#ue4-general

1 messages · Page 1061 of 1

dense wren
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and in my blends pace

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i`v set 400 maximum for run

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and -400

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to run backward

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like this

clear light
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Does the movement itself work fine, regardless of anim

dense wren
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yes it does

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i placed the mouse on the walk backward anim

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which its in the -400

clear light
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Try to debug log the speed variable in the tick of anim bp

dense wren
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how

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im kind of a begginer

clear light
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Your setting it in the anim blueprint right

dense wren
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yes

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in the blendspace

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inside idle

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thats where i placed the walk backward

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i changed nothing else

clear light
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Yes but that blendspace needs to get the actors speed

dense wren
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right

clear light
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Through the anim blueprint

dense wren
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right

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so you mean i should set a maximum and minimum speed

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in

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the animbp?

clear light
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Yes debug log that just to see what the value is being set to

dense wren
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how do i do that

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you mean print string?

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ohh

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so the value for both sies

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sides

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its positive

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if i go left

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its same as right

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i printed string

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and wether i go left or right

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it shows as 600

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positive

clear light
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Yeah so thats not gonna work

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Since the velocity is always positive

dense wren
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okay

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so

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what can i do?

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i did this so that player points where the mouse is

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i need to some how

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let the game know that

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whenever mouse is right, then left is minus

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and whenever mouse is left

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then right is minus

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how do i?

gaunt abyss
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If you want to get a velocity in a specific direction use a dot product
Forward speed for example, get the actor forward vector, get the velocity and do a dot product with the 2

dense wren
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from speedin the animbp?

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or in character vp

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bp

gaunt abyss
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From anywhere, doesn't matter
Anim BP is fine too

dense wren
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but the front side of my character

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is based on the position of the mouse

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it changes every time

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wether the mouse is left or right

gaunt abyss
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If your character always rotates towards the mouse position then you'll always be getting positive velocity

dense wren
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right so i need to make it so that minus velocity comes in play at the oposite of mouse position

gaunt abyss
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Oh I missed the part where you said it's 2D

Just do a dot product with the velocity and whatever axis is forward/right for your sidescroller

dense wren
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dot product out of the blue?

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oh velocity

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missed that too

dense wren
gaunt abyss
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Sec, have to open up UE

dense wren
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yes

sterile pumice
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If anyone's not too busy I'm still having issues with my build. UE builds using the wrong gameinstance class, it's set correctly in the project settings and I've tried a few different build configurations at this point

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at a loss unfortunately, It may have something to do with he fact that I reorganized my project?

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If so, I'm not sure how i'd go about making sure it has the right paths for everything

dense wren
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nice thanks

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a lot

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lol

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it worked

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but

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when i go backward

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it goes the anim forward

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and forward plays the backward anim

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should i change the anims in the blendspace?

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run forward to minus

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and backward to +

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?

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or it would mess some other stuff?

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mmm it is a mess, becasue now left is always backwards and right is forward

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it doesnt change on the mouse position

sterile pumice
dense wren
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you use c++?

sterile pumice
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DefaultEngine.ini failed to update the new location for the GameInstance, but did fine for GameMode

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Sometimes, not a lot

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that's just one of the config files for the engine

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Anyway, yeah. I edited the path to reflect where the blueprint actually was and now it builds correctly. If there is a way to fix the paths from inside the engine, or prevent the problem in general, that would be peachy

cold bridge
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any way for Landmass CustomBrush_MaterialOnly to ignore certain planes? Say I have a house and I don't want the landscape to get thwarted into the house

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can I somehow define that?

dense wren
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maybe in collision settings?

cold bridge
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doesn't seem to make the mesh go and fit, I'd guess it'll take something more complex than that. maybe best to fit my landscape needs by myself, as in design the world around it

dense wren
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idk much about this

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but i would say maybe you can select a certain part of the terrain

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and throught blueprint

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some how set it to a collisionable area

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idk just saying

cold bridge
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this brush affect the entire terrain and there dont seem to be some way to limit this noise to a certain area, or the other way around, limiting it from doing the same

dense wren
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maybe set a terrain appart from your base terrain

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like a ground over the terrain

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a plain i mean

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a plain only for the house

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so everything around gets painted but that specific plane

cold bridge
dense wren
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yw let me know if it worked

silver basin
plush yew
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I am new in the game I wanted to know if it is better to animate a door under blender direction unreal in this case how to make it open an unreal .... or direct on unreal ?? Thank you

slow musk
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I'm having troubles with some really dark scenes in UE 4.26 I'm developing for VR but the levels are basic so I'm not having issues with frames etc. But the issues I'm having is that I can even add a giant ass point light in the middle of the scene with giant ass radius and intensity trying to light the whole level. Problem is, the map continues to be darkened. Anyway to just make it be equally lit? Feel free to @ me if you have some solutions.

silver oar
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@plush yew @dense wren Thanks for the help, figured out the problem. Turns I just had to scale the model down lol

neon bough
pulsar onyx
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i have a drone that follows me, i need him to shoot the player on a key press, can i not do a linetrace between the drone and the player and use that to show the projectile?

slow musk
# neon bough check the (auto) exposure settings of your post process volume

Yeah not really fixing my deal, I'm using basically a single skylight to illuminate the scene currently. I'm basically just wanting the whole thing to be same illumination levels as if the original mesh freely let light pass through it. (Currently both skylight and the mesh are set up to not cast shadows.)

whole glacier
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Hi , i am using Ultra dynamic sky and the issue i am currently having is the day / night cycle is lighting the interiors of caves. I noticed the post process volume does not seem to block , i think the skylight. Does anyone know of a way to keep cave interiors (or say other underground rooms) , from allowing the light in? thanks

plush yew
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could I get help with a texture issue real quick?

surreal eagle
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alright

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i need to make a full custom animation for my project

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do i do this

hallow citrus
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helloo i am trying to make my particles fade out transparency

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how would i do this in the material? should I change the blend mode? i still want to keep my masks and stuff

plush yew
naive burrow
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Welp Unreal Engine just corrupted my project and there's no way for me to import some of the assets from my other project to a new

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✨ great software ✨

plush yew
plush yew
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Check the DRAW AS

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Boarder means a boarder

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thats a button my friend

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and?

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its not a border

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a border

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same in UE4 draw as BORDER

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seems buggy

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a border isnt a button tho

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damned

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it is

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the border you can grab from the panel its the top one you can put it button onto it

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idk why i have to explain you what a draweing or a border is i asked fomr someone who has any idea how to fix it

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not like arguing with you sry

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but that there is a animated button that i would prefer doing in C++ blueprints for it may be more complex and weird

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what i saw in the image tho didnt really have anything to do with the border only a button with a text onto it

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so i did what you said how to fix it and it was as simple as just clicking the arrow

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i did not need a undo

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so you want that text texture there?

regal mulch
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If I understand them correctly they marked the image of the Button to draw as Border (which has nothing to do with the widget that is also called Border) and that looks kinda broken

plush yew
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+1

regal mulch
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But I don't think I ever marked button texture to draw as Border

plush yew
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i dont use any texture lol

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border has no textures it has lines

regal mulch
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Yeah okay

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But keep in mind that UE4 and css is not the same

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Whatever epic labels as Border on that things doesn't mean the same as css

placid jasper
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can anyone recommend a good tutorial/series for ue4 c++? I already know c++, so it doesnt have to be extremely basic

regal mulch
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You might need a texture to go with the setting

wary wave
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IIRC you need multiple textures, but it's been a long time since I've touched it

regal mulch
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Sounds like that thing with a 9 in it

wary wave
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I suspect if you don't supply it with a texture it falls back to some default, and then goes nuts on trying to use it as an atlas or something

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but yeah, a 9 sliced image like this makes sense:
https://forums.unrealengine.com/t/9-slice-scaling-umg-image/123231

regal mulch
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9 slice ha

dim arch
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anyone know why when I press K to save properties, it will reset then I exit PIE

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there is no construction script or other code modifying the object

surreal eagle
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hey yall
how do i make animations

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i need a few custom ones made

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please tis is important

plush yew
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Hello everyone I wanted to know from you that it is more interesting to use an animation for a door for unreal from blender or have done it directly on unreal I got the version thank you

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Please

regal mulch
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Hm, nothing in the log that I can see

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But your file path has multiple whitespaces in it

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And even a dot

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Which I would try to get rid of first

digital tide
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hi

plush yew
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hi

wet schooner
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Hey does anyone know whether there's an easier way to migrate? Like they tell you to only put it in content

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but this means in order to have a good file structure you need to move things into folders

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which takes forever with unreal

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should i just accept this taking forever or is there a better method?

knotty hollow
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I have a landscape material that's giving me questionable results and I'm pretty sure I have this hooked up incorrectly, I'm trying to adjust my roughness/AO/specular using scalar params and the only thing that makes a difference is the specular, did I do something wrong?

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I packed the rough ao and spec into one texture using the substance designer workflow

digital tide
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unreal engine only supports c++ right?

plush yew
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@buoyant granite stream

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help

plush yew
digital tide
plush yew
cyan bronze
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This is PPSH model but different textures. Am i able to use this in a game that costs money. Also will change the name ofc

plush yew
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^^

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i like the carbon material

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^^

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good weapons

digital tide
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Hey, I am very new to Unreal Engine. So when i finish making the model of my gun in Blender. How do i make it very reflective in Unreal Engine? I made a magnum 44 pistol and i dont know how to add reflection and texture to make it look real

cyan bronze
cyan bronze
digital tide
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oh ok thank you so much

cyan bronze
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into image file

digital tide
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and one more question is blender or unreal engine better for making terrain?

cyan bronze
cyan bronze
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np

craggy sierra
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hey, i have a problem with widget component, world type, i have it about 50cm before camera, attached to player, and sometimes when i rotate really fast the widget dissappears (rather visibility is changed to hidden and then visible again, not like its out of screen)

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anyone know a solution?

brittle plume
loud sky
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im quite new to character stuff... i found a character online but its not rigged. is there a way for me to assign it to ue4_skeletton (default one idk what its exactly called)

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i tried to import it and assign it to that skel but then it said smth about merging bones and errors

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wanted to implement this

drowsy snow
loud sky
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Rude?

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I'm using blender

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I wasn't sure where to start and I'm not well versed with either blender or character modelling, should I be looking into that first? Cuz I already have my animations using advanced locomotion system v4 on ue4 so I just needed a mesh and didn't wanna spend time learning blender... Of that's possible

regal path
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Hello I have a crash with virtual texture

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When I open the mesh with material and some virtual texture I got this crash```
UE4Editor_Renderer!FVirtualTextureSystem::GatherRequestsTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureSystem.cpp:1455]
UE4Editor_Renderer!FVirtualTextureSystem::GatherRequests() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureSystem.cpp:1241]
UE4Editor_Renderer!FVirtualTextureSystem::Update() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\VT\VirtualTextureSystem.cpp:1145]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1467]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3619]
UE4Editor_Renderer!<lambda_ead3a0042dfdf5af6dd902d9545231b0>::operator()() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3889]
UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::35'::FDrawSceneCommandName,<lambda_ead3a0042dfdf5af6dd902d9545231b0> >::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::35'::FDrawSceneCommandName,<lambda_ead3a0042dfdf5af6dd902d9545231b0> > >::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_RenderCore!RenderingThreadMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

autumn grail
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Hello , i want to drag an inventory slot from the character's bag to the character sheet

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i don't know why it won't work

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this is the On drag over overriden function of the inventory slot

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If i want to drag and drop from bag to bag it works , but not from bag to sheet

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Is there something specific to do for drag and drop from a widget to another

whole glacier
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Hi , i am using Ultra dynamic sky and the issue i am currently having is the day / night cycle is lighting the interiors of caves. I noticed the post process volume does not seem to block , i think the skylight. Does anyone know of a way to keep cave interiors (or say other underground rooms) , from allowing the light in? thanks

wary wave
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you can't 'block' a skylight, because they are ambient with no location or direction

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you could use lighting channels to ignore it outright

wet schooner
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Since you're using ultra dynamic sky you could do a few things from my limited knowledge

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turns it into night quickly when you enter a cave therefore making it dark lol

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exclusively use the sun light which afaik is a directional light and therefore will not light up your cave

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for the first method they added a way to transition between different weather and lighting conditions with a spline based bp

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you can use this tool and set a transition over your cave maybe depending on how your level is set up but if your level isn't set up for that well then you'll have to change the value manually using a triggerbox for example

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plus you don't have to use night

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you could just turn off the skylight when you enter the triggerbox

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maybe even find a way to make it smooth like with a timeline who knows

whole glacier
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@wary waveThing is the skylight don't have any lighting channels . you mean , some other way?

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@wet schooner yea i saw some stuff like this , thinking about it.

untold arrow
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Anyone in here, who can help out with a Level Streaming problem, I cannot seem to track down? 🙂

tight raptor
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How can I get an async light flicker/fade for the same light used multiple times in the scene ?
I have a scene with multiple torches, which are all the same blueprint. I tried around some stuff but I could not figure out how to set this up

golden fossil
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@everyone I am starting a patreon page and I will be providing exclusive unreal engine resources for just 10 dollars in whch you will have access for a whole month. So, I just a small reveiw that is there anyone who will like to buy it. some of the resources will be some worlds, characters , plugins etc

plush yew
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hi

signal pewter
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quick question, which section of this discord can i ask questions about collision and camera and the player etc

plush yew
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im having this problem when i try to create a C++ project

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only problem is that i installed .NET Framework SDK version 4.8 and it still doesn't work

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is there an appropriate channel to discuss this issue, though?

signal pewter
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post it in there #cpp @plush yew

plush yew
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ok

tardy birch
#

Has anyone worked with the "Set color vision deficiency type" function before?
It's working, it even changes the colors of the editor outside the game window.

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However, when loading a new map, the editor crashes with the following error line: "Assertion failed: IsInsideRenderPass() [File:d:\build++ue4\sync\engine\source\runtime\rhi\public\RHICommandList.h] [Line: 2856]"

zenith anchor
#

Hello, is it possible to add empty text rows in the data table description text? I'm pulling the descriptions into a widget but I need to separate the paragraphs and I can't seem to be able do that.

sick slate
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nvm the samples just a test, but how can i render the hair after the translucency?

untold arrow
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Does anyone know if this has changed?

wary wave
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I believe it has changed to more or less what has been described

ebon marlin
#

Anyone know why my editor fails to launch with forward rendering enabled?
Oh it might actually be a terribly long shader compilation sequence with absolutely no indicator that that's happening on the editor splash screen. Nice.

hidden tendon
#

For some reason I can't login to the launcher, Error Code: EC-BI-LS-3... does anyone know what this means?

dense wren
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copy paste the error code in google

hidden tendon
dense wren
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it says changing your dns adress

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try connecting with a pvn

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then disconnecting it if it works

hidden tendon
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Hmmm, never had to do that before but let me try running it as an admin.

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Maybe my permissions are screwed up somehow.

dense wren
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try disabling firewalls

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and stuff..

hidden tendon
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Should already be off but let me check, Windows somehow updates itself even with updates off and weird crap happens sometimes.

dense wren
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in my case, firewalls always automatically enable after a period of time

hidden tendon
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Yep, defender turned the firewall on.

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Fingers crossed.

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I'm in.... thanks so much man. Much appreciated!

dense wren
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you are welcome

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glad you fixed it

bold fractal
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Hello folks, UE4.27 has a feature called "Unreal Engine as a Library". I could not find any further documentation on how to use it. Has anyone tried using it to or knows and can help me out please?

dense wren
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still, it should be in even with firewall on

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so try to enable and see if it logs you off..

humble sentinel
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Running low on disk space and i'm wondering if i can delete AppData\Local\UnrealEngine\DerivedDataCache

dense wren
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i changed the whole epic games location from c(which was low on space) to D

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and i freed 20 gb

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then the launcher fixes the rest for you

robust marten
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Super noob question that kind of gets asked all the time... I need to cast to an actor that ISN'T the player character, but, what would I use to input into the Object pin?

dense wren
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why cant i find the blueprints channel??!?!?

humble sentinel
dense wren
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or object reference

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thanks guys

untold arrow
robust marten
wary wave
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I don't think there is any such setting. I believe it's using the pawn, or more likely, a player controller

dense wren
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or something

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?

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i mean, besides the player.. so you are trying to cast an object

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right?

robust marten
dense wren
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you are trying to cast it in a node?

robust marten
dense wren
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you can do

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variable> type actor>object reference

robust marten
dense wren
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mm

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let me think

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maybe

robust marten
# dense wren mm

BTW Love the profile pic, I recognize jason from FC3 anywhere lol

dense wren
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you can add static mesh

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as component

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haha thank

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always loved fc3

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add static mesh as component and set it

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you then dont even have to add the variable

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just drag the static mesh you added as component

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or you can do the blueprinting into the actor

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your object

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you set the variable

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and connect the static mesh

robust marten
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FC3 is my second favorite game. Anyway! I'm actually trying to call the variable inside a widget so I cant add a static mesh

dense wren
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so you cast it in your player blueprint

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oh, i havent got into widgets

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but

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there are many tutorials

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on widget

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inventory tutorials you might search

vale grove
#

There is no free of the month asset this month?

wary wave
#

it's not tuesday yet

torn pilot
#

anyone know how to backtrack "Unable to instantiate module 'UnrealEd':"? i know its trying to use an editor function for release build. But there is no stack trace, so im not rly sure what to look for. Anyone encountered that already? google is not rly helping

deep swallow
#

@wary wave Just wanted to say thank you for your help figuring out my problem. I tried reducing the size map of assets by feeding function calls to higher levels of the hierarchy using interfaces and it works without crashing now!

@glacial pecan Your method of using interfaces to communicate with the game mode works great, just had a question: Would you recommend I create one interface for each aspect of the game much like the managers I am using (i.e. one interface that handles functions for player-controlled units, one for vehicles, one that handles data about the level etc) or one giant interface that is basically just a middleman of every function in the game that I want to interact with the game mode? (i.e. hundreds or maybe even thousands of them) Where will I run into issues if I don't watch out?

3000+ Rock Raiders fans thank you both 😄

naive dune
dense wren
#

i need help
with
a side scroller
i was helped to do some coding in order to make player look towards where the direction of the mouse is (right or left) so if mouse is right, then left is backward, and if mouse is left then, right will be backward
thing is
in my game, left is always backwards and right always forwards
that doesnt change in base to the mouse position in screen

torn pilot
dense wren
neon magnet
#

Hey guys, I've been trying to change the first person character BP's default FOV but no matter which tutorial I try, including from answers.unrealengine.com, they don't work
changing the fov of the camera directly doesn't do anything either

steep timber
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hi i want a enemy to spawn if the player walks into the trigger (collision Box) but it just doesnt spawn the event is a function of a Blueprint Interface

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this is the trigger

dense wren
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idk anything about that, but you are casting that to the third player

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shouldnt the player cast that into the map?

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idk just saying

steep timber
#

but i have to cast to character cause he is the one that has to overlap with the trigger or not ?

dense wren
#

or try overlapped component

torn pilot
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i dont use any plugins, i also removed ALL source code

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still same error

dense wren
glacial pecan
dense wren
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how do i add a code so that player knows thatif mouse is in right side then the oposite side is backwards

deep swallow
stable kettle
#

Hello, i have a problem on UE 4.27 which chat channel is for me ? 😄

dense wren
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its pretty much the same

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this channel works

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i guess

stable kettle
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Okay, thanks @dense wren ,
After few minutes while using UE 4.27 dropdown menus is bugged. When i try the click, they are immediately closes, i need reopen the UE for fix. How can i fix this problem perma

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Editor downloaded from Epic Launcher

torn pilot
#

that could happen if your code constantly tries to replace the component you"r trying to edit, uncheck runtime in the upper left area of the editor viewport

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and see if it still happens

stable kettle
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Using BP, all editor dropdowns is broken not only BP components

torn pilot
#

try a new project

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see if it happens there

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if not, propably something in what you have done, most likely

stable kettle
#

Yep, still same, i tried

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Empty project or example projects are same

torn pilot
#

then idk, write the support i guess, maybe be hardware configuration

stable kettle
#

i 'll remove Megascans plugin, maybe i guess

torn pilot
#

i said empty 😄

stable kettle
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😄

torn pilot
#

oh no i didnt, i meant an empty project

stable kettle
#

Okay i will try

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And how can i disable Steam VR, each time when i try the open UE, its popup ?

torn pilot
stable kettle
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😄 lmao, i tried but not working, UE tried reopen :/

torn pilot
#

¯_(ツ)_/¯

dense wren
torn pilot
#

2 times

dense wren
#

over, and over

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1 and 2

torn pilot
#

what is your problem exactly?

dense wren
#

when you are literally askon too

torn pilot
#

yes, i googled extensively, coulnt find an answer

dense wren
#

asking

torn pilot
#

6 hrs now

dense wren
#

and what if he googled too?

torn pilot
#

that was more a way to means that i cant halp him beyond doing that for him, relax

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dont fight other peoples non existent battles please

stable kettle
#

Dude, i can google and i googled before. This is why ask here.

torn pilot
#

sorry if it came akross offensive, didnt mean it. lets move on

dense wren
#

¯_(ツ)_/¯

light crag
#

anyone know how to check the engine version of a .uasset file?

fading lake
#

anyone has an idea what's going on? I cannot select any asset from dropdowns, I cant select a default map in projet settings and set the actor through the object reference variable

rough jasper
#

ayooo

#

where the help channel

#

my engine broke lol

#

i cant import any meshes from outside the marketplace

steel leaf
#

Have you tried reinstalling the engine ?

rough jasper
#

it makes them without a material

rough jasper
steel leaf
#

or verifying local files ?

rough jasper
#

:)

steel leaf
#

Hope it works 👌

rough jasper
#

yeah... uhmmm

steel leaf
#

uh

rough jasper
#

just deleted the whole tutorial folder

#

will re-verify

steel leaf
#

You tried that right ?

#

it should be "verify" for you

rough jasper
#

ohhh

#

i clicked

steel leaf
#

ohh I see

#

didn't know this was a thing lol

#

Am I the only one having the "auto" key interpolation not working and giving me a similar result as "linear" ? I think it's since 4.27 but I'm not sure

regal mulch
#

Auto probably needs 3 keys

limber pebble
#

Idk if this is something I have to fix in ue4 or my pc, but for some reason some models that I import to unreal are glitched and transparent in some places like they weren't rendered correctly or something. Can anyone help?

fair sundial
#

Anyone know any good ways to get started in level design with unreal. I've used source but want to move to unreal

rough jasper
#

any1 have a free sword model for 4.27

#

or know where i can get one

#

my fbx's wont import properly because it only gives me the mesh, without materials

grim ore
#

@limber pebbleif you can see thru a model where you do not want to, then your normals are flipped on that side of the mesh. If its a single plane that needs to be visible on both sides you need to turn on two sided in the material properties for both sides to render

fair sundial
#

Danke

steel leaf
dense wren
#

hi guys

light crag
rough jasper
#

wow... that seperates UE from the world

slim sun
#

So i have been working a little bit on making an fps
and can not quite get the hands to move,
any suggestions?
Im quite new as well

drowsy snow
drowsy snow
drowsy snow
slim sun
#

Oh wow, i haerd about IK but thought their use is really situational and did not think it goes into idling as well.
Much thanks

exotic cairn
#

is there a grid pixel size console command equivalent for volumetric clouds?

#

to increase the "resolution" per se

rough jasper
#

as well as gltf

worn frost
#

Trying to figure out why my trim sheet is working in some places but not others. It was working fine, the walls of this crate are reading correctly. I have a single static mesh on the top and it's coming in dark.

#

I just read above that FBX is bad at importing materials to Unreal, so should I use OBJ or remove the materials somehow?

#

The material above is applied to the static mesh.

drowsy snow
drowsy snow
dense wren
#

hi guys

#

how do i orient my player`s movement depending on my mouse location in screen?

#

in side scroller

#

my player always faces mouse

#

so if the mouse is in the right side of the player, that would mean the left is backward

#

and if the mouse is in the left side, then right is backward

drowsy snow
# rough jasper bro

But creating a quick material on your own in UE4 won't hurt 🤷
At least 30 seconds to get simple Texture Samplers and hooking the outputs accordingly.

stable kettle
#

I try blueprint network tutorial but i cant create a lobby, when i checkl the logs it says "STEAM: Failed to initialize game server with Steam!" im using SteamDevId=480

dense wren
#

if in my input settings, for movement, by default A is -1 and D is 1

limber pebble
rough jasper
dense wren
drowsy snow
worn frost
static warren
#

Also in the vein of movement, how can i add a float track to a timeline?

limber pebble
worn frost
static warren
#

I'm trying to do something that gradually slows player movement speed

rough jasper
rough jasper
#

yes but adding it wouldnt hurt right?

#

i would just be able to add more

drowsy snow
#

It'll hurt.

rough jasper
#

kk

#

gotcha

dense wren
#

😃

drowsy snow
#

Again, impractical for games, due to how it works, kiddo.

rough jasper
#

thanks

dense wren
#

im having lots of trouble can i get help? please 😦

drowsy snow
#

I have used Datasmith for actual corpo uses, so I know many of its merits for game uses.

worn frost
#

@solemn sparrow

stuck linden
#

does anyone know the best way of doing ADS?

#

ADS as aiming a gun not advertisement btw

drowsy snow
stuck linden
drowsy snow
static warren
#

Hi guys! I'm getting started on making my first game, and i've got a pretty solid bunny hopping system down. All i need to do now is gradually decrease the speed after the player is no longer b-hopping. I've tried messing around with a timeline but i'm not sure what i'm doing.

#

Abrubptly setting the speed back to default is a bit too rough for the type of game i want to make

light crag
drowsy snow
static warren
#

Any idea where i can find that?

light crag
#

you will need to re-edit in blender according to the supported axis direction by ue4 @limber pebble

drowsy snow
simple oasis
#

does anybody have a free hedge 3D model i can use, pref obj or fbx, like this one

dense wren
#

thats my problem

static warren
#

I've attempted to follow the github tutorial, but i'm stuck at actually implementing it

stable kettle
#

Can i create blueprint MP game without Steam online subsystems ?

plush yew
#

Stream to @buoyant granite

stable kettle
#

Do i need implement my server/client ?

pure sorrel
#

could someone help with collision and destroy

#

i have this blueprint but on hit with the player the sphere doesn't get destroyed

desert verge
#

why are you using a custom event for it too?

#

just generate an on component hit from the sphere

fierce merlin
stuck linden
stable kettle
#

But i need only master server for list all created sessions. For only those why i need get steamworks 😦 so sad for 100$

drowsy snow
#

Inb4 storefront debacle

#

Not necessarily, but it kinda built for EGS in mind. Partially due to Fortnite in consoles.

whole glacier
#

Hi , anybody know what this shadow bleeding on the walls is? It only seems to happen during the day when the sun/directional light is up. Its not any of the lights or torches on the walls. https://imgur.com/a/PU02Oez

prime willow
#

❤️

buoyant graniteBOT
#

:triangular_flag_on_post: Cravox#8425 received strike 1. As a result, they were muted for 10 minutes.

halcyon basin
#

Hey, how often do you buy assets for your indie games?

#

I am a programmer, and definitely getting something modular is way easier than actually lurking for free assets that do not match

#

Would be interested to hear opinions

whole glacier
#

I buy what it seems i might need , i mean if one is working on a bigger game , its very difficult to make everything you use.

prime willow
#

search for exactly what you need

#

and see if its free

#

else where or wait til a deal

#

if you dont need it now

#

also other sites may have competitive pricing

halcyon basin
#

It would be very interesting to make a challenge game jam where you can only use BSPs to create something. Wonder what would be the results XD

whole glacier
#

There's a lot of good free assets out there , but oftentimes they have to be imported or sized or something , makes for some extra work.

halcyon basin
#

Yes but the thing is they need to adhere to the general emotion of the game, you can't plug a banana tree where its supposed to have pine trees XD

#

Interior things are especially susceptible to this

gilded igloo
#

Hi guys. im trying to figure out this replication stuff... anyone knows whats the difference between server and server, spawned? same for client...

stable kettle
#

Blueprint Interface function give an erro, how can i avoid them ?
There is no exists function but console it exists.

sick parcel
#

UE4 becomes much more fun to use when you stop watching tutorials and go free style.

#

PSA: stop getting addicted to tutorials, lessons, YT

halcyon basin
sick parcel
#

they are good, to a point

#

once you do a few things, UE4 is quite user friendly

#

you dont need to stay IV hooked to "AWESOME YT VIDEO HOW TO LEARN UE69 IN 5 MINUTES!"

#

you are doing yourself a disservice.

prime willow
#

i agree completely

#

but i still need to cover more basics before i can make custom jank and break my game xD

#

and i just figured out my problem

sick parcel
#

example, just to put something here

#

you never used event listeners before? try them out, dont watch a video about them

#

you will learn more this way

prime willow
#

i have nothing to check if im standing jumping sliding or crouching when i do my functions omg im stupid xD

prime willow
#

trial and error teaching much better than following a guide lol

static warren
#

Is there any reason the movement in unreal is so clunky?

prime willow
#

the things thats stuck with me have always been something relative messing up and fixing it xD

sick parcel
#

"the movement in unreal" is incredibly generic

#

specify

prime willow
#

and mess with character movement componenet

#

you cna tweak speeds that are far beyond anything seen in games xD

#

jump angles

#

speed

#

gravity

#

etc

sick parcel
prime willow
#

literally

sick parcel
#

spent 2 hours trying to fix your stupid array? never forget

prime willow
#

i have to reference the video several times

#

or write nodes into chunks of blueprint to remember why these are snarred together

#

that too

#

some of the most needed fixes are sometimes something as silly as flick a check box ._.

static warren
#

Sorry i've just been playing around with a grapple hook mechanic

#

and the movement just feels so impercise and clunky

sick parcel
#

need to be a bit more precise..

#

is that code you made?, are you copy pasting something you dont understad?

#

what is making the hook/player move?

#

etc

#

need to narrow down the problem

static warren
#

It's most definitely a mixture of shit code and me not understanding the engine

halcyon basin
#

Can you show a video so we have any idea

sick parcel
#

check first what makes the thing move

#

and maybe abstract that logic into a simpler example

#

since this "hook" you mention probably is a shit ton of code

#

you got from somewhere

static warren
#

The grapple works by attatching a projectile to a surface then launching you towards it

sick parcel
#

just break it down

static warren
#

unless i overwrite all xyz info the grapple just doesn't apply enough momentum to pull you towards it, and you end up flying into a pit

sick parcel
#

grab the launching thing, and see what happens in isolation

#

if the movement looks fine, the problem is somewhere else

#

rinse and repeat

night yew
#

I've been building an inventory system and everything works great except for the fact that the widget I use for the inventory slots doesn't want to update its image or text that I pass to it with the item's struct. I have an inventory widget with an array of slot widgets, and it sends info to the slot widget to populate it with item thumbnails and quantities. When an item is picked up the inventory widget calls AddToConsumablesInventory, to check if the item already exists in the inventory, then it calls SetItem in the slot widget to change the image and text of the corresponding slot in the array.

woven marlin
#

What is the best way to make a sword or an item that will deal damage, Pawn or Actor?

night yew
#

My inventory hierarchy is pause menu with widget switcher > inventory widget > slot widget. I'm having trouble pinpointing exactly where the problem occurs that the inventory slot isn't being updated at all, even though I have print strings confirming that the items are actually in the inventory

oak berry
#

"Writable Assets not Checked Out" When I hit save all, how do I fix this

proud verge
#

Hi guys, I tried to translate an struct text "variables" and I can´t, localization is enable, so I don't understand why the gather process from the localization dashboard is ignoring it

plush yew
#

hello still new to unreal just a quick question, i cannot see my recent project in unreal project browser > recent projects.

#

i could load it on browse option but is there a way to let it show on Recent projects?

plush yew
drowsy snow
exotic geyser
#

is the setbind console command not working anymore?

gray basalt
#

I can't find how to look at a specific location with a camera (without targeting an actor)

wary knot
#

would the gameState be the correct place to initialize the map for an online game?

I want to place actors randomly in the level and need them to replicate to each client

gray basalt
#

That's what i'm doing so i would say yes :p

drowsy snow
gray basalt
#

If you want to track and replicate them you can't in the gamemode

zinc shore
#

do unreal servers let me type commands into the terminal window like how minecraft servers do

#

like for example if i run a minecraft server i can type in the terminal /stop to shutdown the server

rough jasper
#

btw how do i export an entire project so i can put it here

scarlet birch
#

Anyone have a goto VPN service for Multiuser editing?

dark briar
#

hey guys im not sure where to ask this, but is there a way to export as 'certain type of file' in blueprint?

deft pumice
#

I am trying to export my project but keep getting this unknown cook failure error and I really don't know how to fix it I am a bit desperate at this point as I've been working for months on this please if anyone has any idea how to solve this let me know: LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: ParentNode [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/SimpleConstructionScript.cpp] [Line: 924]
LogOutputDevice: Error: Stack:

#

this type of error

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: ParentNode [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/SimpleConstructionScript.cpp] [Line: 924]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Stack:

dense wren
#

hey guys

#

any of you who ever coded with c++ in ue4

#

is it normal for c++ code to take so long to recompile?

waxen raven
#

There was a section of the course designed to teach you why not to do some things, that slowed it down in the archived. Possibly the same now but what is long? How many different files etc, did it succeed? What did you add? A lot goes into that question tbh.

gaunt abyss
dense wren
#

blueprints gets compiled just fine

#

but c++ code takes like 15 o 30min even more

fervent saffron
#

Any suggestion how should I study Ue properly?

A couple week in, feel like I am constantly feel confuse and not sure what I am doing. Especially with blueprint.

dense wren
#

im kind of in the same spot as you

#

i been getting by with some tutorials and managed to learn some decent stuff, but still its nothing

#

i started learning c++ acouple days a go and helped me to understand better the whole concept of blueprints

fervent saffron
#

I might tackle c++ a bit. I know a bit of python but that does not help me much in ue.

dense wren
#

but its great that you know a starting languaje, i read that python its a great starter, and c++ its not recommended as a beginner languaje

#

so you are right headed

fervent saffron
#

I will probably need to study more on blueprint. UE is so big engine. Feel like a long road ahead.

dense wren
#

well. blueprint its like c++ but simplified i think, you got variables just as in c++

#

i mean its not two worlds apparts

fervent saffron
#

I mostly confuse about class and variable type lol

dense wren
#

classes are inherited one from another

#

one is parent of the other

prime willow
#

if i wanted to make a function impossible during another function

#

what do i search to fix that out

dense wren
#

starting with the most basic thats an object i think?

prime willow
#

i can crouch when jumping and its bothering me :C

dense wren
#

i dont remember so dont completely listen to me lol

#

i might disinform you

fervent saffron
#

I will probably watch more tutorial.

dense wren
#

you give variables values

fervent saffron
#

About basic stuff

dense wren
#

float is for numbers

#

bool is for true or false

prime willow
#

o.o

dense wren
#

string is made to sore words

#

store

#

then you got character

#

to store single character letters

fervent saffron
#

I am mostly confuse when I put an object or class as variable.

dense wren
#

watch a youtube tutorial, that will cover everything up

#

but you might always have to go back to it, unless you have phographic memory

fervent saffron
#

I will 👏

prime willow
dense wren
#

im no profesional like i said im just trynna give you a hint

#

which you might already know that

fervent saffron
#

You have a kind heart :3

dense wren
#

but i did watch a youtube tutorial that covered that exact thing

fervent saffron
#

Do you have a link?

prime willow
#

i have a bool for jump crouch and such

dense wren
dense wren
#

In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.

Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now

Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...

▶ Play video
#

i really like how she teaches

#

but youtube has almost everything just write code words starting with ue4

#

for example

#

"ue4 how not to jump in air"

fervent saffron
#

Thank you a lot. I will watch it right now

dense wren
#

yw i wish you the best 😄

prime willow
#

my issue is i dont want crouch to activate (basic crouch function) whils tin the air ;O;

#

okie ill see your method

fervent saffron
#

Sometimes I think a lot of beginner tutorials focus too much on visual stuff instead of programming tool.

prime willow
#

Hmm

neon bough
#

"You're gonna need a mouse" 😄

dense wren
#

in the end you have to learn everything, so the puzzle pieces will come together wether you learn one or the other first

fervent saffron
#

Maybe because I came from godot which does not have much flashy tool to play with 😄

sullen rain
#

Guys sorry about the random question, but how much of a difference is there between iphone 11 and 12 LIDAR sensor when using face tracking(meta humans) and other similar features ?

dark briar
#

hey guys im not sure where to ask this, but is there a way to export selected as 'certain type of file' in blueprint?

prime willow
#

@dense wren Your link was helpful in giving me an idea for setting up what i needed

#

i really appreciate the assistance and hope to return the favor in due time~

native tulip
#

what is the difference between HUD and normal widgets?

plush yew
#

Can anyone here recommend any videos that show off interesting or inspiring use of Niagra to create particle systems? Hoping to find some examples of particularly exotic or exciting particle system designs for inspiration to share with students

drowsy snow
#

Per #rules no.7:

  1. No spam. This includes phishing, scams, unsolicited Discord invites, unsolicited direct messages asking for help, cross-posting in multiple channels, and use of excessive mentions, emoji, or repeated messages.
buoyant graniteBOT
#

:triangular_flag_on_post: annahahn#7168 received strike 1. As a result, they were muted for 10 minutes.

deft pumice
#

I am getting some packaging errors of this sort: LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: ParentNode [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/SimpleConstructionScript.cpp] [Line: 924]
LogOutputDevice: Error: Stack: - anyone encountered these before ? Also how can I check that line 924 I am not sure where to find the build really ?

livid lily
#

Can Unreal's water plugin render infinite ocean?

green glade
regal mulch
#

I got some Actor that is attached to the Character and moved via a Montage.
That Actor is generating overlaps, but although the overlap happens due to movement, this doesn't count as a Sweep, so the HitResult is garbage. Was there any magical checkbox to get this to behave like a sweep or do I really need to actively sweep trace each frame?

lean bobcat
#

Hi, can any1 help me how to scale down multiple objects with the same pivot point ? Cuz rn some objects go everywhere

naive dune
novel cobalt
#

unreal 5 has me really wanting to learn my way around unreal for filmmaking

regal mulch
#

Hm, can I somehow get access to the Primitive on a bone defined in a PhysicsAsset?

wary wave
#

I don't believe so

nova kernel
#

Is it a holiday in the usa? I noticed the monthly free stuff has not updated,

wary wave
#

it's not time yet

compact marsh
#

How to write a Project Plan or  “elevator pitch.” for my game?
Can GDD be the project plan or elevator pitch document?

wary wave
#

no, these are three completely different things

#

there should be ample resources that are easily googleable on the topic

ivory spire
#

Hey, im importing this from blender into unreal via FBX and these 3 Parts are always assigned the same material altough they're different parts, how do i change that ?

exotic thicket
daring sorrel
#

quick question, im trying to import a simple png image, i did this multiple times but for some reason unreal is giving this bug: when i import a png image i just imports a white square whats causing this bug? or is this even a bug?

#

this is the image

fierce tulip
#

png and alpha dont work well (with ue4) save it as a tga

native swift
plush yew
#

can someone help i cant package my game

#

i can send log in private

daring sorrel
#

it worked thank you

shadow ravine
#

Does anyone know how I can get my rifle to also attach to the left hand socket, I'm using the ALS BPs and my rifle is spawning on the right hand socket but I can't work out how I can also get the left hand to attach as at the moment it's in the correct animation just floating around the gun slightly?

tawdry fern
#

Help what's the default name of a project if you don't name it anything

#

I'm not going to tell anyone why because then I will sound stupid

grim ore
#

I believe MyProject ? yep

plush yew
#

help

wary wave
#

read the log file, it tells you exactly why it fails

plush yew
wary wave
#

well, you should start by reading the log and looking at the (numerous) error messages

#

some of them look like missing files or broken references

#

some of them look like things that aren't compiling, probably because of the previous

#

how that has come to be the case is going to be unique to whatever you have managed to break - so you're going to have to figure that out

plush yew
#

ok thanks

#

for helping me

wary wave
#

no problem - once you've found specific problems, people in here might be able to help with those, but for now just work out where and what those problems are

plush yew
#

i copied the map from a first person project to this project there might be missing files i can find 🙂

#

i know what is wrong my game uses the default 3rd person character but my game searches for first persib character

simple saddle
#

i'm trying to open an old project UE 4.2.1 and it's crashing
No minidump found for this crash.
any idea how i can fix this?

grim ore
#

do you get the unreal engine crash reporter with the stack trace on the screen?

mortal cedar
#

after updating to 4.27 everything became way too shiny. anyone else have this happen?

ivory spire
#

How do i get rid of that interpolation unreal applied to my low res textures

grim ore
#

open the texture and change the Filter, its under Texture and the advanced section

ivory spire
#

im in ue5

grim ore
#

assuming that is what you want, might also want to chagne the compression settings at the top to user interface

ivory spire
#

ah nvm

#

found it

#

yes it worked thanks

simple saddle
#

@grim ore yeah, this i get "No minidump found for this crash."

ivory spire
#

i just searched for "interpolation" all the time

grim ore
#

@simple saddlein the unreal crash reporter? if so look at the log is your only choice then

simple saddle
#

yeah, let me screen shoot it

grim ore
#

well.. i mean if its doesnt show anything showing the screenshot wont help, you need to look at your log

simple saddle
#

but the log doesn't say anything except No minidump found for this crash.

grim ore
#

the log in saved/logs shows nothing else?

simple saddle
#

oh okay, what am i should look for?

grim ore
#

open the latest log and look for any errors, im assuming near the end where it crashed should be the last valid stuff

simple saddle
#
Crash in runnable thread FAssetDataGatherer
[2021.09.07-17.13.50:878][119]LogExit: Executing StaticShutdownAfterError
[2021.09.07-17.13.50:881][119]LogWindows:Error: Error reentered: Runnable thread FAssetDataGatherer crashed.
[2021.09.07-17.13.50:881][119]LogWindows:Error: HandleError re-entered.
[2021.09.07-17.13.50:881][119]LogWindows: FPlatformMisc::RequestExit(1)
[2021.09.07-17.13.50:881][119]Log file closed, 09/08/21 01:13:50
grim ore
#

welp that is a place to start then. are you opening it in a newer version or still in the older version?

autumn grail
#

I have a simple question : In multiplayer , How to get the player character possessed by the specific client , (some says getplayerCharacter(0) is always the local character) ?

simple saddle
#

still old version, i open the .uproject and it's says
"EngineVersion": "4.2.0-2073860+++depot+UE4"

autumn grail
#

There is an issue , the equip breast event is called on the wrong character

simple saddle
#

but the latest Unreal has is UE 4.2.1

grim ore
#

yeah that should be fine. Its possible your derived data cache is just too new and causing issues

#

I would look at clearing that all out so you have nothing related to UE4 then trying to open it again

#

also if the project has any temp folders , like intermediate or binaries or build, they should be removed as well.

simple saddle
#

well, i downloaded the project it was nothing else init except, Config and Content

grim ore
#

thats a reported error on the thread as well 😦

simple saddle
#

hmm... i guess i just start to delete part by part of the project until i figure out what cause it

#

but before that is there anyway i can export content out of project without opening the project

#

?

grim ore
#

you can move the .uasset files forward, no guarantee they will work

#

but I just tried opening it in 4.27 and no issues

#

just an fyi

simple saddle
#

yeah, i tried opening it in the latest, but some shaders are missing

#

oh strange

grim ore
#

missing or needing updates? because if its the later you will have to do that no matter what if you plan on using them in a recent version

simple saddle
#

like some of static meshes missing shader, is like not recognized

#

i think in the city maps

grim ore
#

some of them yeah have no shader assigned, but that might be normal? if not what shader is it

#

I do have output log errrors, but it has nothing to do with the project

simple saddle
#

hmmm... let me try open it in latest version again

grim ore
#

I take that back

#

yeah... you might have to find a fix for .2 or find a middle engine version

#
LogAssetRegistry: Error: Package C:/Users/isanc/Downloads/SemiProcedural/Content/Developers/ryanbrucks/Materials/Metal/M_COG_Underground_Pipe_Tjunction.uasset is too old
LogAssetRegistry: Error: Package C:/Users/isanc/Downloads/SemiProcedural/Content/Developers/ryanbrucks/Developers/ryanbrucks/HDR/Bunker_01_Ref.uasset is too old```
#

on quite a few of them

simple saddle
#

i see... damn

#

i try to remove asset by asset see if i find the causer

grim ore
#

if this was me and seeing how it does this, I would install say 4.10 and see what happens ( I have unlimited time and internet), might get lucky and it opens and upgrades the shaders. then move them forward to .27 or another higher version

#

oldest I have installed is .25 or I would try it

#

there are about 50 of them that are too old according to the log

simple saddle
#

from 4.2 to 4.27 there is 25 versions different 😄

#

i wish the creator could update the project as UE version increased

grim ore
#

yep but I would expect somehting like a few versions difference is fine

simple saddle
#

ok, let me try on 4.10 then

grim ore
#

so this is the key that is checked VER_UE4_OLDEST_LOADABLE_PACKAGE = 214,

#

and that code was added in 4.7

#

soo... I have a feeling 4.6 is the latest that could actually open that project and files

#

I mean its not the best news... but its a chance lol

simple saddle
#

okay, what is 214? and where did you look for it?

grim ore
#

thats the commit for 4.7 that adds that, in 4.6 its not present. that is the check that is failing when you open the file in 4.27 (its the same check in 4.7 to 4.27)

#

so based on that 4.6 should be able to "open" the files without the "too old" error, 4.7 and later wont work unless you change the code and even then.. who knows what isnt forward compatible in the asset

simple saddle
#

i see... okay, let me download and test it in 4.6 then

#

though just now i install 4.10.4 and try to open it, it crash

shell surge
#

Does anyone know why everything disappeared ?

#

All meshes, light sources etc

simple saddle
#

4.6 crash too

shell surge
shell surge
#

how can I make my landscape higher poly ? When i sculpts it's too edgy

timid frost
#

@grim ore hey Mathew I am having problem with my ai can u help me

devout walrus
#

Hello everyone, I'm caught on something while writing the blueprint b exploding box. I can't add an explosion animation in the "Spawn Emitter at Location" blueprint. More precisely, I have animation as Paperflipbook, but I guess only particle system can be added here. Do I have a chance to use it as my own Paperbook for Element explosion animation? Thanks in advance!

exotic thicket
#

@devout walrus you need to create a particle system for that node, yes. You may be able to use the flipbook in it, not sure if it supports paper flipbooks. It is possible via a material and subuv's at least but it's a bit annoying to set up IIRC

#

alternatively you could create an actor which contains a paper flipbook component with your animation, and spawn that instead

devout walrus
#

nice idea

#

thanks dude!

exotic thicket
#

np

sage silo
#

Anyone know how to check if autoinstancing works? Only thing debug command r.MeshDrawCommands.LogDynamicInstancingStats 1 does is crashing editor. Bleh. Using 4.27.0.

brisk matrix
#

Hey!
I'm new here, have done some basic (mostly 2D games, some basic 3D) in Unity and GameMaker. Just upgraded my computer and I want to try out Unreal Engine finally

I'm just not sure where to start. Are there any recommended beginner resources for learning?

And should I start with Unreal 4 or is it better to just start with 5 early access since the release is soon'ish?

cedar wave
#

Start with 4. As for learning - you should be able to just learn as you go. Ryan Layley has a pretty decent beginners playlist. Depends on your overall game dev experience level.

fierce tulip
#

also, check the pinned messages in this channel, there is some good getting started stuff.
I think epic also made a unreal for unity-devs document, but not sure if thats updated.

brisk matrix
#

Alright, thanks a lot guys

plush yew
#

Everyone in this server Unrealing making me so jealous, while I’m at work like a pleb.

silver oar
#

Hey guys, quick question about importing models. I'm trying to import this truck with materials applied to this salt flat scene, but when I click on the salt flat file in the content manager it switch to a different level

#

Is there anyway I can have both the salt flat and the truck on one level at the same time?

#

Any help is appreciated!

rancid lagoon
silver oar
#

I did and that works, but it does not load with the material reapplied like the 2nd screen shot

rancid lagoon
silver oar
#

I will try doing that, thanks!

#

Also is it the merge actor button from developer tools?

dim kelp
brittle plume
#

Sorry... why he didn't work?

left arrow
#

Can someone tell me why my skylight is not working? it worked 3 hours ago, then I reopened my project and its not working anymore... 😦

rancid lagoon
rancid lagoon
woven marlin
#

why my project crashes everytime i try to open it?

#

All i did is c++ class and compiled it, now i can't open the project to fix the issue

#

is there anyway to fix it?

novel rover
#

paste the whole error code

#

and it might be caused by something being null in a non null var
*I dont really remember its been a while

ashen gate
#

Hi, i have a problem about far distance flickering.

#

rotate axis/pivot and object are flickering. I used sky atmosphere for earth. Created all objects are far away from origin.

#

Anyone can help me ?

#

Thanx

#

Also you can see object coordinate as meter unit.

ebon marlin
#

Is there any way I can test for input latency with hard numbers instead of eyeballing it and relying on my senses?

sterile lichen
woven marlin
#

aight

#

ty

#

but can i disable it manually

#

because i can't even open the project

#

lol how this line crashes the editor..

sterile lichen
#

open visual studio, rebuild solution (Build -> Build Solution) then either run or run with debugger (Debug menu)

woven marlin
#

last question, is there anyway to disable the auto-enable of VR?

#

everytime i run unreal it just pops up

sterile lichen
#

disable themt in plugins menu once you launch editor

#

or edit uproject file, add a plugin entry "SteamVR" and set it to Enabled false

    "Plugins": [
        {
            "Name": "SteamVR",
            "Enabled": false
        }
    ]
woven marlin
#

Perfect thank you so much :D!!

#

last question, i've modeled my character in a wrong scale and now it's huge in unreal. the skeleton is huge too, when i create a socket i had to scale it from 1 to 0.02

#

is there anyway to fix that?

#

Or i need to remodel it?

sterile lichen
woven marlin
#

the real question is how do i update the model to ue standards?

woven marlin
#

👌

#

ty

floral cliff
#

Question about virtual texture : i struggle to understand when we should use them, pro and con (even after reading the doc).

What is the big advantage of VT ? what is the big con ?

unkempt python
#

trying to make a post process volume that gets rid of auto-exposure. all these old forum threads I'm finding are talking about an "Unbound" checkbox and making it global but I can't find anything like that in the post process volume details panel.

mild agate
#

Hey guys

#

has anyone ever used FGear before?

versed star
#

If I wanted to make a top down shooter, what should I do to start/what tutorials do you recommend for someone with little to no experience?

ember geode
#

Can anyone tell me what's the difference between architectural vs game projects?

ebon marlin
#

Probably that one is for archvis (architecture visualization) and game projects create playable games

#

Is 4.27 a good install for games? Or should I be going for a later 4.26 version?

plush yew
#

im working with a small company to develop a very impressive competitor to the sims franchise but it's highly nsfw and I feel there is not much I can show off here, is there a nsfw channel? It is not nsfw in the sense of pornography but more in mature subject matter, the nudity is very tasteful and artistic

#

i know my username makes this all sus af but its amazing technology lmao

quick trellis
#

Is it possible to save an instanced version of a static mesh actor with its transformations? For example i change dimensions of cube to be a wall, but if I save it as a static mesh, its back to being a cube.

desert verge
#

can i use any mesh for an animation pack?

sterile lichen
desert verge
#

is that possible?

quick trellis
sterile lichen
#

if it is meshes (not mesh actors) you pass to plugin then you have to modify them

#

or plugin

quick trellis
#

Sounds like i have to do it in external software if I want it without using bps then?

sterile lichen
#

depends whats the purpose of them and your capabilities 🙂

plucky bobcat
#

does anyone know if its possible to set unreals built in water to act as a physics volume? Essentially so that the volume matches the waves opposed to a phsyics volume box that just sits flush with the waters surface.

grand oyster
#

how can i make it so 600 looks like a faster animation

vocal sorrel
#

Hi guys, I currently have this simple bit of code to print out the Pitch, Yaw and Rotation of my camera. How can I loop it so every 5 seconds or so it prints again? ( I will be moving the camera around when I play my scene)

versed star
#

I've got a disturbing amount of blue screens in the last 3 hours

#

Oh god the computer won't turn back on

#

Unreal why

bright aspen
#

what s this?

hidden bloom
#

Wow Cool they giving away Echo from the UE5 Preview this month for the freebee woot
Be Sure to get your Sept Giveaways

raw stream
#

@bright aspen pretty self explanatory. ripping into a bunch of 4k textures i imagine?

dark briar
#

who do i go to if a question hasn't been answered in over a week?

#

it's not an easy question so i am not surprised

plucky bobcat
zinc shore
#

do unreal engien servers support stdin input

dire fjord
#

Anyone having issues with mixamo? Just needed a quick pose for a synty character and mixamo is behaving kind of weird. I've used it several times without issue, but for some reason when I download an animation I'm not getting the animation. I uploaded the character, picked an animation, hit download, tried both with and without skin. Without skin it's telling me that's it's failing to import and with skin it imports, but it only imports the skin, not the animation.

#

When I import with skin, all I get is this

#

When i import without skin I get this: FBXImport: Warning: No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing. FBXImport: Warning: Could not find the bind pose. It will use time 0 as bind pose. FBXImport: Error: There is no geometry information in mesh FBXImport: Warning: Get Import Data has failed. FBXImport: Error: Import failed.

#

This is probably why. this is what the fbx looks like in blender...

unkempt python
#

is there a way to add collision into a level as its own actor? like, invisible wall style.

#

I've been googling it but I just keep getting results about making collisions for static meshes

unkempt python
#

ah, found it. blocking volumes.

finite wren
#

Hey guys I pressed some button and now things are being created as "temporary actors". Not sure what this is. How can I make it stop?

surreal eagle
sudden portal
#

so i got this clock and wanted to get the hands to move and i did, BUT becuase the hands center thingy is down at the bottem and not in the center off the hand hole it dont not spin right.
So how do i change/re-center the origin or wat ever its call on my hands.?

neon bough
#

then you have to change your rotation thing to rotate the scene component, instead of the mesh

#

the proper way would be to fix the actual origin of the arm mesh

finite wren
#

Hey guys dont flame pls, but is there a way I can scroll the material editor using my trackpad? On Windows fwiw.

wispy bobcat
#

hi: had a quick question about actor/scene components and modularity w/ blueprints. So i've built this blueprint pretty modularly, but I'm trying to add additional behaviour with a box collider - in order to get the box collider component from the actor instance, would I need to use an actor component or scene component, or something else entirely? I know I can do it by going straight into the master blueprint but for modularity reasons I've been avoiding that.

dusk nebula
#

is there an easy way to make only the fill end of a progress bar visible?

#

basically I have a movement speed bar on my hud and I want to put another progress bar on top so that I can put a mark for what the character movement speed is set to

stark wharf
#

Hi, my Unreal project has about 30GB of content, however its full project size is ballooning increasingly over time to now 166GB. Normally I haven't seen a project file balloon this way. However, this is my first time using Git LFS collaborating with a small team. Previously I've used Perforce for larger Unreal projects. Not sure if that's a contributing factor, but that's the only difference I can think of. Any suggestions for managing this? Thanks!

plucky bobcat
static crystal
#

Hello. I'm making a coin pusher game. Now I have a problem. My coins are getting stuck. I already set the physics of the pins and plate to have friction 0. Still they are getting stuck. Anybody got an idea what this can be?

wide girder
#

Seems like Visual Studio 2022's parsing speed and intellisense is much better?

wide girder
#

yeah I open up a cpp file, it only takes about 40 seconds for the class names to became green

plush yew
#

I want to make game is it hard?

wary wave
#

'hard' is an understatement

#

to put things in perspective, one famous game developer left the industry to work in rocketry / aerospace.

#

they described aerospace as much easier.

plush yew
#

Ohhh

#

Because i need to buy an pc first xd

#

S o i t h a r d t h e n

frozen pond
#

Hi,i have problem with runing empty project on android:
Build-tool 31.0.0 is missing DX at C:\Users\username\AppData\Local\Android\Sdk\build-tools\31.0.0\dx.bat

#

i renamed d8.bat and jar to dx but still won't work

prisma marlin
#

Hey....is there any way where i can import the whole scene of one level to another level with its directory(i mean indivisual actors without combining into one mesh)??

#

btw it also contains multiple decales so if there is any way, i would appriciate it

frozen pond
#

level streaming ?

wary wave
#

no, they want to move the files

#

I think?

prisma marlin
#

ya

#

i want to move the scene from one level to different level with all the decales and meshes intact without combining into single mesh

floral cliff
#

Question about virtual texture : i struggle to understand when we should use them, pro and con (even after reading the doc).

What is the big advantage of VT ? what is the big con ?

dire fjord
#

Anyone ever seen any issues with Unreal games overheating while streaming? We've never had any overheating problems with our game, but someone just reported that their machine nearly melted down while trying to stream it.

dim dragon
#

A pretty simple question, is there a way to stop the main editor window (ie, the one with the map loaded in it) from always rendering on the bottom? When I click, it refuses to go other windows of UE4 and on a multi-monitor system that's incredibly annoying.

wary wave
#

any game can potentially push hardware to it's maximum - but the hardware and the associated firmware should limit itself to prevent that from happening

full lodge
#

someone had following problem?

torn pilot
#

try taskkill and finding that pid, the previous build wasnt exited properly

#

also check your windows Taskmanager and kill the process if you see it there

full lodge
#

okay, I have deleted everything (I made a copy after Setup.bat)

#

seems to building properly

torn pilot
#

Unreal noob question. i have a working weapon system. And now i want hotswapable weapon components via Blueprint, can anyone point me into the direction on how to replace an Actor Component via blueprint, im apparently to dumb to find it

full lodge
#

@torn pilot lets assume one thing, I would like to change one thing inside the engine, after change I had to build again or just launch engine by pressing F5?

full lodge
torn pilot
#

yes inside c++ you can CreateDefaultSubobject or SetActorComponent. But what i wanna have is a BP class of my Weapon c++ class that i can drag into my characters available weapon slots in its BP

#

i can do it in c++ no prob, but thats static and not flexible. I'd like a flexible slution for fast iteration tho

full lodge
#

yes no problem

#

lets make a UFUNCTION with setting new pointer

#

expose it to the BP

sterile lichen
# full lodge

uninstall ExpensiveBuild (Incredibuild) it will just slow you down

#

you should never ever have it enabled as it would force 1-core build mode while present

full lodge
#

hmm I did not do it, it seems set up by default

sterile lichen
#

it is not on by default but shown as "increase build speeds" so folks turn it on then suffer forever once 1 month trial ends

full lodge
#

oh

#

okay thanks Aquanox

sterile lichen
#

also if you have latest VS (16.11+) for some reason it doesn't terminate build processes so "conflicting UBT is running" are quite frequent until you kill it

full lodge
#

uninstall this one yea?

sterile lichen
#

yeah

#

it must never be used unless you have a park of PCs and infinite money (cost based on core count)

full lodge
#

I have a massive PC, but I agree with u

full lodge
#

@sterile lichen lets assume one thing, I would like to change one thing inside the engine, after change I had to build again or just launch engine by pressing F5?

sterile lichen
#

then you just rebuild that module (if editor)

#

monolithic build would require building engine from scratch once again

full lodge
#

okay, so build one more time thanks

#

I would like to print exposure

#

and then calculate average exposure

#

for reserach purposes