

safe crown
#

I have a question, does anybody know of a good resource for help on making a card game in unreal, somebody i know is making one but most tutorials are for "hearthstone clones" and his game doesn't have a mana resource, its closer to yugioh than hearthstone/magic

steady stump
#

I'm kind of desperate for some help at the moment. When I try to open my project from the Launcher it says "Doomsday" module is missing. Doomsday is the name of my project - so I generate files from my uproject file to get a sln, but none of my project files are included in the sln. I can't rebuild/clean to try to resolve whatever issues I have. Anyone have any ideas how to fix this?

#

Okay, thanks!

tribal girder
#

does anywhere know why data tables can be null on clients. they load on server and listen clients

rugged heron
#

I'm having a hitch on my game that isn't gameplay, nor CPU render, not GPU render:

#

as you can see, total frame time is spiking, but none of the other 3 are

#

has anyone come across something like this? what could it be?

prime willow
#

or should i avoid this due to it being a beta asset

muted patio
#

Hi! Can anyone help me with FGraphAStar? I'm having some trouble inheriting from the FAStarDefault strut. I wish to inherit the struct so I can add more information as the a* algorithm find the path.

finite ocean
#

Does anyone know anything about dedicated servers???

#

I'm trying to set one up.

#

But absolutely nothing is working.

#

I followed a 4.26.1 tutorial all the way through.

#

Doing everything exactly right.

#

But when I built and tried to connect the client using "open 127.0.0.1"

#

It just wouldn't work.

#

No connecting, no FAILED connecting.

#

Just nothing.

fervent arrow
#

What guides or tutorials should I use to learn UE4?

drowsy snow
muted patio
drowsy snow
strong smelt
#

Does anyone have a tutorial or guide on how to get an object to always face the camera/player? It's a plane with a candle flame on it, and I want it to always face the camera so it never is occluded when looked at from multiple angles.

drowsy snow
drowsy snow
prime willow
#

or just source control

drowsy snow
# prime willow so i should use it with source control

Just the source control and the built in autosave should be enough, which the former can be enabled via the toolbar button.

Though admittedly it's weird that the autosave had to rely on source control to begin with.

prime willow
#

im guessing setting up source control sooner than later is important x-x

drowsy snow
prime willow
#

okie okie ill do so now xD

drowsy snow
#

Not to mention your GitHub account's contrib graph will accumulate even with private repo, so that's one more flex point xD

prime willow
#

ah okie ill do so now

#

@drowsy snow whats the best place to use source control with

#

github or sourcetree etc D:

drowsy snow
prime willow
#

okie ill start with source tree and go from there x3

#

hmm

#

maybe i might do a different one..

drowsy snow
#

You could use GitHub Desktop, which is fine for starters, because it abstracts and automates many of the processes involving Git commands.

prime willow
#

oh okie ill do that one o.o

drowsy snow
#

Though I keep all three of them xD

crystal skiff
#

I made my player in blender do I animate it in UE4 or Blender?

heavy fulcrum
#

Anyone have any thoughts on whether things like animation are more practically handled through BP compared to CPP or vice versa? I reverse engineered some of the Paragon characters attack combos into cpp but im starting to think in the long term animations in particular might be something better suited for bp

prime willow
drowsy snow
prime willow
#

o-o

#

ill try using it later

drowsy snow
prime willow
#

im probably going to try it later its confusing so far and i wanna finish charcter creation really badly ;O;

#

oh!

#

i member

prime willow
drowsy snow
sick parcel
#

I can message you isntead I need help with something 🙂

drowsy snow
heavy fulcrum
#

Thanks, I will

#

I know its one of those things where a solodev probably wouldn't notice difference in performance anyway but I just like the idea of doing some core aspects in c++

jade rivet
#

hi

#

im new

#

can anyone help me with a basic question

broken heath
#

What character polycount is considered lowpoly nowadays

#

Or tris /quad / vert count or what ever

drowsy snow
broken heath
#

Oh so 10k tris isnt

faint mulch
#

is there a guide to set up buoyancy for boat with the 4.26 water system?

drowsy snow
faint mulch
#

I set up a "boat", and i let the 3rd person character running on it and the boat keep moving forward

grim ore
#

well, go to the marketplace and look up other low poly characters and see what their specs are

broken heath
#

Well i just found one with 22000 tris calling it lowpoly

#

Seems pretty controversial

#

Ok found another with 22000 calling it low poly , i guess i can safely say lowpoly about my 10k sh character

grim ore
#

yep if your ever in question see what the market says

broken heath
#

Ya i found third one , so 20k tris is about the lowpoly in market place

I would also question here as some vendors can easily add non accurate terms just to advertise

ruby folio
#

Whats the best way to move all derived data cache off of the C drive?

drowsy snow
sand bay
#

possibly

covert summit
#

answered by our resident control rig expert over there -- make sure to appreciate, they are sleep deprived

kindred iris
#

hey do u guys recommend building structures in the unreal engine? Or should I use another application like blender

drowsy snow
frosty osprey
#

Hi, I was trying to make a fence fall after being hit.
so I did simulate physics after being hit
so here r the problems: It pushes the car back uppon collision like other objects then falls down
but I want it to happen instantly as the car hits it
also sometimes glitches under the map after falling.

drowsy snow
kindred iris
#

really forgot to press enter lmao

kindred iris
next umbra
#

Hey 👋

Does anyone know if there is a plugin for World Creator to Unreal Engine? I know there is one for Unity, but could not find any for Unreal.

wary wave
#

I don't think they have a plugin, but if there's anything other than the 'sync tool', it will be on their website

dapper ether
#

Hey can someone help me out with designing items

#

I'm new to game development

drowsy snow
#

I thought that was referring to World Machine for a moment

obsidian mist
#

how do i make physics objects to be in sync on multiplayer server and replicate

plush yew
#

"About occlusion culling in UE maybe someone knows" i have similar problem did u found any solution?

plush yew
#

Guys I wanna add additional noise to vertex paint to make it uneven while painting, but cannot get how to make it

dusk flicker
#

hi!
Where I can ask about problem with hair in UE4? Help me 😦

drowsy snow
#

Not apple to apple, but you could make a heightmap out of it, then apply to a landscape.

severe ibex
#

I doubt anybody knows if there's a "relink materials" kind of too for UE4 to search for duplicate materials in a folder and replace them with the copy?

wary wave
#

there is not

boreal plinth
#

you could use the delete "replace references" tool for that no?

wary wave
#

it wouldn't find the duplicates for you though

analog bloom
#

whch channel do i message for help on unreal not opening up?

#

awesome thank you. Hi guys I hope you are well, new to discord. I am having trouble loading my game in unreal 4.26.2, the code is error free and it was working before i saved and closed, its also not a shader issue from what I can tell since I am not dealing with that at this stage. I am following a series on YouTube from shawnthebro, in short my game that I want to continue to develop will only load to 75% and then it stops. Can anyone tell me why or point me in the right direction. I tried the top few suggestions on YouTube but non has helped

#

my cpu is a 5950x, its barely in use when it reaches 75%, it stops processing, my graphics card is 3080ti and my ram is 32 gigs, the game is at such an early stage, it would not make sense for it to struggle as the level is empty. it stays on 75 percent for hours but the task manager says its not even processing any cpu or graphics card allocation to it

severe ibex
analog bloom
#

Thank you I learned something new but the same thing happens

#

ty i a mactually learn a lot about debugging 🙂 I am a noob

frosty osprey
rigid rock
#

Hi, A strange thing just happened in unreal after I was learning the mesh editing tools. Many of the cubes in every level even clean installs have been resized and stretched. Does anyone know how it happened and if it can be fixed?

thick herald
#

You probably have changed the mesh of the engine cube. This will replicate to all projects in that engine version that use the cube 🙂 To fix, go to your launcher click the small arrow next to the engine version and verify.

#

In future, make a copy of anything you want to play with from the engine 🙂

rigid rock
#

@thick herald Thank you very much that sounds right! I will try it now

hoary holly
#

Does FSR work on current version of 4.26?

lucid grove
#

Hey fellas, why does my trees look like that in 4.27? Its ok on 4.26.

#

They are blurry on the top

#

I had same effect on 4.26 but got rid of it somehow

sharp violet
#

Its a handbrake viddeo file I didnt knew it would show as file and not as a video its virus free even though i will post screenshots too

#

HEre is the screenshot

#

It dosent really explai the problem

#

As the video does

#

PLs help

thick herald
frigid bear
#

hey guys i have made a walking sound but after i shoot or any other sound takes place it stops, how do i fix this?

south oar
#

How would I make stuff spawn out of the sky and shoot down

loud knoll
#

anyone else having trouble logging into the epic launcher?

stone stump
#

yo i need help can anyone send me a tutorial to create a desert dust affect in UE4 please feel free to tag me

#

dm's are open too

loud knoll
#

@fallow venture no dude everyone seems to be

fallow venture
#

omg, thanks

loud knoll
#

@fallow venture Try logging in now, it worked for me

fallow venture
#

"preparing the epic game launcher"

#

failed 😫

random violet
#

this may be a pretty noobish question, but is performance in actual game typically better than the in-engine preview? I ask because if I preview my scene at 1080p in a new editor window or standalone game, i get buttery smooth performance. But if got to 1440p (my native res that I usually game at) i get this strange strobing/ghosting effect on my character mesh on the animation when it turns in place. Just curious what might be killing it. It says it's still running at 80-90 fps, but this strange effect is only introduced above 1080p.

prime willow
#

if anyone knows the answer to this

#

is reverse engineering a set of blueprints a good idea

#

to understand it and make your own version of this

grim ore
#

looking at something and learning from it?

prime willow
#

i guess yeah

grim ore
#

that is very common in software development

gleaming lotus
#

Anyone know if you can calibrate how many cores UE4 editor uses? When I do dev livestreams I need to dedicate more CPU to my stream

prime willow
#

ah

grim ore
#

it's why something like the Content Examples learn project exists

prime willow
#

ok so im not dumb for thinking about blowing maybe a hundred hours xD

gleaming lotus
#

@prime willow You can find some great stuff in

prime willow
#

this creator system is really cool but its confusing and some of the assets being used like enum's i havent even known existed until today xD

gleaming lotus
#

Examples and stuff 🙂

prime willow
#

learned about data tables through your video matheww

grim ore
#

you are not, its why stuff like the ancient demo for UE5 was released. to let people see how stuff works and to tear it apart

prime willow
#

after seeing it in the list of assets

#

ah

#

than i did a smarts :3

cedar wave
#

UE5 is a desert game making engine. Change my mind.

prime willow
#

okie ill keep googling parts of it and tearing it down than <:

grim ore
#

quite a few people tear apart sample code to learn from, it's their chosen method.

prime willow
#

yeah ive noticed when im doing something like breaking down a set of assets that i register the functions and how they work so much easier than following a youtube tutorial

grim ore
#

yep yep, figuring out your preferred way to learn helps 🙂

prime willow
#

something about messing with it and watching it break at every wrong turn makes it clip a bit more naturally for me xD

#

i mean i guess tutorials help too but i find myself constantly having to reference it with no idea what i learned about in a week ;O;

#

oki oki thanksies so much ❤️

sick parcel
#

anyone knows if there is a way to open a blueprint from the editor with a shortcut, kind of like ctrl + N works in any programming environment?

prime willow
#

its a bit messy atm

#

but if you keep trying itll let you log in

#

yeah took me 3 tries and attempting from the website as well xD

#

nice nice ❤️

grim ore
#

trying to do some stuff with the epic online services and UE4 and the epic login is having issues..... this is... not proceeding as planned today lol

dire fjord
#

Did epic launcher just die or something? It logged me out and it won't take my 2 factor to log me back in

grim ore
#

yes its a known issue right now

magic raptor
#

seems to be up again

limber mesa
#

Anyone know what happened to the pipeline section

opal shard
vocal flume
#

Hi all!
General question: I'm making a game for both ios and android. I have completed the android version. Everything working. Now I want to make the ios version. Is it recommended to modify the existing android version with branch statements or make a copy of my android project and modify it for ios?

#

I mean have 1 project for both ios and android and build from the same project? Or have 2 different projects?

fierce tulip
#

in theory you can just keep it in one project and use branch states/feature switches and such.

vocal flume
#

I want to do it this way but don't know if it'll break my android version for some reason.

plush yew
#

guys

#

whats the easiest way to make hud for food and water

#

?

prime willow
plush yew
#

i mean

prime willow
#

which in games is considered your interface think of this like start menu's, hp bars and mana bars, quest marker on screen

plush yew
#

do u have

#

some

prime willow
#

Mmm?

plush yew
#

tutorial on yt for it?

prime willow
#

well i can give you a really good one tbh

plush yew
#

so you dont have to explain it to me hahah

prime willow
#

no no its ok i know the feeling xD

#

one second

plush yew
#

_

#

?*

prime willow
#

well tutorials are really long most of the time

#

you can find short ones too but most game design tutorials are 20 minutes to 2 hours lol

#

however you can just speed it up and pay close attention

plush yew
#

10 to 20 minutes are ok

prime willow
#

this guy covers that stuff

plush yew
#

that indian dude

prime willow
#

this ones 14 minutes

plush yew
#

oh

#

ill trz

prime willow
#

but he has a more parts that he adds to the system in later videos

plush yew
#

i know

prime willow
#

oh okie x3

plush yew
#

he fucked mz last 2 games hahahaha

plush yew
prime willow
#

his stuff was broken? o.o

plush yew
#

idk

#

i just

#

didnt work

prime willow
#

oof

#

xD

plush yew
#

but doesnt matter

#

maybe this time

#

it will work

prime willow
#

well i wish you luck but most of the time if you put in something like unreal hunger bar/gauge more stuff should appear

plush yew
#

i know but

plush yew
#

im starter

prime willow
#

oh

plush yew
#

and 20 minutes long video

#

goes into 2 days long vide

#

o

#

hjahha

prime willow
#

than before even all of that you want to start with learn at unreal under the learn tab or use their site

#

its gonna take months or longer but game dev is complex and oof

#

if you dont learn the basics youll be fucked super quickly ._.

plush yew
#

ill do it

#

but

prime willow
#

and waste infinite more time when you get deep into your game mechanics and systems

plush yew
#

later

#

:_

#

rn

prime willow
#

take your time tbh

plush yew
#

my game is

#

very good

prime willow
#

i started by doing random tutorials for mechanics i wanted and eventually spun back to learn how stuff works so i can fix and extend the stuff i want

#

however every project has dfifferent needs and requirements so do what works for you but dont shy away frm learning the basicis if youre lost, its like learning to walk in game design ❤️

plush yew
#

jeah thats nice, ill try look into it

#

i mean not try ill do it

#

ahah

plush yew
#

so

#

what type of games are u doin>?

prime willow
plush yew
#

uu nice

#

so

#

1 question

prime willow
#

hmm?

plush yew
#

like when u editing video u can remove green scrn right

#

jeah

#

so

prime willow
#

o.o

plush yew
#

how do i remove some colors in unreal

prime willow
#

if its video editting id do that in a video editor tbh and put the video into unreal

#

if you mean material colors thats material blueprints and theres a terrible many videos covering that xD

fierce tulip
#

materials are just materials. not material blueprints :p

plush yew
#

i just want to remove the color white hahaha

#

inm the background

fierce tulip
#

depends on where you want to remove it from

plush yew
#

picture man

#

picture

fierce tulip
#

yes, show me a picture

plush yew
#

HAHAHAHAH

#

dude

#

i need it for my hud

#

dont ask

fierce tulip
#

no worries.
You can make a black-white version (where the heart is white) and use that as a translucency/mask.

plush yew
#

ok so

#

what?!

#

hahahaha

fierce tulip
plush yew
#

i should do all tjat

#

h

fierce tulip
#

well, its a bit over-explained by using multiple masks.
first just get a black/white version of that image.
with anything that is the heart being white, and anything that is not should be black.

plush yew
#

here

#

this good?

flint rover
#

are there any tutorials on how to make a retro shooter like the old quake games? i want to play around with blueprints

fierce tulip
#

@plush yew now import it, and use that as a mask. (underneath albedo/roughness/metal inputs)

plush yew
#

how

#

im dumb

#

as a mask

#

hmmm