#ue4-general

1 messages Β· Page 1052 of 1

glacial pecan
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I'm saying it was made for Unreal. It's, like... in the name.

plush yew
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will 4.27 work on my 4.26 project and plugins or naw

bleak zealot
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@plush yew what are u doing here ? XD

plush yew
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i dont know

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mhmmh

bleak zealot
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XDD

hazy lake
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Lots of games have game and player states

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same with game modes

pliant junco
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You could say that the new ue4 update is unreal alex

steady owl
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In general how are people finding the upgrade to 4.27 for their projects? Any glaring issues or bugs present?

plush yew
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i relaunched epic launcher and it says i've got the 4.27 engine. which means they simply marked the latest beta version as stable?

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they didn't even patch anything?

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or is it a launcher bug?

grim ore
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launcher bug, if you wait it will eventually update to show update. or you can uninstall it and just install the 4.27.0 release

dusky inlet
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it's pretty cool having your features in the official changelog of an unreal engine release πŸ˜„

timid pilot
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Hello, where can I get new container size feature ?

cyan bronze
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I think that the size i kinda a problem and the firing position

neat ether
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is it normal for physics to go crazy if I mouseover the viewport while simulating?

native wave
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yo hello, I need a little bit of help

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have you ever seen a black navmesh?

glossy jacinth
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Hi.sorry for this late time can someone help me I just build the ue4 26.2 with visual studio and when I opens the editor it's stocks for some moment on 75% and then closes it self completely. What I must do for fixing it?

grim ore
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read the logs in the saved/logs folder and see what happens

daring wadi
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I've noticed an oddity in my launcher, in regards to versions. I can only see x.x.0 versions, and nothing higher than 4.25.0 (I have 4.26.2 installed though). I have restarted the launcher and my computer to no avail. Anyone encounter a similar oddity?

glossy jacinth
grim ore
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are you just launching the editor or opening a project?

glossy jacinth
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the editor

grim ore
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definitely weird, its crashing in something that shouldnt be an issue

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try running in a few more times, see if those shaders left to compile go down maybe you can get past it

glossy jacinth
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and if i didnt?

grim ore
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assuming you donwloaded the 26.2 tag it should compile and open without issue

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@daring wadiwhen the launcher gets overloaded it might take some time for it to update the "valid" versions to download. Since .27 came out today its one of those times.

neat ether
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is there someone who knows unreal's physics that could help me figure out why my physics asset keeps freaking out?

dim merlin
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hhm, 4.27 is out, but where ? not in my install list

grim ore
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restart your launcher/PC and try again

dim merlin
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just did

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now i cant install anything hhm

grim ore
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yep have to wait for the launcher to finish updating itself and getting all the updated data

dim merlin
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aha yeah i thought so

grim ore
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its bad on launch days 😦

dim merlin
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yeah, indeed

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so is there any visual for the update process of the launcher btw?

native wave
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Guys, how would one check why an AI is not moving?

grim ore
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nope the version stuff is all on the back end and you never even know whats going on

dim merlin
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aha right

native wave
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Like I have a navmesh (which is black) and patrol logic is done correctly since its taken from another project where it works,

grim ore
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black seems weird

native wave
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wanna see a picture?

grim ore
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I saw the earlier one

native wave
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Its in the Quixcel Medieval Village

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you can easily check it out for yourself

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its insanely weird

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IΒ΄ve never seen anything like it - the color is set to a regular one in the settings

grim ore
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if you add a nav mesh volume to the default new level, does it turn green?

native wave
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no

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if you make a new map in the medieval village project

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the navmesh....is still...black

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  • you wanna hear the weirdest part?
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The navmesh is there for no reason at all

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if you remove it, you can walk aroudn the level inside the pawn Quixcel did just fine

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Its mindboggling

daring wadi
native wave
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But hereΒ΄s the thing - nobody knows. I asked so many people already

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even inside Quixcel....they dont know πŸ˜„

thick herald
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Well, as they said, they are art guys not programmers

native wave
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had to programme it right?

grim ore
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maybe not, it could have been outsourced

native wave
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Still interesting to see they got the navmesh black

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πŸ˜„

distant totem
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wait so 4.27 preview 4 was the official release of 4.27 the whole time? I just turned on my PC and my launcher is just showing 4.27, theres no way it updated in 30 seconds

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or did it maybe auto update last night while my PC was on?

grim ore
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neither

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its a bug, restart the launcher and wait and it should give an option to update or uninstall 4.27p;4 and install the 4.27.0

distant totem
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ahh your right, just restarted, hit plus, there is the 4.27 in question lol, I'll just remove the other one. Thank you so much for that, who knows if I would have caught that. if mods are watching it may be worth it to update the unreal news post

native wave
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So what would you do if your code is all right for patrolling, ai controller is set right, your navmesh is black, and the AI doesnt move to point A or point B?

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How would you debug it?

grim ore
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make a new project with the same engine version to see if its an issue with the project

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if it works in the new one, destroy the navigation settions in the broken project so they are back to default and see if that helps

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all else fails, migrate out the content I need from the broken project to the working one and use the working one

native wave
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its defo an issue with the project

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how do you destroy the nav settings?

grim ore
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no real idea, I havent looked at the project itself but nuking the config and saved folders might be a start

tame dust
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looks like bridge isnt updated for 4.27 yet

grim ore
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@native waveI can say that that project in 4.26 works fine so its a ue5 issue

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ok correction, its black in the sample map but green in the new level but you said it was black in the new level

native wave
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on UE5

grim ore
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Its green for me in the new level

native wave
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interesting

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I got a basic patrol logic in there

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works in a different project

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doesnt work on the sample map

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I wonder whats the proper way to debug it

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because the AI seems like it wants to follow the patrol points, but is not able to walk on the navmesh

grim ore
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well the movement result might give some info

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but testing in a known environment is a goal as well, a new project like you tried, or a new map

native wave
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well

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I tried the logic in the new project as you said

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it works absolutely fine πŸ˜„

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but in the sample project - not so much

brittle gulch
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Does the Buoyancy component only work with the built-in water system? Or can it work with a custom water plane?

wide cloak
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Hi all, I am trying to use a scroll box to house some images to scroll through on a phone, but unfortunately I am having some issues with the scroll bar not scrolling to the bottom. It seems the bar is too big and restricting how far it can scroll as a result. Is there a way to shrink the bar to allow it to scroll farther down or another way to fix this issue?

icy quest
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how can i fix "texture streaming pool over 5.347MiB budget"
FIXED --> added this console command r.Streaming.PoolSize = "800"

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when i get near certain models

noble magnet
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Anyone here familiar with playfab? We're getting an unknown error when trying to connect and aren't having any luck finding documentation on it.

glossy mica
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How do i remove UI from viewport or atleast hide it

mental helm
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F11?

glossy mica
thick herald
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G

robust coral
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Hey!
Has anybody tried downgrading the project to older version? I know it's a long way,
but I'd like to do that with 4.26 and convert down to 4.23. I've already tried migrating assets and also hard copy/pasting assets, but unfortunately I get only blank folder structure. Also tried validating assets command on Content Browser with no luck. Any hints or workarounds? Glad to be here btw πŸ™ƒ

grim ore
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you cant do it easily, you would have to use source builds and modify the code to allow it

robust coral
grim ore
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yep. each .uasset has version info in it so you would have to remove that check in source and hope the structure didnt change and it can downgrade

robust coral
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@grim ore it's funny though that you actually can change the engine version up and those .uassets get upgraded but you can't do it in reversed manner. For BP's and all engine related stuff I can understand that is a problem but for binary stuff like textures it's kinda weird.

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Anyways, I'd better start rewriting stuff :p Not such a big project and also second time is always faster πŸ™‚ Thanks @grim ore for your suggestions!

tidal estuary
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Anyone encountered this bug before where the character is always moving.. But not moving? It doesn't make any sense. I know I had this bug a few months back but I can't remember how I fixed it. I know that it wasn't anything anyone had changed within the project before though. Idk why it happens. Anyone any ideas?

somber stump
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Anyone having performance issues since moving to 4.27? I copied my map into the new version and I'm getting around 45fps max when I would usually be hovering atleast between 60 and 100#-sh

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100~ish

tidal estuary
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Forgot to mention, The player can move forward and backwards but cannot move left or right

somber stump
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I upgraded from 4.26

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lol

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seems like it

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just gonna check drawcalls now and see if it's just really bad optimisation

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my map is tiny..

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anyone know what a decent stat would be? I'll show a screenshot of what I'm getting, I just don't really know what to be aiming for if that's a thing

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35-40fps atm

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I got 2k res maps on everything except smaller models which are using 512 and 256. I have a heavily optimised raytrace on. My setup is using an rtx 2060, i7-10700k, 64GB ram

sterile lichen
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do you need a special access to report bugs on issues.unrealengine.com? got easy reproducible crash with niagara that wrecks any usage of it

somber stump
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just your normal account I think

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what is the bug and how did you create it?

sterile lichen
somber stump
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guys do you think this is my issue?

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oh no

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that's not good

rancid lagoon
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is it possible to have a piece of a map downloaded on demand. i.e i push a button and a map from google drive downloads and add its self to the existing map. but for free using cod or blueprints?

buoyant graniteBOT
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:triangular_flag_on_post: HideousThoughts#0867 received strike 1. As a result, they were muted for 10 minutes.

prime willow
light thunder
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@fierce tulip so no crashes like before after swapping out a 450w power supply for a 700 one (I have a SFF build so it wasn't just an easy thing) -

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IT runs but I'm trying to play with the various OC utilities to get some stability - when I go up 200mhz it crashes the packaged build immediately - I'm sending plenty of voltage and the card is sitting at a nice 60degree C

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hey happy news all around

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Not sure about this EVGA precision thing

fierce tulip
light thunder
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even though it locks up, I know that's normal for OC that much and introducing glitching

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oh shit good idea

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didn't think about updating bios or resetting voltages

plush yew
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how can i change pivot/origin of a mesh

fierce tulip
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i dont overclock myself, I rather have a stable pc.

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@plush yew in your dcc

plush yew
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dcc ?

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idk whats it

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oh got it

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but i heard that

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i can do it in unreal engine too

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?

fierce tulip
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not permanently

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best to do it in your dcc

plush yew
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kay thnks

light thunder
fierce tulip
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think there is just a reset option in bios

plush yew
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There a channel for a ask for help in this server?

light thunder
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God I love modern bios - I can literally flash an update in the bios by downloading it directly while in the bios

fierce tulip
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ikr

fierce tulip
plush yew
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Alr

light thunder
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Ah last updated March 2017 hmm

plush yew
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Programming category?

prime willow
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i know this isnt technically technical help but

light thunder
plush yew
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Alr thanks for the help

prime willow
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if i was starting with mechanics first on game design should i start with core stuff like HP, stamina, class system etc; or the basic controller input stuff like, run jump, punch/combo, block etc o-o

sterile garnet
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Guys, I need just a little help with animbp, can I ask question here?

light thunder
prime willow
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their better suited for that stuff

maiden iris
light thunder
sterile garnet
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I've got an issue.. when my character exits Blend Pose and after some time enters it again, it's not played from the beginning, instead from the moment where it left for the first time
how do I fix that?

prime willow
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ah okie x-x
ive done tutorials from youtube and unreal on and off and ive found myself spinning around learning a bunch of stuff from different areas which is helpful but confusing lol

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ah so play with both at the same time o-o

maiden iris
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yeah stamina would go hand in hand with it for example

prime willow
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i see

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i see :3

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thanksies~

sterile garnet
light thunder
sterile garnet
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I tried checking every checkbox, changing values on animation, nothing works...

light thunder
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Play around with the third person controller animation blueprint

sterile garnet
light thunder
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I'm mobile right now so I can't see how your animation blueprint is set up and I'm super slammed so I can't help you through it but you need to see how these and I'm notifies are being fired and received

sterile garnet
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I implemented that countless times in Unity and in unreal it just doesn't work lol

light thunder
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Animation blueprint is pretty awesome once you figure it out but it is very quirky in that it only works one way it seems

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I got the furthest when I just basically edited a third person animation since it has so many different types like jumping or running to walking, and I just swapped out my animations with

vestal turret
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My project keep crashing when I try to open it, any suggestion on how to clean some file to fix that ?

sterile garnet
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did you make any changes recently?

vestal turret
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I add a Skeleton Mesh and that make it crash

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should I simply delete the uasset ?

thorny thunder
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Make a backup before you do anything i would suggest

vestal turret
vestal turret
prime willow
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How would i reference a component from my third player character in controller class blueprint x-x

vestal turret
vestal turret
prime willow
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well i have an arrow setup particularly for spawning the start menu in runtime ingame instead of on screen

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i want my spawned actor to spawn on said arrow variable

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but idk if i can just use start menu arrow variable in player controller to spawn the arrow xD

vestal turret
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can you share a print screen of your blueprint where this arrow is created ?

prime willow
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o.o for the player controller or third person blueprint

vestal turret
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you can do a "-> Cast to arrow" in your controller as a variable

prime willow
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okie ill try that

last dune
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Hi i have some problems exporting my game to macOS

This is the error

Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.

sterile garnet
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do you have a mac?

last dune
prime willow
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if anyone here is really used to or comfortable with functions and blueprints

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should i do something like code the entire start menu process

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or would it be smarter to make the start menu process a function

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and call that up when used for whatever reason

winter gate
prime willow
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i see

stoic sentinel
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Can dragon ball fighterz use custom skeletons?

prime willow
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should i do that under a custom event or function o.o

winter gate
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Custom event

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A custom event is pretty much like a "function" if you're coming from any other programming language. It just sits there idle until you specifically call it.

prime willow
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ah so lets say i had a controller button deticated to specifically that start menu button

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should i still use a custom event and/or that button input to cause the said function

winter gate
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Up to you, you can make it so the button input does the code which shows the menu, or it can simply call a custom event

prime willow
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ah isee

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ok that makes sense

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thank you so much ;-;

winter gate
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Then place all the code that does the showing / hiding of the menu inside the custom event

prime willow
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ah

prime willow
sterile garnet
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Hey guys, can I ask for some help?
My animations in state machine are looping even after I exit them
example

  1. I enter an animation - length 100 frames
  2. I exit it at frame 52
  3. When i enter it again it starts playing back from frame 52 instead of frame 0
coarse apex
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if anyone here is a 3d csgo editor please message me, i need help with the first person aspect of it where its stuck looking like this: (yes i havent textured anything yet)

prime willow
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YAY

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I did it!

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yayyyyyyyyyyyyyyyyyyyyyyyyy

neon magnet
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What can I use to list all assets, sort them by triangle count?

royal crest
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occasionally my Unreal Engine will just start displaying all black screens when i mousesover things

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i was told not not use 5 and use 4.26 to avoid bugs, yet here i am

distant totem
royal crest
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i might be, unsure of how to change that

distant totem
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the truth of the matter is there is a horrible UI bug with some hardware/driver combinations. the best you can do is make sure your on the latest drivers, download geforce experience and update or re-install the driver from there

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if you have a second monitor, move unreal to that monitor and it will temporarily solve the issue. if it does, you know you are experiencing the issue i'm talking about.

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I'm on nvidias latest drivers, I haven't experienced that issue in a long time

royal crest
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i updated driver a few weeks ago

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but, i see there are some new one now, so we'll try

distant totem
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if you don't know if your gpu driver is nvidia, that is most likely the case

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download geforce experience and let it do the rest

hard escarp
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If a replicated actor is destroyed on the server, you would expect it to destroy on all relevant clients wouldnt you?

distant totem
neon magnet
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meanwhile, is there a way to show number of triangles being rendered in the viewport? I know there is a stat command, but it's right smack in the middle and you can't see anything else. I'm asking for something similar to how stat fps shows, something out of the way and concise.

thorn lichen
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Anyone know if there's a black-and-white viewmode like this? I often wanna check the values of a scene without having to screenshot into photoshop

plush yew
#

How do I post on unpaid gigs?

twin folio
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can someone help me with this? I'm trying to make a night time scene, I have exponential fog added in but it seems way too bright in my night scene. And when I hide the fog I'm left with an awful pitch black background, I tried adding a sky light to fix it but its not working

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my scene with the fog hidden

rancid lagoon
grand oyster
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im a new as in started yesterday new and how would i set a key to change the max walk speed so that when i press a key the character goes faster

rancid lagoon
grand oyster
last dune
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Hi i have some problems exporting my game to macOS

This is the error

Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.

#

Plsss i need help

twin folio
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@rancid lagoon hey there, thanks for the tip! I tried lowering my fog density to an extremely low amount (0.0001) which seems to give me this result. My horizon now seems to be decently lit but I'm still left with a pitch black sky and pitch black shadows

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nevermind, I think I figured it out. I just disabled my skydome mesh and now I'm able to see my night sky

glossy jacinth
static crystal
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Hello! I'm new to UE4. I created a pawn with blueprints and some movement. Now it moves but it doesn't hit something. It just goes through walls and slopes. How can I make it climb slopes and being blocked by walls?

twin folio
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Okay, I'm slowly getting the result I imagined for my night scene. Is there anything about the lighting that looks wrong or off?

glossy jacinth
twin folio
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@glossy jacinth yeah, you're right. I'm just having some issues figuring out how to get some good lighting without having pitch black shadows

glossy jacinth
last dune
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:C

twin folio
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perhaps this could explain why its so dark? I checked the lightmap density and its pretty low rn. I know you need to have high lightmaps for good archviz scenes but I'm not sure if the same is needed for environment work

paper cobalt
bleak zealot
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guys

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why i cant control my character

glossy jacinth
bleak zealot
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like i control another camera

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not the character camera

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can somebody answer ?

twin folio
bleak zealot
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how to set it ?

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@twin folio

twin folio
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@bleak zealot in the top left corner where it says window, click on world settings. Unreal engine by default doesn't have world settings in its UI but its supposed to. There scroll down to where it says game mode and under game mode override set it to third person then hit play

bleak zealot
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@twin folio ur insane

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ty <3

twin folio
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@fringe pewter np! Just be sure to enable world settings in your future projects as well πŸ™‚

distant totem
# neon magnet Thank you very much (about:blank is my favourite page in a browser as well, nice...

haha cheers πŸ˜„ and thank you, about:blank is a fantastic browser page, it deserves more credit then is given! πŸ˜›

in regards to having more of a live triangle count, you can fly around the editor with the quad overdraw view, Lit button > optimization viewmodes > quad overdraw. Or you could press Window > Statistics and sort the window by tris. or try stat engine and pay attention to the static mesh tris section as you fly around

paper cobalt
neon magnet
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on some occasion it would go to the orange one "5" box

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Why does it say 17 million triangles in the counter when the entire scene is under 1 million? What exactly is it conveying?

glossy jacinth
twin folio
#

Alright, I think I've solved my case. I checked on my skylight and changed the lower hemisphere color's value to 1 (max brightness) and gave it a blueish tint to mimick the nightsky. Still not the best look but it's waaay better than having awful pitch black shadows in your scene. I should be good from here on, huge thanks to everyone who helped me with this!

plush yew
#

Has anyone ever seen this error before? Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Windows/WindowsPlatformMisc.cpp] [Line: 475] Pure virtual function being called

My game crashes and this is all i get. i might think its my computer causing it rather than the code it self but do anyone have an idea how to debug this?

pliant junco
#

try merging by distance

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u know how to right?

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ok so basically

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click the mesh, go to edit mode, select all the vertices, click m and click by distance

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that should do it i think

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πŸ™‚ i know my fair share of blender lol

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ha

plush yew
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Guys i want to learn more about third person melee fighting games (ones like dark souls or DMC), if anyone can point me to the right direction, i would be very grateful. Even if it's paid tutorial course, i'd be okay with it. I just finished Devaddict's soulslike course and i want more but can't find any.

plush yew
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@plush yewproblem is i'm not sure which of them is good so i'd rather have someone reccommend me series they already bough and are content with, since skillshare and udemy are known for allowing tutorials that are bad either in teaching manner on inelligibility of narrators speech.

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I purchased devaddicts course from his own site since i was long time follower of his youtube channel.

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no problem

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oh wow, that would be great. anything with 3rd person melee combat will be great help.

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i'm trying to make combat as good as possible.

glossy jacinth
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whanna?

hidden bloom
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Testing Materials

plush yew
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@glossy jacinthu mean project asset that i can dissect and learn from?

glossy jacinth
#

yeah

plush yew
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@plush yew Thank you, i'll give it a watch. I think there will be quite a few things i can learn from it.

glossy jacinth
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its verry similar and complite. like your goal

plush yew
regal totem
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uhhh why is it not loading

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i have this 2 parts of the map not loading idk why

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ok

plush yew
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not right now but i'll bookmark it for later in case i might need. currently i'm working on releasing early alpha of my game with very smooth combat system ( with all of those sweet slash FX and such and tight hitboxes) core loop of the game so to say, then hoping to raise funding to afford hiring, since it's quite big project and i think i'll need to hire helping hand.

regal totem
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is not about grass is the texture of the landscape that is not loading

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i retsrated is not working i painted is not working

glossy jacinth
# plush yew sure, i'll give it a look, anything will help.

there you go mate. https://youtu.be/Zk-7zrNc8vU

Advanced Action RPG Combat is a melee combat system template designed to be powerful and easy to customize. This system was inspired by Dark Souls & Sekiro combat systems. This system is designed to give developers a template for Action RPG combat. Made 100% using Blueprints.

Marketplace link: https://www.unrealengine.com/marketplace/en-US/pro...

β–Ά Play video
#

is the best one i know

plush yew
#

@glossy jacinth this looks sick, it's very close to what i was looking for. Thank you!

rugged bolt
#

Can anyone give me some game ideas?

plush yew
#

have shitloads of em whatcha need

rugged bolt
#

Anything hahaha I just need some inspiration

plush yew
#

well i can share how i come up with ideas instead of giving u ideas if that's what u prefer

rugged bolt
#

I do have a few ideas but it's not a full idea

plush yew
#

can i dm u so we don't spam here?

rugged bolt
#

Yeah sure bud

glossy jacinth
regal mulch
#

Does anyone know which file holds Editor Preference changes?

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The Setting is supposed to be in "EditorSettings" config

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But I can't find where the hell it saved my changes. No in Project, nor in Engine

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It's the Local Derived Data Cache path

plush yew
#

there's actually several EditorSettings.cfg , it should be one of them

regal mulch
#

I can find it in EditorPerProjectUserSettings.ini under [Directories2]

#

GenericImport=B:/UE4/DDC/4_26

#

But that's not what it fills the variable with

#

Ah found it

#

EditorSettings.ini in the Saved/Config/Windows folder of the engine version in AppData/Local/UnrealEngine

#

SURE WHY NOT :D

iron frigate
#

hi guys, i wanna upload my project to sidequest but i dont know how to change my package name in my ue project? whenever i do, it wont build

regal mulch
#

Anyone here having worked with the DerivedDataCache settings?

#

Wondering how I can get the Local Path to be Project relative

#

Tried putting waht the Docs said into the DefaultEngine.ini of the project, but seems to have 0 effect

#

It always throws stuff into AppData\Local\UnrealEngine\Common\DerivedDataCache

#

I can change it via EditorPrefs but then its for all Projects of that Editor, which is also not what I want.

#

Ah

#

Needs InstalledDerivedDataBackendGraph not just DerivedDataBackendGraph

steady owl
sterile lichen
steady owl
#

I had a similar one in 4.26 when loading an animation in constructor helpers that had a niagara anim notify would cause a crash

#

Made me just move all my stuff out of constructor helpers for now πŸ˜„

#

Which actually was better practice in my case

sterile lichen
#

my sample is minimized, in actual project it is much more complex (Actor -> Data table -> Niagara asset)

steady owl
#

Ah even something like this would crash it?

ASomething* MyActor = SomeTSubClassOf.GetDefaultObject();
if (MyActor)
{
  UNiagaraSystem* System = MyActor->GetSomeSystem();
}

sterile lichen
steady owl
#

So yes it would crash it as it's being accessed by the CDO here?

sterile lichen
#

CDO constructor, clarified

steady owl
#

Ah sorry didn't see the edit

#

So would be fine in that case but not in constructor got it

plush yew
#

Hi guys, I'm having real trouble with HLOD generation for trees (procedural foliage) in UE5. I've tried with and without world partition, data layers. Nothing happening. Would be great if someone could point me in the right direction.

cerulean mural
#

has anyone worked with HTML5/webGL recently? i know that Epic dropped the support for it, do you know if there is some third party or hacky way to make it work still?

regal mulch
#

Did you run into any issues following tutorials and documentation?

#

Because otherwise I would say try tutorials and documentation

regal mulch
#

And you can't make the Global Path relative to project, cause even if you use %GAMEDIR%, once you open any project, it will override the ini entry with a relative path to exactly that path instead of keeping it per project -_-

royal temple
#

Hi,
Wanted to know if there are anything that I should be aware of, if I start using UE in a company?

regal mulch
#

That's a very general question

granite spire
#

@royal temple If you earn over 1million then you pay them money

regal mulch
#

But that's no specific to using it as a company

royal temple
#

Even if its not a game?

#

We might use it to create B2B VR,AR applications.

regal mulch
#

They have two EULAs

#

CREATOR and normal

#

Not sure what you are part of then

plush yew
#

i think type of product doesn't matter as much as u using it in company

regal mulch
#

Unreal Engine End User License Agreement for Creators: This license is free to use and 100% royalty-free; you can use it to create internal or free projects, or to develop linear content or custom projects for clients, but not for publishing off-the-shelf interactive offerings.

plush yew
#

i think that could be the problem

regal mulch
#

Unreal Engine End User License Agreement for Publishing: This license is free to use; a 5% royalty is due only when you monetize your game or other interactive off-the-shelf product and your gross revenues from that product exceed $1,000,000 USD. In other words, the first $50k of royalties that you would have otherwise owed are on us! You can find out more about royalties in the Releasing products section of this FAQ.

#

Sounds like as soon as you earn money by publishing it to the masses, you have to pay (when reachin 1mil)

#

But you should ask Epic directly

#

We aren't Epic and we can't answer that

granite spire
plush yew
#

The question is then, is it published if its an application developed for a specific client only... Yeah you would need Epic to determine what category they would place the application under

charred leaf
#

Is there a good place for me to post a screen shot and ask for help? Or would it be better to stream and possibly vc with someone?

fierce tulip
#

pick the channel closest related to the problem and ask for help :)

granite spire
#

@charred leaf what do you need help with?

#

helping people makes good content for my stream

charred leaf
#

@granite spire Do you want me to PM you and we can vc or something? I don't know how complicated the problem really is but it would probably be better to talk it out.

granite spire
#

i'm in stream at the moment, just type it out

charred leaf
#

I've got three levels: Main Menu, Character_Creation, ThirdPersonExampleMap. I have a Menu Widget BP being called by the Main Menu. The widget has a widget switcher that switches to different Canvas Panels via buttons. I have the Play button Opening my Character Creation Level which has two planes, a Camera Actor and a Character. Whenever I hit Play it loads that level but also loads the ThirdPersonExampleMap character and Third Person Camera.

#

If you need more screenshots let me know. I didn't want to clog up the chat.

granite spire
#

do you have a player in the level itself? do you have a "network start" or "player start"?

charred leaf
#

no

granite spire
#

also if you're manually spawning a pawn and have on your gamemode for a pawn to possess it will create that pawn so 2 are being made

#

the correct workflow would be to remove the pawn possession from the game mode and setup a type of spawning system

charred leaf
#

Alright, thank you. I'll work on that.

granite spire
#

you will want to set this to none

#

because if you manually spawn, and use this, the game will load this gamemode because it's a slave and does what it's told

#

I hope that answers your questions, I kind of went off on an assumption

charred leaf
#

It did thank you. I ended up doing it a little differently but made the change I needed to.

granite spire
#

sweet

tight vapor
#

Is uploading a game to steam profitable?

charred leaf
#

It is if you drive sales. No one will buy your product if they don't know it exists no matter what it is.

granite spire
#

there's loads of products I see on indie sites and i'm like "well that's a new one, why's the kickstarter so low?"

#

then I ask them and they get bent out of shape for my curiosity

tight vapor
#

But i see games on there first day make profit

granite spire
#

"We're making an FPS! 10000% funded!" - Find out they asked for $100 and it's at $12k

royal temple
charred leaf
#

Cyberpunk 2077 made profit on day 1.

granite spire
#

i'm probably the worst kind of developer though (Making an MMO-RTS-FPS-Multi genre)

#

but i'm experienced so it's ok

royal temple
#

@regal mulch great, thanks! Will try to get in touch with someone from Epic. I taught there were few reps here from Epic.

charred leaf
#

I realize Cyberpunk had a big name behind it but they also put a lot of work into marketing and creating hype. If they didn't do that they wouldn't have made so much bank.

long gyro
#

Guy somebody knows a workaround to get proper static lighting with Virtual Height field?

granite spire
#

pretty much marketing everything, market early but not too early, release when no body does

charred leaf
#

^^^

royal temple
granite spire
#

@royal temple we are a good 5 years into development, we have done so much basework it's insane, our 'tech' is really nice

#

not only that, all mechs are modular

royal temple
granite spire
#

we converted the big performance hogging stuff to C++ now I'm here on stream fixing all of this broken UI, end me pls DogeSmile

#

basically we modulated everything about the game, there's a ridiculous up front time investment, but it's got a huge payoff

#

it's a huge passion project, while doing contract work on the side that takes priority

#

but if anyone want to experience hell, convert your single player game into a multiplayer one with replication

royal temple
granite spire
#

well we planned this for a year

#

we had a crypto idea also that would be nice

#

worked a year on database alone so we could throw anything at it

royal temple
granite spire
#

then we had typical indie teething issues with people so we basically just coded people's jobs out, fixed up the design so it's feature creep free, which took another year, then multiplayer and C++ code conversion for a few years

granite spire
#

once I get this mech constructor working this weekend, next week the physics go back in, and i'll be able to playtest it again, then we have to fix the RTS-FPS hybrid mode up

royal temple
granite spire
#

@royal temple well the way we're doing it, makes everything easy, so the thing is you have a main commander, which opened the door for other game modes, the problem is keeping the focus on the core gameplay

#

so with our tech this is what's possible

#

each of those mechs have AI and are modular

#

we capped UE4's GPU bandwidth lol

#

but instancing is amazing, hard to do for possessing each unit but you can control each of those in FPS mode and what not

#

anyway, enough about me I just realize i'm rambling

charred leaf
#

@granite spire If you don't mind helping me again I'd like help with the problem i'm facing. You could probably tell that I want my character creation screen to be a menu that looks at a character with a menu of options on the right side of the screen. Would I be better off creating a widget with a video background of what I want shown or is there a different/better way to do it. Not sure if creating a spawning system like you mentioned is critical to solving this problem.

royal temple
granite spire
#

then when you want to enter game, get selected pawn reference and create it/spawn it in and possess that

#

if you wanted things animating use the inbuilt sequencer, it's simple

#

hope that makes sense

charred leaf
#

Famous last words right there lol. Okay, thanks i'll give it my best shot. I should ditch the level I created and just try making a BP class with those things right?

granite spire
#

you'll still need a level

#

you can remove everything from it so it's black, or make a nice scenery

#

that's another small project i messed around with

#

but that uses the same thing

charred leaf
#

hmm, okay. Forgive me if I'm asking a dumb question. But I should be using the level BP for this or do I need to make a new BP class, or am I just using the BP for the pawn?

granite spire
#

that should give you an idea, you want to possess this selection, and then run a mesh that rotates

#

then how you store the cars or players is up to you

#

I had a live video of me creating this but I think twich removed it

#

oh wait no they didn't

#

it's 9 hours long so, that might help you out

charred leaf
#

Alright, thank you so much.

granite spire
#

i spent a good few hours dealing with the UE4 buggy car, I found out that the car they used actually has massive issues for no reason

#

trying not to promote my stream here though

charred leaf
#

I asked for help, so hopefully no one gives you smoke.

granite spire
#

nah it's ok

#

i help quite a lot here i should have some merit (I hope DogeSmile )

#

my stream just consist of me in agony with this UI, lmao

charred leaf
#

@granite spire Where should the possess funciton reside? Having trouble finding it.

granite spire
# charred leaf

the white spaghetti you can't possess off you have to pull out the blue spaghetti, then untick context sensitive

#

possess is hidden away for some reason but it's just a thing i guess

charred leaf
#

Alright, got it thanks for the pro tip.

granite spire
#

no worries, I hope the saved stream is helpful

#

it's very long though i'll have to trim it perhaps

charred leaf
#

It is. twitch UI sucks and yes it would help if you trimmed it up a bit. You could probably do a Youtube Series of commonly asked questions on stuff people like to do or just do a mini series to start people on different genres or something. Not like a whole game tech but like, "Hey if you want to start making this type of game get started by making these three things!" or something like that.

granite spire
#

yeah

#

I have an idea what I want to do for that type of thing

#

i'm thinking it'll need to be in HTML5 so it's shareable

#

once I got some free time i'm going to whip up a WIP I think

#

basically it works like a talent tree in games, but your specialization is what path you take, but you couldn't say learn about animation then try to do level design because you wouldn't meet the perquisite

#

then each of those you learn from a video, with lots of related material so that you are leveling up yourself, so it's like a game, which the main project you should be able to build on

#

so say you wanted, you could learn animation then level design and you wanted to add ai in then you would have to follow the ai path to be able to add in basic ai

#

if that makes sense, something like that would be awesome

#

I think after this projects done in years to come i'll be able to use myself as a base for it, then have references to loads of up to date tutorials

charred leaf
#

Yeah it sounds cool. Also sounds like you'll need to get a dev team on board with it to really make it something feasible.

granite spire
#

I think so, I'll need loads of things

#

a small team will be really good, it would be better if I had a game dev company and each person specialized in something to do those tutorials

#

but it's something that won't make money and I don't want to charge for it, maybe through some minor ads or something to keep the site alive, but all of this should be free

#

it's something I'll end up doing in a few years if things have taken off for myself well enough

charred leaf
#

Yeah. There's no shame in doing something much smaller scale that you can bang out relatively quickly like this shooty car game stream you did but in a half hour video instead of a 9 hour stream! Stuff like that will attract people.

granite spire
#

yeah I'm thinking something like that might be ok, but there's already loads of tutorials I keep telling myself, but people enjoy listening to me, and I can teach fairly well, though I think my coding style is a little unorthodox but it's easy to follow

charred leaf
#

If it's easy to follow that's what matters most. There's lots of people teaching people how to subnet but a lot of them make it so hard to follow it would make people want to just give up. Networking Doctors makes it simple and easy, no math just writing it out quickly.

granite spire
#

yeah i hear you

#

it's something I'll get to eventually

#

maybe have it as "10 min tutorials"

#

"10m:01s tutorials"

misty raven
granite spire
#

Ahh instanced meshes

#

the coordinatedUV i don't have a whole lot of experience with, sorry, but I know it allows you to kind of run code, in a way

#

It looks like you're trying to grab the texture that is in 0,0,0 local space which is the object the textures on, and translate that for use in UV1

#

that's what it sounds like to me

unborn ocean
#

hey! does anyone know about the problem in ue4 while working with BP editor sometimes it's get buggy like blinking screen! quickly also affect youtube video running in background! any fix?

charred leaf
#

@granite spire Thanks for the help. I'm off for now. Cya later

granite spire
#

i'll right click and can see through the menus .etc

#

Exhibit A:

unborn ocean
#

happens every time!

granite spire
#

yeah I have to reload my UE4

#

it happens every few hours for me

unborn ocean
#

so there is no perma solution for that?

granite spire
#

if you take a normal screen shot it doesn't show, it doesn't show up on stream

#

if you find a solution, tag me

misty raven
granite spire
#

I think it might be the new nvidia drivers

#

I don't have the geforce experience installed

#

i'm also running a 3090

#

what GPU are you guys running?

#

i wonder if it's a common thing?

unborn ocean
#

i have rtx 2060!

misty raven
misty raven
granite spire
#

wonder if it's RT specific

misty raven
#

maybe, i didnt have this problem with my gtx 1060 when i start use RTX 2060S it started

granite spire
#

I use the wall paper engine program but that doesn't appear to help when I close it

unborn ocean
#

so manybe rtx on on project needed?

granite spire
#

I don't want it to manage my games, I don't want to be nagged by my GPU driver DogeSmile I'm a tad OCD with notifications, I don't have any really on my phone and minimal on my PC

#

the flashing notify of things triggers me, I can't deal with it

misty raven
#

mah maybe radeon is a better solution for us

granite spire
#

nah not enough ram for me

#

it's nice to know it's not my GPU cooking itself, lol

misty raven
#

RX 6900XT has 16 GB VRAM, are you working with 5K textures or something like that?

granite spire
#

it's also not really great for RT

#

nah I just want the best of the best, I have a 5950x too

#

i figure, I spend most of my life on a PC, it's an investment

#

dogecoin paid for it anyway DogeSmile

misty raven
misty raven
misty raven
granite spire
granite spire
#

mate, I have diamond hands, I held all through this dip

misty raven
granite spire
#

I'm annoyed though I had 1.2m doge, and could've got more way back when I was mining it, I didn't think of buying crypto, lmao

#

but that's ok

#

it's only funny money

#

I will take dogecoin with me to my grave

#

I annoy everyone cause they all want me to dump it, I'm like "nup, elon + memes bruh, plus funny yellow dog" DogeSmile

#

anyway this should be in cafe chat

misty raven
misty raven
granite spire
#

don't sell, never lose

misty raven
#

don't sell, never win

granite spire
#

gotta set and forget

#

that's the secret

#

anyway head to cafe

misty raven
#

oww I forget we are in ue chat, I'm sorry for that moderators

granite spire
#

yeah me too but noone is using it but I don't want to be banned lol

rose wasp
#

So I'm getting confused by the rotation system in UE4 I've read that it follows a left handed system but when I rotate something about the X and Y their respective axis counterclockwise is considered positive for both. What gives?

grand oyster
#

I just started using unreal and im confused as to how to make it so while im playing the game i want to make it so when i press the e key i want to make the max walk speed to go up by 500

lapis tulip
#

FunctionInvoker.h(10): [C2143] syntax error: missing ';' before '<class-head>'

#

on this line

#

DECLARE_DYNAMIC_DELEGATE_OneParam(FCallback , FString , Content);

#

any idea?

#

did i missing include

dire coral
#

quick question ue5 on hdd or to a ssd (install location and project location both on hdd or ssd)

severe hound
#

anyone know how to tell if a niagara particle is in player view port?

severe hound
dire coral
#

still on a hdd

severe hound
#

i mean like any time your loading files SSD will always be better than an HDD same thing with writing files too,

#

you will notice things load faster/save faster on an SSD

lapis tulip
#

any one have any idea how we can send function callback from blueprintFunction library class to native c++ class

wary wave
#

you don't

#

C++ -> Blueprint should generally be one way

flat trail
#

Having issues when moving folders, was not possible in the same project without loosing references when loading up the level again.
Made a new project where i migrated, and succesfully moved it into a new folder, but some folders stay behind, empty... There apparently contains references to the new folder, because when i delete these empty folders, the level looses all references

wary wave
#

do not move or delete things in Windows

#

do it from the editor

flat trail
#

Im doing it from editor

wary wave
#

in which case it sounds like you need to fix up redirectors

#

(you can google that)

flat trail
#

Tried that

#

doesnt work, i have to manually redirect each asset that lost reference

wary wave
#

the folders that 'stay behind' are likely not empty?

flat trail
#

They are

wary wave
#

they contain redirectors

gray ruin
#

Does anyone know if ue4 rvt shaders will work in ue5 or did they change the implementation?

flat trail
#

ooh

#

@wary wave
They are apparently empty, i checked the filter "show redirectories" but theres nothing there

lapis tulip
#

any idea how can get function pointer from delegate

#

so i can pass it to native c++ class function ?

grim ore
#

#cpp would have that arcane knowledge

lapis tulip
#

actually i want to get it from UE delegate

#

i have to write wrapper to call native c++ class function which take a call back

#

how can send callback from UE class to native c++

grim ore
vestal turret
#

Wow, neither the Epic Launcher or Unreal Engine 4.26 want to start on my Windows PC, anyone had face that issue ?

woeful blaze
#

Did you restart your PC and tried after that ?

oblique drift
#

im trying to create a quadtree and use it for dynamic LOD on my procedural mesh but i dont know how to do it... i know what a quadtree is and that it creates 4 children and for them also 4 children if needed... but i dont know how to approach that and how to implement that with my mesh and the documentation i found was not helpful or not understandable for me...

#

(im currently using blueprints...)

vestal turret
woeful blaze
#

try updating the drivers ?

uneven hearth
#

When you sit down to get ready to do some work and then UE5 hits you with an Autosave

#

I guess its my fault since i have 6 16k textures active in this level concurrently.

bleak zealot
#

في Ψ­Ψ― عربي Ω‡Ω†Ψ§ ؟

plush yew
#

Hi everyone. Hope your ready for a fun weekend. I need some help. I want to press an update button to take the text from a text box to update their username. Anyone have the blueprint logic to do this. So it would be something like update saved game username

#

Pulling from text box and saving it to slot. Someone have a screenshot of the blueprint logic for this

daring wadi
#

My launcher can't seem to get any version other than 4.x.0 of each patch, and wont list anything beyond 4.25.0 at all. I have other machines on the network that get the proper version list normally, and have downloaded 4.26.2 and 4.27.0 both. Yesterday I assumed my issue was probably the slew of people trying to download 4.27.0, but I'm still having trouble today, and have been retrying (and restarting, both launcher and PC) periodically every few hours. Has anyone experienced something similar? I'm about to try reinstalling the launcher, but wanted to avoid it because I'm not sure what it will do to my current engine install.

#

On a side note, anyone excited for the new/updated features for VR? I'm looking forward to getting to test the OpenXR support changes.

knotty summit
#

So did anyone used Modular Gameplay Features in UE4 4.27?

prime willow
#

I return~

#

xD

scenic fox
#

disgusting ._.

#

weeb

prime willow
#

aww i appreicate you too buddy

scenic fox
#

am kidding please forgive my soul

prime willow
#

it's ok words don't hurt snowie :3

#

no harm no foul~

prime willow
hidden bloom
#

@vestal turret I had that same problem a few days ago it was annoying as hell dunno what caused it but I cleared my browser cache and theres a article on it on unreal dont remember where but clear the unreal cache etc as well and reboot computer. I had to do it a couple times but so far dont have a problem

prime willow
#

❀️

#

nice~

uneven hearth
#

Tried moving the project to an SSD, didnt realy speed up the save.

prime willow
#

;-;

tiny perch
#

Can i ask a quick question? Beginner here. If you want to make your own objects (caracters, buildings, vehicles) do you use blender of UE's own moddeling tool?

grim ore
#

you would generally use a third party DCC like Blender yes. the built in tools are still in progress and intended more for editing and not from scratch. With that said basic stuff can be done with the built in tools without much effort.

prime willow
tiny perch
#

Thank you, follow up question. If you use blender to make a building. Can you still use it to make the building crumble when hit?

prime willow
#

also you have the options to use other peoples models if you dont trust your own modelling skills however itll come at the cost of creativity and other aspects like money lol

clever chasm
#

Is anyone aware of solutions for importing GIS lines such as SVG or SHP files and setting them up as splines? I'm looking at the Terraform Pro plugin, but wondered if there's another way.

tiny perch
#

I made a small game with other people's (free) models. However I want it to be truely my own

dire coral
#

install ue4 from source or from epic games launcher??

prime willow
tiny perch
#

I use epics game launcher

plush yew
#

Basic save is not working on my project. Won’t create a save fileπŸ˜’

prime willow
dire coral
#

im planning on doing Multiplayer stuff and server so for that i need the source version so kinda wana do that one right away

prime willow
#

well replication and multiplayer is pretty compllicated so start with that first*

#

there are tons of tutorials on unreal and youtube and forums to get you started on multiplayer

#

its important to start there since the blueprints are setup differently if you are going the multiplayer route source or launcher install wise

tiny perch
#

I want to make a Multiplayer to. However first finishing the game seems pretty important alex

prime willow
#

if multiplayer is in the game youre trying to finish you need to start with understanding multiplayer first

#

or youll end up coding your whole game from scratch again to have multiplayer function at all

#

thats what im going through :3

tiny perch
#

Oh **** well there goos my weekend.

prime willow
#

there goes my 8 months

tiny perch
#

Thank you snowie. I first try to make some stuff in blender

prime willow
#

good boy~

#

i wish your project the best of luck feel free to return here if you need any assistance and i'll try my best to help you through it ^^

tiny perch
#

Cheers!

reef cove
#

Hey!

prime willow
#

hai

manic flicker
#

anyone have any idea how to fix this?

prime willow
grim ore
#

click on the error, its not on that screen

manic flicker
#

oops wrong screenshot

#

i didnt even show the error xD

prime willow
#

im still new to unreal but my opinion about the situation might be that node doesnt have writable of some sort checked

manic flicker
#

its not "blueprint writable"

prime willow
#

in the details section but im new to this so my take may be wrong x3

grim ore
#

what is SV GAME STATE in that blueprint?

plush yew
#

Save not working. What would cause this. No save file being created

grim ore
#

@plush yewyou arent doing it right?

plush yew
#

@grim ore followed two tutorials to the letter and no luck

manic flicker
#

if this helps with anything i zoomed in xD

grim ore
#

how are you verifying it isnt saving?

plush yew
#

I have made a couple 2d side scrollers and know how to save but magical saved stoped working not plugins enabled

grim ore
#

that doesnt help, what type of variable is SV GAME STATE in that blueprint? what does the details panel show?

prime willow
plush yew
#

@grim ore looking in the project folder for an output file

grim ore
#

your using a plugin and not the built in save system? if so you need to go to the author for help on that

plush yew
#

@grim ore built in save system

manic flicker
plush yew
#

So strange 😞

manic flicker
#

oh this?

prime willow
#

yes

grim ore
#

that 2nd checkbox...

#

I wonder what it does...

prime willow
#

might be read only

grim ore
#

I WONDER

prime willow
#

xD

manic flicker
#

OMFG

#

IM SO DUMB

prime willow
#

so i was right!

manic flicker
#

ty ty xD

prime willow
#

yay im getting smarter at unreal c:

manic flicker
#

good job! xD

#

im getting more and more dumb

prime willow
#

no no thank you for the opportunity to learn~

#

i'm glad we could be of assistance to you sir ^^

grim ore
#

@plush yewperhaps your folder is read only for some reason, when you run save game to slot it has a boolean with a return value you can check that

manic flicker
#

wait wat the error is still there

prime willow
#

whats it say now?

manic flicker
#

after i complied and saved

prime willow
#

ok im not all that good at accessing none errors

plush yew
#

Nope @grim ore not that

grim ore
#

its means you accessed None, not what you wanted. you need to make sure its what you wanted

manic flicker
#

dont see any errors in the file tho

prime willow
#

no the code works thats why theres no error but its failed to reach the intended goal or input

#

so figure out which node is failed to reach said intended goal

manic flicker
#

;-; theres so many things it could be

#

and i have to search them all

winter gate
#

Help! My character is stuck in T-pose when I run in Standalone Game mode, but works fine in New Editor Window (as standalone, or client).

prime willow
#

and use a different set of nodes to reach said goal o-o

grim ore
#

you dont you click the error

#

it tells you exactly where the error is and the problem

#

the branch node at the end of that error is where its failing, before that it tells you that trying to read the "sv game state" variable is bad since you never set it properly/it has nothing in it

prime willow
#

o.o

manic flicker
#

so i need to fix the sv game state pretty much

#

to dumb it down

#

xD

grim ore
#

you need to make sure that the sv game state is valid, its got actual data in it and it points to what you want.

manic flicker
#

ah

#

i see where i went wrong

grim ore
#

it has nothing in it when you start the program, you never filled it up

manic flicker
#

i forgot to fkin code the sv game state

prime willow
#

its ok

manic flicker
#

pain

prime willow
#

this is a learning process

manic flicker
#

lmao

prime willow
#

the better you get at this the better you can manage your game before and after launch

grim ore
#

even if its empty it might not be that, your not giving your "sv game state" variable anything. Your not pointing it to your actual game state

prime willow
#

^

prime willow
grim ore
#

like from that first screenshot, if your Get Saved Data node doesnt return the actual data for the Set SV Game State that it is plugged into, then your sv game state is still empty

winter gate
#

That's what I said... yes.

prime willow
#

thats really weird..

#

um

manic flicker
#

if snowie doesnt know ask mathew if mathew doesnt know ur screwed

grim ore
#

when you launch in standalone it makes a log for it in your logs folder, look for errors in there

prime willow
#

nuuu im no where as good at mathew at this but i appreciate the compliment nonetheless x-x

grim ore
#

we dont know how you are playing your animation so its hard to just try and guess at a fix, look for errors or weird warnings or anything at the point it starts playing your level and the animation is bad.

#

for all we know your doing it all by hand and your order of operations is different in standalone compared to PIE and a variable is not set at the right time

prime willow
#

wait what o.o

grim ore
#

which part heh?

prime willow
grim ore
#

uh... nothing really. startup sequence maybe? or uh..

prime willow
#

o-o

grim ore
#

its the fact that the order stuff is initialized is not guarantee to be in any particular order for some things

#

sure your game mode and game state and such are fired off in an order normally, but say you have 200 actors in the world you have no idea which one is created first

prime willow
#

oh shoot

#

i see what you mean

grim ore
#

so if say one actor relied on another to be started first it might be in that order when testing in the editor, and then the next play in standalone its not

prime willow
#

i get it

#

geez thats so weird xD

grim ore
#

it would be nice for a way to force an order like Unity does but thats not part of UE yet

prime willow
#

thats what i was thinking

grim ore
#

generally this is why people create stuff like managers, or spawn in stuff in the order they want

prime willow
#

like there has to be some way to pick who starts and doesnt x-x

grim ore
#

or you just dont create hard bindings but do stuff like event dispatchers

prime willow
#

would begin event play node be a hard bind

grim ore
#

it is but you dont know when that particular objects begin play will fire compared to others

prime willow
#

yup thats what i was just thinking about

#

fascinating~

grim ore
#

theres a picture thingy I am trying to find

neon bough
#

ue actor spawning^

grim ore
#

it actually calls out that "In Editor mode, which is used by Play In Editor and Simulate In Editor, a different flow is used."

prime willow
#

thankkkk youuu

grim ore
#

some things should always start first, like the game mode which is why its a good place to put initialization logic and stuff

prime willow
#

so stuff like health bars, idk gravity for example >_>

#

would go in game mode

neon bough
#

UI overlay stuff goes to userhud class

grim ore
#

not necessarily but setting up the game could go in game mode since you know its before other stuff

prime willow
#

ah so like team death match

#

or capture the flag setup would go there?

grim ore
#

it also means in general actors in the world can count on the game mode being valid so they can ask it for stuff, like I dunno level name or # of bad guys to spawn or whatever its being used for

prime willow
#

ah ok ok

#

thats really cool

#

im learning!

grim ore
#

its normally not a big deal but once you start getting stuff connected to other stuff figuring out how to not bind them together comes in handy

prime willow
#

most definitely

grim ore
#

its why stuff like interfaces, event dispatchers, and the is valid node is handy

prime willow
#

i learned about interfacing 2 months ago >:3

cedar wave
grim ore
#

they have Script Execution order

prime willow
#

thanksies for the lesson matheww this is really eye opening ill keep this conversation in mind for a later date ❀️

grim ore
#

so I mean its not the identical concept but they atleast have something

cedar wave
#

I don't recall that being a thing last I used Unity. Neato.

#

I know Godot guarantees order though.

grim ore
#

it would be a nice thing for any engine honestly

#

eventually you run into "this item needs this to be started, but that thing needs this to be started which relies on the thing I am in now and... omg its a circle and its on fire now"

cedar wave
#

It was honestly something I took for granted in Godot-land, lol. Ran into some issues with it in UE-land and it just made me appreciate it that much more.

desert kettle
#

hey guys is it possible to reinstall unreal engine 4.26

grim ore
#

.26.0? or 4.26.2 ?

desert kettle
#

.2

grim ore
#

then yes, its on the launcher you should be able to add it like any other engine version. the orange + button

desert kettle
#

i mean like

#

how do i uninstall it first

grim ore
#

the orange arrow

#

but if you want to do that, try verify first if its an issue

desert kettle
#

ohhh

#

thanks

tiny sonnet
#

I having a weird problem where if I try to reference this specific variable from the game instance after a level change, it simply shows up as empty

#

both the game instances are the same, its multiplayer

#

top is the server game instance, and the bottom is the gamemode, I have no clue why it isnt working because I have done this multiple times before

severe hound
#

anyone know how to tell if a niagara particle is in player view port?

runic fern
#

Hello Guys ..
Does it Effect the Performance if i Called An API Every 5 Seconds to keep the Data Updated ?

manic flicker
#

i thought i had fixed everything but theres this one error at the end anyone know what might be causing them not to be compatible?

sterile helm
#

ay b0ss

#

so im trying to make a visual novel game with point and click elements, anyone have a clue how to do that?

winter gate
#

By using UMG

sterile helm
#

what’s that?

#

sorry im a noob lol

sterile helm
#

aight swag

#

thx

inland gyro
#

Could someone help me with this error?? in unreal4's water plugin

charred leaf
#

I'm trying to set up a button that changes the Mesh and Material from UE4_Man to UE4_Woman and I'm having a hard time figuring out how to change the material elements to match the Female Mesh. This is what I have:

sterile helm
charred leaf
inland gyro
sterile helm
sterile helm
#

sorry about your luck : (

#

my best guess would be to try moving the water up higher on the y axis, but idk because i’ve never used the water plugin

prime willow
#

try rotating it

#

in 180 degrees

sterile helm
#

^

prime willow
#

idk lol but maybe its up side down

sterile helm
#

that sounds like a good idea

prime willow
#

xD

sterile helm
#

do that @inland gyro

inland gyro
#

I'll try, I closed the project by accident

sterile helm
#

00F.exe

inland gyro
#

dont worked :(

sterile helm
#

oof

#

try moving up the y axis maybe

manic flicker
#

could any1 help me with this

#

i have no idea why its not compatible

#

and if it becomes compatible all my problems are fixed ;-;

prime willow
#

different variable types

#

what are you attempting to do?

manic flicker
#

this is all to save the game when u sleep

#

so im tryna drag the sv ch_properties into the character properties so it updates all the characters health etc

prime willow
#

sounds like code like me content >~>

#

his survival series

manic flicker
#

it is

prime willow
#

ah

manic flicker
#

but im tryna make it myself

#

to learn

prime willow
#

oh

#

okie

#

um

manic flicker
#

but i followed everything he did and it didnt work ;-;

#

do u know what variable type it would have to be to go in there?

prime willow
#

you may be missing something in particular

#

or

#

maybe theres a node you need before you can just string that stuff together xD

winter gate
#

Does the variable type on the interface match the variable type you are feeding into it?

manic flicker
#

idk ;-;

prime willow
#

i'm honestly new to unreal engine even after a year and some change so i dont know what exactly youd need to connect the two but theres a disconnect in the node types for sure

winter gate
#

Check the input type of the BPI, ch_properties is it a SV Characterpr... something?

manic flicker
regal mulch
#

It clearly says what's wrong in the error

#

Also make sure to compile your blueprints

#

In case you changed the type

manic flicker
#

just did that

#

still not working :/

regal mulch
#

We can't help like this

#

You need to check the type of the variable and the type of the pin

#

And make sure they are equal

#

That's all we can say

#

The pin is in the interface blueprint function

prime willow
#

because when youre lost or confused youre fucked until you learn the stuff they didnt explian well

#

or they hand feed you

#

which stunts your games progress towards completion

manic flicker
#

yeah i guess

#

im just so uncreative i cant think of game ideas i want to make xD

#

so i just followed his for inspiration and learning

#

but it kinda screwed me when i run into a problem

prime willow
#

well in all honestly making a game

#

comes after you know what game you want to make

prime willow
# manic flicker yeah i guess

think about it like this, would you want to buy a sandwich i made because idek what is a good or bad sandwich let alone what the heck you guys would want to eat so i just throw together some stuff that someone says tastes good and im confused on each step of the process but hey if i somehow slap it this together you guys will totes buy it

#

^ now imagine the games quality when thats the philosophy behind every step towards the game youre making

manic flicker
#

mmmmmm sandwich

prime willow
#

Take some time

#

google a whole bunch of stuff relative to the kind of games you enjoy

#

what experience do you want the players to feel or go through

#

whats your mission with this product

#

what kind of world or characters or mechanics do the players use to navigate your world

#

it doesnt have to be a story game or a lore-less fighting game

#

just figure out what you want to express and create and what mechanics in gaming or ones you completely make up will express that sort of ideals or concept

#

once you do that make a short list with the key pillars and stuff necessary beyond paramount to the game experience you wanna create and figure out how to suppliment those systems with other mechanics and or art assets that bring out the best of what youre trying to make

#

the road ahead is alot less confusing when youre following a map :3

manic flicker
#

:D

#

thanks for the advice!

prime willow
#

youre welcome~

#

like my map is 800+ pages long in microsoft words detailed inch for inch second for second gameplay wise and thansome

#

and i still get confused

#

imagine not even having one lmao

craggy parcel
#

I named my user account after my cats and didnt realize that UE4 would have an issue with the ampersand character... Does anyone know an easy fix for this other than creating an entirely new account on my computer and transfering my files from this account to that one?

fierce tulip
#

move your projects to a location that does have your user acc as a folder name.

craggy parcel
#

!!

#

I didnt think of this

#

I'll try this

fierce tulip
#

also, awesome cat-names. I approve

craggy parcel
#

Yes!!! that worked! thank you!

#

also thank you, their real names are Eggs Benny and Elliott πŸ™‚

fierce tulip
#

guessing Elliott farts a lot XD

wary wave
#

Smelliott

craggy parcel
#

hes a stimky boye

plush yew
#

In Unreal, is the following possible? A giant vessel, with many players inside of said vessel. Said vessel is moving.

fierce tulip
#

if the fortnite bus is anything to go by, yup

plush yew
#

bigger, as in, each player could have their own room and go do some mundane things. Bit of a sim. Then there's a pilot crew on the bridge

fierce tulip
#

it is possible. i personally dont know how, but yea that should be doable with the right knowledge

plush yew
#

Sounds good

plush yew
#

Hello just wondering if someone could help me, when I press the button to play my attack animation the camera stays in place and you can see the character do the animation, bare in mind this is a first person game so obviously I don't want that

weak cradle
#

what do you mean by stays in place

#

Like the camera does not move with the character had?

#

head*

plush yew
#

yeah

#

that

#

It doesn't move with the head

weak cradle
#

how do you have your camera setup

plush yew
#

Should I send a screenshow

weak cradle
#

sure

plush yew
#

shot*

#

ok

weak cradle
#

Send a pic like this of your player BP

plush yew
#

Oh ok

#

what part of my bp will be needed

weak cradle
#

select your player mesh

#

i want to see the screen on the right and left

#

the middle is not important as much

#

actually want to just get in a call?

#

itll be way easier

plush yew
#

yes please man

#

lol

#

I am struggling like mad here aha

weak cradle
#

im trying to figure out how to call u

wraith flume
#

How do I port an old arcade game (I have the Rom) into ue4?

rotund yew
#

quicc question

#

what is the command to increase poolsize

torn dragon
#

Hi folks! Has any used ue4 (or 5) with only dynamic lighting yet? Making a game where everything is player built, like minecraft, and wondering if this would even work well, without precomputing lighting ?

wintry torrent
#

Would this be the right channel for questions?

fierce tulip
#

almost all channels are for questions, just pick the one thats most related to your question :)
when in doubt, you can ask here :)

wintry torrent
#

xD

#

Thx

wintry torrent
#

(bare in mine I am very new to this lol) I have a .dae file with mesh + joints and I wanted to use to for unreal engine. I used blender to change it to fbx. It worked but I can't use default animations (Stays t pose). Question is should I make animations or is there anyway I could match the skeleton to default character.

fierce tulip
#

or find a video showing how to do so.

wintry torrent
#

Oh wow pretty much what I need. I am using unreal 5. Is this recommended or no?

fierce tulip
#

i'd suggest using ue4, but it should work in ue5.

wintry torrent
#

Thx ❀️

fierce tulip
#

good luck!

wintry torrent
#

@plush yew I am just starting to learn. I have jumped down a deep rabbit hole. I have to learn unreal engine and blender. So far, videos suck for making skeletons lol.