#ue4-general
1 messages · Page 1055 of 1
Hello everyone! I’m looking at various VR IK body solutions available online, does anyone have any experience with these and could vouch for one in particular?
Anyone hear about this uservision cheat? Does it work on any unreal engine version? It just seems like shooters wont be a thing ever again.
stupid question here but how can i deleate this selected boots?
That is a great idea

clear the boot mesh in the mesh drop-down tab for the 'viewport' section. right click it and select 'clear'
should unassign the boots so you have no boots on it
how can i change this fire's colour? I've done colour over life but it dun change
in color over life "Out val" should change the color
i'm having a weird problem with the landscape vis tool. its cutting out just fine, but when it does it changes the material of the landscape to something random. i'm pretty sure all the blends are set to weight and i've tried using the same material in mask mode, different materials, duped mats, etc. its driving me crazy. anyone have any ideas?
I'm having the same problem on Linux as well. Have you figured it out?
Should i get used to ue5?
Will ue4 be old soon?
Or can you stay on ue4 for some more years?
ive been using five and its great. lumen and nanite are awesome
also megascan integration
Cheers! I found the part where it shows the waterfall. Could look better indeed. I'll have another look at the store 😉
i want to make a camera for a 3rd person shooter game does anyone have idea how to do it or any tutorial ?
:triangular_flag_on_post: ! Haru#0915 received strike 1. As a result, they were muted for 10 minutes.
I've bought a plugin that allows you to access local files on your pc or oculus quest 2. The problem I'm having is it can't seem to find the videos file path on the quest 2. Any ideas why? From what I can see in sidequest it should be under \sdcard
idk much about this but did you try to manualy put the directory
put the path to the folder or file you want manualy
From the documentation for the plugin, you add all the drives to this array and it should load them up
https://gyazo.com/4800f5c3bb274cfa66c172095ec5be5b this is all that shows in the app though once the apk has been packaged and uploaded
I do some looking around online and it seems to work on the quest 1. But it appears something has changed for quest 2, however it's not clear what it is
Here's a general question: how would you guys implement a rotation control for the mirror dish? I thought a couple of ways, like holding down a button and then translating the mouse input to the mirror, but I'd be keen to know what the anticipated way of controlling such thing would be
a mouse drag while holding down a button? Or pressing a button once to enter some sort of "rotation mode"?
it's hard to think of a good concept for this 😄
Hey there! Can anyone give me a direction for doing "In-Game-Patches" ?
Like you start the game it checks for a new version and downloads it ?
virtual textures (UDIMs) going nuts after transferring files to another PC
do you guys know any fix for this?
What have you tried so far? My first thought is to make sure all the filepaths are the same.
when i convert it to regular texture, then again back to VT it works, but I have to send it to a client need to make sure it works well for anyone
hmm. I'm not sure I can be of much help. I'm a newb to unreal but my other thought is just to open up the final package on another computer and test it out.
Hello guys, I have a slight issue I'm facing with an unreal project. I downloaded this project from a tutorial to follow along, whenever I try to open this project it gets stuck at 45% on the loading screen and eventually crashes after sometime. The is first time this is happened to me and it's only with this one project.
Does anyone know what I can do to fix this?
Waiting helping
Nope, it just crashes eventually with a crash report screen
most likely the tuto is not compaitable
Show us the logs @twin folio
I forgot to take a screenshot of the crash report. Are they stored anywhere you can find them perhaps?
Does it has anything to do with the version I'm currently using? When I open the project, the loading screen says it's from version 4.26.2
This is the tutorial I'm following, the teacher states that it's compatible with 4.26 in his download link https://youtu.be/3hmRN8bXMM0
In this video I will go into detail all the features of the Unreal Sensei AutoLandscape Material and how to properly use and customize the material.
https://www.unrealsensei.com/autolandscape
Signup for the Unreal Sensei Newsletter:
https://www.unrealsenseiacademy.com/signup
Link to the Unreal Masterclass:
https://www.unrealsenseiacademy.com/...
Hey how do I make it where these 2 match regardless of how much I stretch or shrink it
https://gyazo.com/89aadf203a83c0c5f1ff629de17a8e93
https://gyazo.com/9b1dacb753430d742cc6edf94935dd80
Nvm I figured it out its "Constrain Aspect Ratio"
Random but:
Best laptop setup for Unreal Engine ? I am working from my Home PC and want something I can take with me when I travel. I've owned some over the top gaming rigs over the years and it was more than I needed. I need something with good FPS and compilation times
Any recommendations?
Didn't even realize there was a channel for it...
Anyone gotten a megagrant for their own game?
I am unable to use Google Play login to save user's data incase a player reinstall the game and want to start from where he left. Like saving the levels unlocked , characters unlocked, player level etc.. is there any way to save the data in the player's Google Play games account ?
Hi!
I'm trying to create a new controller and pawn and then have the player possess that.. How do I do that?
I tried this but it's not working: https://i.imgur.com/Ex4oqNB.png
crash log
app crashes randomly during play
any idea what is the problem , i think its related to shaders but how can it figure it out its large map a lot of shaders
there is not enough information in that log, but it is definitely some kind of renderer issue
my best guess is a serious bug causing memory to overrun the mapped space, but this could be either an Epic or an Apple problem
I had some media textures that I had working fine in an editor but they did not show up in a packaged build, can anyone advise?
does anyone know how to stop foot sliding while trying to animate a character
Hi, does anyone here can help me with this issue :
i've created an open world in unreal using worldcompo , long story short, i spawn some foliage using the grasstype ( runtime foliage )
and in editor if i don't press build grassmap , the grass is floating in the air .
i have the same problem in build, and i can't rebuild grassmap in build
Hello, is there a way to invert the scene pan ?
when i drag left i wanna go right
I got it, dw
But the off topic chat?
doing the roll but this keeps happening. any fixes?
Anyone using 4.27 here? I was going to ask if you can check Modular Gameplay Features has been added to the engine? Can’t check it out myself as I’m not able to access my computer.
With landscapes, is it for every 1k it equates to 1 km, or is it calculated in a different way?
u can weight it manuelly
u can pop into blender and weight paint it
excatly u can manuelly weight it to the skeleton
Is it confirmed 4.27 is last release until ue5?
unless something weird happens, yes
if your game doesnt have the white ranger karate kicking a dinosaur ill be very upset D:
Why does my skylight not have a gizmo?
hello, does anyone know how to launch UE4 editor with DebugGame configuration outside of Visual Studio?
is there a way I can make a ribbon start small and get bigger?
Yasssssss
Its actually lord drakkon
make him kick lord drakkon-dino
does tis look like tommy to u lol?
sort of
like older tommy with short hair or younger tommy
yeah it does xD
just has a wider nose
Yea trying to fix tht in blender but undecided if i should stick with the beard or not lol
Ok
Last time I saw tommy he had long black and was clean shaven.
Guys im trying to Package for android i got this error
I get the following crash every time I open a Blueprint, or a level that contains an instance of that Blueprint:
LogCore: Error: appError called: Assertion failed: Tag.Size == Loaded
Is there a way to fix this, or is my only option to revert from source control?
having a weird issue with having two viewports one overhead brush/grid mode while the other is the perspective. Trying to switch between them creates a weird lighting glitch
Makes it extremely hard to work with
4.26 btw
@granite drum @pliant junco hey guys, I got my problem resolved now : ) I had to rename the config file in my project to "config_old" to get it working
ahh ok mate good for u 🙂
I'm stumped on how I can make changes to my mesh's color persistant when I go back and change the skeletal mesh. Not sure if there is a way to compare the color of the two meshes and then keep which ever option then change the skeletal mesh accordingly.
No, it is not. I was having static mesh references in my datatable and switched them to soft reference variables, but it still showed up in size map. To fix that, I had to remove everything in datatable and create them again
So similar approach might solve your problem
You’re welcome 🙃
if you have a Cast or any other reference to blueprint type it will be still hard reference for linker
which is sometimes fine for blueprints that always loaded (game instance, game mode etc)
whats the difference between widget blueprint and editor utility widget
most likely the latter one only works in editor and not in a game
oh god oh no
i was using editor utility widgets for my whole game
Widget Blueprint is UMG widget,
Editor Utility Widget is an special Widget Blueprint that runs in editor and registers context menu action
will editor utility widget not work when the game is released
i hate my life
is it in class settings
yes
i cant find it
just userwidget
still cant find it
well, rip
is there a way to make it manually
i think you can still copy the widget tree between two umg editor windows
and blueprint nodes are copyable too
because I can find my usermade widgets
wait
i found userwidget
nvm
i hate my life
my game is umg only
only 2d
this will take ages
next time read before using 🙂
just not abuse them too much just because of blueprint casts
use native types instead
nvm, you can not reparent Editor Utility Widgets. as it is a separate asset type.
if you have only one player controller bp then with 99% chance it will be always loaded
so it does not matter
well that makes it even worse knowing the answer
So, can anyone explain how the Lightmal resolution works? is higher always better? what is a good number?
A lot of big words in this discord. Make a fella feel dumb
with c++ magic can create a new widget blueprint and copy Ubergraph/widgettree and do any manipulations
but has limitations
welp
might aswell remake the whole game
or just ditch it
ill just try to package the game cause why not
whats the point if i cant even release it
not even privately for me
Why not?
cant i make animations particularly for said tail and its bones regardless of morphs or not
i was making a 2d game for the past 2 months using editor utility widgets instead of normal widgets
i also ask because i have no idea how to animate components onto actors or what to even search to figure that out ;-;
and i accidentally found normal widgets
and this made me wonder whats the use for editor utility widgets
so i asked and turns out it wont work when the game is published
Damn. That's pretty rough..but....I bet you could remake in one week since you know what you are doing now
And have most the code.
well i did come out benefiting after all
Is a mistake..but, you learned a lot I bet
its the longest game i have been working on im now familiar with saving, variables, casting, sounds and way more
Try to package your game more often, even you don’t make that kind of mistake too often, sometimes small things might not work in built projects so it’s always good to package and test your game
Im new to Unreal Engine with no blueprinting and Scripting experince. Im trying to make a 2d game. Can you please tell me how btw I got most assets I just need help for free.
btw this isnt a copy and paste took so long to type it all
when i was with another game engine (godot) my assets would clip when animating
like a small part of the other frame will clip into the next one
What was the default interval of the GC again ?
I think it was somewhat between 30-60 seconds, but i'm not sure
GC being Garbage Collector @maiden sundial ?
Ye
It's tunable in Project Settings
so I have an odd question. Not that im buying a faster SSD for UE4 but I am wondering if a much faster SSD would reduce compile times?
See Time Between Purging Pending Kill Objects
4.27 if you want the latest
what about the best doe
wdym da memes
it does, so long as your CPU etc can keep up
It was an attempt at a joke, usually the latest version is the best
im just trying to make a 2d platformer game
lol ok ill download the latest
but now
it takes so longg to dwonload
it said wiat for like 2 minutes
thanks. I have the 3950x with a Gen3 SSD. Thinking about getting a larger SSD that can saturate gen 4 specs
Welcome to game development
dunno where else to post this, is there a way to make these dropdowns display something by default?
I actually didnt know how to test that however Now that I think about it I could monitor that in windows cant I
task manager
I have over 12 TBs of hard drives in my current desktop, get used to running out of space
i'll try it ty
HAHAHAHA I REMOVED 3 GAMES FORI TT
FINALLY
14gb wtf
well im getting a gaming in maybe 2 months so by then i might do it
well im on a optiplex 5040
ill make it work xd
Nice dude. Now i.know who to ask when I need help ;)
@plush yewok yeah it doesnt eat up my ssd usage. Perhaps I should learn how to use swarm and buy a compute pc
lastly anyone else having flickering issues with UE4 4.26?
Perhaps its my GPU IDK I just bought a 3080 and I THINK it has to due with that stupid ray tracing bs
IDK how to disable it yet
you need a gpu?
ah
OK I wasnt sure because it didnt do it with the 1080ti. At least I know my gpu isn't being fried
Anyone know how to fix that?
nah dont take my word for anything
i know how it works but im not that good at it
Those pixels & halo-ish effects
give me ur fried gpu
I NEED A GAMING PCC
is a 1060 3gb good enough for unreal?
I have 3090
😮 ill send u my adress rn
NAKO do you have a post process bias
i try to make optomized 2d game
post process bias on the cinema actor camera?
yeah of course i have them
try to process that image without DOF
what happened
yo thats alot of ram
does unreal engine have a watermark like unity does when you open up the game?
No it doesn’t have such a thing
You actually have to sign contract to use their logo in your game
even when i was a kid at 5 years old
im talking about the one
where you start up the game
and it says unity
then the game
Yes, you have to sign contract to use Unreal Engine logo
that seems wierd
unity doesnt make a bad game..people make bad games
and alot of ppl feel the same so i dont want people to t hink my game is garbo
i know
but all of the ones i saw
are bad
hearthstone is built on unity..is pretty good 😄
does anyone know how to use lightmap resolution? what is a good number?
im not saying they arent good games
I SAID WATERMARKK
BRUHHH
did u hear me the whollleee time?
ofc unity is good as a engine
its just something about the watermark when you load up
what you said implies that you delete games because you found oput they were made with unity..
thats even more rediculous lol
BRUHHHHH
i cant reAD all caps.. :S
yes, my child
thats a ncie rig
I'm having a trouble with decals flickering in the distance, can anyone advise, can I brute force some setting?
I've confirmed it's not z fighting or anything
looks just like it though and it's distance based (i'm assuming camera distance based technically)
So in unreal engine sequencer, I have many keys at a particular time (take example 005), how do I select all keys, because drag selecting all sounds like a pain to do everytime
this thing what you are looking for?
someone help me destroy this graphical glitch
this appears in a packaged build and performs the same on another computer with different hardware
I ...am dying.....
Looks like a texture issue. Possible z-fighting. Might want to make sure that the model where the crosswalk is isn't overlapping another model
no read above, it's not
i've deleted everything other than the mesh the decal needs to draw on top of
👋
Ah sorry, missed that. So yeah. You're right. Definitely something to do with distance, and possibly lighting
I'm using dynamic lighting
https://answers.unrealengine.com/questions/665473/decal-draw-distance.html
It might have to do with this. Have you messed with the set fade screen size?
ah but yo uare right
I looked at it in unlit and it goes away, so it's a lighting problem
these decals are in the level, they are not blueprinted
You can't use GPUCompute Sim with Mesh Render in Niagara?
can anyone explain or documantion
It means you haven't loaded that thing into memory yet but might - you use "resolve reference" to convert it to a normal reference -
https://www.youtube.com/watch?v=FZl3CNpwRUk
Apparently you can turn decals into blueprints, which allow you to change the set fade screen size, which should change when it starts to fade, which MIGHT be your issue, as there's still flickering in unlit mode.
Download link :
https://drive.google.com/file/d/0B45Kp15-PhyOQ0VQdGlqNTRXdXM/view?usp=sharing
Use for decal fade screen size
Zero means it won't disappear based on distance.
No, sadly.
an example would be - you want to tell a Character BP to search for the nearest treasure, but you have different levels - so at begin play, you would say, "Find the special treasure" and you have made on your character blueprint an "Instance editable" SOFT reference - this lets you pick an object on a level that doesn't exist all the time
@void merlin Unlucky, would be nice for Fish
I DON'T have flickering in unlit mode

There was still a flicker in this video
no that flickering is just drawing - before I was getting flickering even if I wasn't moving
Thanks, If I make Load Asset, memory is also kept. If I don't, the memory is not kept. So how does it optimize?
If I use "resolve reference", is memory kept too?
yes, you are literally loading that asset into memory
but it ALREADY exists perse
if you load a level for example with objects you have used as soft references, they are loaded the moment the level is loaded
so my furry race
has functioning tails now
idk how i forgot to do that for 8 months
just gotta make armor for the android gundam race
I've set the decal fade screen size to zero (it's defaulted that way )
Good to know! Will take a read
that is great, thanks.
@plush yew can you take a look at this - I've been stuck on this stupid problem for over an hour - determining that this is NOT z fighting (i'm deleting everything underneath the decal except for one thing)
The problem seems to go away mostly when I am unlit - but I can't figure out how lighting affects a decal
I've also set the fade scree size to 0, which should mean it never fades
if i wanted to slap my tail on a mesh would i use skeletal mesh component for that?
thanks anyway I appreciate it

Literally a tailbone is a socket
and ill be able to add breast physiques to it right?
sorry, NOT socket, a bone
wait i want something called tail socket?
no I mispoke
o-o
yes
i want to put floppy meat powers on the tail
so when the beast race flips and floops and lunges
itll fly and whoosh around xD
would i start with skeletal mesh for that?

also if any of you guys know
you know those really amazing 3d artists who have their models wiggle and jiggle when they move, like their tummy shakes a bit their legs swish back and forth those guys
can i do that with soft body physiques in unreal to my models? o.o
You need to also learn how the skeletal system works
oops sorry xD
ah i see so i need to learn skeletal mesh stuff to learn how to do that to different parts of the body at runtime o.o
no no nno sorry i just wanna learn what the heck i have to search to go learn how
well my mesh runs walks ive retargeted animations and im working on state machines too atm >:3
most games use baked physics for jiggle
however i still cant figure out how to add ik's to his arms in specific
i might have to add ignore bones or sumfin so it works like his legs do
okie so skeletal mesh, baked psyiques and components
thanksies guys ill go look into it
I don't care if you ping me, I just might not answer it but I appreciate you trying to be polite - As far as I can tell, those should do nearly the same thing, the cast is the only difference
are they behaving differently for you?
I haven't watched it but this video seems exactly what you are after - https://www.youtube.com/watch?v=K0ENnLV19Cw
This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
DISCUSSION THREAD
https://forum...
I am loading and using this photo in memory.
In this photo, I am using the resolve soft reference, does it also load it into memory here?
I was wondering the difference between them.
do they mean the same?
thanks for this.
or at least fast forward and try to find where it talks about memory
I'll check it out now, thank you for everything.
how do i change the size of a particle emitter so it starts small and gets bigger?
I've tried a lot
If you cast something it will be loaded to memory anyway so if your goal is avoiding unnecessary memory usage, try not to cast any BP class or heavy objects. You can cast native classes or use blueprint interfaces instead
(Talking about second photo)
Thank you for the information, I was trying to understand the structure of soft.

I then spent this time watching a video on how compilers convert source code into an executable
Which was really cool but not helpful
Anyways. I'm going to go watch that now 😅
Having a fade out error in the log, but the fade out is working still. Very odd
What is wwise and what’s the purpose of it? Is there any benefit to pairing it with unreal? The website isn’t clear about this
state machines are weird
Fixed
I GET IT
that's why people have start and end animations
so they can force forge a blendspace between state machines
holy cow you nerds are insanely smart xD
oh thats cool
you can have a state machine start from any 1 and connect to as many as possible
Hi there, is anyone familiar with exporting Twinmotion scenes into Unreal Engine 4?
What if I use two animations at the same time? I mean if I play a reload animation via character blueprint When an animation is playing in animbp. What will happen? Will character bp ignore animbp or will they blend?
guys how can i change focus range? This is not the case in the standard camera settings. I need to expand the area that is in focus without changing the aperture. I want to add parameters near focus and far focus. How to do it?
didnt find tutorial
I'm only a beginner but I ran across this video and it seems like it could have some good technical info for you. At around 8 minutes he has a good breakdown of focus https://youtu.be/doUDJFKLyZs
Cinematic. That look we all want. That look that is prized and hard to get. But is it really? I'll be showing you a few things that can really give your shots a more filmic feel. It's a lot easier than you might think! You don't necessarily need any fancy #raytracing effects, or the latest RTX Graphics Cards from Nvidia to get a nice, cinematic ...
Take recorder is enabled
Ok, so I have a component. If I want data from a custom class i wrote in C++ to show up in "Details" what do i do to make that info show up? I thought "UPROPERTY(BlueprintReadWrite)" was all i needed
IE I have these params
i would like them to show up under details here
im assuming its the "UClass()" part i need to modify
Hey there everyone! I've been looking all over the interwebs, and can't find any information about emissive materials working with raytracing. Does anyone have any information about that? I did find a link to this forum post: https://forums.unrealengine.com/t/working-emissive-materials-in-rtgi-with-screenshots/130840/34
kk lemme try... see that term made me think it would appear in ANY details window ever
which sounded like a bad idea
yeah that is what i am reading... so far no dice, but i will continue reading
Hey, what is the best way to check if many conditions are met? For example I want the door to let me through only when i clicked all 5 button before. I could do this with booleans, but I think it is not the best way to do this?
got it 🙂 thanks for the help (I needed to add "EditAnywhere" to some different places... heirarchies)
Hey Any tips on how to stop my character sliding when moving ive set up the animations its just sometimes it moves as intended and sometimes it slides
If i wanted to have two different types of damage
criticallly hit and normal state hurt state or been attacked which have different animations and effects
would make them state machines be best ;-;
or just blueprint setups for the standard hurt state
actually nvm
making them a blueprint under hurt state would probably be best as the animations will blend proper from critical hit to hurt
When ever i press any of my movement controls (WASD) it moves me backwards. Does anyone know whats happening?
Yup, you're moving backwards 😄
😑
it doesn't happen when i use the starter content first person character
maybe you accidentally set all keys to do the same thing sub-consioiusly? sorry if this doesn't help/is obvious
unfortunately not. that would be a way easier thing to fix
probably check the input keys in your character blueprint
those are all set correctly
If you share a screenshot of your projects input mappings, and the blueprint that's dealing with them we might be able to help more 🙂
Sounds like a good usecase for the #gameplay-ability-system
Okays, and the input mappings in Project Settings?
all the same
Hmm, odd indeed. Have you checked to see if anything like a controller is lying on something moving a stick or that kind of thing? Looks to be set up right, if there isn't any other input perhaps restarting the project, or a bug.. I'm at a loss otherwise - sorry 🤔
no prob. thanks for the help
naming be like
@stray ruin didnt work
@stray ruin i hooked it up correctly but still no
when i shift it also locks the shift
something weird is going on then like you are in the wrong blueprint or its being overriding somewhere like gamemode or controller
hard 2 say
ok well ill look some more i guess then
do you know why i would have two of this class? is it because I have the C++ class and a blueprint made from it?
yes, rename the blueprint one
ty ty
hey do u get on these featured screenshots/weekly spotlights?
I never have, but once a project who stole my work did
Didn't matter
sry :/
It's fine, work at a real studio now. Haven't been ripped off in years
are uhhh
blueprints easy to learn?
i dont know if to code or to blueprint
i never done either
hello newbie question, I have a human character mesh with a rigged with a skeleton and another human mesh very similar to the already rigged mesh but not, is it possible to easily rig that meh to the others skeleton? Any plugins are ok (even paid idc) but either way any advice would be great, thank you!
they're okay. most of the high level concepts are basically the same
it's still OOP.
You're still using UE
yessir
im not using it though im downloading it overnight
since my pc slow af
cant wait to get my 1060 rig
I meant BP vs C++
I would pick up the Udemy course (I think there's actually one for C++ and one for BP) that is supposed to be good.
ok ty
But only after exhausting Unreal Online Learning
but should i pick
bp or c++
?
i want to do both
but idk which one to start with
people say bp is 2x faster than coding
but then some people say coding is good for alot of things bp virtually cant do
this is nonsense, total non-metric
like how fast u can get it done i mena
People suggest using BP first, especially if you don't have a coding background
and wtf does it take so long for it to download
its been saying waiting for a long time now
im going to loose it
im just going to go to bed
and TY SO MUCH you dont know how much you helped me
I was getting confused on what to do and stressing out on it
like the same thing with picking engines
but i chose unreal and im sticking to it
🙂
good night :mmon
epic fail
🌝
thank you ;-;
anyopne know why this text is showing up as placeholder text, instead of the text i input?
wait i think i see
yeah nvm. Font family somehow became empty
https://forums.unrealengine.com/t/spawning-resources-like-ore-patches-from-factorio-alternatives-to-perlin-noise-sought/247185
Input appreciated. Looking for better ideas to spawn resource patches like in Factorio
Hi there, I build a 2D World Generator with Simplex Noise and I am quite happy with the result. Now I would like to add resource patches like in Factorio but I feel that Perlin/Simplex Noise isnt really suitable for that, because I need: Control over size, amount of patches, distance between them… overall just much more control. Not impossib...
is there a possible problem with linking a state machine to 3 or more other state machines that they shuld be able to translate into via inputs or lack of inputs?
or should you only link from roots to first extensions
hey guys, does anyone know why my gizmo is not showing for my exponential height fog?
wait a minute, as a matter of fact none of my gizmos are showing up. Weird
I've got a spline road that I want to prevent players from walking off of. I'm assuming I want to use blocking volumes around the edge everywhere, but is there a better way than adding these manually? Can I make some sort of custom physics mesh around my spline's static mesh?
does anyone know why its returning false
im no pro yet, but i don't think even if i was, from that pick i couldn't say XD
dumb noob question! why is this directory empty, but if i check it for references i get this
X__X
the lighting is really dark and idk why
any ideas?
its light everywhere but the character is dark not light
not perfectly sure, but it looks like you have some light options OFF in your output window
that is from your output window right?
im realzing that through the state machine system
i can have incredibly flexible and fluent transitions between actions if you set it up right
itll look like spghetti tho xD
Im brand new to unreal engine. Can you create characters in blender to use in an unreal engine project?
Most definitely yes.
Awesome thanks for the help
I've experienced some odd behavior in the provided top-down template. In the editor it works as expected, but in the Mobile Preview the actor, well, acts dumb.
Instead of walking around the cube he is walking against it, sliding left or right until he might be able to pass... or not. What's the issue here?
In more detail... In editor point and click can navigate a maze, however, on mobile he just bumps into a wall and gets stuck.
I am suspecting that the nav mesh differs on mobile, probably being super low res, since you can't pass passages that you could pass through in Editor when moving the cubes too close.
Not sure how to circumvent this, to have identical behavior in Editor as on mobile
Is it ok to handle all links between C++/BP in assets stored in game instance ?
@stuck linden well clearly your online sub system function is returning false... add a breakpoint and step through it
Hey there good people, I was wondering if someone here can give me some advice or insight on Unreal Chaos destruction. I have heard it is buggy, but when i was using it with a VR game i implemented some blueprint nodes and after every game preview in the editor it would crash my computer after i closed the game preview window, Is this related to chaos or is this a blueprint thing?
Consider Zbrush if you have lots of art to make, i recommend it over blender any day
Though it costs a fair bit.
is there a node for splitting your blueprint across twice
like row one will fire as row 2 fires
like branch
sequence i believe
so u want 2 falses?
im not sure for this but i think, u can add a sequence node to true in branch. correct me if im wrong
Noted. Ill be doing my research. I appreciate it
Hi!!!
hello! I need help! I don't know anything about blueprint, I want to know that how can I link the location of pointlight (or spotlight) in the scene to the Angle of Skylight. please help! thank you a lot!
I don't know what to do now 😭
Write in #blueprint
I think it's the right chat
ahh thanks!
guys, I've got two graphics cards from two manufacturers (AMD and Nvidia), how can I clearly and explicitly communicate to Unreal Engine to use only AMD card or only Nvidia card?
🤷 idk
editor works only with OSS Null, Steam and others can be loaded only in Standalone
i keep getting this error when exporting my mesh
Imported bone transform is different from original. Please check Output Log to see detail of error.
i did do some research but nothing was helpful on it i know its probably a stupid question but how would i go about getting rid of this error? the only helpful or barely helpful thing i have found was its a error that isnt to much to worry about but i still would like to fix it just in case
i am a little knew to exporting a custom rigged mesh so i have no idea what i am doing i did try a while ago but just scrapped it because i had no idea what i was doing
Hello im having a problem when i want to do some landscape i cant seem to do anything and i have this big square marker and not the sphere one, can someone help me? 🙂
https://gyazo.com/e0e01535d2829e8e14ee4a036061736e
hard to say anything without seeing what tool you have enabled
but my guess is you have some landscape component specific tool enabled
Why can i not open my project??? O.op
Its corrupt?
i see it here, but it gives me an error when i try to open it
it basically says what's the issue: you don't have an app association between uproject files and Unreal. It's a windows thing
opening from launcher should work, btw (double click the icon in the launcher)
theone i took the screenshot of? the error comes up if i double click it
do you have UE5.0EA installed?
if i open the engine instead of the project, my recent projects are blank
Yea, ii started using it yesterday
And i saved it all before i closed it
well, there are some known issues with project visibility and UE5.0
So theres no way to retrieve my project?
I wonder what occurs if you open the file with Engine\Binaries\Win64\UnrealEditor.exe using Open With?
ue actually uses a list of engine installations somewhere in the registry afaik
I'm not entirely sure what the default "open this" thing for .uprojects actually is
if that worked try setting it as the default
hopefully it works with engine version associations for when you inevitably have 3 different engine versions ¯_(ツ)_/¯
yep, that works perfectly, i just cant open the project through the epic launcher 😛
Thank you
how can I make a slippery/ice effect?
I would at least google the error message (but assume ue4 answers are relevant to you)
the issue has a decent chance of happening to older versions and there might be a better solution
there's the real answer
Looks like i dont have that UnrealSelector at all
it might also be inside your engine binaries UnrealEngine\UnrealEngine\Engine\Binaries\Win64\UnrealVersionSelector.exe
Why is it that in the top-down template the character can perfectly navigate a maze on his own point and click in the editor, while on mobile preview he's just running straight into a wall?
thank you @modest trench! Worked like a charm
nvm, I found the problem... in mobile preview the procedurally generated terrain differs from the one in the editor, oddly the navmesh, however, is still as seen in the editor, which causes problems in navigation. Can someone explain how to adjust this so the navmesh is adjusting to the terrain on mobile?
does anyone ahve any idea what plugin is this
since the cubes have collision, and the navmesh prohibits navigation in areas that are invisible (based on the editor's exclusion) navigating is almost impossible in mobile preview
is it normal for my terrain sculping to stop X distance away from water?
Could u help me with my issue?
hello is theres a single tutorial on how to make the mobile game drag and pan camera for unreal engine?
o/ waht would be best gpu for ue5? 3060/70 or amd 6700xt?
I can not find much about it other than amd still has like half of raytracing performance
I FINALLY GOT UNREAL ENGINE
FINALLY
IT TOOK OVER NIGHT
AND WHEN I WOKE UP IT SAID 50% I THOUGHT I WAS A GONER
BUT THEN.. THEN
IT RANDOMLY BECAME 100%
How do i delete a project
I have very basic coding experience (High school computer science lessons) Do you think I should try to learn c++ or stick with blueprints I want to know which one would be more beneficial in the future instead of trying to learn both at the same time
depends on the person using them.
getting to know blueprints helps you understand the cpp part of it.
can always move to cpp once you have a better understanding of blueprints and want to expand upon them.
any unreal engine wizards in here i need some help pls (i posted my problem in #animation )
Hello. i started a blank project and made my world. is it possible to somehow get the car from the car demo and put it into my project?
first time unreal user
put it on your project content folder
Huh?
Right click the car blueprint and migrate to your project
Do i have to make a project to get that? im not understanding
im brand spanking new
Which car demo are you referring to?
erm
gimmie a sec
this, i just want the car and the controller from it i guess
Just so i can drive around my level
Yup, you can add that. Give me a mo and I'll screenshot the place to add it.
Sure, thank you 🙂
I got a vertical sprite sheet and unreal thinks its horizontal
how do i fix this?
PLSSH ELLPPP
Ugh, it's taking too long to boot up, here's a video 🙂 https://youtu.be/wGHU_RhxV44?t=17
Full UE4 Quick Tip Playlist: https://www.youtube.com/playlist?list=PL_c7yiTIRI8rPQfsNytgjgJh-bssWUczX
How to add "Starter Content" or a "Game Template" into an existing project or an empty projects.
WoLD UE4 Tutorials List: https://www.worldofleveldesign.com/categories/cat-ue4.php
WoLD Twitter: https://twitter.com/GameLevelDesign
WoLD Instagr...
@south valley no one here is required to help you, people help you because they want to help. Just be patient. If no one replies, reconsider the question and ask again in a few hours.
Any setting i could use to make the niagara system to update faster and earlier. The particle starts from my muzzle socket witch is on tip of my barrel. Can i make it so that i can actually SEE it start from the tip of the barrel
Ok that was almost 10 mins ago LOL Ofcourse I know or else I wouldve went into a full argument with the mod
oh lol ur a mod
it doesnt make sense, i change the gamemode to the ADV Vehicle controller but when i press play, it just does nothing
Could anyone assist me? 😭
I FINALLY GOT IT
THANK YOU LORD
AMEN
ALL OF YOU PRAY THAT U WOKE UP THIS MORNING
I had a blank project, i made my gameworld. I've now imported the ADV car demo from the starter content, changed my gamemode to the car... But nothing happens
If you need a video of whats happening, i can get that gladly
🦊 "So an In-Game Menu & an Interactive System walk into a bar..." https://www.twitch.tv/divinedevstudios/ 🦊
DivineDevStudios streams live on Twitch! Check out their videos, sign up to chat, and join their community.
@green cradle"nothing happens" isnt very helpful to figure it out. And your assuming the car game mode is what is spawning in that vehicle in that template.
did you check to see what default pawn that custom game mode uses? did you check out how the sample map with the template is controlling the car?
I have no idea what any of that means, im brand new
i've watched many tutorials
they import the asset. change gamemode in project settings, press play. and it works
Mine does not
@grim ore
I'm not certain but you may need to adjust your player spawn position, it seems like it may be under the map or something from the look of it.
Greetings all!
How would i do that?
What template is this from by chance?
I'm still also new and learning but I would be happy to take a peek for ya
its a blank project i made today. and i just imported the vehicle template and trying to make it work
I followed this that MOA posted, yet his works, mine does not
It doesn't look like there is a default pawn set in there, does it give you any options for setting that by chance?
Not sure on if this would utilize that or not being the type of game it is
where would i find that?
it would be in the maps and mode settings page where you went before
right under game mode I believe
anything selectable for default pawn class?
Sometimes with these you just gotta fiddle around with them until you can make them work i've found lol, but I also like picking stuff apart and messing with stuff 😬
does ANYONE have a fix for the HISM crash in 4.26?
With default pawn, im not longer inside the meshes, But still nothing really happens
@green cradleso when you say you watched many tutorial and this is what they did? is that for THIS EXACT TEMPLATE PACK or in general? because..
they used the 3rd person and 1st person content pack
yep, those are not the same
it will be the same
ah
the fact it says NONE for the pawn is why its not spawning in anything... its spawning in NONE
you cant assume 1:1 when programming if its not identical
theres no vehicle pawn though..
so I mentioned did you load up the example map and see how they are doing it?
I'll try it now
they are using what most of the other example templates do, a manually set up auto possessed pawn already in the level
I'm so happy, I finally have a computer that I'm going to be able to dive into UE with again =x
If you ever want to convince your wife you need to spend the money to buy a better computer just try loading UE on a Microsoft Surface tablet 😂
opened the demo project. Can't move the default car
controls set?
if you added the template pack, it should have added the controls. your going to have to check
took 5 Play presses to make it work
Ah. it seems i need to install the chaos vehicle plugin
if your using 5, its possible. You shouldnt be learning on 5
Don't mean to be redundant but I didn't know where this post belongs.
So I'm working on an FPS character controller from scratch and have a few questions:
For debugging, I moved the characters mesh and camera/etc back so that I could see the capsule component in game.
Question 1: is there a way to use a debug type of capsule component to show the same result instead of actually having to move the character mesh and camera back away from the capsule component ? You obviously cannot move the capsule component forward by itself because it's the root.
Question 2:
is there a way to make the adjustment of CapsuleHeightSize not affect the actual position of the child actors ? The way I am getting around this currently is by adding the difference to the body and camera spring arm. Because of this.... When I am using VInterpTo:: to smooth the crouch function, it causes it to snap... Obviously because of the setting of relative position adjustment upon reducing capsule height size...
I'd appreciate any help I can get.
Anyone seen this? Maybe this is old but I came to know about it right now. https://angelscript.hazelight.se/
So I've made a trigger in UE but for some reason the "OnActorBeginOverlap" doesn't trigger when I use a ball I've made but it does trigger when my character walks through it. Am I missing something here?
so im making a game about super speed and im not sure how to stop my character from sliding when i stop also how to i make my character always face the way my camera is facing
Maybe the collision type of the ball
Is there anyway of seeing what assets are taking a long time to load? Or just in general see what order the engine is loading up assets, both in editor and packaged projects
Hello Guys I'm trying to package APK with 4.26 since 3 days not working
i have this error now
@rich oarthere are "Draw Debug" nodes that you can use to visualize an object like a capsule, or you can turn on the visualize collision option to see your actual collision.
@runic fernyour error is above that
i will send the log
I do have the capsule collision visible in game, it's the fact that I'm having to move the mesh and camera at an offdet to see it. That's what's messing it up. I'll look into Draw Debug
Thanks
not this xD
ok now this is the whole log
first red error was this Mathew
java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7
yep that looks like the issue and there are a few references on the internet to why
what do i need to reinstall jdk or gradle i installed the SDK and NDK about 150 times since 3 days 😄
you need the correct matching files. I dont know what you have or what you are using but this post has info for .26 https://answers.unrealengine.com/questions/963711/ue4250-could-not-initialize-class-orgcodehausgroov.html
yes i found that im using the latest version of SDK and NDK so i reinstalled the android studio 3.5.3 to get the recommended version
latest version might not be the right one is the issue
i will check the JDK and see
I dunno, I do know that post has version info and what they did to get it to work on .26
Hey guys any recommendations for udemy course
@wintry torrent Do you have any experience programming?
Yes
For gaming though I kinda like blueprint
it was fun when i was messing with it
@charred leaf im looking at 2 courses right now i am not sure how they are
why not use the free courses that epic provides?
@wintry torrent I was trying to find a course for you on youtube that is called 1st hour with unreal engine or something to that effect that was good. Honestly if you already have programming experience you probably just need to familiarize yourself with creating 3d objects and manipulating them.
I think the one I was looking for was one that Epic made. Not sure if it still exists.
Oh ok I was just wondering because they were on sale. I have been using Unreal Engine 5 pass couple days too
Mathew is right though, you're better off just using Epic's tutorials and then messing around with the engine.
hello everyone I have a problem importing with an fbx file why it does not want to open on unreal because I have a bug at 80% wtf
Thx @charred leaf @grim ore
Hi everyone, so I'm having a weird specific issue with importing animations in UE4 and assigning it to different models, I made a video about it, can anyone just spare 6 minutes and give it a watch? See if anyone can help me with this?
I didn't know how else to explain this issue other than to shoot a video about it. Thanks for taking the time to watch this, if you know how to fix this please let me know.
I'm using Cascadeur for the animation itself, the assets from the UE4 Marketplace are Knight Errant and Knight Man. I forgot to showcase how it looks like with the Character...
@plush yewso you have a problem, but we dont have enough info to help out on your problem. Was it just to complain or did you want help?
I'm going to hang out in the lounge if anyone is interested in chatting while they work on stuff. It would be good to meet others also doing this.
hi, i need help with unreal engine, i wanted to ask a question about lighting?
what channel should i post my question in?
the two
i would like viewport unlit to be the shading in my final game
how can i do so?
i know theres a way to do it with the command prompt but it's only temporary
i tried
they just become black
saw it quite a long time ago, mixed feelings
they discovered that writing code as text is easier than writing blueprints visually. discovery of the century. but their designers now write close-to-cpp code now and boost their skill as if they all semi-cpp programmers
?
what should i do now ><
ohh
ok
omg perfect!
it worked!
thank you so much

Mathew now this issue solved when i downloaded JDK v.8
but this one still
UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Could not determine the dependencies of task ':app:compileDebugJavaWithJavac'.
UATHelper: Packaging (Android (ETC2)): > Installed Build Tools revision 31.0.0 is corrupted. Remove and install again using the SDK Manager.
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): * Try:
UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): BUILD FAILED in 9s
UATHelper: Packaging (Android (ETC2)): ERROR: cmd.exe failed with args /c "D:\Ue4Project\Virtualmall\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "D:\Ue4Project\Virtualmall\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (ETC2)): Took 13.7866002s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool failed. See log for more details. (C:\Users\abood\AppData\Roaming\Unreal Engine\AutomationTool\Logs\H+UE4+4.26+UE_4.26\UBT-Virtualmall-Android-Development.txt)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error
a text version of blueprints would be much nicer
not to the point of old UnrealScript
but still, blueprints are literaly hell to write anything complex. a simple game mode logic covers three screens in both directions
does anyone know why my buttons have this weird border around them?
button outline ?
How do i remove it
making a game about super speed and im not sure how to stop my character from sliding when i stop also how to i make my character always face the way my camera is facing
I need to go up on the stairs so I wanted to know how to do it thank you ^^
PLEASEEEE
Create coillision for the stair
Hey, looks like you just need a collision for your mesh. it's very simple to solve. you just need to model a ramp. following the proportions of the stairs. You can do it on Unreal or an external 3d package, like maya or 3ds max
ok
did you model the stairs at an external 3d package or did you get a pre made stairs in unreal?
Convert to a static mesh then add collision either by manually adding in collision volumes or by using the auto generated simple collision option.
You can increase the amount of ground friction for that particular character’s movement controller component.
We’re all bots here it’s just you.
lol
i have a really good question
I've been working on my character for the unreal from blender. do anybody have any tips about eyelashes
come on bots
haven't had any luck today either
still sitting on an issue with "dynamic" navmesh in builds, where it generates a completely different one than my procedurally generated level.
in editor it just works like a charm, but that's it.
yeah, no help from bots 😄
🤖 Beep Boop, Question too hard
well your asking a specific question in the general channel, try #graphics since your asking about graphics
so nobody draw faces
and no, nobody draws faces we all use Metahumans now
Mathew, you are a legend, I watched so many tutorials of yours
Do you have any clue what this could be caused by?
the navmesh in builds, not in the editor - there it's just fine - uses a differently generated level than the shown level.
I thought the dynamic setting was supposed to be... well, dynamic
i dont, I have not used procedural generation much. your log might point out something weird but yeah dynamic should be dynamic if the objects are correct
I have a similar issue with the game doing funky stuff in standalone vs PIE it has something to do with the order of things being loaded is different in a build vs play in editor.
I found issues regarding this for 4.23 as well on the forums, so I don't know if it's a bug
from my testing if your floor is blank with a normal nav mesh then you introduce obstacles it should generate around them, it looks like its generating but with the wrong settings. Since this is procedural are you sure your meshes collisions are correct?
yes, in the editor it works like a charm
it's just the builds, PC, Mobile, doesn't matter
Hey, I have an animation in blueprint that changes the image tint to red and then sets the opacity to 0. Is there a way so I can have only 1 animation and then change the picture that is animated? Or do I have to have animation for each image?
maybe start introducing delays to randomly test stuff. like load your world with no generation and see if its fine. then wait a few seconds and generate 1 item and see what happens.
thanks, I'll try that one
its just weird since it has something it is using for its generation, it doesnt look like the meshes but maybe it is just offset
@hidden sparrowif your using the UMG animation system, you probably have to have 1 animation per image since those are tied into the properties on that widget. If you do it by hand, you can probably just swap in the target for those blueprint nodes in code
Yes, that was exactly what I was thinking...
Also, one issue I see with generated levels is the dynamic lighting for mobile, that's gonna be something to watch out for
yep, without lightmaps your going to have fun
I already had to fake ortho because there are some shadow issues, so I am feeling I am having a bad start with this kind of prototype already 😄
sounds like picking the hardest concept to try and test 😦
Guess challenges make us more experienced to work around issues in the future
So that's a good takeaway
yep as long as your willing to keep trying and know that it might just not work right at some point its a valuable experience on the way there 🙂
Hello there! I'm struggling with setting up VR hands on Oculus. What channel do I even go to?
dah.. Thanks!
where can I ask a question about UE?
hey guys, sorry for disturbing but I need help with 1 thing, I created a landscape from blank template and then imported the third person template but when I press "play" everytime the game launches on the point of my camera in editing mode, someone knows how to make the game always start with focusing on the thirdpersontemplate character camera?
thank you for help
@gleaming hawkask here if its general, or in a #channel if its specific
@simple emberdid you set up that character for use as the default pawn? did you set that character for auto possess? did you manually possess it? you need to do something to tell the engine that this is the character you want to use (what if you have 100 of them in the level?)
well idk exactly what to do with the pawn and stuff but I know that I set up only 1 in level
yep you need to do one of the 3 things I asked if you did
the engine needs to know what to use for the player to control
hmm ok I understand, but i kinda don't know where to find that
would you help? please
oh no
wait
i fixed it
thank you
i changed this
thank you for helping me!
Whats happening? Bought a bunch of stuff in the marketplace and when looking in the cart, in each item it gives me a "!" saying there is no supported engine installed... I try and upgrade to 4.27 and i keep getting the message that I am running another instance of installer even though I am not. Considering a fresh install but wondering if I might lose all of my assets that are in my library. Help, please!
not all plugins updated to support 427 since it released only 5 days ago, check each of them
Anything good on sale?
@gleaming hawkthere seems to be a bug right now with the ! mark, it does that even on compatible stuff (I think UE5 has something to do with it) so you can ignore that part, just look at the supported versions line
as for the upgrade and such, maybe something is updated (check the bottom left), if not restart the PC and launcher and see if you can add 4.27. Your vault cache (stuff you have downloaded off the launcher) and your projects are usually not stored where your engine is so removing the engine(s) wont remove them
Mathew, fyi I solved the navmesh issue, was a bit unorthodox, but an execute console command rebuildnavigation after generation did the job
that was going to be a suggestion but I didnt know how you were doing all your loading. Its weird dynamic navigation was having an issue tho
yeah, not sure, maybe it's related to instanced static meshes
how can i asign a collision complex to many objects at same time?
Dumb question - how can I actually add params to a object's "SpawnActor" node?
Seems like the answer is "no, just derferr spawn and call some "set" functions
open the actor blueprint, click on the variable you want to expose, check the "Expose on Spawn" checkbox, profit? @rough kraken
Ultra Dynamic Sky is the best sky addon correct?
or is that editor only?
in C++?
yeah
ty again :D... ill have you know while I google most of my questions your videos are coming up lol
🙂
i know a lot of my noob questions are probably pretty "why would you do that?", but as I've said before most of "why" is because i am mostly focused on learning, not just finishing up whatever happens to have spawned that question
nothing wrong with "why would you do that" when learning... its... learning lol
there should be Spawn deferred and Finish spawning bp nodes
in between you can set rest of props
ty 😄
for code meta=(ExposeOnSpawn)
Hey guys, basic question. I have been trying to scale up some basic block out houses I made, cant get them to scale properly. Have been surfing google for a good hour now, so decided to try discord.
TLDR : How to make unreal scale like the house of the left.
weird, it seems to be staling their location not their size
I think it is scaling them in a non uniform manner. but im not sure.
moment
when i scale my object its working as you expect
so i am not sure what you might've selected
its a collection of cubes rotated and scaled to make the house, not one house 3d object. if that makes a difference.
but thanks anyway
first question is where are the pivots on the objects on the right, and are they all one "group" or just individual items?
this shows it ignoring the direction as well. the door clearly is scaling forwards and backwards not left right :/
and answering that will give you the issue
they are grouped. , my undertsanding is they are all using the same pivot.
but ill double check that thanks.
its very possible the item in Unity is under a master game object and they are scaling that
the top example is grouped the bottom isnt
the top is the main one, but thanks for checking.
your going to want to merge them into one asset, or parent them all under something that you scale. your individual assets are all scaling appropriately
ok ill try that. thanks 🙂
Is there any expert with widget here?
I want know how to make big widget and i can move my mouse in it and explore inside it
do you have an example?
If you know the game salt and sanctuary they have skill tree so big
You can check it on youtube
Showcasing SaS' skill tree and the content is just INSANE
SALT AND SANCTUARY
https://store.playstation.com/#!/en-gr/tid=CUSA04261_00
Mathew i ve removed the build-tool for android and its downloaded again
And the issue was fixed
But can make the mobile project using shadows?
The ETC2 doesnt have shadows
What would I need to look up to figure out term wise
Make my actor attack
in the desired 8 way direction
the stick is leaned onto based on the targetss surrounding my character, for reference Spiderman ps4's combat, sifu's combat, absolved combat.
Don't need a break down or explanation just the term(s) I can search to go figure out how to make this happen
why dose the server say that my characters velocity is none despite it moving
@vale grovethat wold be doable, but its very complex and depends on how you want to set it up. You can manually zoom in and out of widgets using things like scroll windows and canvas panels
I want to atleast understand the basic of this
I know it is complicated thats why i come here to ask
well what skill level do you have?
I am Beginner working one my first game
you need to learn the basics then, this is not the basics. Start with the learning material from epic, including one on UMG
I did learn alot but still so much to learn
If u can hive me tips for this skill tree system i would be thankful
well my tips are use the canvas panel and learn how scaling works
Ok thanks will try
Hey everyone - I'm looking for character models for medieval npcs - guards, peasants, etc. Where would be the best place to look for this? The Unreal Marketplace is kind of dry.
try art station and i believe theres a site for this
i cant remmeber the name something like sketchfab
I'd just google for free models and find some that work
If that doesn't work, get some armor and weight paint it onto a base character
Shouldn't be too difficult
Esp. since there's automatic weight painting
Do we have a help channel? I've got an issue where my layers when doing landscape painting look square and not smooth.
this is with brush falloff 0
Can you explain this a bit more? I'm new to modelling. Even if you can tell me what to look up I can find some tutorials. Thanks!
Does anyone know where I could find a ready-made VR unreal game WITH the scene (not just the .exe)? I want to practice sound integration
@humble bay robo recall mod editor?
Yes! So first of all, do you use blender?
I know that weight painting is around in other programs, but I’m a blender native. So i can give much better instructions if you’re using blender as well
someone is
how to master the guismo of the axes x y z please sure the object because it is 50km lol thank you
Hello everyone, wanted to ask something
With Oodle introduced in 4.27 and different compression methods
What's more important, compression ratio or decode time for games?
I know default one is Kraken method but there's Selkie who is infinitely faster in decode time and a lil better than Zlib in compression ratio too
usually compression happens during cook so irrelevant for gameplay but fast decompression speed is actually useful for game
Was looking at this
hello, just curios why do i see what looks like a double rendering of my scene when i do a ProfileGPU ? This is taken while playing in the viewport of the editor (i know it's not the best but just curios to know) PS: when playing standalone game, it has only 1 scene.
Cheers Aquanox ❤️
also has anyone encountered a problem with AMD graphics cards, if i don't set this command r.bloom.halfresolutionfft 1 the fps halves just like that, the bloom quality doesn't seem to help as much at all as this single command
im running on a 6800m graphics card (laptop asus strix g17 advantage edition) but on the desktop with a nvidia 2070 super i never had this issue
What would be a clean way of having dialog mixed in with camera cues? Kinda old RPG style where there's a text box waiting for player input before changing to a new camera.
hi, i am using the 4.26 version and i'm trying to make an ocean. I turned on the water plugin but the water seems to be invisibile
Ocean plugin?
there is a level in the content folder of the water plugin, copy that level (dont modify the one already there) and use that as a base
starter content?
