#ue4-general
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did u add smthng to ur project?
Hi completly new to unreal. Atm I try do stuff with light. And in Most of Tutorials I have watched the guys have THAT around their skylight, directional light and stuff. They can move their light all directions with that. Does somone know how to "get"/"activate" that? Thank in advance
do you mean the icon widget thingy you see in the bottom middle? with the colors and the arrow and stuff?
yes
they have the light selected, and they are in Rotation mode. See on the top of the viewport the bar in the top right? with the arrows and a globe and number and such. The 2nd one, its orange since its selected, is rotation mode
YouΒ΄re a legend thx a bunch.
@grim ore what do i do if an asset i added to my project causes a crash when trying to delete it o-o
it was one of those free assets unreal gives..
how to access game session class?
Are you in DirectX 12 mode?
i have no idea
also i have this weird glitch and idk if i should ignore it for now or fix it before moving forward..
Well, I have the same issue before, trying to touch some meshes that bound to particular materials would crash the editor, only if it's in DirectX 12.
thank you ;o;
Yes, try changing it in Project Settings.
ah okie will do!
Is it possible to create a rust type server game on UE4?
Like with the different servers?
Is it peer-to-peer or dedicated?
Either way try asking in #multiplayer
#work-in-progress please
thank you :)
not that anyone cares, but i upgraded from a 6800hk cpu to a 5950x, my projects shaders took on average 6 hours to compile and the system was was pretty much maxed out, this beast had it done is just a few mins, 6 hours to 2-3 mins π
:triangular_flag_on_post: -Dev Kevin#1265 received strike 1. As a result, they were muted for 10 minutes.
we only allow new content to be posted in #released not discounted stuff.
points at the #rules and channel topics.
@upbeat tendon we do have #hardware for that, but they def where not understating the word "threadripper" hehe.
i am sorry but i can't help but giggle every time i see compiling 25000 shaders vanish π
ikr :)
Hi there, I'm new to ue4. Is there a way to change the skybox to a solid color?
I'd like to change it to yellow so if there anyway please let me knw
i've been working with the old equipment for years, this new thing is just amazing at, oh let me hit play in PiE, yes sir, ok let me import some new landscape and generate some foliage, yes sir done sir, what else can i do for you sir
forgive me if i am a little annoying :p
i understand the excitement hehe. no worries.
Yes, you can.
Just bring in the static mesh that made up the skydome (scale it up to 100x if necessary) and apply a simple unlit material on it.
Hey i have a problem with my project, when i do ''Building Lighting'' it takes forever, it normal take like 5 min but now its hours how can that be? :/
Sorry, what do those mean? I don't exactly understand.
Depends on your CPU, since you're using the standard lightmass.
Actually, skydomes in Unreal Engine consists of a giant sphere facing inwards, with some special material nodes.
but i have the same CPU as last time i did it, but now it just take forever
i tried making a new project and build light there, that works fine no problem there, but in that project im working on now it takes forever to build, how can i fix that and why does it do it?
Thank you so much.
Is the new project you tested in the same as the old one? Same map and such.
no its not the same map and such, i only tested it with a template to see if something happend to my PC, but why would that be any different? i only added 4 ''Point Light''
In the slower project make a new level and choose the simple one with just the floor and build it and see what happens.
no problem there, it took like 1 min to build
so my ''main'' map is broken? how do i fix it :/
@drowsy snow it still broke my project ;D
im trying to delete dynamic grass lite, and its referenced stuff is crashing my game
and i want to replace for dyynamic full ;-;
Well, have you tried deleting through Windows Explorer?

Hi there I'm looking to paint my landscape but I dont see a layers option where I can put in my materials
Can someone help please?
@drowsy snow
which version of ue4 are you guys using and is the most stable? because i have been getting that annoying error Unreal Engine is exiting due to D3D device being lost every 10 minutes or so. I am using 4.26.2 should I rollback to another version? thanks
does anyone know how to change the default settings for texture import to be linear color instead of color?
This is kind of a generic question and I didn't know where to post. I create most of my stuff in UE along with some video editing. I have a good desktop computer with an Ryzen 5 3600, RTX 3060ti, 32 DDR4. However, I am in Hospice and am dying, so it's harder for me to get to my desk. I would like to be able to remote from my bed with a laptop but don't know much about that. Would it be best to do a virtual machine or a remote desktop? The laptop I have is an Acer Aspire F 15, 8 DDR4, Intel 520, i5-6200. I'm trying to find the best setup so that I will be able to have as much of the original machines resources as possible. Can anyone help me with suggestions and or instructions? Maybe I need to buy a better laptop...whatever. Thank you very much. Mike
Use DirectX 11 if you haven't. It's much more stable than the DX12 implementation.
Hmm ok thank you, I will look into that, do you know by chance if its configurable on nvidia control panel or something? Where should I set dx11 up?
It's in the Project Settings. It defaults to DX11, but chances are that you're trying to enable Ray Tracing, which is DX12 only.
Hmmm I will check it right now and let you know, thanks
Default RHI it was set as default, changed to dx11 will give it a try hope it fixes. Thank you again π
Oh right, I forgot you have
GPU
Consider downgrading the driver to 460 something. Newer drivers have been reported to be oddballs with the editor.
Better laptop would be best choice. Second would be remote desktop but your not likely to do anything well due to general limits to frame rate and latency of the internet. It's doable but... Not fun
Have been there, remoting Premiere Pro and UE4 through TeamViewer was not pleasant.
Even in LAN there's some latency and the fact that the cursor isn't locked making viewport navigation unnecessarily difficult.
Yeppers. Amazon does offer Nvidia GPU instances which actually work fairly well but they are not cheap
what happened to the blender tools for unreal?
Bare in mind I'm on WiFi and just a few feet of the original machine
it appears as though they've disappeared
It's still on Epic's GitHub repo.
Distance doesn't really matter. You'd still have to go through the router.
Which, wirelessly, introduce more latency than cable LAN
is it on a different url?
Sign in to your GitHub account and make sure your account has been enlisted on Epic's org.
it's connected
is ue to rigify and send to unreal included in the .zip?
It's separate zips.
Though I personally don't use them as I have my own exporting workflows and largely doing animations in Control Rig
i have the master zip
@drowsy snow you genuis
i didnt know you could use delete from explorer to delete and fix outside of constant crashhhh
Now you know the emergency button π
bless your heart~
Has anyone implemented a smart contract into unreal engine?
Are there any estimates on a 4.27 release?
how hard is it to make the character's arm follow your cursor in unreal
Not too hard, but kinda difficult to make it practical π€
ah
well i dont want something too crazy
but i have plans!
if they work ill share the blueprint nodes and technique :3
more importantly!
actually i think google can answer this one lol
Alrighty then π
sounds exciting
Can I get some help here my bullet particle is following my character velocity
Don't make it simulated by phyiscs if you don't want it getting through the players' face.
that's not the problem its that the particle velocity if effected by player movement
That is the problem.
Also, make sure the particle operates in local space and not world space.
and local space it does fix it but the bullet stays mid air
and no its not physics problem
this other guy had the same problem
as you see using local space fix it it but also makes things worse
with bullets stuck mid air
How about this?
Make the cartridge waste animated as skeletal mesh, and then switch it with physical mesh once it's offscreen
inside the particle system
You don't have to be accurate with this. It's not going to be replicatable anyway.
It's not using any particle system, just impulse meshes/projectiles.
Right
Projectiles
Throw the cartridge waste as projectiles, and not particles.
Wait I just noticed, is Mathew here the same guy from Youtube?
Yes, it's him.
He is awesome
the reason as to why am not doing it that way is mostly because I want to have different rotations instead of 1
the pattern is way better in particle
If you insist 
It's not like you can't randomise the impulse with projectiles anyway, so yeah, good luck with the particle method.
Is there a function in APlayerController to get the mouse position's delta
I know it exists in blue prints but i need it in C++
google doesn't yield anything
thanks I just checked your site and I see that your the dev who made beta cloud great one by the way
Oh, that's @subtle ember who made the pre-4.26 volumetric cloud system, not me.
I see now I did check your Volumetric Clouds video but didn't read the description anyways thanks for the help
I'm just modifying his system to fit with 4.24's Sky Atmo system, and change few bits of it. That was before 4.26 and since then I've made my own materials in conjunction to the built-in VC system.
guys help
i cant get unreal multiuser to work
me and my friend are both using the same version of unreal with same proj name and details
we are using softether vpn to connect to each other and we tested and made sure we had the same public ip
Use source control instead.
Don't use Multi-User Editing.
our proj i mostly blueprint tho
Doesn't matter.
how do you use source control for blueprints
not sure if your issue is same as mine, but i needed to add that bone/socket location node and tick those those variables to make particles to follow the bone, while maintaining local orientation
Just push the .uasset to your repo, like normal. Not sure what's your own hold back is, since .gitignore template for UE project doesn't exclude Contents folder and .uasset files.
Not to mention Unreal Editor has some Git integration, that even supports BP diff.
oh ok
Anyone know if there's an easy method to copy text to clipboard (exc mouse input + widget)?
anyone care to give me a hand please in #vc-unreal-hangout ?
not willing to commit an unbounded amount of time no, but if you have a question and you post it someone might be able to help https://dontasktoask.com/
The correct URL is https://www.dontasktoask.com/
www is archaic
Discord is kinda dumb when parsing URL 
it parsed mine ok, but I did remove the embed
Anyone had much experience in Navmeshes and optimizing dynamic updating ?
does anyone here know how to make ricochet into a variable?
ricochet ?
like as in if the the bullet hits the wall at a angle it counts as a ricochet and then a actor can get damaged
check if the buillet hits something and set a variable if it does ?
oooooh boy
experience in this topic, yes quite a lot
is that a yes ?
succeeding in what you are trying to do no
because I'm guessing you want this for avoidance
not really, or not how you would imagine
interesting, what's the use case then?
you build something on a map, you then update the navmesh for the AI, it can get stuttery
oh I see, player construction then
yes
not sure there's a good way to make it faster, though possibly setting it up so that nav meshes are islands level design wise might help. You should bring it to #gameplay-ai, perhaps some folks have done this
navmesh is frustratingly limited tbh
ive been playing around with multiple navmeshes against one big one, cell sizes etc with some effect but nothing yet that just fixes the whole issue
could perhaps batch the updates
tell it to not regenerate on the fly and update it once everything is settled
Does anyone know of any Tricks to solve for multiple clothing layers and the chance of Layer 1 poking through Layer 2 poking through Layer 3 etc.. E.g. Skin poking through a T Shirt and that T Shirt poking through a Jacket? If all these meshes are layered together? The idea being that they are full meshes and not built to be sliced up. So you can't just turn off parts of each of them and it would not something like a "Shader" or Some kind of Masking Efforts.
I'd probably use a mask to hide where they are under other layers. (same for the body tbh)
Yeah I guess my question is what is a good approach to the masking efforts?
If there's any docs or videos you could recommend.
yes please share :3
it would be inside a shader, how to do it dynamically depending on whats on top of the body/cloth I dont know though.
a good start would probably just reading the masked documentation epic provides and take it from there.
Yeah i've tried a few ideas but there's always issues where not everything gets removed or too much is removed or there's ways to cause issues if you're looking at it from different angles. So i wasn't sure if anyone found better solutions to said problem π¦
id suggest trying to google something like "ue4 hide parts of clothing"
https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/ might also help
(and a answerhub related to it: https://answers.unrealengine.com/questions/228601/view.html )
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
thats all I can do, share links. never tried it myself.
for one game I helped on they generated a mask and all uv's where laid out the same way, so they'd load that mask into the shader of anything underneath the top layer to mask out those parts. mustve been a pain to work with XD
Im looking to paint my landscape and im trying to put my material I have on layers but I don't see a + button or anywhere to put my material on layers please help me thanks
0
1
nvm its still happening nvm
Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1152]
how do I change the skeleton an animation/animation sequence uses? the option is grey and I can't change it
its under animation, theres gonna be a option called animation mode there u can modify the skeletons animation
I don't see that option on animations nor sequences
is this on the actual skeleton window?
is there a way to slow down a For Loop node, instead of making it instant
why does unreal just hate me all of a sudden
if so it should be the first option top right
what I want is to make an animation use a different skeletal mesh
oh
retarget
i gotchu
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & Animating a Rig
(07:21) - Changing the Character's Pose
thanks
no prob
anyone know how i would get rid of this error? I'm using a delay in a forloopwithbreak
I have worse than this 
What is the error message
I have become a habitual collapse nodes abuser.
If you're trying to reset the collision to default i think you can select all static actors in the scene and it will show "Multiple Values" in the collision tab just set it to default (not sure)
Idk you can sort by name in the world outliner if they have the same name maybe?
Or just manually select them
What does the error say
@regal mulch
Delay generated from expanding For Loop with Delay contains a latent call, which cannot exist outside of the event graph [3358.08] Compile of FirstPersonCharacter failed. 1 Fatal Issue(s) 0 Warning(s) [in 134 ms] (/Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter)
Yeah you can't do what you are trying to do
Delays are latent calls which means they don't necessarily finish the same frame the function was called.
Which seems to be a requirement for macros too
Dang that sucks. For some reason when I looked at youtube videos they were able to do the same thing, but I was able to find support posts on forums where others had the same issue, so it looks like it just won't work.
I appreciate the response tho
How do people deal with version control on huge projects?
Project is sitting at 30gb.
Unreal says I have multiple root bones found in hierarchy. I'm confused because I only have a single root bone and the other bone is just a bone. How do I go about this?
The root is at the bottom/centre of the car
This is a known and common issue with default blender fbx export.
Have a Google for the issue / use the unreal blender tools.
Also, content creation channels.
Mine's almost 40 GB, and GitHub still didn't kick me out,
Who wanna make a unreal engine Chicago game if so dm me and not just a hood game most Chicago games are about the hood mine would be about just realistic life rp and the hood at the same time and just lots of good different features
Please see #instructions on how to post to the job listing board. (Also, make sure to use proper writing etiquette)
Itβs not rlly a job Iβm just asking who would wanna help me and give tips and stuff
Private instructors still considered "job" or #volunteer-projects
Who wa na build rpgmmo Fortnite clone wit m.
No pay. In a week. First game project eva
@drowsy snow is that just the game files or the gut repo?
Entire repo, still had unsorted marketplace and Quixel stuff
AHH ok. What GB are you looking at for just the game files?
Around 2 GB for the demo. Final version estimated to be 70 GB or so, even less with the new Oodle compression.
Dude legit tells me post a job when u let him post basically what I said and give him no warning or whatever π€£ π€‘
I was mocking you.
@drowsy snow my raw game files are around 30gb and gitlab won't let me push entire repo even with lfs enabled
How are u mocking me when did I say their was no pay anyway ur not funny gtfo with that π€£ goofy
Heh
Well, GitLab limits at 10 GB, and this was bottleneck even early on.
GitHub private repo has more lenient limit for free.
Though I heard from some forums that GitHub limits at 100 GB, guess time will tell
Ok cool. Thanks for the info.
hey i have made a footstep sound for the player, but it stops after anoher sound has takenplace, is there anyway to make it never stop?
Does anyone have an idea about what could cause an BP interface to work in the Game Mode BP, but not in a WidgetBP?
is it possible to compare 2 materials?
i want to replicate material change of a cube
nvm π
next question is, is there a way to get a player id? so that i can have different colors for all players
What are the advantages of using StaticMeshActor rather than Actor?
anyone knows the Ue5 release date?
Late 2021- early 2022
Basically the same, except that Actors can be anything else.
Yo guys anyone here using UE with Bigsur ππ»
Hey guys..can any one help me with a decal problem..i'm trying to spawn decal at the hit point of the line trace and the problem is decals only spawn on enemyAI bp and not on any other world objects like walls ground anything
it's probably your trace collision settings
how do i check it
eh? it's literally a variable on whichever line trace node you're using
okay no, it's probably whatever random thing you've plugged into the location and rotation, because you're not even using the trace
pay attention to your BPs:
you've plugged random crap in here
you're not using the trace
thats just muzzle
aha
muzzle flash
then the problem might lie elsewhere, but it's impossible to see from that small snippet
(also, FYI: #blueprint )
as an aside - you'll get better responses the more information you provide, and organising your blueprints before taking screenshots of just one or two nodes with lots of information missing will go a very long way
at the moment its impossible to debug (and wasting your time, and everyone elses), because the actual problem isn't in your screenshot#]
Still getting the asertaiton fail error, dont know whats causing it but disabling network prediction extras stoped it from crashing at 86% but not as soon as the editor loads in the engine crashes
you have tons of files missing
really?
if its truesky i cant do anything about that, every ts version gives that kind of error
but i never got a crash
UE shouldnt even be trying to load those
is there way for ue to reload its asset registery?
those files were deleted a long time ago
Hey, does anyone know a Tutorial for a physics realistic space ship? I really need something like that for my game
Is there a way to use advanced search features in the detail search field?
like and/or?
Definately is in the content browser
Might be in the property editor
@mental helm
A reference for advanced search syntax when performing searches in the Content Browser.
should work for nearly anything that has a search
Tried using (Shadows) OR (Specular) on the details of a light and it gives no results
try Shadow|specular
Nope, as soon as | or ( or any symbol pops up, there's no results
hmm, guess it doesnt work for actors. sad
I have a post process material that colors black everything I see on a screen in a certain radius. How can I translate everything that was masked black to a minimap?
you can't
I want to see on my minimap zones that my character can see in a certain radius. I know how to do it on a flat world, but my world is bumpy with some hills
Is line tracing my landscape million times is the only way to achieve that?
Not played with minimaps, but would a sphere trace not do what you want?
it will return one hit result with my landscape, dont know how it helps
you're probably going to have to do visibility checks on actors, yes
Does anyone know how to use different fog settings for indoors and outdoors so when you go in and out of a door to the outside, it's foggy outside but not inside?
Maybe with post process volume
Ah, so I could just manipulate those settings in the level blueprint based on a trigger volume or something?
I want to import a map with over 30 000 parts in unreal but windows doesn't really handle well.... plus it takes a long time too
How do I do that?
Also is an obj cuz I want the parts to be separate
And I exported the map from roblox studio....
Hi ya'll, I wanted to see if they figured out why the black submenus start to disappear and flicker out after ~30 minutes of continual engine use? I've updated my drivers recently and that didn't seem to fix the issue. I do this face π« every time I have to start every 30 minutes!
I bet you can call it from BP
The setting on the fog itself
It seems like the important stuff is available in the right context bp
Yep
Exponential Height Fog
#graphics (yeah, makes no sense to me either, but that's the channel)
k. thx
How would you put nav modifier volumes on Blueprint so I can toggle navigation in certain areas dynamically? I'm trying to but it doesn't seem to be updating despite me having dynamic nav mesh in project settings
hey! can anyone help me. I have been using a skeletal mesh inside a blueprint and kept that blueprint on a scene. I want to manipulate the size of one of the bone of skeletal mesh in by widget blueprint. What would be the correct procedure?
I am not using any anim blueprint. What i have is actor blueprint and inside it i have a skeletal mesh component in Component of my actor blueprint. Can i really edit skeletal mesh?
What do you mean by "dynamically"?
How this is documented under 4.26 when its showcased in UE5?
https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Input/EnhancedInput/
Using the Enhanced Input Plugin to read and interpret user input
I'm setting up a crosswalk system so the pedestrians won't try to navigate across if there is a light - I guess I could make an overlap that updates their behavior tree to wait
guys i have a big issue
in my project folliage dinamic shadows take like 10-15 ms to render
Maybe set a variable like "LighIsOn" somewhere and then use that as a condition in a branch
That's usually a hit
but static shadows seem like dont exist
any suggestions?
Dynamic foliage can't have static shadows
You can set the foliage to "Moveable" and there's a checkbox about dynamic lighting if you scroll down... but there's no free lunch for foliage right now
im on ue5, can't it be a bug?
How much foliage? How dense are the meshes? Post a screenshot.
uh oh sorry I tought I was still in that chat
You are... ignore that lol
Come in #ue5-general
Jeez, wasnt this channel Java forum?
Can I make camera to render only certain Lighting Channel?
how can i delete a co-planer loop of faces in a BSP edit
Is it possible to get one instance per player using pixel streaming on AWS so each player get it's own experience ?
i deleted them in editor, and checked the content dir in explorer, they were still there so i deleted them from there as well nvm fixed it
about to beat my editor up, network prediction insights is not playing nice
Is there away to check editor start command line arguments?
Are there mesh boolean ops on UE 4.26 / 4.27 ?
How can I increase the distance of shadow casting and ambient occlusion?
anyone know why my camera goes ape sh*t after changing the paper 2d map to horizontal
hmmm
ty
Hi new to unreal. Is there a way to "erase" the "ground" of the Model?
Hi folks! What is the best channel for discussing ideas and collaboration?
How come Quixel doesn't have full fledged trees and only pruned, branches, cut or trunks?
More Tutorials for me. thx for the fast reply π
ok cool, thanks for the update
Where can I ask questions for unreal?
Generically here, specfically in another channel if it relates to said channel Ex. Blueprints
Ok thanks
Can a navmesh be vertical?
anyone good with replication willing to help me for a minute?
No it cannot but you can oriante your camera so that the world seems verticle. Nav mesh only works on the Z axis. That is if I'm understanding your question correctly
Is the force delete button dangerous? I have already used it 3 times
Does it affect performance permanetly or something?
Actually, depending on context. It's largely affecting memory history and references owned by other assets.
So not even if i restart editor it will clear, like i just forced delete a actor, i didn't intend to do it, i literally removed the actor from, scene, other blueprints and everything and it still says it has references pending or whatever, and that only reference was to itself lol, wtf
You telling me i need to begin from scratch because i force deleted an actor lol? Just wondering but it sounds ridicoulous to me
how do i get into vr mode
Can someone send me a tutorial for adding materials in layers for painting landscaping
How do I make a dead body make a sound when it lands
under its collision settings there's a checkbox called enable hit events or something like this, check it, and then you can do an event on actor hit, and play the sound
I've tried hit events, and have everything enabled as far as enabling physics, but for some reason the hit events are simply not firing
Can you use blendspaces to combine two different animations ?
If it's something like walk/run/sprint, then yes.
if i wanted to make CPU control the player for a a specific sequence and immediately give the player control again afterwards or when interuptted
possible in unreal via ai structs and stuff right?
There's Possess and Unpossess nodes, but I don't think it's optimal for multiplayer stuff.
if this function works when i get around to making it i shall share its nodes and such you might like what you see :3
I see. I was trying to explain that to my boss in my job where we work in unreal engine. She somehow keeps thinking that I can combine a seal floating in place and then it summersaulting without it having a weird jump
So she want it to jump like in Ninja Gaiden NES?
Because in that game, the character sommersaulting until it reaches hang time (zero upward velocity)
Well, I'm exploring a better option TBH, because I'm having character swap mechanics.
oh no no i wanted to see if it was possible for a custom mechanic i have never seen in any game but think would be magical for multiplayer functionality :3
i couldnt figure out how to make this mechanic work and than it just came to me last night xD
Lemme show you here. So here Iβm switching between her summersaulting animation and her idle animation. What she wants me to use blendspaces for is when I switch back to the idle animation from the summersaulting. Itβs the weird jump down that the seal does
Oh, nope. You'd use state machines for that.
Oh really you can? Thatβs interesting! I thought you can only use state machines just to switch what animation youβre playing
Yes, state machines can be used to play some "one-hit" animations. But in case of it losing the "elegancy" (or rather the code cleanliness), alternatively anim montages can blend back to current state.
Also nitpick: use Windows's built in DVR and re-encode it to MP4 with Handbrake.
Maybe possessing "pet" or summons? π€
something even cooler π
itll fix a problem ive had with multiplayer games for nearly 2 decades
if it works youll be the first to know β€οΈ
Omg I canβt find it. And this is Windows 10 with the gaming laptop. Does it have to be enabled somewhere ?
Also Iβve heard of how state machines are used to show one hit animations. But Iβve been trying to find something that at least explains it or shows it because I donβt fully understand
It's Windows key + Alt + R to immediately record the application (or Windows key + G to summon the game bar)
Though to be honest, state machines rarely used for one-hit animations, but if it isn't inherently complex, you could get away with it.
What's that "problem"?
well its not really a problem but an addition that should of been added to multiplayer games since the NES :/
i cant even begin to test it until my attack and movement stuff is even functional lol
once i refine a bit more ill share via pm's and hopefully itll be sumfin that could fix this 2 decade old problem
anywho back to work~
Alright cool! I got it now, thanks for all your help dude
Can't wait to know more about it π

I have a folder in UE4 that is empty and i try to delete but it says it's referenced to a blueprint, i have restarted the editor and it still says the folder has a reference to a blueprint?
what your question?
Right click the folder and choose Fix Up Redirectors
I have a question about the water system. How do i make the splash effect when it hits a rock, or another object? i.e boat, lighthouse, cliff, etc...
i'm struggling hard on this one... trying to sort values of a datatable - no issue when sorting row names itself ofc - but as in example:
when trying to sort a specific value within a row i can't seem to figure out how to attach the other values in the same row to the change of placement(sorting order)
any ideas? tried alot...
iβve noticed that when i adjust value sliders and such in Unreal, my viewport becomes blurry (not sure if itβs anti-aliasing or resolution). this is mostly annoying when i try making fine value adjustments with my post process volume, since sometimes itβs difficult to notice the changes.
is the blurriness a common βissueβ? and if so, is there a way to get rid of it?
the bluriness will also occur if i undo a change i make. it happens for a split second then the viewport becomes clear again
just very annoying
Hey, I created a particle system and attached it to an actor. I want it to do something when Me (first person character steps on it) How do I do that?
Why can't i remove the empty folder without force delete?
Save the level, save all and close the folder then delete it
I just told you i restarted the whole editor
did you fix your redirectors?
if i wanted something like level interaction so im able to press said button open doors, pick up plants lift chests open to take loot for example
stuff like that
tho i love you, only thing that isn't perfect with maps is, that they don't take duplicate values
but i also want the same input system of level interaction to extend into something like holding the interaction button lets you leap off of stuff, or pick up a bat and that changes your input options
should i make the whole sequence a state machine?
Montage should be fine.
Just make sure you have the check for the interaction stuff in your BP.
even if the level interaction button has a ton of options off of pressing and holding it with other buttons or stick inputs o-o
like level interact plus movement to hop over table than you can press attack button to, do a dash based attack since leaping over table is technically a dash
or if holding level interact plus baseball bat is nearby you equip it and slap people with it xD
State machines shouldn't have sayings on input handling. If anything, your input handling should be the one bossing around.
o.o
Im using megascans for the first time and i want to make a cave...But im not sure what to use for cave ceiling? What type of asset is commonly used/repurposed for the ceiling?
so even if combat mechanics flip between and around level interaction putting it into the state machine graph isnt necessary
hmmmmmmm
Hello all, I've been told that this is the place to get answers more lively. I'm trying to create a leveling up stats system using integers as the stats but I lack the idea so far. Which content creation should I be for that?
Repurpose the ground stuff
#blueprint (or #cpp if you're doing it in C++ scripting)
honestly youtube and google will net you fixes and answers much faster than here, but this is a good source to pull from at times, however there are tons of level up and stat setups on youtube depending on your particular desires
I apologize but I already did that but they were incompatible in my blueprint structure. My stats serve as integers and must be connected to them from the Unit Actor bases. Its a very complicated explanation but if we should text through our accounts, that's fine cause of the long explanation. I've already asked Unreal Engine 3 times so far as well.
take that answerhub and forums! blam!
im still learning unreal as i go so im not so much reliable to help anyone make a game yet xD
though i hope to be one day!
thank you :)
however try thikning of your systems in developer speak if that makes any sense, trying to make life points or HP would be something like a damage system, and see what systems can be weaseled around to accomplish your goal
I've done that before already and no one answered.
unreal engines only limits are your imagination
and knowledge of the systems that are in place xD
the more you understand unreal the most easier and possible the most compicated systems become
no I'm saying that slackers is a pretty good way to get help fast compared to the others. But it requires being able to succinctly express your question
as games are all smoke and mirror anyways so the player experience of said systems and functions are more important than the actual creation of the world of aspect you have in mind
I figured that as much but it's extremely time consuming but I'll still do that. Thank you.
trust me
It is a long explanation.
I know.
the more complex your game the many more months to years before its actually made bug tested and shipped xD
well you can assume we already know about stat systems and levelling. I have such a system, many devs in here do. There's even an entire subsystem of unreal that does this for you (with some work on your part and a fairly steep learning curve) called gameplay abilities!
^ i need to get into gameplay abilities ;D
Gameplay abilites? Where is that in Unreal? Wait, is that supposed to be in the plugins? I recall finding something like that.
It is built in, but it does require you to write a teeny bit of C++ to get started. Check out the pins in #gameplay-ability-system -- you might want to grab the ActionRPG sample (from Epic) or the (community provided) GASShooter sample to get a feel for how it works
GAS is fantastic with lots of features, but it might be overkill for your project depending on what you want to do
I see, I need to sort this out for a bit but I'll ask more next time. Thank you.
But there are plenty of folks in here building stat systems with levelling without GAS and I and others can certainly help with that endeavor too π
(here in slackers, not in DMs)
It be helpful if someone is willing to listen to my explanation and every structure needed for guides to my system desired. That's all.
youre right i checked some stuff animation montage would be best with blueprints to handle functionality; would be best i was getting animations state confused for something else xD
i can even use anim notifies for smoothe reuse of animations on object functionality
Why would you have duplicated Guild names, I would have thought that they would have to be unique? Guild names for the key, and anything you like for the values attached. I may have misunderstood your issue though.
Sorry to bother you againπ
Iβve been trying to search for examples of one hit animations with state machines. Is there another name for this?
no guildnames/or ID as key - and level as value - but when sorting the values (as guildlvl) it doesn't let me find the corresponding key again.. currently.. trying to figure
ah, so you want to sort via level and be able to pull the guild name
Data tables, then perhaps?
ye they're included ofc - just trying to make as many usefull sortable options as possible with a stable base - just need to do some minor fixes/workarounds now π ty
I have a question about the water system. How do i make the splash effect when it hits a rock, or another object? i.e boat, lighthouse, cliff, etc...
Uhhh i have a problem i've been having for a while now, there's no UE 4.26 support (latest Quixel Bridge version, just downloaded it and installed it and there was only support up to 4.25)
Just say yes
@humble sentineltried updating the bridge?
I literally just installed it
The update thingy tells me it's at the latest version
The only consistent thing here would be that i selected an existing Megascans Library directory
what
Ok Epic's software broke again
It lets me get the plugin for 4.26 in the Download Settings menu
But it doesn't from anywhere else
Software engineering is not easy π₯²
(especially Electron stuff, which I'm sure Bridge is based on)
Yea i know
But it's really just Epic Games stuff i've had issues with
Latest Nvidia drivers freezing and flashing the engine after like 30 minutes of use (probably some memory leak idk) which took months to fix
Basically any other Linux DE other than Gnome has strange issues (Like UE not registering when a mouse button is up when it's over a panel in the blueprint editor when using the XFCE DE or KDE Plasma)
i think NVIDIA is the one to blame here. Because I heard none of AMD users reporting the same.
GNOME FTW
If software compatiblity on Linux wasn't hard enough
Some software doesn't even run on certain popular DEs
not well anyway
I think GNOME had the broadest compatibility
Though I'm also in the mood for rambling about Linux stuff in #lounge
I'm bored so sure
wouldnt be better to have a player controller for gameplay functions and a player controller that activates when touching widgets or menu like systems or is making it just one player controller ok since its universal across races o.o
That sounds good on paper, but I think there are complications when switching player controller class on the fly.
im sort of mixing up 4 tutorials to create this really cool feature i havent seen since metriod prime lol
ah
so having them just override button functions when in focus or such would be better
ok so ill setup menu stuff as apart of the universal character controller stuff β€οΈ
Though I probably should mention that I rarely do the scripting in Player Controller class. I'm just directly do it in the pawn classes.
@drowsy snow Iβm not sure if you have an iPhone but for some reason when I downloaded a recorded capture from the Xbox game bar on PC onto my iPhone 8 and view it in photos, part of the screen is green and my captures video is now shortened to a different resolution size
I don't have an iPhone. π
i have a game that i have completed, and i want to put it on my website, but im worried that i wont be able to make over the air updates to the game. is it possible to add a plugin or something to allow me to update the game without using a launcher?
Yep, but youβll need another service responsible for creating new game instances and matching them to requests. Thereβs nothing out of the box from Epic there.
I have a skeleton mesh that i'd like to create animations from, should i do this in unreal or blender?
Depends on which one you'd be the most comfortable with, because Control Rig is capable of creating animations (but still have some limitations compared to Blender, particularly constraints)
i did just find mr.mannequin tools for blender
might use that
if make an actor blueprint
can you make it appear and disappear based on a button input by adding such code into it
Do you need other kind of visibility toggle than Set Visibility node?
o.o well i want to make a actor blueprint
add widget class
not place it in the world but make it appear in front of the actor via standard widget button input
i know how to make said actor and add widget class to it
and how to make widget with button input controls
but i want to make it appear in a certain distance from the third person character on input x3
should i add this as a compnent to the third person character for this to occur
i guess im not sure how to make it something you make appear at a distance and disappear when playing as said character
honestly just the term to go figure it out would be enough lol
I think Spawn Actor From Class node is enough, and it asks you for the world transform.
Though I think you're trying to make summon system
try blender discord they have plenty of people there o.o

well yes ill pm the idea
In this tutorial I show how to import an fbx character model made with Blender into Unreal engine 4 including textures (diffuse, normal) and animations.
When starting the ue4 scene the idle animation is played for the character because I used the animation asset to play a single looping animation.
See me on my social profiles:
G+: https://plus...
this is an unreal engine discord if you need help with blender you need to try the blender discord
so, how i made it work now is combining both variables into a textstring and make an array - then sort it (numbers in front of text) and split the text string after that - then proceed
thx again - the map tip brought me to the idea
Hey everyone. I am a UE4 novice coming over from unity c#. I am trying to upgrade a few blueprint projects given to me from a client, all done in 4.21. I've tried to upgrade by using open copy to 4.24, 4.25, 4.26 and no luck. Get the same error every time
The project could not be compiled. Would you like to open it in Visual Studio?
It's always at 80% when it fails, on UE4Editor-gameDNAinstaller.dll
If I don't know a lick of c++, what am I supposed to do?
Try deleting Intermediate and Saved folders.
@fervent prairiewell thats a plugin so your going to need to update it to be compatible with whatever engine your loading it in
Oh it is? I thought it was an engine dll, not third party. I will check that out, thank you!
one would hope the client would have informed you of the requirements for the project π¦
I'm trying this
Previous developer left a long time ago and they abandoned these projects, was a whim to see if I could upgrade them. BUT, knowing that is a 3rd party plugin helps me a lot, thank you. Will report back
mind helping me out?
i have a game that i have completed, and i want to put it on my website, but im worried that i wont be able to make over the air updates to the game. is it possible to add a plugin or something to allow me to update the game without using a launcher?
Maybe pull it through in-app?
Probably you communicate with REST stuff, and try fetch the latest update. Perhaps it's kinda similar to how Android games apply updates to some extent.
Hey is @buoyant granite is created in python or javascript
is it possible to reference a compnent from third person blueprint
in a completely different blueprint
Owned by other actor?
It's possible, just getting the correct reference and cast the class.
its almost always possible to do something with something
ah
so what do i need to look up to learn how to pull compnent from the third person blueprint :3
in your case every component has a variable assigned to it
oh
so now you just need to get that blueprint that has the component
Get the BP, and cast as the correct class to fool proof it.
so if i turn compnent into a variable i can reference the variable elsewhere and itll pull the compnent
okie lemme try
its already a variable, look in your list
still a variable, thats just the category π
would you say it's.... Unreal! π
hmm
my amazing custom code is working!
but
when i create the system and spawn it it doesnt follow my camera..
oh idea!
Rookie-level question here: Why doesn't the "Build" button, which is described as "Builds all levels", actually build every level in my project? It currently only builds the level that is open in the Editor.
i give up for the night time for bed love you guys good luck on your profjects β€οΈ
i have no idea how to setup follow to set arrow on third person xD
hey this is prob pretty simple but if I imported a mesh into unreal engine, how would I go about fixing the collision issues
so I will be able to walk through this area
on the mesh viewer there should be a Collision category, you can adjust Collision Complexity to "Use Complex Collision as Simple" and that should solve the issue
@kindred iris
had to do some floor cutouts the same way
I figured it would be pretty easy to fix. Thanks for the help π
I'll be sure to look out for it
Hey does anyone know why all my meshes have this weird lines? seems like they are part of a fake normal map that doesn't exist. If I put those meshes in the Digital Human Scene it doesn't happen, but if I create a new level they appear :/
I don't want it to activate if another fence hits it. how do I exclude those?
Can anyone help me. My brothers ue4 is jumping to 16gb ram when loading (95%) and then crashes. It works fine on my PC, exact same project + engine version
I really don't know what causes it
On my pc IT only uses 2gb ram
It jumps to 16gb ram in a matter of seconds
So there must be a mem leak
Already removed the project and re download still same
need help with root motion
So I got player imported and working correctly
I need dodge to use root motion
but everytime I get him using rootmotion animation becomes super small and weird
anyone know what force root motion does
for some reason when I get a root motion animation working its always the wrong scale
Thank you for your reply @silent ridge, do you have any idea of which service I can use for that ?
Hey have a stupid question how you reduce the quality if you need less lags when you work in UE?
For this scene?
because i need to work with live link
I'm very very noob with ue4 and need to work with iclone live link and its laggy sometimes
whenever I apply mi_lamp_red or mi_lamp_white to any object from automotive material it turns the object into black. And glows only when sunsky is off.
I have asked this like 4 times in this server, noone knows how to do this?
cast Other Actor to the Fence actor class
Requisite reading material:
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/CastNodes/
Examples of different Casting Nodes and usage cases.
give fence a boolean if true - and before hit check with branch if boolean already true? +/-
[2021.07.22-08.18.02:146][ 50]LogFileHelpers: Editor autosave (incl. external actors) for '/Game/AutomotiveBridgeScene/Maps/Bridge_P' took 0.494
[2021.07.22-08.18.02:146][ 50]LogFileHelpers: Editor autosave (incl. sublevels & external actors) for all levels took 0.494
[2021.07.22-09.15.15:134][334]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (00000000)
[2021.07.22-09.15.15:414][334]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (887a0006)
[2021.07.22-09.15.15:417][334]LogD3D11RHI: Error: Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp:356
with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
[2021.07.22-09.15.15:417][334]LogD3D11RHI: [Aftermath] GDynamicRHI=000001B2CD4F1100, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2021.07.22-09.15.15:417][334]LogWindows: Windows GetLastError: The operation completed successfully. (0)
with a begin play?
any clue as to how to fix this issue?
please how to rebuild light?
and I made a mistake how can I undo where I was? I saved the project but I broke somthing I think
I can't
so map saved maybe
I added props lol
and it broke something
maybe I nede to rebuild light
but how can I do that please?
there must be an arrow where u click play
u can see build options there
and do build lighting only
ahh thanks! I clicked on the button Build
ok
not sure if it will work for your specific case - i'd try
on component hit > check if fence true > if not > set fence boolean > execute simulation > set fence boolean back to false
I can try to do that
if it's already true on check (branch) - don't do anything cause it would be already in execution
m bad with blueprints. Idk what actor/ cast to and stuff
Ill try that
If I search basics tutorial on YT, they teach how to move around and tell about interface ;-;
Call me a broken vinyl records, but I suggest you to learn more about Blueprinting basics.
m trying to...
but which vids, would be helpful if u recommend some.
what does other actor do in that node?
there are countless blueprint tutorials online
surely we don't have to point them out, just search for "blueprint tutorial"
watch them all
ok
.
please stop asking - we're not your personal question and answer service
there's a wealth of material you can find online to help you learn really basic tools and functionality
Back then the official Unreal Online Learning courses weren't a thing, and YouTube tuts was all I got. It was 2016/2017
good point the official stuff is pretty rad now
Sorry guys, my bad, ill go watch tutorials.
if you want directed learning
it's great
Also this was back then when I was still a stupid user, asking for realistic cloth physics, before realising I approached it wrong. 
https://answers.unrealengine.com/questions/741907/view.html
TBF I was an idiot back then anyway π
BTW guys, whenever I start UE, the gravity value changes automatically. Can I stop that?
well let everyone here remember, we all were there once
how are you changing the gravity?
I didn't know nvCloth was made to be GPU agnostic, and you only need to simulate the overhanging part, which in the end, I did it with classic physics bones xD
It becomes -980.09 or something
yeah I still don't know any of that :-)
It causes the cars to shake and slide around which I took 1 month to figure out that it was gravity settings
okay
ok
I am not sure if this is a bug but some of my keys don't register or something when i am in a level but it does when i am in another level. How do i fix this?
Hello can anyone help me please
I have animated camera but I want to change camera location but I can't becouse of camera animation is there any way I can change my Camera location with all the keyframes ???
I have a selection of UV coordinates on Screen, I want to color them all white and everything else black. How can I do it in Post Process material mask?
Are you animating it in Sequencer?
@drowsy snow yess can you help me please
how to not save automatically? :/ please
hey guys i have made a points system in which you will recieve a gun only if you have killed enough enemies but it isnt working
Hey maybe stupid question, i know i dont have the best PC out there, but i would like to make a game with a big world where the player can explore and stuff, so i made a big landscape but its taking forever and i mean like forever to build lighting, (yesterday i waiting 7 hours just to get to 65% done with build landscape, nobody wants that) so im wondering is it possible to make a big landspace with a decent PC without taking like 12 hours to build lighting? π
most big open worldy games use dynamic lighting to avoid having hundreds of megabytes of lightmaps
looks worse, but saves a lot of hassle
outside of that, the only real solution is to throw more processing power at it
we use a server farm to do lighting builds, but obviously this isn't a sane option for everyone
what do u mean server farm? im kinda new to unreal, still learning π
ohh so its not a thing in the engine i can use? xD
no
im stupid XD
the lightmass tool can be used with the swarm agent to distribute the work across multiple machines though
so how do i get it to use more power?
but in the end i still need to build lighting when i package the game and then it will take 12 hours, or do i misunderstand something here?
i just tried to make a new level and pasted my landspace from my other level into the new level so i dont have any lighting at all, but as i can see it still take alot of time to build lightning, what else can i do?
i dont do that, but im thinking forward so im ready when i package my game, so then i need to build lighting it right?
i made all my lightning dynamic, but im guessing it will take a long ass time to make full build when i get there right?
okay ty!
btw i have this error how can i fix that?
https://gyazo.com/75336300d733a74a127a5260e6cb772b
so i should not think about it?
so it does not matter? i thought every warring and error should be fixed? xD
Hi guys, I don't have free look when the character is idle. How do I fix it?
Does this damage formula sound okay? I'm looking for anyone that can poke holes in it or just feedback in general. I want to have an armor Stat.
When armor is less than half of the damage; Damage - Armor = Damage Taken
When armor is 1/2 or more of damage then; Damage / (Armor * 4) = Damage Taken
So you only take percentages if your armor is more than half incomi g damage. I'm pretty sure this has to have been used in a thousand games before it, but I've always sucked a math and want to make sure it sounds good. Especially because I've fucked up pemdas before.
Hey is there a way to get back to my original proiject I downloaded?
because I fucked something and I can't go back :/
download it again?
So my project doesn't recognize #include "NiagaraComponent.h" which is what the docs says to include as reference. Is there something I'm missing?
probably the path is incorrect
ooh, that or the module is missing from yours, but I can't recall how to hook those up
it's a question for #cpp
Alright I'll ask over there
In 5-10 years what do you think is gonna be industry standard maya or blender
I have a wheel blueprint
these are the children of this
and i also have a bike bluepriunt
how do i add
#ue4-general message these
into
#ue4-general message this
without it being a
cause if it is like that i cant acess its variables or plug it into some of my c++ funcitons
I've turned the minimum brightness up but that only seems to affect the exterior. My interiors are way too dark. How would I solve this issue?
how can i make the ui smaller?
when i am watching a tutorial the teacher has everything smaller and can fit on their screen
i looked and found UE4Editor Customize
Hi, i just got pretty far on a UE4 Project, and i got a memory leak, didn't notice it so i saved, now basically everything is not working, how do i revert back even though i have pressed "Saved All"?
How do i recover files?
How do i do that?
i never done it before
hey guys i have made a points system in which you will recieve a gun only if you have killed enough enemies but it isnt working
2 things come to mind. 1st is that you are checking for exactly 100 points. So if you are over 100 it won't work, try >=
2nd thing is in the bottom pic.. that won't work as you have the == bit getting it's info from the cast, which is only active on the second part of your sequence.
ie sequence 1 cannot get the bool info for the branch as it can only get it from the sequence numero 2
well that first picture says points = 0.0
so if the player has no points, they walk over this item, it would destroy that item and flag that player as having it
the 2nd picture makes no sense, what is it doing to the points?
Hey, i'm pretty much brand new to unreal and theres a couple of issues im immediately facing. One issue is that i am getting frequent, but very short lasting frame drops which make it very annoying to landscape or test my maps. It'll be running perfectly fine for about 3-5 seconds, then drop from 120fps down to around 60, i cant see the exact number because the drop is only a few tenths of a second long. Another issue im finding is that when sculpting terrain, it all looks quite jagged, as if the resolution of the terrain was low, but i dont know how to increase it. Any help appreciated
If you are doing the thing where the player can look at items with the crosshair and it will say things like "Pick up Box" or "Open Door". Are you just firing off a ray trace like constantly? Event Tick seems overkill, but you still want something pretty frequent right? Is that ok or excessive?
question. ive already done this but i feel it can be done simpler. so i have firearms that are select fire (safe/semi/FA/burst) and i want the firearm to keep the pose with the fire selector. what ive done is made an animBP for the firearm that blends by bone so the fire selector bone is playing whichever pose is set by code and same thing with the bolt release. is there other ways to do this? for example if i switch the firearm from safe to semi, then reload, what are other ways i can keep that fire selector on semi during the reload animation until i change fire modes again?
as you can see i dont want to have to do this for multiple bones if possible
I don't know if it's simplier, or even smart, but you could store the mode as a var along with the animation for the bone (I guess it's a rotation?) and then just use the mode to set the bone when starting reload based on what weapon mode it is in.
like just rotate the bone for the fire selector?
That's how I would approach it.
so when you call reload, just set the fire selector at the same time
not bad. i already have the logic there in the anim instance to know which fire mode and such its on. ill just setup a function to call when the fire mode changes so it interpolates the rotation to the new rotation. i like it, good idea
what search term should i look for to learn how to make an actor widget that spawns follow my mesh around?
this is a silly question, but if I wanted to build an emulator inside UE4 where would I even begin doing that?
Wondering if I can emulate older games in UE4 and use that to inject vr support or something
You mean 3D widgets (a la Dead Space and such)?
Someone might've beat you to it...
https://store.steampowered.com/app/465780/New_Retro_Arcade_Neon/
was looking at that, but I'm thinking more like I want to take retro 3d games and bring them into ue4 without needing to export models and reimporting them. Then add in VR
That would be super difficult tho, due to some games went insane with hardware tricks π€
I mean, 3DSen still fails on some newer NES games
What can I do to make my big sized sphere meshes more smoother, btw ignore the materials they're just placeholders
They're so.. blocky
I hope you know what I mean
@zinc cipher Where can I do that, or do I actually have to make my own asset? I was hoping I can just adjust something in UE4
I'm not sure if UE has a way to subdivide a mesh. I just use blender.
Make your own high poly sphere.
Nope, it doesn't.
Might be able to do that in engine with mesh modelling tools, subdivide the mesh. Or use any DCC ie blender and make your own
Without any Blender knowledge, getting up and running, making a sphere and exporting it to UE4 should take no more than 30 mins.
Dont worry, luckily Im really good at Blender, I was just hoping for a faster way
that's probably the easiest way, gives you the most control
Alrighty
also in Object view select "Object" then "Shade Smooth" just to smooth over any edges
and add a triangulate modier in blender, that way you can know how it will triangluate vs whatever Unreal decides to do
Thanks man π
no problem
It has a remesh tool in which you can increase/decrease the polycount and there is a smooth mesh tool too. However a dedicated DCC is still better
I can't find it in the docs... how can i mark all the assets in the area i mark and not only those that can be directly seen?
No clue where to put this, so I'll just ask here; does anyone know how I can turn on component visualizers from the console during runtime?
If that's even possible
yes exactly that :3
ive got it as an actor spawned when input pressed
but it doesnt follow the player character when he moves
i still need to set camera angles for when their activate
4650G easily
I hope to find it somehow, nowhere available right now
Hmm... Maybe creating it as a component might be a better option π€
as a compnent it would automatically follow under mesh
youre not wrong
but can i make it nonexistent until i press the start menu o.o
You could destroy non-inherited components on the fly, that's a thing
Honestly there's a lot of ways on how you could approach this. It depends on which one works the most for you.
You could destroy the component outright, deactivate it, or remove the widget from parent (which is the component renderer).
Personally I'm not a fan of in world widget component as it's susceptible to TAA.
Temporal Anti Aliasing.
TAA is great for smoothing out objects, but can reduce text readability.
i see D:
i guess that solves my invisible and follow problem
now i jsut need to figure out the term for creating state based cameras like in als x3
Especially with Temporal Upsampling and screen resolution is lower than 100% ~_~
what is this white grid thing? i can't compile save or anything!
Just drag around other tab.
Lol what was the cause of that?
you
any info when 4.27 is going to drop?
Likely sometime next year.
Epic has been juggling with both 4.27 and 5.0 for quite a while, Preview builds seem to slow down.
bummer, I was hoping sometime this summer or fall
Hey, I made it and its super smooth but for some reason I can't swap out my old sphere with it
When I do this, nothing happens, literally nothing?
Can someone help?
So basically, I had a big sphere, but it was too unsmooth, so I made one myself in Blender which looks perfect
oh you mean, too litlte triangles
No, like in the picture. When I try to drag in a different one, nothing happens
Oh, yeah
That was the problem
Thats why I made a new one
the steps are, you import your mesh, then choose it from your content
via the dropdown
Yeah
Yeah, but that just won't work
the drag and drop I think mostly works when you apply it to something on your level
what do you mean?
you cant find the mesh in your content?
Wait I upload a pic
In Content, there's that Mesh that I imported. In the middle screen, you see my old Mesh. When I try to drag and drop my new one in, nothing happens
Just tried, nothing happens
Its so weird
I even restarted the engine
what he said, also, you can use Windows key + shift + S to capture screen and paste it here.
faster, better, more professional, etc.
I refuse to assist those using cameras pointed at the screen as the "screenshot".
Sorry, like I said
Use the web browser version.
Can I upload screenshots there too?
Yes
you think it will actually be next year or is this a joke. It has felt like quite the whileπ
Wait Im in
More of an educated guess. Both preview builds of 4.27 and 5.0 have been shipped at the same time.
I don't know if you consider educated guess equals joke.
4.26 seems quite OK, what do you need in 4.27?
Roadmaps can miss :3
Probably the integrated RAD Tools stuff
what is RAD
nope just significantly longer than what I expected so wasn't sure if it was exaggeration
Oodle compression, and Bink codec.
oh, yeah, definitely rad.
If you don't know about Oodle, it compresses Valley Of The Ancient demo from 100 GB or so down to its quarter size on packaging.
Here
I'm getting issues with Quest 2 and a custom version 4.26.0. I want to update engine, but since I have to migrate it to perforce for my setup it takes a bit of effort so if 4.27 was likely within month, i'd do that rather than upgrade to 4.26.2
I want to change my static mesh to that but nothing happens when I click
Is it worth it to use Perforce for a small project?
Probably not. Git is fine for small projects.
What always works: create a new blueprint from scratch, try to change mesh. If it works, see whats different with your old one.
I'm working on a team of about 9 so its better for us. Git has some issues with blueprints, and you can't use Unreal Game Sync
Peforce is largely paid only repo service.
delete the component and re add a staticmesh component, and set that.
hey guys! i have a question!
only one?
hopefully
Had to move the Blueprint a bit so everything fits in one screenshot
do i really need autofocus for my virtual camera? i was sucessfully able to make one, ive been playing with it for a week now.
i can manually make a DoF anyways, right?
Nothing seem to interfere with the static mesh component 
Parent / child issues methinks
I think its possible to see whats inside the blueprint when you simulate it.
probably its overlapping and you cant see it
he said "nothing happens" though
yeah I think too
I parented a lot and all have the old sphere also
did you try creating a new blueprint from scratch?
I think I should do that actually
when things get retarded I always do that.
I dont have much planets yet so better to do that sooner than later
I think the he could be too π
Yeah imma do that now, anyways, sorry for the trouble, thanks for trying to help!
anyone else had an issue where taking a high res screenshot causes the editor to slow to a crawl? goes from 60 fps to less than 1
FBI, right here
I was thinking of redoing the Blueprint now and this time do it with my sphere that I exported from Blender. But searching it in components doesnt appear?
Use Sequencer instead for proper high-res shot. It screws up many effects.