#ue4-general

1 messages · Page 1046 of 1

tiny basin
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I’m working on a blueprint-like for python and looking for some initial adopter to give me feedback. This seems to be right place since the UI is already familiar.

midnight bolt
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or minecraft voxels? if i made my level out of cubes, i can map it to atlas. but nothing beyond that. still not a single link showing its doable/achieable. all boils down to using singles, and optimizng at the very end

tiny basin
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😆

midnight bolt
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pubg is ue4, codm is unity

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i fast forwared it few times - i havent seen anything tileable here?

so, nobody should ever use pre-made atlases?

im yet to see atlas generated within ue. not uvs, atlas texture.

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you dont tile single trees like that... or you map them via cubes or something

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that's going too far and defeat the whole purpose. so to put this whole topic to an end:

CAN YOU TILE A 1KM WALL made of 2 polygons, onto a 2x2 texture tile, without loosing quality?

neon bough
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you could say we hit a wall

midnight bolt
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if you have done that before - maybe you can share sample assets?
after all, if you merged everything, optimized everything, you end up with a new texture and a new mesh that you can export i and i can see what ue did what

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there was not a single link proving tileables in an atlas possible, not even one

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bad sarcasm, but yeah, epic doesnt care about mobile lol

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an hour long talk with no real examples, like what im asking for is impossible while possible in unity

neon bough
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yea, considering they had hell of a law suit with apple because of their fortnite mobile...

thick herald
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If you want to use the way Unity does it, use Unity.

midnight bolt
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caring about their mobile puppet is different than caring for mobile developers. when was the last events/streams etc focused on mobiles?

thick herald
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I know. I think it's the Dunning-Kruger effect here

midnight bolt
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@plush yew assume i preatlased it manually. how do i make them ue4 ready with tileables?

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you can just prove me stupid by making your own 2x2 atlas and mapping a 1km 2 polygons wall onto that texture using that single tile, but obviously you arent going to do that

digital anchor
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how to get someone to work for you without pay ™️

midnight bolt
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ready to help for the past 30 minutes, unable to do "10 clicks"

thick herald
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Why should any of us do that? You are dead set on doing your own thing regardless of what anyone here says. Luos has working in game dev for 20 years doing graphics stuff, but you don't listen to him either.. so I can only guess you are here to .. dunno really.

midnight bolt
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everyone is saying everything, yet no real examples? are you guys baking 100 texutres for 100 buildings, while there are 20 unique textures? lol

thick herald
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Did you even check out, properly any of those links people have sent you, or are you too busy trying to prove a point?

midnight bolt
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who cares, when its already deemed IMPOSSIBLE to maintain quality over a 1km wall? you just have to 32k texture to cover that

thick herald
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No, you just repeat the UVs

midnight bolt
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lol

thick herald
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inside materials, the texture sample has a UV input. You connect your Texture coordinates via a multiply or divide [depending on your own pref] into that UV and you can tile the same texture as often as you like

midnight bolt
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you dont get the point do you? each tile will end up being separate material instance, isnt it?

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if not... whats the problem of sampling a sample asset? nobody in years of UE4 existing done any ready to drop; unready to modify assets ever?

thick herald
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It's one of the most basic things to do with UV inputs, so your 1km wall will have lossless materail acrossing. It will repeat a lot but hey then you go into texture variation or texture bombing

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😄

glossy dagger
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World Position on UVs not helping

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?

trail cedar
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Hey guys, I'm a vfx artist interested in learning unreal engine for rendering scenes etc. Just opened unreal engine 5 for the first time and the first question I have is how do I choose a GPU in it? I have a 3080 and a 3090 but seems like it's using 3080. How can I switch?

midnight bolt
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i dont want UV position cause it needs to be adjusted to properly tile, like the bottom fitting to bottom part of the wall etc

glossy dagger
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can base your textures on the geometrical layout, Bam

midnight bolt
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but still, not a single example, other than theoretics and just arguiing backed by who has how much experience

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i asked for example ue4 output atlas, none

trail cedar
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Also if you can suggest some introduction tutorials for VFX not games that would be great, thank you

thick herald
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Since you have absolute control over UV mapping inside a material you can map whatever you have to whatever you have but if you are using an atlas you will not have great quality. As the tile pieces will be small. More over, we've tried to explain to you the options available but you don't believe anyone here. Why not actually try some of the solutions presented to you rather than throwing a hissy fit because you are determined to be right?

thick herald
neon bough
thick herald
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Hell, you can create multiple UV channels in Blender and use them to your hearts content too

midnight bolt
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other than some 'mipmaps' problems, im not looking for 3xA perfection

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but its already loaded for house, and most of the stuff around since they end up using the same diffuse atlas

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and in the end the house, road, etc will be merged in one. literally one object, one texture, one material

neon bough
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merged within unreal editor?

midnight bolt
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make assets using atlas in blender, merge them by need in ue4

neon bough
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if you merge them in UE, UE will take care of everything

thick herald
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So in short you have started to go down one solution that you thought was good, but after having experienced people tell you that you don't really have to do that and more importantly you don't need to do that you complain. Sorry man, but that's just silly.

neon bough
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it merges your texture, materials, and whatnot

maiden iris
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ive just sent him his example he needed desperately

thick herald
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You are worried about draw calls or textures sizes. Unreal handles all of that for you when you build for mobile [with a few things needing to be set up in options]

midnight bolt
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ill look at it in few minutes, ill see what UE did what... and maybe, just maybe, i can tell you back what has changed 😂

thick herald
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Don't hold your breath guys, asphyxiation kills.

coarse apex
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anyone know why when i have anything custom in ue the physics assets sphere/cubes are massive and i cant shrink them at all? they also dont interact with the cloth at all

maiden iris
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use a clothing physics asset, think its tapered capsule or something, never used cubes, but had the problem aswell some time ago , you can assign physic assets to clothing

digital anchor
coarse apex
digital anchor
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look for a tutorial, but normally using the official blender addon should fix scalling issues, if thats really your problem

coarse apex
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what should i look up to find a tutorial?

digital anchor
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also, as Tica mentioned, iirc cubes dont work with cloth either way, only capsules, spheres etc

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exporting from blender to ue4

coarse apex
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got it thank you!

vagrant hornet
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what does MHC mean

neon bough
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meta human creator? (just a guess)

vagrant hornet
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no option for ue5?

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engine version?

neon bough
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4.26 should work

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ue5 preview is pretty much 4.26

vagrant hornet
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ok thanks

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like my man

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Craig

light thunder
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How do I get my video centered on this sequencer? it's already centered on the texture so I"m not sure what is the problem

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Sorry, I meant media texture, not sequencer

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it's centered on the media player

neon bough
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is the material used in a world widget or applied to a static mesh?

vagrant hornet
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why does ue5 preview crash less than ue4.26 lol

light thunder
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it's applied to a static mesh, I'm doublechecking UV's now even though they were centered for other textures

neon bough
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yea they would be my first guess

light thunder
winter rain
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Hey guys, if I am having a dude pick up an item (say a helmet) and using AttachActorToComponent to put the helmet on the dude's head, is there a way where I can have the helmet be invisible to the person that picked it up, but everybody else can see it?

neon bough
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set owner no see on the component

winter rain
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Tried that, that didn't do anything

neon bough
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is your camera attached to the same actor?

midnight bolt
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So i did little experiment, and ended up with basically a texture that fits for the uv, but it didn't use full texture, so another house using same texture will need a separate tile for remaining parts

winter rain
neon bough
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show how you attach the helmet to the actor

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or rather, do you provide the actor as owner?

winter rain
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The helmet is the actor, and I'm attaching it to a component, which is the character mesh

neon bough
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now from helmet drag of and add an set owner node after you attached it

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and as owner provide the character, (which is probably just a self reference if you attach on the character bp)

winter rain
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Perfect. Thank you very much Ben, seems to be working great

neon bough
winter rain
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Seems to have worked for me, I am picking up a child actor of the Helmet BP to call this

neon bough
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ah nvm, you noticed it 😄

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ah, my problem was that i used a child actor to test around with. nvm me

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glad it works 🙂

zinc shore
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can i toggle off and on if a mesh only dose self shadows or can cast shadows on other objects

ruby quarry
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Hey, I Just started with Unreal on Friday so sorry if this super basic. I've built a room in Blender, but when I bring it into Unreal, when i clock Play my character seems to be forced outside the room and just falls into the abyss. How do I fix that? Thanks.

wary wave
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it's a collision issue - you are using default generated collision, instead of importing collision hulls from Blender

ruby quarry
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No, I don't think that's the solution here. I'm pretty sure it's just a collision issue but I'm not sure where to find the right fix...

wary wave
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you will want to google making UCX collision hulls in Blender

ruby quarry
neon bough
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or you double click your static mesh and edit the collision in unreal

bronze wing
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does anyone know how to fix this. it happens when i build my lighting

wheat orbit
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Can i get some help?

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I cant run ue5 because it crashes upon opening

drowsy snow
wheat orbit
wheat orbit
modest agate
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hello, I basically have aiming/shoot animations, but I want them to happen ONLY if I have the weapon attached

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how can I do it?

wheat orbit
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Idk, i dont really know how to do much

modest agate
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it does trigger the animations when I right click, but I dont want it to happen when Im disarmed

wheat orbit
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Good luck though

modest agate
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thanks, no problem

wheat orbit
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Show me a blue pring

wheat orbit
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Your blueprint

wheat orbit
modest agate
wheat orbit
# modest agate

Set up a boolien that only triggers the shoot function/ animation

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When so that way it fixes your problem

modest agate
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all right, thank you very much

wheat orbit
wheat orbit
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Ok here's how you do it

wheat orbit
# modest agate all right, thank you very much

So you need to create a boolien something like "isHostile" that is only true if you are holding a gun, then run that thru a branck that only allows you to shoot if the "isHostile" varible is true

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Does that help?

bronze wing
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anyone know whats happening here?

uncut citrus
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Hey, I have a mesh with two textures on. The big texture covers the whole mesh while the little only covers a section of the mesh. The problem is that the small texture on top tiles and covers the big one. Is there a way I can disable the tiling for the small texture?

modest agate
wheat orbit
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No

modest agate
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oh

wheat orbit
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Sorry

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ill show u

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Only set the "IsHostile" when the charicter is holding a gun

light thunder
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how do I load a level asynchronlolsy, so it doesn't hitch the game - I have extra time to use but it always hitches

drowsy snow
light thunder
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I'm not using world comp though

drowsy snow
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Doesn't matter IMO

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It's just how async level loading runs in game thread and cause the hitches.

distant totem
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replace loading level with the async one, for VR there is even a node that will throw a splash screen over the HMD

light thunder
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I can't find the async one

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You mean this?

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Do I need to do anything further, like use the load stream level after it?

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and will this work in the editor or only packaged builds still?

drowsy snow
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Also to be clear: World Composition is basically async level loading, just automated by distance.

light thunder
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yes, I'm loading an area level

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I have another streamed in level that is small and acts as a loading/waiting zone

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well shit

drowsy snow
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World Composition isn't even 100% hitch free, especially unpackaged.

light thunder
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fI've never tunred on Get use seamless travel

ruby quarry
# neon bough https://www.youtube.com/watch?v=H0lrfhYrDAM

Thanks, but that doesn't help either. Everything I'm finding is for if I'm outside of the objects but for this room I'm INSIDE it. Every Tutorial I'm finding for collisions builds rooms where the walls, floor, and ceiling are all separate objects, but my with my room they are all just one object. It's a box, and I'm inside of it. Kinda like a real room. But Unreal is setting up the collision like a normal box and won't let anything exist inside it. Also, the floor is not flat so I can't just use a box for collision or the players feet will keep passing thorough geometry and that looks like ass. Surely I'm not asking for anything impossible here am I? Do I really need to go and break my room into 6 different objects just for decent collision?

neon bough
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you need to remove the box collision which blocks the inside, and add boxes for the walls, and floor. that for a simple room

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if your room surface isn't flat, make at least the floor its own static mesh (and create the corresponding hull collision, or if nothing else works, set the mesh to use complex as simple collision, which is kinda expensive as it uses the actual geometry as collider)

still knot
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Ah Ben beat me to it with that edit. Well done SeemsGood

drowsy snow
neon bough
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but you provided pictures :>

still knot
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Hoodie is definitely right and you should try to part out your mesh.

light thunder
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Hey there's no real difference between using foliage or just a static mesh instance right? it says Instance in the world, but it's not added as foliage

drowsy snow
ruby quarry
drowsy snow
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Sure, it won't be noticeable in small single room, but it gets heavy quickly once you go larger and denser with the room or have multiple rooms in the level.

neon bough
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also if 2 walls are the same you save 8 vertices of video memory because the mesh can be instanced kappaross

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but hoodie is right, you should separate walls, and stuff

still knot
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If you have it in blender, you can just separate the mesh into objects and then export the fbx. It will import as separate meshes under one master file. Im sure this works with other 3D modeling software as well.

faint wren
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Ok. Thank you for the info!

plush yew
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just made a doom clone

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Hey guys do any of you know how I can make a player customisation setting, that can change the colour of the player (Cube) to the IRL players liking

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So the player can click blue

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and the cube will turn blue

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etc..

dapper oak
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if im trying to use classes from a plugin i made do i need to export it or can i just use it in the same project?

plush yew
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hi

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someone knows why the opacity mask disappear in a long distance?

leaden gyro
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attempting to reverse engineer unreal engine umaps again. wish me luck

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last time i lost my sanity

drowsy snow
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Use Sky Light and SSGI.

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Screen Space Global Illumination

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Also you might want to consider enabling LPV (Light Propagation Volume) for outdoor scene - it's basically poor man's Voxel GI

light thunder
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Am i understanding sequencer (images) correctly - is each one of these a frame?

distant totem
light thunder
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the black is useless - so I need to adjust my frame time to like 63 in then?

distant totem
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the black in the beginning? you could always just delete those frames

light thunder
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Yeah but it's more waiting and annoying AF

distant totem
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if your importing to adobe, just import the whole thing, press C in premiere pro to cut, if you are going for the re render then yeah cut your frame time

plush yew
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If anyone is available please may you help me with a problem with my game, I am in Programmer Parlor if you are wishing to help. All help is appreciated

light thunder
storm venture
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anyone know a fix for the broken pathtracer making foliage randomly disappear as the camera moves?

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it can be reproduced in ue4 and ue5, blank project, place a bunch of cubes as foliage, then move the camera around with pathtracer and random foliage instances disappear and pop back in'

light thunder
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WTF is sequencer only one-way communication (sequencer controls things, but you can't control the sequencer, like telling it to STOP RECORDING OR START RECORDING?

storm venture
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it appears pathtracing completely ignores the cull distance settings used on foliage

coarse apex
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hey guys simple problem here but im dumb: I want to slowly increase the speed for my animation blueprint so I can have my character walk to idle, what nodes would I use to do this? I understand I need to increase the speed value incrementally from 1-600(my max speed value) but i have no idea how. Any ideas would be amazing, thanks.

distant totem
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click the level sequence if its in the world, open your level blueprint, right click in the graph, reference to level object, pull out from that and there is all the sequencer controls

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there are other ways to get a ref to it and control it from different places

quiet mica
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Hey guys, I just downloaded UE4 a few days ago and I don't have any previous experience in the trade or with any other developing programs. I was just wondering what kind of game do you think is the easiest to learn and make a basic version of

pliant junco
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any pre-built pc u guys recommend for using ue4 or 5?

plush yew
quiet mica
vestal anchor
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Anyone had weird shadow issues like this? Know any fixes?

drowsy snow
craggy sierra
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is there anyway to change default collision preset in new static meshes instanced on level?

random lodge
vestal anchor
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I think I found the issues. Most likely not the UV map, some of the meshes behave completely fine outside the static mesh viewer, some behaved weirdly only in a level, I had to turn the Distance Field Resolution to 2 to fix it

plush yew
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How could I make character with characterer movement component stick to the ground SMOOTHLY all time?. For example going through a "hilly" geometry on fast speeds wont launch him in the air. 🙂

pliant junco
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I have a question. is it possible to do like when i press for example, shift to disable collision and i can move through walls

mental helm
unique kraken
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okey, i KNOW there is somewhere a option to open animations in a new tab

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but i cant find it

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anyone know what its called or where it is?

mild phoenix
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Hi everyone who know why my mesh is low poly but in ue it has more than 150k tris and ver

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But I know i set it to low poly

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And the wheels are miss some collision

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Here is in blender

plush yew
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hello everyone, I created several objects intended to integrate a video game. This is the first time I have used them outside of a blender and I am having a problem. When I import my .obj mesh into unreal engine 4, I get an error message: SecurityGate_Simple_mtl has some nearly zero tangents which can create some issues. (Tolerance of 1E-4) SecurityGate_Simple_mtl has some zero nearly bi-normals which can create some issues. (Tolerance of 1E-4) I don't know if you've already had the problem ... My object is there, but it looks like it's at the texture level that there is a problem, because I have no texture on it. Thanks for your help, I really don't know how to fix this

leaden gyro
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"extremely active" 🤨

winter wedge
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is there any other way to set the manual focus apart from manually entering values into it

light thunder
modest trench
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Perhaps the details panel of the camera actor has the keyed values? Worth a look

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Easier to set that way at least

severe jetty
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hi

grave ruin
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heey. guys, if i buy some content from marketplace, my teammate will also able to use in editor over VPN?

plush yew
severe jetty
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no need for VPNs

plush yew
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Well you can use the same assets as long as it is one project file

grave ruin
plush yew
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Since you can add it to the project file, and then they can work on it using source control

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@grave ruin what is VPN?

severe jetty
severe jetty
plush yew
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Yes but how does that allow their teammate to use the assets they paid for

plush yew
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Maybe VPN is short for some source control provider

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like Virtual Partner Nunchucks

severe jetty
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maybe

grave ruin
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i meant multi user editing plugin, thats what we use VPN for

severe jetty
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you can also github and git lfs or azure devops for version controlling

light thunder
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@distant totem I don't understand why this still keeps getting the beginning part of my level when I keep setting a later frame ?

torn slate
pliant junco
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guys where is view options in ue4

fathom rampart
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Why orthographic camera projection mode does not render scene correctly?

wary wave
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define 'properly'?

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that looks Orthographic to me?

honest vale
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if you mean that the shadows aren't rendered it could be because the thing is really far away from the camera

wary wave
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lighting and shadowing doesn't work in Orthographic projection

honest vale
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oh right, yeah

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I thought that 2 degree number below there meant that it's using a perspective camera with a really narrow FOV 😄

wary wave
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that would be the workaround for Orthographic style gameplay, I guess, hehe

fathom rampart
wary wave
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the bricks are grey?

fathom rampart
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you can see how they look uptop

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Blue

wary wave
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what does the top look like in unlit mode?

fathom rampart
wary wave
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interesting, slightly different

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I wonder if it's post processing or something

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in any case, the Orthographic view has a lot of deficiencies - lack of lighting or shadows being chief amongst them :/

fathom rampart
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Ok, so if i use low FOV how do i avoid issues because of my camera being far away?

old shadow
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What software are u guys using to design a 3rd person character?

pure sorrel
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Do you think visual scripting is great to prototype basics games, but even complete simple games.

severe jetty
thick herald
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Blueprints are powerful.

severe jetty
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the only problem with visual scripting is that: since it runs in a virtual machine, in very complex games when the visual scripted code is being converted, it "might" slow down the game, and that happens only in very complex games. But its always better to learn c++ or script natively

wary wave
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you can go quite a long way with Blueprints, though you usually need at least a little C++ code to finally ship a game

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if you're hitting performance problems in BP, it's usually an indicator that your code is a problem, rather than the language

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though there are obviously times when you may want to be working in C++

severe jetty
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You can also use the nativization feature to convert the code to c++, but it might buff up your game size

wary wave
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I would never use that, it's unreliable and impossible to debug

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I had a case a couple of years ago where a blueprint component was being totally dropped during nativisation

severe jetty
wary wave
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anything that cannot be debugged should be avoided

thick herald
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Naa, it's been dropped by Epic for a reason

wary wave
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I would always manually port BP into native code where nativisation is required

severe jetty
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its not dropped

thick herald
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UE5 does not use it.

wary wave
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yeah, it has been removed as far as I'm aware

severe jetty
thick herald
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It hasn't been updated in years. It's been dropped.

severe jetty
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nativization doesn't improve much of a performance

thick herald
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That may have come out a bit defensively, 😄 didn't mean to.

wary wave
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you can get some decent gains using it, but as I said, it's unreliable (bad) and completely impossible to debug (unusable)

severe jetty
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its better to do it manually as @wary wave said

thick herald
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Yeah relying on automation tools to optimise is a slippery slope

wary wave
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automated tools are great, so long as you can dig into them when something goes screwy 😄

thick herald
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indeed

wary wave
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magic black boxes are just big no-no buttons

thick herald
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what if you change the texture of the no no to a big Yes! button?

wary wave
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tears

thick herald
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that's how it works right? right?

severe jetty
#

👀

plush yew
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why do i get this error when i duplicate the level?

cloud loom
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what is causing this stuff to happen when I use AO scenetextures comibined with raytracing AO?
Talking about the black stuff, a growing aritfact in the rendering it seems

thick herald
plush yew
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Ive just ordered some animations to be made on fiverr for somethinn im doing in Unreal - never ordered animations before and dont know what format I should request to receive them in, does anyone here know? - the maker has sent a draft to me in a Maya format...is fbx enough, or should I request something else?

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Hii, anyone know if is possible render an entire scene from blender into unreal engine? i watch some tutorial, but i can't find a way to import a complete scene ready to render into unreal engine. Example: i make a animation in blender with a dude walking away from a home, i can import everything and simply render this into unreal engine?

thick herald
tulip willow
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instealling ue on this new laptop and realizing how much time i saved by doing it via github

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egs takes a good amount of time with my shitty internet

vocal flume
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Hi All! Question about binding. I have a Widget 'A'. In the event construct, I create another Widget 'B' and bind events so that the buttons in Widget B work. Then I add Widget 'B' to viewport (This completely hides Widget 'A' - Fullscreen). Then I remove Widget 'A' which is now hidden in the background by calling remove from parent. After Widget 'A' is removed, will the bindings still work? I couldn't grasp the scope of binding in general. How does this work? I tried searching for binding scope in UE4 but couldn't find what I'm looking for.

robust marten
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How come the "For Each Loop" event only works one time? So If I have 2 actors inside the collision box, it only works on one of them? I used a length and print screen to verify it counts the proper amount of actors inside the array but instead of this event running for all of them, it only runs for one of them.

vocal flume
robust marten
vocal flume
robust marten
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Wow okay so it has to do with destroying the actor for some reason. Removing that node and this event runs fine.

vale silo
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I've been watching these tutorials about blending assets with terrains using RVT and all of them are for a flat landscape. As soon as they move asset on the slope, the part of the asset that is higher on the slope doesn't blend. It seems that blending that takes height can only be done strictly horizontally. How would you do blending with RVTs for assets places on the slopes ?

queen cape
#

Hello unreal hivemind! i have a technical rigging challenge here. Im working on this characters who has these thick tubes. I want to simulate them, but i dont want them to collapse like they are now (cloth sim), but i also cant add any joints, since im using the unreal mannequin skeleton, and if i alter the hierarchy its not going to work with the animations i have in the engine.

wary wave
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I'm no expert, and also #animation - but I suspect you'd probably want a custom skeleton :/

queen cape
#

i suspect you might be right, but im hoping i can come up with some smart solution

#

we are trying to maintain the same biped skeleton for all of our biped rigs on our project so generic animations can be recycled, so it would suck if i had to break that convention

thick herald
light thunder
#

view settings appear to have no affect

#

What's the trick to getting these media textures to scale right? I've confirmed the UV's on the mesh are centered correctly

#

though I think view settings are only for 360 IRRC

#

Or do I need to scale the UV's down and set the texture to not tile? not sure at this point

vale silo
fair summit
#

is there a way to save a whole level instead of saving the variables inside it?

light thunder
#

there are some marketplace plugins that purport to do that, but I haven't used them

wary wave
#

plus full of a lot of stuff you never wanted to save

void crater
#

Hi everyone, has it happened to any of you that out of the blue UE4 will just automatically start closing the drop down menus after a right mouse button click? It's been driving me nuts to no end and I can't figure out what's the problem

thick herald
#

Sounds like it might be a graphics card driver issue, others have said something along those lines

void crater
thick herald
#

Perhaps revert to an older driver?

void crater
#

yeah I tried a roll back but the issue still occurs, could it be some of the plugins I am using? Like Electric Nodes for example

thick herald
#

No idea, sorry.

cyan bronze
#

Any last tips before i start moving this stuff to blank UE4?

fair summit
distant totem
cyan bronze
fair summit
#

how do i stop my editor from autosaving?

distant totem
#

autosave has saved my life more times then one, I know it's annoying at times but it's almost like a small local source control, I would keep it on

fair summit
limber mesa
#

Hello all. im currently encountering an issue with enemy respawn logic that i made. I cant get the array of enemies to update. I was wondering if you could drag out of the spawn actor

plush yew
#

Question: For 2D game making - UE4 or Godot?

cedar wave
#

Depends. Godot's 2D tooling is better imo. But UE's tools in general are better.

#

You'll also, most likely, find more help with 2D in Godot than in UE.

pure sorrel
#

Is blueprints fromt ue4 different than ue5? Because now I'm learning ue4 for now.

#

ofcourse slowly I want to learn more about C++ besides.

cedar wave
#

Not really.

#

Might be some node changes, but the concepts will still be the same.

pure sorrel
#

When you learn C++, should i just jump straight into ue4 C++ or learn C++ alone through some crash course first.

thorn path
#

Can someone help me up with a lill system in my project-
I basically want to make a battlefield style loadout system where you can chose the weapon you wanna spawn with

#

Oh dear im not sure if this is the right channel ill just post it in blueprints

limber mesa
#

@pure sorrel would definitely learn reg c++ first

grave pollen
#

Anyone have any tips for where to upload a private alpha version of my game? It’s 3GB in shipping build

#

I believe itch has a 1GB limit, I suppose I could just upload to google drive and share

thick herald
#

You can go higher with Itch by using Butler - no idea on the specifics though.

vagrant hornet
#

this didnt age well

#

Five months later and im here |-----------------------

fierce tulip
#

| Start --------------------- Release

vagrant hornet
#

but probs wont take it down to 1gb

thorn path
vagrant hornet
#

yeah

thick herald
#

When you build, it shouldn't include any unused content, the engine does a good job of cutting things out.

vagrant hornet
#

ight nvm then

#

you can have unreal builds smaller than 1gb?

thick herald
#

Unless you have a bunch of references stuck in it somewhere

vagrant hornet
#

i created a small forest and it was like 40gb

daring wadi
#

Any advice on UE4's action/axis mappings and getting them to actually work the first time when you add a new one? I fought with this a few months ago, where they just didn't register, but got everything I was using at the time working and promptly chose to foolishly ignore the fact it gave me trouble in the first place. Now all my original mappings work, but newly added ones simply don't fire, even after re-compiling, re-building, and restarting the editor.

distant totem
#

sorry I misread your question, probably good to have some basic standard C++, then jump into ueC++, allthough some have just jumped straight into ueC++

vagrant hornet
#

ah fuck

#

i messed around with volumetric clouds and now they are broke

#

even if i put new ones in

thick herald
#

verify your install via the launcher

light thunder
# distant totem try in your sequencer tab, hit settings and change time displayed from frames to...

I can't seem to get the camera to ;possess by using the sequencer to do a camera cut - it just sits there not moving - I use a possess camera thing normally but I was told to not do it in blueprint and use the camera cuts for that (which makes sense, if using sequencer) - when I do the possess and hit play (not sequencer) the movement (handled via blueprint) works fine, I just want to record it using sequencer but be able to time it better

#

but when I use sequencer now, it just sits in a camera staring out space, as though it never made the cut

#

(it stays on my original camera)

muted imp
#

anyone know how to make a FPV racing sim in ue4? There are absolutely no tutorials online

midnight wren
#

How old do I have to be to enter the megajam? I'm a 14 year old looking to gain experience by working on a game with other people. I learn best that way.

#

Oh I just found out I have to be 16 or older

#

Well that's too bad

plush yew
#

if me and my mates wanted to make a game together how would we go about it

#

si there a way so me and my mates can edit the same unreal engine project?

plush yew
#

I have git hub to setup organising etc..

#

But how would I go around getting a multi-user editing thing

cyan bronze
#

How do i reset that to middle of the model?

onyx ether
#

hey guys ! i'm following this tutorial. am i able to use the latest version along with it (4.26.2) or should i install the one used in the video ? https://www.youtube.com/watch?v=_a6kcSP8R1Y&t=36s&ab_channel=UnrealSensei

UNREAL ENGINE 5 BEGINNER TUTORIAL: https://youtu.be/gQmiqmxJMtA

UE5 has released and above is a link to the updated version of this tutorial.

Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D vie...

▶ Play video
#

awesome ! thanks !

drowsy snow
#

Dunno why UE4.10 editor feels nostalgic

plush salmon
#

What can I do with this type of message? ```cpp

LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: BP_VW_RockChunk2_C_6, ObjOuter: /Game/Maps/UEDPIE_0_EntryMap.EntryMap:PersistentLevel ```
A bit of background: These actors are spawned inside a replicated actor's Beginplay.

#

The replicated actor gets spawned and destroyed by a procedural level spawner; getting this message after building, deleting, and then building the procedural part of the level again

Happens rarely, but happens

storm venture
#

any chance jordan hoffman is in this discord?

plush salmon
#

tbf, you should search for help if you're using bing

sudden wing
#

Hey guys, does anyone know why I don't auto-possess my first-person character when I hit "Play"? I have to manually click "Possess" after I hit "Play." I'm using the FirstPersonBP template. Thanks

light thunder
#

I have a level and would like to see if I could make a miniature model of it - is merged actors my best bet? I can't think of anyway to do it other than that, or is there a way to get everything within a box extent and then later spawned those items but with a reduced scale at a point?

soft tree
zinc wind
#

Anyone have an issue where the editors just refuse to open up? Like I click into a particle system to change some stuff, and it just never opens

fair summit
zinc wind
#

I've restarted it a few times, and also my PC, if it does get fixed, then it ends up breaking about 40 mins later

fair summit
zinc wind
#

I'm running 4.26

fair summit
#

weird it didnt happen to me in 4.26

#

but the unreal engine forums will have more information about that than the discord server

zinc wind
#

I guess I'll have to give that a shot then, thanks

fair summit
#

for my information

zinc wind
#

I gave it a look around before I asked, most bug reports talked about the whole of UE4 rather than the specific pop up window. I guess I'll do a deeper dive and then ask there if I don't find anything

plush yew
#

Hey guys sorry to be a pain but does anyone know any good tutorials on how I could spawn waves of zombies

#

I can't seem to find one

zinc wind
#

I found this one when I was looking for the same thing this morning, https://www.youtube.com/watch?v=6FmUGF1trlY&ab_channel=BenOrmstad

In this Unreal Engine 4 tutorial, we'll look at one way you can spawn enemies in waves, and increase the number of enemies each round plus how quickly each enemy spawns. To learn how to create an enemy that follows the Player, check this tutorial: https://youtu.be/lipLWMbyMq0


UnrealTutorials Newsletter:
Don't forget to ...

▶ Play video
plush yew
#

Oh nice

#

Thanks man

#

I will be honest I have looked all over the place for a nice tutorial to do

#

I have never actually done a project all bymyself

#

I have no clue where to start

zinc wind
#

no problem. I don't think it actually had a ton of "waves," where it doesn't spawn more until the last wave is done, but that shouldn't be too bad to implement

plush yew
#

So I might just stop going into the endless loop of, do a tutorial, add more to the game I just made, give up do it again lmao

zinc wind
#

I started off modifying a tutorial, then adding in splitscreen to get hit detection working, before moving over to AI to get some enemies that follow the player. It was going pretty well until unreal broke and stopped opening : /

plush yew
#

Ah

#

unlucky man

#

That must suck

#

It sounds cringe but rn I am trying to do some roblox stuff

#

Like make the game I am trying to make in ue4 but make it in roblox

zinc wind
#

I've heard roblox's engine is pretty good, but haven't played around with it personally

plush yew
#

Yeah its ok

#

It had a built it script thingy which I love

#

really thats the only pop up thing about it

tired verge
#

so im making a landscape auto material but whenever I plug my normals into the multiply output (which is receiving texture coordinates) the entire material becomes super low res

grim ore
#

well your default for the multiply is 0, that seems.. wrong

tired verge
#

I've got a TexCoord node going into the first multiply which im doing that 4 times, 1 per material

#

like that

#

i cant change the multiply values otherwise

weary basalt
#

Does anyone know if there is a setting or console variable that controls if the UE process is "dormant" when not in focus, IE: if you Alt+Tab away?

grim ore
#

well my comment was saying in the pictures you posted your parameter for the multiply was 0

tired verge
#

jesus

tired verge
#

forgot to set values for those parameters

#

spent ages debugging the nodes one by one lmao

#

well you live and u learn, thanks again

brisk mirage
#

is this the right place for a landscape question?

indigo totem
#

can somebody help me with a bit of optimization. Ive been doing a bunch of things and it still runs crappy

#

from this scene facing this direction i get 35-40 fps. Im running a i9 9900k, 32gb ddr4 ram and a gtx 1080. if i remove the trees and all foliage my fps goes up by like 3. removing the fog in the back doesnt change the fps. I do not understand what it causing the frame drop.

grim ore
#

the only way to find out without just randomly trying stuff is to use profiling of the gpu and cpu, to take a frame snapshot and seeing what is taking up what time

indigo totem
#

how would one go about this

grim ore
#

at this point you literally learn how the engine works and what might be causing it and then figure it out or profile and see each part of the frame to see what takes the most then dig down to find out what makes what

keen flicker
#

@flat swallow
hey i saw ur post in #freelance-jobs
add me friend so we can talk in DMs

leaden gyro
#

is anyone here familiar with c++. and can have a look at a script issue?

desert prairie
#

From a youtube tutorial, it says that i can drag a picture file from file explorer to my UE4 content tabs, however its not working for me. Do i have to move the file through file explorer or UE4?

weary basalt
#

@leaden gyro If its UE related C++, try the #cpp channel.

leaden gyro
#

"_

true ridge
#

I'm trying to create a material with a texture containing several different decals on it. I'm trying to use a texturecoordinate node to select which decal I want shown, but I'm having trouble getting it to do what I want. It'll show either the first decal or it will show the entire texture tiled.

#

Am I supposed to be using a flipbook node to do this sort of thing?

grim ore
#

@desert prairieit sounds like drag and drop importing, dragging from file explorer into the content browser should import it (assuming its supported)

robust marten
#

Would requests to collaborate on a project go under the Unpaid Gigs section? How to post on there if that’s where I should post

grim ore
#

and pretty much yes based on your pay would determine where to post, unpaid sounds right

willow orbit
#

Greetings.

#

Where can I talk about Unreal Tournament here? I have a question about it.

grim ore
#

There is nothing dedicated to UT here, if its the game its not this discord. IF its a general UE4 question, the correct channel helps find help

willow orbit
#

Alright. Thank you.

desert prairie
crimson peak
#

Hello, if anyone here has a bit of time to help me with something in unreal that would be awesome! It has to do with a model I got to turn around and jump up. I can share my screen and VC if needed whenever. Its 3am here atm tho, so anytime tomorrow!

regal mulch
#

@wary wave I got a small followup question about the DataAssets.
Given you have the Assets themselve hardref'd and the Assets inside Soft, is there a way to load all of the assets at once when loading the primary asset?
I know i can pass in a bundle name and it will load it, but not sure if I need to put them all into a "core" bundle or so for this to work.

#

(I don't want to manually load all the internal AssetPtrs)

golden gale
#

What would be the best way to recreate this aesthetic? It seems like heavy AO and maybe some sort of toon shader?

#

Some sort of fake specular maybe?

#

Thinking of baking curvature maps and maybe using them for a fake lighting

wary wave
regal mulch
#

Alright. Then I will probably just add them to a Bundle and load that

#

Thanks for the response though!

severe brook
#

Guys, when i open my project i must every time to disable all ray tracing features to increase FPS. When i packing the project and open it all these features are enabled, everything are freezing . How to disabled it at all ?

cyan bronze
#

How do i reset that to the object

regal mulch
#

Is that an imported mesh?

cyan bronze
#

Changing origin in blender didnt help

regal mulch
#

Usually inside your 3D app where you create it

#

It should though :P

cyan bronze
#

:/

regal mulch
#

The object should have an offset if you press "n" or whatever the key is

cyan bronze
#

Not sure what those lines are tho

regal mulch
#

You need to move it to 0,0,0 I assume

#

Or check if the export settings allow specifying the origin

#

Why would that work the first time, but not the second time?
Id is correct, but Loaded is null the second time...

cyan bronze
regal mulch
#

I don't need to load it cause I hard ref it already, I'm aware. The Loading is for the inner bundles in case I want to load them too. Doesn't change the fact that the node is returning null the second time.

regal mulch
cunning shuttle
#

so there's this project called Medieval game environment in marketplace which is 16gb in size and composed of photogrammetry assets which I'm unable to open and get this error log, My specs are 8gb 3200mhz ram, ryzen 5 4600h and 1650... are my specs low?

regal mulch
#

Not sure if you can just export without

regal mulch
cunning shuttle
#

ue5

cunning shuttle
regal mulch
#

UE5 is not ready for production, so that can just be an engine bug.

#

@autumn talon Do you want an infraction?

#

Last warning

cyan bronze
#

Yea mb i forgot the armature origin

#

works

solemn mantle
#

which version of ue should I use for creating a game

#

like 4 or 5

solemn mantle
drowsy snow
solemn mantle
regal mulch
#

So for whatever reason, when you call AsyncLoadPrimaryAsset and the Asset is already loaded, it sort of breaks. First time the Node returns the correct Asset, even with the specified Bundles. Second time it returns null.
So I guess I have to somewhere first check if the Asset with the Bundles are loaded and if not load again. Why epic...

drowsy snow
#

Using Master Sequences, I think.

fossil gorge
#

Hey, maybe someone can give some good materials or hints on the Texture Streaming https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Textures/Streaming/Config/

We're building a top down game and Poolsize often goes out of budget and the levels don't look right even when it's within budget. I've completely disable texture streaming r.TextureStreaming 0 and all our visual problems went away, the game looks great and no drop in framerate. But, I think I will regret doing that, especially that I don't understand the system very well

drowsy snow
fossil gorge
#

No, it's 1 persistent level with multiple streaming levels in it but we have a loading screen in between streaming levels with which we are ok with

#

we always keep only one level loaded at a time

fierce tulip
#

could do the oldskool approach of "does this thing still look good when I half the texture size on it" if yes > repeat, if no > next texture.

fossil gorge
drowsy snow
#

Though that would be obsolete, given that UE4.27 uses Oodle, which the compressive size is much more aggressive with little quality loss.

#

IMO Epic acquires RAD Tools and make Oodle built-in into Unreal Engine is seemingly out of necessity. Nanite stuff in editor form can take up literally tons of storage space.

fossil gorge
#

we're using 4.25

#

should we go for 4.27?

cyan bronze
#

Im doing FPS game and i dont have full body mesh just arms and im trying to do the character/gun rotation, but im now sure what is the best way to do it... Started doing the rotation points like this

#

But this

#

Turns into this mess

#

How do you guys do the rotation. In the past i have use the spine rotation method but now i dont have spine

#

Or meaby i just make game without arms if that is easier 😄. Any thoughts about my problem?

drowsy snow
# fossil gorge should we go for 4.27?

If you don't have super low level C++ code and not using a custom build of the engine, feel free to upgrade your project to 4.27.

I stayed in 4.26 because I modified the engine code, but backported the Oodle and Bink stuff from 4.27 to 4.26, with relative "ease".

fossil gorge
#

I will give that a shot

#

thank you

drowsy snow
# fossil gorge I will give that a shot

Though I won't recommend jump out of your chair and migrate your project to 4.27 right now.
It's still in a Preview state, so things might see some regressions to be fixed in the stable release. So make a copy of your project to be ported to 4.27 and see if things still worked out accordingly.

#

I don't think ALS is a good reference for beginners.
Even in V4 where Caleb rewrote practically everything to be more structured and easier to dissect for intermediate/lesser expert users.

fickle skiff
#

Hi guys quick question, can you package a game so it runs on directx 10 instead of 11?

#

My brother is trying to launch my game on his old laptop and it is giving an error

#

Seems like its hardware isnt dx11 compatible

drowsy snow
drowsy snow
#

(I don't have Vista VM at hand so can't make definite point of reference)

fickle skiff
#

haven't heard of dxdiag, I'll try that

#

I think it's windows 10 for some reason... 😅

wary wave
#

dxdiag has been in every version of Windows since DirectX became a thing

#

Vista however will not run UE4, it does not support Dx11

#

you'd need a pretty old engine version to support it

#

tbh, Vista was 15 years ago, so it's like trying to run an XBox One / XSX game on an original XBox 😉

drowsy snow
#

Though 4.10 is the version that I can confirm to have DX10 and theoretically could be run in Vista.

drowsy snow
#

And even then I'm being super generous here

#

Because most laptops counting back as far as from the early 2010s were expected to run Windows 7, thus having DirectX 11 support in any capacity - even Intel Atom CPUs with shitty Intel GMA iGPU that barely run any newer game from the mid 2000s, let alone old UE3 games and even early UE4 games for the lol matters. Not even Crysis runs on those netbook CPUs.

cyan bronze
#

I was going to make a fast paced FPS game and i dont have full body mesh just arms and im trying to do the character/gun rotation with camera, but im not sure what is the best way to do it... Started doing the 9 rotation points but then thought that what if i made it easier and interesting and made a game with only floating guns/spells/mele thingis. In the past i have use the spine rotation method but now i dont have spine.

So the question is... Have you ever seen a game with only floating guns? Name? How was it like? Any tips?

drowsy snow
fickle skiff
#

Dont remember the name though

severe brook
#

I packed my project ... where can i change graphic settings ? what the name of the file?

drowsy snow
plush yew
#

Did you add in the capability to change graphics settings?

severe brook
#

no

drowsy snow
plush yew
#

Then you can't I think.

severe brook
#

i thing it add by default

drowsy snow
severe brook
#

i mean like this or...

fierce tulip
severe brook
#

there is some code file

drowsy snow
#

Every UE4 games have different graphical fidelity goals, thus creating your own graphics settings in-game is more preferrable.

digital anchor
#

Engine.ini in rendering section

drowsy snow
plush yew
#

Try Root:\WindowsNoEditor\Game\Saved\Config\WindowsNoEditor

#

There are some config files in one of my packaged games but dunno if it is standard or not.

severe brook
#

ok thanks)

drowsy snow
#

It's easy to forget about implementing in-game graphics settings if he just test things out with the dev console command interface.

plush yew
#

UI is like my bane to implement

plush yew
drowsy snow
#

It was one of my early mistakes, because my testers/friends back then complained about non-functional graphics settings.

fierce tulip
#

general

plush yew
#

Ahh I see, that I knew of.

#

A question is 22000 Vertices a lot for a piece of armour to be worn around the upper body.

obsidian nimbus
#

depends on how it looks

plush yew
obsidian nimbus
#

its a lot

fierce tulip
#

that kinda looks like an armor that can be made with a few hundred polygons

plush yew
#

It has like 5000 faces, and is to be used in a short movie.

fierce tulip
#

it has 42k polygons, of which you could shave off 40k-ish.

obsidian nimbus
#

if its just for a render it doesnt really matter

fierce tulip
#

true, but... still

obsidian nimbus
#

40k trist and you still see jaggies...

drowsy snow
#

More optimised scenes = faster render time + faster creation time

plush yew
#

jaggies?

obsidian nimbus
#

sharp corners of polies

plush yew
#

It is my first time making such stuff

thick herald
# plush yew

Eeeek. That is what may be called over kill. You don't have the detail in that mesh to justify that level of tris.

drowsy snow
#

Even Ian Hubert and alike get away with practically low poly models with hacky projections (which I dubbed it Ianhubertism, and it's not really game ready)

obsidian nimbus
#

the extra trist doesnt matter shit on render time, mayB filesize and editor fps

plush yew
#

This is what the model looks like

obsidian nimbus
#

1 frame per sec on render times is still helle fast

plush yew
#

I want to show you all the model but the bots are telling me it is explicit XD

drowsy snow
thick herald
#

Optimise where you can, as you go. It's simply good practice.

plush yew
obsidian nimbus
#

40k trist is nothing 😛

plush yew
#

Take that angle you robos

drowsy snow
plush yew
#

So Retopoing it to be simpler is the best way to go?

obsidian nimbus
#

thats not 40k right?

thick herald
#

retop that @plush yew 🙂

plush yew
#

5234 faces

drowsy snow
#

Instant Meshes has been used to retopo photogrammetry scans.

obsidian nimbus
#

this is a shirt and will be weighted tho

fierce tulip
drowsy snow
plush yew
#

I have mostly done low poly models till now which are generally like 200-300 faces.

obsidian nimbus
#

well it doesnt look super dense

plush yew
#

Will these instant retopo stuff keep a good edgeflow so that animations don't go bad?

drowsy snow
drowsy snow
plush yew
cyan bronze
#

Any idea why that "Gun" mesh object isnt placed there in play mode. Its way down underground and off to the side. Moving the "Gun" doesnt help

plush yew
#

My usual stuff, I have tbh never counted my faces before.

drowsy snow
#

Though clipping still occurs with clothing even with body topology tricks.

cyan bronze
drowsy snow
wispy rock
#

So, I got a big question, does anyone know of a way to control UE4 from the outside?
I know webcontrol and OSC is a thing. But.. this is a big but, that app needs to run on an Oculus Quest 2. As far as I can see from the one post on the oculusvr forum using OSC is not an option.
And webcontrol seems to need nodejs to run so I would think that is out of the question.
Sorry for the wall of text.

drowsy snow
wispy rock
#

<-- Not a C++ kinda guy.. You have a plugin in mind or something to investigate?

severe brook
#

How open your image in panorama oculus 2?

exotic thicket
#

It depends on what style of movement you're looking for

#

CMC offers a ton of functionality and it's fairly robust in its functionality

#

Double jumps, dashes, etc. are not that tricky to add on top of it either

#

infact I think it might support double jumps out of the box

#

I have a jump dash, a slide and a walljump in one of my projects implemented on it which works fairly well

#

personally I'd try to build on top, it may take some tweaking on all the settings to get the movement feel the way you want, but it generally can do it

#

I think the main things that might warrant an entirely from scratch method would be if you want to have some kind of very physics based movement, or you just can't get the movement feel right with its settings

civic mauve
#

is it normal that my intermediate folder is 31gb?

#

google says i can delete it, but what the heck is 31gb

#

Or maybe that is normal if you are using engine from source?

wary wave
#

it's normal, especially building from source

last topaz
#

Hi all, is there a command or a way to force shadowcasting on all objects in the scene?

light thunder
#

Does anyone know of any marketplace plugin that allows for better documentation inside the editor essentially something like Editor Utility Widgets but with more functionality and, well, not UMG layouts lol

#

My use case is to make internal documentation of my project so it is easier to onboard another developer and they can find the things easier

neon bough
#

good code doesnt need documentation 😛 (but usually i just use comment boxes for explanations)

sick parcel
#

Can you have 2 unreal instances running? Or 2 projects open at the same time?

slow crystal
sick parcel
#

thats ok, how do do you do it?

snow merlin
#

Is it possible to turn off click & drag move transform in the main viewport? I work a lot with BSP and it's very annoying when a click with minimal mouse movement results in brush displacement. I'd prefer to have the arrow transforms only

fierce tulip
harsh tiger
#

Any idea why I can't package this project? It's a new VR project i created a few days ago

#

I have another VR project using the same engine version that packages just fine???

sick parcel
#

basically I'm building a new project and it comes handy to take a look at how some things are being made in a different project.

If having 2 projects open at the same time is not possible, what workflow would you propose?

#

yes, it closes the one I have open

#

yes

slate heart
#

guys recently i learned world composition in ue4 and i did it perfectly but when i package the project just the persistent level is packaged and the sub levels arent loaded

#

can anybody help me?

autumn grail
#

can someone help me my replicated event is called two times , i want it to be called one time

#

the begin play call generateSlots only if it has authority (so its server) and the server calls GenerateUiWidgets on the client ( if it hasn't authority , so only if its client)

#

why is it called two times?

#

i want the server ONLY to generate the slots , and after i want the owning client ONLY to update the UI

queen star
neon magnet
#

When we do a regular alt+drag to copy a mesh, is that an instance that's created by default?

half widget
#

Hi all. I’d like to animate the cube map angle in the skylight. I try to do a google search with no success. Could somebody explain how to do this. It seems a super simple things to do but I can’t figure it out

fervent apex
#

I got some clothes from Marvelous Designer, it fits perfectly on the preview mesh of my metahuman. But once I put it on the BP version it's clipping. How can I solve this?

plush yew
#

If its boned properly it should move and bend with the mesh

#

If it does fit properly having it move and twist with the mesh or cloth physics which can be setup in the actors window should fix that

onyx ether
#

what's the hotkey to Snap the object to the surface ? i tried N but it's not working, looked for it on the docs and i couldn't find it.

fervent apex
onyx ether
#

lemme try it now

fervent apex
onyx ether
#

yupp it's end key. worked. Thanks.

cyan bronze
#

What is the way to only import animations because now i have only done so that i import mesh and bones too and then delete them and retarget the animation to the old skeleton that im using. But that doesnt always work and the animation breaks

#

Like this

vale silo
#

any idea folks
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Assertion failed: CompressedFormat == PF_Unknown || CompressedFormat == CompressedMip[0].PixelFormat [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/VT/VirtualTextureDataBuilder.cpp] [Line: 676]

cyan bronze
#

Send to unreal addon?

#

That is from send to unreal

#

It never finds any skeletons assets

#

With thise setting this happens

#

Should it be 0.01 metric

#

Or what scales do you mean

#

Different scale with old skeleton and the new animation?

#

It look normal

#

I tried it in UE5 and it looked 100x too big

#

some time ago with different fbx which i then also tried in UE4 where it looked normal

#

Default UE scale

#

ill figure it out like always no worries

daring schooner
#

is there any resource on making melee combat in UE out there? specifically I wanna make a dark souls inspired combat system but I'm not looking for a full tutorial or anything, just some pointers on the animation management & hit detection department

#

would I be able to activate / deactivate these sphere overlaps from an animation though
cause otherwise idk how I'd be able to set up the different "hits" for each animation
also in godot and unity it's possible to attach collision stuff to bones, idk if it's possible to do that in unreal but that might work well

daring schooner
#

Sounds like it'd be a pain to do hit detection for the full duration of a weapon swing then
You'd be manually setting up the position & shape of the hitbox or whatever for every single frame of that swing

#

Ight thanks for the pointers
If you can find the video I'd be interested in that

thick herald
#

There are a couple of marketplace assets that do this kind of thing, even if you only get one to dissect it/learn from it. Combat Components is around £13 or so. I believe he uses anim notifies and traces on those.

cyan bronze
#

Is there way to play the player mesh animation blueprint even tho its hidden. Trying to do the gun rotation with cam without player mesh

#

It works when the mesh is visible but doesnt rotate when the mesh is not visible. I use the spine rotation method

wary wave
#

<@&213101288538374145>

buoyant graniteBOT
#

:no_entry_sign: LearningCrypto#7155 was banned.

thorn river
#

is there any good source to learn more about... bitmasks and enums? im trying to devise an effective 'ability' system and im wondering how to go about it

#

oh... is it like a pattern

#

0 1
2 3
4 5

#

etc

#

hmmm. well, im ofc looking for the cheapest options available for max efficiency so im wondering if i have a character who has lets say 3 passive perks out of... 15 or so

#

would some enum loop be a good way of checking which ones the character has

#

to initialize the bonuses on loadup or spawn after dying

grim ore
#

not really

#

and do you need max efficiency? thats a very small thing you are asking to do

thorn river
#

so it wouldnt be a good way? what would you suggest

grim ore
#

a super lazy way of doing it is keeping all "skills" as parts of a data table and you just add the data table entry name for the skill they have to an array that the player has on them

#

"good" is always subjective and based on skill/time/effort

#

high effort and skill might be using the built in asset system like their Action RPG demo uses from epic

#

middle ground might be somehting like I suggested

#

low effort is just a boolean for each skill lol

thorn river
#

id just be curious to learn which variables tend to be more costly. if i store references of actors surely that'd be less effective than just storing integers or names

grim ore
#

welp

#

your putting the cart before the horse

#

do you have a system that is not working well? why optimize what you dont have. do you know how to optimize or how the systems work? look into learning them if not

#

make an informed decision based on your needs

wary wave
#

step one: make it work
step two: make it work better 😉

grim ore
#

^^ iteration is not a bad word, its part of the dev process

#

a 15 year dev with 15 titles under their belt will know how to design the systems they want. if you dont have that you need to learn by doing

thorn river
#

im somewhat more limited than most atm since my project is a mod for an unreal game rather than an independent unreal project. im stuck with 4.15 and i cant do anything in C++. Not that id know how at the moment.

grim ore
#

even if we tell you EXACTLY what systems to use, if you dont know how they work and how to do it then it won't end up the same

thorn river
#

so you mentioned Action RPG demo.

tired forge
thorn river
#

well, right now all i need is for an actor component to check what 'traits' or perks the character has based on a saved array so i was going to go ahead with an enum because it gives names to numbers making it much easier to see whats going on in the future but i thought id ask

#

which means all id need to do is save an array of integers

#

yes

#

no access to C++

#

oh.

#

so knowing how to get things done in c++ yourself is just better overall

buoyant bramble
#

Is this the right channel to ask for help on something?

thorn river
#

im slowly learning c++ on the side for when i move on to a completely independent project of my own but for now... im restricted to BP whether i like it or not pepehands

#

as in those white spaghetti lines you stick into inputs?

brisk urchin
#

Any tips on what would cause my landscape paint tool start painting the materials as squares?? It wasn't doing this before. I'm using 4.25.4

#

I don't have any log errors

#

How do i recompile the shades?

buoyant bramble
#

so I can't seem to figure this out, I made my own custom character and animations in blender, I made an idle, walk, jump and a falling animation. I'm trying to implement the jump mechanic. I want to Jump then fall, and if I don't jump I just want it to fall because the Jump animation doesn't fit.

brisk urchin
#

@plush yew on the bottom left of the pic is how its supposed to look like and on the right it's squares. It's not recompiling itself. 🤔 Not sure if specs help but I'm on a AMD 5900X cpu and rtx 3080

buoyant bramble
#

It has a jump fall, but its fall is still the jump fall animation

brisk urchin
#

Yea, these. Lol

thick herald
#

Cross posting in multiple channels is frowned upon btw. Also #graphics is the better place to ask for graphical related questions

brisk urchin
thick herald
brisk urchin
buoyant bramble
#

UNREAL ENGINE 5 BEGINNER TUTORIAL: https://youtu.be/gQmiqmxJMtA

UE5 has released and above is a link to the updated version of this tutorial.

Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D vie...

▶ Play video
#

i watched a video on this yesterday ironically

brisk urchin
#

Let me take a look. Thanks ^^^

thick herald
lusty crypt
#

Is there some good tutorials on how to make a minigolf game /how to make a retro FPS

#

I can’t find any of these

hardy lion
#

question can you work with friends at same project without sending files etc

lusty crypt
#

So like I look up physics and all?

quiet mica
#

Is quixel megascans any good?

modest trench
#

already being used in some recent games (works for them?)

#

turns out free high quality 3d assets are useful

quiet mica
#

Alright thanks for the response man, I'll add a couple things to level and check it out

buoyant bramble
#

I tried taking a look at the default starter character again but it doesn't help my problem

brisk urchin
#

@buoyant bramble thanks for the video. I bookmarked it. I think I also found a another way. When in landscape mode under the paint tab there's an option called "smooth" next to the paint tool and it blends both the materials which then removes the square look without messing with the landscape resolution and material settings shown in the video.

lusty crypt
#

@plush yew can u friend me please

buoyant bramble
#

@plush yew I was able to get it working thank you, while you were typing that I figured it out. I appreciate you though

lusty crypt
#

Or anyone that can help me

quiet mica
#

Sweet thanks man

whole gale
#

Hosting my application on AWS with pixel streaming, I get the "Starting connection to server, please wait"....
All port are okay, the app works fine locally on the VM but not on my home computer
Do someone have an idea on why I keep facing this message with pixel streaming ?

peak ravine
#

anybody here android game developer using unreal engine????
Iam stuck in one problem
iam using blueprints. When i try to save game using save game to slot node, it works on all android devices except android 11
In simple Save game ( write data) in android 11 not working. Anyone has solution???Kindly tell me

neon magnet
#

Guys, what's with the selection/marquee drag? It's like it has "ignore backfacing" on like in a regular DCC. There's no way I'm able to select everything. It always misses something out. Even if I keep selecting from different perspectives, it still misses them out.

#

This cost me an enormous amount a few hours ago where I moved the entire level just a little bit, but later on I saw several interior objects were not selected so they remained in one place. I couldn't undo because of Unreal's famous "unreal how bad it is it" undo system, so I had to reimport everything and retexture everything that took up hours just now. I thought it was my own mistake earlier, but turns out it's just because the selection doesn't select everything. What gives?

coarse apex
#

hey when I import an animation from mixamo into my character I just get nothing in my animation, If I preview it there is nothing there, any reason why?

void siren
#

I am unable to open any Material. If I try Unreal Engine just strait up crashes. using UE4.26.2

#

tried verifying installation.

#

I thought it may have been an issue from upgrading the project to a newer engine, but it wont even open a new file, it just crashes.

summer turret
#

anyone here good at vector math?

last topaz
#

We're trying to rename the root folder of our project and this happens on every map we have

#

Same LandscapeMaterialInstanceConstant error just different numbers depending on the map

#

Tried fixing redirectors but no luck

#

Anyone got any clue?

#

Where do you think these errors could be located?

#

In the landscape shader?

#

the layerinfo?

leaden gyro
#

anyone try getting mesh location/rotation from cooked .umaps?

rancid lynx
#

my quest 2 is connected to UE4, but its now showing on the DEVICES list. anyone know why ? i installed all the software in multipul tutorials.

neon magnet
#

Constantly getting these errors and crashes now. Never had them before. I didn't change anything on my system.
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RenderCore
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

short night
#

Does anyone know how to fix the Serial Size Mismatch Error for a Umap asset?

boreal badge
#

does anybody know how to use a line trace by channel to set the visibility of a screen widget so that when I look at an object it will set the widget to be visible

pulsar onyx
lucid beacon
#

i- is that- DVA?

kind dew
#

what would i use in a lerp's alpha to go from a to b in a certain amount of seconds? Like I want to lerp from 0 to 1 in X amount of seconds, how would i do that

plush yew
#

Timeline ?

kind dew
#

im in a umg id preferably like to do this in just lerp

drowsy snow
leaden gyro
#

80]MapCheck: Warning: MAT_IntroEyeDoor Material /Game/Environment/Objects/Transmission/Door/EyeDoor/MAT_IntroEyeDoor.MAT_IntroEyeDoor was missing the usage flag bUsedWithStaticLighting. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
How do i fix this?

modest trench
leaden gyro
#

how

#

sorry im dense

modest trench
# leaden gyro how

right click the folder it's in inside the content browser and hit "Resave All"

leaden gyro
#

thanks

#

|| Error: [Callstack] 0x00007ffaa2432bc6 UE4Editor-Engine.dll!TArray<FPoly,TSizedDefaultAllocator<32> >::Append<FPoly,TSizedDefaultAllocator<32> >() [C:\UE4-24\UE4-24\Engine\Source\Runtime\Core\Public\Containers\Array.h:1740]
Error: [Callstack] 0x00007ffaa243b4c4 UE4Editor-Engine.dll!FBrushSceneProxy::FBrushSceneProxy() [C:\UE4-24\UE4-24\Engine\Source\Runtime\Engine\Private\Components\BrushComponent.cpp:99] ||

#

big error crash

#

when trying to open something

leaden gyro
#

wow unreal loves crashing

tranquil roost
clever axle
#

hi guys!
How can I set my cine camera to exactly 1080? I have a cinecamera at 16:9 as view target but I have small black borders on the sides with an FHD res

kindred mountain
#

Anyone wrestled with Gameplay Insights much? Seems to be a useful tool, as usual buried under a typically Unreal car crash of a UI and usability issues.

Specifically, is there a way to flush the current trace data?

drowsy snow
clever axle
#

yes, that's what I was thinking but unfortunately it does not

drowsy snow
clever axle
#

oh, right. the title bar is messing with the res?

molten sun
#

Hello a quick question. Please ping me if you answer.

#

I model in 3ds max and use models in ue4

#

So my models vertices are they needed to be welded?

#

Or if not it's ok? I don't know if welded or not welded makes any difference.

clever axle
#

Can I get a ref to an int in some way? I want to set that int later programmatically via set by ref

thick herald
#

Sure can. Simply cast to the actor that has the variable.

glacial pecan
#

anyone experienced colliders don't working in streamed levels? if so what did you do to fix it?

plush yew
#

got a quick question, Im trying to set up inputs

#

like this

#

Its reversed tho, if A is pressed before shift it doesnt work

cyan bronze
#

That is not wrong...

#

Then why is it not spawning the movement component

dawn gull
#

I have a cloud map, how can I make it so that only the clouds show up and the rest is transparent?

#

in a material

wide swift
#

I have done animation in blender and I want knw how to export skeleton and animation from blender to unreal

glacial wyvern
#

I cant find unreal 4.25.4 install in the epic games launcher, it exists right?

dawn gull
#

That's just 4.25 @glacial wyvern

glacial wyvern
#

cant find a just 4.25 either, I can only find 4.25.3 .As far as i can see online a 25.4 hotfix was released?

dawn gull
#

Haven't heard about the hot fix

#

Can you screenshot your library?

glacial wyvern
#

only trying to get it cause ive got some uassets that were made in .4 apparently but they refuse to show up when put in the content folder, and a pparently wrong engine version can be one of the reasons behind that

#
dawn gull
#

Oh, that is very odd. Maybe check the github repo?

#

It's a pain to compile the engine but idk what to tell you except maybe restart the epic launcher

#

Also that was in October 2020

glacial wyvern
#

looks like ill have to try and compile the engine

#

unless there are other reasons for uassets not showing up

#

ive tried deleteing the asset chache file

glacial wyvern
dawn gull
#

It will be just regular 4.25

glacial wyvern
#

damn compiling this seems like a massive pain

terse snow
#

I can't answer..Any one plz help him.........

thick herald
#

Google can answer that and probably supply tutorials.

wide swift
thick herald
#

You could try using the Send To Unreal addon made by Epic. It's available in the github. You'll need to link your Epic account and your git account to get access.

wide swift
#

This is the error I am facing I tried a tutorial and I done the same as they mention but after importing the skeleton and an animation to the skeleton I am getting this error

thick herald
zinc shore
#

so the ue character controller lets you double jump but how do you tell if there jump is the second jump or the first

wide swift
azure topaz
#

hey guys ,

#

do you think UE4 will work decent good or good on normal laptop?

sick parcel
#

Seems like increasing your field of view and just making your camera a bit further away from your character achieve the same result

#

should I use one over another in specific cases?

azure topaz
terse snow
terse snow
azure topaz
fierce tulip
terse snow
fierce tulip
#

<_<
Im saying hardware discussions are best in the #hardware channel

terse snow
kind dew
kind dew
#

ah silly me that's a good idea not sure why i couldn't think of that

#

thank you!

pulsar onyx
daring schooner
#

hey, the UE example projects always have the player inputs directly wired into the player character's logic
what would be the proper way to separate inputs from the character logic, so as to be able to use the same blueprint for both player and AI controlled characters?

cedar wave
#

You can put it inside of the PlayerController

fierce tulip
#

@faint rune that should be put in #released , i'll give you a bit to copy the text before I (or you) remove it.

faint rune
#

Ok thanks.

kindred rampart
#

How would I go about making objects conditionally invisible? Trying to set up a mechanic where if a player triggers a trap, they lose the ability to see some things temporarily

fierce tulip
#

@kindred rampart i dont know who you are, but you win 10 interwebs kookies for that phantasy star reference

kindred rampart
#

Ayy someone got the reference

fierce tulip
#

< big fan

faint rune
#

@fierce tulip I added it to #released however released seems to be full of people selling stuff. Mine is free, I don't make any Ad money (as I don't hold the copyright to the music), and I'm just looking for feedback.

fierce tulip
#

well, #work-in-progress would be another option in that case. though those channels do not get too much attention.

#

just pick one :)

daring schooner
#

@cedar wave not sure what you mean
my point is that I wanna make a Character blueprint that can take "commands" but doesn't have player or AI inputs directly implemented in it, and I wanna know how to then control said character with either player inputs or AI

cedar wave
#

Look up what a PlayerController is

daring schooner
#

ie in dark souls the player character is controlled by the player but there are enemies and NPCs in the game that function exactly the same as the player except for the fact they're controlled by an AI

cedar wave
#

It is what actually controls your pawn/character

#

Yes. I am telling you. The PlayerController

#

It is a specific class

daring schooner
#

I'll look it up then

#

just found the doc page and this seems to be what I need, thanks

faint rune
#

@fierce tulip may I suggest a new #showcase channel in the Sharing section where people can show-off their creations, no matter how relatively crap it is 🙂

#

(Where no selling-stuff is allowed)

fierce tulip
dawn gull
#

How can I let all light pass through my object but still have it show up as opaque?

normal burrow
#

Turn off cast shadows

dawn gull
#

but when i build lighting its like this:

toxic lily
#

does anyone have a working mixamo xbot skeletal mesh for UE4? been trying to get it working and cant seem to get it to retarget right

normal burrow
dawn gull
normal burrow
#

Add more light

#

Add a skylight

dawn gull
#

I already have a skylight, and why would I need to add more lights if it looks fine beforehand?

normal burrow
#

Light builds are more accurate

#

That is the difference right?

#

One is unbuilt?

dawn gull
#

No, I build the lighting without the sphere and it looks like the first picture

#

I build the lighting WITH the sphere and it looks like the second

normal burrow
#

What sphere are we talking about and are you using an importance volume?

dawn gull
#

I'm not, and it's just a regular sphere from the shape menu with a material

normal burrow
#

I don’t see it in either picture

#

If it’s getting into the skylight capture then maybe that’s the difference

#

But set up an importance volume around the scene

dawn gull
normal burrow
#

That will then change the area lights capture

#

Which could be the reason for tint

dawn gull
#

Yes, that is why my original question was how to let all light through it

#

And I added the lightmass importance volume it hasn't changed anything visually

normal burrow
#

Your skylight is picking it up

#

Skylight works by taking a cubic picture around to approximate ambient colors that match the scene

#

If importance volume didn’t do anything try making sure the skylight is inside the sphere and then also you can set the sphere to not render inside of reflection captures

dawn gull
#

It is inside, how do I make it not render?

normal burrow
#

There is a setting on the skylight

#

For how far away the sky is

#

Need to bring that value in

dawn gull
#

Still did nothing

worthy widget
#

Hello, all....does anybody know if we are allowed to showcase the nvidia RTX demos on youtube?

normal burrow
#

Set it to something else

dawn gull
#

I do not see that option

normal burrow
#

Uncheck that or just remove the skylight

dawn gull
#

Im on 4.25

keen flame
#

Hey guys! Anyone knows if I can "switch" actors between stream levels?

normal burrow
#

Very first option

#

Actors belong to the scene theyre spawned into

keen flame
#

And it cant be changed?

normal burrow
#

At runtime or in editor?

keen flame
#

editor

normal burrow
#

You select the actors you want to move

#

Then right click the level you want to move then to

#

And find the option

keen flame
#

Oh!

#

Thank you! 😄

zinc shore
#

how can i get the the movement direction of a character

dawn gull
#

Because movement automatically rotates the character

#

Or do this

cedar wave
#

Don't even need an arrow attached

zinc shore
#

i want to get it based on velocity anyways

cedar wave
#

Then just get the direction of the velocity

zinc shore
#

but how would i get the local velocity like if my character is rotated at a 45 degree angle i want to get its local velocity instead of global

cedar wave
#

Are you rotating your character with it?

zinc shore
#

im just wanting to get the forward velocity of my charater

cedar wave
#

Velocity and direction are two different things

zinc shore
#

its first person so it rotaes with the camera

cedar wave
#

GetActorForwardVector

fallow nacelle
#

Forgot the syntax, but dot product of (Actor.Forward, velocity) to get magnitude of velocity in that direction. Thereafter, multiply that by Actor.Forward to get the velocity in actor's forward direction

cedar wave
#

Or you can get the relative rotation and get the forward vector

zinc shore
#

so if im moving forward and sideways at the same time how could i get the movment direction of that

cedar wave
#

That's just the velocity. Your velocity would be like (1, 0, 1) when normalized

#

So you could just use GetVelocity

crisp parcel
#

i'm having an odd issue when i try to play the game (in the editor) using the new editor window play mode.

if the Always center window to screen option is toggled on, the top left corner of the game window ends up being near the bottom right of my screen, making me have to alt tab and drag the window back to the center of the screen every time.

if the option is not toggled on and i set some values for the window position, it works the first time i try to play, but on every subsequent play, the window position changes (moving towards the bottom right of the screen)

setting the position to 0, 0 seems to work ok, but i'd still like to work around this if possible.

any ideas?

upper heart
#

Anyone know if there is an engine setting for "Look Input Curve"?

dawn gull
neat ether
#

hey guys, I'm experimenting with anim dynamics and tried adding it to a bone chain, but it keeps bobbing up and down and I have no idea which of the myriad of settings I should be looking at to be able to adjust this, any help?