#ue4-general
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@manic dewlook at the top right of your viewport, one of those is for grid snapping when moving. look at your value? does that value seem right?
@compact marshdefine super slow? what is your CPU usage % when compiling?
99%
quad core, could take up to 90 minutes to compile just the editor/engine then
HDD usage is 100% CPU usage varies between 99% to around 30%. After few hours CPU goes back to idle and HDD usage locks at 100%
-dx11
sounds like your HDD is a big bottleneck for some reason, also if you have any virus software running it should be disabled during compilation.
but a proper compile with ~100% cpu usage on that machine should take less than 90 minutes
Oh it's taking a lot more that 90 minutes to compile. After 6hrs it's at [1200/3100].
@compact marsh you using an SSD?
yeah its my bottle neck as well for a lot of things lol
I thought it was gpu for a while
https://www.pugetsystems.com/labs/articles/Unreal-Engine-AMD-Ryzen-5000-Series-CPU-Performance-1967/#BenchmarkAnalysisCompilingSourceCode gives you some rough numbers, like i said it should be under 90m and more like 45m
if your HDD is hitting 100% usage, its... not good
I compiled unreal on a 120gb ssd 6 months ago, it took around 55 mins the repo was on ssd but since engine doesn't fit in 120gb anymore I transferred it to HDD and it became super slow.
Mostly empty
disable windows defender scanning if its your only anti virus, cross your fingers and hope for some improvement, otherwise.... wait
or bite the bullet and get an SSD if you can afford one, and put the engine on that. You will then be limited by your 16GB ram and CPU
guys how do i delete one of these?
hit the delete key?
doesnt work
hit it harder?
๐
well i mean that is how you delete it, it should delete. Maybe restart your pc
If that isn't working, either your delete key is faulty or your editor isn't the thing that has your OS's focus.
what is my OS?
my delete key works fine
if i highlight text and press delete in discord for example it does work
I would just restart your pc
ok then
you might have some other window doing weird stuff over it and preventing it, its a normal node it should delete. what happens if you right click it?
if i right click and do delete it doesnt work
delete is gray
but im gonna restart first
Hey guys - I'm having trouble with Metahuman hair - working on a projector type lighting setup, but hair doesn't seem to be affected correctly. Shader on the hair is the Metahuman default aside from base color changed. Lighting is three spotlights stacked in the same position with r,g,b channels separated on the lighting texture
Hmmm anyone knows if I am allowed to modify Epic's free assets if i use them solely with unreal? Like can i download paragon characters, modify them in DCC to differentiate them a bit and put them in my UE game?
sure
they give you them to do what you like with them.
if you want to modify them, no issue there
Thanks, I will try it
I knew we could use them as we wish as long its within unreal engine but i wasnt sure if i can (for example) place one asset in zbrush and straight up modify it to my hearts content.
Thanks for clarification
Yes, understood
what graphics card do you have
Try dx10 or dx11
dunno if those are supported since I cant find anything about your graphics card online
I assume its integrated
-dx11 is working but Iโm at 45% and hasnโt moved
I believe it is referring to the ray tracing
Dx12 / other numbers refers to direct x version
I'm unsure of how it relates to ray tracing
https://drive.google.com/file/d/1xfHjA-v72hCsCg5NZvg7Qdrgmn66cxTh/view?usp=sharing , https://drive.google.com/file/d/1GRBSSkTG8Dxl-cZMGZ3Kg-jh1vnau57-/view?usp=sharing ' in these videos like showen the montage plays in client view and if u go to the view of server client plays again.
has anybody experienced something like this ?
For some reason I cannot use gamepad input. In the editor, the gamepad just highlights editor buttons (like in this screenshot) instead of controlling the character, even with the game viewport focussed. Tried making a build, same problem, only my keyboard controls the player and the gamepad does nothing. I've never had this problem before...
Anyone use render target 'volumes' before?
I had an idea about taking an actor position and drawing into the volume
can anyone tell me why this code doesn't work?
I want this mesh to change colour every second in game
but it does nothing
has anyone had the problem where everything in packaged version goes dark in a scene and how to fix it ?
is there a way to make a custom shape for linetraces in unreal engine 4? for example i want to use a cylinder trace to detect whats around teh player, but that doesnt exist, what am i supposed to do??
the sphere trace is cancer because if i want to make it wider i have to make it taller too
add a cylinder collider
for ue 4.27 physx is the default phyiscs engine or chaos ??
Physx
thank you
that is such a weird coincidence i'm literally watching your videos on one monitor and then you pop up on my other screen
you create a new dynamic material instance each tick, but you never apply it to your mesh
what you probably want to do is to create the DMI on beginPlay event and assign it to your mesh (and store a reference in a variable of your blueprint)
on tick you would only change the color parameter, and the target would be the variable which holds the DMI reference
nvm, you create the DMI on the mesh... (anyways i would only create it once, and store the reference for the tick event)
other than that, there only reason i could imagine it not to work is that you use the wrong element index, or you misspelled the parameter name
Hello, I made house but I can't enter it, I tried different collision settings in UE, but It doesn't seem to work the way I would like, How do you guys create custom collision in 3D program? I also tried exporting mesh and naming it UCX, but when I try to import in into ue it gives me an error.
as a first test you could set your meshs collision settings to use Complex as Simple collision (that would use poly based collision)
just to rule out that it's actually an issue with the collisions (as you should try to avoid complex collisions)
How do I choose Complex collision? I can't find it in ue5
in the mesh editor in the collision tab theres an option for it
looks somehow like this
Does anyone know how to work with the character interaction asset?
im at 13:39 and have done everything he did but its not working? https://www.youtube.com/watch?v=QJpfLkEsoek&t=336s
Get the full UE4 course:
https://bit.ly/36lJS3S
Unreal C++ Beginner Tutorial:
https://youtu.be/1dl91ORwmy8
In this video you are going to learn how to build a very simple game using Unreal Engine and Blueprint.
The goal of this lesson is to get you aquainted with the absolute basics of:
- The Unreal Editor
- Simple AI
- Events in Blueprint
-...
do editor utility widgets work when the game is packaged
or does it have to be a normal widget
editor widgets are, as the name implies only for the editor
Hey everyone I have a 2D Sprite with Sockets that hold dynamic objects (Basically think of a torso and different limbs). I would like to have a black outline of the final Sprite and all of the Socket Sprites. What is the correct way to implement such a thing?
Anyone know how to open a scene from an exe?
not possible trough legal means unless the publisher of said game allows for it.
why i am having this flicker i have walls in my level which i made in blender with alot number of vertices on it how can i fix this flicker???? please help ๐
Hello all
I nee dsome help please
Can someone please help me out I have no idea why my level will not load any more gets to 100 pct then crashes thanks.
Could be thanks
how can i fix it ? do you thanks
Do you have UIWS aka Unified Interactive Water System?
I do
Is the plugin installed?
Where are editor keybinds saved? I have a bunch of keybinds from one project I want to bring over to another project
oh I found the export/import
nvm
DefaultInput.ini just in case
ty ty
Then the error makes sense, you're trying to package something that uses UIWS stuff, in this case M_MWall but you don't have the Plugin installed
Does anyone have experience with using gamepads for a two player split screen co-op? Whenever I do full screen in the editor, I can't get player 2's controls to work anymore. Regular works, but after I go into Fullscreen, they don't respond to any input, while player 1 still works. Anyone else with this issue or a solution!? Thanks
Hey people, I have a question about soft object references and memory. Let's say I loaded an skeletal mesh to the game with async load and then I removed it, do Unreal Engine remove it from the memory or it stays there till you close the game? Because I noticed if I remove and spawn it again, it loads pretty fast so it stays there. Is there a lifespan for that or do we need to manually remove it from the memory?
Hello again Guys is there anyway to cast Dynamic Shadows for Mobile ??
i can cast shadow with movable light as i remember but its very limited like just 4 lights i think
can we increase this number ?
i want to get as much as i can realistic scene for Virtual Mall
hi guys
whenever i equip my weapon to the spine socket
it appears each time more inside into the chest
whats the problem?
Hi gang,
Can someone tell me which fog i can use for our VR game we're working on? I know volumetric is a no go, i'm not sure which i should be using?
help please
@wide kestrel Hi Fred
@sullen willow please be patient.
is there a icon pack or font that includes all the keyboard key charecters and Controller buttons (Playstation, Xbox, Switch)
look at the recent pack that Kenney released, no PS buttons due to copyrights tho
Anyone How about a .pak file?
Is it possible to open a .pak file*?
you have a link?
yes, but its not something we suppot, googles.
nvm found it
@humble bay I suggest to read the #rules because what you are asking could result in removal from this discord server
oh
mybad
I didn't know.
@fierce tulip I'm just looking for a ready made VR scene i can use for sound design
then look at the marketplace and learning tab content.
There is a VR template. Does it not work?
It does, but it really isn't complex enough for a full sound design project
I'd have to build a whole 3D scene and mod the teleportation system to be able to teleport in the newly added 3D assets
hi i wanted to know if anyone could possibly help me, i need help with plugging in an attack animation into agame i am making?
im not sure why but it doesnt seem to be working
i thought this should be enough
Any one know what this error is thanks. Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000008020
Looks like memory overflow or something.
idk though, you should paste that into google.
hi, is there a way to seperate the camera view from player? right now everytime i start "play" the camera view is attached to the player itself, i want it to be fixed somewhere looking down at an area that i can see player and stuff, (something like how fixed camera on league of legend looking down at the map)
@rose plume You might find this video useful. Skip to around the 6 minute mark and then probably re-watch the video. https://www.youtube.com/watch?v=EjSf1Hru_u0
How do I change the default character that spawns in when I run my project. We also look at how you might set up per map spawns and manually control characters you place in the world instead of the default spawn.
hi guys just wondering how i can make an object have gravity ?
ok
thx ^
so im trying to get a sword to land on a table but it goes straight through the table and i have collision enabled on both the table and sword
Well, one of the 2 or both probs don't have the actual collisions created
when i check the collisions tho they have them
They both set to BlockAll?
yes
Do they actually collide with the terrain or go through it too?
they go through the terrain
Then they don't have collisions created
Are both of them Static Meshes?
yes
Double Click to enter in the Static Mesh Editor
yep
Then on the top click Collision -> Simple Collision
If no coloured lines appear, means no collision
Complex doesn't work unless you specifically tell it to use that which is not a good idea
ok
You either wanna add shapes yourself, or generate in automatic or have it really simplistic
Auto Convex is the more advanced auto generation
Remember to do it on both the sword and the table
the table is fine that already has collision it was just the sword
Sounds good
anyone have any idea why I can only change the size of the mesh and not the complete character
capsule component and all
Because primitive shapes are usually scaled differently.
The Capsule will have properties on it for manipulating its scale.
CapsuleHalfHeight
CapsuleRadius
I believe they are called.
From memory.
hi guys
i cant wrap my head around on how to have a combat system, in which when i have a weapon in hand my attack animation is different than if i have an axe..
i want to throw punches if i have nothing in my hand, but axe slashing attacks if i have it wielded
anyhelp i can get?
does anyone know why me pressing the "end" key doesn't make props hit the ground like it used to?
Hey, I have and editable text box and a variable. How do I add the variable to the text? For example my Float Variable is 100 and I want to set My text to Points: FloatVariable(100)
I use 4.27 source , mt pc shut down while i was saving and now i have this error when i try to save my map :
Assertion failed: bUncompressMemorySucceeded [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 683] Failed to uncompress data in C:/
The Map is not readable by UE5.0
and i have lost my project settings etc
@hidden sparrow Use a FormatText node. It will allow you to specify "wildcard" inputs anywhere in the text by using the following format:
"Points: {PointsVariable}"
You will then see a grey colored pin called PointsVariable that you can plug anything into to express it within the Text.
The { } allow you to specify wildcard inputs.
Yay, it works! Thanks!
๐
Make sure they have collision and that they're not overlapping anything
hi everyone i need help, i'v set the sheath and unsheath to key R, but in the tutorial video he sets it to left click, so when not attacking he unsheaths with click, and if ready to attack he left clicks again and attacks..
thing is
i want letter R to be the equip and unequip, and i want to attack with left click
but i cant find a way to incorporate the left click input to the R input of sheathing and unsheathing sword
hey im looking for some feedback on this scene im working on, where would be an appropriate/good place to put that?
I would like to use binds already used by the in game debugger, where can i change those binds ?
Anyone experience issues with Raycasting a widget intercation onto a World UI element that has the cylinder geo mode set?
Like this: https://answers.unrealengine.com/questions/704417/widget-interaction-collision-problems-when-using-g.html
It appears the bug tracker was marked as "Won't fix" recently
while Epic is asleep
how TF did this happen?!
(that's after running Setup.bat and UE4 downloading stuff )
@gleaming narwhal Something to look into?
how can I disable this particular plugin(?) from being downloaded during setup ?
You cant.
ugh
alright, I guess I'll just wait for Epic to see what's up
everything else is downloaded though
I had to Ctrl C to interrupt bat file cuz AV wouldn't let it finish
is there any way to manually finalize setup and move to generating solution/projects ?
can someone please tell me why I can't migrate a map or a blueprint from a ue5 project to a ue4 project
it keeps saying migration successful
but then i look in the project i've migrated to and none of my stuff is there
and it's there if I look at the project in my file viewer
but if i look in the assets in the project it isn't there
@lyric cedar You cant move back to a previous version dude...
Once your in UE5, you cant go back to UE4
Same goes for any major version of UE4
Once you update an asset to 4.27, you cant then move that asset back to 4.26 for example.
Doesnt work like that.
Assets are only forward compatible.
that's good to know tbh but i'm also having problems moving a blueprint from ue4 to ue5
like it moves everything that the blueprint depends on but not the actual blueprint itselt
itself
UE5 is in Early Access, expect issues.
yeah that's fair
Try asking in #ue5-general these issues may have workarounds that others have found etc.
We have an entire category for UE5
guys how do i attack while moving
is there a general consensus on handling collision with blueprints or c++, im trying to learn which to use in which scenario
How long does it take for one to feel comfortable with the engine?
Hello guys, I'm a complete beginner and I'm wondering how you can make a float variable go from 0 to 1 in an amount of time and not just jump instantly from 0 to 1 ? I'm trying to make an animation run when my character shoots but the animation instantly gets played at the last frame which is at 1sec and not from the first frame to the last in 1sec. That happens i think because my variable is already set at 1 before i play the animation and idk how to make it 0 to 1
timeline
i've been dabbling on and off for 3 years and theres still like a million things idk how to do on it
OK thank you, i'll watch a few tutorial about that
hey i have a problem, everytime i enter play mode it doesn't use the fps character that is already on the map it just spawns me where i am in the editor idk if i was clear
Hi guys, does anyone know of the best guide for creating an inventory system. I've been following along with this guide: https://youtu.be/yxqSkFNAzE0 but I'm having an issue where the items collected aren't going into the inventory. I've watched through the series about 4 or 5 times now trying to work out where I've gone wrong and have been pulling my hair out trying resolve this. I've contacted the guy who created the tutorial series for advice but unfortunately he hasn't replied to me. So I thought my best bet would be to make contact here for some advice, maybe a better option on how I can approach this all. Thanks in advance to anyone that reaches out to me ๐
In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go through the process of setting up some key assets that we will need going forward.
There are unlimited ways to create a tutorial, all based on your own tutorial design. As per usual with my tutor...
theres also devsquad tutorials on this
Hey guys, i got a question!
Im having fun doing a game (TPS) and i already added the character.
Now i would like to know how could i make different characters and in a menu you choose the characters, like Paladins/Rogue Company/LoL/Dota
What would be the best way, any tut out there?
I can't move in my editor and there's a weird white thing over the screen
whats going on
You're locked out of the viewport. It means that your free trial of Unreal Engine has expired. If you want control back, you have to make an Epic Games account and pay the monthly fee.
Im kidding ๐ . Just restart the editor
ya lol i did
@round quiver Looks like a Editor Window Drag/Drop bug.
Seems its stuck in Dock mode.
ah ok thank you @weary basalt
Hello,
Is it possible to add collision to light? I made something that follows the character around. And it dims until you power it up. But I would like the lightsource to harm enemies. Would collision work, or do I need to make it so when the light hits the enemy it takes damage
can you undo or change character animation blueprints
or do you have to tear out states if you want to adjust them for whatever reason?
either or would work
use box collisions than tie dmaage to it
or use collision traces and have the traces calculate that
Anyone know about how to change the camera inertia? Just need to know how to delete the inertia
Anything i do wrong if i need to double click instead of simple click to change the checkbox state from clicked to unclicked ?
I didn't think you could tie a collision box to a lightsource if it dimmed down.
If it works, the Collison box would still stay after the light dims i think tho
The epic games launcher frequently crashes whenever I open it(for mac). Does anyone know how can i fix this?
Or is there an alternative way to launch unreal engine
Your better off asking on the Forums, there is pretty much nothing any of us can do about that here. Unless some workaround exists for your specific crash.
What can it be if a mesh doesn't recognize collisions? I have a lightsaber blade and a droid skeletal mesh. Both have collisions enabled and set to BlockAll. I added a print method to both on component hit events but none fires.
anyone good with animations here?
is there anyway to copy current camera location in editor and send it to someone else so that he can see what im seeing?
(without playing)
How to make pawn walk on planet (sphere)?
I think it's called Planetary Gravity or Faux Gravity.
There are plenty of guides online on how to do it, basically just applying a force on each object directed towards the center (position) of the planet!
Do you guys know why i can't select 4.27 update in the launcher ?
can't even see it
ive been trying to fix this for 7 hours followed like 5 different tutorials anyone know how to fix ?
nvm i think i fix me dum dum
Hello all, Im having a weird problem in unreal and i dont know what to google to find a solution!
My viewport looks different to my movie render queue sequence
Viewport^^
Actual render^^
as you can see the actual render looks like a massive turd! anyone have any idea why its being like this?
Nevermind! i forgot im an absolute genius and solved it myself
So what was it?
Does anyone know how can i access the Mesh child actor components like that PrimaryGun from BP_MyCharacter to this UI widget
If i make them a variable they dont show up in the class defaults
Im trying to set the child actor class when i press the that button with image
They are also in my GunInventory array variable
The UI widget is in different level than the character
Im trying to get the ancient demo scene and put it onto my E drive, Why is it saying i need 100gb free on my C drive?
Anytime you download an asset pack, it gets stored in the vault cache, which by default is on the C drive. You can change it though in settings.
I kind of only want the terrain / environment from that demo, is it possible to transfer that into my existing project @thick herald ?
Yup, you'll need to download it but after that you can select the assets you want within the content browser, right click and look for the "migrate" option. ๐
Then pick your project and select it's Content folder
Hello everyone, unity or unreal engine , it looks stupid to ask about unreal in the channel.
Hi
is there a way to run a part of my visual script on the gpu?
Can anyone recommend good tutorials for C++ programming in UE4? I know the basics of C++.
Anyone have an idea about that VS issue?
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "D:\UE_4.27\Engine\Build\BatchFiles\Build.bat mystic_worldEditor Win64 Development -Project="D:\mystic_world\mystic_world.uproject" -WaitMutex -FromMsBuild" exited with code -532462766.
I can't compile my project anymore
I'm always a youtube learner.
Bro code
youtube channel
I know
But I am asking if anyone can recommend any specific.
Has anyone had their controller suddenly stop working? I was testing with it earlier today and it was working perfectly fine. Windows still recognizes it, steam too, but UE4 has completely lost it.
Do you guys know why i can't select 4.27 update in the launcher ?
can't even see it
please someone help me ๐ฆ
I enhanced the lighting on my Pavlov VR map and now it won't upload to the steam server
these are the error codes I get
Personally i prefer unity, But thats purely because im much more competent in it and used it for many years. But i also dont like the editor feel and blueprints of unreal
have u tried ue5? the ui is much better
Im currently using UE5
?
the docs have the basics, there are some on the learn portal https://www.unrealengine.com/en-US/onlinelearning-courses, and there are some older ones with some issues on the YouTube channel
also... #cpp
thanks for your help everyone s/
looks like i had the lightmap resolution too high for the landscape
How do i get rid of this blue but at the bottom of my skysphere?
that's probably fog
i have a probably very beginners issue. I want to create a path for my character to run on. Is there a way to do that without making infinite copies of a plane and without stretching materials?
so the only way i know right now to make a path without stretching materials is just making a long row of planes.
I am positive there is a very simple way i have not found out about yet.
probobly something to do with drawing a navmesh
how do i paint a texture onto my terrain? i have the base material on it, but i want to paint a new material on some mountains, is that possible?
@green cradle in the landscape material use the layer blend node to put multiple textures on it
i have this thati got from quixel
Also besides asking all your questions here there are unreal documentation and a ton of tutorials, and just double click the material in the content browser, if you know how to use textures it should be easy just right click and type landscape then you should see the layer blend, there are tutorials out there that can show you how to use it to paint on your landscape
the amount of tutorials i have watched is uncanny, But i cannot figure it out
and this is only the last hour
https://youtu.be/gQmiqmxJMtA?t=8598 not sure if this is what you want to do
Unreal Engine 5 tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 5. Specifically we will focus on Unreal's new features: nanite and lumen. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, p...
Yeah most of the tutorials don't really help but they do give you a idea of it for the future, just search landscape painting and how to set up the blueprints for it, its a lot easier then you'd think
time stamp
I think that may be a bug, ue5 is still early access so bugs are everywhere ha I couldn't even get it to work
But you could just create a new material and add the textures to it
Also did you set up the material currently?
Correctly*
Yeah most of there materials are just one texture put onto it with normals etc but you could if you want to paint you would have to open the material and do the layer blend and add whatever other texture you want to paint onto the layer blend node
Well its a lot more simple then you would think, just unreal gives more freedom so there is a few differences and a lot you could do, but in simple words to do what you need and the easiest way, create a material then right click and type LandscapeLayerBlend from there plug it into the alpha or the top thingy forgot what it was called anyway on the panel where it shows the layer blend details you can hit the plus to add slots to add the textures to by doing that you will be able to use those textures to pain, the first texture will be the main landscape texture so in the paint panel on the editor you will have to hit the plus button on those materials, but it won't work because you will need to make the weight so.wthing I forgot the name of ha sorry it's just been a while since I messed with landscapes
Oh also make you you open the material by double clicking it sorry I didn't add that
Sure*
anyone know how to change in BLueprint Groom, Stiffnes at Runtime ?
@green cradle there are documentation pages on what you want, the issue is you are trying to use something that is probably not designed to do what you want. You just dont "use a material and paint", you have to set it up using landscape layers https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/Materials/
This guide is a quickstart and show the basics as well as setting up a basic blend https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/QuickStart/
that was not a question
you can add a preview mesh to a socket in the skeletal mesh editor, the place where you add sockets at
Hi,
I was wondering if anybody has had success using RVT with Dynamic Material Instances? I'm trying to create a dynamic material instance in the level blueprint's BeginPlay but the blending isn't working when the dynamic material is assigned to the static mesh actor.
If I go in and actually change the RVT properties on the material instance to match what I'm setting on the dynamic material, the blending works fine.
Any suggestions or debugging tips would be appreciated. Thanks
You want to make the tiles smaller ?
(the tiling node is a scalar parameter)
Your welcome
type "scalar parameter"
รฉcris "scalar parameter" dans ta barre de recherche
Does anyone know how i can setup a VisualSVN Server that i host on my own PC but others can connect via Internet?
VS ?
Before this error came when i try to save the map , now the soft doesn't open
Hey does someone know a way to switch smooth between splines ? With a moving Actor. Like A-B C-D act the Actor is Jumping/Teleport weird and its kinda more messy than working.
Pm pls or @
I have formated W10 , reinstalles VS and its dependecies , and i have reinstalled ue4.27
On this livestream, we walk through how to get started with Multi-User Editing and explore our cinematic content pipeline. Learn how to connect multiple instances of Unreal Editor together to work collaboratively in a shared editing session, building a single virtual world together with your teammates and colleagues in real time!
TRANSCRIPT
htt...
@dusky slate
for you bro
whouah incerdible
sorry i no possible help you for this bro
ok
What is the download size for unreal engine 5?
And when is the full release?
Should I wait or get it rn (make a project in early access)?
@livid lily round about 35Gb as i remember and what i heard End of the year earliest.
roast me if wrong
Hey everyone, I just have a quick question. I downloaded Unreal engine source file from GitHub to build the dedicated server. My question is, can I keep using it instead of the launcher version ? Or I'm gonna miss something ?
Can you pls tell whats the size after installation? (no additional components)
36.1 GB
guys is there a way to clip far planes in a prespective camera
a little over 17 without android, iOS, Linux etc etc
is there a way to monitor blueprint performance in runtime?
look they r featuring this discord on the epic games launccher
@nova gardenthe launcher version is basically the git version just made easier for you to get. You can use the source version without issue and never need to touch the launcher if you dont want.
guys something weird happened with my static mesh. I dragged it into my scene, and I decided to set my shaders compiler's priority to high in task manager. The results were extremely quick which is what I wanted, but now I have this odd black shading on my mesh. I can barely see any of the detail. Does anyone know how this happened? edit: nvm, I got the issue resolved. It just needed more time to compile
I'm almost ready to release a demo version of my virtual art museum. Could someone tell me if it's recommended to use any of these options for asset protection?
how would i go about rendering an item in a players hand, like so it can be swapped out for any other item mesh on runtime
basically, how do i add or remove a skeletal mesh during runtime via blueprints
Thx
Frustrating issue simply trying to update assets in my Content Browser. When I right click and attempt deletion of a folder in the Content Browser I get an error message 'Failed to load Assets' and the folder cannot be deleted.
I tried closing the editor, deleting the Saved, Intermediate and DerivedDataCache but no difference!
@ivory spirespawn the item, attach the item to a socket.
if you want to swap you would remove the old item and swap in a new one. Removing could be hiding or destroying, same with swapping in a new one it could be spawning or unhiding.
i'm making a very radially symmetric room, and it would save a lot of time if i could select some meshes, and click some blender-type modifier to mirror some stuff around
should i make a blueprint to achieve this? i'm somewhat new to UE
i've done a procedural fence generator with a spline, so i think i could
just not sure if there's a better way than that
mention me to respond please, i suck at tabbing back to discord
Is there a Feature Request channel? I'd love the ability to follow certain creators on the marketplace to get alerts when they post new asset packs
So I have one quick question. I checked my movement blueprint and compared to the one I created watching a tutorial and is exactly the same but the character when you press A to move left or D to move right he just runs in place and slides left or right without turning.
How do I fix that? If i move the camera with my mouse he switches fine when turning left or right but wont do it if i only press the WASD keys
it could be a lot of things
Could someone help with this, I applied a grassland material to landscape but is not rendering correctly as I zoom in, any ideas why?
@crisp summitpawns, character movement component, and characters, and heck the camera/spring arm all have settings that control how they react when doing movement. Show a video, or check out those items in your blueprint to see what is different. Chances are one of the orient or use control rotation settings are not matching
doesnt work with skeletal meshes
but imma research sockets
@ivory spirewhat part doesnt work? I have a SKM on a socket on another SKM right now in the first person template
How can I open a project made in 4.27 in 4.24?
@night burrowyou cannot
I mean how to migrate it
you cannot...

Holy molly, I wasted days to make my own game from scratch just to found that there is a template available for free just now.
Is there a way to make your project disable raytracing on medium/low graphic setting options for a project?
(I mean there has to be, I just don't know where the option is)
r.raytracing.ForceAllRayTracingEffects 0
because UE5EA2 was released before 4.27
and backporting isn't supported @autumn grail
hello, i'm wondering where i can ask a question about lighting?
@plush yew Wait will add-ons and functions in 4.26 be com[patiable with ue5
i ask because if so
im definitely moving on full release o-o;
well i mean add-on and plug in wise
not necesssarily the function mechanic
so plugins need to be updated for ue5
it isnt just backwards compatible
_>
Im a very stupid chimera so i apologize for not following o-o
@radiant surge maybe the roughness in your master material was set all the way down and you're getting some weird interaction with the settings in your tiling far and tiling near parameters in your material instance. That's just my theory though
hey anyone mind helping me with a simple issue? im trying to figure out how to align the camera with a mesh so its first person but it keeps aligning wrong and looking to the left even though i have them all facing the same way in the character blueprint.
Anyone got experience with gimp? Its exporting my icon pngs using G8 transparency format and I want it to use Dxt5
yes
isnt there a if node?
something like if (blank) than you connect nodes from there
im trying to setup slide on the crouch button ;-;
I fixed my own problem by using a dxt5 png. deleting the image. Copy pasting my icon into it. Then exporting with the file name I wanted.
what problem was this related to? o.o
good luck โค๏ธ
Gimp exporting png using G8 transparency format instead of dxt5 that unreal uses.
under unreal engine folder, do i need these files : linux, Ios, android and mac? as i am on windows
Hi Folks, any clue what is causing this flicker?
https://forums.unrealengine.com/t/ue-4-26-reflection-flicker-issue/246662
Whenever a level sequence is triggered, there is a flicker in the reflections, how to eliminate this, Scene has raytracing on for reflections and AO alone, not for GI, tried without raytracing, still the flicker is there but a little different as it is from screenspace reflections. GPU - RTX 2070 Super, tried on other computers, even on rtx 3...
Hello everyone, newbie here!
So I want to make my static mesh component glow. I already have a material and also made a postprocess material named glow. Nut what I want to do is make it glow on a curtain time. Do I need a sequencer to make that trigger at a time?
If somebody knows how to do this (it is very simple i guess xd) we can voice call
@plush yewthanks
Is it normal for about 200 non-instanced static meshes (cubes with default material) in a grid to cause 1/2 fps (down from 120 to 60ish) on a 1080TI and 2700X CPU?
How is paper2d compared to unity 2d or Godot 2d. I heard it was abandoned from a YouTube channel don't remember which one. Or is it still a viable way to make 2d games?
So I have this cabin in a forest environment. I've enclosed it in a Lightmass Importance Volume, but I can't get a bake going due to all the foliage in the scene. Hiding it in a layer doesn't work. What is the general workflow for this?
I think most ue4 2d games either ignore 2d or use it sparingly and use a regular workflow, but with 2d results.
(but I havent really done much 2d, so im not a good source of info)
Where in here can i change how wide an area the particles cover? Atm its just in a small box
Hi, UE 4.26 crashes when I change output pin's variable type to array in my interface blueprint. Anybody knows has it been fixed in 4.27? I'm building it from the source right now
Hi folks!
Have you ever seen this material error in 4.26?
No error in graph, it appears when pinning random stuff into material (like opacity mask or WPO).
It disappear only if I uncheck the use for skeletal meshes.
But I can't...
Is it possible to use gameplay tags as datatable?
So better to just make a 3d game with a side camera. Hmm sounds like more trouble than wanted
you could still use 2d sprites/planes and layer them.
in some cases you'd use flipbooks trough materials instead of that flipbook system paper-2d offers.
there is an example of paper 2d in the learning tab you could check out. there is also a 3d sidescroller example.
besides documentation/tutorials those would be decent examples.
hi guys
im trynna make my character attack in place if im not pressing W
and attack with a step forward if im pressing w
how can i do that?
Hi guys, I want to make a 2d memory match card game using paper 2d or 2d only stuff and blueprints only without making it complicated. Can someone please guide me with how should i get started?..thanks in advance.
guys when i start my game, i pick up my weapon i attack and its all good... but when i roll with ctrl, after that i cant attack anymore. any suggestions
is it possible to edit stuff while in play mode or simulating?
Does anybody know when they will release the new months free assets?
How can I check if ray tracing is available in blueprint ?
Alright thanks!
@green forumif you havent gotten the answer yet, in the launcher next to the engine install is a drop down arrow that can get you the options. In there you can install/uninstall extra platforms (like linux) that you do not want
@tender vigilmost things do not stay between play sessions, but there are special options for physics items to remember their state when you stop playing. Useful for scattering stuff simulate and having it stay, like say trash or boxes.
im trynna make my character attack in place if im not pressing W
and attack with a step forward if im pressing w
how can i do that?
also
when i start my game, i pick up my weapon i attack and its all good... but when i roll with ctrl, after that i cant attack anymore. any suggestions
@sullen willowcheck your code for the second part, we have no idea what you did. This is when you start to learn how to breakpoint and debug to check stuff.
as for the 2nd part, you can check to see if the W is down (or use a simple input for W (forward?) and when pressed you set a boolean and release you unset it. Then during your attack you check to see if that boolean is true or false before deciding what to do
Create your own C++ function exposed to BP for checking that in RHI level.
I need help , my custom PlayerController is just not executed
do yall recommend me to leave ue4 video blueprints tutorials for a while, and instead study c++?
wil that help me have my own opinion and solutions in ue4?
or what do yall recommend me to study in order to handle ue4 like a champ
I would like to know as well
studying C++ is not going to help you understand how unreal engine works, and if you plan on learning unreal engine you might want to start with that first and finish learning it
you won't go anywhere far without at least basic programming and c++ knowledge
add C++ later once you need it
do you feel comfortable doing everything you need to get your project finished? if not that
theres is no school for ue4 i mean, a lot of youtube tutorials but no concrete name for the matter
you dont need a school, you figure out what you want to do, break it down into as small as pieces as you can, and learn how to put it all together.
if you need directed guidance, try and find some videos or documentation on step by step for something specific.
okey thank you for the recomendation
adding more "stuff to learn" isnt going to help you. find something and learn it, then find something else and learn it. finish something and apply and continue forward
yeah, well i got into ue4 with little to no knowledge, im able to do the basics, but after a while of tutorial i just wonder, why can i not be the guy who make tutorials about anything? why cant i make anything i want without depending on youtube tutorials, and how do i get there?
and im asking about c++ because ue4 has the c++ or blueprints option
and neither are needed until you learn how Unreal Engine works, then you start adding on
that option is to choose one of templates, it does not limit whatever you do afterwards
bro im scare tho, every since i started with ue4 i dream in bluprints
idk what will happen after i go down the rabbit hole
you can make project from c++ template but would still add blueprints
you can make project from blueprint template but can easily add c++ modules and code
welp good luck on that
its like saying your going to start with driving nascar when first starting to learn to drive
those are 2 different things
hence the good luck part, your skipping learning to count and going right to advanced calculus
i mean i dont know what each is
i know they are programs to code
but whats the difference
thats the thing, you dont know what each is
they are not both programs to code
one is an IDE, the other is a language
An integrated development environment (IDE)
is software for building applications that combines
common developer tools into a single graphical user interface (GUI)
cool
so python works to give c++ or other languajes a further and upgraded way to express?
and those two languajes can be displayed in programs like visual studio?
ohh i get it now
you can use VS to create code using those languages, yes
i just saw that python is not a program itself, but an addition
so now i see it clear
i thought it was a single program like visual studio
This is where learning what something is and how it works and how you would use it comes in. This is why starting with learning how unreal engine works and not worrying about c++ or blueprints or other parts of it and trying to learn how the actual engine itself works and the pieces fit together is where you should start
Then and once you understand how things work and go together you can start applying them
Because Believe it or not c++ and blueprints are not the only two languages you can use to help create games in unreal engine
I made an animation in blender, but it imported every keyframe seperately?
maybe its not properly rigged
theres about 500 of these...
i see
there is no rig, its a reversed physics simulation
well thanks for the conversation
you tried to retarget them into your charac already?
or they were black from the beginning
being black isnt the problem, the amount of them is the problem
it should just be 1 asset
not 9000
The Player controller events are no more executed
my game starts at the playerstart with a spectator camera
it was working 20 min ago
start the map, shift-f1 to release the mouse, look at the world outliner in the top right and look for your player controller. if its not there, your not using is
Hey, not sure what your workflow is, but I encountered a similar problem when exporting custom animations from blender. If I remember correctly it has to do with information blender stores in the FBX files.
Perhaps the map is overriding the player controller
Map overrides the defaults in the project settings
Did you find a fix for it?
im currently deleting the 9000 files and its taking ages, So ideally i want it to import correctly nexttime ๐
its there
I'm playing in standalone with 2 clients viewports
and connect to the server after the main menu appears
@green cradle I donโt think I did (I just ended up deleting the extraneous animations as it was just one set) this was the thread Iโd found when I was trying to solve the problem but Iโm not sure if it will be much help: https://forums.unrealengine.com/t/exporting-animation-from-blender-to-unreal-creates-a-large-number-of-static-animations/26955/7
and launch separate server
Has anyone encountered something similar flickering RVT blending?
how do I make an "instance" of a blueprint class I have? I have a blueprint for a furniture item with functionality on it; and say one copy has a few child actors inside it, and I want another instance of this furniture without the items but same functionality, do I have to make separate blueprints?
Have you ever encountered a case where Unreal deletes a lot of its Engine binaries and installed Plugin module files upon crashing or failing to load a plugin (message about plugin's module file missing or been unreadable due to problem with operating system)? I have a problem like that and searching for the root cause. Building the project with Visual Studio works completely fine tho... (Not sure if this is the correct channel for that question ๐ )
There is a discord for epic games launcher?
@cold bridgethe blueprint in the content browser is the code, once you put it into the world it becomes an instance and a unique copy of that code. IF you want to have 2 completely different ones in your content browser to re use, duplicate the first one and change the duplicate (its completely separate)
i don't need the states to persist when i stop playing, i'd just like to pause and experiment with values on the fly
depending on what you are doing, you can shift-f1 to escape the mouse then pause and change values. depending on the item it should update in real time
how do i make it so when i stop pressing shift the animation slows down this doesnt work
how is the animation being told to speed up? or are you talking the character is moving faster?
So today should be a webinar regarding Twinmotion/GIS and stuff. The Webinar was scheduled for 7PM BST which is 9PM my timezone. I now already received an email with "Did you miss the webinar check here for on demand streaming" which is wierd since it is not even 9PM and the link in the mail is broken aswell. Any advice ? ๐ค
There was one for 2PM as well so perhaps that is why you got the mail
the 7pm one should start in like 30m
i just want the running anim to speed up when shift is pressed and slow when realease
that code makes the character move faster, which makes the animation "play faster" since its using a blend space
if you just want the animation to play faster, you had it right by changing the play rate
I was reading this tutorial series https://medium.com/@lordned/ue4-rendering-part-6-adding-a-new-shading-model-e2972b40d72d
But the author didn't make the last part of the post (part 7)
What to do next?
In our next tutorial we will cover creating an outline shader by adding a Geometry Shader to the deferred base pass. This covers how to add a shader stage and how to modify the existing base pass shaders to handle going from a Vertex Shader to a Pixel Shader, but also handle Vertex Shader to Geometry Shader to Pixel Shader.
It never came. ๐ข
how can i make it so when im at speed 600 the anim doesnt move super slow
hmm.. not sure which channel this question falls under, but I'm working on some asset preloading. Wondering if there is a way to force the editor to flush the memory so I don't have to wait for garbage collection before I can test preload times repeatedly?
Why am I getting this message? Also on the 'array get' node to the left, when I try and use 'get a ref' as soon as I input the array it changes itself to 'get a copy'
whats a good way to move a character a short distance? like a knockback or forward charging attack
launch character doesnt suit it
this is possible any way
Hello. I'm making a little coin pusher game. Now I've got a problem. The coins are not rolling over the pins. 3/4 got stuck. I already tried reducing the friction to 0 but it still hangs. Anybody an idea how to tackle this?
any chance to make the view smaller , and world looks like a l lot bigger from the character?
found a addactoroffset node im gonna play around with
probably that with a timeline right
?
@dapper vortexyou would have to make your character smaller. There is a VR scale offset but that doesnt work for normal game
@grim ore any no vr way ?
you could try scaling your character or just adjust everything else
textures not possible
to do
๐
but when this is frist person i mean there is no character
there is only camera
i mean character is camera, jump move etc
you scale the first person character
@grim ore this is possible to make on this model collison, but not in the enter to the model ?
you can add collision to it yes, you double click on it and enter the static mesh editor. it has collision tools in there. https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/SettingCollision/
@median covewhen you go to window at the top when the blueprint is open, what do you see?
yes then what?
Here is what i see
Ok wow i figured out how to access it. i dont know why I have to click through so much though. i am sure I am doing something wrong.
Thanks for your help.
Ok i got small problem this model what i have i need scale up in unreal this is ussles, i test it on untiy and this model have right biggest etc, how i can have same thihing on unreal ? there is diffrenct units for the ue4 and unity im sure ?
some one ?
UE4 and Unity handle scale differently. You will ether need to change your export settings or import settings to get what you are looking for. I found this that may help explain it better. http://www.aclockworkberry.com/scales-in-3ds-max-unity-3d-and-unreal-engine/
thanks
Looks like my issue is here: https://issues.unrealengine.com/issue/UE-94984
Hasn't been resolved yet, so I upvoted it. Anyone else know what is going on?
Just a note, if you want to use virtual shadow maps with MRQ you often just need to increase the page pool size (r.Shadow.Virtual.MaxPhysicalPages) as MRQ renders with a much higher resolution internally. See "Overflow of Dynamic GPU Resources" in https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/VirtualShadowMaps/
Why doesn't the montage play?
Details:
- Hero is a subclass of Character
- The montage is the standard Attack_A montage provided with the Paragon Greystone character
- If the Print executes on the 'On Completed' pin, it will actually wait the appropriate time that the animation would play before it prints to the screen
is your animation blueprint set up to use montages?
The only step I've found that needs to be made is adding a default slot node between the blend space and output pose nodes
yep the code looks fine for the first picture, the slot just in the output pose is fine, you dont need the extra one just adding in the slot to the state is fine
so now you need to make sure its actually firing off on the correct mesh
wait
your slot is wrong?
Is it?
your slot on the montage is UpperBody, your checking the DefaultSlot in the animbp
You. Are. Correct.
You have no idea how long I've been hitting my head against this
Thank you so much
2 minutes?
I wish
2 weeks!
ah, could have been worse!
Very true, but it always feels bad when you just hit a brick wall and have no idea what to try anymore and can't move on lol
thats when I just read the docs a couple dozen times
@plush yewwe have no idea what your material looks like to even guess, but im guessing wrong?
Looks like some kind of light map issue to me. Is it still all black if you make your Directional Light Movable?
Hello, i wanted to implement SuperGrid in my project but it's asking me to create a new one, how can I put it in an already existing project ?
I have a problem where "Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen" flickers over the screen in yellow. All dynamic lighting. Any ideas?
Hiya, I'm having an issue where previewing multiplayer, where alt-tabbing from one player to another disables input in the up/down direction. I didn't have this problem before and it just developed today, I didn't change anything related to the controls so I'm mystified as to why this is happening.
I had similar issue, try to check recompute normals https://prnt.sc/1qzeka3
I think you need to create the new SuperGrid project and then migrate what you need to the project you want to use it in.
Hello everyone! Maybe somebody knows how to fix it? Some objects are imported from blender looks strange , without faces
if you dont see the faces, the normals are backwards/inverted. You need to fix in blender
I have a a simple/noob question please and sorry:
^ How can I get rid of this highlighted yellow selection thing please?
I need to select the character in order to see the camera view (on the bot right)
but there are this yellow selection
can't work with that ๐ข
I don`t think so, because copy of this object looks fine
Normals look flipped to me too, but if they are for sure the same mesh, maybe one is using a 2 sided material and hiding it?
is there some way to make "setactorlocation" work as an animation? I have a wall I want to move when doing some action
This may be what you are looking for. https://answers.unrealengine.com/questions/542129/how-to-turn-off-the-mesh-highlight-for-skeletal-me.html?sort=oldest
Ok, I will try to flip normals in blender, but why it happend ? one object is completely fine, but it`s copy is inverted ?
lol, yeah, not sure, maybe it has something to do with the recompute normals you mentioned earlier.
@grim ore cool, my friend recommends your channel. Very informative. I'm trying to fix an issue with two player split screen. While in full screen or the PIE, the 2nd controller/gamepad doesn't take any input, but windowed mode works. Have you heard of this issue?
Oh, I think it have been broken after mirroring in blender
You could try using a Timeline.
oo ty!
real helpful ^^
Totally shooting in the dark here, but in PIE, if you click the game window and then try the second controller, does it work?
Are there any plugins that connect unreal to discord that show what I'm working on within unreal as a discord status?
No it doesn't
Hello, my packaged game puts my gpu to 100% load if I don't cap my fps. I implemented a 60/120fps cap switch that you can toggle, but I'm wondering if it's okay to leave it uncapped and the gpu hitting 100%. Is that something that I should avoid for my users? I don't want to harm the hardware of anyone on accident.
Also, if someone runs the game on a really shitty laptop that doesnt even hit the 60fps cap, would the 100% load on gpu be something that I should "fix" somehow or is it kind of unavoidable?
Tks very much
@summer plumeisnt that because if its uncapped its using 100% of the gpu to get as many frames per second as possible
I'd assume so, but beyond 144fps is kind of pointless, so no point in having it at 100% for no reason, but I'd still like to know if having it at 100% would be bad or not.
dont think so, you kinda want to use 100% of your gpu anyway cause else its just a waste
but spending it on more frames then needed is up to the player I suppose
thats why literally every game has a framecap option
@plush yew as in Ian Hubert?
I'm just worried about lower end laptops/pcs, because for example if I let the game run uncapped on my brothers pc, his gpu hits 82 degrees at like 200fps. Now if a shitty laptop runs at 100% load and hits even higher temps, then that's kind of an issue.
anyones gpu will do that if you run it uncapped im pretty sure lol
on modern games atleasy
So, I guess it's something I shouldn't necessarily worry about right?
Hello could anyone help me resolve an issue that suddenly occurred? When I loaded up ue4 my map was gone but is still in the backup, I canโt access it anywhere in the project and tried pasting it into it as well. Could anyone assist. It would be greatly appreciated
Is there a way to export file as "type .glb" in blueprints OR as a command?
The map isnโt in a auto save but it is in a back up.
hey idk if its the right channel but how do i paint ivy foliage on walls with the correct angle?
It says that the map was made using a different version but that is incorrect
Nvm Iโm wrong I hope this works @plush yew
Thankyou for the help
@plush yew it loaded up the map but from a while ago
the file is there but the dragged version wont appear in the editor
I was told you would get files in the epic megajam. Where do I find them
you know, files
@plush yew what would you suggest I do ?
Would that help with getting the map back ?
Is there another way? I really need that map
Some guy said you got assets like buildings and things
@plush yew I transferred the old file from another computer to my project
Everything is there in the world but I canโt see it
The world outliner shows it there but I canโt see anything
you guys know any way to freeze a ragdoll
Sounds like all the actors may be missing their references.
What would you suggest I do?
if you click on one of the actors in the outliner, is the mesh missing?
One sec
honestly, not sure, sounds like a bit of a mess
Yea. I hoped on today and my level was gone
It said must have made the level with a diff version
I only have one version
I got it!!!!!!
But itโs not the same project
not sure if it would work, but you could try cloning your project and seeing if it opens.
i worked on this project on another computer before i transferred the files over. The recent edits didn't save but i only have to do very little. @bronze vault thank you for reaching out i appreciate it
would it be a great idea to use source control from now on ?
np, im glad you didnt loose everything
somewhere in my project I have a texture that has a checkbox "virtual texture" ticked. I need to find it and untock it. Is there a way to search for something like that in the Editor ?
lol, yeah, I was gunna suggest looking into version control.
so for a single person project it wouldnt hurt
ill look into it. thankyou. much appreciated
anyone know how to use the put rigid body to sleep node
I keep getting this error when trying to build my project in VS:
"UnrealBuildTool : error : Program targets are not currently supported from this engine distribution.
50>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(46,5): error MSB3075: The command "D:\UE_4.24\Engine\Build\BatchFiles\Build.bat SymbolDebugger Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command."
anyone know any solutions
im doing an unreal course where we create CPP class to BP project and it had some errors, the instructor showed how to fix that in VS code (we changed where it looks for the .h file) and he then proceeds to recompile it in VS code so that the changes take effect. Does anyone know how this is done in rider?
any idea why I can't cook my server through the Project Launcher?
hey me and my friend are having trouble connecting to the same session in Unreal engine, we are using Multi-User Plugin.
Yea
can anyone tell me why my character is walking through planes?
collision is set to blockalldynamic
Maybe use Cubes instead of Planes lol
cubes are more proper
Could be a bunch of things. Should probably check that your plane has a collision mesh set
i'm very far gone in the project to replace all my planes with cubes lol
ah RIP
is that different from setting the collision?
Planes are better for larger projects and serious projects anyway. Less faces and data to commit to memory
I can't remember the setting exactly but go into the editor. Click show and turn on collisions. So you can see them
If you can see a collision for your plane. Then it will be something in either the player or the plane's settings
not sure if theres a better channel for this, but is it possible at all to have a headless editor to host a multi-user session? say if i have my project on a server or in AWS or something i can connect to it and have it do all the building and packaging?
yo guys i have a problem. my character disappers after a specific height.
check the "Kill Z" in world settings
showdebug pawn? check to see what it actually looks like in collision
or showflag, I forget
am looking at the collisions and the brickwork doesn't have collisions but I still don't know why
@lyric cedar Is it a static mesh?
yes
ok so if it is a static mesh actor. Locate it in your content browser.Open it up. And generate a simple collision
like this?
all that does is show you the collision you don't have yet but yes you will want it on when adding one
yoooooooo it worked, thanks man ๐
Hey folks, I am trying to recreate the jitter/shake/bouncyness one would experience inside of a car when riding off road. Does anyone know what heuristic might simulate it? I tried messing around with some perlin noise and applying it to rotation, but its not selling the effect
the scenario is that the player is inside of a mech's cockpit, and the cockpit semi-violently shakes around when boosting along the ground
Actually, playing a bit more with perlin noise is getting me kind of close
@minor grove If you socket the camera to a specific location within your player or car. As it animates and moves through the world, it should accurately move up and down etc
thanks @thin tendon. There aren't actual things in the environment causing the shaking - I am just looking to fabricate a movement that feels similar
ohh sorry. I have no idea on that one mate. A socket would provide the actual movement in the world.
something like this might work
The importance of Camera Shake cannot be understated! Add weight and impact to your project with this micro tutorial.
(00:05) - Intro
(00:33) - Adding Camera Shake
(02:12) - Inside the First Person Character Blueprint
(03:11) - Testing
thank you!
hey guys, can anyone tell me how to draw a spline between two objects in the editor viewport? My problem is that the target object is not referenced in the consturctor therefore i cant get its location. Kinda lost rn
I'd like to have a OnViewport render event or something where i can check if the target has been set or not.
Hello. I've created a little coin pusher game. Now when I start the game the coins hang on the pins instead of rolling off them. What am I doing wrong? I recorded a video of it happening. Thanks in advance
k, i found PostEditChangeProperty and PostInitProperties, that solves my issue
hm, still not a 100% in PostEditChange i can add the Spline, in PostInitProperties the Target is not set yet. which makes no sense in relation to the event description Called after the C++ constructor and after the properties have been initialized, including those loaded from config.. Anyone has some expiereince with this?
Does anybody know how the web remote is working after building a project? Do i need to specify this somehow during building?
virtual void PostRegisterAllComponents() override;``` Those in combination do the trick ๐
anyone ever see trees behave like this? they're speedtree foliage instances painted on a landscape with wind and leaves are getting warped in one direction
calm down picasso ๐
lmao
how i can add like that colission bsc this is show up like that but not working like that lol
nvm gotta it.
Hey guys, I wasn't certain where to post this.
Our artists have been regularly running into a bug with grooms, certain groups we load cause pretty significant lighting artifacts, giant shadows across the scene which appear to sit in world space
just wondering if anybody has had any similar issues
cheers
How does one go about spawning blocking volumes
is there a way i can make all geomatry meshes come with a specific tag instead of me going into literially everything?
Hey guys, is it possible to use ray tracing in VR in UE4.26.2 or similiar?
or does ray tracing not work with VR right now
@prime meadow I think it does, however it is rather resource heavy
What card do ya have?
Okay so it does, from the documentation on real time ray tracing.
Scroll down there is table that shows what is supported, and VR is.
rtx 3060 , I am doing my bachelor thesis on something regarding many light rendering. Since i found some methods which are capable of optimizing performance in vr application I needed to know if it is possible in unreal since I am using unreal in my project.
Thank you
Your welcome, feel free to ask anything ya need.
thanks a lot.
Hi! I am somewhat of a newbie so please have patience. ๐
I have an issue with some trees making crazy shadows when they sway. Any suggestions?
Im in 4.27.0 with Ray tracing enabled.
https://vimeo.com/596470708
This is "Tree shadow issue" by Per Rydnert on Vimeo, the home for high quality videos and the people who love them.
Does anyone know how to fix this problem? Right now I try to validate the content,but.. in case it doesn't work ... What should I do? I try to package a game on Android
did u try to google it?
wtf does validate asset do, lol, only time I used that was by mistake and had to force close the project cuz it took too long
what can i delete from a UE5 project file system to make it smaller to zip and send to google drive?
Is there a cache folder i can delete to make it much smaller?
CAN literally anybody make a tutorial on teams, they are none, i've been struggling for months on how to do teams, if anyone is actually willing to help please do so
what exactly do you mean by "how to do teams"?
the folders specified in the github gitignore file for UE can be ignored https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
Like specifically how in the actual hell do i specify what team a player can be n
in*
like how to identify what team a specific player is in
for AI perception system or just in general?
multiplayer,
I haven't really done mp stuff but in general you probably would need to save a Team ID into the player's pawn or player state.. it could just be a number or such. Alternatively you could perhaps have a list of teams in game state, to which you assign the players. #multiplayer would probably be able to give better help
well
could you help me with this one thing
my rep notify
isn't working on every client
Like I said I haven't done mp stuff
Oh
Hey could you explain how you would do it with AI though?
You would need to create a C++ baseclass for your pawns, and implement IGenericTeamAgentInterface on them
this would allow the AI perception system to determine whether they should be hostile/neutral/friendly towards them based on the team agent info
Just send only these folders: Content and Config and Source
can someone help me? My mesh keeps flickering when i press play
gif/video
remove/replace everything until it stops flickering to figure out the cause
(replace mesh / stop movement / etc)
we've been at it for 3 hours now
but rly if u want any help without that then u'd have to post more details on what u r doing otherwise no one can help lol
ye well send files I will check if u want
@low mica will send you the file
ok
it is a 3dsmax file
๐
Hello! I just read the rules for posting a job but I am a little confused- if I want to post a freelance gig and have devs respond if they think they are a good fit (rather than me messaging random devs if they are a good fit) - where is the best place to post a description of a freelance gig here?
looked everywhere couldn't find one
@sharp crest fixed it ๐
nice
Is there something specific to do for my custom PlayerController graph to be executed? because i have set my custom gamemode with its playercontroller , and its not executed ?
HI'
IDK why but foliage is only showing on a static mesh not on a landscape how do i fix this
how can open the files net profiler?
how do i change procedural spawner to landscpae grass type
Hey, How can i check if theres a line of sight between two objects? thanks
No
Not sure that's easily possible. Wouldn't even know how to do that in C++.
You probably need to actively check if the NavMesh code supports querying the edge.
Specially because there can be a lot of edges.
Via the NetProfiler that ships with the Engine. Unless I'm missing something about your question.
By tracing from the Location of object A to the location of object B.
You can then ignore ObjectA and B in the Trace and if it hits something there was most likely something between the two objects
Cool, tysm!
Hell, I recently rigged a character using Auto Rig Pro and everything is fine except my character's collider seems to push him beneath the floor. I should note I did have to scale down the character to make him the proper size. Can anybody help me fix this?
Was there a way of moving a Character a given distance (over time) but making sure it follows the classic CMC logic?
I want to move the Character forward, but it needs to follow the rules of the CMC in terms of edges, bumping into things, ramps that go up or down (uneven floor)
I know I can add this as a custom movement mode via custom CMC and I have done similar things for fixed distance dashes, but I wonder if there is a more generic/easier way
Nevermind I fixed it. I accidentally scaled down the capsule as well as the mesh
@regal mulch RootMotionSources
I shall google, but would welcome any good resource you know about :D
Cause I read that a few times but never used it.
UAbilityTask_ApplyRootMotionConstantForce in the engine is a good source of info about it
Alrighty
easier than me trying to explain ๐