#ue4-general

1 messages Β· Page 1050 of 1

whole glacier
lucid grove
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Yeah

whole glacier
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Actually i noticed Fraps seems to show a higher FPS with screen maximized , but editor FPS still seems same. Maybe it is just Fraps reading it incorrect and is still at around 30

lucid grove
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yep

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Try stat fps

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And stat unit

grim ore
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@hidden daggerif you are using navigation you can get a random point in a radius around the location and use that

lucid grove
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console command

lucid grove
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Just to be sure

whole glacier
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ok let me see

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@lucid grove Yea , thats weird , looking at fraps in the upper left , and stat unit , there is a big discrepancy . πŸ™‚

lucid grove
whole glacier
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@lucid grove Is there anything in the stat screens that would point to what may be holding me down fps wise?

lucid grove
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bind in console profilegpu

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then sort it by ms

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You will get something like this

grim ore
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you should not be using a FPS overlay while in the editor, I would shut down FRAPS for sure

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the second issue, if your getting weird FPS in editor, is look and see if you have GSYNC or FREESYNC enabled on your video card/monitor

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easiest way to see if this might be an issue is to open a new map, the default one with the floor, and see what it shows for FPS. See if it feels "capped". type in 't.maxfps 200' into the console to remove any artificial editor limit as well

native tulip
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im sorry for spamming this question, but im trying to get an answer πŸ˜…

how can i rotate the camera around my player (up vector) because the camera rotates around the worlds yaw? any solutions?

grim ore
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have you looked at how the third person template handles their camera?

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generally adding rotation would be relative to the parent, so the camera would be parented to the item you want to rotate around

native tulip
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they just use add yaw pitch

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which is i believe the worlds yaw

grim ore
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yes but how is the camera set up relative to the item it rotates around? and how is it set up for you?

native tulip
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ah you mean this?

grim ore
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yes? the component list also shows the exact hierarchy

native tulip
grim ore
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yep, how does it look for you?

native tulip
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it should be around the capsule

grim ore
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that is around the capsule

native tulip
grim ore
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the camera is attached to the arm, the arm is attached to the capsule

native tulip
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which means the arm is rotating the camera by rotating around the capsule

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but its not rotating around the capsule

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its rotating around the worlds yaw

grim ore
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what does it do for you? you would have to show us

native tulip
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lemme quickly get an example my bad

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(im disabling the pitch just so you know its just the yaw were using here)

grim ore
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yep but that doesnt show us what its doing

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and it doesnt show us how your hierarchy is set up

native tulip
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here its working fine, (btw thats a linetrace not the springarm)

whole glacier
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@grim ore Yea just me (character on that plain default level is say , 50 to 60 fps , when i would think it should be 120 at least.

native tulip
grim ore
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@whole glacierdid you disable the max fps?

whole glacier
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@grim ore yes i did.

native tulip
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and now while wall running its going around the world yaw

grim ore
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maybe look at see what you have set up for the free or g syncs on your monitor and card? that sounds pretty low

whole glacier
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@lucid grovei have one of these recorded but there is a ton of stuff in there

native tulip
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also just saying the capsule is rotated as well

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im sorry if it doesnt explain but im trying my best πŸ˜…

lucid grove
grim ore
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is this the default third person character or did you make your own or change it?

native tulip
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i made my own

whole glacier
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@grim oreHow do i check the Gsync ?

grim ore
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ok you might want to compare to the default third person, you might have some of the controller options changed. like these on the character as well as the ones on the cameras and arm

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@whole glacierits in your nvidia control panel if you are using an nvidia card

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the editor hates gsync

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beyond that, maybe take a few minutes to make a new first person project, then just disable the maxfps and hit play and see what it shows. See if it still shows low FPS (maybe you changed something in your other project)

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like maybe you have Raytracing on, or some other weird thing that saps fps

native tulip
whole glacier
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@grim ore strange i dont have that option in Nvidia cp.

grim ore
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maybe its just some of your other settings then, or how you add movement or rotate your character. If your hierarchy is the same as the third person then adding controller input should just rotate the camera around the thing as its set up

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@whole glacierthen you dont have a monitor that supports it, so no issue there

native tulip
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ill be checking the third person character in a sec

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oooh interesting

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oh wait nvm its the same

grim ore
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I would eliminate the project as the issue, it might be, by starting up a new FPS project just to get a baseline of what a new project does

native tulip
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:(

grim ore
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I can say just unhooking the LookUp input on the third person doesnt seem to do anything weird, the camera always stays where it should be when rotating

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only times I ever see the camera go weird is when you rotate the capsule itself

native tulip
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im doing just that

grim ore
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so your rotating the actor directly and using controller rotation?

native tulip
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yup

grim ore
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yeah thats gonna be an issue then

native tulip
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i dont understand what the other option is

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i might need some tomatoes for this 😩

grim ore
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you might need to disable the controllers control of the pawns rotation/camera rotation when you are manually rotating it. but even then, your controller might not be synced to the pawn at some point

native tulip
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how would i manually rotate it?

grim ore
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well I dont know how or what you are doing now

native tulip
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just manually rotate the spring arm?

native tulip
whole glacier
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@grim ore Yea so i'm wondering if it isn't something on my character or game mode or something. In a fresh project its at 200 fps , even in the original project on that plain default level , with no game mode selected and just default mannequin , it is at almost 200 fps. But as soon as i select my game mode with my character , it drops to 50 to 60 fps.

grim ore
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you said your manually rotating it?

native tulip
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sorry mustve been an accident, im not

grim ore
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@whole glacier so blank level, character in level ,200fps. change game mode in that same level, 60fps?

buoyant graniteBOT
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:no_entry_sign: GrayMatter02#6097 was banned.

fierce tulip
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some people are weird

whole glacier
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@grim ore Yes

grim ore
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@native tulipmight need to record a clip then so we can see what is happening, your saying its the same as the third person which is weird

native tulip
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ahhh sorry my bad will do that

unborn ocean
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hello! guys

grim ore
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@whole glacier 200fps is with the manny right? 60fps is with your character? try just the default level, not your game mode, drop your character into the level and see if it tanks. Its either your game mode or the character at this point

whole glacier
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@grim oreRight , let me try just drop him in there with no game mode selected.

grim ore
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it might spawn in the manny as well which shouldnt matter, if it want it to matter delete the player start, drop in your character, and set it to auto possess controller 0 in its details

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in theory it should be controllable lol

whole glacier
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@grim ore It just seemed to spawn my character , and with no game mode selected , it is at 60 fps.

stuck hound
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Sorry for interrupting but Im having an issue with Cinematics. Everything is fine in viewport but when rendering camera moves but not rotating. Any ideas why?

grim ore
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@whole glacier so this is gonna be weird but... with it playing at 60fps with your character, shift-f1 to escape from the viewport then go to the world outliner and delete the character in the world (hit yes for the linked stuff when it asks), see what happens

native tulip
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here is the clip

grim ore
stuck hound
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thanks

native tulip
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as you can see its rotating around the worlds yaw and not around the player

grim ore
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yep so

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at some point your rotating the character/capsule ?

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theres no way its going to just stick to that wall

whole glacier
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@grim ore Ok so doing that , it actually drops to like 40 fps , but there is no character to control. Also a bunch of errors come up involving the character

grim ore
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yep your not supposed to manually rotate it, thats going to get things out of sync, your supposed to add control rotation but even then the capsule is designed to stay upright

native tulip
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right here

grim ore
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@whole glacier so it sounds like other code is running as well other than just the character, like do you have any UI? or anything that the character spawns in

native tulip
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here is the extension of these lines btw

whole glacier
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@grim ore Complete rpg with ALS is the base of this character , so i think yes, probably .πŸ™‚ but only a mini map , compass and health bars are on screen

grim ore
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perhaps its the UI stuff then

whole glacier
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@grim ore When i go to delete him , even though no game mode , this is what is referenced.

grim ore
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yep that means the player probaby spawns those in

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soo...

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some of that code is just not very efficient is going to be a problem

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you could try opening the player and finding where it creates that code, probably in begin play, and just unhook the code right after begin play, to see if it all spawns and see what the FPS is

whole glacier
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@grim ore Ok i will try and see if he will spawn

grim ore
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@native tulip was duplicating that code, and no issues rotating here when its sticking to the surface but with the default code the character doesnt rotate when you move so what did you change to get it to rotate? just setting the rotation without the capsule rotation taken into account isnt going to rotate it correctly

native tulip
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this

unborn ocean
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does anyone know how to make night scean?

grim ore
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yep at this point your causing issues since your not using control rotation (but the camera is).

cyan bronze
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I think im just stupid but how do i get this boolean "IsReloading" value from PlayerCharacter C++ class to my gun actors Animation Blueprint

native tulip
grim ore
lucid grove
grim ore
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where is that variable at, what is holding it?

native tulip
grim ore
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@native tulipmaybe just look at the parts where he gets the Z for his rotation, Im pretty sure thats the issue as when I muck with the Z it causes issues

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@cyan bronzeyep thats not where. what class? is this class a blueprint in the world somewhere?

whole glacier
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@grim oreYea when i unhooked begin play , the bp actually compiled without error , and when i hit play the character is there , (though i cannot move him) , but it still is at 60 fps

grim ore
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@lucid groveI have not used world comp enough to know that answer 😦

cyan bronze
grim ore
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@whole glacierand when you delete it, does it still link to other weird stuff?

whole glacier
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@grim ore let me try

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@grim ore Yep , the other stuff is still there referencing

grim ore
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@whole glacierbut the ui and such is not on the screen anymore right?

cyan bronze
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I will try

whole glacier
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@grim ore Same thing if i disconnect tick , yes the compass , minimap , and healthbars are still on screen

native tulip
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@grim ore i looked around the use pawn control rotation and stuff, and i realised that there is no way to just remove one axis for the pawn control rotation, how would i achieve similar results

cyan bronze
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@plush yew I think i didnt understood

grim ore
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@whole glacierugh.. so what.. ugh. Im guessing those might be components then? I have a feeling its that stuff causing the lower FPS.

cyan bronze
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That variable is set to MyCharacter c++ class

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Didnt work

grim ore
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soo.... this goes back to me asking where this was at.

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variables are just stuff as you know, you need to point stuff to stuff for stuff to be good

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how does this anim bp know about your exact character?

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the one in the world that you are checking for this variable

whole glacier
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@grim oreYea , this could be complicated , maybe there is begin play elsewhere as well

grim ore
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@whole glacierlook in the component list on the player

cyan bronze
whole glacier
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@grim ore yep i will check

grim ore
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@cyan bronzeyes... correct. your just setting it to nothing, not something. You have a character in the world you want to talk to right?

grim ore
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is this the anim bp on the character, or somewhere else?

cyan bronze
grim ore
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ok then thats going to be an issue. soo... then the question is why does the anim bp need to check for this variable?

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this is to transition to the reloading animation I assume? if so why does it need to check every frame

cyan bronze
cyan bronze
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I mean yes i know what it means

grim ore
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doing it the normal way, having your anim bp update itself and its variables, might be bad in this case

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so then pushing that data to the anim bp might be smarter, where is this gun at in the world? is it part of the player (an attached actor?) or somewhere else

cyan bronze
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Currently its always in the world

grim ore
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but this gun exists as a spawned actor in the world somewhere right?

cyan bronze
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havnt done it other way yet

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Yes its always there

grim ore
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ok so your player when it wants to reload, is going to have to talk to the gun, get its anim instance, cast it to the correct class, then set the "IsReloading" variable on that anim bp (you would create this variable)

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the issue here is if you have other weapons, you cant cast correctly so you would probably want an interface to do it instead

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so say you had this in the player

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this would set that variable you want to use in your transition in the anim bp (you would use the gun mesh and not the player in your case, this is just an example)

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the issue is if you have 6 guns, you would have to cast 6 times assuming you use 6 anim bps (you might, if you dont then your good)

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if you do have to set the variable into multiple anim bp's, look into blueprint interfaces for generically telling it to reload

cyan bronze
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I will try to get it to work to 1 gun for now

grim ore
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then what I have above would work, you just have to get the mesh that the anim bp is playing on and adjust the code for that

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if your socketing it to the player, or picking it up somehow, you can store a reference to that actor to use later when reloading

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theres lots of ways of doing this, its just what works for your design

cyan bronze
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ok ty for help

grim ore
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@native tulipI wish I had an actual answer other than pointing out the issue. Theres a few different ways of doing it but how your doing the math i think is the issue.

whole glacier
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@grim ore Yea this is a big circus knot in the project . Some of it is related to the bp's in the component list , if i disconnect the minimap bp , then when i go to delete the character ,it no longer references the minimap handler , but , the minimap is still on screen. I guess i'm gonna have to dig through this , or maybe even consider hiring someone that knows more than me

grim ore
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@whole glacierI think you atleast might be figuring out a path, it seems like the systems just take up a good chunk of resources when in use

whole glacier
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Yes , i appreciate your help so far , thanks , Love the WTF series by the wayπŸ™‚

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@grim oreAt least it does give me a direction / path

native tulip
grim ore
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yeah watching that video he never moves the actual player capsule and I could see that being an issue. I think the main reason his works is he is faking it

native tulip
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how would he be faking it tho?

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oh well i dont think it matter, im going to try my best to find a solution

grim ore
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well if you look at the video the capsule of the player always stays upright

native tulip
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yup ive noticed

whole glacier
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@grim ore One thing i noticed is if i run my character on that blank default level in 4.25 , i get like 80 fps , when i run him on that same blank level in 4.26 , i get 50 to 60 fps.

grim ore
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weird but no where near the 200 😦

whole glacier
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@grim ore Yea something on the character draggin things down. I know a lot of people mentioned about a 20 fps loss in 4.26 , but no one figured out what happened yet.

frigid bear
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hi guys i need some help so i want to make a leaderboard where people can input their name at the start and when they die or complete the game they can see other peoples score..

grim ore
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so what did you need help with?

native tulip
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well for starters you need some ui thats created at the start, and that sets each players name, and your next step is to put it all in an array, thats how id go about it

frigid bear
rough kraken
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Kinda general question - is there something i need to do to get the GameMode to take effect when i change it?

frigid bear
rough kraken
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I managed to get it to use the basic GameMode as default, and then i went to my level and tried to set the override to ThirdPersonMP

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it did "set"

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but i've hit the play button, after saving AND hitting "rebuild level"

native tulip
rough kraken
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and its still acting like the regular GameMode

frigid bear
rough kraken
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wait, i am a dumb dumb. my game is connecting to a server which still had the old game mode set. I get it now...

frigid bear
grim ore
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@frigid bearso it sounds like you have no information on how to do it or what to do, there are some tutorials out there on leaderboards. It also depends on if its local or network, and if it should save between closing the game and starting it again

frigid bear
grim ore
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what your asking for is pretty complicated, you wont find a step by step in here. If this is over the network you need to find a place to store that information

frigid bear
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locally is fine too but we should show it at the end only

grim ore
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break it down to what you need then. A way to input name (UMG UI), a place to store that name (the player? the game mode? the game instance?), a place to store the leaderboard data (an array or list somewhere?) another UI for the leaderboard (UMG UI), and then a simple sorting method to sort that list or array

frigid bear
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and it shouldnt be multiplayer

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its single player but many player can play it and whoever does it the fastes and crosses the most levels is at the top

grim ore
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yes, all of what I wrote above is what you need

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you might want to look at tutorials for "high scores" since its local

frigid bear
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ok super thnx

cyan bronze
grim ore
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it does yes, thats the other way of doing it

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and you can use a NOT operator instead of the == for the last screenshot

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doing in that way it talks to the player every frame to see if the reloading variable is set instead of just checking the local one

cyan bronze
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@grim ore The thing is that it still shows me this

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Does it matter?

grim ore
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that might be from before the player is valid

cyan bronze
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ok so i will just ignore it for now and move on

grim ore
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if it only does it a few times then stops, thats probably it

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but its also why the other way is better

grim ore
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yes that is the equivalent of "if this is not true then do this"

cyan bronze
# grim ore so say you had this in the player

This has the problem that i dont thing that the gun mesh in my player BP has nothing to do with the actual gun. I did a different shooting method before and i thing that is just a old mesh

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Also the Set IsReloading doesnt have the targer blue "dot" thing to connect from "cast to animBp"

grim ore
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I think your just a little confused on how this is all supposed to work

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if the other way works, you can use it for now. You nee to do more research or break down how your parts are put together to use the other way

grave pollen
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Has anyone messed with spectators in ue4? I noticed a spectator pawn as a default setting in the engine but haven’t seen any tutorials on allowing ppl to spectate games

grim ore
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@plush yewyes, the character is not set up correctly. Have you compared it to the default third person character?

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also keep in mind, "rotating is bugging" is not a good description of the issue or what you are expecting

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and there is no other input in there?

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what was the issue?

zealous magnet
#

I see some people in tutorials somehow summon a floating window (similar to IntelliJ's double shift) where they can quickly enter any asset's name and hit enter and it'll open that

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Is that a plugin? Any1 knows what that is?

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Nevermind, it's Ctrl+P!

hidden dagger
idle needle
#

Hi everyone, we are getting this error when we try to build our game: Targets cannot be built in the Debug configuration with this engine distribution. Any idea how can we solve it?

rough kraken
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hey, dummy question. How do i get UE to spawn a client AND server when I hit the play button? right now it does not seem to be spawning a server (i say this, because i can launch a server serperately, and my client works. If I don't do that, my client fails to connect to a server)

tiny sonnet
grim ore
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so the ui in the editor has data that you might want it to have

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anything in there runs in the editor

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maybe its a button that should have some words on it, and those words are from a variable somewhere else. Pre Construct could get that data and put the words on the button

tiny sonnet
#

oh

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wait so preconstruct is only used for the editor and not the packaged game?

grim ore
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its both

trim bough
tiny sonnet
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so where would u use this and not the construct node, do u have an example?

plush yew
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someone knows how can i use a video like a texture?

grim ore
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widgets in widgets is an example, setting up a ui at design time that uses variables. a custom button for example might have an exposed variable for its image and text and that pre construct puts it on the button

tiny sonnet
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ah ok

plush yew
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is distance field shadows worth to use?

runic owl
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can someone help me by referring to information i can find on legalities of doing projects with people from other countries, say in terms of royalties and taxes, self incorporation

fierce tulip
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^

hidden sparrow
#

Hey I have two actors (same blueprint) im my world. I made them make a sound when interacted, but I want the sound to be played from both actors, not just that one that I interacted with. How can I do it?

grim ore
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so that is the code on the item you interact with?

hidden sparrow
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yes

grim ore
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and if you interact with 1, the other one should call this code as well?

hidden sparrow
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Thats what I want, but only the one I interact responds

grim ore
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well that code is on begin play, I assume you have other code? or why is this being called when you interact with it

hidden sparrow
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The way of interaction doesnt really matter I think. Lets say everytime i click on it it plays a sound. I want both to play a sound but only one does

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it is the same blueprint but i just put two in the same world

grim ore
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if both are in the world at design time, you can just have them keep a reference to the other one then call the play sound code on it (thats why I as asking about how its playing the sound)

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you make a variable of this classes type on the blueprint, and click the eye (make it instance editable)

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then in the editor you can click on one of them, and set that variable to the other one like this

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#2 here is selected in the world, and its variable is pointing to #1

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now in my code I would just simply call the code to play the sound like normal, then also tell it to play the code on that variable

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this in theory would play your sound on the one you interact with, then tell the other one you are saving a reference to to then play its sounds as well

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and since each one keeps a reference to the other one, it wont matter which one you interact with

hidden sparrow
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Oh okay

grim ore
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the... smarter way if you wanted to expand this would be to at runtime get all the actors of this type and store it in an array, find yourself (since finding them all would find yourself as well), remove yourself so now your array is everything but yourself, and now you have an array of everyone else that you could call play sounds on. The downside to this is now all of them know about all the others and it uses more memory.

indigo totem
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So im working on optimizations for my level. Honestly there isnt much in this level besides the clouds that should be causing such a frame drop. Can anyone gimme some hints ot help me out?

grim ore
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the other smarter way is one thing keeps track of them all and you tell it to play the sound and it plays it on all of them whenever you interact with any of them

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@indigo totemyour going to have to run a profile on it and see what it says if you want the real cost of each frame

hidden sparrow
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Ok but I use get actor location node, how does it know to use lets say 3 different locations and play sound there?

indigo totem
#

Okay here is a profile

grim ore
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@hidden sparrow something like this

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you call play all the sounds, it plays the sound locally on the one you called it on, then talks to the other one and tells it to play just its sounds.

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the other one calls play my sounds and well... plays its sounds locally to itself

indigo totem
grim ore
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this code will run on whatever you tell it to run on

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@indigo totemif you go into #graphics with that they might be able to help you tell what it causing what

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it does seem like your clouds are taking 5ms tho so you are right on that one

hidden sparrow
#

@grim ore Sorry Im still missing something, could you please explain that in steps? How do i make a variable and attach other actor to it?

grim ore
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make a variable in your blueprint

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make sure its of the class that this code is in, whatever you are interacting with, then click the little eyeball to the right of it (or the details panel, check instance editable). This will allow it to be set in the world

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then go into your editor, click on one of the 2 blueprints you are working with, and set its variable that should now show up to the other one. repeat with the other one pointing to this first one.

hidden sparrow
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is this a problem?

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thats what is see when i click on that variable

grim ore
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this is what you see in the editor (in the viewport) or in the blueprint?

hidden sparrow
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in blueprint

grim ore
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that is fine. blueprints dont existin the world, when you put it into the world it becomes and instance of that blueprint

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your blueprint has no idea about the world since it doesnt exist in it, so you cant set a variable in the blueprint editor. You set it in the world

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this instance of your blueprint in the world, knows about everything else in the world so you can then choose the other instance that exists in your world (you have 2)

hidden sparrow
#

oh so Weird actor1 points to werid actor2 and 2 to 1 right?

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Tbh I dont know if I messed something up

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The variable type is correct

grim ore
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yes 1 points to 2 and 2 points to 1

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you want to drag off the variable, then call the event

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its trying to call the event from inside itself, which is not the one you want

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assuming your trying to call it on the other actor (the one your variable points to)

hidden sparrow
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When i drag off the Aktor it creates an event but doesnt connect

grim ore
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based on this tho.. your saying this item is called "Test Tablet", the class name this code is in

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but your variable is not of type "Test Tablet"

hidden sparrow
#

oh my god

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i thought they had to be the same class

#

my bad

grim ore
#

the class this code is in is "MyWeirdActor", and the variable inside of it is of type "MyWeirdActor" since I have 2 of them and each will point to the other one

#

I assumed your 2 items are the same class

hidden sparrow
#

Yes, I got it Thank you so much! Tomatoes?

grim ore
#

yay it worked?

hidden sparrow
#

Yes!

exotic plover
#

hey there good people, my unreal project keeps crashing when i start adding/taking/connecting blueprint nodes in my Player Pawn. Not just the project, but most of the time i get a blue screen, and when i doesn't bluescreen it comes up with a D3D debug message, please help, what can i do?

neon bough
#

you could try to set your project to use vulkan instead of directx

plush crane
#

bro my ue4 project opened to a blank level and made me shit my pants lmaooo

whole glacier
#

Quick general question. Do volumes like post process or blocking or others affect performance?

oak berry
#

I wanted to ask what is the best way to share files on ue4 to other programmers. Me and someone else are working on the same project, and github i guess has run out of space (5 gb). What are other ways to do it?

lucid grove
#

Can somebody suggest some technique to create fake mountain clouds? I want to place them at some high places in landscape where player cant reach them or get too close.

plush crane
#

trying to make my ue4 hud :k

lucid grove
#

Maybe?... Dont really know much about materials)

slate crystal
#

Hey there, someone know about hair shader? I imported just a group of haircards to unreal, just to test, but when I apply alphas and textures, they look like this, but in Maya my UV os working good, someoe could help me?
I assuming it's a UV problem, but i don't really know, i'm newbie in unreal. xD

whole glacier
#

@oak berryGoogle drive seems to be pretty popular

#

@lucid grovethere is a fog plugin asset i think is called " Ground fog" , it paints the fog on in the foliage mode , just like foliage, i ve used it on some flatter areas, not sure how it would work in mountains though.

plush yew
unkempt python
#

So I'm making a cave tunnel to import into unreal engine. Is there a better way or honestly just a faster way to make proper collision for a tunnel-esq import than splitting every different angle into its own object?

latent hull
#

How would I go about world generation? I'm trying to make Minecraft-ish world gen for fun, but can't figure out how, if I make each block an actor the game starts lagging very quickly

whole glacier
#

Did i change something with my lighting? when i play in editor now it takes a few seconds for the exposure to equalize. Also when i am deleting some i get a message briefly saying " computing references" . Also my lighting seems much brighter oddly. Any ideas? thanks

chrome beacon
#

Hello everybody. I'm so pissed off for real about an always recurring issue with the switch to the female mannequin that's always missing her own skeleton, with the consequence of having a damn box instead of the mannequin mesh. Why does that happen and, most importantly, why the engine doesn't search the whole project contents. Sorry if I'm addressing this issue so badly but I feel very upset and lost at this point but I'm sure I'm not the only one struggling with that issue so I'm sure you all know what I'm talking about. Any hint to finally solve this once and for all would be really appreciated a lot! Thanks in advance.

plush yew
#

just curious but can i export a text from a 3d software to unreal? i know its probably a stupid question but i want to try it out and see if it works for the game im working on i know i can turn the text into a object but i just want the text itself

oblique drift
#

does anyone know a good yt tutorial series to get into UE? I used Unity in the past so i thought i could just start my Project and look thinks up if i need to but i realized that i miss basic knowledge in UE...

oblique drift
plush yew
winter wedge
#

lol uh is there a way to save during this

#

when i save it will first complete compiling and then save

#

i wanna save right away

drowsy snow
winter wedge
#

its been 3 hours

drowsy snow
# winter wedge its been 3 hours

Increase the Shader Compile Worker process priorities, and take a drink or eat some meal or watch some videos while it does its job.

winter wedge
#

sounds nice

plush yew
#

That's a lot of shaders, what did you do import a whole city?

winter wedge
#

unfortunately, only a part of a city

drowsy snow
winter wedge
#

is that so

plush yew
#

It is for my laptop, I should replace it before I burn the house down.

plush yew
#

Also you are the person who helped me with my mesh

#

Look it is almost finished

#

Colours not indicative of finished product.

winter wedge
#

nice mesh

#

but what are those boots

plush yew
#

Those boots are an abomination born from the mind of a madman

#

They will be hid behind the robes most of the time

blissful trail
plush yew
#

The black square? How exactly does it occur, in loading a save or something?

blissful trail
#

i put the black square there so its easier to see when it gets unaligned
it happens when walking sometimes it just unaligns

plush yew
#

What gets unaligned?

blissful trail
#

the player

plush yew
#

Ah it is supposed to move in a gridlike manner?

blissful trail
#

yes

#

nvm i think i fixed it i just disabled the players ability to move while moving to another square

plush yew
#

Great work

limpid pier
#

Eros?

wary wave
#

something is overlapping with the pickup that is not a "RobopCharacter", so "GameController" is invalid

#

but also please don't spam a load of photographs into the chat

vale panther
#

hey guys. Bit of an odd one... exported plane and sphere from blender with same settings. Displacement shader created in unreal blows gaps into my sphere but the plane remains intact.. what gives?

drowsy snow
# limpid pier Eros?

Also please use direct screenshot from the editor and not taking photos of your laptop screen. It's hard to read a single thing from them.

blissful trail
limpid pier
#

Okey thanks

regal mulch
#

I made that exact system a few years ago out of fun

#

The problem you have is most likely that you only care about the button being pressed while not moving

#

If you are already moving and the player presses and holds a different button, it has to finish the previous move and then check if any key is still down

plush yew
#

Use axis values maybe?

regal mulch
#

The base idea of this sort of pokemon like movement is:

  • On Button Press -> Move fixed distance in direction
  • During Move -> Don't allow any other button press to change the move
  • After Move -> Check if the Player is still holding a key and use the latest one to perform next movement or stand still
blissful trail
#

i see i think that fixed it

vale panther
#

i tried different uv map exports

#

same result each time

iron zealot
#

Help needed, i have 4 bones for each tire in blender

#

Assigned to vertex groups

#

Here it comes fine

#

But in physics tab

drowsy snow
iron zealot
#

Only 3 bones come

vale panther
regal mulch
#

Can you all please learn how to use simple screenshot programs, or even the snippet tool from windows?

#

My goodness

drowsy snow
#

Also please use direct screenshot from the editor and not taking photos of your laptop screen. It's hard to read a single thing from them.

iron zealot
#

Sorry

regal mulch
#

WINDOWS+SHIFT+S should already be a good start ;_;

plush yew
#

Do ya have that line as a macro Hoodie XD

drowsy snow
#

I have pledged to not bother with people who took photo of their screens as opposed to giving direct screenshots.

Discord is free to download (and even the web app is fine) and Windows has built in screenshot tool, so there's no excuse to use photos of the screen.

iron zealot
#

Should i send it again using the snippet tool

regal mulch
#

Yes please.

plush yew
#

prtsc ftw

regal mulch
#

Not if you have 3 screens

drowsy snow
iron zealot
#

top left

plush yew
#

Jam a screwdriver into the keyhole

iron zealot
#

Im new and im trying to follow a tut to create a free roam car game. rigged and assigned vertex groups for individual tires and body. 5 bones come in skeleton tab but in physics one a bone is missing

plush yew
#

Those are not bones those are primitives I think

drowsy snow
regal mulch
#

Hm, yeah I think these are primitives assigned to the bones

plush yew
#

Just right click on the Body primitive and add a new shape

#

iirc that is how it works

drowsy snow
#

By the looks of it, looks like they're using the generated ones. Tires should have spherical primitives and not capsules facing front.

#

It would be wacky because it's implied as a capsule wheeled car.

plush yew
#

I have never really worked with physics assets yet

#

Also also my mesh is finally done making after like 2 weeks

regal mulch
#

That's not for this channel please

plush yew
#

Gone like the wind

#

Sorry.

plush yew
#

Is it possible to change the default project path location? I moved some of my projects to another drive because i dont have a lot space left on my C drive but those moved projects are not shown in the project browser only the ones from C:\Users\<USERNAME>\Documents\Unreal Projects

regal mulch
#

Yeah mean in the Launcher?

plush yew
#

it doesnt show in both epic games interface and in the launcher

#

would like to move all my projects to D:\UnrealProjects instead of having them on the C drive

regal mulch
#

Hm, what happens if you open the project manually?

opal cedar
#

Guys, is it possible to convert a 4.26 project to 4.25?

regal mulch
#

No

#

You can't downgrade afaik

opal cedar
opal cedar
plush yew
regal mulch
#

Oh this is about UE5?

plush yew
#

tbh opening the project manually or from the browser is not an issue for me the bigger problem here is that i cant add any assets if the projects aren't indexed by the epic games launcher/UE launcher

#

Version shouldnt matter i guess?

#

But yes i use UE5

regal mulch
#

Idk, UE5 is not ready for production and idk how it is tied to the launcher

#

I have no issue having projects all over the place (multiple harddrives) but they are all UE4

plush yew
#

Oh rip then i thought the epic games launcher fails to index the projects from the other drive

regal mulch
#

Yeah idk. I just double checked and I have projects on C and B

#

And I didn't have to do anything for that

plush yew
#

I guess im gonna just let it stay on the default location and move it to another drive when i prepared all the assets etc.

#

Thanks for the help πŸ‘

pure sorrel
#

why i have this in visual code

carmine saddle
#

Hi, guys!
What is the best tool for planning and drawing all architecture of your project? for example - For example connections between actors or event dispatchers or variable and etc.

regal path
#

Hello does anyone has already use Yeti for groom inside Unreal

#

My groom is imported correctly but can't bind it to the mesh correctly

plush yew
#

is it just trial and error matching movement speed with walk/run animation

#

it looks slidy af

#

i know root motion exists but meh

opal cedar
#

Hello, got a questions again here

steep basin
#

voxeldeath why is this happening lol

opal cedar
#

In terms of in-game maps, what applications/ways are great for those?

steep basin
#

are you doing open world- generating a tile map set? Are you trying to do by level?

drowsy snow
steep basin
oblique drift
#

hello guys, im trying to spawn landscapes around a big sphere (to create a planet) how would i aproach that?

pure sorrel
#

cant open my project anymore

#

crashed

blissful trail
#

is there a decent tutorial series on pokemon styled movement for ue5 ?

winter wedge
#

my god dude

#

WHY

steep basin
#

how do you open video on here?

fiery timber
#

hi everyone, ive a random problem.... i recently imported starter content bundle, took out some particles and materials to a seperate folder, and whatever was left behind. after, i opened up my level and everything got messed up to no return... everything in teh front seems to be drawn behind the back objects

#

and my editor icons are sideways...

#

in lit mode, all my static objects seem to have disappeared as well...

drowsy snow
fiery timber
#

ive not tested other projects

#

worried it might affect them as well

#

ive not tried games either

#

is my project ok tho?

#

should i just restart my pc...

drowsy snow
#

Do some sanity check, make sure it's not on your hardware.

fiery timber
#

ok

#

ill open a new project and test it out

plush yew
#

Hello, be prepared for a maybe silly question. I'm using the sunsky in 4.26 and it is of course bright (as intended), however this brightness tends to drown out the luminescence of many particle effects, is there any way to fix this? So that I can actually see the particle effects?

fiery timber
fiery timber
fiery timber
#

its all good, i managed to fix it

#

thanks

pure sorrel
#

Can someone clear it up, if I'm right. In the header file you have an class and then an public section for variables and an public section for public functions, same for private, protected.

steep timber
#

hi this turret normaly aims on my character and shoot rockets but if i put the turret any closer to the floor than in this picture it doesnt work anymore. the floor is a simple static mesh without any blueprint. Someone a idea whats the problem ?

wary wave
pure sorrel
#

oke

#

it doesnt confuses me just an question

cyan cargo
#

Is there a standalone non-epic launcher version of the engine I can download? Wondering for use in a classroom

#

Preferring to not have to compile a version on my own :/

hollow palm
#

I'm adding custom auto completes in project settings

#

but I can't add descriptions

#

while other commands do

#

despite the fact both have "2 members"

worn granite
# pure sorrel Can someone clear it up, if I'm right. In the header file you have an class and ...

Some folks have a standard format for this.

Public Variables
Public Functions

Protected (same order), then Private (same order).

The ordering can be different, you could even have private variables at the top and immediately followed by public functions.

The reasoning for public stuff first is because as a consumer of the API you are most concerned with how you can interact with the types. So, you come across a class FWhizBang and are curious if it will let you whiz your particular bangs. Well, you know in order to whiz a bang you need to foo the bar. So having public: void FooTheBars(); at the top helps you to decide that the type is functional for your use case.

#

even stuff like

private:
    // Variables, then functions go here

vs

private: // Variables
    // ...
private: // Functions
    // ... 

is largely "style"

worn granite
cyan cargo
gilded forge
#

Has anyone here worked with Unreal's motion controls? I know how to get the tilt, gravity, rotationrate, etc. But I am having a hard time getting the game orientation to match the real world orientation.

cedar wave
#

<@&213101288538374145> πŸ‘† scammer (mods deleted post I was referring to)

plush yew
#

someone using substance painter please?

main pewter
#

can I use a cinecamera to automatically fit its zoom (focal length) to fit a target actor? eg I have a character and want to be sure it's visible in complete height+width

#

@cyan cargo I guess it is not - for a good reason and I think you are not allowed to deploy it this way (EULA). But I'm not 100% sure. I've played around with a "dockered" UE - works ok, but also I'm not sure if its EULA conform πŸ˜‰

plush yew
#

anyone know the proper way to get a custom mesh on the ue4 mannequin

#

retarget requires a proper skeletal mesh

#

but I cant find anything about it

clever harbor
#

Hi I want to learn unreal engine, should I use blueprint first or C++ ?

plush yew
#

both

#

MathewW is typing πŸ”₯

grim ore
#

learn how the editor works, then learn some about how the engine works, then if you want to learn to like do some logic learn a bit about blueprints, then if you want or need to learn C++, learn how to convert that blueprints to c++. If you do not know C++ at all.... just... please dont try and learn C++ in UE4.

warm knot
grim ore
#

@warm knot#graphics would know for sure, but.. what is "it". how "it" was made would help give a good answer

warm knot
blissful trail
plush crane
#

can anyone tell me what im doing wrong here? No matter what I change its always starting me in SPP. Im trying to make it go FPP, SPP, TPP

grim ore
#

put the code on another screen and watch it run in realtime when you press the button, doesnt have to be another screen just have it visible while testing it

pure sorrel
#

Was about to jumpnstraight to learn c++ πŸ˜…

grim ore
#

you can. no one can stop you. but people with experience might suggest you don't do that as there are other ways with less friction when learning

pure sorrel
#

Only have little experience with c# unity

exotic thicket
#

I think it depends on what aspect you're interested in specifically

#

If you're very programming focused, and that's your primary interest on a sort of language level, C++ is probably fine - might be tricky but yeah

#

if you're more interested in game dev in general and making games, then BP's are an entirely fine approach too

#

(of course even if you are code-focused you can still do BP's, that's what I did)

grim ore
#

yep learn to use both in the end if you have the time and skills

dusky slate
#

How do i orientate my Particles to my Mesh?

#

lol nvm, i can rotate my particle effect

brave lark
#

I've got some data I'm pulling in that has where vertex points should be and where walls should be drawn between them. I'm currently using draw debug line to view this.

I want to turn this into a spline. Is this possible or is a spline only able to be one closed loop?

pure sorrel
grim ore
#

well I mean its certainly one language, but at this point there are many many of them out there being used

hushed cedar
#

does anybody know when 4.27 is out of preview?

grim ore
#

today? tomorrow? next thursday? in 2 months?

#

anyone who does know can't say, and anyone saying doesn't know πŸ˜›

hushed cedar
#

thanks that's reassuringπŸ˜‚

grim ore
#

considering we had the inside unreal preview for it last week, I would think soon*

hushed cedar
#

im kinda of 2 versions behind and i want to start a project with 2.47 but i'm not really sure if it's the best move to start with a preview version

grim ore
#

usually no, its not. any reason you need .27? any special features in it or anything? if not no reason to start with it or wait

plush yew
#

lol

hushed cedar
rough kraken
#

Question - what would be the best recommended way to test out virtual clients connecting to my server?

So the goal would be a way to test server performance and stability when 100+ clients are connected. I clearly can't just open 100 clients on my pc, it would slow to a crawl. Is there a way to have like... a graphic-less client that i could scrip connecting to server? then have a handful of real clients connect and check behavior

grim ore
#

yep makes sense, but nope we wont know until Epic lets us know 😦

glacial pecan
#

So is anyone of these the gameinstance? I'd like to expose some variables in it to be able to monitor them during play, but seems I have to "port" them to another class in order to see them? I mean, I can't be assed to put a watch every time I press play...

grim ore
#

open your project settings and see what its using for the game instance

glacial pecan
#

CRPGGameInstance... but it's like the only class I don't see in that list above, which is a bummer 😦

grim ore
#

i dont beleive its instantiated into the world, there shouldnt really be a need for it

glacial pecan
#

Typical... every other crap that I don't use, like GameSession, GameStateBase is instanced, but not that one πŸ˜›

grim ore
#

you should be able to look at the variables with the BP open during play as it will show up in the debug filter

#

but yeah its not going to show up in the details panel if that is what you want

glacial pecan
grim ore
#

in the BP the details panel would just be the defaults so that wont work, nope. You would haved to set up watches on running events or breakpoints. or uh.. yeah like you suggested something else can watch it

#

its annoying for sure

glacial pecan
grim ore
#

its definitely not the eaiest way but setting up getter and setter functions for anything in there and having those functions print out the value as they are get/set would be a weird way to get around this

glacial pecan
grim ore
#

hey atleast they are color coded

glacial pecan
#

Hah, yeah... Debugging like this feels like I'm back in the 1980s... which is appropriate since I'm making a retro game πŸ™‚

grim ore
#

this seems like one of those times where making an OSD for debugging might make sense

#

extendable UMG class where you can add and remove debug output as needed

glacial pecan
upbeat onyx
#

hello, im very new to this whole thing and my character is for some reason disappearing into what seems the floor when I move. Can someone help

#

fixed it all good

steel leaf
#

Hi, I think there's a way to make these notifications disappear after a short period of time, but I don't remember how, can anyone help me ?

oblique drift
#

how can i reference the player that you play If you put a PlayerStart Actor in an empty scene? (I want to get the distance between an object and the player (spawned by the PlayerStart) and referencing the PlayerStart dosen't work...)

plush yew
#

I got this weird delay to Launch Character not really sure why

manic flicker
#

can anyone tell me how to randomly spawn trees on my island and if possible how to make it thicker in some places such as a mini forest

plush yew
#

i would just use the level blueprint to spawn them around places you would want trees

#

you can specify locations if you dont want it in the rivers and stuff

grim ore
#

Get Player Character is a reference to the player character at the given controller, you would use that @oblique drift

manic flicker
plush yew
#

few ways you could do it but this would be enough for you probably

#

gimme a sec

next badger
#

How to bring up the color correction droplet?

#

"color calibrator"

#

oh..it's backslash

plush yew
#

lots of ways to do it

#

add a timer so your pc doesnt go brrry

#

brrrt

#

oh you would wanna invalidate it based on a loop depending on how many trees youd want too

#

πŸ‘

manic flicker
#

you life saver tysm

plush yew
#

np lol

oblique drift
grim ore
#

a player start is used with the game mode to spawn in the default pawn (set in the game mode)

#

it sounds like your game mode is not set up

oblique drift
#

its probably not im just in a test project, but i got it to work using the Player Camera Manager, thx again

manic flicker
#

i feel really stupid asking this but how do you getactorlocation because when i search it up i cannot find it

grim ore
#

it should show up, how are you looking for it? and in what blueprint?

plush yew
manic flicker
#

ohhhh tysm again

harsh tiger
#

any idea on how to increase this limit?

plush yew
#

oh incase anyone was wondering i fixed it stupid montage changes speed if you screw with it

manic flicker
clever vault
#

how to make ue4 open always in the full blueprint editor ??

plush yew
#

thats where it gets tricky depends on your set up

#

or a material instance

plush crane
#

is there a way to see what is being executed in a blueprint in real time while im in game? Im trying to figure out why my blueprint is doing something unforseen and havent been able to figure it out

plush yew
#

pick your poison lol

manic flicker
#

0_0

grim ore
#

@plush craneopen the blueprint, choose the one you want to watch as the debug target in the debug filter in the top (the drop down), and then watch it

plush crane
#

tysm

manic flicker
#

im trying to install the open world demo collection so i can use the free tree samples but when i try and download it i get this error anyone know how to fix?

#

and the one texture which is a supposed rock is just the void

grim ore
#

if you have the project open and are trying to add assets to it, you might get that error

#

also the open world demo collection might be a bit heavy and has issues for normal people use

plush crane
#

how can i set my default camera? Currently my default is my over-the-shoulder and im trying to change it so that so that when someone spawns in its fpp defualt instead

grim ore
#

the camera on the controlled pawn is what will be used. Change it on the character, or change to a new character. You can import the first person package and use that one if its easier

plush crane
#

i have 3 different perspectives that people can cycle through, i fixed it tho thanks

burnt marsh
#

I started more or less 2 weeks ago and did most of the courses, including the jam, and I am feeling ready to do small projects. What types of games would you recommend for a beginner to fiddle with?

grim ore
#

well... we could suggest a VN but if you dont like them, that wouldnt help... sooo what do you want to work on?

burnt marsh
#

Not sure, in 2D engines I used to start with pong and Tetris to get familiar, but 3D is a bit different I suppose.

#

And opens up a whole new area

grim ore
#

well you could do pong and tetris in 3D, or just do it in 3D minus 1D

#

both are good starting projects if you are used to that type

burnt marsh
#

I guess the puzzle template would be a start with fixed top camera

grim ore
#

yep, or blank and figure it all out πŸ™‚

burnt marsh
#

Or just do it all from scratch yeah, might be even better

grim ore
#

might not be better, but if your willing to deal with learning it all then its more learning for sure

burnt marsh
#

Yeah, it's better to know things rather then just relying on templates as a start. Camera is always important to deal with I suppose. Can't hurt

manic flicker
#

could anyone explain how to do this make the tree an actor and add a construction script, and add the mesh node and use set material but you want it in the right slot in newbie terms xD

grim ore
#

once you understand what the templates are doing then no issues using them, no reason to reinvent the wheel once you know how the wheel works πŸ™‚

harsh tiger
#

I have 360 videos that you can play inside the app whilst in VR. But I can't package due to a 4GB limit with the OBB. Does anyone know of any fixes?

burnt marsh
#

Also, I am coming from a coding background, I found blueprints very intuitive and would actually prefer them over code for the first time ever πŸ˜….. I am aware of certain caveats, but I also learned by watching the courses that using blueprints only can also reduce the hassle when packaging for iOS if you don't have a Mac

#

If I write C++ code, as far as I understood, I need to run it through xCode?

grim ore
#

for the most part yes, but even then you still kinda need macOS somewhere to make the final product for iOS

#

blueprints just reduces the amount of annoying crap to deal with

burnt marsh
#

Yeah, that was my takeaway

sinful yarrow
#
LogRendererCore: Ray tracing is disabled. Reason: not supported by current RHI.
Cmd: r.RHI.Name
Running on the D3D12 RHI

I don't understand this? DirextX12 is meant to be the right RHI to be using for ray tracing?

grim ore
#

what video card are you using?

steel leaf
#

Hi, I think there's a way to make these notifications disappear after a short period of time, but I don't remember how, can anyone help me ?

sinful yarrow
manic flicker
#

its been stuck like this for 5mins do i leave it for a bit longer or how can i fix this (this is my 2nd time trying to load it up)

grim ore
#

go to your output log and filter for ray itself, what else does it show for RT support? @sinful yarrow

#

@manic flickerI did mention "has issues for normal people use", this is the issues. you wait for hours, or you remove the asset that is bad

manic flicker
#

oh ok well this is the 3rd asset ive tried

#

ill keep trying until one of them work

grim ore
#

go into your file explorer and find the folder for "HillTree_02" and remove it from the project. that asset in there is broken

#

its technically 1 asset, but removing the entire folder is easier lol

manic flicker
#

ty done now to see if its fixed

#

seems like all the trees freeze it :/

grim ore
#

@sinful yarrowall I can think of is turn your windows default RHI back to 11, then restart, then back to 12, then restart and see if it helps

#

@manic flickerif that file is removed, it will eventually load. And its a VERY heavy set of assets, depending on your machine it could take some time to open it (they are not intended for normal people use)

manic flicker
#

will it be due to hardware or internet?

grim ore
#

hardware

manic flicker
#

im guessing its more cpu intensive than gpu?

grim ore
#

yep

manic flicker
#

if only i could trade my gpu for a good cpu D:

grim ore
#

if you just want some basic trees, the content examples project in the learn tab has some you can migrate out. the blueprints learn has some as well.

burnt marsh
#

If I get my first game up and running before the jam starts I might consider participating just for fun πŸ˜… not that I would stand a chance against the pros using UE4 daily for years.

#

Thanks for you input, Mathew, appreciated

grim ore
#

you never know, I won a jam after not too long. I just kept trying and eventually none of the good teams participated and I got a pity win πŸ˜›

#

I will say my first jam entry was freaking spectacular in all ways but it worked which was my goal lol

burnt marsh
#

Yeah, I think jams help you pushing your limits. That's what counts.

manic flicker
#

oooh it loaded i thought it would take alot longer

burnt marsh
#

A win is a great feat tho, congrats!

manic flicker
burnt marsh
rough kraken
#

@grim ore Btw - https://forums.unrealengine.com/t/how-to-package-the-game-with-server-target-setting/232377/10

If I don't follow the info in that link i lose my abilty to package up a dedicated server. I removed it because you had said it wasn't necessary, but then it built a weird "windows" folder instead of "windowsserver" folder when i package up a developement server (note, i tried running the exe in that folder and it appears to just be a client)

manic flicker
#

Now comes the hard part to try and randomely place these trees around my map

rough kraken
#

(runnin UE5 alpha )

manic flicker
#

which even tho i i got help from zerel i still have no idea what im doing xD

#

does this count as the tree being an actor?

burnt marsh
manic flicker
#

Alright thanks ill keep that in mind if i can figure out how to place them xD

burnt marsh
#

I am glad I had 3D software training in the past.. it comes in handy now dealing with UE

#

I am a bit rusty with blender, but I hope it all comes back in a jiffy

manic flicker
#

how do i add a construction script?

burnt marsh
#

Are you planning on procedural map generation?

manic flicker
#

If possible

burnt marsh
#

As I am new, I have no solid idea how to go about this, but I'd probably fiddle in the level blueprint if I recall correctly from the courses.

#

I still have a ton to learn about best practices

timid quail
#

hey Engineer or IT guys, so I recently switch to a Quadro RTX 6000 is wierd how a packaged build the FPS drops to 5fps when in regular GeForce is running at 60fps I'm using Quadro drivers is there anything i should tweak or keep in mind when using Quadro?

manic flicker
#

ive got this so far in the level blueprint

burnt marsh
#

It's gonna be very complex I suppose, and mathematical, if you want random believable terrain first to place the trees on, not just a flat pane

#

Marching cubes?

fierce tulip
#

@timid quail I dont know the ins-and-outs, but quadro's generally dont work too well with game engines

sinful yarrow
manic flicker
#

I'd be happy with something that just adds a little forest onto my island so its possible to chop down trees and gather wood

timid quail
fierce tulip
#

Β―_(ツ)_/Β―

timid quail
fierce tulip
#

artist

timid quail
fierce tulip
#

well, that is offensive

#

you asked in general, anyone can answer

#

you did not specify you wanted an engineer to reply

timid quail
#

yeah sorry

#

didnt mean to be offensive

fierce tulip
#

as for quadro usage, its generally better used for dcc's like cad, max, maya, think even zbrush works better on it. but ue4/5 not so much.
aforementioned tools are used by artists, not engineers.

kindred musk
#

Hey, does anyone know why I would be getting this error? It pops up when I try to join my server from an Entry room. It loads the other level and as soon as it gets to "Creating online subsystems for instance: Context_1" it crashes with this message.

timid quail
timid quail
fierce tulip
#

try #hardware the people there might know whats up :)

timid quail
fierce tulip
#

@timid quail np, water under the bridge as they say

manic flicker
#

Could anyone help me how to randomly generate trees on my island?

#

Or does anyone know how to get a free version of Tropical Jungle Pack

plush yew
#

I would but setting up a trace to line up the trees to the ground would take me longer then i wish

#

idk how fast you expect to make a game and sell it but sure i guess

#

some dude came up to me and asked for my doodles once

#

give him 3 of those

#

🀭

void siren
#

I am running out of ideas. I could use some assistance.

#

When I open Materials, Material Instances, or Meshes All Unreal does is Crash

#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 258] Direct3DDevice->CreateShaderResourceView(Texture->GetResource(), &SRVDesc, (ID3D11ShaderResourceView**)ShaderResourceView.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Texture.cpp:1494 with error E_INVALIDARG

tiny sonnet
#

this is pretty dumb but i cannot figure out what i messed up, this code is suppose to randomize the order of one array into another

void siren
#

Verified the instalation of unreal, checked drivers, Tried making a new material as i had upgraded the project and the new blank material crashed unreal

void siren
void siren
tiny sonnet
#

oh shit really?

#

fuck me, i wasted so much tim

#

yup the shuffle node works lmao

#

im dumb

obtuse sequoia
#

Hello

void siren
#

hi

obtuse sequoia
#

I’m very very new to this

#

First day in fact

#

I was a modeler on Roblox for 5 years and I have recently decided to switch to a much better platform

plush salmon
#

Is there a way to do drag select inside the level editor?

tender pecan
marsh shore
plush salmon
#

That's not exactly what they're for

#

They're just collision query IDs

plush yew
tiny sonnet
marsh glacier
primal tendon
#

any way to switch project type from game to movie?

prime willow
#

@drowsy snow Do you see how monster hunter worlds lobbies work

#

how its an offline setup but people can join in randomly or leave in mid mission or lobby and you can play offline or host an open lobby for a certain amount of people to play in

#

would that be deticated servers or listen in or whatever its called ;-;

timid quail
steel leaf
#

Hi, I think there's a way to make these notifications disappear after a short period of time, but I don't remember how, can anyone help me ?

clever axle
#

Hi! Anyone got experience with unreal. Js? How's the performance?

plush yew
#

i just use 2 instances of the trace node

#

but cant you do what you want with a single trace

real prism
#

Quick question, I am making a basic flat shading material, but I don't want to have to create a new one for each color variant. Is there a way that I can just expose the base color properties to the editor?

plush yew
#

Ya attach a basetexture node or use vector4/3 node

real prism
#

ok thanks

plush yew
#

what kind of mesh

#

thats really old

#

but ya

real prism
#

Wait, I mean, how can I expose properties to here? I tried with a parameter but it doesn't show up here.

plush yew
#

well if you mean penetrating its the normal impact and the trace keeps going as far as you want then that is location or something i have no clue

#

but

#

make sure your blueprints are working properly

plush yew
plush yew
#

but they need to have param nodes

#

you need to change them with right click in material editor zz

real prism
#

Ok I see, thank you, let me try that

plush yew
real prism
#

Ok, thank you, that works kinda, I just can only change the material color from the material instance window, is it possible to have them just show as properties or would I have to go into the material editor everytime to change the color for the instance?

glad ibex
#

I'm working on my first game that I actually plan on releasing and I was wondering, what is the best way to find the minimum system requirements for your game?

real prism
#

oh nvm, googled a bit more and found it out

humble sentinel
#

Anyone know how i could make a point light's radius larger?

#

I tried the attenuation thing but the light doesn't spread out much and i've tried setting that value to like 9999999

#

Increasing the intensity increases the radius but i don't want the light to be intense at all

#

I'm using the point light in my player's blueprint for the player to be able to see the nearby walls in the darkness and i need the light to not be that bright

plush yew
#

tbh the material editor is a bit wonky cause it only builds once

glad ibex
drowsy snow
humble sentinel
#

Not sure how but it works

#

The light flashes when my player moves tho

#

disabling cast shadows solved it but i'm not sure what there caused shadows since my player doesn't have a model

plush yew
#

you can try changing its lighting channel

#

if its in the way

humble sentinel
#

also only some things appear to be lit up

brittle gulch
#

Do you know if it's possible to do a stormy sea with the built-in water sytem in 4.26? I want to create Something like what we see in this video, I have been playing around with the material parameters and all but I can't have a good result. Mostly because of these things :

  • I can't get sharp waves, and smaller waves within bigger waves,
  • I can't find a way to have foam
  • The distance of which the displacement is creating the waves is very small, so in the distance the sea is completely calm.
    Today was the first time I tried the water system so I will dig more, but I'd like to have your input on that if possible πŸ˜‰
    https://www.youtube.com/watch?v=yilIjrGG9sY
plush yew
humble sentinel
#

Parts of the floor are still dark and only the floor right under the player is lit up

#

Not sure if it's ao or not

drowsy snow
humble sentinel
#

yep

#

It works to some extent

#

But parts of the room are still dark

plush yew
#

try setting up a gentle sky light or something

humble sentinel
#

It is, i think the light being inside the collider made it flicker randomly

plush yew
#

Imagine

humble sentinel
plush yew
#

my skylights are set to 0.01 lol

drowsy snow
drowsy snow
candid root
#

Does anyone know a way of showing all textures "Displayed" texture size? - My issue is i have a load of 4k textures in the project i've changed the maximum size of a bunch of them to 2048 but i want to be able to filter in the content browser via In Use By Level, but also the displayed texture size. I can filter by In Use By level and Dimensions, but Dimensions shows me the original imported texture size not the current displayed size. Thanks!

plush yew
#

just use a structure? idk

humble sentinel
#

I've modeled my map using box brushes because the shadows in Unreal somehow break when importing in my own model from Blender and the map was too big compared to my player so i converted it to a static mesh

#

Then i realized i didn't add any windows in the house

#

and by that point it was already too late to spam ctrl+z

plush yew
#

how can i remove a widget with using a blueprint

#

No clue

drowsy snow
plush yew
#

like a create widget node

drowsy snow
plush yew
plush yew
#

is it true ?

#

@drowsy snow

#

yea did it

manic flicker
#

how do i change the default robot to a character i bought on the epic store with animations

#

cus atm he just lookin like this

drowsy snow
fierce tulip
#

-sniped-

#

already answered in another channel

#

you can contribute there :p

buoyant graniteBOT
#

:triangular_flag_on_post: daniel.rck#7009 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

<_<

pearl gorge
#

Where would I go to ask questions about UE4?

fierce tulip
#

almost all channels are focused on asking questions, just try to pick the one most related to your question :)

pearl gorge
#

Well, I am trying to get this Actor to move between two Arrow Components as placeholders for where they are suppose to oscillate to. I am trying to find a way to move these two Arrow Components in the main map so I have better control where I want them to go

#

Anyone know if it is possible to access any child components of an Actor from the map?

#

never mind, I had to search the component in the Details

fallow remnant
#

Hello

All other version are working fine but I am not able to start my 4.27, install and uninstall 3 times till now, same error it crash after launch and crashes at exactly 86% below is the error. Please help.

faint trail
#

Any tricks to getting the GitHub org email working so I can access the source code? I've already linked my account.

drowsy snow
# fallow remnant

Something something Module Manager HaruThink

Does it spew different error message on other tries by chance?

drowsy snow
faint trail
#

I've unlinked and relinked about 4 times now, with no luck πŸ˜›

fallow remnant
#

I can copy the first line, its the same error everytime at 86%

#

Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Modules/ModuleManager.h] [Line: 277] Tried to get module interface for unloaded module: 'CUDA'

drowsy snow
fallow remnant
#

yes

drowsy snow
#

Try the magic bullet: downgrading the driver

#

Seems like regression on NVDIA's part to me

fallow remnant
#

cool I can check that out and let you know. Thanks

drowsy snow
faint trail
#

Nope, not even in spam.

manic flicker
#

I've just bought a character from the epic store which has animations with it could someone explain to me how I could make my character stop t posing and add these animations as all the tutorials on websites are quite confusing so could someone dumb it down for me xD ty

drowsy snow
manic flicker
#

I did but as i said they are quite confusing xD

#

Sorry but im new to all this

pearl gorge
#

Is there an easier way in UE4 to see all the other components in an Actor through the map?

drowsy snow
manic flicker
#

so pretty much i have to set up an animation bp and a character mesh?

#

;-; rlly sorry ponkkis i geninually didnt see your message

#

ill have a look now

pearl gorge
#

any way at all?

drowsy snow
pearl gorge
#

I made this Actor with two arrow components. I added them to a map and I wanted to move the arrows within the map

#

@drowsy snow

plush yew
#

Hello does anyone know how I can make it so my player camera doesn't clip through walls when I play my animations?

#

For example

#

when my player does the attack animation by a wall the camera clips through

#

and the player can see the outside or whats behind the wall

drowsy snow
plush yew
#

Ok thanks

#

I will test it now

pearl gorge
#

Namely, I wanted to just move the Arrow Components from the map

plush yew
#

Only camera boom and follow camera

prime willow
#

@drowsy snow i cant find anything on having HP for body limbs

#

where and or how can i find that ._.

#

what term should i be using to figure out how to setup an hp bar for each limb of the body as well as targetting for each limb of the body

pearl gorge
#

So, anyway to move the Arrow Components?

severe hound
#

has anyone emailed their community email and never gotten a response?

#

why no section for #chaos?

#

they encourage people to use it but provide no documentation and say so little, the documentation is out of date, kind of a disgrace

pearl gorge
#

So only the detail panel search bar? I guess UE5 got it better.

#

Still reluctant to try it

severe hound
#

what chaos? IT works, I have a lot of parts working, I even have cached chaos physics working

#

but you literally have to guess where to look/prod at things, their documentation is dog water

#

literally out of date lol and asked their team on live stream and no response on it

pearl gorge
#

I just have a history of using newer softwares crashing on me

severe hound
#

Chaos works

#

Seems to be like never anyone willing to comment on that subject lol , I wonder why is Apex deprecated so Chaos would be used for destructibles now? but the documentation isnt even correct and its a beta

prime willow
#

tbh

#

i need to do chaos stuff eventually

#

but unreal pulled it from production last minute

#

said theres issues and kinks their sorting out

#

so i havent touched it yet

#

but i plan to

severe hound
#

for over a year lol, it's still in beta idk what you mean by pulled from production

prime willow
#

i need fully destructable maps :3333

severe hound
#

they've had it released for a while now

prime willow
#

unreal said it wouldnt be beta before the update

#

itd be standard add on

#

that never happened it stayed beta as they pulled it right before

#

for unlisted reasons

severe hound
#

Yeah so they've released the beta and its stayed like that for over a year

#

with no updates on anything

prime willow
#

yup

severe hound
#

lol all i want to know is how to trigger a chaos cache play event

prime willow
#

youre best looking at youtube videos for how to run or work chaos

#

their documents wont help you ._.

severe hound
#

Nah you're talking about like 2 youtube videos that go over the basics

prime willow
#

LOL yup

severe hound
#

I'm talking about what you'll be doing in an actual game,

prime willow
#

yeah thats literally it

severe hound
#

im beyond the youtube lol

prime willow
#

even i dont know where to direct you at that point

severe hound
#

even the youtube is out of date man, its so confusing

#

you right click a cache object now, and have to create a cache manager manually

prime willow
#

im not even past youtube tbh

severe hound
#

before it was part of the geometry collection

#

refer to what i said if you ever get to chaos cache, thank me later lol

prime willow
#

so theres this guy who messes with it way more than me or anyone i know

#

oh i dont remember his name

#

hes in this discord

#

@kindred viper This guy <-

prime willow
severe hound
#

he might not even know lol

#

but maybe, ive gotten chaos pretty far

prime willow
#

document it and put on youtube :3

severe hound
#

ONly other thing I feel community would like is Speech to Text, unity has it flawlessly, but UE idk why they dont integrate microsoft sdk? I could try but thats a lot of c++ library referencing research lol for something that should be in game engine 2021

#

nothing im talking about is remotely close to being available on youtube lol

#

i wish doe

willow raven
#

Heya, really simple questions but anyone had trouble with using CTRL+L to move their directional lights? when I input the mouse movement it moves the camera around instead of moving the light

tranquil pagoda
#

What channel should I ask questions relating to importing data tables?

#

Trying to import this table but I run into errors for importing the vectors

#

Though this is how the vectors do appear when making a table with vectors via the editor

#

The specific error I'm getting is ```
Problem assigning string '{"X":0.000, "Y":0, "Z":0}' to property 'position' on row 'Key0': ImportText (...): Missing opening parenthesis: {"X":0.000, "Y":0, "Z":0}

#

And changing the parenthesis gives the error on the closing parenthesis :/ ```
Problem assigning string '("X":0.000, "Y":0, "Z":0)' to property 'position' on row 'Key0': ImportText (...): Missing closing parenthesis: ("X":0.000, "Y":0, "Z":0)

drowsy snow
#

Though you have to have some check if one limb is compromised to give negative effect, decapitate, or outright kill the character.

tranquil pagoda
prime willow
#

the issue is i have no idea what the term is for setting up hp for each limb in particular

drowsy snow
prime willow
#

oh

#

so just more HP bars

#

than attach hp to collsion

#

add collisions to each limb code the hp to it as normal

#

than create linked blueprints for each effect for each limb?

drowsy snow
prime willow
#

i was going nuts searching and finding nothing for hours

#

and if i understand this right

#

i can allow locking on to said limbs via said collusions to reticules

prime willow
#

ill send via pms

winter wedge
#

anyway to change multiple objects' mobility to static

#

am noob

plush yew
#

can you do it in the matrix editor

#

id take a pic but its assest actions > matrix something i believe

muted imp
#

will there be a marketplace discount happening on the 24th?

brisk mirage
#

Any one know how to fix?

plush yew
#

is that c++ project

#

Hello, I have a problem, and it is that when I move away my vegetation disappears, is there something I can do? because this is tiring me

brisk mirage
plush yew
#

@everyone hello every one,sorry if i bothered because i quoted everyone,i want just a little help,I have only one file in PAK Format and i want to convert it to any open 3D Format (Like OBJ; 3DS.......)

plush yew
#

better yet

brisk mirage
#

All this for a plugin that only for a cover system wow wonder if its even worth my time to do it don't get me wrong love to give it a try just never seen this much work for a ue4 plugin.

winter wedge
#

i went in there and i don't think there's an option to do that

brave breach
#

Hello!

granite spire
#

And i'm back again baby!

brave breach
#

Sooo i'm new in all this, and i have a question that is bothering me...

#

In what program do you make things like buildings, grass etc? Still in UE5?

granite spire
#

you also need the correct sizing but that should start you off

#

UE4 and UE5 is the same