#ue4-general

1 messages · Page 1054 of 1

modest swan
#

Yepp

coarse apex
#

hello! quick question, whats the best way for me to add a simple tv? I have an asset for one and my first thought was just change the screen texture to green and do it in after effects but I imagine there is a better way, all I need it to do is play a video when I play my sequencer, any link would be great thank you!

pliant junco
coarse apex
#

ah thank you!

pliant junco
#

🙂

idle stump
#

For a folder structure, where do you normally put your source art files (e.g. blender/maya)? Like in a team scenario where you're using Perforce and we want to back up all the art files.

I assume something like:

|- ProjectName
  |- Assets
    |- Art
    |- Sound
  |- ProjectName (or??)
    |- Content
    |- ProjectName.uproject
zinc gate
#

can someone pls help me with my project?, im trying to export it to a folder but its giving me a error

wise trail
idle stump
#

@wise trail I've been looking at that but I can't find a part about source files outside the project folder - unless I'm just missing it.

wise trail
#

Development?

#

If your currently working on something it would go in there. Things like Art if you read over his notes have a specific art folder.

#

So things like props, buildings, etc as far as I can tell far into that category.

crimson peak
#

I tried to do a save and load for my project because that is all it needs and I can start building levels.

I got it to load from in the game menu I had. But not from main menu and the character was all wacked out. I'm going to have to give someone for saving and loading for sure 😅

sharp crest
wise trail
#

I reworked my project recently took me 10 days all really depends on your file sizes etc. Some of my files were assets and couldnt be moved so I had to compromise and have them use their default directory. Either way it definitely made things easier for sorting and planning.

#

Plus I work full time so theres that.

#

Honestly dont really have to delete anything just migrate/ move things. Depending on the type of assets ofc. Whether its hand made or bought and modified.

young mirage
#

What did they mean when they say 4.27 is not compatible with 5.0 ? Is going forward 4.27 projects won't be able to be ported to 5.xxx? or just 5.0 EA has some issue?

crimson peak
modest trench
#

4.26 -> 5.0 EA 4.27 -> 5.0 release, right?

#

ue5 main has all the new 4.27 stuff I can see anyways

wise trail
#

Yeah thats what I understood from the diagram myself.

#

Maybe a mod can clarify?

modest trench
#

and even if you can't use the conversion tool if you just slap your project content/source into a ue5 project it will probably work anyways

modest trench
#

I'm losing it trying to remember that non-destructive heightmap terrain editing thing was called

#

I forget if it was an official plugin or just something they showed off at some point

young mirage
#

you know , something's definitely wrong I am getting only like 90 fps on 4.27 with a few cubes and baked lighting

modest trench
#

landmass! that was it

young mirage
#

what?

modest trench
#

the plugin I was trying to remember the name of

next badger
#

Greetings! Any Adobe PS users with the latest PS here?

slender aspen
#

Why is there a GameMode for two different scopes: Level and Project? I can understand level game modes but project?

lime zinc
#

Hi, i get some small problem here. how can i reflect bunch of glass ball on my mirror. can anyone help me out. project setting all set to raytrace reflect, GPU baked

thick nebula
#

rogan gave a huge shout out to UE5 on JRE 1698

#

pretty cool hype

clever axle
#

link or didn't happen

copper pier
#

what would be the best way to connect to a server? I am using playfab for authentication and have that working. After authentication I want to have my client connect to a server and open the level. I can get the server running the map I want but what would be the best way after authentication to connect to the server?

woven shell
#

A little question that i hope someone could help me with: When downloading surfaces from Quixel, i get 3 Texture files. The Default, the Normal and ORDp. What is ORDp, what does it do and how do i use it?

severe hound
#

oi anyone else get directed to email their communities email by staff and get completely ignored? LOL

fierce tulip
severe hound
#

@fierce tulip u a mod, any ideas suggestion to get a real answer on certain topics like speech to text from ue team or community?

#

ive posted/emailed/ask in live chat/posted here LOL

fierce tulip
#

we arent an official ue4 discord, just endorsed. so cant help you there.
though in some cases something is very niche or only has a few people who can answer such a thing so it might take a while before getting an anwer.

severe hound
fierce tulip
#

iunno, in some cases hope for the best.

modest swan
#

How do I rename a macro??

green jewel
modest swan
#

Alr lemme check

#

Yep ty

green jewel
#

Could anyone help me troubleshoot something? I'm running into a weird issue where beginPlay and tick won't run on my default pawn when switching maps, specifically. It works fine if I load right into the map in PIE, but if I switch from a menu-map to my normal map, my character doesn't run event begin play or event tick

plush yew
#

do i switch to unreal

green jewel
plush yew
plush yew
#

that would mean

#

i have to start again from 0

#

no

#

i dont want to suffer this pain of watching tutorials and not understanding hard concepts

#

and entering this loop again

#

no

slender aspen
#

Nothing ever starts from zero

plush yew
#

..

#

wdym

#

i have to start from 0

slender aspen
#

Game dev knowledge transcends specific game engine knowledge

hidden cairn
#

True

#

And if you are used to working in 3d in any capacity it is easy to use

#

And build up on

hidden cairn
#

My advice is just load it up and get going

#

You are never to old to learn it

#

Blueprints take a little getting used to however everything is very vusual

#

I'm on my phone so typos galore

tawdry wren
#

Does anyone know if NFTs and unreal engine 5% revenue conflict with the ability to do NFT games with unreal engine? considering NFTs can be sold elsewhere?

fierce tulip
#

you'll probably want to contact epic directly for that

copper pier
#

what would be the best way to connect to a server? I am using playfab for authentication and have that working. After authentication I want to have my client connect to a server and open the level. I can get the server running the map I want but what would be the best way after authentication to connect to the server?

green jewel
copper pier
#

yeah i dont need playfab to do anything im just authenticating with them

#

so it seems when I do openlevel now it crashes tho but I can manually switch maps and run it just fine

green jewel
copper pier
#

UE4 crashes as a whole

green jewel
copper pier
#

I click login, and i can see that it registered the click, then it takes about 1-2 mins and just cloeses

#

this is running it as standalone just trying to go to the map

green jewel
copper pier
#

sure give me a min tho will you be free in 20?

green jewel
#

yeah I'm in the support voice channel just let me know

copper pier
#

thanks man

dim saddle
#

Quick question ( yes i have the player setted up and the editor is down there bubble): How do i put my character down on the floor?

green jewel
dim saddle
grave pollen
#

does UE4 crashing fairly often have to do with lack of memory on my laptop?

grave pollen
#

my laptop is on its last legs... my project is 130gb and if i have like 10 tabs open im getting a fair amount of crashes lol

#

ugh thats what i figured

green jewel
grave pollen
#

'but Zee why are you developing a game on a laptop' - I dont know.

rich compass
#

is 8gigs enough for UE4

green jewel
grave pollen
#

nah its giving me a hard error message and exiting on its own

grave pollen
#

my project sometimes corrupts itself but 99% of the time its a damn struct issue so I just replace the struct to fix lol

#

if ue5 did nothing but fix struct stability id be happy

#

nope.. it actually did it again i just cannot make a local variable inside a function LOL

#

guess ill make it a regular one lmaooo

copper pier
#

is tehre any way to cut the size of my terrain once its been generated?

#

nvm i found it

dry tree
#

Hey, so I’m making some fan content for a game that’s built in UE and I’m wanting to make some custom images using models/environments from the game.

How would I go about doing this? Don’t know very much about UE so advice is much appreciated

clever axle
#

noooooo, I accidentally deleted a sequence file! any way to get it back?

fierce tulip
#

version control?

clever axle
#

tbh, I haven't used VC much yet. I don't really know how to really use it. In a code project, I can commit, roll back to a certain commit, etc etc. in UE I can only "submit to source control"

#

Do I have to do the rest in an external client? (cli/gui?)

#

And apart from VC, any other way?

smoky hull
#

When I import this model as an FBX into unreal, all materials get assigned to the wrong mesh and the image textures get lost... how to fix it?

copper pier
#

Hmm so I have a world map, and I can open it but if i try to save it hangs at 53%, processing exports. any one know why this would be?

cyan bronze
#

Im not sure how to use that user parameter "BeamEnd". Im trying to make a laser like effect from muzzle to crosshair but atm its just spawning it wrong

dull mango
#

Hello, how can I calculate a camera height in first person standart blueprint

#

I mean it is set to 64 by default

#

Does it mean character height is 64 cm ?

green jewel
# dull mango Does it mean character height is 64 cm ?

go to your character and click the capsule component, there's a property called capsule half height, your character is 2x that in cm. The camera height is basically how much Z it has assuming it's a child of the capsule

dull mango
limber mesa
#

Hello everyone, running into an issue or actor spawning and respawning. I have set up a spawner that spawns an ai from class, when I try to set the controller it can’t access it. I’m assuming it’s because I have the actor to spawn pawn class variable to instance editable

green jewel
dull mango
# green jewel right

If i set camera z location to 0 does it mean camera will be on middle of the body ?

green jewel
dull mango
green jewel
chrome beacon
#

Hello everybody. I decided to give UE 4.27 a try and I'm going to install it now but I'm a bit concerned about the best possible installation I should do, especially due to severe limitation of current disk space, in order to get the best of it. Is there anybody who can give me a few hints responding to some questions I have? Thanks.

limber mesa
#

@green jewel thankyou. I have a interface that the enemy sends a message to when it dies. But for some reason it’s not being called. my apologies if the quality is bad, I just set up a new computer and it doesn’t have discord yet

green jewel
#

oh wait

#

sorry you don't have discord on your pc and you're on your phone, I see

dull mango
dull mango
#

Wow

#

Ok

#

Thanks

green jewel
#

well, you cannot set the capsule height, only the half-height, so multiply that by 2

#

if you want a 150cm character, set the half height to 75

#

wait now I'm confusing myself

#

the top of the capsule is the same as the half height

#

on the Z axis

#

75 for the half height and 70 for the camera Z should be what you want more or less

limber mesa
#

@green jewel i am calling a interface when the enemy dies that notifies the spawn point to spawn in another enemy, but for some reason the int event isnt being called

#

the spawn point is valid but plugging it in also didnt work so i thought this would

green jewel
#

or call me if you don't have permissions to stream

#

I need to see more to find the issue I think

limber mesa
#

ok let me see if i can, my computer doesnt have a mic though but i will be able to hear you

green jewel
#

no worries

limber mesa
#

one sec

dull mango
primal tendon
#

I wanted to know, how can we create custom animations for a character movement, I was trying out sequencer to make a small clip, but the animation I need would be hard to find so I thought of making the movements myself but don't know how to...

chrome beacon
#

I try to reformulate... I need to work on VR/XR projects for PC only {at least on this stage} for Oculus, HTC and HP VR headsets only, at the moment, so I thought to leave other platforms {mobile platforms} out of the current installation. Does it make sense? Which options I should not renounce to? I'm really stuck there with the installation windows open till I take the final decision.
I would start from a basic installation but when having to add more, for some weird reason, we're forced to reinstall everything.... which really sucks.

cyan bronze
#

Is it ok if a solo particle flys with linear force of 1 500 000,0

#

It fakes the bullet effect in line trace weapon

#

Feels weird that it would go speed of 1.5 milion

plush yew
#

can you not go from bpi to umg or something?

#

why doesnt this work?

grim ore
#

no reason that cant work assuming your calling it correctly

daring sorrel
#

guys im having difficulties with my ui, i created a stamina system and a bar that works, but my problem is im trying to make my bar close from both sides and ends in the middle (shown in the paint picture) but unreal dosent over that option so how do i do it? is it possible to do it?

plush yew
#

@grim orebeen trying for awhile but the event just wont fire ..

#

@daring sorrelit does have that option tho

daring sorrel
#

im also trying to watch a tutorial but i still have question and i even made a texture for my bar

#

unreal option makes my bar go like this:

plush yew
#

scale it up and rotate it?

daring sorrel
#

it brakes the bar completely

#

on my texture that i made the black is the value 0 and the white is 100

grim ore
#

@plush yewmaybe show the code calling it? also have you stepped thru to make sure its being called?

plush yew
#

thats the call function and the interface call

#

they both dont seem to fire the event tho

stray tangle
#

Hello, does the Finterp make a smooth float Transition?

grim ore
#

neither one of those is the right one, neither are a message call targetting the widget

#

this is targetting a widget variable, you can see the message icon and the fact it says its targetting my widget with the message call

stray tangle
#

The target should be a reference to an actor that has the event code

daring sorrel
#

@grim ore im following your tutorial, i got questions, im trying to make a custom bar, but my if node is giving a compiling error

stray tangle
#

It says the input should be a float

grim ore
#

@daring sorrelthe "easiest" way to do this is to have 2 progress bars and change both of them at the same time, both of them are side by side, and the one on the left has a RENDER TRANSFORM setting for SCALE on the X to -1.

plush yew
#

hm I changed to what you did, still wont fire the event tho

grim ore
#

@plush yeware you targeting the widget?

#

show your new code

plush yew
#

yea

grim ore
#

ok and what is widget?

#

also

#

your not targetting the widget...

plush yew
#

its the hp bar , component on the actor

grim ore
#

your literal widget is called "EnemyHealthBar" and that is targetting Enemy

plush yew
#

enemy is the BPI

stray tangle
stray tangle
#

Oh so you're trying to call an interface Event from a component in your actor?

grim ore
#

@daring sorrelyour G is 1 channel (a single float), your RGBA is a vector 4 (4 floats). Your plugging in a vector4 into the IF and it doesnt like that

#

your missing how this is supposed to work @plush yew

plush yew
#

Yea Im pretty sure hahaha

grim ore
#

this is my code that works

#

are you targetting your widget itself? or the widget component?

plush yew
#

I thought BPI's were like you send it to the BPI, then TAKE from the bpi?

#

component

#

hey how can i add marketplace content to a an sdk im using?

grim ore
#

no you send it to the object using the interface as the go between

plush yew
#

oooh

#

that makes more sense then

grim ore
#

your widget component is not the widget is why, you need to get the widget from it

stray tangle
plush yew
#

so the BPI is more like a bridge rather then a depot

signal mango
#

hey does anyone know a fix to unreal engine games crashing

#

i get an application has been blocked from accessing graphics hardware only on unreal engine games

stray tangle
grim ore
#

@plush yew get your Widget component variable, then get the Widget variable from it (this is the widget that it created), and then try using the interface event on that (the actual widget)

plush yew
plush yew
stray tangle
stray tangle
plush yew
#

doesnt show up

#

i saved the level as "game" but didnt help

charred leaf
#

I wanted to ask if anyone might know of a way to easily have material color changes persist when I go back in my character creator to change the skeletal mesh and material for the female/male variants.

plush yew
#

@grim oreThat worked! thanks MathewW 😄

stray tangle
# plush yew doesnt show up

Probably the unreal engine versions aren't compatible I have a solution go to were you installed the asset epic games/launcher/vault cache copy the .uasset files and add them to your project content folder from the explorer

bold gulch
#

Quick dumb question (probably)

when scaling objects in ue5, ive noticed they go up in large intervals, is there any way to adjust the scale in smaller intervals?

stray tangle
bold gulch
#

oh does this work for ue5 too?

grim ore
#

did you look?

plush yew
#

i dont even have ue opened

#

i openned the modkit app

#

looks like ue

stray tangle
plush yew
#

doesnt let me install it

#

says add to a project

#

wich i cant

stray tangle
#

When you press "add to project" what exactly happens send me a screenshot of the message

plush yew
stray tangle
#

Click on show all projects

plush yew
#

its on

stray tangle
#

Are you using an old version of unreal?

plush yew
#

its the 4.26

#

im not using the unreal engine application itself though

#

im using an sdk

stray tangle
#

Well That's strange I can't help more

plush yew
#

np ill look for someone else.

wary wave
#

define "SDK"?

#

if you're talking about something like another games mod tools, you can't import plugins, they won't work

crystal skiff
#

How can I make something spin when it gets shot as a projectile

grave pollen
#

i think there's a built in rotator component with the engine, just make it active on hit

#

like u just add it in the viewport of the object , not sure exactly what its called just put in rotation or rotator

neon hatch
#

Is there any way to make meshes (like say, floor tiles) snap to each other instead of having to painstakingly align each new piece individually?

#

@plush yew Yeahhhh watched that before and it's no longer working

#

I have no idea what I'm doing. Now my viewport is stuck in some kind of wireframe mode because I slipped and hit a random key alex

sage coral
#

had a quick question wanted to know if it would be possible to slowly have a mesh fade from its High poly to its Low poly version I have by using a time line (Im having the zombies melt after they die and having the mesh fade to its low poly would help with the liquid sim I am using. If anyone has any suggestions please @ me. Thank you to those whom can help 🙂

neon hatch
#

what the fuck is this

sage coral
#

It looks like you somehow triggered the map view Im not sure how you turn that off in ue4 but hope I can help lead you @neon hatch

#

best bet would be to google the ue4 shortcuts and find the one related to viewing the map details

neon hatch
#

I switched it back to perspective but now I magically cannot test play anymore lmfao

sage coral
#

thats strange indeed

crystal skiff
#

Is there a way I change the arms?

#

Like so his arms are Posedin a different way

Edit. Im trying to make him hold a banana

#

Also I made a projectile shoot, but when I shoot I see it pop up in World Outliner, but I dont see it anywhere

plush yew
#

Going to give 471.41 studio drivers a try, see if I can overcome these menu flickers....

plush yew
#

Interesting, not yet @plush yew but I will try it, thanks.

oak berry
#

How can I get player controller in a world blueprint for multiplayer. Trying to set view blendspace to a different camera, and it keeps giving errors.

silent zodiac
#

anyone knows how to match the editor colors with the packaging colors? only solution so far is to disable tonemapper entirelyt

fair summit
#

how to use a keyboard event in a widget blueprint?

plush yew
#

Thanks it worked! Installed the latest game ready driver and disabled multi-pane overlay with the registry update

plush yew
#

what

#

how

#

how

#

impossible

thick herald
#

That.
Because they are the same as UE4.
Magic.
Not impossible. 😄

plush yew
#

that would mean

#

i can run unreal 5

thick herald
#

Doesn't mean you can use all the features though 😄

coarse apex
#

how do I setup the axis properly for ik? im attempting the arms right now and nothing is working any ideas? ive been at it putting in random values for about 2 hours now and still nothing. its always the upper or lower arm is facing the wrong way

modest swan
#

So im trying to add shield and sword moving/idle animations. I have the code for the idle and movement for crouch and walking aswell as running and I have the animations for attacking and putting my sword on my back/in my hand. Im trying to make it so If I put the sword in my hand Ill get a different idle animation.

vocal flume
#

I have a set of nodes that needs to be executed in tick (touch related stuff - swipe controls). I need to adjust this based on a condition. Problem is that this condition will be checked in every tick. Is there a way I can avoid checking the condition every single time?

#

Like execute node a when x<1… when x is greater than 1 execute node b but don’t check if x>1 every single time.

exotic thicket
#

Checking something basic like that is completely trivial and doing it on tick is fine

vocal flume
#

Ok. That is good. Can you tell me what should not be put into event tick? I know casting is one..

exotic thicket
#

Casting is fine too. It's all relative.

#

Yeah that can be heavy, but sometimes you might need to use it in a tick depending on what you're doing and it can be fine there

#

There's not really a whole lot of stuff that is like "never do this in tick", but you just should think about what you're doing and whether it makes sense to do in tick or not

vocal flume
#

Got it. Thanks!

idle mantle
#

Please, is there a way to change the FOV in the camera viewport?

#

I found the way to change the camera in the game but not in the viewport 😢

glossy dagger
idle mantle
#

Oh, I squeeze the camera this is why... in Max, blender etc it doesnt do that

#

Is there a way to fix it? this is so weird lol, wondering why they have done that?

glossy dagger
#

your viewport is squashed, it scales that way

idle mantle
#

yes I understand this but is there a way to not change the FOV?

#

this is the first time I see that, maya, blender, max etc doesnt have that

glossy dagger
#

i think if you open the .uproject, tyou should find FOV there

#

yes i wouldn't compare modeling apps to Cinematics and games software though

weak sorrel
#

I am wondering : as game engine become more and more complex. How companies will be able to continue doing game engine in-house and still competing with UE5 ? Yeah you can optimize your engine for your specific game, but how will you be able to get the same features when there will be so few people working on this engine

#

I'm wondering if in the future we will see less in house engine and more heavily modified UE5

glossy dagger
#

Plenty of engines do just as well as UE4, UE5 is simply setup for RT and LS

#

modified UE5? heavily, why? they are streamlining the basic features and it's more of adding custom content so you won't have to modify the engine itself

idle mantle
glossy dagger
#

Dunia and Unity are just as fgood as UE4, i don't see how the level streaming would make it a global case of 'need to use it'

idle mantle
#

Unity = less compatible tool

glossy dagger
#

compatible to what

weak sorrel
#

Maybe it's more easy to work on the in house engine vs modifying UE5? XD
@idle mantle

Yeah that's the limit I want to talk about. When does it become harder to modify UE5 than use an in house engine. What if you need a set of complex features that you can get out of the box in UE5 vs developing all of them ?

glossy dagger
#

team preps how to use, builds game, releases game

weak sorrel
#

team preps how to use, builds game, releases game
@glossy dagger

Time needed for this stuff looks to go exponential over time

idle mantle
glossy dagger
#

from what team and why, I tink you're pulling numbers from your backside

#

a start from scratch noob team wouldn't be able to modify anything in good amount of time with the theory i think you're trying to hint at

crystal skiff
glossy dagger
#

i only have a bunch of orangutangs, whole different breed

#

i think talks about drugs are illegal here too

weak sorrel
#

i think talks about drugs are illegal here too
@glossy dagger

Shouldn't be illegal if it concerns animals right ?

glossy dagger
#

not interestyed in the bait, but thanks

crystal skiff
#

Its gonna be my first game and you throw bananas at people and they exploade and shit and funny weird visuals and youre a chimp

glossy dagger
#

mhmm

weak sorrel
#

Its gonna be my first game and you throw bananas at people and they exploade and shit and funny weird visuals and youre a chimp
@crystal skiff

I would give it a try

glossy dagger
#

i'df watch the trailer for a laugh

#

i don't really laugh anymore too thinking about how it might be 'funny'

crystal skiff
#

Also

#

nvm

weak sorrel
#

Do the game and DM me

glossy dagger
#

i asked what number to change from -1 on landscape details panel would more aggressively LOD a landscape 2 days ago, no answer yet

crystal skiff
#

I will keep that in mind

glossy dagger
#

i would trial and error but i think that info is very common?

crystal skiff
#

Idk, im VERY new to UE4

glossy dagger
#

i cannot find it in Documentations either

crystal skiff
#

Should I make it in first or 3rd person? I personally think First person would be better but third person sounds a whole lot easier

glossy dagger
#

It uses third person (would be better is you used a character with head removed) and place the camera in the head position

#

can run and slide and see feet and legs, arms and etc. are visible as well

#

mirrors might be a problem, maybe a mirrorBP that swaps the Character

#

is anyone working on a solo game interested in grouping up?

#

and i'm still looking for the group making the SvM style game, i wanted to design levels

timber zenith
#

hey im trying to get into character desgin and level design any tips?

velvet haven
glossy dagger
#

fairly wide open question, i think the official unreal engine youtube and dev squad are the best

timber zenith
#

ok

glossy dagger
#

dev not edv*

#

that's meta human Trunk Monkey

idle mantle
velvet haven
idle mantle
#

Oh it's Metahuman

glossy dagger
#

did you see the playlist?

prime willow
#

wait why is dev squad terrible

glossy dagger
#

to each their own, i personally wouldn't want to see more knowdledge than what does the 1 and only trick i perform, being a clown

prime willow
#

im curious x.x

#

please beseech your knowledge upon me sir~

glossy dagger
#

me thinks jelley monster woke up

timber zenith
#

cus i know absolutely nothing

#

im jjust downloading the app today lmao

glossy dagger
#

Level design involves graphics and gameplay, so with the 2 of them which type of levels and for what game?

idle mantle
velvet haven
#

i haven't tried it but compared to makehuman, is it better?

glossy dagger
#

yeah, i'm not sure how to use it but it is 100% photo-realistic

idle mantle
#

ahaha man it's way way more advanced for realism 😮 and really easy!

#

you just click on 3 buttons and done super realistic character omegalol

glossy dagger
#

but can you make it hold a banana?

#

lol

velvet haven
#

looks like model designers will need to find a new job

idle mantle
#

sure with my DeepMotion 😉

#

I hold it form him/her ahaha

glossy dagger
#

that's the part of characters i havben't gotten deep into, using the animations i have Mo Cap etc. work with controls

crystal skiff
#

Question

#

With the way textures work

glossy dagger
#

i need mine asnwered

#

😛

crystal skiff
#

wait I hold my thought

glossy dagger
#

you don't know the answer, i can't hold the discord hostage, but i would 🔫

#

rofl

#

jk

idle mantle
timber zenith
#

im so confused on how to start

glossy dagger
#

well i would try using the editor to design a single place not very large around, and make it detailed with the newer features of UE4, or UE5 if you're started with that.

idle mantle
#

start with Ue4

timber zenith
glossy dagger
#

or if not interested in link:

timber zenith
#

you know any videos that coudl guide me though the basics of actually getting stuf together

glossy dagger
#

building a scene like that with newer features of UE4 or 5 would be a great start to what does what and how well it runs, say if you grouped all of your level contents into one group and duplicated them to see the spikes in lower FPS, for eg.

#

i would try Unreal engine on youtube first, to see how to navigate

timber zenith
#

ik how to do that

glossy dagger
#

hmm, not sure who would have a walkthrough, but including BP in your scene would be a step up form styatic lights (even if they're dynamic, they don't do anything unless IES)

timber zenith
#

Ok

glossy dagger
#

looking for indoors or outdoors level design?

#

this should be a good walkthrough of outdoors foest type of level: https://www.youtube.com/watch?v=gbj1qgPOl3E

In this presentation by Epic’s Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality and sculpt it very quickly with the use of Landscape Blueprint Custom...

▶ Play video
#

i lost the light house BP tutorial link

#

Volumetrics can be added in UE4 and not very taxing, https://youtu.be/Xd7-rTzfmCo

This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.

Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.

Learn more at http://www.unrealengine.com...

▶ Play video
#

I use it often and there's a trick to density. Place the very dense fog about 10,000 uu under the landcape's lowest point and you should get really subtle yet effective God Rays and shadow occlusion instead of adjusting the density to be realistic

#

i use a side orthographic view and look in my perspective for the fog to juuust show up and it will have all of the volumetric properties, and still allow for normal looking areas

#

besides that, tessellaltion is very nice, given you LOD it

#

that's a problem i'm facing, i need to adjust the LOD of the Landscape in Details panel, never had to adjust it before but using a scaled Fill World Landscape to have a tighter mesh, and used a Tessellated Material

#

does the LOD go higher or lower from -1 in UE4?

glossy dagger
#

No problems

coarse apex
#

can someone please help im setting up ik for my characters arms and I cant get the axis correct, the arms are always twisted the wrong way, here is a pic:

glossy dagger
#

Be careful of megascans, though, generally you should export the textures to GIMP or Phoptoshop, and adjust the size froorm 16k or 8k to 4096 maximum

#

is Global Space the cause, i'm not too sure?

#

@coarse apex
^

coarse apex
#

im not sure, i thought it was my axis setup but idk how to check for that

glossy dagger
#

Also propagate to children is ticked, maybe as the upper arm rotated the lower part does as well.

#

Possibly in an unnatural way

coarse apex
#

hmm

glossy dagger
#

i always animate manually for each bone

coarse apex
#

i will try that, ive been at this for hours now

#

would it be better if I didnt use ik and just did each bone?

glossy dagger
#

defintely looks as if the forearm and hand are twisted in the same manner

#

Ik is great and blending would be a problem, but unticking propagate to cchildren might be the issue

modest swan
#

How do I disable all screen messages

glossy dagger
#

is possible to manually override the rotation after i hope

coarse apex
#

so I unchecked it and it doesnt seem to do anything, would I mess around with the axis now? sorry im really new to this

glossy dagger
#

you should use a similar node to the lower arm for the hand bone and set it up according to its specifications

#

hopefully you have finger bones too, but not always needed

#

if those are propagated from parent, gonna go wild lol

coarse apex
#

im going to setup the fingers after, but I still dont understand, where would I like the similar node to?

glossy dagger
#

hmm, you see your "set rotation" node and get trransform for clavicle, upperarm?

#

should use the same system for all the bones in the skeletal mesh

#

plug that into the Basic IK, and try to adjust rotational and link it to Ik

crystal skiff
#

Is gore hard to make?

glossy dagger
#

gibs aren't too difficult to spawn

#

modeling/ skinning them is most of what makes it look real

crystal skiff
#

Oh alr

#

How can I make spurring blood 😈 \

glossy dagger
#

i suggest niagra

crystal skiff
#

I better ask this now

#

What is niagra?

#

Im confused I've seen it a lot

glossy dagger
#

Niagra is a particle system that can do tons of effects, like spurting vblood to snow oor footsteps, and water fluidity

crystal skiff
#

OHH thank you

glossy dagger
#

the term "particle FX" can also mean spawning Meshes too, not just sprites with textures

crystal skiff
#

Ik its ass but I made a little orb

glossy dagger
#

should try plugging in a a radial gradient expononent to the alpha opacioty

crystal skiff
#

I will try

glossy dagger
#

will let the edges be more flowing by making them see thru

#

on the orb itself not the rest of the fx

crystal skiff
#

kk, I will kinda practice a bit

glossy dagger
#

that red line is mussing with my imagery of it lo;

crystal skiff
#

Yeah I forgot to hide the collision

glossy dagger
#

if you need to take a screen with just the final result, press G

#

Game Mode

crystal skiff
#

I used the free magic model set for monthly picks

glossy dagger
#

looks good but personally i would use a planar square with a radial gradient and use "camera facing" instead of that rudimentary sphere, looks angular and breaks some immersion IMHO

#

but i'm looking in the direction of vector imaging and replicating camera facing tends to not work right

#

i built the entire structure of Rainbow Six Vegas CQB Training in Insurgency Sandstorm tools and the mod tells me i have a mismatch because i swapped Mod Projects... I just deleted the whole thing due to their lack of support:

#

kind of sick of playing it in Iraq

#

handful of megascans downsized in tri-count and px size

#

but the landscape tessellation is something i'm keeping in my repertiore' ... love that detail

#

Need the LOD to be more aggressive trhan -1

#

made remnants of the Maldives Islands before that

coarse apex
#

please help! i have a video material on this mesh and it is rotated 90 degrees and super zoomed in, how do I fix? :

#

for ref this is the enitre video:

glossy dagger
#

is the texture on the 3d model accurately UV'd?

coarse apex
#

i believe so, let me check in blender

glossy dagger
#

native export (for UE4) is .fbx 2018 Binary

#

Y-up and Z-up might be the issue

#

I use Z-up

coarse apex
#

welp im stupid thank you, the uv map had it in the very top right for some reason :/ i believe i can fix this very easily lol

glossy dagger
#

yeah that's the first thing i look for given a result like that, just retrace my steps and look at the model

coarse apex
#

thank you, this will in the future too when making skins

glossy dagger
#

looks cool btw, gl

coarse apex
#

well i havent setup anything for the material but

#

it works

glossy dagger
#

honestly, i just tessellated a landscape and i see no difference between -1 LOD and 3 LOD

#

still a nice aspect to see video playing in game

#

i need real-time cameras displaying on a central command center for my project, i gotta neglect it due to not knowing BP

#

Ah, i found the problem's soultion

#

the distance fade needs to be higher

limber mesa
#

hello all. Is there a better way to check for a specific damage type for the player handle damage. i thought getting the display name of the damage type and then switching on each damage type name would work but apparently it doesnt

crimson peak
#

Hello, So saving and loading works, but only from the level itself ( I have a menu that can save an load ) but from the main menu I am confused as to how to load the save. The level opens fine, but the saves aren't loading. Probably because after the level loads, the saves can't be executed. Does anyone here now how to execute the saves after the level loads

autumn flame
#

After Open Level it doesn't continue the code iirc

crimson peak
#

any insight on what I can do to make the saves load right after

#

without interfering with new game lol

autumn flame
#

Well, i really don't know how that particular node works and where it's from, but GameInstance is always Persistent, you could execute the code there or have it in the Level BP and based on the selection save a Bool for New Game or Loaded Game or such

#

Basically

Load Game -> Sets bNewGame to false in GameInstance -> LevelBP reads bNewGame -> False (Load)
New Game -> Sets bNewGame to true in GameInstance -> LevelBP reads bNewGame -> True (No Load)

crimson peak
#

Hmm okie I will give it a try for sure. Just a little confused on how to set that all up, but ill give it a try thank you 🙂

#

So load game would be on button press?

#

etc

autumn flame
#

Yeah

crimson peak
#

I am not even sure where the game instance is so I will have to try it inside the level blueprint. Thats the level I want to open right?

autumn flame
#

Look into what GameInstance is, it's pretty important if you want persistent data and such

crimson peak
#

okay awesome

autumn flame
modest swan
#

How do I disable all screen messages

autumn flame
#

Console command: DISABLEALLSCREENMESSAGES

limber mesa
#

could anyone help me out with a event dispatcher issue. when an enemy dies it calls a dispatcher and the spawner is supposed to recognize it

#

this is the spawner

#

it works for a couple of times but then it stops

autumn flame
#

Are you calling the Dispatcher after Destroy Actor?

#

Pending Kill means it's getting destroyed

#

You're basically trying to access a ref of an actor that's about to get gutted

steep basin
#

Are their negatives to early z pass?

fading wolf
#

is the fact that I can't use the find reference button (or my whole menu being smaller) mean that this variable isn't anywhere else in my whole project?

autumn flame
#

Use Find in Blueprints for that

plush yew
#

I don't have reflections on my wate rin ue 5 with lumen. There are reflections on with screen space

fading wolf
# autumn flame Use Find in Blueprints for that

Thanks, I think I just don't know enough UE to figure out why my thing isn't working. I realise the TopProgress thing is an input? I thought variables had to be like made somewhere. thank you

autumn flame
steep basin
autumn flame
#

You could try, if it gives you performance and you don't notice anything, why not

steep basin
#

i guess it always works with the (if it works fuck it) kappa

autumn flame
#

I mean, I use it :p

autumn flame
steep basin
#

i just dont quite understand what the hell it does and at what point it start to make things worse 😆

autumn flame
#

So reduces overdraw

#

If gains in calculating pre pass > overdraw, then go for it i guess

crimson peak
#

Does Unreal automatically unload stuff? When I walk far enough I see assets dissappear. Or are they just out of player view? I'm learning map streaming tomorrow.

#

Lannis you are on a roll hahha

autumn flame
#

Streaming generally works if you enter in a streamed level, it can unload the other levels

Depends how you do it, Landscape Streaming or Manual Streaming

The general gest is that you have a Persistent Level that knows about all the Levels called Sub Levels
If you enter a Sub Level you can tell all others to unload or particular ones to unload

World Composition one works a little differently, it's more automatic

crimson peak
#

So far I've built everything so far in 9ne level lol. 😅

#

One

#

Well except main menu

autumn flame
#

It's not too bad, depends on what you're doing :p

World Composition is anyways getting replaced by World Partition

harsh oak
#

is async physics now in 4.27? seems like it didn't make it

autumn flame
#

Chaos? Nope
I think it can be activated, not sure if it's only for 4.26, but still runs on PhysX for compatibility reasons

#

Or stability 👀

harsh oak
#

not in 4.26

autumn flame
#

4.26-Chaos

harsh oak
#

ah

fervent raptor
#

4.27 "OS doesn't support"

I'm using Windows 11

autumn flame
#

Try the official 4.27 release

fervent raptor
autumn flame
#

Preview 4

plush yew
#

I didn't realize Windows 11 was already out

autumn flame
#

Insider Preview iirc

fervent raptor
#

P4 to Official 4.27 doesn't work

fervent raptor
fervent raptor
autumn flame
#

Dunno, try running directly from inside the Unreal Engine folder and if worst comes to worst, compatibility mode

narrow mauve
#

Hm. I want to make use of the R and G channel of a render target but unsure how to write to one spefically and not the other

autumn flame
#

Well, there's RTF RG32f

#

I mean RTF RG in general

desert prairie
#

Question: Would importing images to my content browser through file explorer break the project or no?

weary basalt
#

No, it may even pick up the fact that you added them.

#

Ideally you would add them by drag/drop into the Content Browser.

frail portal
#

hello

#

i noticed we have a volunteer channel where people wanna look for specific volunteers

#

i wanna ask if we have a channel on looking for fellow brainstormers?

weary basalt
#

@frail portal Our Job Board is not that specific.

#

These are Individuals/Studios expressing that they are looking for work.

frail portal
#

thank you!

weary basalt
#

You may also want to post your own listing in #volunteer-projects, #freelance-jobs or #salary-jobs based on what your looking to offer in the form of compensation/length of employment in order to find people who may want to help you.

frail portal
#

will do

#

time to write my things more tho, so i'll keep that in mind, thank you matt

plush yew
#

How do I hide the planar reflection geometry without losing the reflection?

trim mantle
#

I am not sure you can

coarse apex
#

please help! ive been trying to fix this twisting issue and I have no idea how, here is a screenshot of what I have and the problem, im new to unreal so anything would help thank you!

junior abyss
#

Hi all, wanted to ask if these specs are ok to run UE4

10th Gen Intel® Core™ i7-10750H 6 Core (2.6GHz/5.0GHz)
NVIDIA® GeForce GTX 1660 Ti (6GB GDDR6 VRAM)
16GB Dual-Channel (8GB x 2) DDR4-2933MHz

coarse apex
grave nebula
#

@junior abyss they are ok, but waay below comfort zone.

junior abyss
#

Ah ok

#

What about 16gb ram, 11th gen i7, and an RTX 3060?

fading wolf
junior abyss
#

Alr thx

drifting elbow
#

(how) can I start vislog recording in a packaged game? (development build, ofc)

gleaming oriole
#

Hey everyone.
I am currently trying to play some facial animations from a csv file containing curves using MetaHuman.
My pipeline looks like this:
I use the LiveLink plugin and LiveLink Face App on Iphone to record these curves into a csv file.
There are two ways for me to generate these csv files:
The first one looks like this: I use LiveLink and directly create an animation inside UnrealEngine, and as the result I receive an FBX file that contains my animation. Then I use some script to extract curve data and I write this data to a csv file. Later I can read this data from this file using blueprints and I can map this curves onto MetaHuman model.
In the second variant I skip the part where I extract curves from an FBX file. Instead of this, I save the curve data that is being recorded in the LiveLink app.
The problem is that the curves that I extract from an FBX and those that are from an LiveLink App are of a different format. When I open an Animation asset in UE4 I can clearly see that the model has at least two different kinds of curve formats (see the screenshots). And I can easily play the ones that are from an FBX (those that have CTRL_expression prefix), but I can't play curves from the LiveLink App (but I really want to, that's the problem). According to the graphs of these curves they are not static. But the model is not moving when I click play.
I could try to map these curves onto CTRL_experssion curves, however it doesn't seem straightforward.
It seems to me that the problem is that a MetaHuman model has two different sets of animation curves and for some reason the model isn't being animated when I use one of these sets.

royal trail
#

Hello. I'm in need of some help. I have used a procedural mesh to generate a plane made of 7*7 vertexes. Now i have to generate the UVs of said plane so that a 128x128 texture maps perfectly onto said plane. (The plane is a square). How do i generate the UVs to achieve that?

hard vapor
#

Heyy I need help with packaging project. I need to package my project fast but it's taking ages fue to my pc's speed. Would anyone please help me? Dm if you can

fierce tulip
royal trail
#

what is a "dcc"?

fierce tulip
#

digital content creation. (iirc)
basically the application you use to make your 3d models and such

royal trail
#

Alright, got it

drifting elbow
#

digital content creation is correct

#

(not to be confused with ddc)

royal trail
#

Now, problem is, i'm generating the mesh inside of UE4, the engine. The method i'm using only allows UV generation through math

#

It doesn't have a UV editor like blender, or 3ds as far as i know

drifting elbow
#

well, use maths? This looks like really simple maths

#

the 128x128 texture UVs is like 0-1 in x and y direction. so you would basically have (for each vertex in x direction) 1/7 for the x coordinate

#

except you want repetition

royal trail
#

okay, that does make some sense

#

that's a scam :)

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

drifting elbow
#

basically something like: for v in vertices: uv = v/numvertices

royal trail
#

I'll try that. Thank you

drifting elbow
#

(as long as v is a vector)

royal trail
#

It almost worked

#

I just somehow have to move the whole thing to the right by about 1 vertex

drifting elbow
#

off by one? your first vertex should be 0/7=0, the last 7/7=1

royal trail
#

might've found the issue

drifting elbow
#

ah, well, sure. 6/6=1

#

because numvertices is 7, but we start counting at 0

royal trail
#

Boom! works

drifting elbow
#

great

royal trail
#

Thank you dear stranger

jade surge
next dome
#

hey guys, does megascans plugin work for ue 4.27?

tender granite
#

How do we make a feature request?

wary wave
#

'feature request'?

knotty summit
#

Quick question. Does nativization convert BP nodes to cpp in a way we can continue to work with Visual Studio or it just converts the code on packaging the project?

stuck path
#

hey people, any ideas where I can find the tutorial for a character switchable UI like this one? What I want is to be able to click the portrait icon and possess different characters available, esp one working for third person characters. Thanks in advance!! 🙏 🙏

wary wave
azure nimbus
charred leaf
#

If you've ever wanted to create a role playing game (RPG) but wasn't too sure where to start, this is the tutorial series for you. You'll learn everything you need to create an RPG from scratch using Unreal Engine 4.

You'll learn everything ranging from creating character classes to setting up inventory systems.

Head over to the next video to ...

▶ Play video
knotty summit
chilly spire
#

Anyone having any luck downloading the github one? says page is down

#

of UE5

grim ore
#

@chilly spirewhat is the error you are getting?

regal mulch
# knotty summit Quick question. Does nativization convert BP nodes to cpp in a way we can contin...

Gameplay Framework
Removals
Blueprint Nativization will not exist in UE5EA. Projects that leveraged this feature should not see any changes or need to receive any modifications in order to function properly, though performance may be impacted. If this happens, developers will need to take other optimization approaches.
Just in case you aren't aware of this and you are planning on moving to UE5 eventually.

light thunder
#

That square is just a hole in this architecture (literally, I removed the actual window mesh from the mesh itself) - how can I get it to be obscured by this smoke, instead of bleeding through it?

#

an odd

#

part of that is me just not matching LOD's but I'mt not sure why the previous LOD doesn't have an issue, it's obviously to do with the camera distance but I don't know if I am supposed to change my particle, the material on my particle, or what?

knotty summit
# regal mulch > Gameplay Framework > Removals > Blueprint Nativization will not exist in UE5EA...

Thank you for sharing this, didn’t not that. I don’t actually plan to use nativization. I’m a CPP beginner and try to convert my gameplay features to CPP in order to take advantage of both blueprints and CPP. I was planning to create simple actors and put some heavy calculations and convert them to code, then create a function and paste that code and use as a blueprint node. But I’ve made some research and people say converted code is unreadable so it might not be the best solution. 🙂

#

I made a huge progress with blueprints in my project so I’m only able to convert little parts of the BP to cpp.

light thunder
knotty summit
#

I’m reading cpp version of ALS and it looks very familiar and readable, only problem is “how to make sentences” I would say. 🙂 but I’m in vacation, not able to access my computer and meanwhile I’m trying to ask questions and take some notes

vale silo
#

folks, any idea if Quixel will update Bridge for 4.27 soon ?

faint rune
#

It takes 20 minutes on my 8 virtual cores just to "compile shaders". And it keeps happening. For an empty template project targeting Android (the two-thumb stick flying tempate) in 4.27. It's sooooo incredibly frustrating. I am on the verge of quitting Unreal and going to Unity, where this problem is somehow relatively non-existent.

regal mulch
#

Then you'll need to fix those errors

grim ore
#

@faint runecompilation is the first time you use a platform per engine generally, after that its just updates. and importing large projects has similar issues in Unity as well, its not like its magic

faint rune
#

No nothing like this. I'm really frustrated. Any small changes I make in any shaders results in massive build times. No one else has this issue?

#

It's especially pronounced for some reason when I'm trying to deploy on mobile.

weak relic
#

“🦆 chicken”

faint rune
#

You can see from the build history screenshot; 20 minutes was one case, but others are like 10, 15, 9, etc.. Toooo long.

grim ore
#

it should not be massive build times when making smaller shaders changes, and major platform builds are once per engine.

#

if its taking longer, see how much CPU is being used when its doing this. if its not near 100% there is another issue

#

platform shaders for the engine are done once per platform, so the first time starting the engine and the first time switching or deploying to a new platform can do this. Once its done they are cached and anyone individual changes are done and should be quick depending on the shader, platform, permutations, and your machine with the last being the biggest one. Also if you installed bad software (incredibuild) it will cause issues

faint rune
grim ore
#

if you arent payin for it, and most people are not, yes. it limits the # of threads that can be used when building

faint rune
#

How do I turn it off?

grim ore
#

you uninstall it from visual studio, assuming you installed it from there

#

but if it was running you would know, you wouldnt have 100% cpu use from shaders

faint rune
#

@grim ore looks like my Incredibuild is using all 8 cores, so unless there is something else 'bad' about it, it seems to be working as expected.

grim ore
#

shrug just pointing out potential issues.

#

if your at 100% cpu use then your doing all you can beyond a better machine. If its actually re compiling all the same shaders on each deploy to device or project startup, your cache has an issue

faint rune
#

Where can I view / manage the Unreal cache?

grim ore
#

its in your appdata folder by default, you can google for derived data cache for more info

wet briar
#

Question, with UE4.27 just released. are those features in UE5 as well? If not, will they make their way over once it is out of beta?

grim ore
#

no, yes, maybe, and possibly with a side of probably regarding UE5

#

in theory all of the 4.27 features that are being kept should end up in/are in UE5. which branch? when? only epic knows for sure. most of them are part of UE5 main tho

wet briar
#

Alright thx

fast ginkgo
#

In 4.27, I've noticed that an engine feature (nDisplay) has a default behavior that's very different from 4.26. I can't find any mention about this in the documentation, so I don't know if the change is intended or not.
How would I manage to get more information on that change, e.g. is it a bug, a feature, what's the intended workaround to get the default UE4.26 behavior? I've made a post on the forums, but history tells me that it'll probably just sink without any answer whatsoever.
Maybe I could to report a bug (https://www.unrealengine.com/en-US/support/report-a-bug), but I mean the very first point is

Take a moment to evaluate whether it is an engine bug or not
Well I actually don't have the answer to that, and that's my problem right now. So how am I suppose to know if something is a bug or not when the doc doesn't say anything about it?

cyan bronze
#

Anyone else getting error for trying to make 4.26 project 4.27 project?

faint rune
grim ore
#

perhaps. Its also possible that the plugin is activating another platform and its compiling for it

cyan bronze
#

And if i try to build it manually on rider it gives me this

grim ore
#

@faint runeI just did the same thing, and I had ~1300 shaders to compile so it definitely turned on something. but that was only about 15 seconds to compile them for me and it only did it once

balmy rose
#

hey guys

grim ore
#

@cyan bronzemight need to check the forums, or in #cpp as this is code related

balmy rose
#

i've a short question regarding ue5 - am i right in here?

grim ore
#

@faint runeah and after it started up I had 6k shaders to compile. My guess is it activated another platform

balmy rose
#

oh ok thanks 😄

astral phoenix
#

Hello can some1 help me, when i package my game its like 20gb and i think its alot for what the game is, so is there a way to make it lower? like clear some unused assets or something? 🙂

grim ore
#

yes, there are general posts out there on how to do it. Nothing magic. You can remove anything you are not using as the first step. How big do you think it should be and why?

#

you can look at the size map of your project inside of it to see what is taking up space

astral phoenix
grim ore
#

remove anything you dont need then, extra maps and things like that. also look at how the size map works, it shows you the size of items on disk that are in the project

#

usually you would do that, then you can go into the project settings and tell it to only use the maps you want

astral phoenix
#

so what u are saying is that there is not 1 click delete all unused assets or something like that? xD

grim ore
#

not built in, no

#

some assets might be in the project that are used but the engine doesnt know, like soft references or files in specific folders

faint rune
grim ore
#

theres nothing to fix for that part

#

it compiles them ahead of time so you dont have them compiling while using, its by design. once its done it doesnt do it again

astral phoenix
grim ore
#

I have heard of some plugins on the marketplace yes, I have never used them

faint rune
#

I think they could do with much better caching because I am facing it too frequently.

grim ore
#

if you did what you did, then closed it, then loaded it again and it compiles again there is an issue on your machine. If you opened the project again and nothing new compiled, its working

faint rune
#

Also how come there are so many shaders to compile when I deleted everything but the little spaceship?

grim ore
#

I think this might just be an issue with your machines performance causing it to be annoying

faint rune
#

Possibly

grim ore
#

its not the deleting, its the plugin you enabled

#

its the same if you switched to previewing IOS shaders for example on windows. it has to compile them for first use.

faint rune
#

It's too annoying; how come Unity doesn't do all that on the same machine? I have literally nothing in the scene:

#

Also it wasn't this bad on 4.26, so I feel it may be a regression.

grim ore
#

so this is a new project opening for the first time, or what is this?

faint rune
#

Yup.

grim ore
#

if this is after you enabled the plugin then this is normal

faint rune
#

This is after the plugin.

grim ore
#

and once its done, it wont do it again

#

then yes, and unity doesnt do it because its unity

#

I have a feeling this is just due to your machine just being annoying for the way UE4 works 😦

#

like those 6k shaders took under a minute for me, and then its done

faint rune
#

Not sure; I made this just fine in 4.26 on the same machine: https://www.youtube.com/watch?v=fpGvlS4VYg0

I made this Cinematic in UE 4.26 using the new Sky Atmosphere component along with several features including bump / displacement mapping for the mountains, waves, different reflectivity for poles, water and land, night lights, hdri skydome, cloud and planet rotations, etc.. The Planet actor I made for this is heavily parameterized, allowing me ...

▶ Play video
#

But yea maybe somehow something is wrong with the machine; not sure.

boreal lantern
#

@grim ore you around?

glacial rapids
#

Does anyone have experience with 360 video capture in UE? I'm using the Panoramic Capture tool in UE and I'm trying to capture a night scene, but when the render comes out it looks like there are no post processing applied to the render. Anyone knows how to fix that?

boreal lantern
#

could use some help pulling breaking a string response and setting value to string?

glacial rapids
#

the top is the in game, the bottom is render

boreal lantern
#

Whenever you are online please let me know. Seen you help someone with request like this. getting request with VaRest. I know this would be so simple for you @grim ore

#

Anyone else pretty good with using VaRest?

dark briar
#

hey guys, how do i create a camera from exactly where my view is? i want it in the exact same spot I am looking from if that makes sense

cedar wave
#

Select the level stuff dropdown in the top left - then there is a way to create camera from view

#

I forget which sub-menu it is under

#

Could also place a camera

#

And then, with it selected, open the context menu and select Snap Object to View

#

There's also an option to place the camera with standard FPS controls (it's in the same level dropdown menu in the top left of the viewport). I don't actually know what that dropdown is called

sharp crest
#

left or right??

sharp crest
#

it's just a simple decision, quick look - left or right, why is nobody answering thinkDerp

fierce tulip
#

is kinda something for #work-in-progress me thinks.

#

to me the right one has more character, but the left one is more readable.

sharp crest
#

😅 maybe, it's ok

#

majority 19/27 say left is better, I agree

glacial dawn
#

Right, but more clear. Left seems cheap

spare lagoon
#

Hi Slackers - has anyone else had problems with Quixel bridge in Ue5 if they have a water actor in the landscape please? driving me mad(er)

#

true enough... love to push the envelope you know but yes, one beta too many i guess 😦

#

you're right.. better scrap that project 😦

midnight bolt
#

where can i post a small task job offer?

rancid lagoon
midnight bolt
#

thats the thing, its neither both, and those look like 'real jobs', while i just need a simple task

#

just posted one, maybe something for you

spare lagoon
#

I suppose i could use a plane with the starter water material may have to deal with stretching... thats stable enough isn't it?

boreal lantern
#

was testing out a portal and now my character is in the floor? It is stuck in the floor ? anyone seen this before?

#

on start player is spawned in the floor and does not match camera

vocal sorrel
#

Hi everyone, I have a character that has a walking animation. How do I set him up in the sequencer so that he's going from one place to another while keeping the animation? Every time I try to track his transforms the animation doesnt activate

rough kraken
#

is there a quick way to see what code is being called from a blueprint node?

#

for example

#

is there a way to see what "Connect to Server" is actually calling in the engine code?

#

unfortunate, but thanks

sterile lichen
#

just navigate to class U/A IsekaiBeaconClient

rough kraken
#

yup

#

XD

cedar wave
#

I don't think this has literally ever worked for me. Been using UE off n' on since like 4.12

rough kraken
#

that is a isekai beacon for sure

cedar wave
#

Noice

sterile lichen
#

it bugs out quite often on attempting to load PDB

#

and that

cedar wave
#

What's at the top for you? 🤔

vocal sorrel
#

Does anyone know how to keep physics active while using the sequencer? Im trying to make a BP move forward but also keeps its physics

rough kraken
#

I'm not familiar with the physics in this engine yet, but you probably want to apply a force to the object rather than some forced velocity vector?

gentle magnet
#

wait nvm i just re-read the message dont mine me being a dumbass 😂

vocal sorrel
#

@gentle magnet im a little confused with what you mean here. I have a ship that is currently floating in water using the buoyancy component. I want to have the ship slowly move forward while also maintaining the buoyancy physics.

#

hahaha all good

gentle magnet
#

uh you could maybe keyframe its position in the sequencer?

vocal sorrel
#

Yeah I have no problem key framing it to move but that makes me lose its physics/buoyancy

gentle magnet
#

might be a long shot but could u do it in two parts? like keyframe the whole animation without it moving towards the point first but keeping its buoyancy and physics, and then once uve got all the keyframes in u could maybe change the location x,y,z depending on where u want it to move?

vocal sorrel
#

Yeah thats an option. Ill give it a go. Thanks!

gentle magnet
#

np :)

dry tree
#

How do I open uexp and uasset files??

gentle magnet
#

In Unreal Editor, open the Content Browser (Window → Content Browser).
Within the Asset Tree, select the folder in which you want to add your UASSET file. For example, if you are adding an audio file, you’d likely select the Sounds folder.
Drag the UASSET file into the selected folder. After you do, the asset should appear in the Content Browser.

#

i dont suppose anyone would fancy helping me actually, my game ive been making is slowing down dramatically for no apparent reason, it goes from 120 fps down to about 30 in a matter of seconds and besides the player and a few default cubes there is nothing else in the world. if someone wouldnt mind hopping in a VC id rly appreciate you helping out :)

gentle magnet
#

uhhhhhh i wouldnt know how to tell sorry :/

limber mesa
#

hello all, working on a enemy respawn system.when the enemy dies it calls a event dispatcher to the spawner. it works some times but it cant access the dispatcher. could anyone advice?

winter gate
# gentle magnet uhhhhhh i wouldnt know how to tell sorry :/

This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the CPU and GPU. Learn how to set up a test environment and how to employ the necessary tools to identify key performance problems as well as some guidelines on how to address these concerns on...

▶ Play video
#

This video helped me out a ton

hidden sparrow
#

Hey, I have a button that when hovered, makes an image go where the button is. It should hide when I unhover it. Thats where the problem is. If The button is above my picture, I cant click another button on that picture, but when the button is beneath the image, it doesnt know when it is unhovered. How can I fix this?

#

Actually it does know when it is unhovered, but It is when the image moves and covers the button, which is not something i want

#

Can I make a button recognise it is hovered but make it take no space?

steady hull
#

not really a unreal question, but maybe someone might know? Is there a plugin or something for Maya to make it control more like unreal as far as camera control goes?

cursive hazel
#

Not sure where to post this but I'll give it a go :p
Does the new water system that was added with 4.26 have some kind of waterfall feature?

woeful canyon
#

im having a visual bug on the editor randomly where if my mouse is over any node or menus, it's transparent and I see the editor behind it moving it around. on a 3080 ti. I've also seen this issue on a quadro 8000. Not sure what it is. Closing and opening unreal fixes the problem temp... Anyone else having this issue or know how to fix it?

#

What an interesting bug... lol.

#

Perfect. Thank You. Nvidia. LOL

vagrant cliff
#

Does anyone know how to integrate the python.py file into Visual Studio for auto-completion 😆

bleak lark
#

Any way to get rid of the overlapping joints in this spline? Just have a simple translucent material applied to it.

mental helm
#

Don't cap the ends of the spline mesh?

charred leaf
#

I could use some help if anyone can spare a moment. I'm trying to edit the values in a dictionary/map using a button. I have the dictionary set up so the keys are strings and the values are integers. I got as far as making an array out of the keys but i'm not sure what to do with it. The end goal is to increment the value within each key with different buttons.

prime willow
#

I return!

vagrant cliff
prime willow
#

however i believe theres a more suitable measure for water that comes with less glitches under oceanology or something of that nature on the marketplace

urban sinew
#

What's the pipeline for exporting a model from maya to unreal so that it has multiple animations associated with it? Like on the maya side if anyone knows how to set that up

prime willow
# steady hull not really a unreal question, but maybe someone might know? Is there a plugin or...

So if you mean in runtime there is camera manager setups youtube tutorials will and have covered if you mean in editor for contorlling your project you can incease its speed by using its little corner notch here https://gyazo.com/82de2835d478aa4e00b06977606e0f95 the last one on number 4 should do it
also apparently i could be wrong i believe you cna mess with editor button layouts so theres that too though im not so sure about it entirely

prime willow
#

you can also cheat the invisible when clicked or hovered on or off by using transparent pictures per say tho i havent tried the method so dont take my word for that par tin particular

prime willow
#

once you corner that box that in a solution can be made perhaps its range of where and when he died or how he may of died that is nulling the dispatcher

#

however without more context its difficult to assist you sir~

limber mesa
#

@prime willow what context would you need?

prime willow
#

well the particulars to why it isnt spawning when he dies

#

im new to unreal so i apologize in advance and hope you can bare with me ^^

charred leaf
#

@vagrant cliff Thanks Archie. I tried that but couldn't quite wrap my head around it but now i'm coming back to it because I want to create a single function that can update the appropriate text to that of the ability score. This is what I have so far.

prime willow
#

but if its working sometimes and failing at others there is clear disconnect in your code to event sequence

charred leaf
prime willow
limber mesa
#

I have a ability system that I implemented for the player, fireball, life steal and etc. I have multiple enemies. Right now I’m trying to kill a crab and it respawn a certain amt of sec later. When I hit the crab with a fire ball and the health is less than or = 0 the death function runs. In the function a dispatcher is called

#

Notifying the spawn system to spawn another enemy in

prime willow
#

o.o

prime willow
limber mesa
#

It works only when I kill a certain amt of enemies

#

The certain amt varies

prime willow
#

is it suppose to apply to indivdual crabs

#

or all of the crab spawns

#

and does the certain amount killed clean the affected area of the alleged enemies?

#

i would check if this system is applying to each spawned crab or the crab blueprint or such as a whole within a alleged space

#

it may be that the respawn is accounting all of the crabs and not each one that has died

#

per haps if an index was applied to each and every crab when said crab dies its index would proc the system again i hope you can bare with me as im still learning just as you are but that is my take on your systems possible issue i hope this helps and if not do come back as im more than willing to assist you in whichever way i can ^^

prime willow
#

@plush yew optimization wise is it better to keep animations all jumbled in one folder or is seprating them via folders for functions making little to no difference o.o

#

ah okie x3

#

oh o.o

#

of course x3

#

i thought animations were mbs to gbs x-x

#

oh goodness

#

thats crazy xD

#

well

#

than having thousands of animations shouldnt be all that bad :3

tiny sonnet
#

Uhh, this is the right node for accessing the player character from the controller right?

prime willow
#

oh wait ponkiss

#

one more thing

plush yew
#

How would I go about getting this node?

prime willow
#

if i wanted to have different parts of the body do different animations whilst blending with other animations as we see in locomotion

#

like running but the right arm can unsheathe knife and throw

#

make blendspaces(insert right term) for each limb right

#

so i want to make a layered animations setup

#

ah

thick roost
#

Hello!
I have a (probably) very basic question...

I would like to know if it is possible, to change the initial path folder, called "content". I want to make one called "plugins".

prime willow
#

thanksies

plush yew
#

Thanks heaps

hidden sparrow
#

Any ideas why my image in widget looks way brighter than it actually should be?

bold lynx
#

question

#

with the new water feature from ue4.26

#

how do you detect if the player is touching the water?

modest swan
#

How do I keep a animation to loop?

limber mesa
#

@prime willow here is the error

coarse apex
#

is it possible to do opacity on a surface opaque? If I change it to surface translucent I cannot apply metallic/roughness?

limber mesa
#

here is the spawner

modest swan
#

How do I loop a animation? The tutorial I'm watching is from 2 years ago

gaunt abyss
#

☝️

limber mesa
#

@plush yew i checked with a print string

prime willow
#

o.o

#

well

#

its pending to be killed

#

so pehaps

#

there should be a variable

#

to save the spawned enemies

#

so it can be referenced when enemies are killed x-x

limber mesa
#

so i added some stuff and aparently is works like 99% of the time but i still get the error

limber mesa
#

this is the enemy

prime willow
#

can you make a variable used for tracking the spawned and killed enemies

#

and latch it to the enemy blueprint below

#

as well

tight vapor
#

Is there is any tutorial on how do I make a weapon wiggle like this?

prime willow
limber mesa
#

i suppose i could

#

so i got it to work

#

but i still get the error

prime willow
limber mesa
#

ima add it now

prime willow
#

okie

#

lemme know if it works okai~

tight vapor
prime willow
#

^ this as well

#

very good suggestion

#

oh im smarter than i even realized!

fierce tulip
#

afaik content is a needed folder.

night yew
# thick roost So, anyone knows this?

I try not to mess with UE4 folders because it likes to get mad at you for it. Maybe try changing the folder name in the file explorer itself and not the editor for better luck

fierce tulip
#

migration expects a content folder, while technically possible, you'll just set yourself up for potential failure.

night yew
#

Does anyone have an idea of how I could control this radial menu with the right thumbstick? It works with the mouse currently but even with a few plugins I haven't been able to get it to work.

modest swan
#

How do I loop a aminmontage

fierce tulip
coarse apex
#

is it possible to have attach socket in sequencer?

wintry torrent
#

Might be a stupid question. When pressing play how do you set the resolution to be fixed? Like 1920 x 1080

clever marsh
#

wdym?

#

like always be a permanent red?

#

res*

wintry torrent
#

Ive noticed that when I am playing the game in viewport that its not a fixed resolution

clever marsh
#

ig on begin play you could set the red

#

res*

#

i might look dumb rn i think that’s what you’re asking

wintry torrent
#

I mean I am new so probably xD

clever marsh
#

on event begin play connect execute console command

#

and in the box enter

#

r.SetRes 1920x1080f

#

or whatever your red is

#

res*

modest swan
limber mesa
#

@plush yew im trying but im not sure if that will work. The event dispatcher is the only way the spawner will know if the enemy died. i put a is valid right before the cast and the not valid pin exec. how would you go about this

clever marsh
#

yeah you can do that too but if you want it to permanently be like that when you build it i think my option is probably the best

limber mesa
#

its like the actor it is spawning isnt valid

#

but if i try to add it into the array it wont add every actor, ill look into it

coarse apex
#

hey, im having my character pickup a weapon from a table in a cinamatic but how would I attach the weapon to the characters "weapon_grip" socket when his hand picks up the gun, here is a pic:

#

im just not sure how to add the attach to socket to sequencer

prime willow
#

@plush yew arent montages and blendspaces different?

limber mesa
#

@plush yew the not valid gets executed

#

i cant add the actors into the array if theres nothing to add

gaunt abyss
#

What's in the Spawn Enemy function/event?

prime willow
#

thanksies

#

take care okayyy

#

❤️

limber mesa
#

@gaunt abyss just some actor spawn stuff

arctic hare
#

hate to say this but make your cleaner man

limber mesa
#

it is clean

arctic hare
#

not clean but spaced out it's just a pet peeve of mine really your code is good

gaunt abyss
limber mesa
#

@arctic hare i just compressed it to get it in the screen shot

prime willow
#

Blue man if you dont mind me asking

limber mesa
#

@gaunt abyss that print string doesnt print

#

it will hit every time

#

i just put it there to check

prime willow
#

if i had an action button and it did several things like crouch slide run on wall based on system, and i wanted different version of heavy or normal attack off of each of those particular events that said action button could enter or exit would i setup each piece of the action button as state machines o-o

#

better yet what term would i search to figure out how to learn that stuff

limber mesa
#

because it will get a randompoint in the box then extend the actors down vector by 1000

gaunt abyss
prime willow
limber mesa
#

hmm

#

i think that just worked

#

thankyou

prime willow
#

yay!

#

it worked~

#

blue man smart

gaunt abyss
#

your actors were colliding with something and it refused to spawn them

limber mesa
#

now this string doesnt run thanks everyone

prime willow
#

youre welcome~

charred leaf
#

Would you guys take a gander at this? I'm trying to compare strings gathered from a Map and from an Array of Objects, then assign an object a value from the Map from the corresponding Key to the Corresponding object if the comparison was true.

wintry torrent
#

@clever marsh so didn't seem to work i am probably not ask for the right thing. While I play the game using viewport, I can see more if I shrink the screen from the width.

rich oar
#

GUYSS I need help with using a camera and VInterpTo

I cannot get it to work

gaunt abyss
# prime willow if i had an action button and it did several things like crouch slide run on wal...

I would probably implement it sort of like a state machine
Would probably have a state object that contains the functionality the player can perform and the state object implements the action event, if the Running state object is currently set as active and an action key is pressed it would slide or whatever, if walking state is active it would just crouch, etc...

But depends how many of those states you are going to have
If it's just a few might be better to just use an enum

modest swan
#

can comeone help me out using anim montage

arctic hare
limber mesa
#

@gaunt abyss @prime willow @plush yew ok so i took into acct what you guys said. Apparently the enemy isnt getting removed from the array

rich oar
#

Why can I not INIT an FVECTOR like so:

FVector TargetPos; //in header file

TargetPos = (1.f, 2.f, 3.f); // in cpp file

prime willow
# gaunt abyss I would probably implement it sort of like a state machine Would probably have a...

oh okie that makes sense i plan to have quite a bit to be honest, stuff like when dodging backwards but theres a wall latch onto the wall kind of like spiderman ps4 does when you dodge backwards near an object and because latched any attack done would be sort of like a dash attack of some sort, same for sliding running walking or 4 way directional inputs plus attack or dodge or tool use etc if that makes any sense

limber mesa
prime willow
#

i wanna create essetionally combat that feels and looks like this

#

i know its gonna be an absolute shit ton of animations blends montages and state machines as well as script blueprints so i wanna make sure im not starting the foundation on a turd x3

prime willow
limber mesa
#

one sec i think its because i forgot to bind

#

again

prime willow
#

try something like when enemy is killed remove from array granted idk how or what nodes would do that but im sure there are many

#

also see if you cna index each enemy in the array

#

so their accounted for and dealt with promptly

limber mesa
#

I GOT IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

prime willow
#

YAY

#

im so glad!

limber mesa
#

thankyou everyone

gaunt abyss
prime willow
#

one step at a time fluster~

wintry torrent
limber mesa
#

i forgot to include this

#

when the enemy dies it calls a dispatcher that removes it from the array notifying the array that its length is less than the spawn amt and so spawning in another actor

prime willow
#

MatoiSmile all in a days work

limber mesa
#

multiple days actually thanks btw

gaunt abyss
prime willow
#

well guys this was fun but i gotta get back to worksies

modest swan
subtle lake
#

".uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible."
after upgrade from 4.26 to 4.27, there are many these warnings for the uasset. should i re-open/save all uaaset after upgrade the UE? if it was, is there automatic way to do this?

rich oar
#

Can someone tell me why I have to use a pointer for this FVector ?

#

Wont compile otherwise

modest trench
#

the macro expects you to deref the string pointer I guess

#

%s specifically is an FString in this case (afaik)

rich oar
#

Thank you @modest trench

#

Also, another quick question for you guys. What is the best way to PROTECT myself from this ?

#

my BP is trying to access a variable and for some reasons, (at different times) it has not initialized in time or something. Not understanding why

#

its a simple float declared and initialized in my .h file with BlueprintReadWrite access

whole glacier
#

Hi all , just wondering if anyone ever seen it where though i specifically have my level specified in project settings/Packaging . It is packaging the standard third person level instead? This is n 4.26.

rich oar
#

No matter what speed i use, this does not function properly. It is supposed to "Smooth" the camera movement.... It instantly snaps to the target pos

late badge
#

is there a way to change the pivot of a collider in a blueprint so when I snap to floor the bottom of the volume is aligned to the floor rather than the middle? Or if pivot cannot be changed, snap using extent?

rich oar
#

Added this so it didnt continue to call it over and over again. Still does the same thing

gaunt abyss
dark rune
#

is Unreal Engine 4/5 suitable for development for mobile?
(assuming the game is 3D of course)