#ue4-general

1 messages · Page 1039 of 1

sturdy trail
#

Hey guys, I'm trying to migrate an asset to another project, but the only project that's not in my projects folder is the one I need to migrate to. Can someone possibly explain why it's not available? I tried exiting the project I want to migrate to and then trying to migrate, but that didn't work either...thanks guys

regal mulch
#

Same engine version?

sturdy trail
#

Yes 4.26.1

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And thanks for the reply

regal mulch
#

Hm, was the project created on that PC or dowloaded?

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Maybe the Launcher isn't picking it up

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Do you see the project in the Launcher in the project list?

sturdy trail
#

I downloaded a project with some assets that didn't let me add to project. But the one I'm migrating to is created on this PC. Just like all the other projects which are available to migrate to

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I'm not sure what you mean by in the Launcher. I'm pretty new still.. do you mean the epic games page?

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Launcher*

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Ooh. Yea it's there

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Hmm. When I go to the folder I have my protects set to save in its not there either. Outside the engine I mean. I'll try to find it. Not sure why it didn't save there

regal mulch
#

Not sure what could be wrong atm

sturdy trail
#

I think I figured out the problem. Somehow it was in a different folder. Never thought of that

regal mulch
#

Oki

sturdy trail
#

Thanks again for the reply. I'm glad there are people here to help. It makes all of us better

fast path
#

Hey gang I really need some help

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When I import meta human facial animation onto the sequence the program crashes

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Any idea how I can fix this?

exotic marten
#

@fast path check for drivers update on your video card. Helped me... little bit

cinder scarab
#

Hello friends, make bp of all objects for performance and control through c++. Is nice idea or not? someone have some tip for this and perfomance

sturdy trail
#

Oh wow nope. Not there. I checked the download folder from epic in case I forgot that this project was downloaded and it's not there either. Computer can't find it when I search my computer. Yet I'm in the Project in Unreal. Hmm I dunno. I'll keep trying

autumn latch
#

why i get this error

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i can't select referance

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can anyone help me for this please

obsidian nimbus
#

@signal crater if you do c++ you should def install ur stuff on an SSD

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check what ur pc is doin when it is compiling

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if the cpu aint 100% doin something there is another problem

midnight cloak
#

Somebody can tell me how build the project?

worthy forge
#

Has anyone here released a game recently and if so how did you get ppl to test your game

worthy forge
# midnight cloak Somebody can tell me how build the project?

ACCESS the FULL COURSE here: https://academy.zenva.com/product/unreal-game-development-mini-degree/?zva_src=youtube-description-buildgameinunrealengine4

TRANSCRIPT

Now that you've got your game, you'll want to share it with people or post it online. Building a game basically means packaging it up in a format that doesn't require the game engin...

▶ Play video
feral dune
#

Hi Guys!

I’m not sure if this is relevant. But I’ll give a try asking this question!

I am planning to integrate Unreal Engine and ROS2 for my work. But I am not good at Programming and fairly new to Unreal Engine. It would be really great of someone help me with this or walk through if anyone of you have already tried this!

Thanks,
TK

fluid lance
#

@worthy forgeWe will be releasing in Sept, we're testing now, I know what u mean, we worked hard and long, but in the end, I doubt anyone will hear/play our game as of now. If you suck at marketing (as I do), seek help, else drown like we do now, with a mere 36 wishlists on steam while probably 1/2 of them are friends 😐

worthy forge
worthy forge
fluid lance
#

@worthy forgei'll pm the link, here it's not ok

regal marsh
#

Hi. I enabled RenderDoc plugin, but button for capturing snapshot didn't appear

blissful zephyr
#

Hey everyone, trying to make an adventure capitalist like game and I am stuck on trying to figure out how to make a money counter, I understand you have to make a variable that will store the information but how would one go about taking that information and delivering it to a text box on a widget?

regal marsh
#

You should use Subsystems i guess

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For global currency i use GameInstanceSubsystem

cinder scarab
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Hello friends, make bp of all objects for performance and control through c++. Is nice idea or not? someone have some tip for this and perfomance???

blissful zephyr
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Heres what I have so far, its not much and I am trying to figure out how to add just a number to the add node so it can increase by 1 whenever the button is pressed.

regal mulch
#

That's a bit of a random setup

blissful zephyr
#

Ahh

blissful zephyr
#

What about this

regal mulch
#

That makes more sense

thick herald
blissful zephyr
thick herald
blissful zephyr
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Yes! I got it to work, it goes up at a strange rate but I am sure I can figure it out, thanks for the help everyone! @thick herald I will take the time to research blueprint casting, thank you for the tip!

midnight cloak
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hi i can't build my project

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somebody know what is cookError?

frosty veldt
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Very General question regarding delegates and data driven design.
Any one know of an approach to allow fast proto/iteration in this kind of scenario: I have a character who talks to various NPCs and let's say something happens in game or the player character decides to wear an accessory and i only want some NPCs react with a special message when they talk to the character.
The NPCs are essentially all of the same base class but may be instanced differently as they are different characters - different mesh, different dialog responses etc that are all data driven. In the case of the player doing something that would warrant special dialog from only select characters without some kind of "if" check (that doesn't scale well for multiple scenarios) is there some way of signalling an event or delegate that lets all subscribers now they should say a special message without specific c++ delegates? Any kind of way of matching something up in data tables that can be hot reloaded and iterated on quickly?

unreal sonnet
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That way, you don't have to have all these subclasses of Actor everywhere

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You just tell it which row of the Data Table to check and it'll load all the stuff it needs from there

frosty veldt
unreal sonnet
#

Sure why not

frosty veldt
slate vessel
#

Anyone have any tips for working with volumetric shadow casting lights in foggy scenes? It's being rendered out in a video but setting up shots is a bit laggy and its hard to work with. Is there a way to still visualize the volumetrics but perhaps at a lower quality to claw back some fps for setting up?

long schooner
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K couldnt find the channel for it but: i want to make a "picture" for my game and openable books and all, but I've been wondering how people do it. is it just like a a square mesh thats been squashed and have a photoshopped design for material/texture?

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like so?

pseudo belfry
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RIP

plush yew
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How do I fix this? the physics asset works fine

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but ingame it doesnt?

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The nsfw bot triggered it so I had to censor it...

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It works fine in the editor tho

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no I just set it to ragdoll

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simulate physics disable movement

buoyant graniteBOT
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:triangular_flag_on_post: IanH#0050 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

worked fine on the mannequin

drowsy snow
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Put the clothes on him next time NaoWaku

muted imp
#

How can I make a select a class feature before each match of my fps game?

wary wave
#

...that is a question consisting of many, many different parts that nobody in here is going to have the time or patient to answer

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you should probably break it down into smaller more attainable goals and work on it one small step at a time

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(then ask questions when you get stuck)

blissful zephyr
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Is their a way to make a function that creates a widget with specific details inside said widget like text, maybe an image or something like that?

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As you can see I am trying to make multiple contracts to accept

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and I would like to automate the game to make some of these widgets automatically

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instead of manually making them

prime willow
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the code doesnt seem broken,and everything compiles with 0 errors

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yet when i try my print string for start menu close it doesnt work ._.

plush yew
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Y blueprints are so complicated?

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I will write 10000 lines of codes rather than using blueprint

plush yew
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When playing with multiple PIE clients, is there a way to not lower the FPS of not-focused client windows?

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the non-focused windows lose fps, the focused window behaves normally

fast pendant
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should i start learning ue4 or ue5?

crude leaf
#

Hello everyone!

lavish garden
#

hello

plush yew
# grim ore ue4

if i show you my widget setup would you be willing to point out where or in what ways am i lacking knowledge to complete this 3d start menu system xD

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ive been at it for three days and dont get whats wrong

lavish garden
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speaking of, i am watching the Engine Structure - Schematic vid. 35 mins of slightly more advanced than me.. i get the basics though, which is good.

twin folio
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Hey guys, I'm pretty new to unreal. How do I continue where I left off if UE4 suddenly crashes?

long schooner
tiny trout
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Is there way to allow passing a parameter to function via blueprint? without creating a variable and setting value then invoking function and getting value?

long schooner
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But it depends of what you try to achieve

tiny trout
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i am getting value of a variable which have been set before this function is invoked

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which is not efficient

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Possible to pass damage value to tht "Apply Damage" function?

long schooner
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So you’d like a way to take damage without adding a value in a variable? If im understanding what youre saying

tiny trout
long schooner
#

Last time I saw that, it was something similar but the value came from a box collision, so I doubt I could actually help

tiny trout
#

function applyDamage(damageValue)

twin folio
# long schooner If you didnt save, gotta do it again

What about autosaves? It definitely did since I left my project overnight to compile some shaders.
(Edit: guys, I really need help. I don't know where to access autosaves. I've been working on this project for hours)

tiny trout
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This is what i needed lmao i am pure JS programmer and when it comes to blueprint its killing me silently

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Also i cant c++ because thats too much LOL

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i see UE have python API but isnt used anywhere?

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Where are these APIs used?

hollow hatch
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Hey y'all! I'm trying to add a grass object into my scene, but for some reason the opacity isn't working the way I want?

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This is how it looked in the tutorial I followed, I'm sure its an easy fix ^^; https://youtu.be/AvO9C0pBjZk

Here you have the link:
https://mega.nz/#F!Jt0ygK5S!0pbP2s9Lcy8ZhzJFs_JfEw
If you have any problem with the links, write me and I'll fix that.

Don't forget to Like the video if it helped you

[TAGS]
unreal engine 4, unreal engine tutorial, grass, wind, how to make, how to build, model, material, lightning, maya, tutorial, modeling, textures, te...

▶ Play video
long schooner
twin folio
long schooner
native wharf
#

Hey, I'm unsure where this would fit, so I figure the general Unreal Engine channel will suffice

I've been looking through the container flags for the I/O Dispatcher and noticed there's one for Encryption.
I've been unable to find a setting in engine or ini to enable encryption of utocs.
If someone could let me know, that would be fantastic! (Please ping as I may not be on to see when/if there's a response)

tender pecan
gentle charm
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Is there a reason you cannot destroy components outside the owning actor? And is there a way around this?

honest scarab
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Anyone have any idea when 4.27 might release. It has a bug fix I need for an issue in 4.26 but doesn't sound like it'll be fixed in 4.26. I can of course use the previews but would rather not.

clever axle
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@honest scarab it's out

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in preview anyway

woven osprey
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hi can we broadcast two event dispatchers in one actor/pawn?

slate heart
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i know this is silly but any of you guys know what is the name of this node?

wary wave
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Equals

civic pilot
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Equals, the two == are cut off

slate heart
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thats why thnx a lot

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but how can i get the standing up there i cant seem to find the drop down...

civic pilot
#

That depends on the variable you're trying to check. In the case of "Stance", that's an enum

slate heart
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thnx man, i was doing byte before...

plush yew
#

Hey, Im trying to ping pong loop a falling animation, is there any way to do it in the animation sequence? I can do it in a montage, by doin setting the same sequence playrate -1

soft flax
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Hi all im new to unreal engine im trying to create a lake but the water is not moving when i try and move it

drowsy snow
drowsy snow
runic fern
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Hello guys ..
Im trying to replicate dynamic material the players changing the wall color but it seem dynamic material have trick method

young quartz
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Does having 7-10fps in perspective mode will have effect on render?

drowsy snow
sturdy hedge
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hey guys, just wondering about something. Im using unreal 4.26 but since theyve removed the html5 building option im stuck for how to do this. theres some complicated way using a plugin on github form what i can tell, but would it be easier to just install the older version of unreal rather than jumping through hoops? im very new to all this and barely know what im doing. my project is all blueprints, no custom code

obtuse hearth
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What is the recommendation spec for UE4&5 ?

drowsy snow
drowsy snow
#

It's literally one google away

obtuse hearth
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thx man

drowsy snow
sturdy hedge
dusky slate
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Yo, does anyone know how to change your SaveGame Location in the Packaged Build?

drowsy snow
dusky slate
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okay, when i just want to change the default Windows savegame location

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is that possible?

drowsy snow
# sturdy hedge hm, i see

Hence I suggest you to use another engine. If you want Unreal Engine to the max, the only viable alternative that isn't kept secret in someone's lair but bragged on Twitter, is Pixel Streaming. Which is basically setting up your own cloud gaming solution.

A working example is something like MetaHuman Creator, which streams I/O and video output to the browser.

drowsy snow
dusky slate
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what about this ? can't i change the location here?

sturdy hedge
drowsy snow
dusky slate
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the problem is, i don't know what i'm doing xD thats why i'm asking if someone knows how to change the default path when packaging to the root folder of the project

drowsy snow
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Making your own implementation could also save the hassle of rebuilding the entire engine, and hey, UE4 doesn't stop you from doing just that.

dusky slate
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okay well, i think i'm just gonna live with the default path then xD

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don't wanna break the engine

drowsy snow
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The more I read through UGC docs, the less sense it makes.
I mean, how the end-user would be able to take advantage of it? From what I've seen so far, it has been always assuming from the devs' perspective, and not the end-user modders' perspective.

wary wave
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UGC is entirely for developers, not for end users

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it's basically a 'best practices' plugin thingo to help you get mod support ready

astral phoenix
runic fern
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The root bone in mixamo different from the one in your project@astral phoenix

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You should upload same character you have in project to mixamo

astral phoenix
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i only see from mixamo to unreal not the other way around

runic fern
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Export Your Character from ue4 and upload it to Mixamo

thick herald
sturdy trench
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I dont see swarm is running when compiling shaders and probably because of this its stuck, anyone knows how can I run swarm manually w/o source build?

fresh geode
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hey guys, I am getting these weird shadows, that are stacked into the landscape. How can that be solved?

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also I am using RVT

arctic path
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this is why you watercool your cpu 🙂

still reef
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bit random, but does anyone know how i can batch convert psa animations to fbx? the blender addon only imports one psa at a time, and i cant seem to figure out how to export all of the animations at once with UDK

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true, however i know basically nothing about python lol

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turns out theres actually a different branch of the blender addon that lets you import multiple at a time lmao. problem solved then

void drum
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After cloth paint the hair then tried to activate wind with wind strength, but the hair doesn't move... Anyone encounter the same issue?

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The gravity do work tho... but the wind strength has no effect at all

plush yew
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why does this happen?

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half my shit gets deleted

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Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?

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it leaves the child bp's but deleted the parent

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doesnt make any fucking sense to me

midnight cloak
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hi i try to build my prject and i have this error

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what that mean and how resolve it

grim ore
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"Switch" is a restricted name, rename that folder to something else (even SwitchA) and it should resolve it

foggy shuttle
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hi all , is there any way to set all points on a spline to the same height(Z axis) ? How do you get the CVs/Points coordinates?

midnight cloak
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aaa thanks you so much

midnight cloak
plush salmon
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Is there a way to Play in Editor with more than 4 instances running [Running Launcher Engine]

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being the real Mathew Wadstein is illegal 👮 🚔

plush yew
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Do you think that it is necessary to have doors already animated from blender or other to send it to unreal or may have animated the doors to unreal even if in 3d file they are not animated? thank you

plush salmon
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Whenever you can, animate it from 3D software. You can use things like Timeline Location/Rotation Lerps, but World Transform Operations are much more expensive than animation updates.

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If there are just a few doors in the level, it might not make too much of a difference. However, as your level grows in scale, you'll have to be more careful on where your performance budget is going

plush yew
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tks bro for infos

eager marsh
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Is it possible to change root component of player class

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It is set to capsule if you try to inheir from it and is there any way to change this other than making your own player class because I dont want to make my own movement component everytime

dawn gull
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What would be the best way to spawn in a bunch of enemy characters in a radius around you?

plush yew
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random line trace in radius?

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youd need to find a way to get a location where the enemy could even spawn

late olive
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Is it possible to make an object cast shadow while being invisible?

plush salmon
late olive
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k. I didn't know where specifically to ask

wary wave
plush salmon
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yes you can

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but why would you even want to

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(also, you can only change the root component in c++)

SetRootComponent(SomeComponent);

I'd suggest to only run this in the class' constructor though.

late olive
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perfect!

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Thank you!

plush salmon
arctic path
plush salmon
#

well... yeah. that's default coolers for u

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ryzen wraiths aren't really meant to handle anything above the r5 X600 model

arctic path
#

yeah what a scam, i always wondered why my pc was freezing durring ue dev, that was the main thing. cooling issues.

plush salmon
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it's not a scam though :/

final grove
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Can Unreal Engine generate landscapes during the run-time ?

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generate the landscape while players in main menu for example

grim ore
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out of the box? not really. with plugins or addons or skills, yes

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and it also changes on what you mean by landscape.

prime willow
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however setting up switch on string wont work for destroying the actor

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any idea where i might be going wrong you guys ive been at this for 4 days xD

grim ore
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so you want it that it only opens 1, not the 2 like near the end of the video?

prime willow
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yeah the start menu button opens it but setting a string for closing it via the same button doesnt work lol

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im trying to make a sort of dead space start menu ui system and its been quite the hassle xD

grim ore
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im guessing all of the closing logic right now is in the widget when you spawn it?

prime willow
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well i couldnt get the arrow position on spawn without setting up the menu in third person character to spawn said actor

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but the close function is in the widget

grim ore
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when you spawn it in, do you keep track of it (thats how you solve this issue)?

prime willow
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o.o keep track of it?

grim ore
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a reference, a link, store it in a variable, etc..

prime willow
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oh i see what you mean

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hmm

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dang you might be right

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idk if i set something like that up xD

fierce tulip
plush yew
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okay

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thanks

grim ore
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its not pretty but general logic like

prime willow
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is that for the widget im talking about ^

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i dont think i set up anything like that xd

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gosh im so stupid

grim ore
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basically. you keep track of what you spawn, technically when you destroy it later it should become invalid

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whenever you go to spawn it normally, you just check to see if that reference/variable is valid, and if it is that means you have one already so you destroy the old one and spawn in the new one (then store it)

prime willow
grim ore
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its generally how you can easily toggle stuff and check to see if you did something already

prime willow
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i dont think i have a sort of reference setup lol

grim ore
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you do, you already save it

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STMenuIG

prime willow
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o.o

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oh

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so im referncing it wrong than lol

grim ore
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well atleast in that blueprint, I dont know what you use that for?

prime willow
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i believe its for the widget lemme check again

grim ore
#

yeah but what widget is that heh

prime willow
#

thats for the start menu widget

grim ore
#

I think your using Spawn Actor STMenu3D which would be what you want to save a reference to

prime willow
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not the actual actor the widgets in

grim ore
#

im assuming when you get rid of the menu now, you destroy that spawned actor?

prime willow
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well that would be the idea spawn actor with menu in it and when you walk too far as shown or press start it removes widget and destroys actor

grim ore
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yep then the code I pasted would work

prime willow
#

i see :3

grim ore
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just store that return value from the spawn actor into a variable

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whenever it spawns in you store it, and now its valid.

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then you adjust your code so it checks if that variable is valid or not then does whatever

prime willow
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o.o

grim ore
#

i mean technically you could get around storing it by doing a get actor of class (assuming you can only every have 1 of this actor in the world)

prime willow
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well i want it to be the start menu for any player using the start menu when in lobby or so

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but i think i understand im going to try and implement this now

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thank you soooo much

grim ore
#

this code does the same thing without storing a variable, its just normally not recommended but...

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"Hey game? does this actor exist for my menu already in the world? Oh it does well lets get rid of it and spawn a new one. Oh it doesnt? well then lets spawn a new one"

prime willow
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o.o;

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so many ways to go about it~

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its fascinating

grim ore
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difference being "technically" the get actor of class can be slower but doing it once every so often like this should be fine. The other way uses more memory since your storing a reference but... its minimal.. both are good and bad, flip a coin lol

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hell...

prime willow
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ah i see

grim ore
#

your widget when it spawns in could check for other copies of itself and destroy them similar to above lol

prime willow
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i could adjust your code iin the latter to target the player controller or controlled character right?

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so it wouldnt destroy all of the players start menus or so i would hope xD

grim ore
#

yes you should be able to adjust it. Doing it the variable way does link the thingy that spawns it with the one they spawn so you should atleast be guaranteed that the person going "hey spawn the menu" is only going to destroy any older menu they created

prime willow
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than id probably prefer the stored value method as i dont think itll be too troublesome for a slower start menu in gameplay xD

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thank you

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this has been eye opening

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in fact i need to check some other code i made earlier to ensure their storing references as well lmao

final grove
final grove
grim ore
#

that sounds like just normal procedural generation. UE doesnt include any easy way to generate landscape at runtime out of the box. Depending on what you need it could be meshes or voxels

final grove
#

yeah, a procedural generation is what I am looking for

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what is the different between meshes and voxels?

grim ore
#

thats a general question that the internet can answer, its technical

final grove
#

will look that up

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do you have any plugins or addons on mind that could do that?

grim ore
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there are voxel plugins for UE yes, or you just use the built in tools to make something that can make levels out of normal meshes

final grove
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understood

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thank you very much for your time

vestal isle
#

Ah, my bad. I never check pins because most servers don't use them correctly. I found that online learning portal thing. Sorry for that!

fierce tulip
#

no worries at all :)
hope you find what you are looking for

minor grove
#

Hi all, is it possible to use LOD on (loaded) tiles in world composition? Each tile is being loaded at full detail and its causing millions of triangles to be rendered. Regular terrain without world composition gets auto-lod applied to it without no extra work on my end

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to reiterate: I am not referring to lod for unloaded tiles.

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only loaded tiles

prime willow
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when i hit start itll destroy it and reactivate it so im assuming i need to remove the destroy actor node from spawn and attach it to standard controller or player character~

eager marsh
plush salmon
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That's a different question altogether then

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Because the collision and handling of ACharacter is handled by UCharacterMovementComponent

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and for ACharacter, changing any of the hierarchy's settings will just break things

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Also, not sure what you mean by "makes everything subclass of the component". That sentence doesn't make too much sense to me

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in the case of ACharacter, the mesh cannot be used for collision

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as the functionality is really hard wired into depending on CapsuleComponent

heavy jasper
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recently started to learn ue4

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faced an issue

prime willow
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is the door animated, or is it moved by blueprints/C++

heavy jasper
#

moved by blueprints

prime willow
#

perhaps

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it might be the um pin its attached to

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the green bit on location

drowsy snow
prime willow
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and see if that fixes your issue

drowsy snow
#

Skelmeshes can have box shaped collision in its physics assets.

prime willow
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if i remember grahps properly X is > Y is ^ and Z is forward

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towards the point of view

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hoodies method would be most likely better tbh

heavy jasper
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z is height

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dont know what skelmeshes are yet

prime willow
#

well if Z is height

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and your door is going down and up

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that's probably the issue xD

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try X or Y

drowsy snow
weak nymph
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i downloaded a tutorial project on unreal and it doesnt open

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it gets stuck at 95 percent

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is this usual?

prime willow
#

if you have one drive or cloud saves of some sort setup

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itll make you load forever

drowsy snow
# heavy jasper

Also SetRelativeLocation doesn't put into account where the component is originally located before shifting in world space

prime willow
#

or make them ignore your unreal engine

drowsy snow
prime willow
#

idk its just i had that exact problem when i first started

#

and it took nearly an hour for my super pc to launch at 80% - 90% ish

drowsy snow
#

Infiltrator demo also used to stuck at 95% for a while.

weak nymph
#

it opened

prime willow
#

if you have one drive and its attached to where your unreal projects are saved it could make things messy down the line

weak nymph
#

yay

#

i dont know what one drive is

prime willow
#

its a storage program that comes with most windows computers

drowsy snow
#

OneDrive can be ignored if all your stuff is in another drive.

#

OneDrive only automatically looks for stuff in the Users folder to be backed up to the cloud.

weak nymph
#

all my stuff is in C disk

drowsy snow
#

Move it to the D disk.

weak nymph
#

D disk is my external harddrive

drowsy snow
prime willow
#

@weak nymph one drive

weak nymph
#

ok

#

so a partition only for unreal?

heavy jasper
#

yeah

drowsy snow
#

It's not a good practice to dump everything in OS partition, because it's easier to get destroyed.

drowsy snow
weak nymph
#

so i move everythin to my D

drowsy snow
#

Allocate at least 120 GB for it.

weak nymph
#

GOT IT

#

but i move EVERYTHING¡

#

?

drowsy snow
#

No need for the caps lock outburst.
Move the Unreal stuff minimal.

weak nymph
#

what is the unreal stuff?

sick parcel
#

Anyone knows why ProjectileMovement component inside blueprint actor doesn't affect at all my Niagara system?
Legacy particle system does work though.

drowsy snow
drowsy snow
heavy jasper
#

finallyyy

#

got it

sick parcel
#

yes, but I asked it before, and google doesn't help and I've ran out of options

heavy jasper
#

thanks @prime willow @drowsy snow

sick parcel
#

The part you missed though, is that I asked the same thing a few hours ago

fierce tulip
#

the part you are missing though, is that you arent allowed to crosspost the same question.

sick parcel
#

what if the question belongs to 2 different channels

fierce tulip
#

its not up for debate

sick parcel
#

as in, Blueprints and Niagara

vocal sorrel
#

Hey everyone. Is there a way I can change my pivot inside the static mesh window? Im able to change the pivot when its in my scene but when I add that static mesh to a BP it just reverts back to the original

prime willow
fierce tulip
#

@vocal sorrel only really good way is to change the pivot in your dcc

vocal sorrel
#

what does dcc stand for @fierce tulip I tried setting the pivot to where I want in Maya but it keep reverting back to the center of my mesh

fierce tulip
#

digital content creator, like blender, max, etc

grim ore
#

the pivot once i comes into UE4 is based on in your DCC is going to be world origin or 0,0,0

vocal sorrel
#

Yeah no matter what I do in Maya it comes into ue4 at 0,0,0 and I need it to be set somewhere else for when I add it to my BP

grim ore
#

move it in maya

#

wherever 0,0,0 is in Maya will be the pivot on your mesh when you export it

vocal sorrel
#

Okay yeah ill try it again, thanks

grim ore
#

you can also adjust the location offset when you import it in the import dialog since you have the original mesh, or adjust it in the mesh editor (double click the mesh in UE4) and then reimport it

#

I guess technically you can use the new modeling tools in UE4 as well and set it, thats new

plush yew
#

Hey so I'm trying to recreate this scene from an old game in UE

#

But I'm struggling to understand how to make slight hills in UE

#

I understanding the landscaping tool,

prime willow
#

under landscaping use the button that makes bumps

plush yew
#

But I don't understand how to make a realistic/smooth hill

prime willow
#

or cheat with hill like assets on top of the landscape

grim ore
#

most of that looks like meshes on top of landscape

prime willow
#

^

plush yew
grim ore
#

like ground and "hill" would be landscape, mountains and mountains are meshes

fierce tulip
#

"Old Game"
Fallout nv.

god I feel old

plush yew
#

Yeah mountains arent an issue.

#

But the actual hill is for me

prime willow
#

@plush yew realisitic hills are a little difficult but its definitely possible itll just be a lot harder than using hill assets

grim ore
#

well circle the part that is a "hill" for you?

prime willow
#

wait fallout nv is old now?

plush yew
prime willow
#

you can definitely use assets lol

grim ore
#

yes, meshes. thats how they would have done it

plush yew
#

Still my favourite game

prime willow
#

wait than how old is vectorman ;D

plush yew
prime willow
#

probably something like that xD

#

it came out around my childhood so idk

plush yew
#

I mean FNV came out before I could even read so it feels pretty old to me

#

but maybe not to you guys

grim ore
#

fallout 1 isnt even old to me... lol

prime willow
#

ive been playing video games since the atari so its a still a trip every now and than to see how far games have come from 5 pixels and no color lmao

plush yew
#

So just to be clear, the right course of action for the hill and roads would be to find some quixel assets for the hill/slope, and then make the road out of shapes and texture them?

grim ore
grim ore
#

its the same basic concept, but yes what you suggested is fine. but quixel might be a bit overkill

plush yew
#

Il learn how to

grim ore
#

well you could find other people who made them, there are some asset packs out there. Or maybe get the lower level LOD's of the quixel stuff if you want it to look similar to that

plush yew
#

I only got interested in UE because I saw the canyon quixel megascans while playing the game, realised it was the same location and thought maybe I could recreate some of it.

grim ore
#

yeah not performance the amount of polys, lowering the LOD would make it look more like that look

hollow lodge
#

hello can someone help me with the water plugin?

fierce tulip
#

please be patient until someone answers :)

drowsy snow
#

Honestly the water plugin is still difficult to work with anyway, might as well use another solutions, like UIWS.

hollow lodge
#

what is UIWS?

drowsy snow
#

Well, UIWS was free for a limited time

weary basalt
#

Looks like it costs $350 to me

#

lol

drowsy snow
#

I got it last year lol

hollow lodge
#

yea theres no way im buying that

#

ccan i hop into a vccc and screenshare?

#

it could be a very simple mistake

drowsy snow
hollow lodge
#

im ineligible

#

private message calll?

#

until august 2nd

drowsy snow
#

What?

hollow lodge
#

yea cuz i just joined the server

drowsy snow
#

Guess that's one anti spam measure.

#

I never even streamed in Discord at all lol

weary basalt
#

We have a restriction on Streaming for 1 week after you join the Server.

hollow lodge
#

for some reason the waterbody ocean isn't shaping the landscape and i end up with water under

drowsy snow
#

Likely at Z = 100

hollow lodge
#

yes my landscape is at z 100

drowsy snow
hollow lodge
#

landscapeGizmoActiveActor?

#

that thing?

#

it looks slightly better

#

but i think it also has to shape the land which it isn't doing correctly

#

ah

short tundra
#

Does anyone know any tutorials or some digital books on Unreal Engine that don't treat you like a baby?

hollow lodge
short tundra
#

Then what can you suggest?

#

How did you learn

#

Also would Unreal be an overkill for smaller games?

hollow lodge
#

yes i have mountains, is that why?

short tundra
#

Let's just say prototyping

drowsy snow
hollow lodge
#

from this picture what is likely to be the problem

short tundra
#

Was Unreal written in C++ by the way?

drowsy snow
short tundra
#

So C is impossible?

#

Yeah

hollow lodge
#

what is it that I have to do?

short tundra
#

Oh come on C is nice

drowsy snow
short tundra
#

Hipsters

#

In any case scenario thanks @plush yew@drowsy snow

drowsy snow
short tundra
drowsy snow
#

C++ scripting in UE4 is quite low level, compared to Unity's higher level C# scripting.

short tundra
#

Exactly

#

It's fine

drowsy snow
#

But also Unreal's C++ put new conventions into the table, and having 100% C++ UE 4 project would be a herculean task.

#

Mainly asset loading.

short tundra
#

Oh no like WinAPI??

drowsy snow
#

Not even that.

short tundra
#

Blueprint on paper sounds slow

#

Like it's python just visual

drowsy snow
#

That's the most extreme case.
In reality, done properly, crowded NPCs fits the 120 FPS bill easily

short tundra
#

Alright thanks again for helping out

drowsy snow
#

What about 256?

#

I need them tall mountains

#

My problems so far is that the BP brushes are misaligned in World Composition landscape.

#

Not sure if it has anything to do with Z scaling at all, since it worked flawlessly in a single persistent landscape level.

dark depot
#

i mean they were added/designed with world comp not in mind as its getting replaced surprised it worked at all

drowsy snow
#

So 6x6 km is a no go then? Dang...

#

I mean, I could add the details with kitbashing assets and RVT anyway, so might test with that.

#

Have you tried TerreSculptor?

#

Though I'm also feared of the memory usage imposed by super large landscape.

#

You wager that 6x6km is fine for memory?

#

Alrighty then.
My main complain about World Composition is how unoptimal it is for vertical view, and the level LOD trick doesn't blend well. It has to look good from a flying airship, because JRPG thingy

#

Nah, I have to stick with 4.26 even for the final product, so making my own implementation of it is the only option left.
My sublevels already follow chess board naming scheme so far.

#

Though I do used adjacent landscape tiling, I wonder if it broke without WC enabled

prime willow
#

@drowsy snow Matheww's big brain

#

fixed my widget

#

even the buttons work on input

#

but the animations dont show o-o

drowsy snow
prime willow
#

o.o

scenic lance
#

so could someone help me with more non dev friendly language on how to make a build to release on steam?

#

im not a dev and my dev is busy for the next few days, wanting to get a jump on the steam game approval

#

yes

grim ore
#

yes

scenic lance
#

i know that much

drowsy snow
#

It's a different build so yes.

scenic lance
#

i have no clue what im doing

drowsy snow
scenic lance
#

yes

#

im paying for everything, planning everything

#

just cant dev if my life depended on it

#

and steams docu is confusing

drowsy snow
#

Unfortunately #packaging is part of the DevOps, and can't be really explained in layman's terms.

scenic lance
#

bangs head into table

drowsy snow
#

There are lots of technical things to consider in the process packaging a UE4 game for shipping.

scenic lance
#

yeah i get this

#

yeah

#

and if theres decently step by step stuff i can follow it

#

angryhawk theres a GUI with easy tips on what to do

#

yay

desert verge
#

can i use the unreal skeleton on any model?

#

for animating

drowsy snow
desert verge
drowsy snow
#

Increase the Z scale of the landscape.

#

Not really, if your material use world space dependant projection, which likely the case if you already sculpting high mountains.

granite spire
#

I'm actually online, i'll be here most of the day if people have questions

#

might stream in chat PES_Think

#

got a fresh project and I'm going to make a top down car shooter with armor that you can shoot off i think

limber cradle
#

Hey guys, i've just watched a tutorial about doing simple menus, it is functional, but when i did it in my game, the blueprints showed an error, i will send to you guys a photo of the bp and the error, i would really appreciate if anyone could help me

limber cradle
granite spire
#

don't ask just send DogeSmile

#

I cannot read what that is, it looks like spanish i think

granite spire
#

see if you get more or less errors

limber cradle
#

i just did and the same error appeared

granite spire
#

right well it's using a reference that's not assigned to, so with that in mind what are you using that on? because you would create and add to viewport on the character, not main menu

#

widgets are created last on the tick, if it's created last then being tried to use elsewhere on the same tick it's going to give you an error

#

because the reference isn't created on the time of the tick

limber cradle
#

huuuuuum got it

granite spire
#

so yes it's assigned but the order of the tick is wrong I would say, that's my guess though

limber cradle
# limber cradle huuuuuum got it

i followed this yt tutorial btw https://www.youtube.com/watch?v=K1vVbwMJCTQ

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

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

▶ Play video
granite spire
#

I take tutorials with a grain of salt

#

i usually disagree with a lot of things, because people were shown 1 way and saying that's how it is, but I simplify things, maybe because i'm bad or something, lol

limber cradle
#

Yeah, i had some bad experiences with these yt tutorials....

granite spire
#

I was thinking of streaming in the discord, dunno how useful it would be, might just do a record on twitch

limber cradle
#

bro i think that would be awesome, like, im new to the ue4 engine and someone like you posting some quality videos/lives would be great

granite spire
#

I was doing a weekly thing, of a night but i've been fatigued the past 2 weeks

#

watching me fall asleep on stream is funny and all but, not productive, lol

#

twitch I think removed all my videos

#

oh

#

it auto deletes

#

DAMN IT

#

well I learned a lot about twitch now

#

i'll have to self record and upload to youtube or something

#

@limber cradle i got the stream up for a bit

arctic path
hot anchor
#

Ey Im a nitro booster now

#

pink name slaps

granite spire
#

@arctic path Thank you paper clip man

#

@plush yew That is your distant culling, you will have to look up about culling

granite spire
#

what do you mean?

plush yew
#

hello guys i am having a problem,i am trying to get the reference of my actor component using FindComponentByClass but its returning a null pointer but when i add that actor component using CreateDefaultSubObject it works.

granite spire
#

@plush yew Try here hombre #cpp

#

Recording the stream if people want to know how to make a car selection and some other things

young quartz
#

yesterday I opened a project and it was running at 90-120fps and when today I opened same.. its not even reaching 30fps.. what went wrong?

granite spire
#

that's a broad question

#

could be anything

young quartz
#

no i didnt change anything

granite spire
#

could be something to do with your PC

#

because that shouldn't even be a thing

drowsy snow
young quartz
#

I am not getting it.. no app running on gpu. just restarting the project made the fps go down

#

weird I deleted the project and again unzipped it.. and its working fine..

vale abyss
#

Hey everyone, I have a problem with an imported animation.. The animation asset is correct but when i blend it with another animation the character faces the wrong way, does anyone know the reason for this?

#

also, how do I add anim notifies in 4.26? I can't figure it out...

granite spire
#

@vale abyss Sounds like the forward facing axis isn't ticks/is ticked on one of the meshes

vale abyss
#

i was blending on the wrong bone, sorry my bad

granite spire
#

I have to add animation notify for my gun, i'm on stream right now I can show you how

#

can't link me stream here, it's in the channel though

elfin juniper
#

does anyone know of a youtube tutorial on how to make a settings screen, thats able to change keybinds/mouse sense

granite spire
#

there's quite a few around

drowsy snow
granite spire
#

I should maybe do a tutorial for that

elfin juniper
#

where could i find it

granite spire
#

get everyone using my style of coding

elfin juniper
#

cant be worse than mine SuperBlushingCatto

scenic fox
#

hey is there a simple way to make teams

#

for multiplayer?

#

anybofu

#

anyybody**

granite spire
#

@drowsy snow People don't add "Input_" on their controls, and it sickens me

granite spire
# scenic fox for multiplayer?

Store the teams on the game mode, then because that's server only the clients get assigned through their player states

dire parcel
#

Are there any tutorials that teaches you how to implement that classic resident evil shooting system ?

granite spire
dire parcel
elfin juniper
#

yo anyone know why my night is bright af

granite spire
#

it's all line traces, or a collision box you can edit

#

line traces = more mathy, collision box = dirty and quick but easy

plain token
#

how to bake light into a texture in unreal engine. its for a web use. nee to get the model with light on the texture.

Ant suggestions how to do it.?

granite spire
#

that's your emissive map

granite spire
plain token
granite spire
#

oh

#

that's more complicated but, rendertargets is what you want, there maybe an export render target to file but, I don't know, what do you need it for? perhaps there's a better solution?

inner cloak
#

Can we use game assets in architectural projects and is render of higher quality?

granite spire
#

you mean marketplace assets?

inner cloak
#

yes

granite spire
#

in short, you cannot use them for anything other than UE4

inner cloak
#

i can modify the products that i purchased .. or got for free, right ?

#

maybe i expressed myself the wrong way

granite spire
#

I don't know but check TOS, all I know is you can modify them, but everything has to be used within UE4

inner cloak
#

well, what i want is to get better render quality which is why i asked about architectural stuff

#

but maybe i worry for nothing

#

Thanks !

granite spire
#

alrighty DogeSmile

strange kettle
#

hey does anyone know where I can discuss about building a PC for UE4, is this channel fine

wary wave
strange kettle
dusky slate
#

Quick question, i want to have different actors that i can pick up. They all have their own Blueprint, can i somehow add all these different actors to the Variable in my Main Character and call the Function of the Actor Blueprint?
For Example, i have a Sword and i have a Rock. When i enter the colission of one of them i want it to be added to the Actor Variable in my Main Character and when i press E i want the Actor to call a Function.

#

like this, i want that my Actor code just activates a Function that is called Pick Up. If the function doesn't exist, it just doesn nothing. is that possible?

inner cloak
#

how to pause/deactivate matinee actors ?

flint rover
#

anyone good with the built in water plugin?

#

I am wondering if there's a way to place down ocean water without actually creating an island?

halcyon anvil
#

Hi guys,I'm new here in Unreal Engine VFX,Could I ask a question ?How to make this shade in same flow ,they're in different Rythm now.Really thanks for help!!

flint rover
#

lets say I want to use this, placing a water body ocean actor gives me this result:

#

leaving me no option to create sharp cliffs or whatever, unless I adjust the spline to be super accurate

#

let me check if I can get it sorted

#

are you talking about the blend mode under the water heightmap section?

#

I think its bugging out, let me check if its the same in 4.26

#

or I guess its bugging out because the actual island is bigger than the landscape

drowsy snow
#

Not to mention, only works with Landmass.

#

I'd better use something else for the water solution, like UIWS or the Ocean Project (which I think was renamed to Environment Project)

flint rover
#

yeah maybe I should use something else, I just need a waterplane for now

halcyon anvil
flint rover
#

hey that actually worked

#

thanks guys! this will work for now 🙂

#

still learning UE so spending like 300 on UIWS is out of the question

#

any specific reason? i havent found the 2 to be too different

#

yeah

#

i am mainly doing landscapes and environments, i have done a few small scenes in UE5 with no problems

#

but i will keep that in mind

#

lumen and nanite is so nice to work with

#

ahh

mental helm
#

I wish there was a warning with UE5 and landscapes, I just have to assume everything is broken

drowsy snow
#

Don't even trust what The Coalition said - UE5 is still far from stable.

wary wave
#

I mean their tech demo was just the third one we've seen with a bunch of rocks and stone

#

it even has the same damned lighting setup and foliage, lol

#

Seeing it once, makes it look nice. Seeing it twice is curious, but once you see it three times you have to assume it's literally the only thing the tool can do 😄

honest vale
#

the cynic in me thinks that foliage is actually a second class citizen now 😛

#

sure

inner cloak
#

is there an easy way to make sure that my viewport will be set to HD size of 1920 x 1080 ?

drowsy snow
#

Though ultra wide monitor owners will hate you for it.

inner cloak
#

its not for a game, more for design

granite spire
#

if you are using UE4 and water, water is currently broken from what I tested, same with hair and foliage, as stated do not use it for your real stuff, because nothing is documentated on what is broken, you could spend weeks figuring something out

drowsy snow
#

Also future Steam Deck owners

drowsy snow
feral dune
#

Hi Guys!

I’m not sure if this is relevant. But I’ll give a try asking this question!

I am planning to integrate Unreal Engine and ROS2 (Robot Operating System) for my work. But I am fairly new to Unreal Engine. It would be really great of someone help me with this or walk through if anyone of you have already tried something like this!

Thanks,
TK

drowsy snow
feral dune
oblique loom
#

blueprints feel super weird if you have programming background

drowsy snow
#

I heard people managed to get UE4 working with external peripherals. Heck, even virtual production examples.

oblique loom
#

kind of hard to translate my programming logic to them

#

i thought itd be a good idea to start with blueprints to get a better feel of the engine

#

but im wondering if i should just dive into c++

drowsy snow
# oblique loom but im wondering if i should just dive into c++

If you have programming background and balls of steel, might as well go 80% C++

You still going to need BPs tho. Asset loading in particular is a bitch to work with in pure C++ scripting.

Alternatively you could bring something like Lua into the table. Though it's not officially out of the box so you have to look for the plugin on the net.

#

The thing with BP is that it does many of the backend hardwork for you.

#

And don't use the synthetic benchmarks as a hard fact.

oblique loom
#

in order to use both, should some thing be bp only and some code only?

#

is there a way to quickly mashup something with bp, have ue translate it to code, and then add more stuff to it?

next badger
#

Have anyone found a way to disable EGS store web page to pop up when Launcher opens?

drowsy snow
next badger
#

web cache where?

drowsy snow
next badger
oblique loom
#

i think doing that course would be the best option after all

#

i kinda wanted to learn by messing around, but looks like thatll take a lot of time and frustration

next badger
#

@drowsy snow Just to confirm you understand the issue:
If ue4 project is opened while Epic Launched is not, it will run the launcher and launcher will open EGS web page in my browser (Firefox).

oblique loom
#

how do you mark class as abstract in bp?

flint rover
#

Does anyone have the ue5 tech demo? can you screenshot the rock material for me? i remember they did something with world aligned textures i wanted to try, but i have uninstalled the demo

plush yew
#

hello can you tell me the best settings for hlod for a medium-big size map?

#

-how many lod levels, best desired bound radius etc

jolly mason
#

Hey lads. I am the owner of the quest 2, and am trying to make a game for it. However I cannot see unreal in the headset no matter what I do. It has a box saying that it's loading in the headset, so I left it for a few hours and it hadn't worked. The project is working fine on pc. I have tried to use vr both with oculus and steam VR. I use unreal 4.26.2

maiden sundial
#

Hey, i've got there a legal question.
The marketplace provides those free Paragon characters.
I'm not quite sure if you can just use those characters in your game which you plan to sale.
And if it's not legal to use the characters, does the same count for the pure animations you'll get from it ?

plush yew
#

hi

limber mesa
maiden sundial
#

Actually, now when i read this again
"Licensed for use only with and under the same terms as the Unreal Engine. You may not use the trademark PARAGON to advertise or name your game"
It's super clear now. It should be legal as long as i don't use the trademark Paragon 😄

#

Tbh, my goal was anyways just to steal use the animations of them, but not the character itself 😄

oblique loom
#

thanks!

plush yew
#

whats it called when you have fog that hides objects far in the distance? So I can google it 🙂

#

not fog of war btw.

#

think clouds

narrow plaza
#

atmospheric fog in UE

plush yew
#

thats the same thing they use in old games to reduce render distance? 😛

oblique loom
#

afaik fog only hid the fact that stuff wasnt rendered further away

thick herald
#

Depending on how you do it, it can kill performance

narrow plaza
#

Are there practical limits to the number of files / size of our project folders in UE? I have 9GB in 6,395 files over 564 folders - seems like a lot. Is that too much?

thick herald
#

naa

#

That's tiny 😄

#

Number of folders though...

oblique loom
#

is there a continous overlap event?

plush yew
#

I just need some kind of fog to hide the stuff, my game is on a rooftop of sky scrapers, and I want the fog to hide the cutoff point of the buildings

narrow plaza
#

@thick herald cool - I might have to clean up some old imports I guess (I am getting odd GPU crashes lately and was worried about any limitations)

oblique loom
#

i have somehow managed to create this, but for the life of me, i cant find the end event, i tried searching using a lot of different combinations, it only shows on actor begin/end

plush yew
#

what?

regal mulch
#

Click on the Sphere in the Components list (Top Left)
Scroll down to the bottom of the Details Panel (Right)
There are green buttons that you can use to create those.

#

Alternative would be rightclick the SphereCollision. There should be some AddEvent menu or so

#

@oblique loom

potent prism
#

Hello!! Good morning.

Does anyone knows why me editor is opening the epic game store on my browser?

plush yew
#

can I use exponential height fog to create a fog like you see on tall skyscraper buildings?

#

If I use it everything gets foggy

#

like the box the fog is in is too tall lol

potent prism
#

hi IanH. for simulating localised fog. like on top of skyscrapers, i would go with volumetric fog material on a particle.

plush yew
#

not really localised, more like a big plane of fog to hide the cutoff points of the buildings

potent prism
#

he its a example.

plush yew
#

oh no not like that haha

potent prism
#

ohhh ok;

plush yew
#

see the building?

#

I wanna hide that cutoff point

#

but the fog is everywhere lol

maiden sundial
#

Got there another legal question.
So you can earn now 1 million with your game and only then you have to pay Epic.

But does this mean once you reach 1 million with your first game you have to pay directly a part of your earnings with the second game ?

Or is this more like you can have 10 games and only the ones which earned you the million will have to pay ?

dusky slate
#

how can i make that the particles only spawn on these sockets?

vocal herald
#

yes

maiden sundial
#

Highly recommended to use Rider for UE xD

#

Do you mean the End User License Agreement ?

vocal herald
#

Is there a way to disable certain light sources for certain cameras?

maiden sundial
#

That must been years ago :blobsweat:

#

Thanks

oblique loom
#

am i doing something wrong for spawning an object?

#

BP_Empty is simply an empty actor placed as a child, to mark position where to spawn the object

narrow plaza
#

Socket name is None?

#

There should be a socket on the attached actor I believe

oblique loom
#

is it possible to attach it to a child of self?

#

looks like it wants to know the class when doing it, what if i spawn it dynamicly and then want to attach?

#

i imagine it should show hierarchy if it was parented to empty

hidden sparrow
#

Hey, im using the Web Browser plugin and it works but can it support browser extensions?

icy peak
#

Ok so I'm not crazy. I was just figuring since there was no way to parent the skeletal mesh of a character to the camera there doesn't seem to be a way to have a first person mesh rotate with the camera. Seems kinda crude, but I guess UE4's proposed method is to just set the skeletal mesh to none and make another skeletal mesh for the first person?

dawn gull
#

How can I take a smooth transition between two colors in a height map and then make it a straight line? Like this

icy peak
#

Can't rotate the collision capsule that way

#

I guess you'd need to still render a third person body for shadow casting purposes anyways

dawn gull
#

I'm using voxel plugin noise, it is fairly similar to material nodes so it might work

grim ore
#

if you want shadows in first person you can just render an invisible shadow caster, no need for a full body

icy peak
#

Good point

#

Just a little silly that the character class REQUIRES a skeletal mesh that you dont even use in first person and then you just make a new one up off the camera

grim ore
#

well the first person template for character seems to work fine with the default setup

icy peak
#

Yea - they do it the way I said where they just ignore the required component. Just saying it looks a little crude like they didn't consider first person when they were writing the third person class and just jurry rigged it for demo purposes

brave lark
fluid lance
#

Idk wtf is wrong with my engine, everytime I get a struct error in blueprints while working/testing - like accessed none, cos I forgot some pins, it pops the error then crashes on stop/resume/anything really. I've got the break on bp error activated in editor settings. Anyone encountered this behavior before? Nothing in the engine error message however.

kind mulch
#

@brave lark @plush yew Depending on the situation you could make a material that has a fake depth effect to it that goes straight down. I mixed such an effect with some height fog and got this as result. You can learn about it in this video from Ben Cloward, he has some amazing tutorials on materials 🙂

The idea is basically the same as how water works, which explains why I'm linking a video about how he creates a water material. All I did was take the depth effect from that series and made it have a white colour. https://www.youtube.com/watch?v=TObymSnTwV0&list=PL78XDi0TS4lGXKflD2Z5aY2sLuIln6-sD&index=2

In this video, we learn how to calculate the opacity of water. The opacity is based on both depth and viewing angle. We compute depth using the world space position, the camera postion, and the Scene Depth and Pixel Depth nodes. For viewing angle, we use the Fresnel node. And finally we add a DepthFade node to blend the edges of the water. ...

▶ Play video
plush yew
kind mulch
#

All it really is in the end is a plane with a material applied to it.

brave lark
kind mulch
#

No idea if it works perfectly, that's why I said it depends on the situation. It was just a suggestion on a way to fix it 😄

brave lark
#

There's a lot of different ways to approach it. You can do it similarly to how you've done it there with a plane. You could build it into the building itself too

#

you could even do it as a post process

kind mulch
#

This falls apart when you go underneath it, so if that's what they want a post process effect would be needed yeah. Or you can just entirely do it with that 🤷‍♀️
But if it's just to cut off the bottom of the cube and you don't actually need to go underneath the plane then it should work fine.

#

You can also cut out the hard lines around other objects with a simple multiply with a depth fade 😄

brave lark
#

yeah exactly, that's a better look

#

instead of a plane you can make it a box and do something a bit more volumetric in appearance

kind mulch
#

Plenty of options yeah xD

brave lark
#

I'm always looking for good ways to do these kinds of tricks without post processing because I don't have mobile hdr pipeline available to me on oculus quest.

#

I don't have custom depth or most buffers available to me either really. I would kill for distance fields on LDR pipeline

kind mulch
#

This effect does require some access to certain depth buffers though. So not sure if it's a good option for you, it's also transparent obviously so it may be a bit of a performance hit for Quest, but I haven't actually tried.

brave lark
#

I have a fake fog built into all my materials that's handled with global params. If I add in something volumetric that'd make it look better. Encompassing the scene in a translucent volume would probably hurt my draw calls though

soft tree
brave lark
soft tree
#

Here are the foolproof 6 steps to avoid this in the future

1. Save All
2. Modify Struct
3. Save ONLY the struct; DO NOT SAVE ANY OTHER FILE WHEN PROMTED
4. Close Editor
5. Make sure you DO NOT save any new changes with popup
6. Restart editor
fluid lance
#

@soft tree"incorrectly" is the only way to modify structs unless you are using cpp, so that's that 😄 It's fine, at least I know the root of the problem, I'll just avoid messing up and getting errors - thanks for the info! 🙂

#

@soft treeit's exactly what I'm doing

#

Otherwise the whole game would break, been there, done that too many times, I know the drill 😛

soft tree
#

I did recently go through something that was odd.

#

a bad redirect kept messing up my blueprints

#

is your project a c++ proj by any chance?

fluid lance
#

nope, bp only. But redirectors is another thing I learned a long time ago not to forget about. Man, these two "hidden features" costed me weeks before I learned about them 🤦‍♂️ 😆

soft tree
#

🤔 darn. hopefully someone else cam chime in then

plush yew
#

Any idea where I can find someone to help someone new in getting there head wrapped around all this? I understand a bunch of the basics just need help with a few things

#

Their*

soft tree
#

@plush yew You can just ask your questions in the appropriate channels like #blueprint #cpp, etc or here

plush yew
#

Thank you

fluid lance
#

@soft treeI also deleted the saved & intermediary folders after asking here, but never got the error again cos' i plugged in the function I forgot about lol. I'll come back if it happens again 🙂 thanks for the info either way!

#

The nicest thing is crash on saving struct, now that's a black hole, you never know what broke, if anything 😆

river copper
#

where can i start learning unreal?

fluid lance
#

Lol, project crashed, died completely, it's just dead... Need to roll a backup 😐

kind mulch
# river copper where can i start learning unreal?

I would say it depends a bit on what you plan doing with Unreal, but a good first introduction could just be some YouTube tutorials or a livestream from Unreal on how the editor works. For example: https://www.youtube.com/watch?v=3QAHSByU74M

Unreal Engine usage is growing in leaps and bounds across a wide range of industries. This crash course by Epic Games' Global Education Evangelist Luis Cataldi provides examples of how businesses are creating stunning real-time visuals for film, television, theater, architecture, design, and manufacturing.

The session provides a high-level unde...

▶ Play video
river copper
kind mulch
#

Then you look up on those specific topics, there are plenty of videos / documentation of the basics and a bit more advanced topics. The video I gave you goes over the general concepts of how Unreal Engine 4 works which is probably a good start.

#

You can also always ask questions in here if there's a specific thing you don't understand (or whatever channel fits the need for the question) 🙂

river copper
#

ok thanks

dark flax
#

Anyone have an idea why "stat gpu" isn't showing during PIE

#

it shows while in the editor but the moment I hit PIE it goes away

scenic fox
#

does anybody know why i can't use the add node like this?

late olive
#

When I am finished an Unreal VR project, does anyone know how to download the packaged program to quest?

plush yew
#

@kind mulchive sort of brute hacked it by making the buildings longer and somewhat further away, but ill check out those tips youve all been giving too 😄

#

hey i know its wrong to ask in this server, but how much time steam takes to check tax info when publish a game

wary wave
midnight cloak
#

sombedy have already use that?

#

if yes, it work well?

brave lark
plush yew
#

omg why so long

#

they are such a big company

woven falcon
#

general question-
Does it make sense to use a bunch of layered complex materials for ordinary meshes so you don't have to spend a bunch of time unwrapping & doing custom texturing? rooThink1

#

or does it take too much performance?

fallow hornet
#

Is there a way to only emit specular from a light?

fierce tulip
#

@late stag that goes in either #work-in-progress if its not finished, or #released if it is.

proud belfry
#

Anyone know if there is a way to stop these messages from stacking infinitely? Like maybe hide them or only show 1?

plush yew
#

@proud belfryget rid of the errors

pearl mortar
#

hello guys, I am experiencing a big issue where all my static meshes that I bring into the scene they get really really bright and lose their original color. How do I fix this? please help!

#

first photo is my scene and second is how its supposed to be

#

the trees in the background I tried to color grade but looks too fake

wheat sand
#

Hey everyone! Having an issue in the Quest 2 where the water material have this weird artifacts. Here is what it looks like in headset:

#

Any ideas on a fix?

thorn edge
#

am I doing something wrong or does it actually take 8 hours to compile the engine from source to have a dedicated server on a high end machine?

desert verge
#

I'm making a driving game with unreal, should i use a terrain or meshes?

kind dew
desert verge
#

Neon lights, palm trees, synthwave, '80s supercars speeding down an endless highway... Welcome to the world of Retrowave!Listening to Synthwave / Retrowave most people have had this feeling of nostalgia for an era they didn't know or that never existed.The Retrowave is very much inspired by the '80s, but is mostly an idealized futuristic version...

Price

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Recommendations

4994

▶ Play video
#

it'll be more like this

#

not sure if i'd need a terrain tbh

fallow hornet
#

Anyone know how to view the Raytraced AO in viewport

tender pecan
# thorn edge am I doing something wrong or does it actually take 8 hours to compile the engin...

Building Unreal Engine from Source
https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/
Read about Hardware and Software Specifications, and make sure that Microsoft Visual Studio is installed prior to building Unreal Engine from source. Also, depending on your system's specifications, it may take between 10 and 40 minutes to compile the engine.

8 hours is bonkers, it should definitely not take longer than an hour.
AAA/AA projects can take a couple of hours excluding engine source, compiling engine should not take that long at all.

Compiling Unreal Engine from source.

thorn edge
#

on I7 7700K

#

16GB RAM

#

on SSD

#

and GTX 1080TI

#

it cant take less than 1 hour

tender pecan
# thorn edge I know thats a cap it take 1 hour to download everything 1 hours to compile then...

yeah, to compile the engine form source is max 1 hour , for us it takes less than 10 minutes. 🙂
to compile your project is not compiling the engine from source, and you dont need to do that every time either, and we have gigabit internet so downloads for us take a few minutes.
To compile engine source does not take 8 hours, that is complete quadrollox 🙂

Your project is a different story, if you want to know why your project takes long then start by analyzing your compile time log files, and take not of timestamps where processes take long to narrow it down.

plush yew
#

Hey guys, I got this piece of bp that just makes a cube go from -550 to 550 to -550 on the Y. Set it up in a loop as a sort of an obstacle.

#

The only issue is that itll always spawn on -550

#

cause thats where the timeline starts

#

what kind of solution can I use to make it spawn in a different location?

#

the only thing I can think of is either 3 different timelines with different starting locations

grim ore
#

so it sounds like it should start at 0, go up 550, then back down to -550, then back to 550, then etc?

plush yew
#

yea just this

grim ore
#

the correct answer is to use relative offsets and not fixed world locations so its relative to your position anywhere in the world

#

the ugly fix for what you want is to just have your timeline have more points

#

start at 0, go to 550, go down to -550, end at 0

plush yew
#

but woudnt it still spawn in the same location?

grim ore
#

when doing the above with extra points?

#

your start is -550 right now, if your start is 0 then.....

plush yew
#

yea but then itll add 550 right?

#

or end up at 550?

grim ore
#

0 time 0 value, 1 time 550 value, 2 time 0 value, 3 time -550 value, 4 time 0 value

#

that would make it go from nowhere to 500 to -500 back to nowhere over 4 seconds

#

right now you have 0 time -550 value, 2 time 550 value, 4 time -550 value?

plush yew
#

yea

hollow lodge
#

anyone know how to use collab within unreal engine

grim ore
#

also there is a movement component that would do exactly what you want out of the box without any code btw

plush yew
#

but im just confused cause if I just change the location, itll spawn at 0 no matter what, but if I add it to the current location, it wont match up

#

oh really? what component is that? haha

inland gyro
#

Does anyone have any video of someone explaining the scene as the player presses "E" and the scene begins

plush yew
#

like a start button?

grim ore
#

Interp To Movement component using somthing like this would ping pong something between 550 and -550 over 4 seconds

#

what I was suggesting for your timeline was

#

that adds 0 to your starting spot so it will be.... the starting spot

inland gyro
grim ore
#

then it does what you have which is move to -550, then move back to 550, then back to 0

plush yew
#

so if even if it starts at like.. idk -300

#

itll go to -550?

#

or -850?

grim ore
#

well thats your issue here

#

your setting a location in your code so no its going to be fixed

plush yew
#

Yea thats my whole problem im trying to fix haha

grim ore
#

if you want it relative, current to -550 then current to 550

#

thats different

plush yew
#

I guess using 3 timelines with different starting locations would work

grim ore
#

easiest is that component I showed, otherwise use the Add Relative Location nodes and a Lerp node

plush yew
#

but it seems crude

grim ore
#

no need for 3, that seems weird.

#

you just want it to move back and forth from wherever it is right?

plush yew
#

yea but in a random spot really,

#

It is possible to port a project to an older version of unreal right?

#

now it looks like this

#

@inland gyrotheres a lot of youtube videos with that topic, look for something like main menu or something

sour galleon
#

hey guys anyone has experience with Unreal's Water System \

grim ore
plush yew
grim ore
#

this would move it relative to its starting location, the timeline looks like I had above which was 0 to -550 to 500 back to 0, set to auto play and loop

#

@plush yewits is not without manually remaking the items

plush yew
#

@grim oreill try that! 😄

#

Dang it

plush yew
grim ore
#

but again, that interptomovement component is literally designed to do what you want heh

#

@plush yewdifficulty is based on the project, you literally have to open the new project and then remake all of those items into the older version of the engine. copy paste works on some things but not most

plush yew
#

ah yea, its only for actors tho, so Id have to spawn an actor in

plush yew
#

its not working 😩

#

the node aint working either

grim ore
#

I dunno how yours is set up but all of my code was tested to make sure it works

plush yew
#

Quick question: Can I make 2D games in UE4?

#

I mean it moves, it just adds to the starting location

mental helm
#

Yes, but it's not the best 2d engine

plush yew
#

so if it doesnt start at 0 itll go over 550 -550

mental helm
#

I'd personally only us UE4 for 2d if it needed 3d graphics and 2d gameplay

hollow lodge
#

can you create an exe build in unreall engine 5?

grim ore
#

@hollow lodgeyes you can package a project for windows in UE5

plush yew
#

yea mine does the same, I dont want them to do that tho

#

want them to stop at 550 and -550

hollow lodge
#

how do i package a project?

#

nvm

plush yew
#

not add 550 -550

grim ore
#

@plush yew I think you need to clarify what you want in a bit more detail....

#

if the cube is at 0,0,0, should it bounce between 0,-550,0 and 0,550,0 ?

drowsy snow
plush yew
#

Do I have to make animations in Blender, or in UE4?

drowsy snow
#

You can even make the most mundane tool in UE4 that don't even involve viewport rendering at all, just pure UMG

plush yew
#

I want the cube to bounce from point A to point B. BUT Id want it to spawn somewhere in between point A and B.

grim ore
#

somewhere or where you place it or at 0 or ?

#

like if I place the cube at 200,200,200, where should it be when you hit play?

drowsy snow
plush yew
#

when it spawns in, its an endless runner so I made an obstacle that pingpongs from A to B. But it always spawns in the same location.

grim ore
#

so its not placed in the level but you spawn it in?

plush yew
#

correct

#

its a Tile basicly

grim ore
#

ok so you want it to go from -550 to 550 no matter what, but it might spawn in at 100 or -345

drowsy snow
#

In Blender, you can keyframe any object and not give a fuck about specific treatment in the timeline.

plush yew
#

it always spawns in the middle, I could make it spawn somewhere else on the Y axis but then when I try and move it itll go past 550

#

so if its spawns in at Y 100, itll go to 650 instead

hollow lodge
#

what are the steps to making a window build in unreal engine 5?

plush yew
#

and 450

grim ore
#

ok so.... you want it to go from -550 to 550 no matter where it spawns between there, say 100 or -345?

plush yew
#

correct

drowsy snow
hollow lodge
#

64 bit

plush yew
#

im probably overthinking it so much lol