#ue4-general
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And is LineTrace CPU intense ? Im working on the best way to look at a weapon on the ground and then make the UI appear if the linetrace is hitting it.
I dont want to create a collision sphere around the weapon itself. I want the UI only to appear when you look directly at it.
I have this working but cannot make the UI go away when you stop looking at it. I am using IsValid? to ensure im only setting the UI visibility if its the correct object type
Here is where im trying to get the UI to go away when looking away from the weapon
what is the most streamlined way of moving stuff from modeling programs to unreal engine
I have tried
max to unreal (fbx)
max to unreal (USD)
max to unreal (datasmith)
max to unreal (ascii)
blender to unreal (datasmith)
blender to unreal tool
everything has its pros and cons but what method is the best for preservation
hi, someone knows how can i apply alpha channel to multiple materials?
is it even possible to get a mirror working in unreal engine 5 without planer reflections
lumen reflections are just not finished lmao
Has anyone got into the weird issue where FMath:RoundToInt occasionally works? I use it some places but there is a place that no matter what number you give, it rounds to 0.
why is modo the only cad tool with a proper bridge for unreal lmao who tf uses modo even
im using it just for importing to unreal but jeez
where would I ask question about world comp?
#level-design would be a good place but general is fine too since this discord isnt narcissistic about asking questions in general
you may get a more quality answer in level design however
ok thanks
Is there a console command to set a games rendering mode to unlit in a packaged game?
@upbeat oak a workaround could be to select hide in game for all lighting then add a skylight
cant add a skylight in game lol
no the skylight could be adjusted to look identical to unlit
i know
i cant add a skylight
i just want to know if there is a console command that will change a games viewmod to unlit
Your best bet is to check the console command list or to follow around what the F keys do in the editor
oh yeah i know all that shit in editor
f3 4 5 and 6 control viewmodes
f5 is unlit mode
i mean in game in a packaged game
I know
You don't understand
I said check what they are doing
So you can do it too
Whenever you want
yo wtf, when importing skeletal meshes from 3dsMax game exporter or Maya game exporter I get this
LoginId:5f4b590c4578dc2c66a8e38a820619f7
EpicAccountId:f453d5aa6a014e42a090446618382db2
Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 970] ShaderCompileWorker crashed! Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Developer/Windows/ShaderFormatD3D/Private/D3DShaderCompilerDXC.cpp] [Line: 297] DXCCompileWrapper(Compiler, TextBlob, Arguments, CompileResult) failed: Result=8007000e 0x00007ffd7f4ec154 ShaderCompileWorker-ShaderFormatD3D.dll!DispatchCheckVerify<void,<lambda_a4aeaa7886a904f9dd18002a9b003559>,FLogCategoryLogD3D12ShaderCompiler,wchar_t [84],long>() [] 0x00007ffd7f4e25fe ShaderCompileWorker-ShaderFormatD3D.dll!D3DCompileToDxil() [] 0x00007ffd7f4da8d8 ShaderCompileWorker-ShaderFormatD3D.dll!CompileAndProcessD3DShaderDXC() [] 0x00007ffd7f4e0150 ShaderCompileWorker-ShaderFormatD3D.dll!CompileD3DShader() [] 0x00007ffd7f4e11be ShaderCompileWorker-ShaderFormatD3D.dll!CompileShader_Windows() [] 0x00007ffd7f4e0ce5 ShaderCompileWorker-ShaderFormatD3D.dll!FShaderFormatD3D::CompileShader() [] 0x00007ff694aca470 ShaderCompileWorker.exe!ProcessCompilationJob() [] 0x00007ff694acb667 ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() [] 0x00007ff694ac69a5 ShaderCompileWorker.exe!FWorkLoop::Loop() [] 0x00007ff694ac4570 ShaderCompileWorker.exe!GuardedMain() [] 0x00007ff694ac47cd ShaderCompileWorker.exe!GuardedMainWrapper() [] 0x00007ff694ad2a38 ShaderCompileWorker.exe!wmain() [] 0x00007ff694ad3d68 ShaderCompileWorker.exe!__scrt_common_main_seh() [] 0x00007ffdd2007034 KERNEL32.DLL!UnknownFunction [] 0x00007ffdd2ac2651 ntdll.dll!UnknownFunction []
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
Or search the console command list
anyone know what causes this
apparently r.ForceDebugViewModes=1 is one half of it
but then theres another command you have to put in
Seeeaarrrch the command list
If you already have keywords
It's under Help or so in the editor
Generates a searchable list as html file
http://www.kosmokleaner.de/ownsoft/UE4CVarBrowser.html im using this site which appears to be everything afaik
only mention of the term unlit is mobileHDR
simple dynamic lighting might work actually
Pixel Streaming,
Im really looking to chat with someone who knows the end to end process of pixel streaming. I can make it all function and work online through ngrok.
I have a couple of ideas about streaming with audience controls and a browser based coop game mode but not sure on the right approach in terms of servers etc or a self contained 1click solution. its kinda different use to the standard purpose for this.
hello we refer me here cvar I might find a solution to my problem the animation of myself my weapon does not always work I share a video with you where we see the animation for the muzzle flash is normal I have not finished if someone knows how to help me I would be grateful thank you in advance
Your instructor has probably rebuilt their game project and it was hot reloaded in the editor. Simply run "build current project" action either from Build menu, or "Ctrl+Shift+A" > Build current project, or RMB on your project in Explorer panel and select Build project.
can ppl extract meshes and animations from packaged products?
would anyone happen to know of any good tutorials that show how to achieve really nice overcast lighting?
i have experience with bright/sunny lighting but this is my first time trying to replicate an overcast and iโm finding it quite difficult
hello to my referer here to find a solution the problem is my animation of my weapons which does not always work someone could help me I will be grateful
when I have a packed texture, which channels go where for the R,G,B, I don't know if R is metallic or if R is roughness etc, this is for Metallic,Roughness,AO I think
The values you are seeing are RGB color values represented as values between 0 and 1 (they are Vector3 in UE4) instead of 0-255 which is what most image editors use.
The numbers you are getting are the RGB values divided by 255 so:
R - 50/255 = 0.196
G - 100/255 = 0.3921
B - 150/255 = 0.5882
@knotty hollow https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/
multi-user editing gets out of sync pretty quickly, using Radmin VPN between two citys, any tips to make it a bit more reliable? (E.g. can't see things other person made but they can see edits to a cube made before)
Could it be caused by anti virus scanning the project folder or something?
Don't use multi user editing. Use source control and external communications.
But want to use multi user editing... (along with source control and discord chat of course)
There's a reason why Epic rolling out One File Per Actor system as opposed to maintaining Multi User Editing. The latter just doesn't work.
Do you happen to know if OFPA will be available for 4?
It's already available in 4.26, actually. It's just that the docs were written on UE5 section.
Ah okay, we are using 4.27 updated yesterday
The only drawback (from my foundings) is that sublevel name in the World Outliner would get jumbled, thus can be confusing if you're using a lot of sublevels.
Noted thanks
why cant I use play montage in a function?
is there a better why to get a random montage to play then?
Make sure your animBP uses the slot.
please, how do you disable that default constant light fade again? before it drives me nuts
Auto exposure? 
Check your cameras and any post process volumes that overrides it.
ok will do
Both can still override what's in Project Settings' Rendering section.
@drowsy snowno I mean the node, ''play montage''
the one that has all other extra options like blend out etc
That's a matter of opinion and entirely up to you, but I would recommend to keep roughness in the green channel due to slightly higher bit depth in the most common compression formats.
it cant be used in a function
It's probably a latent node, anything the takes more than one frame cannot be used in functions. You should be fine using the event graph though.
ah that makes sense then, yea tried keeping it tidy with functions
ill probably use an array then so I dont have 17 play montage nodes
Yeah that seems unnecessary. Just get random from an array and plug that into the montage node
why is there no way to linetrace by specific shape?
those are called collision boxes
@plush yew collision boxes arent custom, you only have some shapes
what are you trying to do?
Hey everyone, I have a question!
What is a good way to approach planning of a small game mechanic prior to programming? Take a keypad for instance, type in the correct code, then it'll open a door. Do you just tend to jump straight into coding? Or do you tend to write some things down, take notes, think about how it would work in detail and only then get into coding?
Currently I tend to just jump straight into it, start with the first thing that comes to mind, face roadblocks, try to overcome them, until I have something that kiiinda works, but it feels more like a patchwork and has many bugs and especially issues further down the line. Is this an experience thing or are there renowned planning methods?
Hi folks, wanting to ask a question about components. I am new to coding in C++/Unreal and currently working on a spaceship which I'm coding my own custom components into (sensors suite). In Unreal, am I better coding multiple custom components (e.g damage comp, shield comp, targeting comp etc...) or am I better just having a few larger components encompassing more (sensor suite as a whole). Is there a performance benefit to either as well? Thank you kindly in advance..
@upper krakensounds like your learning ๐
you cant really plan it out either, but I get what you mean. Altho this is a good thing
I have a platform that is lowering itself when a character steps on it, the logic works (via overlaps) but one issue is that it's like the platform doesn't exist - the character is not "on" the platform, but rather "inside" of it and when stepping on it the legs are within the box. how can I solve this?
"can character step up on" value is marked to "yes" on the mesh
can someone explains me exactly what construction script is? cuz i cant understand it right
It's mostly there to help generate or assemble a actor. Could be a spline mesh that you can interactively draw out and modify parameters, or a platform that generates a base under it with a line trace, or you could add some sort of randomization or distribution element
Hahaha, dang I'm found out! xP
Yeah I'm very new to programming specifically so I was hoping there were some renowned ways that experienced users tackle specific tasks, but then I suppose it is really an experience and workflow thing that I still need to properly discover. Thanks!
how can I make this texture megascan, the same size on all walls?
Becouse if the wall is strached, the texture is bigger too
Does anyone know if the maya livelink plugin allows you to models in maya and quickly send that geo+collision into Unreal? the Blender To Unreal plugin does this, but i can't tell if the maya integration is purely for animation or what.
Try using a World Position Node in your material, maybe in conjunction with TexCoord to scale your material if necessary
Ok but how how can I get into the bp? ( 0:36)
You double click on your Material in the Asset Browser? 
Is that your question? haha
@ebon ridge
Hello everyone, I'm new member. Is there anyone familiar with the dataprep tool can help me?
I create a Actor Component Blueprint with many functions to add to Datasmith static meshes. So, I want to create a operation custom node to execute in Visual DataPrep as attached image
This is my Blueprint for operation custom node, but maybe I get wrong something. Can anyone please suggest me how to fix this?
this only seems to happen on the build when i click play game to create a multiplayer session
can anyone suggest me a good unreal engine blueprint tutorial
Quick question, I'm trying to edit a hand animation for a weapon hold so my character can wrap his fingers round it. But after adding the bones to the layer tracks and getting them in position then applying my animation goes back to the hand being open. Could this be due to curves conflicting with it or am I just missing something?
Also is it possible to attach a mesh with two sockets left and right hand. As currently my character's left hand keeps floating out of the pose.
Hello ^^
It is possible to change or add a new collider in character class? Like i want char collide as a square and not a capsule
Thanks ^^
any idea why blueprint debugger won't pop? I'm playing in the editor, triggering the things (stuffs are printing and executing correctly) and the breakpoints are not hit
nvm seems like a reload of the editor figured it..
guys
im trynna look at where the mouse its pointing in my side scroller.. thing is that all tutorials i saw already, use aim set animation blendspaces, is there any way to not do that?
so i have to connect SM door frame with static mesh, but it wont connect, what am i doing wrong?
can someone help me?
someone?
you need to call it out from there
not connect it i think
in the select asset option
idk if a static mesh goes there tho
Hey, how do i use Unreal Engine (Easy Anti Cheat) ? There should be added free but i found nothing in docs etcร
theres an anticheat plugin in marketplace, i think its free
its not easy anti cheat
i looking for the announced eac
so i have to make set static mesh BP and then drag it out ?
i cant preview any anims
how can i fix it?
click on select asset, then select your sm door
yea, but i have to connect sm door frame variable to set static mesh aswell
Does anyone know if epic has any plan to ever bring the epic launcher to linux at all? Since the engine can be run on it, I don't see why not have a way to get your assets for it
theres a linux channel if you check at the left
maybe ask there
i did it, but still wont connect, how do i connect it ?
no idea honestly
thats what i get when i try to connect it
mm
search on internet
leave it a side and learn something else
if you get stuck you loose time
@plush yew thought I'd let you know I resolved my ALS problem ๐ ended up finding a guide on YouTube to create a new socket for each item and rewire the blueprints with a attach to hand function for each item ๐๐๐๐
Is there any way to start my project with FPS opened?
(Engine version 4.22)
I desperately need some help. My project suddenly started crashing when I start it just after it reaches 83% loading. I retraced my steps but it started happening again once I added another blueprint.
I somehow figured out that if I delete ANY few blueprints, even those who have been in the game for years, it starts working. It is not code-related at all. Maybe a setting. There are maybe 400-600 blueprints in the game, and removing ~300 Kb puts me under some invisible threshold that makes it work. I have deleted Saved/Intermediate/Binaries and refreshed the project multiple times.
There is something wrong in the loading process that causes a stack overflow, and the error message I get from the crash dump is "The thread used up its stack". I can find absolutely no information about it online. Without getting past this I might just not be able to work on the game any more, ever, and it feels like anyone besides me would've encountered it at some point. Please, I don't know what to do, it gives no information about what the issue is.
Reddit thread with more info: https://www.reddit.com/r/unrealengine/comments/ph6lp9/project_crash_on_startup_stack_overflow_due_to/
i have a problem making ads camera i cant look down
could it be colliding with something
Edit your character BP and try this
My best guess is that you have things just casually referencing everything else - which means each time you load an asset like a blueprint (Asset A), it's crawling through all the things that Asset A references to ensure those are loaded (Assets B) - it then crawls the dependencies for each of these to ensure that these are loaded (Assets C)... and so on.
each step in this chain is going to be exponentially larger than the previous, so I could see this triggering a stack overflow situation if you somehow didn't run out of memory loading an entire game first
I'm not sure this is the issue, but in that case it would be impossible to make large Unreal Engine games? And how would one solve it? My game is not big by any means, and as I say removing just about any blueprints (even older ones that have compiled fine for years) will make it work again. The blueprint I was working on that made this appear was just a second generation child of another blueprint. The issue doesn't seem to be a single blueprint, but rather the volume of blueprints in some way causes the error. I've never seen anything like it after several years of programming, and the error information is nearly nonexistent :/
I mean if you're not controlling how things are loaded and when, through soft references, that would almost certainly do it
What do you mean? It crashes when I try to load the project, it doesn't have anything to do with implementations
and i want player to look at mouse
like aiming with weapon, but i dont wanna use guns only a bow that im not yet adding
do you know what a soft reference is?
i want the player to look atleast just with his head to where mouse points
but all tutorials i saw teaches how to do an aimoffset blendspace
but i dont have aim offset anims without weapons
only with the player holding a gun
is there a way to do it without aimoffsets
I've heard about it in C++ but I don't see its relevance in this context
c++ its also used in ue4
where can I get support?
^ignore that, it's not strictly helpful - I would suggest you probably want to do some reading around the subject and how they're using with regard to UE4 and asset management
Well yes, but why would the project crash when loading because of soft references due to having X amount of blueprints in the project?
How can I change my character without remaking animations?
it's probably crashing when loading because you don't have them
change the mesh
but then the anims wont work
the asset reference tree is so long, it's causing a stack overflow
the skeletons might not be the same
.
you need to check if the skeletons are the same
they are
you need to select the animation blue print
they are
I did
in the anim graph check if everything is correct
also that is the marketplace character right? it should be compatible
oohh
also
your human mesh is in t-pose
So I can't have as many variable references as I want in a class or something? What am I supposed to replace them with?
the ue4 manequin is not in tpose
but you need to retarget them definitly
create a humanoid rig in both
Just to be clear it loads when I delete blueprint files, not from the map. The map is basically completely empty
then retarget
you can have billions of references, the problem is you have HARD references to everything causing long reference chains
you need to break those chains
ideally, you want soft references to certain assets, and you want to try to reference only native or abstract base classes in your code (e.g. Cast to Pawn, not to 'ThisSpecificPawn' which has lots of assets etc)
they are all the same
in order to prevent enormous reference chains being created
depending on the size and complexity of your project, doing it this late in development could be quite the headache
but it does want doing
idk
it wont work
and somehow made it work
im new to animations
There's essentially a limit to how many child classes one can make from another class? And this limit is somehow cumulative between all blueprints in a reference tree?
there is no limit
Just a limit on how many references between stuff there can be?
Can anyone help me?
I just want the anims from the regular character to be on my new character
be he just sits in tpose
you did set the anim bp up in the animation tab? over mesh?
Like I have "Manager" classes that refer to nearly every object in the game to keep track of them, so every object in the game probably has some reference to other objects
the same animbp you was using on ue4 mannqin
it's only a problem if it's a direct reference to something that contains a lot of direct references to other things
this might help:
https://www.youtube.com/watch?v=K0ENnLV19Cw
This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
DISCUSSION THREAD
https://forum...
but you could even have issues where you have circular references, where A ultimately references B, which ultimately references C, which ultimately references A
this could also cause something like a stack overflow during loading, in theory
I think I have a few of them, but not in the ones that I can delete to make the project work
So far I've been successful when I delete the most recent blueprint, all vehicles, a few interaction points etc, it's almost random if it will crash or not and it just started happening the last few weeks
I'll take a look at the video though, thanks!
hopefully this is the root cause of your problem, it certainly sounds like it is
fixing it will probably be an unfun couple of weeks though
I do have huge reference trees so I'm hoping for that too. Basically I have maybe 12 manager classes each handling different aspects of the game (pawns, enemies, buildings, vehicles etc) and in the game mode I have a reference to each of those manager classes, because the game mode can always be acquired. In the beginning I used the controller as this sort of "master manager" though, so there are many cross references between them...
there's a reference viewer and a sizemap tool inside the engine that can help you work out where these things are
just looking at the sizemap for any given asset will show you what can theoretically be loaded as a result of loading that asset
ideally, it's just the art associated with that blueprint as an example - when it is not, it's an indicator of a potential problem
Alright, so the goal is to try to reduce the size of that size map, because that causes the stack overflow
not directly, but it is a symptom
I am still learning so I really appreciate you taking time helping me ๐ This is one of those invisible problems you don't know you have until it hits you in the face
Yes, right, it just displays the issue
I'll try ty
@wary wave The red colour alone tells me this blueprint is screaming in agony ๐
Ok. Let me know result ๐
Anyone know why on earth box colliders for an actor wouldn't show up in packaged builds on a streaming level?
I mean, the actors and the colliders are there when you play in the editor/standalone, but only the actor is there in the packaged build, not the colliders!
not even close to the worst I've seen, but yeah, that's a whole lot of references ๐
So basically a single class that references nearly everything in the game indirectly is not ideal? Like in this case, you have A that references B C and D, which refer to E F and so on, but to make F communicate with A, F (and basically every class in the game) has a reference to A, which I assume creates a circular references and messes with memory. I'd assume the reference to A wouldn't load everything related to A, which is probably wrong. How would I go about communicating between blueprints in a hierarchial structure efficiently to keep references down?
ideally you want clear hierarchies of control, so that certain gameplay elements don't really need to know much about the specifics of other elements
the managers are a good step in this regard
only soft references don't load... regular references load everything
....Oh.
Welcome to learning-land. Population: Me
you want to have abstract base classes for most of your gameplay elements, so that when you want to operate on something (e.g. Enemy A attacks Objective B), that it only needs to know that it is an objective (e.g. Cast to Objective Base, call generic functions)
the abstract bases prevent hard references between the unique elements that don't need to be there
Me too. ๐ Also recommend to look into blueprint interfaces... they're cheap to reference
yeah, interfaces can be a good option
I tend to use components instead, personally
they're easier to manage and more visible
But if I understand correctly, if I change every reference to A to a soft reference instead of a hard reference, so there is a clear hierarchial flow in a single direction, then that'd likely alleviate many of the problems?
when you want to check something has a component, you can just do a 'Find Component by Class'
well, not everything, you'll need to come up with some sort of strategy
Interfaces are fantastic, but they can't do return values ๐ฆ
components do though ๐
obviously things do actually want to be loaded - you just want it to be in a more controlled manner
sure they can
and yeah, they do have returns, what they don't do is contain data, ergo values
the parent actor would be responsible for that, which is fine
just remember that soft references need to load... so if you cast afterwards, it then kinda defeats the purpose... again, interfaces to the rescue here
Ah, I might've missed that then x.x
And yes, having interfaces be bundled with data (such as an HP variable with an interface that handles damage) would be golden
that's the kind of thing we do with components
a generic 'Health' component can be added to any actor that has health
Basically nearly every blueprint I have gets the game mode, casts to the custom game mode class I'm using to access all the variables and manager classes, and sets it as a variable. Would this casting make it take up memory despite using a soft reference or does it just load the asset temporarily?
Good point, I have a lot of good practices left to learn, I must admit. Main priority is to get my game working again though ๐
I think every blueprint should get the game mode and then use an interface to talk to it... that way, you can change or use whatever manager class you want, and the blueprints don't have to know or care
I'm throwing interfaces in for almost every class I have, which might be overkill, but it also enables me to just swap them out if I want to, and the game will still work
hi guys, im having issue where a material flickers with small black dots
anyone know how to fix it?
Hmm... I'm not sure I understand how it's supposed to be implemented optimally. Here's a short example: This is from the blueprint of my "miner" class. When this guy is teleported in, I want to tell the Miner Manager that this guy just arrived, so the Miner Manager puts him in an array and keeps track of him for reasons. How do I go about this without creating an interface call for nearly every function I want to use from the miner's blueprint?
Well, I'm not the right person to answer that, because I have an interface call for every function I want to use. ๐
Haha fair enough... I just don't quite see why this would cause problems, it shouldn't really use the reference to DevMode until I call a function or get a variable from it ๐ค
again, I do think that's where you're wrong. if the reference exists, everything associated with it is always loaded, if the object that references it is in memory (and that can cascade super easily... hence, why soft references and interfaces are made to eliminate that risk)
Oh I think I understand now. So if one were to be crude, if I would replace every reference to this game mode variable with a function that gets the game mode and casts it to my custom game mode, it would not load the asset? (of course this is at the cost of runtime computations to get the game mode and cast it)
I might have been overusing variables to make sure I only have to get things once to keep runtime costs down, so it doesn't have to get the game mode every time it wants to do something...
Like if I just made this a getter function, it doesn't keep the asset loaded in memory forever, but in this case I should use a soft reference
I think we're approaching the limit of my knowledge as well... because the gamemode is always running, and if it has regular references to all managers, then every class involved is always loaded anyway... again, I've avoided (I think) all those headaches by padding nearly everything with interfaces
Yeah, thank you for the help, it has definitely set me in the right direction. I'm just trying to wrap my head around how you are supposed to use references then, the video I'm watching makes it sound like a reference is an instanced version of an object, basically a local copy for that actor, which can't be right... I'm gonna do some more research and digging and see if I can crack this
This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
DISCUSSION THREAD
https://forum...
why is angle working but not the speed
and why is the function not updating the speed var
I'm watching that right now, but unsure how relevant it's gonna be in my implementation as mine is a game with tons of blueprints and they seem to be working with a smaller demo which also has a level... I spawn everything in my game dynamically from a read text file, the map itself is basically empty, which is why I need all those references ๐ If I don't get anywhere I'll be back! ๐
Having an issue with my gun firing animation where my character doesn't fire in the direction the gun was pointing before firing. I've setup the montage layer override to the right arm. But I can't for the life of me work out how to resolve this. Anyone got any ideas?
This image is from a CSV file (ie text file) that I just exported from a DataTable in my game. The blue highlighted column is a soft class reference... if wasn't, the moment this text data is read in the game and parsed by Unreal, ALL CLASSES would instantly load, regardless if they'd ever be used or not (in my case, regardless if that particular monster is ever spawned in game or not).
I'm not sure I understand, doesn't all objects in the game always stay in memory and references just pulls data from where they are in memory?
Also, the way they use soft references seems cumbersome, they load the asset manually when they want to use it, and then cast it, which costs execution time. In my case I could instead technically have an independent function that gets the game mode and casts it instead, since the game mode is accessible from anywhere, and it would do the same for the same execution cost?
And if I'd change all of those, I'd hope that actually helps my issue... would be a pain if I change all this and it turns out not to help
Regular references always stay in memory, yes. Soft references only gets loaded when you tell them to (and garbage collected when you stop using them).
But as I said, if you cast immediately after loading a soft reference class, it kinda defeats the purpose... hence, interfaces... there's a step back you need to take and think about the big picture a bit before it clicks (or at least there was for me). ๐
What I mean is, I'd assume a reference would just reference to the object itself (basically a location in memory) so that it can get the variables when needed, but here it seems to create some humongous reference chain that causes a crash when it just tries to see what's connected to what, which still isn't intuitive...
Yes, I hope it clicks, this is a nightmare issue because it is not entirely clear how to solve it. I'm gonna try removing a few references to the game mode from some classes and see if that leads to being able to open the project without crashing...
But wait, no, I don't see how a soft reference would help. In the video they load a soft reference and cast it to a regular variable, to control when something loads into memory. If I would do the same I'd still have those circular dependencies? Soft references seems great for models and textures to reduce VRAM/RAM usage when running the game, but my project crashes when loading the assets, during startup. Unless I'd not do a variable and instead cast from the soft reference every time I use it...
Maybe your interface method would work better, but it's still hard to figure out what end to start...
Hi everyone, I posted a question with details on reddit regarding ios deployment, rather than posting here and spam the chat, please take a look and help me ๐ญ
https://www.reddit.com/r/unrealengine/comments/pg15gt/ios_deployment_with_free_dev_account/?utm_medium=android_app&utm_source=share
Possibly running into a few 4.27 specific issues. What did you run into?
Damn ๐ฆ got any links to more info / similar reports?
For me sessions aren't even creating properly
Seems like a pretty fatal set of bugs, yeah I can confirm that this happens even not using the Steam Sockets plugin
There doesn't seem to even be an issue listed in unreal issues yet
better report it!
Seems to fail due to this: Warning: STEAM: Failed to initialize game server with Steam!
Maybe it's looking for a dedicated server rather than creating a listen server?
Can anyone tell me why I am getting 2 of my weapons spawn in. One's on the floor the other is in the hand. I'm just trying to replace the static mesh spawn with a actor bp spawn.
Ignore the Actor Spawn exec pin as I forgot to update that in the example of what I'm attempting
Hello, does unreal still have the rotating mesh bug where it does not register collisions for pawns that are not moving? My door seems to be working this way?
I have a door that opens/closes and if you stay just where the door needs to close/open and be still, the mesh clips thru you, all physics are setup and collisions..
Found a fix: putting bInitServerOnClient=true in the Engine.ini under OnlineSubsystemSteam
I too would like to know this
ty mate!
Well actually seems like it's still a bit broken, the sessions created don't appear to be findable and when leaving the session the game crashes due to an assertion
I'll stick with 4.26 for now I think
Looks like there's another warning when creating that session Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call
Which may be why the session isn't working as intended in 4.27
does anyone know why the editor stays in this mode
every time when I go to the cinematic viewport and I go out of it, the translate icons gets messed up and I can't use them any more
For example, the icon which I should click to change between world or object transform mode becomes unresponsive
and the icons change to be like the ones in the cinematic viewport, with the exception of grid icons
does anyone have this problem?
this looks like a bug to me.
Anyone know how I can get my ALS character to have a more accurate line trace. I've had to put a new spring arm and camera in to be able to spawn it as I couldn't work out how to spawn it from the shoulder camera that's already functional. I'm sure there's a better method that what I'm doing here? https://www.youtube.com/watch?v=9K-2bf0-ouU
Hello, has anyone got a good tutorial for procedural generation?
Add an extra 0 or two or 3 to the distance
But that doesn't help with the camera rotation accuracy, it'll just make the line trace further which at the moment isn't a problem
The longer your trace the more accurate it will be at the starting range. Also, use the forward vector of the muzzle, because you want it to shoot from there, right? Also why aren't you simply using GetWorldLocation for the muzzle?
Yeah from the muzzle so I'll increase the distance then and add the forward vector to the muzzle socket location and see how I get on. Any idea how I can get it to shoot at the floor when aiming down as in the video example you can see how the camera rotation isn't working with it too.
does anyone know how to put the character at the ground?
Move them closer in the character BP?
but then thing like crouch dont work
he goes under the terrain
theres no way to just stick him to the group
ground or something
Why does your crouch move the entire mesh downwards?
How does it look when she isnt moved down?
Could it be your root motion?
Hi when I drop 1000 fbx into unreal it asks me Import options every time, can I automate that?
for each file
so I can't bear to click the fbx dialog 1000 times every few minutes
Should be an import all option, no?
I click it, still appear every time for each file
whether Import All or Import, it shows for each file
4.27
yessssss is true lol
how do you return them in blender sorry I remember more slol ^^
@plush yew
tks
but
nothing
...
edit mode?
no is good sorry bro
but i no inderstand because now
^^ is outside i no have wall
why?
wtf
Hey, I have a button in my widget. What is the best way to make the player click it for example 5 times before it actually does something. Do I make a variable and count how many times he pressed it? or is there a node that sends output only after 5 inputs?
thicker the wall each purple side can be?
its possible you show
fast please
because for me is good
ok tks is very eazy omgushhhhhh
sorry for this
or use two sided material/geometry
however, usually you don't add faces where the player shouldn't look from
Game design decision: I'm probably not going to add wallhanging like I wanted to originally,as it probably doesn't add too much value to gameplay, because I have the inclusion of a vault system
For reference,my game is a fps game with advanced movement
Autoclicker
I have a weird question where i dont even know what in particular im looking for but hope you guys know
i want to have classes like mage, warrior, healer you know that kind of thing, but i want animations like idle, walk, run, etc etc to change based on class selected
What would i need to google gooder U:
to figure out how to do particularly that
@drowsy snow if you know the answer to this with your huge brain poke me on snowie or ping me here pls โค๏ธ
Make a enumerator and use a switch on statement
wait that would work
Yep
so i wouldnt need something like multiple animation blueprints
Nope
just enums and switches to swamp out animations based on class?
youre a really a pretty clever villian
Yes,I'm a mad scientist
i cant wait to see your project darling~
You can't be a supervillain without a genius
Thx
So the trick is to use a switch on int node in your anim bp
int node?
Go into the anim bp and type it on
okie um gimme a secx i was just about to go shower x-x
To tell this to the animation blueprint, use a cast node
o.o sure
Take a break while you're at it
that works perfectly~
so to viciously simplify it
Arena fighter
with an open world(if possible)
with an emphasis on advance movement and extreme player expression through race gender, age differences and styles/combat
shhh youre buttering my toast x///x
well i dont want to sell dlc or microtranscations and want to update the game for at least a decade or so
Now put sugar and cinnamon on it
so i cant sell it for free ;-;
Based
Nah I'm one guy
well i grew up playing games on the atari
Id help you a bit
we didnt have internet updates so the ability to forward patch games was revolutionary to me it dawned that infinite possiblities could occur like living breathing constantly updated worlds hell universes if you had enough people but we all see how the industry did with such an incredible ideal
oh about 2 and a half decades
lol
:3
Hm I'm almost 1.8 decades old in that case
nice nice
Birthday in 7 days
That sounded so funny to me lol
about 2 and a half decades
I take it you're very into anime
oh sure i dont mind
Hence the inspiration for your game
ill move to louge after i get back
๐
aren't there animation assets? which you can just swap out for your current class?
i wouldn't clutter all the stuff with switch nodes
That's what I'm explaining to this person
I use only blend nodes in my abp
Cry
Also some graphs
well what i meant is a collection of animations, not the usual animation sequences
ALS has one animation set
yes, but you still have the same running animation, regardless of it blending over a stance like handcuffed/rifle/whatever
anyone know why my skysphere isn't lighting up my world?
i thought it was meant to do the job of the directional light?
how do i make something switch between blueprints
you would have to provide more context^^
anyone knows whats the issue here?
so when i press t it changes blueprints
sO lets say when i press t it switchs from phys gun to a weapon (Pistol)
is that enough
well, it explains what you want to do, without knowing how your setup looks like
i think you should watch some tutorials about what you try to implement
anyone know why this is happening?
every time I press play
these actors I have physics simulated on
it's like theres a small explosion on the bottom of them at the start of the game
no idea why
they most likely are placed in something that they collide with on game start
try to move them a bit upwards, and see if it still happens
also downtown west assets are kinda awful ๐
Tables are totally in the ground a bit :p
mad how you know what assets i'm using lol
i think that's part of the issue although it might not be everything
i spent hours reducing their poly count ๐
so i'll recognize them even in 10 years xD
what were you doing that for?
i've literally spent a week making a map with these assets lol glad to hear they're awful
it's a hate love, i also like their overall visual quality
and you can improve performance within unreal quite a bit with LOD settings and mesh merging once you setup stuff the way you like it
Just wait for Nanite and go for 1 million polys a table
And use complex collisions for it
half this discord is "wait for ue5" and then i use it and the other half is "don't use ue5 bro it's full of bugs rn" lol
he said wait^^
It was a joke too :D
I'm trying to get my pawn sensor to print strings when the player pawn enters and leaves the sensor. But I can only get it to print on entry, I'm using a validate on the sensor but this might be the wrong approach. Anyone got any ideas?
OnEndOverlap ?
Are you using the AI Pawn Sense ?
No idea, these are the only events I'm getting
Try using a collision object rather than
Okay I'll give that a try
it's easier and faster
@prime willow I might have the answer for that.
I did have a Move To attached to my pawn sensor, I did have the pawn sensor "Pawn" output hooked up to it's Target Actor but now using the box collider I don't know what I can connect this to in order to get the character pawn.
other actor
if you want to move to whatever your NPC collided with
however, be aware that using colliders as "sense" will let your NPC see through walls
so what you probably want to do, is add a line trace check in the collision event
Thanks that's helped a lot, I'll look into seeing up the line trace for an AI, do you know of any good guides?
you would just make a linetrace with start vector the NPC actor location, and end target the other actor location
then compare if the hit actor result from the linetrace is the same as your other actor
that's the basic version of it
the advanced version, will trace from the NPC eyes location ๐
however, i would just go with pawn sensing, it's in the engine for some reason
and the reason that there's no end event isn't a big deal imho, perception isn't instant actually there should be something like on target perception updated
the next thing you'll run into is that with colliders it also can see 360ยฐ which is (except for robots maybe) not what a player would expect
so you end up rebuilding the whole AI perception thing which the engine already has built in ๐
maybe you used the old component? IIRC there are two in the engine
when exporting from 3dsmax i always get missing body and hair mats
im exporting baked vray materials
what could cause this
Hey man, you seem to be doing something that I am having an issue with.... receiving shadows.
How do you get the statue to be only half lit by the window?
My objects/actors all seem to take light from a source, but not cast a shadow on anything but themselves.
@dreamy waspare you using raytraced shadows
or regular
make sure both your meshes and your light itself have it on, in details panel search raytrace for both
also if you're using a skylight play with the intensity
That front panel and the plane's nose should be blocking lots of light, but all the red areas are lit like they are by themselves.
The orange area should have a shadow from the seats, but it does not.
That front panel and the plane's nose should be blocking lots of light, but all the red areas are lit like they are by themselves.
The orange area should have a shadow from the seats, but it does not.
I am using spot lights
light this
is this using raytracing
i will help you find a solution but i will need to know what youre using to render
is it lumen, raytracing, or default
default. ITs for VR
I was just trying to get the feeling to be better than the standard full ambient light
add some shadows and such. I looked at some tutorials on line, but they seem to have everything 'just work'.
I had the lights set to stationary, but then I got this warning about too many overlapping lights. I have 4 lights. So I switched to Static.
Light settings are pretty much the default. except I chaged Inderect lighting intesity to 0.5
try checking if the window material or mesh is messing it up
yeah. I can't figure it out. I just brought in a standard cube, and it gets lit by the light, but casts no shadow, on anything but itself.
cast shadow is checked
is there a setting somewhere for 'recieve shadows'?
Any got to know where is the apply button after editing an animation in ue5
Is there an update to 4.27 out? I can never understand how to update the engine in the launcher...
There's a little plus button in the library screen for ue4 on epic games if you press it it will either add a new version of unreal depending on what you are on or if you already have it fully updated then it will add the version before that if you want to use a older version of unreal it's as simple as a click and install
.
Thanks... I had a small "i" icon next to that plus which said there was a new version of the engine out, and then when I clicked the + it only added 4.26 so that's why I was confused
Your welcome and its okay it's just older versions depending on what you have, and since thus version only came out a couple weeks ago thats probably another reason
hello do you know please how to remove the preview on the ground in momde play i can remove it in view port mode in show thank you.
if you mean the text build lighting
hi there, i am still new to unreal and i wanted to make a sky with volumetric clouds. so i painted some clouds using material: M_VolumetricCloud_03_MultipleProfiles and when i opened up that material i had these settings to play with...
after i tweaked them it looked awesome and than unreal crashed lmao
so i tried to replicate the process but when i opened up the details for M_VolumetricCloud_03_MultipleProfiles the details were different
i am trying to fix it for like 2 days now
please help
i need the first details on M_VolumetricCloud_03_MultipleProfiles
does Lumen allow for raytraced shadows and reflections yet
or is raytracing still broken in ue5
it didnt work
i just see my characters head whenever i try to look down
could you show your project Input setting and character BP?
Try to add axis mapping for look up and down as attachment image. If it's not work, continue try to enable "Use pawn control rotation" of character's FollowCamera. I hope this help ๐
ill try
I'm making a devour style horror game, but I don't know how to do the monster's anger and decrease in health when the mouse is close, can anyone help?
it didnt work
who did you tell
Is there a way to replace Actor's DefaultSceneRoot using blueprints? Basically to construct the entire actor via the construction script?
Hello, how do I set a game object's velocity using blueprints?
heyyooo
can someone help me,
i have to make a gate with sequence node,but i dont know how am i suppose to do it correctly
Try making your materials two sided just to be sure that it isn't somehow
Sorry i can't offer much else
Is there by chance a max limitation on emissive objects in UE5?
I'm playing around with creating my own Sun and I didn't quite notice any change in light being casted onto my ground plane or map surfaces.
The light you currently see is just from the "DirectionalLight-test" however if disabled, it all goes dark.
I'm utilizing a sphere for the artificial sun.
Scale size: X: 36999999488.0 | Y: 36999999488.0 | Z: 36999999488.0
Also I have created my own material instance with this as well and tried to tinker around with the emissive options, basically setting it to the utmost max it would go, but still no effect onto my ground surfaces it appears
Is there a reason you aren't using an actual directional light?
I really just wanted to create my own Solar system, starting with the sun, trying to scale everything down in inches.
Starting with the sun obviously ๐
I was hoping there would be some way which I could make the object so outrageously emissive that I could mimic the sun and its effects also within UE
The Sun sits at quite a distance from my starting demo arena, however even if i move it closer, I do not seem to see any lighting added from it
iirc there was something about emissives that they don't really function in this way unfortunately
I was messing about with a spaceship thing at one point and ran into the same issue
Hello, how do I make an AddForce node that pushes an actor in the forward direction?
I'm having an issue with my AI logic. I'm using a collision box to detect the player pawn overlap and basically I'm trying to allow my zombie character to play the scream animation when the player first enters the collision box. Otherwise just play the run animation. Which works fine but the issue is the Move To only works once, after the AI gets to the player it stops moving, but continues the animation. Anyone know how I can fix this so my AI continuously moves to the player if in the collision box (after int scream)? https://youtu.be/W-KJfDojCrM
It's trying to get to the players exact location or within 5uu of it, which it can't do because the player is always there, hence it's always running.
Increase the acceptable radius
Anybody know how to fix thisโฆ I reloaded my project and half of it is gone
Why won't this add the force in the same direction it's facing?
Try add impulse instead ๐
Okay that has helped with the camera bump and a nice space between them for attack animations so thanks for that. But it's still not a continuous run when player is in the collision area: https://youtu.be/5rFspGUti54
I could try using rays instead since im making a fire script ig
I see a couple of things happening there. Let's move to #gameplay-ai
Okay thanks
Needs more jedi power
locomotion
character looks at where the mouse is, (right or left side of screen) so if mouse is at right side of screen, and i walk left, then character will be walking backwards
or 1d blend space
already did that
i added a walk backwards anim
but it wont walk backwards
it just goes backwards with the walk forward anim
ok
I noticed youve been asking this for days
and i may have an idea that works
youll need offset aiming animations
yeah, i already managed to make playe3r look at mouse
oh okie x3
now i need to make it walk backwards
well
when mouse is in front of player
is there an imput to walk backwards?
wait
you mean backwards like moon walk
or turn around and walk in reverse
facing the other way
like moon walk
oh
and i added the BWalk in the 1d blendspace
with walking in verse
seperating it from the other blend space
o-o
so > does forward blend space
i`v set a max of 400 for running speed and a minimun of -400
and < does backwards blend space
you can even use root motion animations
to ensure you are forcefully walking bckwards
root motion will force a direction so maybe thats what you need o-o
yep it is enabled but still wont work
thing is
im in a side scroller
and the initial side scroller example
o-o
makes you turn around when walking backwards
oh..
i'm sorry ;-;
Good morning ! ๐
I have a problem with my 3D Widget. In fact when I put it in my actor and that I change its Draw Size by 1920x1080 everything goes well, the Interaction Widget detects the button well but when I change the size of the 3D Widget by 0.2, 0.2, 0.2 (1, 1, 1 at the beginning), my Interaction Widget no longer wants to detect the button, suddenly it no longer works ...
If someone has an idea ?
mm
there is a thing in blueprints
when you scroll the screen away
mouse wont detect the node`s little circle to unite it to another
maybe tyou are makint it too small
to be detected
0.2 its far from 1
maybe you can expand the panoramix view of your screen
and put the widget a 0.5
and make it look as if its smaller
finally it's not a scale problem but in fact, I put my 3D wIDGET in a static mesh and I don't know why, the interaction widget doesn't work when the button is in the static mesh
Ah but in fact I realized that it already shows me a Widget so the button does not work x)
Hey guys, I'm trying to apply materials to my model, but I noticed these weird textures on both sides of the model
Is there a way to get rid of them?
Any help would be appreciated
does the walk backwards has anything to do with this bp?
Maybe it's the light that has this effect, try to put your static mesh in the shade and see if it's the same ?
i think you might have to go to blender, or
change the textures in the material
maybe its a "mirror effect texture" that reacts to light
I've tried different materials and the weird spot is still there
I could post a screen shot from blender if you want though
Although there isn't anything odd with the subdivision
Oh also fyi, the material I'm using is part of the automotive texture pack from the store
mm
can you take every texture out? so its completely gray?
in ue4
so check then if that still shows
Is there more than one face under those faces?
Like this?
And as far as the faces goes, there probably shouldn't be more
Strange, doesn't seem to show up in blender
maybe because ue4 has a sun
try moving the sun
to see if the truck its affected by that
(i need help with this) im trying to make my side scroller player walk backwards
the player faces and follows the mouse
so if mouse its at right side of player, i i press A then i will still face right and walk left
but when i do that the walk forward animations triggers
not the backward animation that i already added in the 1d blendspace
Sadly it's still here
my recommendation would be to move on from that just for a while
and keep doing your project
and not get stuck
you can go back an try to change that later
That's fair, I'm gonna see if the other parts are like this too
I've lowered the subdivision down to 4
But I don't really see anything that's off in this
Yea when I imported the model from blender to ue4 at first it was on a lower subdiv count
But I thought it didn't look very good because of how blocky everything was
I will try importing it again
What subdiv count do you recommend?
Can't seem to find the check box for remove degenerates
i know this might sound silly
but i want to start making my own animations for my games models
flubb daa weeet shooosh]
nuu shhh xD
though i agree
that is silly
but i guess my question is idk where or how to start x-x
Oh haha silly me
sure that can work if you know how to set up rigging etc
well my model is already rigged i think and in engine i can move with him and everything o-o
do i need to re rig him in blender?
Try it and see? Cascadeur is a cool bit of animation software. Might not be to your taste but it's something to look into.
There is also this addon for Blender https://www.blendernation.com/2021/09/05/free-download-advanced-rigging-for-any-armature/
o-o
oh i get it
you have to rig them again after exporting
makes sense
ok thanksies
wait wait
if i use a low L0d for the model can i still use those animations on my model with higher l0ds?
anyone tried core?
My notes when trying different phase methods cuz ya
Good morning ! When I press a button to spawn an actor (inside there is a widget), the widget doesn't work. Except if I drag the actor into the world and run, the widget works. How to solve the problem
Turns out its due the instanced stereo due a bug in the engine
hey i have a question
idk how to explain
but i want a a texture on a plane that changes depending from the angle the player looks
Support the stream: https://streamlabs.com/daddyezee
Cutting Edge Gamer
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this is what i mean
you actually want a rendering texture aligned to the screen
it don't change with the actor
kinda yeah i don't know how to explain sorry
i want what you see in the video
but i have no idea how to search it up on youtube
screen space aligned material
Project File is the following,
https://www.dropbox.com/s/oygxgrbdl71z1s0/Difference_Space_UV.zip?dl=0
(UE4.25 Preview5)
also just a coincidence for you @regal totem https://twitter.com/JKashaar/status/1047979071609757702
Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :D
With a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version.
Material graph in the replies!
#realtimevfx #gamedev #gameart https://t.co/aWrnRnoeCN
172
713
omg thank you so so much
I created a test lake. Everything physical like cubes etc submerged but the character walks on top of the water. How can I fix that?
guys
how do i walk backwards in my sid scroller
my player points at the direction the mouse is, wether left or right
so if mouse is in right side of character, then A is backward
thing is, i added a backward anim to the 1d blendspace
but when i press A the forward walk anim triggers
not the wbakcwards
guys, i need advise. Im working on dungeon crawler and im wondering if i should make it in first person or third person. suggestions.
Hey all! I have a question. Unreal tells me it needs to recompile my project but it gives an error that Windows SDK is not installed. But it is installed ๐ Anyone had this problem before?
Hm. Maybe I installed the wrong one too? ._.
Which one is the proper one that's the true question ๐
had the same question, which is why i decidedto google how to setup visual studio for unreal engine
Hey I'm in need to use data table for my project to handle items, but I'm using for exemple an actor for a magazine, but obviously you got like 3 times the same magazine so, same actor,same mesh but how to store different data and assign specific data to each type of the same actor
Hello guys my engine crashes without any error
[2021.09.05-18.03.03:446][824]LogOutputDevice: Warning:
Script Stack (0 frames):
i found this in log
but nothing else im using Playfab for login when i login for first time its working normally but when i close try to login again it is crashing when i press the "login" button
What save game extension/method are people using? I'm using the free Save Extension right now but it doesn't load my actors on the right position. So does anybody know a good free alternative?
Make your own
use the SaveGame blueprint classes
Can somone help me? I have a character with animations, but I want to change the mesh without redoing all of the animations, is this possible?
Retargeting
This doesnt work
or I am doing it wrong
how can I correctly retarget?
Look up a tutorial, not the easiest thing to explain, but you gotta say to it that this bone matches this other if you have different skeletons
This is assuming they have similar skeletons if not almost the exact same layout
Thanks @lucid beacon Will give that a try.
I am changing it from the normal UE4 Mannaquin to the adventure character
no problem :) hope I could help
I'm also making my own. I think it's highly suggested commonly!
So.. for some weird ass reason.. I have duplicates of like.. very big assembles of meshes in my project inside my map.
Do you guys know of any way to handle that?
Other than just going through and like.. manually checking and deleting as I go?
Why not both
Hold Ctrl and click to select multiple objects at once
is there a support channel? i cant see to find it but if there is one i'll post my need for help there lol
While I thank you for pitching in I'm not sure how that solves anything? It's completely random if it grabs a duplicate or not because they occupy the same space. And not all of them are duplicates.
I did it and it said it failed to merge skeletons
Why won't this make the sphere go into the direction I'm facing?
we cant see the rest
not sure
How can I use animations on a different character?
Without redoing animbp
is this the wrong server for help ABOUT ue4 games?
no?
oh lol i just see a lot of people talking about ue4 software, so i just didnt know where i was meant to ask for help
ok think i know a fix for my problem
anyone have any clues on how to fix this then? literally happens every time i try to run a ue4 game
nvm
any suggestions would be appreciate it
Hey! How can I get this to work? When I change my mesh it wont use the anims, even when changing the bp
It works in the 2nd photo but not the 1st
I already retargeted
please give a brief explanation.
reset what by default?
tks its ok now
so now i have problem for the wall
need colision but ?
how do i do it?
Any way to change UE5's transform axises to something normal?
I'm getting bugged to hell and beyond that the z axis in UE5 is the height
its ok lol so only question please
can copy paste the collision boxes or force to create each time once?
while importing file.uasset file the engine is failed with an error saying file.uasset is too old
the .uasset was created by an old version of the engine or mine is corrupted?
why can't i import a simple door someone can help me thanks?
in what format your door asset?
ok it is an .fbx file
yes
what is the error in the engine?
you need to import it as skeletal mesh and then set the textures and then create a static mesh from it and use anywhere you want
I don't see any texture for your materials
let me check it
btw opinions on this?
Hey, I have a button in my widget. What is the best way to make the player click it for example 5 times before it actually does something. Do I make a variable and count how many times he pressed it? or is there a node that sends output only after 5 inputs?
tks bro
Hey, I just saw that data tables are read only ? is it true ? ^^
explain your problem
#ue5-general to this message you will get better info on ue5 in there also ue5 is still being developed so bugs will be everywhere its best to just use ue4 untill ue5 is fully out unless you dont mind the bugs that have no real fix. late reply but i saw no one replied so
this is just your uvs also you will need to add a opaque or whatever its called if you want that background to go away, its best to use a cylinder not a cube for it as well
man this is not mine, I am trying to help T-800
just that I had not seen that the pivot was not placed above smdr on the other hand
if you can explain to me how to animate this pretty door that would be cool sltp lol
I can create a vid turorial for you
Looks like there's no freebies this month?
you have blender intalled?
you need to animate the door in blender and create animation
then you create the fbx file in blender and import into ue4
BP?
maybe
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this?
yes as you want
cool
you can also use blender for more powerful results
unreal is not perfect for creating animations
do it in blender and import in unreal
why did he tell me that it is better to go?
ask him lol
is there a drawback in using DLSS? it's so great for frame rate
aside from AMD compatibility
good ok let's admit that I succeeded in importing the door I have to annimate it on blender and after that I do what for what function on unreal?
so i need problรฉme please bro
the door when I open it it turns on itself instead of turning in mode
normal do you see what I'm talking about?
please bro
no is possible stream?
With bugger I meant annoyed, Iโm not experiencing any issues with ue5 that isnโt just ue in a general
Does anyone here have any experience with freezing time using time dilation. It kinda does the job for me, except that if I touch any physics objects, they will be sent flying after unfreezing time.
My freezing time is basically setting time dilation to 0.0001 and changing the custom time dilation on my character so I can move around.
Does anyone have any ideas how I could fix this issue? Or an alternative way to freeze time and allow me to move around?
Hey I have a question, so is it possible to change the default sedan vehicle to another model that you made/bought ?
oh okay ha man your lucky when i used ue5 i ran into bug after bug
Anyone ever have an issue where your project uses the incorrect GameInstance when packaged but works fine in editor and standalone?
hey guys
how do i walk forward in a 2d side scroller
my player points towards the position of the mouse in thscreen
so if mouse is at right side of player
then A its backward
but when i press A, the walk forward ani triggers
and goes backwards while playing forward anim
i added backward anim in the 1d blendspace already
No idea, I've only ever used UE for 3D projects
mm
what do you mean
i got the default movement bp
for sidescroller
which its this
Axis returns 1,0 or -1 dependimg if your pressing A or D
so Axis