#ue4-general

1 messages Β· Page 1043 of 1

cyan marsh
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damn.

north shadow
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Thanks

cyan marsh
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surely i can set up the debugger to open up the editor, right?

north shadow
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When i import a big mesh (it's a map) there is a few bug ... No ground etc ... Do u know why?

drowsy snow
cyan marsh
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@plush yew alright, it works now

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ty guys so much

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unreal is much different than all other engines i've been using

north shadow
drowsy snow
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Unless you hate your players to be.

cyan marsh
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last question: so instead of booting up unreal engine, i should open up my IDE and start from there, right?

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is there any actual reason i should not just keep the engine open or is it just standard practice

elder shoal
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Does Unreal Engine have native blueprint support for finding X-Y blobs?

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like this

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or something similar

north shadow
tardy wing
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hi

drowsy snow
plush yew
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Would it work if he created a height map and used it as a base with the landscaping tool?

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Really?

north shadow
plush yew
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Wooh, my stupid idea can work XD.

north shadow
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Maybe it's because i didn't wait for the loading shaders πŸ™ƒ idk i'll try again

plush yew
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He will have to redo the materials in Unreal anyways.

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As for no collision, maybe the mesh has none and will require you to put one in.

north shadow
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Do you have a link for tutorial about creating moba games ?

plush yew
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Better to use blocking volumes tbh if you are gonna use a single mesh.

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^

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Learn how to make a simple 1v1 multiplayer fighter then EXPAND.

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Best help I can give ya: make up a list of the stuff you think you need and then learn those, also show the list to others such as here so we/others can tell you if you are missing any topic.

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A map can honestly wait for a long while until you get the actual gameplay sorted.

drowsy snow
plush yew
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steals your sonic OC
It is mine now.

north shadow
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Thanks m8

drowsy snow
plush yew
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Why not try modding some game

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Mods are great to learn stuff

drowsy snow
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I was (and arguably still is) a Doom modder since a decade ago when I was less competent.

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Yes, classic Doom.

plush yew
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A decade ago I was 9 and playing Mortal Kombat for the first time.

north shadow
celest gate
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Which is better in your opinion: Blueprint or c ++?

drowsy snow
celest gate
young quartz
drowsy snow
# north shadow Yea ik xd

Paragon was Epic's attempt at doing MOBA, but with super high-end graphics.
It ended up failed, and Fortnite is just adding insult to the injury.

Though at least the assets didn't go to waste.

north shadow
shell surge
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guys, so I have the engine and project installed on D drive. Then why the hell my C drive keeps getting full from unreal ? How can I keep everything on D drive

drowsy snow
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Not really. Wolf3D and Doom engine is a different beast.
John Carmack wasn't aware of BSP until Doom started development.

shell surge
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how? I selected everything in C and moved it on D

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and then it created another one on C lol

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the whole Unreal Engine folder

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that got created in C drive

drowsy snow
shell surge
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never used that

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This folder

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so u say I can use symlink to move that folder to D drive and keep it there ?

vocal herald
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Why can't I choose Scene capture component 2d as a parent class for my custom component?

wary wave
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probably not BlueprintType or whatever it needs to be, so it's just plain disallowed

north shadow
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Hi people I would like to know why when I import a map that I have downloaded (combine mesh) there are trees, walls etc which are below the map the exact opposite?

drowsy snow
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Assembling one is less PITA than downloading one ripped from other game but don't know what you're doing.

keen mauve
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UATHelper: Packaging (Windows (64-bit)):   LogPhysics: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
UATHelper: Packaging (Windows (64-bit)):   LogPhysics: Error: FBodyInstance::GetComplexPhysicalMaterials : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
UATHelper: Packaging (Windows (64-bit)):   LogPhysics: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
PackagingResults: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
PackagingResults: Error: FBodyInstance::GetComplexPhysicalMaterials : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
PackagingResults: Error: FBodyInstance::GetSimplePhysicalMaterial : GEngine not initialized! Cannot call this during native CDO construction, wrap with if(!HasAnyFlags(RF_ClassDefaultObject)) or move out of constructor, material parameters will not be correct.
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any idea what this is? this only happens when i try to package it

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i am not using GEngine in any of my constructors of my c++ classes nor any blueprints with it

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yes

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ok so that is the problem the

tall needle
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Hey guys im new to this server I'm currently imported a car from blender into unreal and I'd like to know how to change physics in terms of speed accelerate and steering handling of the car

keen mauve
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that is a very big question

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akin to .. i have this model , please do all the work for me

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one more question is there a better audio format i can use? cause the .wav files are HUGE

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at the moment i have 4 wav files for videos and that is 90% of the size of my project

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thank you

wispy rock
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I really hope you guys can help me. I have been trying to compile the UE4 Oculus build all day. I have yet to succeed.
But i keep getting this
1>------ Rebuild All started: Project: DotNETUtilities, Configuration: Development Any CPU ------
1> DotNETUtilities -> D:_Projekter_VR\OQUE4\UnrealEngine-4.26\Engine\Binaries\DotNET\DotNETUtilities.dll
2>------ Rebuild All started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
2> UnrealBuildTool -> D:_Projekter_VR\OQUE4\UnrealEngine-4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe
3>------ Rebuild All started: Project: UE4, Configuration: Development_Editor x64 ------
3>Object reference not set to an instance of an object.
========== Rebuild All: 2 succeeded, 1 failed, 0 skipped ==========

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I'm not used to doing things like this in VS and i have followed the guide from the oculus github all the way through

dapper oak
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what specifically are you trying to do from their github @wispy rock

wispy rock
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I'm trying to build the UE4 editor with the oculus quest plugin added by oculus.
https://github.com/Oculus-VR/UnrealEngine
I need the hand tracking feature, and after a lot of research this is the only way I could get it.

dapper oak
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Where it's saying Object reference not set to an instance of an object... Can you see what object it is talking about?

wispy rock
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Nope

dapper oak
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have you added HeadMountedDisplay in your build.cs file?

wispy rock
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Where is it located ?

dapper oak
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if you look in your solution explorer in visual studio / rider or use file explorer go through Source/"ProjectName"/"ProjectName".Build.cs

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once you have opened that file look for PublicDependencyModuleNames and make sure it had "HeadMountedDisplay" somewhere the like this PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });

wispy rock
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I can't quite follow what you are saying

dapper oak
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are you going from a project you have made or the engine??

wispy rock
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the engine itself

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Sorry if I given the wrong info

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English is not my mother tongue

dapper oak
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thats fine

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why are you modifying the engine if you are trying to use oculus hand tracking

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you should be doing that in a project you have made

wispy rock
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Since from what i have read, this is the only way of getting the plugin option OculusVR so i can enable hand tracking support

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Or have i misunderstood something?

dapper oak
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im not too familiar with oculus hand tracking so ill have a quick look around

wispy rock
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Thank you

dapper oak
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someone there might know

wispy rock
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Okay i'll try. Thanks

runic sluice
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Hello! I'm hack vr dev. This should be a plugin you would enable like any other in project settings. Install the files in plugin folder and enable. If im not mistaken

dapper oak
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@wispy rock try having a look at this video. I've just ran through it at it seems like everything should work. He does move a bit quick so you might need to pause a bit. https://www.youtube.com/watch?v=sSdpPtlEk20

A quick start guide to get you started using hand tracking in unreal engine 4.26.

00:00 Intro
00:09 What you need
01:40 Get your project ready
04:22 Implement hand tracking
12:24 End

My plugins
Hand Tracking Plugin: https://www.unrealengine.com/marketplace/en-US/product/hand-tracking-plugin
VR Inventory Plugin: https://www.unrealengine.com/mar...

β–Ά Play video
wispy rock
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That's the exact video i have watched. But i do not have the OculusVR Plugin and i have found no way of getting it.

dapper oak
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if you click on Settings at the top and then click on Plugins scroll down until you find OculusVR or search for it using the search bar. Make sure to tick enabled and restart the engine.

wispy rock
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Found and added by default

dapper oak
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hmmm thats really strange

wispy rock
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My thoughts exactly.

runic sluice
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They are two different plugins one is for the headset and controllers the other is for hand tracking?

dapper oak
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no the oculus hands are part of the Oculus VR plugin

severe brook
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this function sometimes works and not. i plugged in my Oculus and Oculus link. What it depend on?

runic sluice
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You must start the engine with the headset connected and on and oculus open

severe brook
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ok thanks i'll try)

next pebble
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anyone here ever use after effects mocha pro tracking data, or 3d camera tracker to import camera data into unreal. I've seen a youtube video saying using , AE to MAYA FBX, AE to Blender and none of it seems to work. Only some keyframe data makes it into unreal and its not accurate. Still have not been able to find a viable solution yet others seem to have no issues.

runic sluice
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I have not but I know the YouTube VFX guys did it for a dnd setup, they are skilled professionals with a LOT of resources and was very difficult for them.

north shadow
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why when i import this map the component is behind the map ?

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here is my map

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behind

runic sluice
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Not sure exactly what you mean.

north shadow
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why the tree are not on the map ?

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why they are behind the map xd

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like that

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this is below the map

runic sluice
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Okay. Is the map a single mesh actor or a landscape? It looks like they are upside down. Are they made with foliage or individual actors?

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I.e. if you click one does it select them all or just 1 or the whole map?

north shadow
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the whole map if i click

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i just import the map like i import everything xd

runic sluice
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Is the map a static mesh?

north shadow
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yes ig

runic sluice
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Hmm well static meshes are what they are you can't change anything on them in unreal that I know of have you tried re importing it? Re importing with a rotation? Viewing the original mesh to see if it looks correct?

north shadow
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the mesh is good in blender

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what the hell is that xd

wispy rock
runic sluice
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Oh...
Well importing from blender to unreal can be a bit of a pain.

In blender, ensure that all the components are merged and re import.

runic sluice
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(I probably won't haha)

winter wedge
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so i had around 4k image textures with materials in the scene and that is causing lag for me

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is there a way to optimize them

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they're all around 512x512 res

runic sluice
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I usually import as an object file

winter wedge
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ive been using fbx and its better

runic sluice
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I'll have to give that a shot!

Unfortunately I don't know much about optimization. Something about LOD's haha

winter wedge
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same

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my issue is not about lod but its about the absurd amount of image textures i have to use

runic sluice
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It will be my next big learning phase I'm sure. Especially if I ever want to put anything on quest2.

Ah, yeah wish I could be more of a help!

winter wedge
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so yeah i've been suffering with a problem of having too many duplicated image textures and materials

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i can't go around merging them together because it will take me days to do that and even if i did it manually, i'd have at some point combined the wrong materials

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so idk what to do

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i've been doing that

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but the thing is still laggy af

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no sorry i don't

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what does it do exactly

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i don't really need that

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i just want really basic, simple duplicate textures to be merged

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no i wasn't

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well because i deleted all the textures

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and then i realised that there's no undo for it

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the meshes aren't a problem, nanite is taking care of that with ease

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i don't think i've even reached 1 million triangles till now

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so yeah

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problem is when it has to stream so many duplicate textures on separate objects

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i had removed duplicate textures earlier on one segment of the project and it took me around 4 days just to do that

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4 days of manual labor

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you get the point

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there's no point in undoing

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its incredibly time consuming to merge materials by hand

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it was still laggy without nanite so i turned it on

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and by "still laggy" i mean 5 fps

runic sluice
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Wow. Is it a very big project?

winter wedge
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no

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if i had completed the project

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all the meshes would be under 5 million tris at max

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its the image textures that is problem for me

zinc cave
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Holy cow this is an active Discord. I posted something yesterday, and it has been buried under 1000 messages already. Sheesh.

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No wonder no one replied.

runic sluice
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A lot of questions in the unreal world haha
What was your post?

zinc cave
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About the game The Ascent. Was just raving about the art team and use of UE.

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The detail, clutter, assets, and modular work in that game is unreal...lol...get it.

runic sluice
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Ah. I don't think I've seen it

zinc cave
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Smash TV meets Diablo and Cyberpunk.

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OK...so Lounge. Ahhh. I wasn't aware. Thanks. My powers of deduction failed me.

cyan marsh
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hello, im trying to put a model a friend of mine made on my character, a lasergun model to be exact, in the blueprint viewport, it appears but when i play it doesn't

twin folio
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guys, I need some help. I'm following a tutorial on how to make landscapes in unreal and I was instructed to go to project setting>search for planar reflections and enable global plane clip for better looking reflections for my water. But after unreal reset and everything compiled, I'm left with this. Almost all of my assets are missing

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in top right you can see literally none of my assets are showing. None of my lights, materials, height maps, etc

grim ore
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well your not in a map in that picture, your making a new landscape

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did you save the map you were working on before?

twin folio
plush yew
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Phew

grim ore
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and what did you call it or where is it at?

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the engine doesnt auto open your last used map, it opens the default editor map

plush yew
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I got second hand anxiety from that question.

twin folio
grim ore
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@cyan marshhow did you put the lasergun model in the blueprint or on the character?

twin folio
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I put it in a folder called maps

grim ore
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well the map you have open right now is NewMap

cyan marsh
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i declared and defined the static mesh component in C++ and made a new blueprint based on it and assigned the mesh to the static mesh component

grim ore
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so in the blueprint in the editor for this class you can see the gun? but when you drag an instance of that blueprint into the world you cant see it?

cyan marsh
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yes

grim ore
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show the blueprint?

cyan marsh
grim ore
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so when you drag that blueprint into the level that weapon is gone? or are you using the default pawn?

twin folio
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@grim ore omg yes! I found it!

cyan marsh
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no i changed it to this blueprint in the gamemode

twin folio
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thank you so much

grim ore
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if you go into the project settings -> maps and modes, you can set the editor default map to that map so it opens next time @twin folio

grim ore
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@cyan marshso when it spawns in are you sure its using that game mode and that default pawn? whe you hit play you can see the loaded stuff in the top right world outliner. see what it shows. shift-f1 ejects the mouse so you can scroll the window if you need it.

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it sounds like it might be using the default default pawn and not your custom one

cyan marsh
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ok so

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i enabled wireframe

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gun was in the ground, i forgot to attach it

grim ore
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oh lol

winter wedge
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seems like i'll have to merge textures manually then

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i can't find anything helpful

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press ctrl + L

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and move mouse

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did you move mouse too

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idk then

winter gate
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Is it "okay" to have lots of + and - lines doing some sort of redirect stuff in your DefaultEngine.ini file? Seems like it's doing unnecessary work.

north shadow
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How can i do that ?

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Face orientation i find it

cyan marsh
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why does my spring arm on my character get set to z -60 when i play the game?

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even though i set it in the code to be 50

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SpringArm->SetRelativeLocation(FVector(0, 0, 50));

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with this line

runic sluice
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What event is calling it?

cyan marsh
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i had it in my constructor

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should i put it in beginplay

runic sluice
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Oh yeah I probably would

cyan marsh
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should i place all my instantiation and changing of variables in begin play?

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or should i keep the instantiation in the constructor

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and change variables in beginplay

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i put it in BeginPlay and it still gets set to -60

thin pawn
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how do i install a specific unreal engine version because it dosen't show me the specific version i want to install and when it does, the .uasset's are not compatible and they are shown empty... for example if i want ue4 version 4.8 i only have 4.8.3

unique kraken
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okey srsly, the ue4 viewport driving me insain rn.
i want the bottom of my capsule be directly placed at a specific location.
anyone got some help to offer?

robust marten
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Any freelancers have in-depth knowledge of how Destructible Meshes work?

unique kraken
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no bp or anything, i just want it in the viewport perfectly here

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for literally 1h im trying to place my char, this viewport drives me insain

plush yew
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why doesn't it get past my gate

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^ whats connected to the gate

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if i put a print string after set is looking at door then it works everything after the gate doesn't work

robust marten
plush yew
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how

robust marten
plush yew
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hmm it does fail

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but idk whyu

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fixed it thanks

severe brook
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It again shows error, what i need to download ?

grim ore
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what are you trying to do, normally you dont use the project launcher

light jolt
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I am working on creating a blueprint for a door that use ui widget to enter a passcode to open the door when i place the widget into the level i get a warning. LogUObjectBase: Warning: Object is not registered LogUObjectArray: Warning: Other object in slot. I'm not sure what this means. Can anyone point me in a possible direction to understanding it

cyan marsh
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how can i reset the transform on my SpringArm on BeginPlay? it gets it's Z on location set to ~-60 and it's z on rotation set to ~-150

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SpringArm->ResetRelativeTransform(); doesnt work

light thunder
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Who wants to take a stab at sorting this out - AI car that runs along a spline - this is one of 15 different meshes, out of 12 or so different wheel types - (I'll post the wheel settings if needed)

pine rock
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so i have a hover in my game but i dont want the character to have much downwards momentum so the player can do something like hover->stop hover->hover again, instead of crashing in the ground from too much momentum. is there a character movement setting for this?

calm pollen
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whenever i try to create a new project, i get this error code:

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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Animation/AnimationUtils.cpp] [Line: 897] Couldn't load default compression settings asset with path '/Engine/Animation/DefaultAnimBoneCompressionSettings'

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i haven't changed anything internally and idk how to fix it please help lol

past plume
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I'm assigning a new skeleton to my skeletal mesh, but if I merge these bones, does that mess with the new skeleton?

past plume
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Okay awesome, I'll try it out

rancid lagoon
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i know this is meant for UE4 stuff, but ive been looking and i cant find what i need. I am making my own game launcher and i want to be able to embed blog posts from my website in the app. how do i do that?

jolly steppe
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Hey yall! I'm not sure where to ask this, but does anyone know how to import IES files for lights? I created an IES using this tutorial (( https://www.youtube.com/watch?v=4ycr_IQ7AZM&ab_channel=LazyMorningGames )) but when I import my IES, I get an error that just says faied to import. The output log doesn't seem very helpful to me either. Anyone have any experience with IES lights?

This is a Tutorial for creating custom IES lights for UE4, Unity, or any 3D application to increase your lighting quality. We use an open source program called EasyIES which lets you easily create AAA quality lighting for your game or render.

Easy IES Download: https://github.com/nickmcdonald/ies-generator/releases

Github Page: https://github....

β–Ά Play video
light thunder
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Why is my review camera showing up in my in my profiler when It shouldn't be active - how do I ensure it's not active? (I could use a placeholder but isn't there a way I can deactivate it on the actor BP and then reactivate it?

vital kernel
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I've been struggling to understand UE4 packing system for a while now, and wanted to know if any of you guys had some good reference (like what the heck all the options do? Why use .pak vs why not? How to version your games? How to use Project Launcher? How to patch? Should I patch vs letting Steam diff everything when I upload it? etc)

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So I'd like to learn as much as possible about how UE4 makes the final exe, and how my decisions impact that

cyan marsh
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wait, a character controler already has a camera?

grave pollen
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Yes abrac

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I have a terabyte on my d drive rn

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Oh wait you mean just the folder but leave your current project where it is? That I don’t know, I moved my whole project over to be safe

buoyant graniteBOT
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:triangular_flag_on_post: abracadavra#5380 received strike 1. As a result, they were muted for 10 minutes.

tardy parcel
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cant see a help channel so I guess Ill ask here. when right clicking an object, the right click menu always goes above the screen, and cuts off at duplicate. anyway I can stop this or decrease the gui?

tardy parcel
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iris xe integrated

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not that good I know

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runs fine though, just goes off the screen

light thunder
light thunder
tardy parcel
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on what?

drowsy snow
cyan marsh
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so should i still make my own spring arm and camera?

light thunder
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I've never seen that before

tardy parcel
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everything else works fine too btw

drowsy snow
light thunder
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shut down the editor too

tardy parcel
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done it

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got a screen on the bottom riht

light thunder
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so if you make it only run on that monitor, it goes away right, like don't extend, just show the display only on one, and then you don't have that problem right?

tardy parcel
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im only using the laptop screen though?

light thunder
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you are just ruling the display problem out

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so get it on a single monitor and see if the editor has the same problem

tardy parcel
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tried it on another file

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works fine there

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just doesnt work on that file ???

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eh dw haha

jolly steppe
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Maybe all those files are are just single pixel long images? lol I don't know much about IES files haha

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I'll see if I can make something in photoshop and see what happens

cyan marsh
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speaking of visible, my camera isn't visible in the playerstart

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should i not use player start?

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and just put the object in the scene?

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this is what i mean

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and for some reason, when i actually play the project, the spring arm is stuck in the ground despite me "initializing" it in C++:

    SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>("Spring Arm");
    CameraComponent = CreateDefaultSubobject<UCameraComponent>("Camera");

    SpringArmComponent->bUsePawnControlRotation = true;
    SpringArmComponent->TargetArmLength = 0.f;
    SpringArmComponent->TargetOffset = FVector(0.f, 0.f, 50.f);

    CameraComponent->SetupAttachment(SpringArmComponent);```
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it's not 3rd person

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isn't it automatically created as a child of root?

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wtf.

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wdym why

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i don't need it?

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i watched a tutorial and the guy used a spring arm

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thought it was somehow needed

light thunder
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if I am using SIMULATE will my render target always be visible - I checked in my graphics
and I'm using 9 ms for something that I don't need at the moment (but will need later on)

cyan marsh
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ok so

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i think the spring arm was doing something bad

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since now it works well

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with only a camera

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now that i look back on it, ive used a spring arm in other engines (such as Godot) for 3rd person movement, should've recalled this

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thank you for your help!

light thunder
tardy parcel
# tardy parcel

also found a solution to this problem. set my screen scale to 250% instead of 300%

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in windows settings

ornate kelp
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https://i.imgur.com/mYZU3j8.png So I am at a complete loss. The weapon is now clipping through the arm in Unreal when I imported it in. It's not doing this at all in blender, it's behavign completely normally, including in all the animations. I dont even know what happened to cause this

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Weapon is parented to a bone already ofc

torn shard
#

Anyone know how I can change this so the projectile shoots towards the middle of the screen in 3rd person view

tropic hare
#

Hey guys, I have a question.. Can you cast to a blueprint FROM the level blueprint?

dapper oak
#

anyone know any good tutorials for makeing gameplay modules that can be taking between any project (or knows how to)?

drowsy snow
dapper oak
drowsy snow
dapper oak
#

awesome ill give them a look. Thanks!

valid perch
#

How depth effect in sequencer works in particle system?

ornate kelp
pine rock
#

how do i make something like launch character work on the server?

pine rock
#

is something like this recommended?

plush yew
#

I would say there's no recommendation one way or the other. It all depends on how you want to organize your project

light thunder
#

For sequencer settings, does not using compression make the movie render in less time? I'm okay with the space, I just have a lot of small (5 seconds) clips to do, and the output will be compressed when I render in Premiere

#

The answer - yes, but holy fuck we went from 15.4 mb to 1.1 gb for the exact same file lol

#

This isn't working though -

drowsy snow
light thunder
#

You warned me before, I know

#

but some of these I can't use OBS or Microsoft because of the frame rate

#

the only way to get a smooth frame rate is to render it like a typical render

drowsy snow
#

You could use image sequence output for it, and stitch them together in Blender or FFmpeg.

light thunder
#

awwww I don't wannnnna

#

still, even if I do stitch it, how can I get the right range to play?

drowsy snow
distant totem
# light thunder see how it catches this beginning crap that I don't want/need?

Hey man, hope all is well. Your not going to like this, but you want to play with the warm up frame count, try setting that to .5 or 1 and see if that fixes the beginning. this will significantly increase render time. If I were you I would render to images, because that is much faster then avi (yes stitching is a pain, I personally pay $30 per month for adobe CC (they do subscription promos all the itme) and do it very quickly in premiere pro)

#

oh brain, warm up frame will only load the scene and wait before the first few frames are captures, just set it to 1, 3, or 5 and that should have everything loaded up before the shot begins

light thunder
#

How do I get it to use the range from my sequencer itself?

light thunder
#

I've not tried stiching images in premiere but I'm assuming it's intuitive enough or haven't a video the main thing is I can treat it as a single clip

#

the problem is, even if I DO stitch it to images, I can't get it to extend the range

distant totem
#

what do you mean use the range of you sequencer? it looks like its starting from 3 and ending on 9 like you want right?

light thunder
#

I still can't get the range right though

#

it's all a 6 second length

#

Even the stiched images are

distant totem
#

so your saying the custom start frame settings arent working when you hit render?

limber mesa
#

i have encountered an issue with the viewport. my whole entire camera is flipped and when i right click to move the camera up it moves it down

limber mesa
#

anyone know why this is happening

distant totem
distant totem
light thunder
#

uhhh

limber mesa
#

@distant totem didnt work. its like my controls are reversed

#

waitttttt

#

i just got it

#

it worked

#

@distant totem thankyou

#

very much

#

did that ever happen to you?

distant totem
#

no prob! yeah all the time haha

light thunder
#

I am dumb, disregard please

limber mesa
#

why does that happen

distant totem
#

πŸ˜‰

light thunder
#

today we learned that the difference between 3.9 and 9.9 is 6

light thunder
prime willow
#

how does one remove the relocators or whatever that causes this?

#

i deleted a set of files and now this persists

#

i deleted it via the folder content area in C:drive

light thunder
#

you have to go to the actor and find where it references that thing that failed to load and changei t

prime willow
#

the files dont exist tho xD

#

the third person one does but i removed all of the blueprints and interfaces

light thunder
#

click on I_GetBodyMesh

prime willow
#

nuffin happens

#

and it comes up as <none> <- when mouse hovered on

#

i deleted it in the folder not through the engine

#

so i think referencers or what its called are calling to what doesnt exist maybe?

light thunder
#

you need to go to the interface

#

click on one of them to pull it up

prime willow
#

im sorry for the late replies

#

i sincerely didnt expect you to stick it out and help me xD

#

sorry sorry

light thunder
#

Its discord, someone will get to it possibly

prime willow
#

yeah x-x

light thunder
#

I'm not setting around waiting for your to reply, btw, you should actually REPLY to someone's name and then they will get notified when you get back

prime willow
#

ah yes yes

toxic lily
#

hey all question

prime willow
#

Hmm

#

ill do my best to be useful~

toxic lily
#

cant find the "add impulse to sphere" node not sure what im missing or where it is

prime willow
prime willow
light thunder
toxic lily
#

basic turret AI

prime willow
#

try Blakestr's method first he's more knowledgeable about unreal than i am :3

toxic lily
#

thanks! will give it a go

prime willow
#

my method would be similiar but to cast to (insert what you want) from the projectile node or the one you want to attach it to, apply target via return node that comes with cast than attach it to your impulse thingie~

drowsy gull
#

Do you have ideas about how does TexCoord tile textures?

#

I googled , and the answer is not exact. But I guess it might depends on Homogeneous Coordinates.

thin tendon
#

Are the functions I can use for translating 3d world space to camera space? I want to do a check to get the closest rendered ai to my crosshair

modest trench
#

Deproject screen to world is what you are looking for

thin tendon
#

thank you very much

drowsy gull
#

UVW has three channels , the 3rd is W , which stands for the Z axis in Homogeneous Coordinates. When I set TexCoord's tiling value high , that means the same location in traditional coordinates , but a higher value in Homogeneous Coordinates , thus more area is available , the texture repeats

pallid talon
#

I've been struggling to find a solution or get an answer to this issue with Pixel Streaming. Can anyone assist or knows the solution? https://forums.unrealengine.com/t/pixel-streaming-user-sign-off-issue/243467

zinc shore
#

so i rebuilt a plugin and now the entier editor no longer starts what did the unreal build tool do that completly broke everything

zinc shore
#

this is what i get when i launch UE now

#

can i repair a source build of ue or do i have to recompile all over again

lapis tulip
#

it looks like coming from binaries you have to delete "Binaries , Intermediate , saved and libraries" and try to build again

severe brook
#

I had such error: "installed build tools revision 31.0 is corrupted. remove and install again using the sdk manager" I reinstalled the 30.0.0 version and it works in android studio but in UE4 not what i need to do with rungradle.bat file?

surreal nymph
#

can someone pls explain me the usecase of the source code of unreal engine instead of just using epic games launcher

static patrol
#

!stream

#

how can I talk to @buoyant granite ?

#

I am new this tings

#

thx

shell surge
#

hey guys, any material experts here ? πŸ˜„

coarse apex
#

two questions, 1. what kind of texture is this and where/how would i use it. 2. my ocean water is clipping/disappearing at the bottom of my screen, any fix?

severe brook
#

Why so many errors??)))

midnight bolt
#

is there some material function for texture atlasing to only use a single tile for tiling in a texture?

#

so for example i can change in material to jump from wood to brick

severe brook
#

yes, i can not find it out for about 2 days((

#

what the settings in particular?

#

i've already done it

#

but it doesnt work

gritty spoke
#

Is there a way to change settings of "default" collision preset?

#

need to change it to different object type due

#

nvm, I guess I will change it to another preset via property matrix on all meshes in project

vocal herald
#

My SceneCapture2d turns all foliage into billboards even up close. Anyway to fix that?

inner mountain
#

Hey everyone!
I faced a weird issue, sometimes (by random) the packaged game process is stuck after exiting the game (e.g. the game's process is still visible in the Task Manager)
I traced this to the FQueuedThreadPoolBase::Destroy where it just waits for some threads to be completed

But I have no idea which thread is stuck.
Though I suspect Wwise to be the killer cause.

Any advice on how to debug or fix this?
The hard part is - it's often happens on a shipping build while no way to repeat it on purpose in a Dev environment

shell oasis
#

Hey guys, currently working on a university project and having some really confusing packaging errors, if anyone is free to take a look I'd really appreciate it

wary wave
#

A) #packaging
B) Just ask the questions. Asking to ask the questions is a waste of time πŸ˜‰

vocal herald
#

Why Orthographic view always chooses lowest possible LOD?

wary wave
#

why wouldn't it?

#

LOD is based on distance, and in Orthographic view... distance to camera is not relevant

oblique loom
#

how can i change pivot point of an image in ui?

#

that with pivot set to 0.5 and anchor to center

#

i imagined that the center of image would be in the center of anchor point

inner mountain
#

well... Trying to avoid this, but thank you πŸ™‚

plush yew
#

Hey I was just wondering - is there a way to make the landscape not look like it's wet in the distance?

#

I'm confused as to why it does

plush yew
#

with every material I use

#

Thank you πŸ‘

broken heath
#

How do i refuse a friend request

#

Keeps poping everytime i run the launcher

toxic lily
#

hey all question

fluid swift
#

I was digging around the default project trying to get a grasp on blueprints and found out you can't see definitions for the functions used for i.e. movement, think that's pretty sad

toxic lily
#

making a basic drone turret AI, everything is working properly but i want it to feel a bit "snappier" and track the player more quickly, any idea on how i can do that?

#

theres about a half second delay of the turret fixing its aim on you when you move

#

well more like a second

plush yew
#

Fixed the issue by changing the materials min roughness to 1

#

Don't know why it worked - but it did.

mental gust
#

Is there any way to customize the format of logging via [Core.Log]?

#

Other languages/loggers allow you to fully customize the layout.

#

normally a log output from a webserver will have a fixed left side so you can easily scan down versus the helter skelter output from UE4

pliant junco
warm cape
#

i regret spending this much to compile fix recompile unreal engine

#

runs like shit

#

even on 8 gigs and a 1650

wary wave
#

I mean, 8Gb of memory isn't much, and a graphics card isn't going to affect your compile times

warm cape
#

compile times are regular

dusky slate
#

I am using a Skylight and Directional light and the problem is, Caves and everything are wayyyy to bright, is there a way to make the Skylight make my Caves dark?

#

Auto Exposure is off in the Project

gleaming sentinel
#

Hey guys,I opened default map on 3rd person project. But now I can't see my character which I could see in the default map. I could see the character like normal when I click play but it just dissapears when I click esc(escape) to edit.

autumn latch
#

hello, how can i make shooter turn in place system? when my offset reaches its maximum value, i want to turn.

#

this Turn in place for my shooter ai character

gleaming sentinel
plush yew
#

Maybe the level has a playerstart instead of having a mesh/BP it is posessing

last loom
#

eek, not sure where to put this, but I'm having trouble with some plugins and I renamed the folder my Engine is in (4.26) so that I could "back it up" before re-installing, but now I can't Repair or Uninstall it from the Launcher even with the folder re-named or deleted 😦 Any tips?

tardy wing
#

plz

#

help

#

idk how this doesn't work...

grim juniper
copper flicker
#

@tardy wingwhat doesn't work?

tardy wing
#

All object on scene is invisible

#

...

modest trench
#

are they hidden? unloaded due to world partition?

copper flicker
#

yeah.. what's your level of expertise with UE? did you simply hide a folder?

#

look in the world outliner

#

hide unhide looks like an eye

#

and how do you load these objects? are they loaded by something? or simply added manually in the scene?

fierce tulip
#

If you have problems with Nvidia and D3D devices removed and If you are using a desktop, Please give DDU a go to remove your graphics drivers and then reinstall them:
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

tardy wing
#

but in ue5 all is invisible...

copper flicker
#

and u dind't think of mentioning that

fierce tulip
tardy wing
#

ok

copper flicker
#

what else can u tell us about your hidden stuff

#

the more you can narrow down your example, the more chances to get an answer

#

your issue seems quite general

tardy wing
#

I create a new project in a UE5 and thats look my scene....

#

I trying reinstall UE5

copper flicker
#

oh, you mean that's the default scene UE creates for you?

#

which preset did you use?

tardy wing
#

Starter content...

copper flicker
#

3rd person??...

#

and btw, what happens if you press Play?

#

try to be more specific pls

tardy wing
#

invisible map...

tardy wing
copper flicker
#

ok

tardy wing
#

and starter content...

copper flicker
#

did you try creating a new map, and bring in something?

#

one simple map, created from scratch, with nothing else, just a cube

tardy wing
#

I create only map...

#

from starter content...

copper flicker
#

try making a new map, with nothing but a cube

tardy wing
#

yes

#

it is still the same ...

#

...

copper flicker
#

hmmm.. so u're in perspective view, Lit mode?.. and under Show... static meshes, all's selected

clever axle
#

hey guys! Anyone know what happened to the automotive scenes on the market place? Says here unavailable

copper flicker
#

but these should not matter anyway, cuz when you press play they show up

#

maybe it's a display issue, with your graphics card?

#

when did you install UE5?

#

I would unistall, make sure I have the latest drivers, and reinstall...

#

unless you just installed it

#

in which case... O o

#

do you get any warnings or errors in the Output log?

severe vault
#

Guys what do you think is easier Unity c# or unreal blueprints

light thunder
#

I have a new packaged build that ran fine for 30 minutes but then would crash my entire computer after a few seconds of running it - when I ruled out driver/ hardware issues, I found that it was in a read-only folder - but that was only the main folder, not the files between - I had a 168 mb log file - when I deleted that, it ran fine - **how do I fix this so the logs aren't ridulous in size but can still provide information - is it a matter of finding every yellow warning thing and silencing the things I know are safe? **

light thunder
severe vault
light thunder
#

I've only used Unreal but many find you can make a game for unity quickly

#

my advice would be to pick up a class on udemy for BOTH (the classes cost like 15 bucks) and do a few lessons and see which one you like

severe vault
light thunder
#

ah, yes it is easy to find out what is happening in a blueprint real-time

#

once you know how to do it, which is like a 10 minute youtube video

#

the difficulty is when you have elaborate systems you have built (or someone else has) and so you can't just immediately find what is the problem, you have to go looking for it - but for most things it's more or less simple to determine where the problem is - most of my issues are more, " How do I do this thing?" - meaning, it's harder to learn to build than it is to learn to debug, because as you learn how things are built, that explains the process for debugging

severe vault
#

Now I am just so confused.

light thunder
#

What kind of class are you taking?

severe vault
#

Now I am just learning on my own and I am trying to find out if I want to switch to unreal or not

#

C# is the only programming anguage I know

#

and I dont know much

#

Just Unity C#

light thunder
#

The reason I am so partial to Udemy is the way they display their courses - Let's say you have a lesson called "Making our first projectile" - udemy will have that video that you watch but also in the same place you watch the video, you will find a "frequently asked questions" or you can post your own - 99/100, someone has had the same problem you are having

severe vault
#

and I know some python javascript and that stuff but that doesnt help me here.

light thunder
#

I would honestly take something on udemy - if you try to learn on your own FIRST, you are going to have a hard time - you will eventually have to continue to learn things but trust me

severe vault
light thunder
#

Again, I can't answer the course you took but where was it from?

severe vault
#

Is it worth it for me to switch to unreal or should I keep trying unity

light thunder
#

Unreal is built on a more robust and industry standard language C++

#

it's a 15 billion dollar game engine

#

so, yeah, I think it's worth it, but obviously I'm partial, it's what I use and what I'm comfortable with

severe vault
#

DO you think UNreal with blueprints would be easier or harder to make a little target shooting game

#

because thats the game I want to do with Unity

#

Ok thank you very much @light thunder and you too @plush yew thank yall for ur time

cyan marsh
#

why doesn't this point to the center of the screen?

FVector EndPoint = UKismetMathLibrary::GetForwardVector(CameraComponent->GetComponentRotation()) * 1000 + CameraComponent->GetComponentLocation();```
#

it's under the center a bit

grim ore
#

first how do you know that is the center?

cyan marsh
#

i made a widget and drew it to the viewport

#

that's not a screenshot of the entire screen

grim ore
#

so that "center" is centered properly in the viewport? what if its not and your line trace is fine?

cyan marsh
#

i'm sure it's properly centered

grim ore
#

well, so the next question then is where is your starting point? it doesnt look like its centered?

cyan marsh
#

starting point for the raycast is the actor's location

#

the line in the image starts from the gun's tip

grim ore
#

which means it might not be straight forward but at an angle?

#

if its not a straight forward on the axis then your "end" wont be centered until 1000 units out

cyan marsh
#

i set the start point to the location of the camera, so it's not perfect

#

thanks

toxic lily
#

question, trying to spawn projectiles from a weapon, but its not spawning, i believe i did this right so not sure what im missing

#

any idea what im missing?

grim ore
#

so which part doesnt spawn? the projectile or the niagra system?

toxic lily
#

projectile

grim ore
#

is the projectile spawn variable set properly?

shell surge
#

Hi, im having a big issue with creating a landscape layer that "removes" spawned meshes ... any ideas what to do?

toxic lily
#

@grim ore i believe so, i just set it up as a scene

#

used the same method for drone NPCs and it works for them

grim ore
#

well one is called Projectile Spawn and the other is Projectile Spawn location?

#

are you using the scene component?

toxic lily
#

i just renamed it location for better clarification

#

i believe so

grim ore
#

gotcha. so then see if its being spawned somewhere else or something is happening. get it to spawn, then eject out and look in the world outliner fory our spawned item

#

see if they exists at all, you might be able to find it somewhere else. also check the output log, have it open when spawning, to see if it says something maybe its being destroyed

#

you said the effect spawns in so you know the code is being called

mint raptor
#

Does the Remote Control API work with Mobile being the server?

toxic lily
#

taking a look now, not seeing it spawn when i eject, will try the output log

near dirge
#

If the components of a project have been outlined, from an artist and developer perspective what order are things usually worked on (within Unreal)?

Should I first focus on modeling and textures, gameplay functions, the world map/landscape, UI?

From my noob perspective I want to start making the landscape first, but I feel like that will open me up to too many problems down the line (such as LOD, optimization, and cell loading).

I'd love a rundown if someone has the time.

fallow hornet
#

Is there a way to shut off visibility of a static mesh but still have it visible in reflection without baking lights?
Kinda like in maya where you can shut off the primary visibility of an object but still have it showing in the reflections

minor pine
#

Are HISMs fixed in 4.27/5, or they're still crashing as in 4.26?

minor pine
plush yew
#

hey

#

i'd need help at unreal engine pls dm me if you could help me

next nebula
#

hello folks.

#

how are you all?

#
---------------------------
Error
---------------------------
NotATerrestrial3 could not be compiled. Try rebuilding from source manually.
---------------------------
OK   
---------------------------

since im not too knowledgeable on this topic, I would appreciate some guidance from someone who is πŸ™‚
thank you.

grim ore
#

so is this a project and you added the plugin, or how did this happen?

next nebula
#

yes. that is precisely what I did.

#

I added VRExpansion, to get a few things

grim ore
#

did you follow the instructions for installation?

next nebula
#

I believe so.

#

I created a plugins folder, imported the folder from the zip file

grim ore
#

so I just tested and had no issue, did you put them in the project plugins folder or the engine plugins folder?

#

you can see i put the VRExpansionPlugin folder with the 3 sub folders into my Project/Plugins folder. BP only project and they show up

next nebula
#

I put them into a project plugins folder that I created

#

I downloaded this file and am using UE 4.27

grim ore
#

its not compatible with .27

next nebula
#

I have the exact thing

#

oh?

grim ore
#

Im assuming you downloaded the 4.26 binaries?

next nebula
#

I used 4.25 before

#

I tried wih 4.25

#

should I try 4.26?

grim ore
#

the binaries you downloaded are built for that version

#

if you dont have built binaries to download for .27, you need to build it which is what it is saying

next nebula
#

So I should use Unreal Engine .26

grim ore
#

if you want to use the pre built binaries, yes

next nebula
#

Thats my goal

#

Alright give me a moment to update.

dapper hatch
#

Hello! I have static mesh that becomes invisible at certain distance from camera, if I move farther or closer it appears again. LOD is set to 0, so it shouldn't make a problem. Any ideas why?

latent sonnet
#

Is there any way I can merge actors and replace the ones I merged with the merged actors?

maiden sundial
#

Am i just blind, is the forum just kinda bugged or is it something else ?
I already read a few times "Here are my files" and similar, but i can't seem to find anything πŸ€”

#

Oh welp

vocal sorrel
#

Could someone refer me to a video that would help me create a particle effect similar to this? This is the exhaust trail coming out of a missile. I looked online and couldn't find anything related to this

upper heart
#

Is dynamic resolution meant for PC yet? Docs don't list PC

#

I'm on 4.27

grim ore
#

never saw an update saying it was ever updated to support it 😦

upper heart
#

Interesting

obtuse siren
#

I want to use a model but it came with multiple textures, I'm very confused what to do. Is there a way to combine all of em? πŸ™‚

pale token
#

Quick, how do I get one of these πŸ‘€

grim ore
#

Quick, you read the docs!

#

@obtuse sirenModels normally come with multiple textures, you dont combine them you make a material that uses them

obtuse siren
#

Right so do I make a material then just drag all textures onto it? πŸ™‚

pale token
#

😭 I've been scrolling them but they don't provide me with the one I want. I think the closest is VectorParameter but when I convert it, it still doesn't do the cute green box 😭

grim ore
#

that tiiiiiiiiiiiiiny picture looks like a (S)calar, I wonder if you can use a hotkey to make that (S)calar

pale token
#

scalar parameter? : O

#

thankyou

grim ore
#

@obtuse sirenyou can, you still need to hook it up

#

it wont be magic if that asset is not designed for UE4, you will have to figure out how it goes together

obtuse siren
#

right okay ile start doing that right now

#

thank you

fierce tulip
#

sigh.

prime willow
#

haha deeznuts xD

#

well played buddy

neon bough
#

yea their survey really missed an "DON'T FRICKING TOUCH ANYTHING" choice, (oh sorry your message was a while ago...)

next nebula
#

Im lost

#

this time with 4.26.2

grim ore
#

which binary version did you download from the website?

prime pilot
#

Anyone here experienced with UI in UE4? Running into an issue and I really need some help.

grim ore
#

the plugin he is trying to use doesnt need VS, it has a binary version that he is supposed to be trying to use

next nebula
#

this is where I downloaded it from.

#

github

grim ore
#

yep not the right place, it tells you that in the instructions

next nebula
#

what do you mean?

grim ore
prime pilot
#

Thanks bud πŸ™‚

next nebula
#

Thank you for your guidance MathewW.

clever axle
#

Hey guys! Can I get some help with level streaming? I want a master level where I load my other levels dynamically. I added the levels but now they're all in there obviously. How do I set them to be available but not yet in so I can load them with blueprints?

#

Do I just set them to invisible?

grim ore
#

right click them in the level browser and change the streaming method to blueprint

clever axle
#

Very good. Thank you @grim ore

light thunder
#

Is there any performance difference between a function and an event? (blueprint)

#

Are you doing a lung simulation?

neat schooner
#

Are there any information about the 4.27 release date out there?

arctic drum
#

I feel really stupid. How do I import models without that smoothing effect? I remember all I thought I had to do was set smoothing to "face" in blender while exporting but thats not working. Is there an option im forgetting in the importing menu in ue4?

prime willow
#

ok

#

serious question

#

for anyone who knows the answer to this

#

if i wanted my game to be multiplayer

#

like think a fighting game of any standard or dragon ball xenoverse/S4 league etc etc

#

how would i test my game with a friend online

#

not like a super big server thing but just back and forth multilayer testing for mechanics and such

regal carbon
#

hey, I'm wondering, is it possible to import a mesh with edited normals into UE4/5?

prime willow
#

i heard servers can be infinitely expensive at a constant even with careful usage time ._.

regal carbon
#

This mesh has some really sharp normals which have been edited so the mesh would look nice

prime willow
#

@drowsy snow any ideas o3o

mint raptor
#

The Remote Control API is acting strangely. I have it call a function remotely and it will print the message indicating the call works but fails to actually execute any logic after the print, won't hit any breakpoints either. Not even the print! Very strange.

#

Oh figured it out, there is a Map Path for editor that is different than editor runtime

drowsy snow
#

The server cost one?

regal carbon
steel wyvern
#

is this where folks can ask for help? (about ue4)

steel wyvern
#

Ah, thank you. :)

#

If anyone's interested: what is the typical method of having an enemy object move and aim? like, i have a tank and i want the barrel to move around looking for you and whne it finds you i want it's base to turn to match the same direction.

i assume i'd have to make the base and turret as seperate objects (classes?) and parent them maybe, if that's possible. but i have no clue lol. been looking it up.

steel wyvern
#

Ah, thank you, I will have to look more into this. :)

bright wharf
#

everytime i do something like add in a new blueprint or save, ue4 crashes

#

how do i fix

#

hold on lemme try to see if it happens again

toxic lily
#

Got that projectile system working thanks Matt!

unique kraken
#

@regal carbon just a tip, i wouldnt do that.

regal carbon
unique kraken
#

yes

#

try to open the mouth, or close the eye, deforming the mesh will break any logic

drowsy snow
#

I gotta go offline for the entirety of the day, so I leave the newbie questions to others.

cerulean root
light thunder
#

ah, the vasculature is consistent then , nice

cerulean root
#

trying to make it more realistic

light thunder
#

shit

cerulean root
#

nice!

#

VR?

bright wharf
#

ok finally @plush yew i got the crash to occur

#

this is the error screen

#

do i have to uninstall the driver or can i use geforce experience to just update the divers?

#

*drivers

bleak copper
#

... What function is this? I'm holding down my right-click... and, for some reason, Unreal Engine thinks I want fish-eye.

#

I'm guessing a button is stuck somewhere.

#

Which button combination does that?

mint raptor
#

Does unreal support web sockets for Android out of the box?

unique kraken
#

@tame delta im looking for how I can trigger my scripting actions using shortcuts. Feeling like I went through the whole internet and now looking through the discord here.
Did u find a solution?

split delta
#

I thought i'd try baking some lighting for the first time, and i'm very impressed!

#

😁

#

It looks really nice catnod

surreal eagle
#

how do i tell if i'm going up or down a slope

plush yew
#

guys

#

never understimate the power of music

#

to keep you motivated on the grind towards making the games of your dreams

warped saddle
#

quick question, is it possible to optimize UE4 engine so the system requirements would be same as dota 2

light thunder
#

probably but the tricky part is if you have to ask that question you might not be qualified to optimize it as well - DOTA was built by some of the greatest from a company with an unlimited budget with no shareholders, on a proprietary engine - but yes, you could make a MOBA optimized on UE4

hoary summit
#

is there any way to change the cursor's color in the viewport?
like the crosshair that appears when you hover over the viewport blends in a lot with the background, and i lose where my cursor is lol

warped saddle
#

then probably someone made a project alike ? where do i look
In my advantages i would say that i'm pretty aware of UE2.5 Engine CORE - rendering(all that required Camera/LightColors/Texture,etc) ( till WINAPI),FileSystem,Serialization/Deserialization,Classes, Funcs Initialization. I think this thing are pretty same in UE4 version , at least they are based on it

Also i wonder how hard would it be to make UE4 as slim/vanilla as possible to use minimal features.

potent goblet
light thunder
potent goblet
hoary summit
#

Not how to change the in-game cursor

#

but the in-engine cursor.

#

that is changed to a crosshair when entering the viewport

#

obviously editing the source code and compiling the entire engine, but im not doing that

potent goblet
#

Oh. You'd probably have to find a editor plugin that does what you want I'm guessing lol

potent goblet
hoary summit
#

it helps slightly, but if it's a big mesh it's still an issue

astral spindle
#

hi , i dont know how to solve this, HELP

Build-tool 31.0.0 is missing DX at C:\Users***\Documents\ANDROIDSDK\build-tools\31.0.0\dx.bat
LogPlayLevel: FAILURE: Build failed with an exception.

potent goblet
#

I'd suggest making copies of the file rather than renaming the original

astral spindle
#

@potent goblet

#

sure but how to chose the build tool

potent goblet
#

I do not know.

#

All I know is this post from 3 days ago about an apparent quick and dirty solution to your problem

potent goblet
plush yew
#

can a FX material be applied to a mesh?

astral spindle
#

@potent gobletthanks

light thunder
#

What's up with these nav mesh crashes?

#
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationDataLayer() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3496]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateNavigationData() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:3812]
UE4Editor_NavigationSystem!FRecastTileGenerator::GenerateTile() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2647]
UE4Editor_NavigationSystem!FRecastTileGenerator::DoWork() [D:\Build\++UE4\Sync\Engine\Source\Runtime\NavigationSystem\Private\NavMesh\RecastNavMeshGenerator.cpp:2047]
UE4Editor_NavigationSystem!FAsyncTask<FRecastTileGeneratorWrapper>::DoWork() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]```
#

HTF did this get set to static -

thin tendon
#

I'm trying to create an aim assist feature for my game. Anyone got any ideas of how I can manage this? I can't find a set yaw, roll and pitch. Only an add. But this is giving very weird results. I just want the character to look at the target.

old kite
#

i dont know where to ask this, but how do i get rid of the noise in the light emitted from a
material OR turn off light from being emitted all together so i can just use normal spot/point lights?

split onyx
gleaming sentinel
#

Does anybody know to change 'player start' to third person character(default mannequin)?

tardy wing
#

hey i have a question is it possible to run Unreal Engine 5 without a graphics card?

lapis tulip
#

no

#

there is basic requirement in their docs

warm pine
#

how can i see what type is my object(ecc_PhysicsBody....)

gleaming sentinel
potent goblet
#

What is your default pawn class

gleaming sentinel
potent goblet
#

Could you take a screenshot? The project I got works fine.

#

And there's no other pawns in the level right?

gleaming sentinel
potent goblet
#

Okay, verify that the project settings is using the correct default pawn class, or is using a gamemode that has the right default pawn class

gleaming sentinel
#

It's the same class defaults.

#

It looks like that.

potent goblet
#

If you were to place a ThirdPersonCharacter into the level, and make it auto possess player 0, does that work?

gleaming sentinel
#

I placed the character into the level,how do I possess it

potent goblet
gleaming sentinel
#

Can you tell me where to find that option

limber cape
#

Hey guys. I am looking for a tutorial or some kind of documentation on how I can implement post processing to the player's perspective (follow camera). For example: the player takes damage from the AI so health goes down by 25%, when the health goes down a chromatic aberration effect is visible. So instead of a standard health bar, the player would see a visual representation of losing health. I have search around for weeks and have not found anything that can show me the process for creating this. Can anyone point me out to some help or provide me with a run down on what I am supposed to do? Much appreciated

potent goblet
#

But it's the theoretical logic I know so

#

(This is the PostProcessing level from the ContentExamples project)

limber cape
surreal eagle
#

I NEED IT

potent goblet
potent goblet
surreal eagle
#

ANYONe know how to tell if i'm going down a slope?

#

like walking

surreal eagle
#

ANYONe know how to tell if i'm going down a slope?
like walking

potent goblet
#

You can create the 'set blend weight' node by dragging the actor connector into empty space and searching for it

#

You'll probably want to set variables on level start that records the post processes so you can modify them

limber cape
potent goblet
#

Yeah you'd want to do it in that. Easier to get the key inputs, health variables and relevant events you want that way

potent goblet
#

Yep sure

surreal eagle
#

ANYONe know how to tell if i'm going down a slope?
like walking

valid sandal
#

my level is crashing when i try to open it

surreal eagle
#

happens sometimes

valid sandal
midnight bolt
#

i'm looking for examples of materials used for texture atlas and tiling objects, using separate uv layers. i can only find for animation flipbooks

potent goblet
# surreal eagle ANYONe know how to tell if i'm going down a slope? like walking

This is using Paper2D but I think you can apply it to any character https://www.youtube.com/watch?v=CphDayht9js

Hey guys, In this video I will show you how to make your paper2d character adapt to a slope. In a very simple way.In this way your character can adjust to any slope and the movement will look very natural

-~--~--~-
Please watch: "Invisibility Effect - Unreal engine 4"
https://www.youtube.com/watch?v=ZZQo89xUqxs
-~-
-~--~-

β–Ά Play video
finite ocean
#

Excuse me... I need to ask a question...

#

I have an extra animated bone on my skeleton...

#

How can I retarget the animation on that bone to another skeleton?

#

Or to a socket on that skeleton?

modest agate
#

hi, does it make sense to write a pathfinder or are there already gridbased internal ways to do that?

potent goblet
#

What you stuck on?

surreal eagle
#

its bs

potent goblet
#

Oh, you mean if you're sliding down?

surreal eagle
#

yeah

#

need to see if i'm slidinig down or up

potent goblet
#

What's the slope you're working with? Does the pawn get any grip on it?

surreal eagle
#

i tried using get z axis velocity but it wasno help

potent goblet
# surreal eagle need to see if i'm slidinig down or up

My guess would be to see how wall jumping is done, and use that wall detection as a base for slope detection https://www.youtube.com/watch?v=1ah_thU90-0

This has been requested for a long time so in todays video we will be making wall running system for the third person character in Unreal Engine 4

Download the wall running animations here : https://uisco.itch.io/wall-running-animations

Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/

Join the discord :...

β–Ά Play video
surreal eagle
#

it works by having 2 sphere traces on each side

#

and asks if the wall is here or ther

#

fuck it, i'll be sloppy and use two trace points

potent goblet
#

I don't even know what your slopes are

surreal eagle
#

gn

#

thanks for trying man

real vector
#

Hello everyone. Ultra Dynamic Sky's particles isn't showing up on sequence render. How can I make it happen?

wispy ledge
#

hi everybody, i have an issue in c++ thirdpersoncharacter template .. when i remove the "thirdpersoncharacter" bp the game work ok, only show error. but when i add it again the engine stuck at 75% and no processing consumption shown is task manager

drowsy snow
drowsy snow
wispy ledge
#

yea i deleted it.. to make the engine work .. if not deleted engine sucks at 75% forever

wispy ledge
#

i copied it from another project

#

this line not work
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter"));
when i wrote it correct the engine sucks at 75% .. if wrote it wrong the engine work but with the problem above

#

yea character. it's the original bp comes with the ThirdPersonCharacter template

#

c++

#

when it tried to load the right one .. engine sucks at 75%

plush yew
#

@plush yew .......................................Never Gonna.......Give.....up

drowsy snow
#

No, don't.

wispy ledge
#

i hope i won't

wary wave
#

this is what is happening, yes

wispy ledge
dusky slate
#

Can someone help me with my Niagara Effect, i got a beam that spawns, gets bigger and to the end of the lifetime gets smaller. When i put that Emitter in my System and copied it, so 2 Beams spawn, but when one beam reaches the end of the lifetime it somehow resets the other ones rotation and size.

alpine forge
#

Hello! everyone! I'm currently developing my own video game and I need to create an inventory system, I have a concept picture of what I want.
If someone could help me out I'm willing to pay.
Here's the screenshot of my concept that I want.
Basically the bunny will be idling and will change clothes, and swords will show up on there, no stats or anything but I do want something like that.
My Health HUD is setup already so I just want it to show up there on the corner next to the coin counter.

maiden iris
#

Hey , has anyone used a good solution for runtime lip synching? There seems to be only FaceFX which is just too expensive 😦

wary wave
#

if you want good lip synch, the only real option is some kind of facial capture, and it will never really be cheap

native tulip
#

ive been trying to rotate the actor to face the control rotation when theyre wallrunning... does anybody have any solution?

maiden iris
obtuse path
#

Hi all,
Everytime I open the editor, it hangs. I've just noticed that this automation test is running and taking 25 seconds.
LogAutomationTest: Warning: Automation Test 'FBlockStructureSpec' took > 10 seconds to return from GetTests(...): 25.56s

I've seen a suggestion online to "Delete or rename dbghelp.dll in UnrealEngine\Engine\Binaries\ThirdParty\DbgHelp folder" - anyone know what the actual source of this bug is, and whether this is the best solution?

plush yew
#

hey i've got a question

#

how can i decrease the speed of falling by clicking for example 'a'

native tulip
#

make an input, bind it to a, when that input is pressed, change this gravity scale

#

to decrease, make gravity scale lower, to increase make it higher

urban dust
#

C++, thoughts on "Algo::" functions.

native tulip
#

project settings>input>and then add a new action mapping and bind it to a

#

by selecting it from the dropdown

plush yew
#

but the falling speed is the same

#

only the jumping speed changes

#

@native tulip

native tulip
#

try holding down the key while youre falling

plush yew
#

it does not work

#

and btw

#

i am at a side scroller

#

i only jump higher

native tulip
#

how are you setting up the jump code?

plush yew
#

oh wat

#

it works now

#

sorry

#

and

#

is there an option

#

it only works in fall?

native tulip
plush yew
#

like a parachute

plush yew
native tulip
# plush yew

maybe try setting a variable that says if they are ready to parachute or not, and then use a branch on this event here

#

the bool should be set on jump

plush yew
#

could you send me an example

#

because i am

#

pretty new

#

to unreal engine

native tulip
#

sorry im in a game rn

#

but ill hold your hand through it dont worry

#

first create a new variable (boolean) call it IsReadyToParachute or something of the sort

plush yew
#

okay

native tulip
#

and then in your jump event, set this variable to false on the pressed key for jumping

#

then in your slow down falling event, add a branch before any code that uses the bool IsReadyToParachute

plush yew
#

like this?

native tulip
#

ye

plush yew
#

like this?

#

It does not work :((

#

@native tulip

native tulip
#

exactly

#

it doesnt work

#

because youre not setting the is ready to parachute back to true anywhere

#

so you should do that once the jump ends

plush yew
#

huh?

native tulip
#

go to your tick function and add a branch that uses the boolean "IsGrounded" and if its true set IsReadyToParachute to true

plush yew
#

okay

#

bruh

#

there is just 1 branch

native tulip
#

?

#

ye its one branch but you can connect different booleans to them

#

and the one your going to call is an engine built in function called "IsGrounded"

plush yew
native tulip
#

dont drag out from the boolean

#

drag out from character movement

#

my bad forgot to tell you its from character movement

plush yew
#

like this?

native tulip
#

yup thats the one

#

now connect this boolean to a branch

plush yew
thorny sluice
#

hey, does anybody know how to edit the 3rd person template so that i can move while jumping?

plush yew
#

aren't you already able to move while jumping?

thorny sluice
#

when you jump and move around mid air your position doesnt cahnge untill you land

native tulip
#

i said in tick

#

you should bring back the old boolean there (the IsReadyToParachute)

plush yew
#

okay

#

and then?

native tulip
#

in tick check if the character is moving on ground, with a branch

#

if its true set IsReadyToParachute to true

plush yew
#

WHAT DOES THAT MEAN??????????

thorny sluice
#

chill lol

native tulip
#

ye lol

plush yew
#

lol

native tulip
#

this in tick

plush yew
#

ahhh

native tulip
#

this is gonna be your input thingie (i didnt make an input because i was lazy but the pressed is going to look like this)

plush yew
#

how did you get slowfall? is that the boolean?

#

like that?

thorny sluice
#

that moment when you really want to learn UE but every idea that comes is in unity format πŸ˜„

plush yew
#

okay

native tulip
#

this one

#

but i didnt create it in mine so i just put a placeholder custom event

#

also on released you dont have to check if theyre moving on ground

#

because its already checking it in tick

#

i think you should take a beginners tutorial

plush yew
#

like rthis?

native tulip
#

nooooo

plush yew
#

looooool

#

i dooont

#

geeet it