#ue4-general

1 messages · Page 1056 of 1

narrow mauve
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Hm. Can someone help me with this. Masking directions of a mesh is simple..but what about a volume material? The facing direction of a pixel seems arbitrary. Is there some way to mask an upward facing/downward facing pixels in a volume

dire coral
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is there a tutorial or a asset for a realistic fire effect for ue5 (best if its free if its an asset)

rough kraken
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is "NotPlaceable" negatable in a derived class with "Placeable"?

neon hatch
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How is this fixed? Have watched 5 different Youtube "tutorials" on this and all end up doing this, I just want these "seamless" textures to stop tiling

narrow mauve
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Maybe they arent seamless lol

neon hatch
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What's the point of calling it 'seamless' if it isn't? lol

narrow mauve
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where did you get the texture from anywya

neon hatch
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under "seamless" ... lol

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specifically to avoid stuff like this

narrow mauve
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theres tons of free stuff from megascans

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hundreds of textures

neon hatch
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i am aware of that, but i'm not looking for megascans

narrow mauve
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Well

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Well even if you don't want a stock megascans texture you could make your own in megascans Quixel

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I don't see why you wouldn't be able to get what you need that way unless I misunderstand

neon hatch
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'just get megascans' is not an answer to my question

narrow mauve
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link me the texture

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I want to check somethjing

neon hatch
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i just went to textures.com and typed 'medieval' and have been grabbing any standard flat textures that say 'seamless' in 512x512 or lower

gray basalt
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If many C++ classes needs the same BPs, is it ok to store this BP in a dataasset instead of setting the BP in every classes ?

neon hatch
plush yew
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the material is invisibile

narrow mauve
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There's a clear seam in it

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Made the material and scaling it there is a clear seam :\

neon hatch
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oh my lord

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i just want some seamless textures jfc lol

narrow mauve
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XD

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Well now you know the problem isnt you

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and the texture is not seamless :3

neon hatch
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good thing i didn't pay for their shitty subscription service -_-

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so basically if the texture is seamless, it will work with those settings and be tiled if not? oof

narrow mauve
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It should work

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What are you creating the material for? A wall? Walkway? Street? Other?

neon hatch
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just a basic floor to start with. ideally 512x512 or lower and not reflective/shiney/etc just base material, no normals or roughness maps either just albedo ideally

narrow mauve
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ah okay. Is the lack of normal/roughness to do with optimization or just a specific style you're lookikng for

regal totem
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hey i need really big help please

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i can't even start my project loads up to 91 and then crashes

sterile lichen
regal totem
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okk

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i know where the error might be but is just i can't load into it to fix it ik?

ivory spire
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is there a limit on procedural mesh actors or a point at which the engine just stops doing stuff because of lag ?

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because wth

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when building procedural terrain, coordinates grow really large really quickly and i dont know what to do about it..

regal totem
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how about you make it so it only spawns around the player

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like minecraft

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and as the player goes away it despawns

ivory spire
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I will in the future but for now i were just testing the limits and i reached them much faster than i expected

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this is 1 min walk from 0,0,0

regal totem
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have u made it so it only shows the faces that the player sees

ivory spire
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yes

regal totem
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i have no idea lol never tried it

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i still try to find why my project is not loading

neon hatch
alpine glade
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@ivory spire

Are you using the Unreal Engine - Brushes to build geometry?

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(often called BSP)

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for this

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Because that's the downside of using brushes, it's kind of slow compared to building geo in a 3D application and importing meshes.

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The more I build geo with the UE4-Geometry tools, the more unstable and likely to crash it gets.

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At least, that's how that was in 2014. Not sure if they changed it since then

pulsar onyx
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anyone know whats causing this

hazy lake
fierce tulip
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even earlier for unreal itself.
when we had non-solid, semi-solid, and solid bsp's

distant totem
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those options are still available in the advanced dropdown section of the bsp geo. I thought on a livestream they mentioned they intended to replace BSP with "something", and I think that was supposed to be the new modeling mode (keyword I think, don't quote me on that), but BSP is included in 5 still because it's just much easier and quicker to use

alpine glade
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Considering that UE4 is more mature now.
Is it possible that Epic Games could use UE4 for less demanding hardware (similar to Unity Universal Rendering Pipeline) and use UE5 for high end PCs?

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Or is Epic Games moving forward fully with UE5 and will drop UE4 at some point?

coarse apex
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anyone know why when I import a asset pack from one project to another all of the textures fail?

fierce tulip
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need to migrate to the content folder. if you place it in another folder the linkage between files gets lost

fierce tulip
light thunder
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I'm trying to save wav files and I've realized that the times it is failing is probably due to the names I'm using to build the path - (also found LogAudio: Error: Wave serialize operation failed: failiure in SerializeWaveFile) -

is there some magic string tool I can use to just parse out / or - symbols from a string without making some crazy logic?

rich oar
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Got a problem.... trying to draw a debug capsule but the scene is putting a random camera in my level ???

light thunder
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just the outliner of that level BEFORE you hit begin play

rich oar
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Not on the correct camera ??? lol

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It prints out the correct location of the camera im using but its drawing the debug on a different camera that is generated automatically in the scene

zinc shore
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how can i have 2 actors that are overlapping like 2 players get pushed apart like in minecraft and apex legends if 2 players stand at the same location they get pushed apart but could still walk though each other

void siren
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Hello. I am new. I have a question. I am trying to edit a level that was already made. Is it possible to delete individual trees from this group? It's a HISMA, and when I select one it selects all of them. I really don't want to have to go in an replace all of them with individual meshes. Thank you.

glossy dagger
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Any one know how it is a common "thing" to distrust a game being built by 1 person, why is everyone trying to One-Up evertyone else with the learning curve and instead, people should get into traditional alterations. New ideas, Excellent, reinvented ideas based off of real world functionality, also excellent

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Fromj what i've seen Title Updates seem to be the META and are acceptable as patches, best to do it before console releease, console patching costs a fee everytime

muted imp
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is there a way to have a character BP be a skeletal mesh

prime willow
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if i make an animation with a model who's skeleton is shared by 16 models

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will all 16 models be able to share the animation in unreal

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or would i need to retarget the models or some weirdness like that xD

thin tendon
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@prime willow If they all share the exact same skeleton with no differences then there isn't any need to retarget. They can just use it.

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@muted imp Add a skeletal mesh component

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@void siren Try the foliage brush tool. Clicking on it selects the foliage instance actor which contains all the foliage

void siren
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Thanks, slimwaffle!

muted imp
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@thin tendon How

thin tendon
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@zinc shore Set collision to not block but allow query. On query apply force

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@muted imp Top left corner of your fresh BP. there is a button for adding a component. Click that and type skeletal mesh. Once you have added the component. Click on it and set the mesh variable to the mesh you want to use

thin tendon
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@void siren There is a panel on the right of the screen that give you all the information you need about actors you click on. It will tell you what it is all the settings etc and all the child components. Its likely a created BP or a HLOD actor. Or they merged them into a single mesh. These will all change how you deal with it

void siren
thin tendon
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@void siren Its a HLOD actor. Which means they have all been combined into a single actor. I haven't really used this system much. But pretty sure you would have to delete the whole thing and place them all back in

void siren
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Ok, that's what I thought.

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Thanks for the help

muted imp
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I keep getting an error saying accessed none. The BP compiles correctly with no errors but I can't click start on my game

humble bay
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THANK YOU

thin tendon
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@muted imp Try this. From the get Game instance Ref variable. Do an is valid check before Using your Set Player Character node

pliant junco
muted imp
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I tried that and it didnt produce any errors but when clicking start nothing works

thin tendon
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@muted imp So that actually tells you your problem. That means that you need to correctly set the Game instance ref variable before using it. Right now its being detected as empty

muted imp
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So I bought this lobby system asset that has you join in a shared lobby room before starting the game. It works in its original project but when I migrated it over, it didnt work

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How do I set the game instance ref variable before using it? I didn't touch any settings

thin tendon
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I would just bread crumb it. To find out how far it loads your code. Right click on it find references. If you can't find a set node. You need to set it

muted imp
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on the bottom u can see it does show set nodes

thin tendon
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You should just bread crumb it. On your is valid node. Drag out print string for each state. If it prints the string for is not valid. 100% your issue is that set node that you found.

muted imp
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it says its not valid

thin tendon
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okay so you need to go to that set node. And set it so that it is valid. Not valid means that you are setting it to empty. There is no value there. So you can't interact with it

muted imp
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theres no option to select is valid

thin tendon
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So now we bread crumb it again using print strings. From the cast failed print a string. From the blue pin on the right side of the set drag out and add an is valid. Then print strings from both valid and invalid again.

muted imp
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so drag an is valid off the "Set gameref"

thin tendon
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yes

muted imp
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Like this?

thin tendon
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Add another print string from the cast node. Where it says cast failed

muted imp
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like this

thin tendon
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no

muted imp
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why add a 3rd one

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I added one after the SET game instance ref but nothing is showing up either way on the screen

thin tendon
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Like this

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All these prints are what is called bread crumbing. Depending on what prints. It will tell you exactly where your problem is

muted imp
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I think i fixed it. I had to go to the project settings and enable the right game instance class

thin tendon
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Sounds about right. It should print valid now

muted imp
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yep but now I got to fix why my character isnt showing up lol

thin tendon
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Just use bread crumbing mate. Its going to be your best friend as a programmer

muted imp
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Thanks for ur help I'll keep trying

rough kraken
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You know what's funny? You can spawn something marked NotPlaceable

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via blueprints or code

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but you can't override NotPlaceable with Placeable in a derived class so you can just... place the thing

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im not sure why its safe to spawn with something like "SpawnActor" but not placable in a level via drag and drop

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wait, wtf, this compile error indicates otherwise

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MyDeleteMeTestDerived.h(14) : Error: The 'placeable' specifier is only allowed on classes which have a base class that's marked as not placeable. Classes are assumed to be placeable by default.

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but if I have deletemetest with "NotPlaceable" and then the derived with placeable, it won't place

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wtf

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my mission to understand continues

hidden bloom
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Testing Fog Particles in my Cemetery Scene

stuck linden
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Does anyone know why steam isnt retrieving friends list on a packaged game but on a standalone its working?

azure nimbus
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Does anyone know how to properly spawn a default pawn without setting it and then posses it like the game does automatically. I tried "Creating an actor" and possing it but this feels unsafe since it says server only. It also doesn't handle my camera the same way It does when it's a default pawn.

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I basically want to spawn the pawn later on or via a save game so i don't want it just spawning right away via default pawn.

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Figured it out so i guess the UI i had was causing the issue it was removed correctly.

stuck linden
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does anyone know what can i remove from Saved without fucking the project up?

dusky inlet
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You can delete everything in saved

prime willow
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you ever experience or remember a system so amazing and or incredible

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and youre sad because youll have to rework everything from scratch to include it and it doesnt fit the games identity

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but its one hell of a gem mechanically ;-;

wary wave
# dusky inlet You can delete everything in saved

No, you can't. E.g. some of the audio system plugins saves things into there for some reason, and those will be lost if you just delete the whole directory. You can usually delete most stuff though.

dusky inlet
wary wave
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it'll break utterly

dusky inlet
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Whew, poor design

wary wave
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so yeah, as an example the modulation plugin saves config files matching the uasset path here;

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along with settings:

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which correspond directly to this asset:

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without that config, the asset will completely break

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(it's this asset the ini file is for: )

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it also, as we discovered last night, doesn't get included during packaging, so the whole thing is unreliable AF

jade surge
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AI's and Doors are the absolute worst combination

exotic thicket
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^

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you can cheat it somewhat by making AI's clip through doors and just faking a door open animation while they clip through it, but making it work better than that is kind of a pain :D

fierce tulip
exotic thicket
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heh

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this reminds me of the book The Design of Everyday Things actually... it has a chapter on the design and usability of door handles

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basically it talks about "how do you know if you need to push or pull a door?", and how you by designing the door handles (or "affordance") correctly, it's just immediately and naturally obvious

obsidian nimbus
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why are they stuck to the door, why doesnt every1 has his own doorhandle that just fits on every door?

exotic thicket
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lol

fierce tulip
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a friend of mine works as an architect/designer for a freight ship building company. he once showed me an entire book about the design of screws. just regular screws.

exotic thicket
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heh

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I don't know much about screws but from what I understand at least some of the design is to support different amounts of torque

obsidian nimbus
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torques are the best screws

fierce tulip
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it went over my head for sure. even mathematical equations on a lot of things.

exotic thicket
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interesting

exotic thicket
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I'd imagine if it goes into the maths it's probably about torque and load bearing and such

fierce tulip
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yea, friction and such as well

exotic thicket
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The Design of Everyday Things is a quite easy to understand book even if you're not like a usability person, and it has some interesting stuff also on things like the handles on teapots, and some other stuff that I forget because it's been ages since I read it :D

fierce tulip
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yea, a lot of everyday things you take for granted, but even the design of scissors or can openers are actually stupid smart

obsidian nimbus
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not allways

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sometimes broken by design

fierce tulip
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like unbreakble geotriangles XD
I teacher was telling me they intentionally putthe word unbreakable on them because they know that students will try and break them (and they will) so they sell more XD

exotic thicket
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haha :D

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I had to think for a moment what on earth is a geotriangle

fierce tulip
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not sure what the english word was

exotic thicket
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but that's actually exactly what it's called in finnish too except obviously with triangle in finnish

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but I just forgot they were a thing because it's probably been over 20 years since I last saw one

obsidian nimbus
fierce tulip
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O_o

obsidian nimbus
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its the math triangle

fierce tulip
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no that is a moped with a cannon on it XD

exotic thicket
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technically it's a recoilless rifle lel

fierce tulip
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hehe

obsidian nimbus
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mayB its a plane

fierce tulip
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i now want one in PUBG

green cradle
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Is it possible to edit the basic demo vehicle from starter content to use my own model?

fierce tulip
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<_< I thought I was in #lounge
/me strikes himself for offtopic chatter

buoyant graniteBOT
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:warning: You can't give yourself a strike.

obsidian nimbus
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yea you can drop a new model on the template, not sure if the vehicle template is great tho

green cradle
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How do you mean?

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I've just got an untextured FBX and first time using Unreal

obsidian nimbus
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i havent messed much with the vehicle template

exotic thicket
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There's probably a guide somewhere on how to import vehicle meshes into UE

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afaik it needs to be a skeletal mesh with a certain bone setup but I haven't really looked at it much, I just remember seeing some guides for it

calm sphinx
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How many days it takes Epic to reply back for custom license applications? 1 week or more? I've started to think they'll never reply our application form, lol.

obsidian nimbus
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is it a moped with a connon by any chance? 😛

green cradle
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4 wheeled vehicle

obsidian nimbus
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you can prolly just replace the mesh than

green cradle
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I'm used to unity call me a sinner

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I dont see how to do that

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i have a skeleton ect for the new vehicle mesh i want to add

obsidian nimbus
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you need to set it in the blueprint, the thing thats place in the level and you drive when you start

fierce tulip
obsidian nimbus
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weird, thats a big part of their business i think

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usually anything that generates income is way faster than tech support

fierce tulip
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they'll probably do research/have to go trough the hoops etc

calm sphinx
fierce tulip
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dooooont know. not sure the regular support email is the way to go

obsidian nimbus
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@green cradle the unreal launcher has a learn tab, it has a vehicle game and a car configurator project

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the vehicle game might not have been updated for a long time and the car configurator i never downloaded

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but you could take a look at em

exotic thicket
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Frankly it feels like a litmus test like for that guy who posted in that thread "waited 7 years"

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If you wait 7 years to get the license you probably aren't the target market for a custom license

fierce tulip
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installs top down demo, asks for custom license without credentials

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though, could be any reason really

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¯_(ツ)_/¯

prime willow
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luos if you dont mind guiding me

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What term would i need to search to make it so different reaction animations happen when specific animations occur

fierce tulip
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if I did more with anim and blueprint I would probably know

prime willow
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ah would it be best to ask there?

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and would that be okay considering it would be dual posting x-x

fierce tulip
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first try to formulate better what you are trying to achieve, maybe use a scenario or so to make it clearer :)

prime willow
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hmm

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can i show a visual example?

fierce tulip
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whatever works for you (and hopefully for the people who could help)

prime willow
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oki :3

plush yew
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I think they want to know if they can set things up in a way that a particular animation playing leads to other animations playing, eg: When the player does the pulling the trigger animation, the gun does the firing animation.

prime willow
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kind of like that

plush yew
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I think it would be doable using Notifies right?

prime willow
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more akin to you see the standard reaction characters make in fighting games when their hit by a attack
can i choose which animation they make instead of standard heeling back recoil

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like in this example he cycles between 2

plush yew
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a hit reaction

ivory spire
prime willow
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yes

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can you pair particular hit reactions to particular animations

fierce tulip
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I know you can, but im not the person who can explain that.
you can go really in-depth even and have dozens of interaction animations depending on a lot of variables.

plush yew
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I think it has to do with setting up collision boxes on the char and then using those to guide the animations.

prime willow
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no its ok im not looking for how to but what to search to figure out how to

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i want to have about several for types of attacks, and differing ones for weapon size or weight if that makes sense

plush yew
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ue4 setting up hit reactions
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This might help get you started

fierce tulip
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^ seems about right

prime willow
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so CQC shares the same set of of 10 but light weapon have their own 10 and heavy weapons have their own 10 if that makes any sense x3

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so anim notify and hit reactions

plush yew
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10 what

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animations?

prime willow
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reaction animations

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so CQC attacks in general regardless of how many will cause a hit reaction of 1 through 10

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thats an example lol but its to get the point across

plush yew
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Here is how I would set it up:

prime willow
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o.o

plush yew
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Prepare hit reactions for all the player/npc skeletons, and then set those up with registering hits. I don't think a weapon really matters?

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Example: No matter who punches a character in a game the character responds the same.

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The type of punch itself like high, low , medium, grab, stun changes the reaction mostly.

prime willow
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well weaponry doesnt matter id be the same process as CQC setup just with CQC cross Weaponry animations

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and yeah kind of like that

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where if human punches human in the face the target coils his head back but if human does combo hit 2 and kicks his ribs attacked human bends inwards towards kick

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adjust your physics

plush yew
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yeah the physics asset is fucked up I guess

prime willow
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use multi convex or make them smaller and morepercise to the body

green cradle
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once I've highlighted nodes in a blueprint, how do i comment what that section of nodes does?

prime willow
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its in the enxt tab

green cradle
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Like whats the hotkey

prime willow
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press c

plush yew
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C

prime willow
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than enter comments

green cradle
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Thank you 🙂

plush yew
prime willow
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oh i see where youre coming from

plush yew
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this may be a stupid question but i have been doing a lot of research and found nothing that was helpful, i was wondering when i export a animation i had made to unreal why is the animations changing size? the character is perfectly fine and exported properly but the animations go tiny the only thing i got was it was some sort of but with the 3d software but still nothing

prime willow
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check the scale maybe?

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i have no clue how to do animation in unreal for the most part

plush yew
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yes

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Yeah Blender has a habit of fucking the animations up

prime willow
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@plush yew did you ever finish your robot o.o

plush yew
# plush yew yes

⚠️This video was the first one in what became a series about Blender & Game Engines. Some recommendations I made in this video have changed and they may keep changing. Check out the full playlist to stay up to date!
https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3

LINKS
● Free scene files
https://gum.co/cgdive_free
● ...

▶ Play video
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Try this whole channel out to learn lots of useful stuff

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yeah, is there any other way i could export the animations? or should i just download a different software and sort of i scraped it because i basically broke the topology

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Some normal Blender tips:

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Make sure you have applied all transforms

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There is an official Blender to UE4 pipeline tool although I haven't used it in a while

prime willow
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@plush yew ok youre really smart

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i can even stack collisions properly and layer them on top of each other

plush yew
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could you send a think to it?

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link

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Not really, hang around and hit your head against software enough and you learn stuff.

prime willow
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so based on angle of the hit when colliding it plays the animation

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thats how ive been learning unreal xD

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tutorials and failing nonstop

plush yew
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not really the angle, the collision

prime willow
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i mean the angle of the attack

charred leaf
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I think those are the wrong color robes.

prime willow
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if it touches a layered collsio itll play the animation associated with the angle o-o

plush yew
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also you can make sure to not get weird collision bugs by adding colliders to your characters hands and feet and having the opponents have custom collisions that only respond to the character and not to lets say a bush.

carmine olive
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anyone know how to find your compile log on Mac, my build keeps crashing, and I can't find the location of: Users/MyName/Library/Logs/ ...

plush yew
prime willow
runic fern
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Goodday guys can i get ue4 development certificate after a course or something ?

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Official training program or something

hard lagoon
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If I wanted to make a 2d tycoon game, which type of game should I choose as a starter template? Puzzle?

sick slate
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anyone knows why i cant set bounds on my rvts? i have virtual textures and all settings and plugins enabled

meager frigate
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I thought there was a way to add a suffix or prefix to an imported mesh's materials but now I can't figure how? Is this a thing? was I dreaming?
I thought it was in the panel that comes up when you import a mesh.
(UE4)

wintry torrent
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I am using 2d sidescroller template and i want to make the character turn 180. I was wondering if anyone knew of a fix.

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This was the fix I found but it forces 90 on z.

worldly kettle
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hey there 🙂
just wondering if any of you have been using Modular Game Features in Multiplayer, yet?
it seems to me that loading features (even via command line) in multiplayer results in weird and inconsistent behavior.

I'm looking for guidelines what to call locally and what on the client, or if it is even possible to load features only locally.

plush yew
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why are my leaves invisible when i look from down?

fierce tulip
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did you enable 2 sided?

plush yew
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no

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where?

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oh

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in material

fierce tulip
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yea

plush yew
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yay it's working now, thank you so much

fierce tulip
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np :)

prime willow
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can you use unreal engine's cloth physics paint on clothing that are affected by morphs?

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like making a jacket expand due to muscles than adding cloth psyiques on it

thick herald
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try it and see 🙂

prime willow
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i dun have any setup ;-;

thick herald
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Well, it's not going to be an issue then 😄

prime willow
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i guess xD

idle haven
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Guys would it be possible to vertex paint in game?

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Player character would trace a line a it would paint a color or different material on static mesh.

coarse apex
#

hey sorry to bother you guys but I’m having trouble finding the right turtorial for a sky lightning flash, I already have some lighting but the sky doesn’t do a white flash with it. If someone could link me any docs or video that would be great thank you! (also please tag me bc this chat moves fast af lol)

somber mauve
#

can anybody help me i cant find any fix online about this, i am floating above the landscape i have created at a certain level in vr

brittle plume
#

But how do you do Landscape on Unreal Engine? That is to say, like the islands ...

tired abyss
#

Is there any strong example work of melee combo systems before i start trying different things, would be nice to look at some example work

plush yew
#

Is there a way to disable one shadow for one mesh? I dont want to disable light shadow, or mesh's static/dynamic shadow. I really want to disable one light's shadow for one mesh. Is there a way to that? really guys I must do it

grim ore
#

do you want light affecting the mesh still? just no shadow? or no light or shadow?

plush yew
prime willow
#

if i wanted to make my game have buildings each one being modular with upper and lower floors in a city like hub would that be problematic down the line performance wise

plush yew
#

I am using a interactable grass, it uses mesh distance fields. I have two main lights, one is sunlight which is not using dfs shadows, it's just using normal dynamic shadows. Anyways, for make my character to interactive with grass, I were need a object like in the screenshot, because it needs to generate distance field. Well everything was alright, After I add a flashlight to my character and make it uses distance field shadows, it cast's sphere shadow Although it is completely transparent. Because distance field shadows doesnt support translucent materials, so that makes the problem. All I need to is, just disable "flashlight's shadow" only for that object

#

However if I set my flashlight to cascaded shadows, the problem goes away. But I really want to use dfs because it is so cheap and looking great

#

i wonder if this is possible?

somber mauve
#

can anybody help me i cant find any fix online about this, i am floating above the landscape i have created at a certain level in vr

prime willow
#

have you checked your collison channels

#

the ignore block sort of settings

#

that happened to me with enemy nav

somber mauve
#

can anybody help me i cant find any fix online about this, i am floating above the landscape i have created at a certain level in vr

#

i cant go higher or lower

grim ore
#

dude you waited 3 minutes before reposting lol

#

and thats not enough info to help. but uh random things to try are collision, collision, and collision? and your VR pawn movement

brittle plume
grim ore
#

Not famous, but yes

brittle plume
#

Yes you are famous

#

:DDD

brittle plume
grim ore
#

43.1, not quite 50

brittle plume
grim ore
#

@plush yewthere are lighting channels where you can set a light to not affect objects that are not on that channel, they all default to channel 1 which is why lights work with everything. The issue is if you move that object to another channel then the other light will stop working on it. The other options are to start adjusting the lighting and use multiple channels but that can use more memory

rich oar
#

What's the best way to check for collision like a wall. I am working on a custom FPS controller and don't want my weapon to clip through objects.

I am not asking for a detailed how to*

Just curious about the best methods in terms of performance/optimization.

Example: Should I use a ray cast or use a physical collision component

grim ore
#

raycasts are cheap, normal collision if its simple is cheap. both probably wont be different in the end in terms of cost

rich oar
#

All I needed. Thank you

brittle plume
#

What is lumin and nanite used for?

calm sphinx
#

Lumin or lumen?

clever harbor
#

I want to learn unreal engine should I use 4 version or 5 ?

worn granite
#

4

#

Anything you could learn that's 5 specific isn't worth learning with the bugs

prime willow
#

Should i make a video game or make the coolest video game ever >O>

brittle plume
brittle plume
azure egret
#

Does ue support shader coding?

calm sphinx
azure egret
#

ok thanks

brittle plume
calm sphinx
sterile lichen
brittle plume
calm sphinx
#

It's new global illumination system

brittle plume
brittle plume
#

thank

calm sphinx
#

And nanite lets you render high poly objects with low performance cost on next-gen systems

brittle plume
calm sphinx
#

Bruh

trail crater
#

Hey! Is there a way to figure out if my vehicle is drifting or not?

plush yew
#

hello, how can i solve this problem?

grim ore
#

do what it says, remove one of the two items

nova portal
nova portal
#

Oh. That sounds like it caused the problem? What is a recommended resolution for it to look less squary?

stray smelt
#

what would be the best way to go about creating a red vignette for damage feedback? (think of a subtle red flash along the edges/vignette). do I update the postprocess? do I use something else?

plush yew
#

hello guys so iam learning UE c++ FPS.
i don't know what happen, but my FPS character is not spawning bullets but sound is coming, firing animation is playing and i added one log massage even that also not printing in Output log

Can any one Help me

cyan bronze
#

I have thise Niagara system bullet trails which have force on them. But the actual shooting is a hitscan. How do i make it so that it destroys the effect after it hits something like an enemy so i t doesnt go trough it and the actual line trace hits. Do i have to make it a projectile actor just for the visuals?

#

Like how do you guys usually do it

grim ore
#

@plush yewwhat would you want help with? we dont have your code, and we cant see the issue. You've narrowed it down to the problem (no spawn?) so start debugging and walking through the code as it runs to see if its being called and if it is, is it spawning

plush yew
#

i didnt change any thing i was checking code how its there and all and ya bullets are not spawning @grim ore

grim ore
#

so start debugging your spawning code then

#

put a breakpoint on the spawn line, make sure all the values going into it are valid, then step to the next line and make sure it spawned the item and the return value is valid

prime willow
#

@grim ore is using unreal engines water plugin a good idea for a game i want to make productize and eventually sell i ask as it still says its in it's experimental phase o-o

grim ore
#

good idea? only you can figure that out. It's in use in Fortnite right now is about all I can say for how well it works

prime willow
#

ah

#

so its stable

#

okie than i will definitely use!

#

wait

#

@grim ore is landmass also ok to use as well

#

its also been in beta for a year xD

#

stability wise

grim ore
#

it's kinda hard to really know, most of those features are in use somewhere we just dont know how much they use them. landmass is in fortnite for example

#

but they tend to only bulletproof how they use it

prime willow
#

ah

#

well if thats the case i think i can handle whatever implosion it may cause down the line x3

#

if not i cna always load up a backup before i took the dive

plush yew
#

@grim ore i did debugging i added to walking, fire, jumping its working but when its coming to projectile its not even showing

manic dew
#

guys can any1 help me please

#

my project wont open after i turned on raytracing

#

its stuck at 39% each time

grim ore
#

what does your task manager show for CPU use? is it high. I bet its high

#

I bet you didnt realize it was going to have to compile the permutations for DXR shaders when you did that

manic dew
#

yes its

#

100%

manic dew
#

is at its highest

grim ore
#

yep that's what I said

manic dew
#

so is there a fix

#

to it

grim ore
prime willow
#

48 hours at this

#

so much progressss*

#

goodnight guys o/

grim ore
#

wait

#

the fix is to wait

manic dew
#

till it opens?

grim ore
#

till it finishes compiling the shaders, yes

manic dew
#

oh its compiling the shaders

#

i got it

#

imma leave it for like 1 hour

#

then ill see

grim ore
#

It will finish when it finishes, all you could do at this point is wait or turn off DXR and DX12 and go back to what you had before

manic dew
#

any idea

#

how can i do that

grim ore
#

you would change the lines in the engine .ini files that enabled it

#

but you turned it on for a reason

manic dew
#

yes i turned it on

#

cus i wanted to c how it looked

#

but i can do without it

grim ore
#

in your DefaultEngine.ini file, find the default RHI section and remove it or swap it from 12 to 11

#

or just wait

manic dew
#

its like

#

rlly late here

#

thats the thing

#

i found the ini file tho

manic dew
#

will it work if i do false

grim ore
#

it wont fix this issue, its the change from DX11 to 12 that caused it

brisk spire
#

I had a project I normally work in take like 3 hours to open yesterday because someone in my perforce group changed some graphics settings, lol

grim ore
#

it might not hurt it you can remove that part and the default RHI or change the default RHI from 12 to 11

brisk spire
#

I think Mathew's right, you just gotta be real patient

manic dew
#

so im here

#

atm

manic dew
#

and it isnt a big deal

#

even if i disable it

brisk spire
#

oh, sorry, I misread

manic dew
#

but i have to find

#

where to change the rhi

#

u have any idea where>

brisk spire
#

I'm using a 970, raytracing is basically a "brick your graphics card" button, I haven't looked into it, sorry :(

#

I do have an unrelated question though... I've got a weird bug with importing armor from an .fbx file.

I imported my armor yesterday, and it told me I had incorrect bone hierarchy, and I assumed I had mistakenly fooled around with the skeleton at some point (using the default UE4_Mannequin_Skeleton) .

I fiddled with the file a bunch, fixed it through disabling a bunch of stuff and cleaning weight painting, a bunch of random hail marys, and eventually it just started importing to Unreal normally again.

TODAY, my armor is once again refusing to import, and giving me the same error. I have not touched the armor, the skeleton, or even the file they're inside since yesterday. Any idea what could cause this?

manic dew
#

OMG

#

it opened

brisk spire
#

oh yay, nice :D

manic dew
#

but its really laggy

#

well not laggy but its not smooth movement as before

brisk spire
#

is it still compiling shaders

manic dew
#

nope

#

its like low fps

#

even tho before it was alright

gloomy cosmos
#

i need help

west merlin
#

Has anyone replicated this or something similar?

light thunder
#

This bind event isn't happening because I'm invalidating the reference right afterwards, correct? That's the nature of my problem?

hot magnet
#

is there any way to make your actor tags a constant you can select from a dropdown, to avoid having a typo on one object that you will never find? I looked into Gameplay Tags but it looks like you have to make a new class to add that in, which isn't that hard, but I want to use that system on just a default actor I put in the scene instead of making a new class for every generic object.

sick patio
#

hi @grim ore

plush yew
#

every time I open epic

#

HELP me please

tender pecan
# plush yew

post the stack trace of your log file, this is not enough for anyone to help you. 🙂

plush yew
#

no inderstand

#

sorry

#

what do you need to help me? sltp ^^

#

please

tender pecan
# plush yew no inderstand

no problems, so go to your project folder, look under [project]\Saved\Logs\bla.log
open that file, snip the last few lines *there should be an error there, and ensure it contains enough for someone to decipher a little

so there should be a clear readable stack trace, which normally includes some error message, and locations pointing to source files.

grim ore
#

the launcher is crashing and I dont see a valid trace there, so I doubt the logs will have anything usefull. uninstall and reinstall the Epic Games Launcher and see what happens

sullen willow
#

hi everyone

#

im having trouble

#

i'v set up a simple rootmotion

#

but when i walk i only walk forward

#

but when i press D or A or S to walk backwards or to the sides

#

it dont move, but it do plays the animations

#

of walking back and sides

#

it only moves forward

#

help?

tender pecan
ivory furnace
#

Does anyone know blender to unreal engine export settings?

#

my meshes are spawning really big when spawned from c++

sullen willow
#

okay thanyou guys

plush yew
#

do you think having both unreal can be a problem? thank you

#

@tender pecan

grim ore
#

the engines are separate from the launcher, so it should not cause the launcher to crash

plush yew
#

ok ba i'm moving back i'm telling you

sullen willow
#

hello may i get help?

#

im having trouble
i'v set up a simple rootmotion
but when i walk i only walk forward
but when i press D or A or S to walk backwards or to the sides
it dont move, but it do plays the animations
of walking back and sides
it only moves forward

plush yew
#

I'm sorry I don't know the spas software to help you bro but it is on somebody will help you from here max 5min be blessed

grim ore
#

you asked 10 minutes ago the same quetion @sullen willow , its still on my screen... if someone could or wanted to help they would have.

brittle plume
#

I think UE5 has a bug, I wanted your opinion, maybe I'm wrong ...
I created this Blueprint for the Auto Material in the Landscape... but

#

This is right.. think

#

Here... nothing appears ... I tried to build, but it doesn't change anything, it doesn't update the shaders when I change the BP

#

After the built by this error, so I set all lights to movable ...

#

here yes... but is, down... under the map XC

#

night

vestal anchor
#

Can you add more lighting channels to a project?

fierce tulip
#

no, unless you really weally know how to edit source code

ivory furnace
#

does anyone know how to stop child objects from colliding with their parent? Example a weapon with its owner?

#

I attach a weapon to a socket and it keeps colliding with the parent mesh

#

if i turn off collision for everything then the weapon doesnt effect anything and I dont want that

grim ore
#

you would set the collision channel on the child mesh to ignore the parent collision channel

#

also does the weapon need collision? like need need

ivory furnace
#

No I mean I guess I could do line tracing for the weapon collision detection. But I'm debating on whether I want to use physics for sword fighting so that I could use sword collision physics along with rag doll physics and the control rig so that when the player swings his sword it actually seems like it hit the other character

#

and thanks! I didnt know you could do that with the collision channel, I thought it was just categories based on object type

#

ill look into that thanks

grim ore
#

you can create your own, of if your using a normal character then the capsule at root is PAWN and you can try and just ignore that (but if you have enemies that are the same object type...). this might be a good chance to make a custom Player and Enemy object type for collision presets

ivory furnace
#

Ooh okay thanks sm. Ill def try that out

sullen willow
#

hi everyone i need help

winter gate
#

How can you quickly figure out which objects are causing Shadow Projection and Shadow Depth to be slow?

ivory furnace
#

Not entirely sure but usually what makes creating shadows slow is ambient occlusion so try looking into that. I forgot how to make it appear in the editor

viral lagoon
#

Anyone knows what causes a Translucent material to render on top of another Translucent material in the wrong order?

#

I've tried many things (even if I disable depth test) but the issue keeps happening

winter gate
viral lagoon
#

Yes, that is a mesh that it is used in a particle system to generate an effect.

#

I left a white material to showcase the issue

#

If renders on top only at specific angles.

pine pewter
#

Ok I have encountered an error in ue4

#

I enabled "show animations" by mistake in the editor

#

and now I cannot click on any drop down tabs

#

I also cannot access the editor preferences because of this now

winter gate
viral lagoon
#

If they are far enough from each other it becomes impossible to reproduce. But it happens even if there is considerable distance between them.

#

@winter gate

winter gate
#

Is the material for the "other side" of the portal part using refraction to cause a distortion? Does it happen in standalone?

viral lagoon
#

Yes, It uses refraction.

#

By standalone do you mean without refraction?

winter gate
#

Standalone game

#

to play test it

viral lagoon
#

Yes, just tested that.

winter gate
#

Still happens there?

viral lagoon
#

Yes

winter gate
#

Any luck with adjusting the amount of refraction? Maybe you can use something else to have a similar effect?

viral lagoon
#

Just tried turning off the refraction and it still happens.

winter gate
#

hmm interesting

viral lagoon
#

Unfortunately I need the material to be translucid in order to use refraction. I would have to fake a refraction if I want to keep it opaque.

#

I guess I'll have to go that route.

spring jasper
#

Hey, anybody sing 4.26 Enhanced Inputs? I am wondering if you need to do any coding to make the EnhancedInput actions in blueprint fire correctly? I've done this, but not having my event get called!

viral lagoon
#

Thanks @winter gate , let me know if you think of any other ideas to try!

regal marsh
#

how can i optimise Alembic Grooms for lower end platforms? My target platform is XBox One as the lowest of platforms I'm planning releases to

fierce tulip
ivory furnace
#

hmm

night burrow
#

Why is my pat tracing so grainy even with 500 samples?

winter gate
#

I'm thinking it might have something to do with the scene being so empty. There isn't much to bounce off of when its just a smooth flat world.

night burrow
#

The first 1,000 people to use this link will get a 1 month free trial of Skillshare: https://skl.sh/williamfaucher08211
This tutorial is all about the new & improved Path Tracer renderer in Unreal Engine 4.27. This is a pretty condensed video but will cover everything you should know before using it! With new supported features like Subsurface S...

▶ Play video
#

and the scenes are really nicely rendered

plush yew
#

does anyone know how to get rid of these black bars

#

on a template i downloaded

night burrow
#

check postprocess volume

plush yew
#

thank you 🙂

night burrow
#

sorry letterbox

plush yew
#

letterbox??

night burrow
#

in postprocess

plush yew
#

okay

#

awesome

#

thank you!

#

its under camera

#

its because im using a cinematic camera instead of a regular camera

south valley
#

my character keeps going too up or too low and im stressed out and idk what to do lol

#

i havent even worked on the map yet

#

is this how it feels to game develop>

sullen willow
#

hi everyone

#

is there anyone online to help me?

zinc shore
#

when i am in a collapsed group of nodes why cant i straighten connecting nodes

#

some times they only way to do it is to constantly restart the editor

sullen willow
#

well i have set a root locomotion system

#

had some trouble

#

but handled it

#

now i`v set a crouch

#

thing is i can crouch

#

but when im to walk crouched

#

i stay stuck some seconds in place

#

and then start going forward

#

any ideas?

zinc shore
#

is there a shortcut to straighten bp nodes cuz the right click one isnt working and not being able to straighten my nodes is really annoying

winter gate
#

Q

zinc shore
#

👍

ancient lotus
#

test at 1000 ping with a new method of handling grenade syncing. much much cleaner in my opinion than the previous way as its end point is in sync with the server, plus come on its also 1000 ping

sullen willow
#

when i walk right its all ok, i strafe right, but when i walk left, it strafes but wont move it only plays the strafe left animation

#

whats the problem?

vocal flume
#

I have completed my app for the iPhone. I’ve tested it on different iPhones and everything seems to be in order. Now I want to port the same app for iPads. How do I go about doing this? Copy the project, make the UI adjustments for iPad and upload it as a new app for iPad? I’m doing this first time. Kind of clueless here.

coarse apex
#

hey guys, any idea on how to make volumetric clouds that can be affected by light? Im trying to make lighting and the sky flash white, any ideas would be awesome thank you

tired sierra
#

can i ask some question

#

is unreal engine friendly to low end pc?

coarse apex
tired sierra
coarse apex
#

cpu gpu

tired sierra
#

hollon

#

dumb question how do i check

coarse apex
#

These are the min:
Windows 10 64-bit
Quad-core Intel or AMD processor, 2.5 GHz or faster
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
8 GB RAM
this doesnt mean it will run smooth at all and if anything you will experience many crashes.
UE4/5 still crashes my computer and i have 3080/3900x

ancient lotus
#

@tired sierra in start menu type dxdiag and you can see specs

coarse apex
#

about this pc

arctic hare
#

there was a space marine model that was free what is it called I forgot. All i remember it came with gun and a spider.

tired sierra
#

AMD A8-6600K APU w/ Radeom(tm) HD graphics (4CPUs) ~ 3.9GHz

#

is that right?

coarse apex
#

yes, your cpu is fine

ancient lotus
#

@tired sierra what gpu. its under Display 1 tab at the top

#

or is it just from your apu

tired sierra
#

there's no more at the top

coarse apex
#

to check gpu without needing any software right click the windows icon in the bottom left > device management > display adapters

tired sierra
#

it says "bios"

coarse apex
tired sierra
#

NVIDIA GeForce GTX 750 Ti

ancient lotus
#

is your hdmi or display port cable plugged into your motherboard or graphics card? or would it not show the 750ti if it wasnt plugged in?

coarse apex
#

you will be very laggy in ue4/5, a 750 is very close to the minimum

coarse apex
coarse apex
tired sierra
coarse apex
tired sierra
#

btw another question

#

nvm

coarse apex
#

?

tired sierra
#

i thought it was unrelated about unreal

coarse apex
#

i dont think they really care about specific channels as long as it not like hate/racism type stuff

tired sierra
#

really? okay

coarse apex
#

not sure

tired sierra
#

it's about blender

coarse apex
#

im sure its fine

#

i dont know much about blender sorry

#

i know ~the basics

tired sierra
#

ooh icic

#

just wants to talk about the rendering

#

i never used unreal before, so does it also have that thing where you render an image or an animation

sullen willow
#

i have a question

#

is it posible to change a character mesh without having to change the animation bp

#

or retargeting anims

coarse apex
sullen willow
#

they have the same skeleton

#

just the mesh

coarse apex
#

yea if they have the same skeleton then you should be fine

sullen willow
#

aight thanks

tired sierra
worn granite
tired sierra
#

as long as it's possible, its very good to hear 😄

primal valve
#

sorry to barge in so late at night, but i actually had a question, can u use a drawdebugcone to kill an enemy if they overlap?

ancient lotus
#

@primal valve you wouldnt use the draw debug but instead do the cone trace to get the actors overlapping

primal valve
#

oke holdup!

sullen willow
#

aye guys

#

how do i make an input thats w+w quickly to do an action?

ancient lotus
#

@sullen willow setup a integer (uint8 if c++). when you press the key start a timer thats something like 0.3 delay and add 1 to the integer. when the timer finishes check and see if that integer is greater than 1. if it is then there was a double press, then set the integer back to 0.

sullen willow
#

i set it in the input action in the event graph from character?

ancient lotus
#

whichever function you call on the key press

sullen willow
#

aight thankyou

vocal flume
#

I have completed my app for the iPhone. I’ve tested it on different iPhones and everything seems to be in order. Now I want to port the same app for iPads. How do I go about doing this? Copy the project, make the UI adjustments for iPad and upload it as a new app for iPad? I’m doing this first time. Kind of clueless here.

dull mango
#

Could you please explain me, what does it mean convex mesh. Asking in context of custom collision. Does it mean, collision for the room should be a branch of boxes. Mesh that looks like simplified room - doesn't fit for collision. Am i correct ?

vivid girder
#

Can you add c++ custom classes to a BP project?

wary wave
#

yes

stuck linden
#

does anyone know how to fix shootergame in unreal 5?~~

crimson peak
brittle plume
brittle plume
#

Nothing?

#

😦

rich oar
brittle plume
rich oar
#

Well there may be a problem with your auto material lol. Can you share a screenshot

brittle plume
#

Material Function

brittle plume
#

In this tutorial you will learn how to make a Landscape Auto-Material which is a shader that will procedurally generate how your landscape will look so you don't have to do all that manual labor of painting it yourself, but you can still paint on this shader if you're so inclined. Let me know if you have any questions and if there's enough inter...

▶ Play video
#

But I am almost certain that I am going to freak out and going to buy an auto material from the marketplace, the € 2 one is not bad

#

XD

rich oar
#

Have you gone back over the tutorial? There's so many lines everywhere it's hard to really look into this lmao

#

Sometimes you accidentally miss the slightest detail that would cause an issue

brittle plume
brittle plume
rich oar
#

Lmao. I created one along time ago from scratch and it was a nightmare

brittle plume
#

25- ok no, I believe I will do it myself

static crystal
#

Hello. I'm new to UE4 and have a question about blueprints. Right now I'm determining if I can cast an object to the wanted object by creating an empty parent class and checking if the object is a child of. This feels really sloppy and I don't know if I should do it this way. Maybe somebody can give me some feedback on this code.

rich oar
#

Lol sorry bout it. Yeah I'd either do more researching learning about the material nodes or follow another tutorial

brittle plume
#

@rich oar How do you create landscapes? Because I believe the Heightmaps and then I upload them, but they are all broken and ugly 😦

rich oar
brittle plume
#

hahahAHh

static crystal
#

I just discovered the blueprint channel and asked the same question there.

#

Got feedback about blueprint interfaces.

rich oar
#

I was just trying to figure out (why) you were checking this before calling Fire() -> your reasons behind it

static crystal
#

@feral stumpt because otherwise I'm going to cast the object to the wrong class.

#

if it's not a blaster

#

I also have light sabers

#

oh btw it's for VR so it's about whats in the hand of the character

#

I should have mentioned this

rich oar
#

Ohhhh okay. I get your reasoning now lol thanks

brittle plume
#

@rich oar he's breaking into pieces to help everyone, he's a golden person

knotty summit
#

Hey there, sorry for pinging. I'm dealing with a similar issue, did you managed to fix Error: RequestAsyncLoad called error?

tardy hedge
#

Hey I have a skeleton when auto rigged to the humanoid rig needs slight adjustments is there any way I can save these bone adjustments as a preset so I can apply them to animations without needing to adjust the bones each animation

tight prawn
#

in UE4.27 I can't find Fracture mode for Chaos physics even though I have the plugin enabled, what am i missing ?

copper flicker
#

@knotty summit I don't really remember man, it's an old issue, don't remember which version.. so on

#

try maybe checking the integrity of files. and look for any BP that might error. but this is a shot in the dark, I really have no idea and I don't remember what I did

blissful trail
#

is this a bad way to opimize a game ?

#

also this is bad right

rapid arch
#

unreal_4 Hello Dears , Somebody can help me, I am looking for a SpotLight Target on Ue4... I don't find this option thanks if you got the solve unreal_4

green cradle
#

What does this mean?

tight prawn
green cradle
#

Ok i fixed it 😛

brittle plume
#

In your opinion, is it true that single players die first?

stuck linden
#

Does anyone know why its showing default engine checkbox

plush yew
#

is there any way to scale skeleton?

sturdy smelt
#

Hey anyone knows how to get an High Resolution Collision Model, for Characters in Ue?

#

with Spheres and capsules its not work that well

plush yew
#

Do you mean change a landscapes materials during runtime?

brittle plume
#

How do I enlarge the BlenderSpace1D? I don't want it to stop at 100 ...

#

Done

#

Thank

plush yew
#

I think you should look into masks, I have seen people set up landscape changes using masks or something.

#

Because landscapes are static i think.

#

Might work with dynamic materials

#

Maybe don't ping him

rich oar
green cradle
#

I don;t know what they're called

rich oar
#

Oh lol

thick chasm
#

Hey, I need help - I'm using same Anim blueprint for multiple characters in-game of same bp. Obviously characters need to animate individually, but they all share and override the exact same variables and I have no idea how to make separate variables for each character. Any ideas are appreciated. Also is this a support chat, sorry if not...

green cradle
#

I've now gone into perpetual WASD camera controls for scene movement

#

My cursor goes into the scene view and i cant do anything? Did i press a hotkey by mistake?

winter wedge
#

anyone know of any render engines that work on unreal engine, that use ray or path tracing and are not rtx hardware dependent

wary wave
#

"render engines"?

rich oar
green cradle
#

Not play, just in the editor

#

I restarted UE and it fixed it 😛

rich oar
#

Lol sometimes the craziest s*** happens.

Restarts work wonders

exotic thicket
#

Anyone know if there's a way to identify a specific foliage mesh that's in the world?

LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/tapegame/Maps/MainGameWorld/UEDPIE_0_MainGameWorld.MainGameWorld:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_0)

Can't find any way of finding this since it's just all part of the dynamic foliage 🤔

green cradle
#

Are you good at unreal ttritt?

#

How long would you say you became competent at it? This is my second day and im not sure if i can grasp it

rich oar
#

I've been on and off since I was 14 (im 21 now)

I started with Xcode
Then unity
Now Unreal.

I messed around with Unreal years ago and it was too much to take in. I knew the basics of game dev principles and OOP. The transition from c# to c++ isn't that bad. It's just the unreal API that is the biggest learning curve.

I'd say years if you do not study properly. There's a wrong and right way to maximize learning potential. Otherwise, in 3-6 months of dedicated (proper) study. You can definitely know your way around the engine and also more technically challenging things.

To grasp every tiny detail in Unreal is hardly possible lol. To become a professional just takes time and experience. @green cradle

green cradle
#

Im very competent with Unity, Trying out Unreal for the first time 😬

rich oar
#

The biggest challenge in game dev is more about PROBLEM SOLVING . Big and bold. But this wasn't really your question lol.

Yeah Unreal is a different animal. Once you get the hang of it, and how it wants you to do things. It's wayyy too good. Never will I go back to Unity lol.

thick herald
#

Finding the right resources that fit your way of thinking or rather your way of learning is the key. The official learning hub has a host of information and is a good place to start. Mathew Wadsteins "WTF" videos on YouTube are a true Godsend with nearly every commonly used node explained.

rich oar
#

@green cradle
Do you code or use purely BP ?

green cradle
#

Blue print

#

https://www.youtube.com/watch?v=ITCWa3oLNAQ I just followed this tutorial just now

How to create a game in Unreal Engine 5. UE5 tutorial for beginners! In this free course we will create our first game using Epic Game's Unreal Engine 5. We will go over the fundamentals of how to program a game using UE5's visual scripting language called Blueprint!

The Unreal Masterclass:
https://www.unrealmasterclass.com

Unreal Engine 5 Be...

▶ Play video
#

I don't know c++, I know c# though 😛

rich oar
#

And using BP to prototype is great. If you know cpp it's super easy to prototype in BP and then use that reference to re create in Cpp

stuck linden
#

Anyone knows why check box is returning default image when clearly theres one selected?

green cradle
#

How do i build my game?

tawny burrow
#

can someone help me. Im having an issue where i cannot launch the UE4 editor, unless I directly open .exe in Program files folder.
It displays "Error Failed to launch editor" when clicking on .uproject file, and when clicking from Epic Games Launcher then it says "Launch Failed Could not Launch Unreal Engine Error code LS-0013" - but even when I re-verify, nothing fixes it for me.
Ive tried reinstalling aswell

plush yew
# green cradle How do i build my game?

click on package project, packageing it sends the game folder into whatever destination you put it in but if you want to publish it you will have to make a zip file and put the project in there after you packaged it

#

also it would be best any ue5 related content be in the #ue5-general

sterile lichen
#

Do ShooterGame and other demo projects get any kind of updates or has a repository to send PRs to ?

plush yew
#

can someone help me please i would need the car without the skeleton please could you help me thank you for removing it thank you this is a shit question lol ^^

green cradle
#

How do i change the master volume of the built game? Im not making audio sliders ect, i just want to lower it

brittle plume
green cradle
#

Windows

brittle plume
#

But you disabled it XD

green cradle
#

oh, I've built the game now. just the audio is really loud

#

i want to reduce the volume of the audio

brittle plume
#

The audio of what?

green cradle
#

The game

brittle plume
#

How many audios are there? You should do this from the Blueprint / code you operated them in!

green cradle
#

its the demo first person controller

#

is there no global audio volume?

brittle plume
pine pewter
#

hey is anyone getting this bug in unreal engine

#

all of my menus flicker and the windows and drop downs turn invisible

static crystal
pine pewter
#

I have another question

#

whenver I go into play mode

#

another one of my character controller spawns for some reaosn

autumn flame
#

They switched from 1.47 to 1.51 SDK, but 1.47 is still there, not sure about it being broken, works on my side

green cradle
#

Is there any vehicle tutorials thats start to finish in unreal? I've watched a couple but i couldnt get them to work, I'd like a full tutorial if one is about

#

I've also moved the locations of these projects, can i delete these previews somehow? rightclicking and pressing delete doesnt do anything

forest notch
#

Hello. Is someone here with experience on First Person Shooters that can help me regarding some tips on handling a weapon system in Blueprints? Private chat would be preferred thanks!

pine pewter
#

Hello, can anyone explain to me why my character controller spawns twice when I test play my game?

drowsy snow
thick herald
stuck linden
#

i think checkbox may just be broken in ue5

pine pewter
#

Sorry I am a total beginner

drowsy snow
pine pewter
#

Thank you ill check

#

Thank you

#

That made it so I spawn but I can no longer move

#

I can now also launch myself wtf lmao

odd wyvern
#

sorry, I don't really know the category this fits in. I have a character mesh with multiple materials on it, when I export it as FBX to put clothing on it, it defaults back to 1 material on import. What's the correct way to deal with this?

pine pewter
#

AHA

#

I FOUND IT

vital jolt
#

Hey

#

I've never developed a game before. Should I start with UE4 or UE5?

paper garnet
vital jolt
thick herald
#

UE5 is not as stable as UE4. There are several issues that you could run into. Best keeping to UE4, until you know what you're doing 🙂

vital jolt
#

oh alright thanks

#

ima look up how to use visual scripting

#

since i don't know how to code in c++

pine pewter
drowsy snow
thick herald
pine pewter
#

I set it to player 0 but it didnt let me move either

#

im following a tutorial and the guy never mentions it

#

WAIT

#

it fixed itself wtf

#

I just had to add my jump input

brittle plume
pine pewter
#

lol

brittle plume
gray light
#

Probably a really simple fix... i imported a demonstration level and for some reason I can pass through the floor. But not the walls. Some collision thing?

plush yew
#

@gray light the easiest way i can think of is the level you imported the collisions arnt compatible with unreal you would have probably gotten a error or something if so but another reason is the object may not have collisions or they are turned off, if it doesnt have collisions unreal as a weird way of makeing custom ones once imported long message but its worth noting it could be a lot of reasons

gray light
#

the walls work as collisions and as far s i can tell the collision settngs are the same

#

should i be looking at the static mesh?

plush yew
#

you could look at the settings in there or see the collisions i forgot the button but when you double click it, on the top of the editor it should be up there

#

if there is collisions then there is probably something else going on

cyan bronze
#

Which way is better to do "aiming down sight" in fast paced FPS game which only floating gun and floating hands (not arms, only hands). By animating it in blender or with procedural aiming?

pine pewter
#

procedural aiming in ue4 is always gonna look weird

cyan bronze
#

and with animating I have more control over it i assume

pine pewter
#

yeah

cyan bronze
#

ok ty

knotty summit
gray light
#

another clue for the floor that falls through... it does not scale in the z direction and is see through when looking up at it but when looking down i see the floor

#

wtf

glacial pecan
#

Is this really too long a folder name/asset name for Unreal?

#

It feels as if I'm back in the DOS era all over again...

plush yew
# gray light another clue for the floor that falls through... it does not scale in the z dire...

you can change that by making the material two sided, and its like that because its a plane like just a pure flat surface thats only one sided so my guess is how they set it up may have messed up its collisions i hevent really ran into that problem so im not to much of help but the only thing i can say is you could go to a 3d software and export it if it still keeps happening then i dont think unreal is adding collisions to it, you could always add them tho by going into a 3d software and adding a cube then rename the cube UCX_ObjectName make sure you scale the collision box to fit and then export it may be a lot but this long message makes it seem harder then it is

gray light
#

ok thanks!

#

apparently other ppl are having this problem

#

I guess i have to go into static mesh and add box collision to the floor supposedly that will work

plush yew
#

i mean you could do that to but it wont be as reliable as custom collisions

gray light
#

hmmm ok

#

so you are suggesting editing the static mesh

#

what kind of software does that?

#

can i use photoshop haha

plush yew
#

i wish but no, you could use maya, blender etc

gray light
#

got it

#

those things

#

right

#

thanks!!!

plush yew
#

blender is free to use and it can do a lot so probably your best bet if you want to say make your own animations etc etc

gray light
#

well the good news is the simple fix got it working

plush yew
#

thats good

gray light
#

idk who goes through the effort of making a demonstration level like this but forgets to put a collision on the foor

pine pewter
#

So my biggest issue I have with UE4 is that most of the tutorials either look like dogshit or have really messy blueprints

plush yew
#

well i mean it may just be a importing problem or because of the version, but unreal usually adds collisions if you select it in the importing option but not always reliable if you want to make a walkable bridge or a fence you can shoot threw or like walking over rocks the unreal collisions are just squares

pine pewter
#

How am I supposed to learn unreal 4 if the documentation on it is so daunting

gray light
#

ask questions in this community

#

i've learned a ton

#

that way

pine pewter
#

asking someone to teach me how to use unreal 4 is unrealistic

plush yew
pine pewter
#

good thing im not using ue5 lol

plush yew
#

also the tutorials arnt really for full games most of them are for you to just get a idea of what to do, they make it so you can learn about it more and well make your own kind of code or bp

coral lotus
#

Hellooo, does anyone know why a I'm getting an error message in my skybox after painting in foliage?

pine pewter
#

hence why Im asking where do I learn

#

ive been watching unreal tutorial videos for years now

plush yew
#

there are a couple youtube channels that could help but they wont really help in detail the only true way is just learn the layout first and go slow like make a small game like i dont know a jumping game haha

pine pewter
#

well I mean I already follow tutorials pretty easily

#

I just cannot find ones that are actually well made

#

like for example every fps tutorial on youtube have the most awful and jank animations

#

like the tutorials just show you how to make asset flips basically

plush yew
#

ha yeah but it does show you how to make it all you have to do is add your own to it

pine pewter
#

yeah but it looks like an asset flip because they never show how to polish it

plush yew
#

like say you want to shoot your weapon follow the tutorial for that part but if you want your own anmations etc you will need to do some of it yourself or go to placed and download them

pine pewter
#

I'd do them myself but guess what there's no information on how to animate certain weapons

#

like revolvers

plush yew
#

well yes but a easy way is just to learn how to rig and animate first and a revolver seems east just a couple bones

pine pewter
#

Yeah I already have all the bones rigged in blender

#

The videos in blender on how to animate things are just a nightmare though

#

Whatever I guess I'll do that now

neon hatch
#

Is it possible to replicate EAX sound propogation in UE4?

spare stirrup
#

Hi, i have a question: I'm adding more content to an asset pack I've made, and I need to edit the name of the new version. The version numbers are the thing that confuses me, so this may be a dumb question but does it sounds okay if I name the different versions of the asset pack like this (Let's say I'm updating it four times in total)
Assetpackname 1.0
Assetpackname 1.1
Assetpackname 1.2
Assetpackname 1.3
Assetpackname 1.4

fierce tulip
#

yea, thats fine

spare stirrup
#

@fierce tulip Thank you!

tawdry oasis
#

halp!

fierce tulip
#

@spare stirrup
what I do in such cases is:
XX.YY.ZZ
X > release number/very big core changes
Y > new content added
Z > fixes
so 1.2.4 means: release number, 2x new content added, and I fixed bugs four times.

spare stirrup
#

I'm going to use that sorting method in future, seems rational. Thank you for answering and teaching me about the issue!

dreamy saffron
#

Hey! Really new user here. Created an empty Blueprint project and I seem to be missing the "Add C++ Class" Option here, what should I do?

cyan bronze
#

Create it to that folder

#

Its created automaticly

brittle plume
#

I have a problem... I have to show a video, so I used the widget technique ... I uploaded the video, I took the media player, I inserted the video and created the texture, then I created the material and turned it into User Interface, and then I put it as image on the widget, and from the level blueprint I added it to the vieweport, but it shows all white, unless in the media player I re-click the video ...

dreamy saffron
cyan bronze
#

There?

#

New C++ class

#

If not then

#

Then you can delete all the things it adds

cold bridge
#

hey guys, I'm trying to set a textbox in the HUD component to display a letter that's in the games settings, but I'm not sure how to access this HUD component from my gamecontroller blueprint

cyan bronze
#

@dreamy saffron Or if its empty project you can just create a new one and remember to select C++ and not Blueprint

#

In C++ selected you ofc can and WILL use blueprints

brittle plume
#

I have a problem... I have to show a video, so I used the widget technique ... I uploaded the video, I took the media player, I inserted the video and created the texture, then I created the material and turned it into User Interface, and then I put it as image on the widget, and from the level blueprint I added it to the vieweport, but it shows all white, unless in the media player I re-click the video ...

quartz reef
#

Does someone know if there's a way to export a Skeletal Mesh from Unreal Engine into blender AND keep the vertex groups ? Because currently if i import the skeletal mesh (fbx) into blender and change something and import it back to unreal engine i lose all the vertex groups.

ivory spire
#

Hey, in UE5 my create c++ class buttons are missing

#

i did this but it didn't change anything

#

my .sln file for VisualStudio is there

#

but i can't seem to generate a new class from within unreal

spare kernel
#

it got moved

#

check one of the dropdown menu's from the toolbar iirc

ivory spire
#

i did

#

i created a new project

#

and its right there

spare kernel
#

and what is the issue?

ivory spire
#

but in my old project

#

the c++ classes folder is missing

#

it was originally a blueprint only project and i converted it

#

"converted"

#

did the create vs files thing

spare kernel
brittle plume
#

🤨

spare kernel
#

is this ticked? Show C++ classes?

stiff summit
#

Has anyone ever had an issue that pressing G turns off Atmospheric effects?

ivory spire
#

imma check wait

spare kernel
#

@brittle plumePlease be patient. If someone knows the answer to your question they will answer it. No need for the random face.

ivory spire
spare kernel
#

Also you posted twice within 20mins or so. Next time, you will get a strike.

ivory spire
#

i had my hopes up for just a second

#

that i just were stupid

spare kernel
#

@ivory spireOnly other reason it won't show up is you never compiled it properly. Other than i have no idea. It has always shown up for me.

dreamy saffron
cyan bronze
#

np

cold bridge
#

how do I get the node marked in red??? the context-sensitive option on my end is not displaying it and I have no idea what it is...

spare kernel
#

pull and type Get

cyan bronze
#

@pine pewter How do you add the aim animation to the game. You cant use booleans or functions or inputs in animationBP

spare kernel
#

you will see get Copy

cold bridge
#

in the video it gives out the array as key structures

spare kernel
#

thats incorrect

#

arrays always get copy

cold bridge
#

nothing to do with the copy... I'm talking about the type it returns...