#ue4-general
1 messages · Page 1061 of 1
Does the movement itself work fine, regardless of anim
Try to debug log the speed variable in the tick of anim bp
Your setting it in the anim blueprint right
yes
in the blendspace
inside idle
thats where i placed the walk backward
i changed nothing else
Yes but that blendspace needs to get the actors speed
right
Through the anim blueprint
Yes debug log that just to see what the value is being set to
how do i do that
you mean print string?
ohh
so the value for both sies
sides
its positive
if i go left
its same as right
i printed string
and wether i go left or right
it shows as 600
positive
okay
so
what can i do?
i did this so that player points where the mouse is
i need to some how
let the game know that
whenever mouse is right, then left is minus
and whenever mouse is left
then right is minus
how do i?
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
From anywhere, doesn't matter
Anim BP is fine too
but the front side of my character
is based on the position of the mouse
it changes every time
wether the mouse is left or right
If your character always rotates towards the mouse position then you'll always be getting positive velocity
right so i need to make it so that minus velocity comes in play at the oposite of mouse position
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
would you give me more detail im kinda new
Sec, have to open up UE
yes
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
at a loss unfortunately, It may have something to do with he fact that I reorganized my project?
If so, I'm not sure how i'd go about making sure it has the right paths for everything
nice thanks
a lot
lol
it worked
but
when i go backward
it goes the anim forward
and forward plays the backward anim
should i change the anims in the blendspace?
run forward to minus
and backward to +
?
or it would mess some other stuff?
mmm it is a mess, becasue now left is always backwards and right is forward
it doesnt change on the mouse position
Fixed my problem, for anyone interested, it is because I restructured my project
you use c++?
DefaultEngine.ini failed to update the new location for the GameInstance, but did fine for GameMode
Sometimes, not a lot
that's just one of the config files for the engine
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
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
can I somehow define that?
maybe in collision settings?
doesn't seem to trigger. I tried to set the floor mesh to Movable, and in the materialonly brush:
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
idk much about this
but i would say maybe you can select a certain part of the terrain
and throught blueprint
some how set it to a collisionable area
idk just saying
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
maybe set a terrain appart from your base terrain
like a ground over the terrain
a plain i mean
a plain only for the house
so everything around gets painted but that specific plane
I'll check that out, thank you
yw let me know if it worked
Did you have unreal verify all assets? Could try copying your project out, deleting the one through unreal then reopen the copied project into unreal. Ue4 seems to have a lot of issues with moving things around
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
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.
@plush yew @dense wren Thanks for the help, figured out the problem. Turns I just had to scale the model down lol
check the (auto) exposure settings of your post process volume
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?
glad you could fix it
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.)
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
could I get help with a texture issue real quick?
helloo i am trying to make my particles fade out transparency
how would i do this in the material? should I change the blend mode? i still want to keep my masks and stuff
How can explain to me how to fix button style of boarder : https://i.imgur.com/aT85RyK.png
the yellow arrow click it
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
✨ great software ✨
i will not undo it no
Check the DRAW AS
Boarder means a boarder
thats a button my friend
and?
its not a border
a border
same in UE4 draw as BORDER
seems buggy
a border isnt a button tho
damned
it is
the border you can grab from the panel its the top one you can put it button onto it
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
not like arguing with you sry
but that there is a animated button that i would prefer doing in C++ blueprints for it may be more complex and weird
what i saw in the image tho didnt really have anything to do with the border only a button with a text onto it
so i did what you said how to fix it and it was as simple as just clicking the arrow
i did not need a undo
so you want that text texture there?
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
+1
But I don't think I ever marked button texture to draw as Border
Yeah okay
But keep in mind that UE4 and css is not the same
Whatever epic labels as Border on that things doesn't mean the same as css
can anyone recommend a good tutorial/series for ue4 c++? I already know c++, so it doesnt have to be extremely basic
You might need a texture to go with the setting
IIRC you need multiple textures, but it's been a long time since I've touched it
Sounds like that thing with a 9 in it
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
but yeah, a 9 sliced image like this makes sense:
https://forums.unrealengine.com/t/9-slice-scaling-umg-image/123231
I just recently discovered the 9-slice scaling feature in UE4, but I can’t seem to wrap my head around how to calculate the margins. For instance, take this simple image: This image is originally 256x256. This image will be used as it is (1:1) but I intend to use this image for buttons as well. This is where the 9-slice scaling comes in hand...
9 slice ha
anyone know why when I press K to save properties, it will reset then I exit PIE
there is no construction script or other code modifying the object
We use Blueprints to enter a bounding box, slide the door open, have a delay and then the door closes. Direct to the point.
This is a very watered down version of the Unreal tutorial series, and it is more of a way for myself how to do this, then for anyone else. If however you would love to see more tutorials like this, then let me know.
+++...
hey yall
how do i make animations
i need a few custom ones made
please tis is important
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
Please
Hm, nothing in the log that I can see
But your file path has multiple whitespaces in it
And even a dot
Which I would try to get rid of first
hi
hi
Hey does anyone know whether there's an easier way to migrate? Like they tell you to only put it in content
but this means in order to have a good file structure you need to move things into folders
which takes forever with unreal
should i just accept this taking forever or is there a better method?
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?
I packed the rough ao and spec into one texture using the substance designer workflow
unreal engine only supports c++ right?
yes
alright thanks
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
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
Only import the textures like i have that blue/black base color of the gun and also the normals. Others like roughness, metallic and bloom make in unreal
how do i get textures?
Youtube.... You have to bake them
oh ok thank you so much
into image file
and one more question is blender or unreal engine better for making terrain?
No idea. Also getting the models and animations to UE use "blender to unreal" plugin in blender
wow thank you
np
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)
anyone know a solution?
o_o
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)
i tried to import it and assign it to that skel but then it said smth about merging bones and errors
Free Download, 3d GIRL TOON model available in obj, fbx, blend format.
wanted to implement this
Okay, kinda rude about that, but have you checked the bone hierarchy matches with Mannequin skeleton? What DCC tool you're using?
Rude?
I'm using blender
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
Hello I have a crash with virtual texture
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]
Hello , i want to drag an inventory slot from the character's bag to the character sheet
i don't know why it won't work
this is the On drag over overriden function of the inventory slot
If i want to drag and drop from bag to bag it works , but not from bag to sheet
Is there something specific to do for drag and drop from a widget to another
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
you can't 'block' a skylight, because they are ambient with no location or direction
you could use lighting channels to ignore it outright
Since you're using ultra dynamic sky you could do a few things from my limited knowledge
turns it into night quickly when you enter a cave therefore making it dark lol
exclusively use the sun light which afaik is a directional light and therefore will not light up your cave
for the first method they added a way to transition between different weather and lighting conditions with a spline based bp
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
plus you don't have to use night
you could just turn off the skylight when you enter the triggerbox
maybe even find a way to make it smooth like with a timeline who knows
@wary waveThing is the skylight don't have any lighting channels . you mean , some other way?
@wet schooner yea i saw some stuff like this , thinking about it.
Anyone in here, who can help out with a Level Streaming problem, I cannot seem to track down? 🙂
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
@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
hi
quick question, which section of this discord can i ask questions about collision and camera and the player etc
im having this problem when i try to create a C++ project
only problem is that i installed .NET Framework SDK version 4.8 and it still doesn't work
is there an appropriate channel to discuss this issue, though?
ok
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.
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]"
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.
nvm the samples just a test, but how can i render the hair after the translucency?
Does anyone know if this has changed?
I believe it has changed to more or less what has been described
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.
For some reason I can't login to the launcher, Error Code: EC-BI-LS-3... does anyone know what this means?
Just did, the reddit thread says this: https://www.reddit.com/r/EpicGamesPC/comments/db82p3/launcher_wont_log_in_error_code_ecbils3/
5 votes and 2 comments so far on Reddit
it says changing your dns adress
try connecting with a pvn
then disconnecting it if it works
Hmmm, never had to do that before but let me try running it as an admin.
Maybe my permissions are screwed up somehow.
Should already be off but let me check, Windows somehow updates itself even with updates off and weird crap happens sometimes.
in my case, firewalls always automatically enable after a period of time
Yep, defender turned the firewall on.
Fingers crossed.
I'm in.... thanks so much man. Much appreciated!
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?
still, it should be in even with firewall on
so try to enable and see if it logs you off..
Not me
Running low on disk space and i'm wondering if i can delete AppData\Local\UnrealEngine\DerivedDataCache
No idea, but have you tried changing the location?
i changed the whole epic games location from c(which was low on space) to D
and i freed 20 gb
then the launcher fixes the rest for you
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?
why cant i find the blueprints channel??!?!?
im no expert, but i think you can do that by creating a variable of type actor
or object reference
thanks guys
Then it's just me, who cannot find the setting for it. I would imagine it was under the actual volume box itself, right?
But then I would have to set that variable, right? How would I set an actor variable? For the player you can just say "Get Player Character" so what would I "get" for the other actor?
I don't think there is any such setting. I believe it's using the pawn, or more likely, a player controller
your other actor is a weapon?
or something
?
i mean, besides the player.. so you are trying to cast an object
right?
Nope, just an object in my game
you are trying to cast it in a node?
Yes. I have a variable in an actor besides the player that I want to call upon
Yes, but now I must set that reference or it will be an Accessed None error
BTW Love the profile pic, I recognize jason from FC3 anywhere lol
you can add static mesh
as component
haha thank
always loved fc3
add static mesh as component and set it
you then dont even have to add the variable
just drag the static mesh you added as component
or you can do the blueprinting into the actor
your object
you set the variable
and connect the static mesh
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
so you cast it in your player blueprint
oh, i havent got into widgets
but
there are many tutorials
on widget
inventory tutorials you might search
whats your first favorite tho?
There is no free of the month asset this month?
it's not tuesday yet
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
@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 😄
If anyone wants to try and help with movie render queue stuff, please do! #cinematics message
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
bump due to 2 super long answers xD
this is the player look at mouse code
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
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
this is the trigger
idk anything about that, but you are casting that to the third player
shouldnt the player cast that into the map?
idk just saying
but i have to cast to character cause he is the one that has to overlap with the trigger or not ?
or try overlapped component
bump, i cant ship rn, its kinda important
i dont use any plugins, i also removed ALL source code
still same error
I can only say that I have an interface for each cluster of functions that made sense for me to group. Giant anything is probably bad, and the more modular/independent the better. 😉
how do i add a code so that player knows thatif mouse is in right side then the oposite side is backwards
Agreed, I'm just hoping I don't run into the same issue again where it goes "Whoops, you are using/referencing too many interfaces, better go back and re-do!", but if our hunches match I think it's green light 😄 Thank you for everything!
Best of luck! 👍
Hello, i have a problem on UE 4.27 which chat channel is for me ? 😄
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
Editor downloaded from Epic Launcher
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
and see if it still happens
Using BP, all editor dropdowns is broken not only BP components
try a new project
see if it happens there
if not, propably something in what you have done, most likely
then idk, write the support i guess, maybe be hardware configuration
i 'll remove Megascans plugin, maybe i guess
i said empty 😄
😄
oh no i didnt, i meant an empty project
Okay i will try
And how can i disable Steam VR, each time when i try the open UE, its popup ?
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
😄 lmao, i tried but not working, UE tried reopen :/
¯_(ツ)_/¯
arent you the guy asking over and over and resend your question because its too important?
2 times
what is your problem exactly?
you send this to him
when you are literally askon too
yes, i googled extensively, coulnt find an answer
asking
6 hrs now
and what if he googled too?
that was more a way to means that i cant halp him beyond doing that for him, relax
dont fight other peoples non existent battles please
Dude, i can google and i googled before. This is why ask here.
sorry if it came akross offensive, didnt mean it. lets move on
¯_(ツ)_/¯
anyone know how to check the engine version of a .uasset file?
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
ayooo
where the help channel
my engine broke lol
i cant import any meshes from outside the marketplace
Have you tried reinstalling the engine ?
it makes them without a material
nope
or verifying local files ?
Hope it works 👌
uh
ohh I see
didn't know this was a thing lol
same
what
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
Auto probably needs 3 keys
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?
Anyone know any good ways to get started in level design with unreal. I've used source but want to move to unreal
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
@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 sundialthere are level design courses on the official unreal engine page, https://www.unrealengine.com/en-US/onlinelearning-courses
Danke
still have the issue, and it worked with 2 before
hi guys
hey mathew are you online?
test in blender to confirm the problem is in asset or ue
wow... that seperates UE from the world
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
If you mean the world being Unity, as opposed to every other game engines (or even every other DCC tools for that matter), welp.
Though even Materials doesn't work right away from FBX to Unity AFAIK
Consider looking for Inverse Kinematics (IK) techniques, if you don't fancy making your own animations.
If you want to have a lazy drag and drop solution, look for GLTF format, which can store general material informations.
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
is there a grid pixel size console command equivalent for volumetric clouds?
to increase the "resolution" per se
ty
will do!
any other formats that do this?
as well as gltf
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.
Unreal Datasmith, but impractical for games and was made for linear media and enterprise uses in mind
aaa ok
bro
Oh right, forgot to mention that GLTF importer is part of Datasmith.
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
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.
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
if in my input settings, for movement, by default A is -1 and D is 1
I've bought other peoples assets and when I imported them they had the same problem
havent learnt materials yet but ty for your help anyway
so a will always be negative, and D positive how do i orient it based on the mouse position?
This is just a matter of backface culling.
@solemn sparrow https://www.artstation.com/blogs/camille_meehan/e21E/mmmm-modular-design this is what I'm working on
Also in the vein of movement, how can i add a float track to a timeline?
Can you please evaluate I'm new to the engine
I'm trying to do something that gradually slows player movement speed
if i add data smith plugin then can i import stuff like that?
It'll hurt.
😃
Again, impractical for games, due to how it works, kiddo.
thanks
tysm it worked
im having lots of trouble can i get help? please 😦
I have used Datasmith for actual corpo uses, so I know many of its merits for game uses.
@solemn sparrow
does anyone know the best way of doing ADS?
ADS as aiming a gun not advertisement btw
Animations and slight FOV adjustments.
do u think i should move the arms also?
As in actually making animations for the arm, not just moving the mesh itself as a whole.
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
its mean they are not ue4 ready, a working fbx doesn't mean that the asset is supported ue4
If you're aiming for Source like movement, maybe you can use Project Borealis' movement codes.
Any idea where i can find that?
you will need to re-edit in blender according to the supported axis direction by ue4 @limber pebble
Google is one way to find it, but just so happens it's in one of my browser's address bar history.
https://github.com/ProjectBorealis/PBCharacterMovement
So i've added it as a plugin, but i'm having trouble getting it to work in my project
I've attempted to follow the github tutorial, but i'm stuck at actually implementing it
Can i create blueprint MP game without Steam online subsystems ?
Stream to @buoyant granite
Do i need implement my server/client ?
could someone help with collision and destroy
i have this blueprint but on hit with the player the sphere doesn't get destroyed
you need to attach it to cast to character
why are you using a custom event for it too?
just generate an on component hit from the sphere
ik ty
https://gyazo.com/c019c074657615acb4f2a04057a64928
anyone know what causes this? I see ImportTagsFromConfig is checked in project settings and set to true in DefaultGameplayTags.ini
does anyone know how to make the fire animation start from the location that the ads one is?
But i need only master server for list all created sessions. For only those why i need get steamworks 😦 so sad for 100$
Inb4 storefront debacle
Not necessarily, but it kinda built for EGS in mind. Partially due to Fortnite in consoles.
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
❤️
:triangular_flag_on_post: Cravox#8425 received strike 1. As a result, they were muted for 10 minutes.
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
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.
so dont buy assets often
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
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
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.
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
Hi guys. im trying to figure out this replication stuff... anyone knows whats the difference between server and server, spawned? same for client...
Blueprint Interface function give an erro, how can i avoid them ?
There is no exists function but console it exists.
UE4 becomes much more fun to use when you stop watching tutorials and go free style.
PSA: stop getting addicted to tutorials, lessons, YT
Yea but just clicking around won't really do much if you have no idea
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.
yes
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
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
i have nothing to check if im standing jumping sliding or crouching when i do my functions omg im stupid xD
i kind of agree tbh
trial and error teaching much better than following a guide lol
Is there any reason the movement in unreal is so clunky?
the things thats stuck with me have always been something relative messing up and fixing it xD
go to third person blueprint
and mess with character movement componenet
you cna tweak speeds that are far beyond anything seen in games xD
jump angles
speed
gravity
etc
of course, you will discover that whatever you watch and copy paste in your code, wont remember 2 days after
literally
spent 2 hours trying to fix your stupid array? never forget
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 ._.
Sorry i've just been playing around with a grapple hook mechanic
and the movement just feels so impercise and clunky
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
It's most definitely a mixture of shit code and me not understanding the engine
Can you show a video so we have any idea
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
The grapple works by attatching a projectile to a surface then launching you towards it
just break it down
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
grab the launching thing, and see what happens in isolation
if the movement looks fine, the problem is somewhere else
rinse and repeat
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.
What is the best way to make a sword or an item that will deal damage, Pawn or Actor?
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
Actor?
"Writable Assets not Checked Out" When I hit save all, how do I fix this
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
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?
Just restart your PC
already done restarting but project still doesn't show
Depends if you want to have a strange mechanics that directly control said items or not.
is the setbind console command not working anymore?
I can't find how to look at a specific location with a camera (without targeting an actor)
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
That's what i'm doing so i would say yes :p
Game Mode seems be more fitting as it's primarily for server-side. But might get better answer on #multiplayer
If you want to track and replicate them you can't in the gamemode
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
any1 know why it wont slash on click
btw how do i export an entire project so i can put it here
Anyone have a goto VPN service for Multiuser editing?
hey guys im not sure where to ask this, but is there a way to export as 'certain type of file' in blueprint?
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:
hey guys
any of you who ever coded with c++ in ue4
is it normal for c++ code to take so long to recompile?
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.
It depends on your hardware, it can take a while to compile
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.
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
I might tackle c++ a bit. I know a bit of python but that does not help me much in ue.
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
I will probably need to study more on blueprint. UE is so big engine. Feel like a long road ahead.
well. blueprint its like c++ but simplified i think, you got variables just as in c++
i mean its not two worlds apparts
I mostly confuse about class and variable type lol
if i wanted to make a function impossible during another function
what do i search to fix that out
starting with the most basic thats an object i think?
i can crouch when jumping and its bothering me :C
I will probably watch more tutorial.
you give variables values
About basic stuff
o.o
string is made to sore words
store
then you got character
to store single character letters
I am mostly confuse when I put an object or class as variable.
watch a youtube tutorial, that will cover everything up
but you might always have to go back to it, unless you have phographic memory
I will 👏

i think you might have to create a variable for is jumping? and set it negative in the jump code
im no profesional like i said im just trynna give you a hint
which you might already know that
You have a kind heart :3
but i did watch a youtube tutorial that covered that exact thing
Do you have a link?
i have a bool for jump crouch and such
here this might help
Hi, So as the title says I want to remove crouch input while you are in the air. The problem is that when I press crouch input (ctrl) while in the air, my camera view is set a bit lower. Any ideas how I could get rid of this problem? While in air crouch animation is not being played which is working as intended, but only the camera view changes...
thanks 😄
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...
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"
Thank you a lot. I will watch it right now
yw i wish you the best 😄
my issue is i dont want crouch to activate (basic crouch function) whils tin the air ;O;
okie ill see your method
Sometimes I think a lot of beginner tutorials focus too much on visual stuff instead of programming tool.
Hmm
"You're gonna need a mouse" 😄
maybe, maybe not, but you watch everything you can, and keep with what suits you
in the end you have to learn everything, so the puzzle pieces will come together wether you learn one or the other first
Maybe because I came from godot which does not have much flashy tool to play with 😄
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 ?
hey guys im not sure where to ask this, but is there a way to export selected as 'certain type of file' in blueprint?
@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~
what is the difference between HUD and normal widgets?
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
Please do not crosspost unless redirected or not getting answer for hours.
Per #rules no.7:
- 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.
:triangular_flag_on_post: annahahn#7168 received strike 1. As a result, they were muted for 10 minutes.
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 ?
Apologies will not happen again!
Can Unreal's water plugin render infinite ocean?
im glad you solved it!🥳
I made this simple blueprint but show always the same result, how is it possible?
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?
Hi, can any1 help me how to scale down multiple objects with the same pivot point ? Cuz rn some objects go everywhere
Movie render queue not operating bump #cinematics message
unreal 5 has me really wanting to learn my way around unreal for filmmaking
Hm, can I somehow get access to the Primitive on a bone defined in a PhysicsAsset?
I don't believe so
Is it a holiday in the usa? I noticed the monthly free stuff has not updated,
it's not time yet
How to write a Project Plan or “elevator pitch.” for my game?
Can GDD be the project plan or elevator pitch document?
no, these are three completely different things
there should be ample resources that are easily googleable on the topic
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 ?
You need to assign them separate materials in blender
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
png and alpha dont work well (with ue4) save it as a tga
hello, can anyone help me please? i'm trying to get my characters hand to wrap around a weapon, but when I add a key to the bones it just sets them back to the default position... I have a video to show you what I mean https://youtu.be/7cX7aACEr5E
it worked thank you
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?
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
read the log file, it tells you exactly why it fails
im new i dont know what i should do
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
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
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
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?
do you get the unreal engine crash reporter with the stack trace on the screen?
after updating to 4.27 everything became way too shiny. anyone else have this happen?
thx fixed it
How do i get rid of that interpolation unreal applied to my low res textures
open the texture and change the Filter, its under Texture and the advanced section
im in ue5
assuming that is what you want, might also want to chagne the compression settings at the top to user interface
@grim ore yeah, this i get "No minidump found for this crash."
i just searched for "interpolation" all the time
@simple saddlein the unreal crash reporter? if so look at the log is your only choice then
yeah, let me screen shoot it
well.. i mean if its doesnt show anything showing the screenshot wont help, you need to look at your log
but the log doesn't say anything except No minidump found for this crash.
the log in saved/logs shows nothing else?
oh okay, what am i should look for?
open the latest log and look for any errors, im assuming near the end where it crashed should be the last valid stuff
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
welp that is a place to start then. are you opening it in a newer version or still in the older version?
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) ?
still old version, i open the .uproject and it's says
"EngineVersion": "4.2.0-2073860+++depot+UE4"
There is an issue , the equip breast event is called on the wrong character
but the latest Unreal has is UE 4.2.1
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.
well, i downloaded the project it was nothing else init except, Config and Content
thats a reported error on the thread as well 😦
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
?
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
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
like some of static meshes missing shader, is like not recognized
i think in the city maps
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
hmmm... let me try open it in latest version again
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
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
from 4.2 to 4.27 there is 25 versions different 😄
i wish the creator could update the project as UE version increased
yep but I would expect somehting like a few versions difference is fine
ok, let me try on 4.10 then
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
okay, what is 214? and where did you look for it?
thats part of the code in the source https://github.com/EpicGames/UnrealEngine/blob/4.7/Engine/Source/Runtime/Core/Public/UObject/ObjectVersion.h
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
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
4.6 crash too
NVM
how can I make my landscape higher poly ? When i sculpts it's too edgy
@grim ore hey Mathew I am having problem with my ai can u help me
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!
@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
np
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.
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?
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.
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.
Alright, thanks a lot guys
Everyone in this server Unrealing making me so jealous, while I’m at work like a pleb.
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!
find the 3d model of truck and put in the the salt flats level. or vice versa
I did and that works, but it does not load with the material reapplied like the 2nd screen shot
select all the model files in World outliner and make a merged file. Then open the salt flats level and place the merged file in. it should keep the materials on it
I will try doing that, thanks!
Also is it the merge actor button from developer tools?
Is this legit? https://news.ycombinator.com/item?id=28447672
Sorry... why he didn't work?
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... 😦
no. if you right click it shoud show up
rebuild lighting? or just delete it and put a new one in unless it has other refrences
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?
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
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.
Is there any way I can test for input latency with hard numbers instead of eyeballing it and relying on my senses?
- download Editor debugging symbols via epic launcher
- check top pinned post in #cpp because you're hotreloading. a survivor with over 8000 hot reloads!
aight
ty
but can i disable it manually
because i can't even open the project
lol how this line crashes the editor..
open visual studio, rebuild solution (Build -> Build Solution) then either run or run with debugger (Debug menu)
last question, is there anyway to disable the auto-enable of VR?
everytime i run unreal it just pops up
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
}
]
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?
you can change mesh scale i guess, but preferably update the model if the scale difference is that high
the real question is how do i update the model to ue standards?
https://answers.unrealengine.com/questions/549577/scaling-from-blender-to-unreal.html or search if you using something else
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 ?
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.
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?
Can anyone tell me what's the difference between architectural vs game projects?
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?
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
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.
can i use any mesh for an animation pack?
you can make a blueprint inheriting StaticMeshActor and use it instead of pure SMA with own changes
say if i want to use this https://www.unrealengine.com/marketplace/en-US/product/close-combat-animset
is that possible?
Is there not some other way? I saw this as the solution online but i can only provide static meshes to the plugin i am using and feel like having blueprints for the meshes seems unintutive.(since i will end with over 200+ probably)
Is it because its preferred to do this type of work in blender? Sorry for so many questions just newer to unreal engine and trying to understand the workflow
mesh is a mesh it has only local transform and know nothing about world
world has an actor with static mesh instance and world transform is applied to it
if it is meshes (not mesh actors) you pass to plugin then you have to modify them
or plugin
Sounds like i have to do it in external software if I want it without using bps then?
depends whats the purpose of them and your capabilities 🙂
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.
how can i make it so 600 looks like a faster animation
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)
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
Wow Cool they giving away Echo from the UE5 Preview this month for the freebee woot
Be Sure to get your Sept Giveaways
@bright aspen pretty self explanatory. ripping into a bunch of 4k textures i imagine?
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
@bright aspen https://www.youtube.com/watch?v=9qPcAW5obg0
Here's a quick tutorial on how to fix that dreadful Texture Streaming Pool error once and for all.
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do unreal engien servers support stdin input
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...
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
ah, found it. blocking volumes.
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?
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.?
you can create a scene in your actor and place it's origin to the center, then move the static mesh into the scene and align it
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
Hey guys dont flame pls, but is there a way I can scroll the material editor using my trackpad? On Windows fwiw.
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.
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
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!
You could also just make a wall out of a cube give it the desired collision and then set it to hidden in game
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?
Seems like Visual Studio 2022's parsing speed and intellisense is much better?
yeah I open up a cpp file, it only takes about 40 seconds for the class names to became green
I want to make game is it hard?
'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.
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
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
level streaming ?
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
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 ?
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.
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.
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
someone had following problem?
I tried this one, without results....
https://answers.unrealengine.com/questions/724854/generateprojectfiles-error-msb3644.html
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
okay, I have deleted everything (I made a copy after Setup.bat)
seems to building properly
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
@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?
IIRC, you can do it via SetActorComponent or something like this, take a look on similar methods
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
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
hmm I did not do it, it seems set up by default
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
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
yeah
it must never be used unless you have a park of PCs and infinite money (cost based on core count)
I have a massive PC, but I agree with u
@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?
you compile engine once and use it until you modify something in it again
then you just rebuild that module (if editor)
monolithic build would require building engine from scratch once again