#ue4-general
1 messages · Page 1036 of 1
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.
switching between them means that both of controllers cannot be used simultaneously?
Yes. No point in the design should the player have access to both modes at the same time.
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
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?
yes what you said, changing the level. beyond that you are not intended to swap controllers
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.
Is there a way to stop UE4 from doing the auto adjust around another object when moving an actor?
in the editor I mean
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 ^^
I am unable to open Unreal Engine on Linux
Has anyone experienced this error
unreal engine does not launch linux [2021.07.18-17.01.54:036][ 0]LogShaderCompilers: Warning: ShaderCompileWorker terminated unexpectedly!
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?
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:
does anyone have any resources where you can figure out what parts come together to make character creation system
the deeper i dive the more i find out im missing more systems necessary for it to exist
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 .-.
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?
Why aren't my particles showing?
It only works with particles from the engine but not the ones I bought from the marketplace
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)
how do I access that temp folder so I can delete that
does groom hair not use UVs?
hair is supposed to use the same texture as the main model
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.
Uh - more or less, in this case
@regal mulch
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?
how do I delete something in temp/diff?
How can i pose my character?
Hey is there a way to make this material always lit? So i can see with no light around?
You might try boosting the emission, or changing the material type to "unlit"
how do you export blender hair particles to ue4 while keeping the hairs UV maping
in blender the hair uses the texture properly
but in ue it looks like it was unwrapped
by that i mean it just defaults to a random spot on the texture
and only that spot
making the hair just plain white
UE4.27 crashes more often than UE5 for me. And each time I reload it it wants to recompile 1.200 shaders... 😛
Can't complain really. When it doesn't crash it is a great piece of software! 🙂
Use 4.26 thanks
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
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.
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?
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
MetaHumans aren't really suited for native mobile use case just yet.
It's not too long they are usually too short overall or like just the basics
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.
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
Also you can't just rely on what the tutorials told you to do. You're really encouraged to experiment things on your own, and do your researches.
yes i know the question is the lod 1 will be included in the build even if i set to force lod 4 and up
That's fair
Which UE version is it that lets you combine and edit meshes in engine?
Procedural meshes? 4.26 and beyond, though mesh editing stuff is still experimental.
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?
https://www.youtube.com/watch?v=tQyeh-0AYOg
Like this I mean
In the second part of this series, Quixel's Jakob Keudel gives an extensive breakdown of how to use Megascans assets, powerful new geometry tools within Unreal Engine, and Quixel Mixer to create old, rundown houses and structures.
Get the full scene for free on the Unreal Engine Marketplace: https://bit.ly/2Z5NjZF
Full Medieval Game Environme...
Alternatively, download Blender for free.
I do use blender. But I was more interested in the baking and reducing draw calls.
Is that not what is being done here?
Draw call optimisation is kind of a different matter. But UE can merge together bunch of static mesh components into single static mesh for a long while
Join us as we dive into a work-in-progress Quixel sample scene and learn tips and tricks to improve your environment's performance. We’ll cover how to diagnose performance problems affecting your environment, how to resolve them, and how to ensure your environment is staying as performant as possible throughout production.
TIMESTAMPS
00:00 Ne...
Ninjad
Cheers @plush yew I will give it a look
Did they ever release that level as a demo?
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.
Consider looking on the Landscape Grass nodes.
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
Thanks 👍
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?
I breakdown how Pathfinder's grappling hook works in Apex Legends and remake it in UE4.
Project Files: https://github.com/DavieTi/GrappleHookComponent_UE4
Second channel: https://www.youtube.com/channel/UChvKv1CiVjDkaxLqztIFRkQ?
Join the Discord! https://discord.com/invite/4dRyJmm
► Follow me!
https://twitter.com/Davie_Ti
https://www.instagram...
i found a topic about LOD they said in mobile LOD0 and LOD1 wikk not be used is that mean will not be included also on the build
https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Types/SkeletalMeshes/PerPlatformLOD/
How - To set up Skeletal Mesh LOD's on a per-platform bases.
they changed the UI in 4.26 or so, I just use the shift+1, 2, 3, or 4
I'm pretty sure there's still a UI to switch it somewhere
wait no its still there
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.
have you tried in #cinematics, seems right up their alley
I will go ask there, thanks.
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
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.
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.
Is it possible to Pose a character in editor.??
yes via the control rig system. You can also save your pose as an asset and set it as the anim instance for that character in editor
i dont know much about control rig, would be good in #animation
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!
[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 🙏
Holy crap that is amazing!
yeah that's nice
Thanks fam, its for the HPS1 jam
best of luck :-)
😄 thanks! I always welcome more luck in my life haha
i can tell you one sec
first add the grapple component in the view port
then in the event begin play take th grapple component and add the intialize function
add a rotating cam (if you dont have one) basically a normal cam
after doing that
make a keybind for the grapple
does Join Session work with level streaming?
Eh two different concepts so not sure what you mean
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.
If by "no one" means NVIDIA, then yes.
#ue4-general message
@lapis hare @frosty wedge
Who's the owner?
What?
<@&213101288538374145> I want to know who's the owner
pfist is the manager of this server.
I'm asking for the owner who has the ownership of this server
@maiden swift Is the owner.
thanks. i know that a rollback of the driver solve this problem. but for me its a shame that with a 2K card this is a solution for a problem that occur to many people.
@vestal yew If you read the #rules and #more-resources channels you would not have needed to Ping all the Mods.
What's with the sudden "I want to speak to the manager" attitude?
It's a professional concern
Someone has posted this a solution . did u know if this solve ? https://nvidia.custhelp.com/app/answers/detail/a_id/5157
I dunno, I'm on Lisa Su's side

how to deal with with such issue that getplayercontroller sometimes returns none?
Hello, guys I am facing an issue. Material is not being applied to section even when it is being highlighted.
Left eye does not seem to glow.
How can I rectify this?
If you're working with Blender, make sure the normals are the correct way around for all faces, and it would help if you enable Backface Culling to spot/avoid wrongly faced normals.
Yes, I am working in blender!
I did re-calculate normals outside. The problem still persists...
Should only happen if you use in in Multiplayer at the wrong times
In blender
it would help if you enable Backface Culling to spot/avoid wrongly faced normals.
Please, can you tell how to do that?
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?
reinstalling shouldn't break existing projects
if you didn't save the broken references, they will likely also be fixed by reinstalling
Are you trying to move it with Windows Explorer?
What is the next step?
firstly, the better topic channel for anything modelling is #graphics, secondly, its an unreal discord, might want to post DCC specific questions on DCC specific discords
Also, Google is also your friend. This has been brought up in Blender Stack Exchange and Blender docs.
I moved it from within the content browser, not realizing I was moving engine content...
Or rather not realizing the severity. I figured I just had moved the engine content for this specific project, not for ALL projects.
Ah, thanks man. I love Unreal Engine...:)
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...
okay thanks!
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
Not if it's the same skeleton.
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
check the pinned message in this channel for a lot of getting started with ue4 content @crystal skiff
Oh thank you, I was sorta hear to pitch my idea to see if it would be a decent starting game
the moment you add multiplayer as someone who has not done any gamedeving, you'll have a hard time.
its better to start simple, way simple
I might start off with the basic game and just do highscore then add multiplayer when I understand UE4 more
oof
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 :)
I should do the https://www.unrealengine.com/en-US/onlinelearning-courses?sessionInvalidated=true courses right?
yea they are a good start
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
i think that is caused by vacuum period between level changes
how to set listen option with level streaming , or only open level has this option?
How to determine whether or not you should be using Blueprints or C++.
LOL thank you! im off to do the courses
Oh BTW, Unreal Engine have built in profiler tools, such as Unreal Insights.
Make use of them as you go serious with your UE4 project.
Unity don't have a solid built in profiler, so can't blame you 🤭
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?
GitHub is now free for teams and even for private repository. The only lacking thing would be forking and wiki feature.
forking?
Guess they stepped up the game in recent versions.
Back then it was lacklustre.
RQ I swear I hope this is my last question, but how do I turn off steamVR on lauch of UE4?
Making a copy of someone else's repository.
At least I remember how difficult it was to profile Unity 5.x
How to get vector perpendicular to 2 other vectors?
i have 2 games started: one is meant to host game, and another to be the client,
- 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?
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! 😣
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
Let me guess, you're using World Composition?
No, just streaming volumes (or will be)
Haven’t even got that far yet. Just trying to get the persistent + terrain to load with the character functioning ok.
I don't know the specifics of streaming volume, but I know for a fact that the engine doesn't necessarily wait for a streamed level to fully loaded, collisions included.
hey I have a question
is there the way to optimize EQS?? it sometime causes stutter when using trace or get actors or something
This isn’t being streamed. The terrain is just loaded when I click the menu button
Onclicked > Open Level By Name (terrain map) > Remove from Parent (start menu widget)
It appears ok, just the character doesn’t seem to recognise it and falls through
#gameplay-ai may know about it more. I'm doing my own reimplementation of it as there's no stealth mechanics.
hmm interesting
Stealth is kinda redundant for JRPGs, except maybe some preemtive strike. Thus me not using EQS just to get visual sensing working.
I remade EQS with simple multitrace and small delays. Much easier to work with and less performance impact.
what is the purpose of world composition, what it is suited for?
hmm
then why EQS is such heavy?? is there merit to use EQS???
It's mainly for open world level streaming.
Well its works from the box - and suitable for small levels without crowds in it.
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.
Compare performance.
I switched from EQS since i didnt need most of the features and it worked not really well in open world
Basic pipeline something like that:
- Multipshere trace for objects
- Check if actor has tags you need, if yes - add UNIQUE to array
- Check array - all added actors alive, near player and etc if not - remove from array
- Repeat
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
Ah and of course if you draw debug line every tick it can significantly drop performance
both single and multiplayer?
Both, except using World Origin Rebasing to go beyond 20x20 km limit
World origin rebasing only works on single player.
yes
Consider asking there instead.
Does anyone know a good way to learn c++ for unreal engine? I've only used BP's before
I would follow through a textbook that covers the basics through to classes, inheritance, polymorphism etc - then just dive into it
the Unreal C++ API is pretty similar to BP in many respects, so learning the few macros and quirks, by doing, is perfectly valid
I would probably, at all times, suggest learning the basics of C++, and then go and convert some BP project (something simple) to C++.
aye, seems reasonable
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
Learn C++ basics first.
Unreal Engine's C++ is not that different from bog standard C++, aside from some macros and convention.
eh, I dunno - technically it is all C++ - but it's very macro heavy 😄
The macros are basically just Unreal's way of doing things within its environment.
how to make sure that the widget persists between joining session?
Thanks! Those are some good links you gave me, allso some people suggested m3school, so I'm gonna try that out as well.
create them bound to GameInstance as outer and keep hard references there or in subsystem.
or instead of keeping widgets keep persistent data and recreate widgets
i tried to recreate but after joining the game, there is small amount of time between it appearing on screen
How small precisely?
Thanks! Those are some good links you gave me, allso some people suggested m3school, so I'm gonna try that out as well.
its noticeable, but i would say it is not a full second
it is loading screen so it has to be in that time so it doesnt flicker
I'd say do it in C++ instead.
maybe this join session lacks something called server travel / seamless travel?
I'm trying to pinpoint what's causing the huge performance hit in my game
this information is not leading me anywhere
same result
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?
is there a spawn system that can handle spawning 300 pawns ?
Why doesn't the ocean blend with my landscape
Event is not called , target is widget that is stored in game instance and created at event init, what may be wrong?
Ya t'il des personnes qui parle français
Not an answer, but fix your blueprint because boy are those wires a hot mess - and that'll make any meaningful debugging a nightmare
Find a French development server - I'm sure they exist, and I'm sure they'll gladly assist you in French. This server is English-based
🍜
it worked when the widget was created by the same blueprint
There isn't anywhere near enough context in that screenshot to help you
Either way #blueprint and this
When I see a screenshot like that, I'm not very eager to help debug it
Because it'll likely be a massive pain
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
is Advanced Copy supposed to load every asset in the project?
I suggest you look (and expand) on this
https://github.com/truong-bui/AsyncLoadingScreen
suddenly I think I need help to make a route I do not understand what happens when I but play it disappears thank you
@regal mulch 👆 Continuation of our small talk yesterday evening.
Have you watched Allar's video about DataAssets?
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.
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
DataAssets become reusable, in case that makes sense for any of your setups. Meaning you can use a DataAsset in two different Blueprint classes
Data can be passed around easier, cause it's always wrapped into a nice package
Not Allar's but Mathew's. I also tried gathering info from the interwebs. But I couldn't really piece it together.
You should probably watch Allar's a bit
I think Mathew only explains a bit on how to use it. And not really the whole thing around it or?
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.
Eh - helps sorta reason about it though.
Sure, either way, check if DataAssets work for you and either use that or stick to having the data tied to the Actor class
Yeah, it's not reaaally a rant
one nice advantage to data assets, and data tables, is they can both be exported to human readable formats, and imported back in
you can't do that with blueprints
What do you export DataAssets to?
Yeah - it probably isn't, but its the shortest description of the title, lol
we export them to JSON and import them the same way
Yeah no idea why he called it like that. Maybe he likes to lecture as while ranting
this functionality isn't exposed to UE4 by default though, you need to add it
But yeah - this video didn't pop up in my google-fu. Would've watched it prior to asking. (Definitely prefer googling before asking)
Sounds like something that would work with normal BP Classes too though
wouldn't really be human readable
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
so no need to patch games for balance changes
So on game launch - they have to download the DA's, along with the map?
no, just the DAs
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.
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.
in default UE4 it's hard to prevent hitching when async loading levels unfortunately
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
in an endless runner, you bring the scenery past the player, not the other way around
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
the only thing i do not know why doesnt succeed is that event that should fire
perhaps it just means that by this time as the whole logic is in level blueprint, it gets deleted, and therefore cannot continue
I've calculated that with the pawn's speed it would take at least a couple of real world days of running until there might be issues, and since it's not a commercial project, I figured I can ignore that.
Regardless, I hoped I'm just unaware of smooth level streaming methods. Maybe I should spawn enough of them at game start and juggle around.
I mean the UE4 world is only 10km across, at human sprinting speed, you'd run 5km in around half an hour
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
10 km, huh? I thought you meant something like float_max. So if I spawn my pawn at, say, X=20,000,00 I'll have issues moving around? Interesting, gotta check that.
Is there any way to do this?
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
You can't connect two, it's logically impossible. If you could, Actor Location of which box should the engine get for you in that case?
In Category box, type category names Like|This
yup just found it - thx alot
I mean i tried copying all the nodes but replacing it with the other trigger box but EventBeginPlay displays as a custom event with a warning under it
if it did that you might have another event begin play already
Its a level blueprint which I know nothing about what that means and I don't know to create another one either
does the blueprint you pasted into already have a begin play event?
Thats the problem, Its the same blueprint so it detects the begin play as a dupe, If i try to make a new blueprint it asks me about actors, Pawns and stuff, I was following a tutorial and he chose the triggerbox and opened a level blueprint, I wanted to add more into the challenge so I made another triggerbox
so your copying code in a blueprint to duplicate it in the same blueprint, why?
Because I dont know how to make another blueprint without having to choose from the classes
I wanted to make another spawner (TriggerBox) So it spawns more enemies for me to fight but i didnt want anything to change other than more challenge so i just copied the blueprint but idk where to paste them
what does the code look like now that you are trying to duplicate?
@grim ore
ok so your begin play is calling an event, and that event basically just spawns an enemy every so often?
and the "trigger box" is being used as "where" the enemy is spawning
yes
you want to add another trigger box, and spawn more enemies from it at the same time?
yes
you basically want to make a new event, maybe SpawnEvilCube2 and it should look the same as the first SpawnEvilCube
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
it should have its location come from your 2nd trigger box
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
so begin play -> spawn 1 enemy from 1 trigger box -> spawn 1 enemy from 2nd trigger box
@dreamy zenithhow are you calling this reload event?
@fair summit what you see, my screenshot, is what your blueprint should look like. 1 event begin play and 2 custom events
using a custom event later calling the custom event in the player
let me try that
@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"
it's targeting the base_weapon
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
ok so that is on the base weapon class
yes
ok on the player, what is reference?
the base weapon
so its not the actual weapon in the world?
I probably didnt understand your screenshot well but here is what happened when i tried to name it the same function
yeah
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?
i don't understand what you're trying to say
anything else that i should change?
@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
the gun doesn't exist until i call it from a widget that's when it'll spawn into the world.
but you dont want to reload before it exists right?
is see
once your widget spawns it, how do you keep track of it?
but that means i should connect BeginPlay to the 2nd set timer leaving the first set timer unconnected
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.
unless there is a way to disable this
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
like that?
yep that will do one thing then the next thing then the next thing then the ....
with two functions: ("select primary" and "Select secondary")
Somewhere in your game do you keep track of the actual weapon. as in "this variable points to this weapon"
It works!
which will spawn the weapon and add it to a variable
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
??
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
ok so your base weapon has reload, we are good there.
ALS V4 is not for beginners and not a plug & play system.
what type is the weapon you want to reload, what class?
child actor
lets reverse back one. Base Weapon class is where reload is. your weapon you want to reload, is it a child of Base Weapon?
yes
ok brb and ill help some more
take your time 🙂
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
If you're still quite new to UE, learn with the Third Person template. It gave you minimum logic and sure, the movement isn't AAA class, but the lack of it is not necessary just to getting started with BPing.
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)
yeah, i'll try that out, thanks
yeah Ik but im overly ambitious
:D
aggggggghhhhhhhh
Tone down your ambition if you're just getting started.
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
k thanks
@dreamy zenithif you get stuck let me know, im sure we can figure it out with a few more screenshots
yeah, so i called the child actor but it's an array
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?
i don't
so how do you know what is your "main weapon" ?
when making it i though i could've just used the socket as reference
or whatever weapon the player is currently shooting with
i don't
like is your fire event on the weapon itself like reload or does something else fire
it's the same as the fire
but to be fair i used a flip flop node so i could switch the weapon socket
so i never really added a variable
maybe a screenshot of how your character is set up that has the weapons? the components list on the top left
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.
the hand is considered the "main weapon"
so "Pistol Actor" is the weapon they are firing?
my bad, both the rifle and pistol are the weapon that are going to be fired
i use a flip flop to switch the actor from the socket to the main hand
ok so you have a equipped variable...
yeah
this where the equipped gets it's value (its the same for the secondary function)
so you have a secondary and primary variable, what are those?
those are your two spawned weapons right?
yeah
ok so how do you actually fire a weapon?
the weapon has nothing to do with the damage then? your player is just hitting them
yeah
so then the issue is trying to figure out if the primary or secondary is the equipped weapon
indeed
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
ok
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
is it going through the floor?
yes
set a collision to the floor itself
do you know how to make it so the cursor can exit the viewport?
is there a setting i can set or how do i add collection to the floor?
when playing? shift - f1
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
but I have a solution to your problem probably but... man... its so wonky due to how you are doing this lol
a while i ago i set it so it would lock on the view port, and i cant remember how to remove it 😅
agreed ive been slapping things on trying to make everything work, still somewhat new to unreal doe
yes, select the floor static mesh, edit it and at the collision
later on the top bar there should be a collision button
the floor is just a object i added from the scene editor
yeah but if you rightclick it it will appear as a option to edit it
what would be a better way to make a weapon select system?
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
Hi! I need some help. I want to change volume with a button between 2 metasound instances.
ill try it out, Thanks for the help
other physics objects stops on the floor
do you dont want that to happen?
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
is your projectile movement component set to bounce?
yes
does it bounce off of walls or other objects?
what is the collision set to on the collision component?
@drowsy snow @keen birch FollowUp to my problem: The problem was that in widget event graph, the event on initalized was not firing, i do not know if this has something to do with constructing widget in game instance, but it seems like
THANKS!!!
i knew i missed something just didn't know what
its set to overlapALLDynamic
but the floot isn't dynamic though?
this is the projectile from the FPS project
ah ok so they dont use a preset its a custom one
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
yeah ok thanks
i am still VERY new to game dev
and i learned something now
thank you so much
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?
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
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
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
ok that could be a workable solution, i wasnt sure there was a built in system for that
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
right, ok thanks
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?
its linked in the ue5 channel
you want the first link on here to download the installer https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk/
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
diffrent plugins and diffrent content
you can make a basic start with things you often use and save it as template urself
no console variables?
dunno, mayB some
ok, thanks
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)
got u
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
AnimDynamics?
I'll take a look into that
But from the first look it seems like that's what i want
i want to kick all players from the server, what should i use?
Any chance that you know if it's really limited to "actual" bones ?
Cuz my plan was to use sockets for that 😅
Actually, seems like i can get it to work with virtual bones
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 ?
???
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
In a widget blueprint i put a vertical blue print and we dont see him in the graph why?
Why? :/
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 ?
???
#rules No2 🙂
😑
Just be grateful that you're not striked for spamming after 20 mins.
One message removed from a suspended account.
it show that message but i never did anything with it
@crude tulipyea it opens any assets you had open before closing it. sometimes it works, sometimes it doesnt
One message removed from a suspended account.
does someone mind helping me with this? The mesh doesnt look like this but when its actually in the game it looks like this.
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
anyone know how to do this?
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.
do you mean when you stop clicking the mouse button or when the mouse stops moving?
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?
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.
you want to remove this widget on a button pressed?
yes
remove from parent
removes it
set the widget as a variable and then do a "remove from parent" on your key event
mouse stops moving
how to set it as a variable
drag from return value of Construct you died
then connect it to what?
go to your key event
yeah I have no idea sorry
is it from event dispatchers
right click on the event graph and type k and there should be an event
found it
now what
but this will work only if its in possessed actor blueprint
get your widget variable
drag from it
and find function "remove from parent"
your widget variable should be somwhere there
drag it from there near the K event
there will be an option to "get" it
variables
connect to pressed
what is it called
and try if it works
boi
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.
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.
Hello, why does my engine say this when im building grass maps?
https://gyazo.com/bb33327df6eb8f8a2fa1294f8964cdfe
how do i unhide the level? so i dont get the error? 🙂
thank you!
Is there a way to always display the rectangle light locator?
without having the light selected
The other light type didn't show their debug domes either when not selected.
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
This ain't Maya tho
Correct, I am asking if UE can do it?
Nope. It's only when selected, because debug shapes are heavy stuff.
Thanks, that was the answer I was looking for
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
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...
i did this same tutorial and it worked. Did you make them buttons?
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 😅
Okay. And if you are busy its ok. I'm just confused lol
I do not have nitro to post anything here
If there is a channel to share my screen I can go there
Virtual GDC 2021 is going From ( July 19 - July 23 ) registering is live now
https://gdconf.com/
Yes, because it's event schedule
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?
How can I see the light scattering without looking at the sun directly?
Not enough people to help here, going to look for a better Server.
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
You mean GI?
idk what do you mean
Global Illumination
questions are ok in all channels, but try to pick the one that best fits your question
Welp, I don't deal with static lighting.
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
Support it with static meshes. Landscapes should serve as the base terrain shape, not the final shape used as is.
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?
Scatter some rocks/grasses, and put meshes on cliff area.
I can not for the life of me find the NetworkPrediction Plugin content example, anyone know where it is? Q_Q
thanks
i was tring to just use the brushify cliffs
Actually that was kinda untrue.
Apparently at some point UE4 used to have conjunction with Octane?
Like what
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.
but what is octane? idk that

and what is it funcion?
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.
oh fine
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.
why?
Because barely anyone used it, even now.
Pre-renders? Then by all means.
yes
so i have a question hoodieman!
And its working for videos?
I gotta go shortly (for about two hours), but I'm all eyes 👀
(or hmu in dm for me to check out later)
The cat is currently running the fur stall cause I am redoing all of my character meshes lol
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?
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
Yes it would actually, but im not sure if its the best way to do it
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.
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
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!
does anywhere know why data tables can be null on clients. they load on server and listen clients
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?
https://gyazo.com/7f36a3ca50dd73d968026bf4602dfd8c
is this something i would want to use in my project
or should i avoid this due to it being a beta asset
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.
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.
What guides or tutorials should I use to learn UE4?
if you have source control enabled, the autosave actually works as is.
If you are willing to pay, you can check out udemy. Otherwise there's plenty to choose from on YouTube :)
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.
Try analyse it with Unreal Insights and see the problematic parts.
Particle effects (both Cascade and Niagara) can be set to always face the camera.
so i should use it with source control
or just 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.
im guessing setting up source control sooner than later is important x-x
Oh right, it's definitely had to be set up sooner. Better safe than sorry, you know?
okie okie ill do so now xD
Not to mention your GitHub account's contrib graph will accumulate even with private repo, so that's one more flex point xD
ah okie ill do so now
@drowsy snow whats the best place to use source control with
github or sourcetree etc D:
GitHub for the online repo is fine (and lots of free option).
As for the desktop client, GitHub Desktop is fine for starters. You can use Source Tree or straight up using Git bash once you get the hang of it.
okie ill start with source tree and go from there x3
hmm
maybe i might do a different one..
You could use GitHub Desktop, which is fine for starters, because it abstracts and automates many of the processes involving Git commands.
oh okie ill do that one o.o
Though I keep all three of them xD
I made my player in blender do I animate it in UE4 or Blender?
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
if i backup my save via hdd every step of the way will source control still be a needed function o-o
Git does work 100% locally, but I never tried it before....
Alright 👀
Let me know if you have issues with it, okay?
im probably going to try it later its confusing so far and i wanna finish charcter creation really badly ;O;
oh!
i member
going to pm you :3
I'm waiting 👀
I can message you isntead I need help with something 🙂
If you want some complex use cases, look for C++ reimplementation of ALS V4.
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++
What character polycount is considered lowpoly nowadays
Or tris /quad / vert count or what ever
4K tris full body could be considered low poly.
Oh so 10k tris isnt
is there a guide to set up buoyancy for boat with the 4.26 water system?
10k tris is the average for higher end mobile stuff.
I set up a "boat", and i let the 3rd person character running on it and the boat keep moving forward
well, go to the marketplace and look up other low poly characters and see what their specs are
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
yep if your ever in question see what the market says
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
Whats the best way to move all derived data cache off of the C drive?
I think there's a variable somewhere in engine config ini files. I forgot which one, but it contains Local Derived Data Cache parameter.
I asked a question in Animation, but it may be a more general question: #animation message
possibly
answered by our resident control rig expert over there -- make sure to appreciate, they are sleep deprived
hey do u guys recommend building structures in the unreal engine? Or should I use another application like blender
Whatever works for you, really.
Though building with modular pieces in Unreal is better, because it's going to have better collisions and better view culling.
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.
If you're building the layout in Blender and import the entire scene as one single static mesh, it'll cause performance issues.
really forgot to press enter lmao
Yeah that makes sense, didn't even think of the collision issues yet. 😅 I guess I could try just making meshes with specific shapes in blender and do the rest in ue. idk if i'll focus on blender for a bit after i finish this character mesh bc i'm struggling lol. Appreciate the help. 👌
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.
I don't think they have a plugin, but if there's anything other than the 'sync tool', it will be on their website
I thought that was referring to World Machine for a moment
how do i make physics objects to be in sync on multiplayer server and replicate
"About occlusion culling in UE maybe someone knows" i have similar problem did u found any solution?
Guys I wanna add additional noise to vertex paint to make it uneven while painting, but cannot get how to make it
hi!
Where I can ask about problem with hair in UE4? Help me 😦
Not apple to apple, but you could make a heightmap out of it, then apply to a landscape.
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?
there is not
you could use the delete "replace references" tool for that no?
it wouldn't find the duplicates for you though
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
hey sorry, thanks for the reply, yeah indeed I have exact duplicated of materials (like 300 of them) that were part of separate projects but now they all need to go in the same folder so it's copy name>paste in replace references> okay Over and over
.
Thank you I learned something new but the same thing happens
ty i a mactually learn a lot about debugging 🙂 I am a noob
could not find any tutorials on making this :/
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?
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 🙂
@thick herald Thank you very much that sounds right! I will try it now
Does FSR work on current version of 4.26?
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
HElp the move to node is not working
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
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?
How would I make stuff spawn out of the sky and shoot down
anyone else having trouble logging into the epic launcher?
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
@fallow venture no dude everyone seems to be
omg, thanks
@fallow venture Try logging in now, it worked for me
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.
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
looking at something and learning from it?
i guess yeah
that is very common in software development
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
ah
it's why something like the Content Examples learn project exists
ok so im not dumb for thinking about blowing maybe a hundred hours xD
@prime willow You can find some great stuff in
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
Examples and stuff 🙂
learned about data tables through your video matheww
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
UE5 is a desert game making engine. Change my mind.
okie ill keep googling parts of it and tearing it down than <:
quite a few people tear apart sample code to learn from, it's their chosen method.
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
yep yep, figuring out your preferred way to learn helps 🙂
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 ❤️
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?
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 ❤️
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
Did epic launcher just die or something? It logged me out and it won't take my 2 factor to log me back in
yes its a known issue right now
seems to be up again
Anyone know what happened to the pipeline section
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?
in theory you can just keep it in one project and use branch states/feature switches and such.
I want to do it this way but don't know if it'll break my android version for some reason.
So you would start with making a umg widget
i mean
which in games is considered your interface think of this like start menu's, hp bars and mana bars, quest marker on screen
Mmm?
tutorial on yt for it?
well i can give you a really good one tbh
so you dont have to explain it to me hahah
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
10 to 20 minutes are ok
Project files : https://www.patreon.com/posts/37703275
In this episode of unreal engine survival series, I am going to start implementing three basic concepts in the game,
Hunger , Hydration Level and health. When the hunger bar is depleted, the character has to eat food. When the hydration bar is depleted, character has to find water and drink....
this guy covers that stuff
that indian dude
this ones 14 minutes
but he has a more parts that he adds to the system in later videos
i know
oh okie x3
he fucked mz last 2 games hahahaha
but thanks ill trz
his stuff was broken? o.o
well i wish you luck but most of the time if you put in something like unreal hunger bar/gauge more stuff should appear
i know but
im starter
oh
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 ._.
and waste infinite more time when you get deep into your game mechanics and systems
take your time tbh
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 ❤️
Rpg arena fighter :3
hmm?
o.o
how do i remove some colors in unreal
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
materials are just materials. not material blueprints :p
depends on where you want to remove it from
yes, show me a picture
no worries.
You can make a black-white version (where the heart is white) and use that as a translucency/mask.
Guide for using Texture Masking in your Materials.
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.
are there any tutorials on how to make a retro shooter like the old quake games? i want to play around with blueprints
@plush yew now import it, and use that as a mask. (underneath albedo/roughness/metal inputs)
