#ue4-general

1 messages · Page 1059 of 1

regal mulch
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Yeah what I try to do is make an AnimNotifyState that allows me to move the character x units over the duration of the state

spare kernel
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            ConstantForce->InstanceName = ForceName;
            ConstantForce->AccumulateMode = bIsAdditive ? ERootMotionAccumulateMode::Additive : ERootMotionAccumulateMode::Override;
            ConstantForce->Priority = 5;
            ConstantForce->Force = WorldDirection * Strength;
            ConstantForce->Duration = Duration;
            ConstantForce->StrengthOverTime = StrengthOverTime;
            ConstantForce->FinishVelocityParams.Mode = FinishVelocityMode;
            ConstantForce->FinishVelocityParams.SetVelocity = FinishSetVelocity;
            ConstantForce->FinishVelocityParams.ClampVelocity = FinishClampVelocity;
            RootMotionSourceID = MovementComponent->ApplyRootMotionSource(ConstantForce);``` but its just creating a task
regal mulch
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Works fine with rotation, but location I would much rather make sure the CMC moves me

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Uh, sexy

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I assume I could use that to rotate too?

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(on the spot for example)

spare kernel
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hmm, never tried that

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rotation is normally done by setting the control rotation

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via an interp

regal mulch
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Yes and no

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My control rotation is controlling the camera (third person)

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So the Pawn is not bound to it

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But I get what you mean

nocturne warren
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I am getting unable to find package for map while cooking and one of my object is not showing up in same map after packaging. Can someone help ? I am creating it for game jam and deadline is near.

regal mulch
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I can keep it split between rootMotionSource for movement and ActorRotation for Rotation (as long as one doesn't override the other if they run at the same time)

spare kernel
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oh my game (ThirdPerson), the camera follows the pawns control rotation

regal mulch
# spare kernel oh my game (ThirdPerson), the camera follows the pawns control rotation

Maybe it makes more sense to say why I even want this:
I have a Montage that has multiple Sections.
Each Section is one Attack Move of a Sword Attack.

Each Section should allow moving towards the current target (current target being something determined in some manager).
For that I want to use an AnimNotifyState, because that allows me to define the Duration and point in time where it should move and rotate towards the target.

nocturne warren
regal mulch
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Which, for Rotation atm, works quite well

regal mulch
fierce tulip
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stern look

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yup

regal mulch
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So you don't spam your question into every single channel

fierce tulip
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^

regal mulch
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You do know you can report users for saying something like this to you?

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(Given you have visual proof of that)

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Well, if someone is answers you in bad manner on this server, ping the moderators.

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But that is a different topic.

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Crossposting is still not allowed

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You shouldn't be insulted for it of course

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Yeah, sadly not everyone that wants to help does it in a proper way.

robust marten
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Is it possible to make an exported texture of a scene capture? I already have the scene capture image and I see i can make a brush out of it in a widget but I wanted to export the captured actor

regal mulch
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You can update but not downgrate

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Well you can always duplicate it when converting

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Should be an option when doing it

magic nebula
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hi everyone. Anyone has a link to a tutorial or guide for making a 3d loading level?
All I can find are tutorials for loading 2d screens. An example would be the Mass Effect elevators.

autumn flame
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Not sure Mass Effect changes levels when in Elevator

Feels like more that it's unloading previous level and streaming the new one, so when the new stream is loaded it opens again

regal mulch
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@spare kernel Quick question about the RootMotionSource. So it's working, sort of, but I'm not sure how the "Force" parameter is supposed to work. Does it apply the Force for each frame (with deltatime in mind) over the duration?

spare kernel
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yes

regal mulch
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Because when I further go into the source code, it looks more like it uses that value as an end location

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Hm

spare kernel
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sec

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maybe i am mistaken

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ah

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so its direction * strength

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which gives the end point

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and it moves over duration to end point

regal mulch
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In the ConstantForce example?

spare kernel
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yes

regal mulch
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Epic strikes again with misleading naming

spare kernel
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yeah

regal mulch
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Okay, that's actually useful then. Thanks. I added the code to the AnimNotifyState and now my anim Notify can move the Character. Quite cool

spare kernel
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FRootMotionSource_MoveToDynamicForce

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allows you to update the end location

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but it requires target location

regal mulch
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Force is relative, right?

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So (500, 0, 0) is 500 along x from current location, not world origin, or?

magic nebula
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but that was just the example. The Ascent does it too. a 3d level to load something in the backgroudn while you wait

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and I can't find any info about it

regal mulch
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/** MoveToForce moves the target to a given fixed location in world space over the duration */
USTRUCT()
struct ENGINE_API FRootMotionSource_MoveToForce : public FRootMotionSource

Given I can calculate the location I want to move to, this sounds better actually

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@spare kernel Did you mean MoveToForce instead of ConstantForce?

spare kernel
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MoveToForce requires a target location vector

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which can be WorldDir * Distance

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and might be better

regal mulch
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Yeah, okay. The COnstant one still puzzles me then though

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Cause "Moves Actor with a Constant Force" would mean to me that I give it a force and it moves it by that force for x seconds

spare kernel
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yeah that is how i read it..

regal mulch
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So if that force is 100, 0, 0, and duration is 5, it would move 500 units or?

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Okay then MoveToForce might be better. The "Force" word is annoying

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Force is something "physical" in 90% of UE

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Or "being forced to do something"

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Neither apply here :D

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I mean, they do, but not in every source

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Ahhh anyway, I shall continue trying

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Thanks for the help!

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Def something I need to learn abotu so I can make my own if ever needed. Sounds powerful

steel leaf
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Hi, I made a 2d game and wanted to know if there's any way to avoid getting this error ? (I can run the game on my main computer, but I tried to see if it'll work on a worse one (here it's a VM ))

autumn flame
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You card probably doesn't support DirectX 11 and up

drowsy snow
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You'd need Level 0 or Kernel Virtual Machine for proper gaming in a VM, and it's only available on Linux.

wet schooner
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Does anyone know how to package a game the second time but way quicker, like do I just package again in the same spot?

wet schooner
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Prayge Ty hope it works I need a end

steel leaf
drowsy snow
plush yew
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any tuts like this but for arena games? https://www.youtube.com/watch?v=09r1B9cVEQY

GDC

In this 2018 GDC talk, Naughty Dog's David Shaver and NYU professor Robert Yang share techniques that developers like Respawn and Naughty Dog use to establish natural level flow via blockmesh design, environment art, FX, audio and scripting, and delve into one of the most important yet often overlooked means of understanding levels: light.

Reg...

▶ Play video
grim ore
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it applies to arena games, level design basics are universal

prime willow
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you know whats weird

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watching your game slowly but surely come to life

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bit by bit mechanic by mechanic o-o

grim ore
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You were reminded that Crossposting is not allowed, not that posting in other channels is not allowed.

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you're playing the poor me game and it's not going to get many people to want to help you

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you were directed to #animation since people who would have experience with that would want to hang out in there and help out in there for that topic. As for the answer to your issue, if its a humanoid setup it doesnt matter what the names are that is what retargeting is for. If its not humanoid, or it has a different hierarchy then retargeting is not going to work and you need to fix it outside the engine and make the hierarchy more compatible with the UE4 skeleton

thick herald
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<@&213101288538374145>

grim ore
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pointing you to the correct channel for the question was helping, you just didnt like it

humble bay
# grim ore

bro why're you picking on him? Just let him be

ashen brook
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fucking hell folks, calm down

buoyant graniteBOT
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:triangular_flag_on_post: Heisenberg#2332 received strike 1. As a result, they were muted for 10 minutes.

ashen brook
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You are not entitled to other people's help. If you insult them because you don't like the help that they do give, that makes you look pretty shitty. Please reassess your behavior going forward.

harsh copper
prime willow
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@grim ore I'm sorry you have to deal with "mature intelligent and coherent" individuals like him, you truly deserve better than this ;-;

brittle gulch
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is there anything new on the water system in 4.27?

prime willow
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Dude calm down

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you're coming off as a crazy narcisist

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and id like to believe youre better than that :3

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actually yes

autumn flame
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Common sense
Enough said

prime willow
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well you go off hinge when you get help that doesnt suit your particular desires

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and anyone can see it

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you act entitled and ravenous, and front when things you dont like are said; when no one here owes you anything

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well you asked in the wrong channel

plush yew
prime willow
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you reposted your question thrice over

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so clearly you didnt even read the rules

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idk chief

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i wish your game project the best

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you have the perfect attitude to be successful long term ❤️

prime willow
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to make an opening for the character?

plush yew
autumn flame
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Can you walk up to that point or for every step you gotta jump?

plush yew
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and if i jump and forward then i can walk up. but only walk, stuck

autumn flame
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Perhaps use the Player Collision view buffer thingie

plush yew
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this is collision view. walking stairs down works too.

autumn flame
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So the other stairs down work perfectly?

plush yew
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ya

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copy pasted all of em

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it has to be the ceiling of the building

autumn flame
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You using BSP?

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Maybe you could look into the Megascans scene creations or just general environment creations, but for sure use Megascans stuff, they have lots of useful assets

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Or they can directly do it in UE4 👀

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They said they wanna do it in UE4

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You could do it in World Machine, World Creator, Gaia

prime willow
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relax

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no one here wants to fight

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we come here to make video games

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they were teasing

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chill out dude

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youre getting crazy defensive

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they do the same to me when i ask questions or say things people joke around in the real world

autumn flame
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If you get offended by one little reaction, can't imagine in a future when you'll make a game and you'll have haters

prime willow
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no no he has the perfect attitude to be succesful long term in any business :3

plush yew
prime willow
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i'm a chimera thank you very much

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dont group me in with the fleshbags U:

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ouch why do you have to hurt me ;-;

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What did i ever do to you mega macho man 69

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look you need to relax

autumn flame
# plush yew bsp yes

Could be a problem with BSPs when you subtract 2 BSPs, never know, they are magic
You could try converting into a static mesh or just making the hole bigger for testing

prime willow
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youre attacking peoples personal lives

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and now youre calling us monkeys

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arent you such a nice guy xD

grim ore
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I know we shouldnt be arguing and doing stuff like this in general, but #lounge might be a better place to go if you want to keep doing it.

prime willow
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@grim ore ❤️

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youre literally wonderful

grim ore
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doing it in here you're likely to get banned again, they might ignore it in #lounge lol

prime willow
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^

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arent you such a tough guy

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wanna take this to lounge buddy

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we can talk aabout all of those feelings you hold so close to your chest

grim ore
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@plush yewlike suggested maybe remove the roof as well instead of making it larger. have just the stairs? for testing purposes

prime willow
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after we talk it out we can do some game design :3

autumn flame
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Interactive grass textures are satisfying

plush yew
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ur positive

buoyant graniteBOT
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:no_entry_sign: Heisenberg#2332 was banned.

fierce tulip
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I dont like that kind of attitude here, he was warned before, he did not behave. byebye

prime willow
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i tried to save him guys ;-;

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we'll miss him as much as we enjoyed his presence..

clear estuary
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is there a help channel?

prime willow
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this is the help channel

clear estuary
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i have weird install issues

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[2021.09.02-17.41.58:238][305]Manifest Check: 0x0000021FDEF72FE0 ue:3ddb1bad6e004b99a7192c1a29f2318a:UE_4.26:4.26.2-15973114+++UE4+Release-4.26-Windows CPAM Line: 2703 Desc: OnNewAppInstallation
[2021.09.02-17.41.58:239][305]WinReg: ERROR: Could not create registry value SOFTWARE\EpicGames\Unreal Engine\4.26/InstalledDirectory. Error Code 5: Access is denied.

i have the launcher running as admin - it crashes when installing through the launcher in the unreal tab - adding 4.26.2.

fierce tulip
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*almost all channels are helpchannels, just pick the one closest related to your issue

clear estuary
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it causes a weird issue so that windows doesn't see it being installed.

fierce tulip
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prolly not the error, but im always confused about paths using both / and \
value SOFTWARE\EpicGames\Unreal Engine\4.26/InstalledDirectory

clear estuary
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i instantly get this screen when installing

woeful crystal
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hello , how do i make a player attach to a other character?

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like to its side

drowsy snow
clear estuary
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i've never had this on my personal machine, but my work machine is plagued with issues

autumn flame
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Interactivity from Landscape Grass Output no?

I never tried myself but i imagine it's not possible to have it interact like that since it has no collision response at all and Dynamic Foliage is usually based on Pivot Painting where it usually either offsets the foliage in the shader or moves it based on a physics asset (which can cause problems if your world is big enough where you lose physics precision)

drowsy snow
woeful crystal
drowsy snow
woeful crystal
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animating is the last thing i do for the creatures

autumn flame
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Honestly realism is in the first place mostly about lighting, so start looking on how you can setup photorealistic light or environment

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Then after that comes the general ground texture and assets, they are probs going for very high quality texture sizes, like 4k-8k with very high quality displacement resulting from it

With UE5 you have Lumen and Nanite to help you make it look right + performance

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Wait

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Have a look at this

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You can learn from it

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You can download the project and look at it yourself, they different DefaultEngine.ini settings too for rendering

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Then you can try to follow the rural australia environment in UE4

plush yew
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i mean i dont know if u can learn from it

autumn flame
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I mean, there's texture sizes, how stuff is placed, how lighting is setup, rendering settings they use

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There's plenty to look into

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Even the materials

plush yew
autumn flame
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But if someone has achieved photorealism, you can have a look into how they set it up, it's teaching yourself

grim ore
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if they are not default there is an icon showing that

plush yew
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0 learn value

autumn flame
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Not everyone has the same learning methods :p

plush yew
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i dont even know mine.

upbeat tendon
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i am wondering if i should review my VAX licence or if i should consider Rider for unreal or something else to make my c++ coding easier

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renew oops not review

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VAX seems like a lot of money compared to even buying all of jetbrains tools

drowsy snow
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I don't even use both, just vanilla VS2019 (formerly VS2017)

upbeat tendon
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so pay jetbrains double the first year and get all their tools

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and then it goes down each year until it is the same price, but you get all the tools

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i still write all my backend in java

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and some python etc

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VAX however has been great at supporting unreal

dense wren
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hello

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how is everyone

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im trying to make my character dash to the sides

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well actually to F and B too

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when i press w+w or d+d

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like pressing the key twice

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but idk how to make that input

upbeat tendon
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a double tap?

dense wren
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yep

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like running in minecraft

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you ever played minecraft? you press ww twice consecutively

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and start sprinting

upbeat tendon
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not since 2011, but i understand double tap

dense wren
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would you do a bluprint and send me ascreenshot? not necesarily now, take a day if you want when you have time, IF you can

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im kinda new, sorry

upbeat tendon
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just google it

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i found a youtube vid doing exactly what you want

dense wren
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okay thanks! if you remember the name or link to the video it`d help me lots

upbeat tendon
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i already sent it to you

dense wren
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oh yeah thanks

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!

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one more thing, once i add that w+w=dash, i want to make another input to, dash(w+w) + attack= dash attack forward

shadow ravine
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Hey guys, I'm having an issue with my ALS V4 where my weapons and items aren't spawning in the correct location. Anyone know what might be causing this?

dense wren
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is it a big difference in the location? or just some units

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maybe theres something in between making collision

shadow ravine
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There's nothing colliding with it as my character was duplicated from the ALS character then re-targeted

safe rapids
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we live in a society

dense wren
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ohh i think i know

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go to the attachment blueprint

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and snap to target

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location and rotation

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you know where it is?

shadow ravine
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No I don't think I know which one you mean

dense wren
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it could be either in the character blueprint

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or the actor class of the weapon

shadow ravine
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Oh the function attach to hand

dense wren
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yes, attach to target

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you get 3 options, location, rotation and scale

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set the location and rotation to snap to target

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you also need to check if the socket is well put too

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in yout skeleton

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attach to actor i meant**

opal lark
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HELLO AGAIN

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Sorry caps

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Any idea how to make a velocity rain effect ?

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with material ?

shadow ravine
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The skeleton is the same one from the ALS character so it should have the same set up right?

dense wren
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not really

shadow ravine
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Hmmm okay

dense wren
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you made a humanoid rig exactly like the ue4 mannequin right?

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there is a tutorial in yt about als and retargetting that came in handy to me

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just search alsv4 retargetting to ue4mannequin tutorial

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yes you might have to delete those

pearl nymph
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hello I have 12 years old and I participate to the 2021 epic mega jam and I have somme issues to package the project and not times left pleas help me it is my first game jam and...

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im so so sad

dense wren
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what is the problem you have?

pearl nymph
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someone can help me

dense wren
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yikes

pearl nymph
shadow ravine
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Okay it's definitely set to snap to target

pearl nymph
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but it is stupid

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tu fix an age limit for game jam

dense wren
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the video i saw that shows how to set the virtual bones

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its about methuman retargetting

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but i think it works for manny too

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maybe your socket is colliding with the vitual ik bones

dense wren
# pearl nymph pakaging

but what is the problem exactly, maybe send a screenshot of what the engine tells you when packaging

shadow ravine
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Okay so this is what my skeleton looks like

dense wren
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you see thos blue virtual ik bones?

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you might have to recreate them in your other character

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or

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delete them

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here imma send you the video

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there

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he recreate the virtual bones

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and he teaches you how to properly attach them to each ik

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for the hands foots and calf

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feet*

grim ore
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@pearl nymphyou can try #packaging but "problems" doesnt help anyone, we cant guess without any info

shadow ravine
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Okay I'll give it a watch thanks, hopefully this resolves it. I've been stuck on it for days now 😂

dense wren
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im sure it will, dont mind the metahuman, since metahuman has the same ue4mann, skeleton i think?

opal lark
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@plush yew Thanks mate

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Oh thats for someone else lolk

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know

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do you know how to do the rain effect

tawdry oasis
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hey peoples

opal lark
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Thankyou

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Its a velocity effect im trying to do as the vehicle moves faster the rain streaks

vivid ether
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Yo, got a noobie question, but google did not help me nor the documentation.

How to work with Lightmaps when using UDIM? We created a lot of Udim based assets for a work project but we are a bit dumbfounded by the lightmaps, it feels like unreal isnt reading the custom made udim lightmap channel (also UDIM), the bake result was crappy.
Channel 0 is the base texture map, channel 1 udim lightmap and channel 2 i created a 1tile pack of the whole udim and thats the only one that actually bakes, obviously with quite low resolution and the outcome isn't ideal.
Anybody can provide me with some help / links to a good explanation or example? Thank you kindly, Dan

dense wren
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the skeleto from my new anim is missing the third spine, that should match the ue4 mannequin spine_03

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how do i do?

shadow ravine
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Just finished the tutorial you sent over and sadly ended with the same results 😭

grave pollen
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I got problems

raven nest
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why won't my xbox series X/S controller do anything in UE4? neither editor nor game, editor is set to accept input, game has joypad mappings.. they work over USB with old xbox controller. new series S/X is connected over bluetooth and I verified it is sending input and the systems does see it. Unplugged the old controller and restarted even, wtf

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restarted the entire system and still nothing

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there's a plugin for ps4 controller support so putting this on end users via xboxce is not my idea of acceptible

grim ore
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I can say on 4.26 a series s controller over bluetooth seems to work here. I have never had a wired one connected. It shows up as a Buetooth LE XInput compatible input device in windows game controllers

raven nest
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hmm interesting

grim ore
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I can navigate the viewport when editing, and game controller input works in the FPS template

raven nest
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maybe it is confused about the old joypad somehow then

grim ore
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in the windows game controller setup thingy, what does it show for controller(s) ?

raven nest
grim ore
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yep same here, thought maybe it was reading another one

dense wren
grim ore
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so assuming when you test it in there it shows input, it should work

raven nest
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poking around and I don't see any reference to the old joypad to remove either

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yeah it shows input

shadow ravine
grim ore
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only thing I can think of is to make a new fps template project, or a blank one, and see if it works when you click in the viewport. If not something is stopping it on the pc, maybe another piece of software

raven nest
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yeah kinda wondering if my combo oculus+steam setup is getting hung up, but you'd think then the wired controller would also fail

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hmm yeah it does work in a different project file

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blast

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ah, heh

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now it works in the other project where I'm actually working

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'huzzah!'

grim ore
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I have oculus and steamvr on this one for my quest2 and it works, I dont have them running with UE4 tho

dense wren
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guys i have this rootmotiona ttacks

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but whenever i attack and the combo is completed

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my player goes to the begining point

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and the camera dont even follows the character

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it stays behind as he goes forward attacking and then the character goes back to the starting point

raven nest
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I wonder if plugging the wired controller back in would screw things up again

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anyway thanks for the help

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the friggen pot on the left stick was going out and it was starting to drive me crazy

grim ore
dense wren
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because i enbaled rootmotion, but in the anim sequence the character it still moving forward and not staying in place..

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enabled*

grim ore
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root motion would only really help with the capsule collision and such seperating. IF you need it to be in place, you might need to reanimate it so it's in place

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usually when using animations that move the mesh like that, you have to do some special work

dense wren
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i understand.. this is going to be a long day

grim ore
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do animation, move camera or lock it as needed, and when the animation is done move the actual character to the new location so it doesnt snap back to the characters location. that animation is moving the mesh only

humble bay
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Anyone know how to take the " preview " material out?

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Or remove the " preview " word itself

grand gate
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what is problem

shadow ravine
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Okay so I thought my best option to try and find a solution to this annoying weapon animation bug was to post a video of my retargeting process. Ignore the montage as I didn't include them here as I just wanted to show what I'm doing. But I've also added a video of my main character which has all the montages included and basically has the same issue. Any help would be incredible appreciated . Thanks guys! 😀

shadow ravine
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My own character has it's own skeleton which was made using the same method

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Which menus would you of needed to see

shadow ravine
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Okay I'll try changing them to attach to hand_l and hand_r, which bp/function am I changing? The attach to hand one?

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Ah I see that actually makes a lot of sense

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I've redone them about 5 or 6 times now with the same results, it's been killing me 😂

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Okay so this is my attach to hand at the minute

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Btw thanks for replying and helping me try debug this, appropriate the help

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Okay great I'll give it a watch and see if I can work this out

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Is it going to be an issue that the guy in the video's virtual bones are greyed out and mine aren't

dense wren
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hi guys, question is, can i use ue4 assets like animal variety or infinty blade stuff, that arent compatible in 4.27, in the 4.27 version by migrating from a 4.26 proj?

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or maybe creating a 4.26proj and opening it a 4.27

shadow ravine
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Sorry you're right I realized that after I said it 😂 so as my rig has the ik bones he's creating the virtual bones for, is that not going to cause any problems if I create them on my rig or do I need to remove any of the ones I've already got before creating the ones he is

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I have just had a thought Lyric-cyst made me think about it. You don't think the engine version could be the issue as the documentation for ALS v4 is for 2.6 and I'm using 2.7

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The ALS one's aren't greyed out for me

dense wren
#

nice thanks

dense wren
#

but it opened my project without any problems

#

so all good

#

any of you work with 2d pixel art?

shadow ravine
#

Do they?! I will definitely try fine that if that is the case

#

Yeah I'm so confused with this bug everything seems to me adding up

#

It's all good bro you've been so helpful already, thanks for all the advise I've joined the ALS Discord so fingers crossed I can get some help there

ivory spire
#

How do i get a graph to do stuff on an material instance

wary knot
#

can headless server builds use blueprints (like a game mode blueprint) or only C++ classes?

Unity convert here getting used to everything

tough thistle
balmy chasm
#

I need helppppp
Does anyone have experience with replication in unreal

brisk mirage
#

was told from person That bought asset from to make my landscape not blurry is to (Well, this is because you will need to bake the new material to the textures of the mesh lods.
To do this, simply select the levels you want to bake and hit the "generate" button in the "level details" window.
I recommend that you do this step once you finish editing the landscape, although there should be no problem repeating this step as many times as you need will this work?

blissful current
#

Heyo, for some reason my landscape is glitching out whenever I try to add a new square onto it

pliant junco
#

i personally rig in blender

rancid lagoon
#

i just packeged my project, but in my menu im not able to click anything bc my cursor is not showing up. i have show cursor enabled as well and input mode uI only. but i cant figure out what the problem is

brave lark
#

did something kinda cool today. Made it so all my print (string/text) and traces can be toggled by gameplay tag label in my dev menu

#

I'll take it to c++ later to improve the auto generation so that parent tags can be used and it's sorted alphabetically

wraith flume
#

This is an imported static mesh, combined. How do I move these vertices inside the engine?

drowsy snow
#

Just open the project with UE5.

#

Seems like compiling shaders to me.

pliant junco
#

well its mostly comes down to practice makes perfect

drowsy snow
#

It's more of a CPU operation than GPU operation EmilyThink

pliant junco
#

it took me 3 weeks to weight my first character

#

now it takes me less than 30 mins

drowsy snow
#

If you want to use automation, you can buy Auto Rig Pro addon.

compact marsh
#

Is it possible to change the build directory when compiling UE4 from source? (The default is Engine\Binaries\Win64\UE4Editor.exe) can we change this path so it outputs the binaries somewhere else?

compact marsh
#

Is it possible to remove unnecessary platform from unreal engine source?

ripe gull
#

guys I have an idea

#

for my solo dev journey that is

#

what if I make a system that people can contribute to me by either financial support, or doing a super small task?

compact marsh
#

For example I would like to remove every platform (like Linux, MacOS, Android, iOS, VR, etc) except windows.

drowsy snow
ripe gull
#

for financial yes, but not for doing the task

compact marsh
ripe gull
#

and its gotta be in a way that makes my work less then more

drowsy snow
ripe gull
#

huh

compact marsh
ripe gull
#

but I think the first step is to get people interested in the game enough to do it

drowsy snow
compact marsh
drowsy snow
compact marsh
#

Thanks! 👍

heavy yew
#

I would like to save data (ideally CSV table) from the game.
Is this achievable with blueprints?

pliant junco
#

just search blender weight paint

late verge
#

hey everyone!

so, i’m working on a cinematic and cranked up all the shadow related settings on my directional light. unfortunately, i’ve noticed shadows still cull and/or disappear from not very far away. is there a setting or console command i could look into to help eliminate/alleviate this?

heavy yew
# heavy yew I would like to save data (ideally CSV table) from the game. Is this achievable...

Replying to myself. Apparently no, but the C++ part is easy
see here:
https://www.youtube.com/watch?v=uZPzTN5Debc

Misc:
This playlist is home to my quickfire tutorials and general updates about this channel, Life, the Universe and Everything.

This Video:
In this video, I cover the process of creating saving out string data from a Blueprint as a text file using a C++ function. The main focus is to format this information to create a new CSV file but this ca...

▶ Play video
wide girder
#

oh man I know it's one of the most powerful softwares

#

but as a first time user, I did not except Unreal to be this buggy

compact marsh
#

What is the best unreal version (4.0 - 4.27) for studying the source code?

pliant junco
#

Bf2?

#

Well here's what i usually do

#

i get a skeleton

#

i pose it to make ue4 manequinn

#

then i weight paint manuelly

#

which is a pain in the ass

drowsy snow
#

Language

#

Also, if it's not for a game, you can use auto riggers like Mixamo (incompatible with UE skeleton but gets the job done for linear animation)

clear estuary
#

morning everyone! is there a way to "delete history" so to speak on assets tied to placer/duplicating plugins. In maya for example you can delete history and it remains in place. any ideas?

cyan bronze
#

I was trying to open stuff that i closed and tried this "load layout" -> "default editor layout" and it broke some of my animationBP

#

anything i should know about that?

pure sorrel
#

It will be easier right to step by step write down your implementation, sub steps when using blue prints.

shadow ravine
#

Didn't get any replies in the ALS Discord annoyingly but I did try changing the attached bone to hand_l and hand_r which gave me different results.

wide girder
#

I'm following a online course Battle Tank

#

I got my Tank movement setup like this but only the IntendMoveForward is changing the tank's position

#

IntendTurnRight did got call but the Tank is not responding at all

#

well the tutorial did use a controller axis mapping but I don't think that's the issue?

#

desperate

gray plaza
#

When can we expect compatibility btw 4.27 and ue5, is their any chance it will be before UE5 is production ready?

wide girder
#

I don't believe it, turns out it's the scale value is too small

#

😩

minor badge
#

May I ask a question, I used chaos Phoenixfd to create a fluids simulation in 3d max, and exported to .abc file, but import to UE4 doesn't work, why?

fierce tulip
strong obsidian
#

Is there in unreal some command to check current FOV ? (not in blueprint)

pure sorrel
#

How can i put my character which is in the scene into my pickobject blueprint as a reference

cyan bronze
#

How do you make animation blueprint to "widget animation class" reference? I need to change the animations depending on the gun i have equipped and i cant figure out how to make the reference out of animation blueprint. And it needs to be "widget animation" type class reference

strong obsidian
#

@pure sorrel Create actor variable in bp and make it public

pliant junco
#

yo what model is that thats clean?

native swift
#

Can anybody help me please?? How do you get a characters fingers to wrap around a weapon once it's equipped? i'm using a synty polygon character with the advanced locomotion system v4. The hands just stay open in the default position and i'd like them to grip the weapon. Thanks in advance

drowsy snow
native swift
wraith flume
#

This is an imported static mesh, combined. How do I move these vertices inside the engine?

plush yew
#

does ctrl + D is buggy in unreal?

wraith flume
native swift
#

I have a weapon that snaps to my characters hand fine, however his fingers wont close around the weapon.. any tips?

drowsy snow
plush yew
#

let me explain, sorry

drowsy snow
#

I hope you're not mistaken it with Duplicate, which is assigned to Ctrl+W

plush yew
#

aswd move player, while when u press ctrl + awsd moving player slowly. When i try to move when ctrl pressed it works when ctrl+a, ctrl+w, ctrl+s but when pressing ctrl + d its not moving

#

one guy said that is ue4 bug

steady owl
#

I'm on the fence about switching to Forward for a PC / Switch title to hit 60FPS on Switch. Would you say forward is a good choice and would there be anything to look out for other than the obvious missing rendering features listed in the docs?

plush yew
#

when i try first D and then CTRL its working fine, but when i press first ctrl + D its not moving

#

maybe windows bug?

kindred viper
#

@steady owl afaik it's just easier on the hardware and specific techniques used when you have a restricted amount of processing available, hence the promotion of it for VR. But I'm not so sure about that recently as like I said in that post, I've seen people going deferred in VR too these days.

drowsy snow
#

Just executing the shortcuts.

plush yew
#

not moving general

native swift
#

Can anybody help me please?? How do you get a characters fingers to wrap around a weapon once it's equipped? i'm using a synty polygon character with the advanced locomotion system v4. The hands just stay open in the default position and i'd like them to grip the weapon. Thanks in advance

steady owl
kindred viper
#

@native swift have animation close the fingers.

steady owl
#

And Would like to avoid making 2 versions of the game, one on forward and one on deferred, having to make sure the visuals match for each patch

kindred viper
#

yeah that would suck for sure

steady owl
#

It just seems like the forward renderer is always promoted as for VR in the docs

#

But it seems fine to use for desktop and console too

#

Just want to make sure that is the case

#

And it's stable / fine to use

#

Then will make the big switch

kindred viper
#

indeed. no problem with using it on desktop either tho. Its just a case of what specs you need rendering wise

steady owl
#

I'd like the game to scale down to integrated graphics on PC

#

And doubling frame rate goes a LONG way there

#

With forward

#

I suppose my game is a good candidate as it has very little lights

#

And not a lot of high res geo

#

So the two things forward are bad at (Small tris and lots of overlapping lights) aren't an issue

#

Which leaves just a much faster baseline cost it seems anyway

kindred viper
#

mobile has the edge in optimising with very few dynamic lights. Could find some info in that department too

steady owl
#

Thanks I'll look for any other console commands or .ini settings that can further drive performance

#

Sitting at a solid 60FPS on switch now though

#

Which is a great place to be at, all thanks to forward

#

I'd also like to see any games other than Valorant that use Forward rendering on PC

#

I think Batallion does

idle bear
#

Sorry to jump in here got a basic question that someone may be able to help with.

drowsy snow
#

I still preferred deferred over forward, less bitchy with fully dynamic lighting

idle bear
#

Am little new to UE4 as in just opened it up.

I have added a “Print String” node hooked from event begin play (BP).

I can see the message in the “Output Log” but not in the “Message Log” -> “Blueprint Log”.

Maybe need another type of node, other than “Print String”?

drowsy snow
#

It logs practically everything happened within the engine (that are set to log something) and less abstracted.

steady owl
#

I haven't noticed any changes from Deferred

#

Apart from losing DFAO

#

Which is to be expected

#

Same with SSR / SSAO

#

I'm using fully dynamic lighting too

drowsy snow
idle bear
drowsy snow
#

My scenario is open world, so less reliant on cubemaps is a win.

steady owl
#

I'm the same. Is there anything else "bitchy" or just missing features that are mentioned in the docs?

#

Looking for any issues I may encounter other than those

#

I'd hate to remake many levels and rewrite shaders to find some rare edge case bugs or crashes when using forward shading

#

But if it seems solid other than the missing features covered in the docs then I'm sold

drowsy snow
#

I think not much else outside from those mentioned in the docs.

#

But I think SSGI is also out of the question with Forward Rendering

steady owl
#

Yeah anything screenspace

#

Thanks for the help

#

Sounds like it's a great option then

#

And a free 100% increase in performance!

drowsy snow
#

I'm (a bit over) relying on SSGI, because LPV doesn't work well for interiors. And on par with RPG cliches, one must have enclosed dungeons.

steady owl
#

SSGI is expensive AF

#

Wouldn't run on integrated graphics that I'm targeting

#

Also find that SSGI has quite a lot of noise and artifacts, moreso than the other SS post processFX

drowsy snow
#

Sky Light from Sky Atmo isn't going to cut it either - it just feels wrong in caves and alike.

steady owl
#

Yeah it's a hard problem

#

I'd probably just use different PP volumes to change the vibe in caves

#

But might be a lot of manual work

#

It's very hard to match exterior and interior lighting with just one global light / PP set

drowsy snow
#

Though it might be worth it if it isn't procedurally generated (which is not, in my case), but I need more testing in that regard tbh

#

Also kinda afraid that Forward Rendering's texture sampler limit is smaller than 16.

steady owl
#

Can just use Shared samplers to work around that no?

drowsy snow
#

I think not. I didn't use channel packing (at least for the anime characters)

#

A way to mitigate it is to make separate materials for hair, eyes, skin, clothing, weapons, accessories, and whatnot.

dense wren
#

hi guys

#

theres nobody at animation so im gonna ask here just in case someone knows

#

i want to make my animation turn around completely as if mirrored

#

i have a boxer stance, with the right hand forward like lefthnded

#

handed*

#

i want it to be right handed with the left forward to cross punch with the right thats behind

drowsy snow
dense wren
#

i assumed there was noone since a guy asked at 6 am

#

and noone answered him

drowsy snow
# dense wren i assumed there was noone since a guy asked at 6 am

#rules #2:

  1. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details
dense wren
#

.-.

drowsy snow
#

Also, time zone exists.

dense wren
#

i said

#

okay cool hoodie guy

#

im sorry for disrespecting your mother

drowsy snow
idle bear
fierce tulip
#

no need for snarks <_<

woven marlin
#

Good question, i'm still learning UE. If i'm about to create a character with animation should i go with PAWN or CHARACTER class?

steady owl
#

Character if humanoid

#

Can use character for non humanoid too if you are ok with it moving with a capsule

woven marlin
#

Oh i see

drowsy snow
woven marlin
#

Yeah but whats the difference

#

more functionality?

#

Can i add hands to Pawn? or only Character can?

steady owl
#

Character has a Character movement component

#

And more specific functionality

#

You can add anything to pawn

woven marlin
#

hm

#

now some tutorials go for pawn

#

and some goes for character

#

i'm lost

drowsy snow
#

Generally Character has everything you need for humanoid characters.

#

That includes a pair of floating FPS arms.

woven marlin
#

I see

drowsy snow
#

As for non-humanoids, like animals, you can still use Character class. It's just a bit more hacky to get the collisions right, due to how the capsule collision is the root component.

woven marlin
#

Ok i'm thinking of creating a fantasy character (small and oval shape with arms & legs)

#

is it doable with pawn?

woeful crystal
#

hello , how do i attach a player to another player?

drowsy snow
steady owl
woven marlin
#

I see because i'm following a tutorial that created a tank with Pawn

drowsy snow
#

Character class is in a way extension of Pawn class, providing pretty much all you need for character movements.

woven marlin
#

so i think Pawns usually not for humanoid stuff

drowsy snow
woven marlin
#

Yeah but very simple tank

#

not much of animations

drowsy snow
#

Mechas with legs (e.g. Metal Gear, Wanzer, Gundam) falls under characters - in case you're wondering

woven marlin
#

Oh i see

#

Is there any good tutorials i could follow?

#

There's nothing much i could fine suit conventions or good coding

drowsy snow
#

Pretty much tutorials that uses Character class as the basis.

native swift
kindred viper
#

no worries

calm turret
#

hello, do UE4 have similar tool like in twinmotion's path tool (character path, especially)?

narrow loom
#

helooo!!

#

im neq

#

New

dense wren
#

hello guys

#

im trynna do a w+w= dash i saw the tutorial on a video, but he does a set max walk speed to run when w+w is tapped

#

i want to make a dash with an anim montage

#

and i can set it right

#

this is the blueprint

#

its what i tried to do, he instead of putting an play anim montage, he sets max walk speed

drowsy snow
calm turret
loud maple
#

how do i know if my map is updated?

#

i'm using UE5 btw

#

oh wait nvm

#

i found it

#

lol

narrow loom
#

Hey guys, i have a custom rigged model (robotic)
how can i import to ue4 and make it the starter player without errors

#

(Ping me when u answer me)

dense wren
#

drag and drop

#

into the contetn browser

#

then you choose wheter you wanna import mesh and skeleton

#

that depends if you have the mesh in the project already

#

and if your rigged skeleton matches the ue4 mannequin or whatever skeleton you are previously using

narrow loom
#

it doesnt match it cuz it robotic

#

and custom rigg

dense wren
#

then import with skeleton

#

and mesh

narrow loom
#

how

dense wren
#

and to make it the startet player

narrow loom
#

me new to ue4 so idk much

dense wren
#

you should check a video, you need to go to project setting>map and nodes> and select a previously game mode created for your character that you also created previously

#

soooo yeah, a video should help you lots

#

i recommend you yo watch a begginer`s tutorial in youtube

narrow mauve
#

Does anyone know anything about mie scattering, multi scattering, phase functions etc; it's all implemented in the cloud volumetrics system. (though some are highly approximated equivilants to scattering - for real time rendering purposes) it seems the hardest thing to render when it comes to physically based clouds (in real time that is) is to scatter enough light through the medium that you get that dirty popcorn/dark inner edge look. Another approximation can be done through the material graph using very basic multiplier and a power into the Albedo. This a beers powder effect (but it looks terrible and only darkens the edges with a fake approximation (non physically based), not the way that light scattering does). Increase the bounces of the Multiscattering in the.ush file does 'help' but it is in no way suitable for real time. I tried to mask the upward and light facing pixel of the volume to darken those spots (would be a better approximation than arbitrarily darkening the Albedo with a multiplier and power) but I can't seem to 'mask' any part of the volume to achieve this. I am sure there is a way but I have no idea how it could be done. I think the reason it doesn't work is the pixel in a volume is in an arbitrary direction and masking its 'up' vector has no value

dense wren
#

yes you can

still breach
#

Hey guys does anyone know how I can attach the colliders on a pawn to a socket or bone?

#

I guess I need to do that for root motion to work for animations

#

But I’m not really sure how to do that

wraith flume
#

When I click "edit" plugins, my only options are installed and built in

#

I need to select "all" to search for the modeling tools editor mode

#

but "all" isn't an option I have. Why is this?

clear estuary
#

can i really not use swarm agents w/coord and other machines to cook content? (final export to windows)

compact marsh
drowsy snow
compact marsh
compact marsh
cold meadow
#

Would I ask for a collab here

broken heath
#

How to recover unreal default window layout

#

I messed up my unreal viewports and all

#

Figured it out

sterile acorn
#

hello guys

#

i now created a new Ui

#

added to it an image

#

in the ditor i see the image fine

#

but in game it turns to be white

#

not the image

#

or in other words in turns to the image component without adding any texture to it

dense wren
pure sorrel
#

What do I need to look for, for collision detecten"?

stuck linden
desert verge
#

what would you use for creating inventory slots? images and a horizontal box?

static crystal
#

Hello. I have a lot of coins which simulate physics. When I play the game the objects are shaking. Anybody got an idea what this is and how to get rid of the shaking?

bright root
#

Wondering how to do this setup from the ascent.
Heres what i did so far in the right image....

  1. disable depth test to make ring go on top of everything
  2. Custom depth with PP material for xray.

but the ring is on top of the character...

how can i render the character on top of the ring but have the ring in front of everything else?

Maybe something to do with the opacity in the ring?

blazing violet
#

Hi, quck question. New dev, small project. UE4 or UE5?

pure sorrel
#

my logic character < collision < destroy < object

#

looks up tutorials

#

ah an little bit more complicated then i thought

cold meadow
#

I need someone that know how to use unreal

#

I have a dream of this rpg mmo

#

And I have started. But I need help

dense wren
#

im not a profesional

#

but you wont find someone to do the work for you

#

im doing my best to learn

cold meadow
#

Dms

#

Well nvm

#

I am looking for someone that knows there way around unreal for a mmo rpg

bright root
# cold meadow I have a dream of this rpg mmo

there are so many people who want to be the ideas guy for things like this. 1. a MMORPG is possibly the most challenging type of game to pull of for an experienced team of professionals. 2. unless you have a hell of a lot of money and can run a team then it isnt going to happen. 3. your idea probably isnt that unique or special and even if it is, an idea is nothing without the ability to make it happen.

cold meadow
#

That’s very true

#

I understand. Thanks anyway

bright root
cold meadow
#

Ok well. You start off in the beginning at the begining of time fighting bosses and leveling up untill you get to the final boss. Then you enter rifts to get to the next world. Throughout the world there is green rifts which are for dungeons. After the final boss is competed you will enter a blue rift and get teleported to the next zone. After you get to the future you will be taken back to the first time zone. This time is will be harder. As you keep progressing levels get higher better mounts can be obtained.

pure sorrel
#

how to character and actor collision

bright root
#

good luck

cold meadow
#

Thanks…..

#

Coming from you that sounds impossible

thick herald
#

There are currently 16,247 people online here, each and everyone has ideas they want to create into their game. Only way for that to happen is to learn how to do it yourself. A mmorpg is not a good thing to attempt even if you knew what you were doing, never mind as a starting project.

bright root
cold meadow
#

Ah ok. Sounds great!

#

Lmao

#

I’ll just drop the idea. Thanks guys!

thick herald
#

mmo's require a stupid amount of time and resources to make.

cold meadow
#

I bet

mossy wagon
#

This Skeletal Mesh of Steel comes with a big shield in the back... is this supposed to be or can I remove it? I'm super new to UE

pure sorrel
#

how to add collision

#

to actor

thick herald
#

Start with a smaller project, single player rpg. That way you have much more control over who much content and how the player deals with it 🙂

mossy wagon
#

it went away when I added the animation blueprint 🙂

mossy wagon
# pure sorrel how to add collision
  • Double click on your actor from the content drawer
  • Then from the detail look for "Collision Complexity"
  • Change that to "Use Complex Collision As Simple"
#

Then make sure to save in the top left

pure sorrel
#

where do i see detail

mossy wagon
#

When you open up your Actor they should be on the right side.. or you can select details from the Windows tab at the top

pure sorrel
#

i just see only collision

mossy wagon
#

That's where it's at un UE5 works perfectly

pure sorrel
#

dont see that here ue4

#

i jsut want to charactyer to collide with the actor and then destroy the actor, thats it

elder lion
#

Hello! I'm following a tutorial on materials and I need Function Input (Scalar) node, but I can't find it. Can you please help me? ❤️

pure sorrel
#

why the spere is not destroy

torpid stone
#

hi my post process volume showing the effects in Editor viewport but when build or play it doesn't show

broken lily
pure sorrel
#

can someone help me

chrome beacon
#

Hello everybody. Can somebody help me to figure out how to fix a corrupted Engine Starter Content? I made a mess with the animations and I would like to redownload a fresh copy of its content. Can't find online any specific solution to this case.

#

I'm terrified by the thought of reinstalling the whole engine, which would be absolutely crazy.

dense wren
#

or the unreal engine program

chrome beacon
#

usual issue when importing new characters... used the engine original content instead of a copy of it

dense wren
#

can you migrate the stuff you need into another new project?

chrome beacon
#

it's the engine StarterCcontent with the mannequin and all its stuff

dense wren
#

you can create a new project

#

then select the stuff in that new project

#

and migrate it

#

to the project you want to use

#

then click on over write

#

so that it overwrites the already messed up content

chrome beacon
#

it's the engine original content gone broken

dense wren
#

but how, you always can create a new project

#

with fresh starter content

#

and migrate it to the project you messed up

#

in a folder appart

chrome beacon
#

doesn't it import in the project the corrupted content!?

dense wren
#

no because if you create a NEW project, you will get the starter content from scratch

#

so what you have to do is

chrome beacon
#

I'm probably explaining myself badly

dense wren
#

yes

#

what i do when i mess up the starter contet(mannequin`s animbp mostly) is create a new project and migrate it to the project i messed up

#

then i delete the messed up content

#

such as character, skeleton anim bp and whatever i messed up

chrome beacon
#

what I'm trying to say is that the broken content is this inside the engine.

dense wren
#

mm

#

so you mean everytime you create a new project, it will be messed up?

chrome beacon
#

when I create a new project the corrupted files from the engine get loaded in the project

#

exactly

dense wren
#

ohhh i get it now

#

mmm

#

i think theres an option to repair files in the epic games configuration let me see

chrome beacon
#

Usually I use a backup copy but I missed that this time

dense wren
#

maybe you should take the L and reinstall the engine

chrome beacon
#

I didn't find it. Last time something like this happened I had to redownload and reinstall everything including plugins and all the content from the marketplace I got

dense wren
#

and back up your projects

#

it would also be good for you to take a step back, breath and wait

#

ntil then reorganize your ideas

#

and it will be much better than dealing with a headache trust me

plush yew
#

what does the 7 and 0.25 stand for in the animation montage?

desert verge
#

what's the latest you'd look back on a tutorial?

#

is 2017 too far back?

unique kraken
#

hey anyone here knows how i can export custom shapes to control rig?
i know for SURE in some vid somewhere i saw how they did it.
i think they created a seperat asset in the content browser.

but i cant quiet put it together and i dont find the vid anymore

plush yew
#

ey great news guys

#

nvidia is releasing rtgi binary for 4.27 !!!!!!!!!!!! yay !!!!!!!

#

this is an f-ing great news considering all the hustle that used to be in building the source code.

#

oh is luncher down ? cant login ?

grizzled carbon
#

I need to visualize a spline, in game (not debug). The spline needs to show the nav path between the player and the mouse location. So it needs to be done every frame if the mouse doesn't move... What would be the best approach here while looking nice?

odd ermine
#

as a solo developer
only want to make mobile games (2d&3d)

is Unreal Engine is my best choice to start my journey?

plush yew
#

@odd erminetake alook at unity3d then make your choiice

unique kraken
#

@grizzled carbon particles?

odd ermine
unique kraken
#

as far as i know it should work as well but usually unity is used

odd ermine
unique kraken
#

ye

#

but i just would do some research

#

setting up some simple mini game and test it on phone

odd ermine
#

then why they always say
unity is better for mobile games
since you can do everything in UE

unique kraken
#

bcs everyone does it

#

not a fan of doing what everyone does

#

just test it urself if u want to use ue4

sterile lichen
#

blueprints still somewhat programming but with lego blocks rather than text

grizzled carbon
#

@unique kraken is here anything built in to follow a spline in niagara?

#

I was unable to find anything

#

I see people moving their niagara system along the spline but that feels dumb

unique kraken
#

you defenetly can do a whole ton in niagara.
i didnt do enough to give specific advice.
but when i imagine what you want to do i see a repeated wave of particle flowing over that path

#

its just a matter of how you adjust them i guess

#

if you tell the particles to just not move, it would creat a path

#

for example

#

https://www.youtube.com/channel/UCN-XH6BI85RG2-Hj7C9oWOw

this channel does a lot of particle system, pretty sure you can put the pieces together

grizzled carbon
#

hmm yeah I saw his. I didn't really like it. It seemed like he was spawning particle systems and moving them along the splines. That just doesn't feel right. The particles should have a way to follow the splines from a single system I feel.

unique kraken
#

he has so many im sure there is something that goes beond that

#

maybe something from his lightning systems

grizzled carbon
#

I'll try the niagara channel I guess

#

thanks

dense wren
#

guys is it posible to use 3d animations in the plataformer starter content?

bronze vault
broken heath
#

Can i use the same physics asset on different skeletal meshes that uses the same skeleton?

unique kraken
#

intresting question^^

#

but i think no?

#

but would like to be proofen different

#

question is if it scales with the skeleton

#

otherwhise it doesnt make much sense

dense wren
hidden sparrow
#

Hey, what is the best way to see if that variable is equal to one of few that I want? Do I have to compare it to every audio separately or can I check it just once?

bronze vault
unique kraken
#

hmmm

unique kraken
#

i run a bunch of chars of the ue4 skeleton, but they have different sizes/aditional bones

#

lets say i make a skirt physics asset, you mean i could reuse it on a different char with a different size?

#

hmm, that sounds handy

#

why that? same skeleton, same physics asset

#

it also transferes the same logic to upper arms etc

stuck linden
#

can some good soul pls help me with anim offsets im stuck on it the last 4 hours

unique kraken
#

🤔

#

just make a ctrl rig with a aim and cast the variable

stuck linden
#

i followed the tutorial step by step

unique kraken
#

im not even sure what you show there

#

never rly done that but wouldnt u need a 3d blend space?

sinful osprey
stuck linden
#

everyone i saw doing it was doing 1d blendspace and it worked @unique kraken

#

it should of played the AO_UP and AO_Down animations

unique kraken
#

hm, yea, idk. thats something that screams "control rig" for me

sinful osprey
sterile acorn
#

Guys any help please

#

Now i creates a ui

bronze vault
#

@stuck linden This may be a silly question, did you click and drag that dot in the center?

sterile acorn
#

Placed image in it

sterile acorn
#

And i created from the inage i want to show a material and made its material domain user interface and applied it on the image components

#

In editor can be see fine

sterile acorn
#

But when i start game it is not appearing

dense wren
#

how do i fly?

#

in real life i mean

unique kraken
#

jump of a building and wiggle with ur arms

dense wren
#

i already broke my collar bone, but i seemed to not have coded my ish correctly

#

i splashed like a hot potato

sterile acorn
#

Any help?

dense wren
#

maybe any of you can help

#

i checked if in air, then set variable to true but still hit the ground

unique kraken
#

what is it ur even trying to do

#

@sterile acorn @dense wren both of u proper explanations

dense wren
#

mm

#

that seems like a logic question

twin folio
#

can someone help me out here? I'm trying to build unreal engine from source, I ran setup.bat and it crashed half way through, and whenever I try to run it again its just stuck at checking dependencies. How can I get this working properly?

dense wren
#

ill be right back

#

imma try again

bronze vault
dense wren
#

dang it i broke my crane brain seems to be coming out how do get it back in

#

they told me to gtfo

#

nah im just kidding

#

i just had a brain melt with my computer and had to get the stress out

#

im good

#

i would like to know how to make the ground in my side scroller like rounded

#

and that it ends up coming together

#

with gravity

#

so that i run to the right side and evetually end up in the left side

#

idk if im explaining my self

#

like a limited world

sterile acorn
#

btw guys is there a way to lets the widget images postion alternate when the game is resized

#

so the widget resize with the same way the screen is resized

#

so the image positions dont move

autumn flame
#

Anchoring it the right way

sterile acorn
#

i anchored to middel

#

but it dont work right

bronze vault
#

@sterile acorn I think you need to wrap it in a sizebox, but it been a bit since I made some widgets

autumn flame
#

You're not really sending any pictures and #umg

sterile acorn
#

what is sizebox?

bronze vault
#

@stuck linden Hmm. Seems like it should work. I dont have UE5 installed to check, but it works in ue4.

stuck linden
#

thats a blendspace 1d

#

im doing it on a aimoffset 1d

sterile acorn
#

@bronze vault what is sizebox

bronze vault
bronze vault
short mesa
#

Should I use the Oculus fork or the mainline UE 4.27 if planning to work on a game that would work on Quest/Quest2 ?

sterile acorn
#

okay this happens

#

when i try to Alt+Enter

#

u see the change in positions

#

i changed the anchors and dont know what to do

mossy wagon
#

"Texture Streaming Pool Over Budget" what can fix this? Make environments blueprints?

opal lark
#

Can I have some help please

#

Thats my simple BP But after the rotation plays it snaps back In not sure why

bronze vault
#

@sterile acorn Sorry my UMG is a bit rusty, #umg may have some people with better answers, also some screen shots of your Widget setup may help.

ornate dome
# opal lark

Doesn't that have one more part the both connect to at the end?

opal lark
#

Which part connects where Im confused, sorry

bronze vault
mossy wagon
#

I did build -> Build streaming textures and it went away... however I'm also going to star grouping a lot of actors together and making them instances

dense wren
#

guys, question: posible to set up a side scroller multiplayer? (answer based in your knowledge about multiplayer side scrollers)

mossy wagon
#

Thanks for the help @bronze vault

bronze vault
desert verge
#

how often do you guys buy environment packs?

#

there's a really nice looking one on sale for $80

opal lark
#

This move component node just snaps back, i STILL CANNOT FIGUIRE IT OUT

#

Sorry caps

#

keys sticks

bronze vault
#

@opal lark The only thing I can think of is maybe you have something else telling the component to move back.

opal lark
#

No theres not, its weird

#

Just a simple move to component node

bronze vault
#

Is this a multiplayer project? Maybe the door is only moving on the client and the server is fixing it?

opal lark
#

No its single player

#

I really do not know

bronze vault
#

Hmm, I ask because it looks like your variable is being replicated.

desert verge
#

yeah it does

#

the mail icon

bronze vault
#

I was looking at the RelativeLocation

#

2 spheres?

#

I think the mail icon is for an Event Dispatcher

opal lark
#

It looks like it being replicated ?

molten cairn
#

Can somebody tell me what are the Main Classes of a New Game in Unreal Engine 4?

bronze vault
opal lark
#

ok thanks

#

No ther not relicated

radiant surge
#

could someone tell me if the water plugin can work with height maps? if so, how? when I place water body ocean on landscape, the height map disappears, tried all blending modes but still cant get it to interact with the height map correctly. I have a central landmass and want an ocean around it

rose plume
#

anyone know how to make a game that is fully control by mouse itself (without player character) ex: the mouse (hand) can grab a sponge by have the mouse hover over the sponge and hold right click to pick up and holding. something like that

desert verge
versed wing
# cold meadow Dms

Echoing Ryan_Yates comment what you are proposing is not a trivial endeavor. Consider saying I have a great idea for setting up a base of humans on Jupiter and living in the clouds above the planet where the gravity approximates the Gravity of Earth. Can anyone finance it and build the ships and recruit the people and launch the mission and keep it secure and preserve it while I claim credit for the idea? I have so many ideas every day and know that 99.99999% of them will never see the light of day. But if your passion to create is set to power your idea to completion you will toil in the service your dream until you can see it with your eyes and touch it with your hands.

light bone
#

How would I fix this?

#

it's terrible UV mapping

desert verge
opal lark
#

Ok mate

#

Thanks for the help

versed wing
opal lark
#

You can see it snapping back here

plush yew
#

I dont get the hype over USD

#

there arent any applications besides substance painter that will work with unreal engine in USD

#

even the industry standard 3dsmax to USD doesnt work properly with unreal engine

bronze vault
#

@opal lark Oh, maybe the overlap events are triggering more than once, try adding print nodes to the end of each of the events.

opal lark
#

ok ill try

bronze vault
#

@opal lark or maybe the beginning, idk if Completed will fire each time

opal lark
#

It must be a bug

desert verge
#

waot

#

its your time

#

lol

#

its moving back in .5

#

the over time

#

try putting 5 or something

#

and for begin check ease out, end put ease in?

#

i did that and it worked for me

arctic hare
#

i got a question im trying to make the enemy teleport to my character without any animation. I've tried to make it work but nothing seems to work anyone know any solutions?

rose plume
desert verge
#

this isn't the best but i just did it quickly

opal lark
#

did it work

desert verge
#

yeah

bronze vault
#

Just realized that I was way overthinking the replicated variable thing.. for some reason I thought that was a variable you made. 🤦‍♂️

opal lark
#

I can,t figuire it out

dense wren
#

hey guys

#

im trynna do a side scroller

#

and i want to set up the aim system

#

where you look at where the mouse is pointing..

#

thing is

#

all the tutorials i saw are about gun weapons

#

and in my game there will not be such thing as guns since its based in medieval age

#

how do i set it up easily without needing weapon aim animations

#

i just want to face where the mouse is pointing

radiant surge
#

so I managed to get the water working with the height map but it doesnt affect it and the post processing effect depth Z can't be adjusted, keeps snapping back to default, any ideas

#

I can scale X and Y but not Z

lyric cedar
#

is there any way to add box collisions within a mesh?

#

my character is walking through the windows and door of this mesh

desert verge
#

then add box collision or you can do it more accurately with the convex decomposion

#

never really used that part though

lyric cedar
desert verge
#

try hull count 8 and the max hull 32

#

i never really know what to do for that part tbh

plush yew
#

Hello!

desert verge
#

hello 😄

lyric cedar
#

is there a reason why my map might disapear from the content browser by me switching from ue4 to ue5?

#

i dont understand because other maps went across just not the one I wanna actually use

#

and in my filing system it's in the project files

#

but I can't view it from ue5

plush yew
lyric cedar
plush yew
#

@lyric cedar also ue5 is very very buggy so its best to stick with ue4 untill ue5 fully comes out