#ue4-general
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thats why i decided to use e.g., UE4_LOG to just print it, but I need a one line of code to add to UE4 engine
which value? (class:field name)
for example this one
or this one
I dont want to change her, just only to read a value and accumulate for instance
does anybody know how do they make such a dense grass without loosing much performance! i know they use LOD but still they have to make such dense grass....so i want to know is that we should normal foliage tool or is there any different method to achieve this result ?
You would like to see moving grass?
its fine if grass is static with no wind or anything
when you open the project it does a first run of UBT so you have to wait a bit. if not that then kill them in task manager.
okay, I killed the process
Building one more time...
seems correct @sterile lichen
I hope, that process finally will end up with success state...
long time no see this utilization XD
as i said before, ExpensiveBuild turns your PC into a pumpkin after a month trial
Is there any way to search for console commands?
Like some 'find X' prints a bunch of commands with X in their string?
hahahaha
yes, but I deleted this Incredibuild
@sterile lichen
but it seems to be hanging at the same point hmm
@sterile lichen I hope I am not interrupting you much...
hmmm
does someone have a tutorial for physical rigging in unreal ?
like, making those physical skeleton things
i can't seem to make it work
does anybody as solution for this?
probably normal mapping and some trickery
but those looks like actual geometry
thats where the trickery comes in ๐
and i have seen some scene where i can see actual gemetry grass
I have doubts there's any actual geometry there
I mean if you look at the boots in the foreground, they appear to 'hover' over the ground plane, because there's no geometry between the boot and the camera
thats what i thought at first but another scene i saw some grass was showing between camera and goal post
let me see if i can find the image
The goal post never moves so having some static meshes around that isn't going to affect performance ๐
does anyone know how to get these in play mode
that means it is done (sor for late response)
๐
I decided to restart PC copy UE4 source engine (backup) and try agian
and works
ahhh, I was building engines many time, but this time will be put into my mind....
Hi everybody. Can you please tell me after I switched to ue5, my LODs 0 are loaded at a minimum distance from the character, and some do not load at all?
Does enabling Nvidia reflex just amount to enabling the plugin? Are there any console commands I should know of?
is there a command i can do to specifically change the size of my editor window?
Hi Guys, do you know which Nvidia Studio Driver should I use for unreal 5 and 4.27 to have possibilities to correctly run the path tracing?
Can anyone point me in the right direction for getting my ALS character to work with two handed weapons. My right hand connects to the socket fine but the left hand is floating all over the place? https://youtu.be/6S94ckv9_lk
So I've tried using a Orthographic camera, downscaling the game to 640x360, and then moving the camera exactly 4 units every time to try and simulate a pixel perfect look, although this doesn't seem to work, is there some good way of retrieving pixel size in unreal units?
c sharp fcked my mind instantly
This is what I've used in the past. Has worked thus far for me. Only issue I encounter is having to play with the IK socket on the weapon. It has never worked for me the way they're showing. But other than that, works like a charm.
https://zaggoth.wordpress.com/2019/01/26/ue4-tutorial-the-right-way-to-do-left-hand-weapon-ik/
hi guys i need help with a dash action i`vmade
actually, 4 dash actions
1 for each direction
they work with double tap of the keys
w+w, a+a, d+d,s+s
the thing is they mix with each other, for example.
if i pres w+a
the A+A gets triggerd, and if i press, a+s, the S+S gets triggered
depending which i pressed last
keep track of just the last key pressed, and compare that last key to the current key?
how do i do that
how do you keep track of them now?
would you like me to share you my screen and see the blueprint?
I wouldnt
or i could send you a picture, wait just a sec
there
thats 2 the forward and the right dash
yes, your pressed amount means nothing
its tracking any of those keys being pressed, not which ones
there are 2 more under those two for the other directions
right
how do i track them?
should i create a variable for each?
dont keep track of the pressed amount #, keep track of the last key pressed and check against that. and set it to nothing. your doing it with the integer, do it with the key now
the same way you are doing it with an integer
with a branch, and a is dashing? variable?
so this is how I would do it, its not perfect (you should use key bindings not direct keys) and its not battle tested
but it works
key is pressed -> is this key the same as the last key pressed that we saved? IF so we pressed it twice, set our last key pressed to none (since we want to reset our key presses now), and set our timer back to nothing (should probably clear and invalidate the timer honestly)
if the key is pressed and its not the same as the last key pressed, we pressed this one for the first time, set our last key pressed to this key, and start our timer (this resets our last key pressed after 1 second back to nothing), and saves a timer handle so we can clear out the timer later when needed
Heres the fixed image with 2 buttons tested and working
yes its more advanced than you figured out, but its a more advanced topic you are asking about
Thanks!, imma look up into it right now
Hi , sorry about entering now, but, in your opnion, wich is the best free Crash Course of unreal c++ ?
do you know C++?
so i should add all that right before my double tap function?
you can see exactly how I did the code and how it works, you put it where it works for you
there are some good ue4c++ tutorials on youtube
right thanks you m8
yes, but i know c++ with QT ๐
so you know C++ the language itself?
yes
Please , did you recomend one ?
do you know UE4 yet? the basics, blueprints, etc?
i will send you one
yes, i'm even launched a game
full blueprint, of course : https://store.steampowered.com/app/1199770/TaskForce_Gamma13__An_SCP_Tale/
Gameplay Focused on the classic style of the award-winning Resident Evil 4. Investigate and get involved in the world of scp, starting here a journey that will expands to worlds and totally unexpected situations in the next chapters. Save your few ammo and walk carefully, watch for sounds, use your flashlights wisely. Your strategy must be car...
$1.99
https://www.unrealengine.com/en-US/onlinelearning-courses?tags=programming check out some of these courses then, theres one in particular which is BP -> C++ which would work well
the kickstart is good as well
thanks ! i will start now
This Video:
In this video, we look at the header and the code files that are created whenever you create a new C++ class.
Intro to C++:
Intended to be the true intro to C++ for UE4. This playlist is intended to focus on one topic at a time and explain how, why and when they work. Think of it as documentation in video form.
Consider supportin...
he has a playlist
with all the basics and more
thanks ! i will start learning today !
awesome
both of you are my heros today , thanks a lot !
not a problem friend
I have an unwanted behavior in the enhanced input mappings.
I setup an axis input. In old input bindings opposite keys on the same axis cancel each other (W and S for example for walking, if you press them at the same time the summary axis value will be 0, so your character will stay in place). In the enhanced input, one of keys always wins the concurrency, and by pressing two opposite direction inputs, the character keeps walking. Just simple "by the book" setup
what variable type is the blue one, just key? or key event
@dense wrendrag off the key pin on the key event and tell it to promote to variable, this makes the correct one for you automatically
ohhh
nice why didnt i think that
im not allowed to connect anything into the == unless its an enum
when I created that I dragged off the key and typed == to get the equals node, then i dragged off it again and promoted to variable to get the variable, then I dragged in the variable to compare it
oh, hehe so much thanks
Hey guys, would anybody know how to do an omnidirectional "dash" ability that also sends you upward or downward if that's where you're looking? This is what i have so far but it only sends you forward in the direction you're facing.
i'm having a strange behavior, There are 3 Levels of ActorComponent Inheritances which each add their own default sub objects. The problem is, that within the blueprint, the details view is empty depending on which level i declare the component as a UPROPERTY. Log is empty, im kind of at a loss why or how this is happening. Anyone experienced the same issue before and knows how to efficiently debug it?
what did you called the function name in set timer by function name?
oh got it
you created the custom event
right?
@static warrenchances are your actor, if its a character, is not rotated on the Z (your capsule doesnt rotate, the camera in it does), so get the cameras rotation and not the character
@dense wren yep
@static warren get the actors key input, multiply the force by the normalized key input (thats left right). Then get the LookRotation of the actor and add that (force * LookRotation) to your impulse vector
Tried this, but I'm getting an error for the target and it won't attatch to the camera when i drag it in
should i connect to my dash code, from clear and invalidate? or set timer by handle?
its like i have to press it 3 times for it to work
yes your not getting the camera manager which it wants, you dont need that you can get the component and get its world rotation
there is still a problem,the game receives as if a+s work together
but they shouldnt
w+w is one thing and a+a its another
but im normally walking and i press , a then w just cause i want to walk in a diagonal
then actor performs the dash based in the last key pressed
so what is the order of the keys you are pressing?
it depends always, but i dont want to throw a random dash when im walking just normal
so if i walk in a diagonal, pressing a+s cuz i want to walk to walk backward left, instead it triggers a dash
yeah no issues here with my code doing that
but dash its only for a+a, w+w , s+s, or d+d, not (a+s, s+d, d+w)
theres no way for it to ever do that with my code since you are only ever storing the last key and comparing it
so A + D could never trigger
is it maybe because i`v set the same integer for pressed key to all the dashes?
pressed amount i mean
look
well you should never be checking the # of keys, my code never did that
you should be comparing the last key to the current key since all you care about is it being pressed twice in a row within a time
yep and no point do I ever check the number, that is the problem with your code and what we are not using
ofcourse, its actually my starting problem
not cause by your code
my code works as is, and the two parts in each one pressed once and pressed twice, the print strings, are where you put your special code. somewhere in that part of the graph
Hi Everyone. I am pretty newbie to UE4 and joined here in case that I would need help or I would have some questions. First thing i've noticed after launching UE4 is similarity to Source Engine Hammer Editor where I'm pretty experienced so that's pretty good
i think i found the problem
i create a integer, called pressed amount 2
it seems to work now
but i bet there is a more simple and better way to do it
yep its the way I did it
another question, how do i create a folder in variables to store variables?
and not have a mess
Hi guys, how to use Tab or Esc for game input in PIE?
you cannot
@dense wrenyour variables have Category names, change those
nice thanks
I've been reading though the document you sent over, where is he getting the target from for the world item skeletal mesh
What do you mean?
Set a socket on your weapon - that's all you need to do
Afterwards, it's just following the blog post. Adapt the character skeleton to w/e skeleton you have of course
To be sure, even though you can't test in the editor with this key, placing "input key Escape" to pause the game and show the menu will work when the game is packaged right?
@burnt lichenyes, you can also change the default keys in the editor for stopping playback or test in standalone in the editor.
Awesome, thank you.
just remember when you do that, rebind it to something else or you have to use shift-f1 to let the mouse go so you can stop.. or you are stuck lol
Okay so I've got the updated bp using the guide but for some reason his arm is glitching out
No joke, my character BP wont work unless I shove an invisible zucchini up his ass. For SOME reason he has zero collisions if I dont set this zucchini collision to block all. I chose the zucchini because it's the smallest SM I have right now. My Character doesnt even inherit from another mesh so idek whats going on and why this is happening.
What does this mean/ i try to install on 3ds max 2020?
@final moththe level stops working, or the engine/game crashes?
crashes
the entire engine/game with a crash reporter screen?
post the crash report or a screenshot or something
you mean here?
or somewhere else you want help I guess
shall I zip it?
well assuming its the crash reporter, a screenshot should be fine
ok, well, I already replaced level with the saved backup version
so I do have a crash report as a file which unreal created, but I decided to move on, I do have a deadline. So I will just rebuild the elements which were new after the last backup
ah
I have my suspects, in the asset created by houdini engine.
it did act weird
but thanks for the response, respect!
Hey guys, just a brief question, an advice, since I am a game developer who's trying to make a quality game all on my own, would you recommend me to learn C++ and use it vastly or just stick to blueprints as much as I can?
do you need C++ for anything you are doing?
in the long run, sure, learning C++ will be a benefit if you have the time and desire to learn it. If it takes up time from actively developing and you never use it... then...
Well, I'm creating a first person shooter, all the main features like moving, jumping, flying (my character has wings), flashlight and stuff works, I have done it in blueprints and found no flaws, I just stumbled upon a problem with weapon inventory and since I found no tutorials I just chose to deep learn Blueprints, and since they're based on C++ I thought it would've been useful too
Ok, so, if I need it or if I have time, I'll learn it, thanks for the advice
You can make an entire game in BPs. No need to drop something that works.
As everything - use the right tool for the job.
Ok, thanks a lot ๐
yep yep what they said ๐
Thanks a lot, see ya ๐
@grim ore i heard you can lock your game to a certain graphic settings like 1080, 4k, 2k etc
is that true because i want my game to be capped at 1080p o-o
Need advice on how I might create/store data for a little prototype system I'm working on.
Essentially the game I'm working on has lots of factions, each faction has their relationship with another faction (friendly / neutral / at war).
In the game, the player can create their own faction, join a faction, or an AI might create a faction.
Any idea how I could store this data? A struct probably wouldn't work as it needs to be scalable for other factions.
@prime willowin theory you could, just dont let them change it outside of your menus. You can try and force the resolution back down if it goes higher but theres always command line stuff and the .ini file. People will find ways around it if they want
create a gamestate or gamemode diplomacy management component and enum defining relations (friendly/war/neutral), configure it based on game mode rules
as the sides - let it be some uobjects containing data or structs (i personally prefer objects) and let them be also in game state TArray<UFaction*> factions etc
then diplomacy would be a square matrix of size equal to number of factions and relationship state as value (struct or enum, depends how complex you want it to be)
Thats kinda the gist of what I'm thinking about, holding it on gameInstance, creating a map variable type to define the different factions, each faction then uses an array of ints to dictate the different relations... so each index of the array would be for a different faction
game instance is kind of global-est thing, game mode for singleplayer, game state if multiplayer
Yeah I moved a bunch of stuff into game instance as when I was changing levels they were getting reset. Figured it'd be nicer to hold global stuff like this in instance
Especially considering I'm switching game-modes with the levels ๐
Thanks for the advice @sterile lichen, I think I've got a good idea of how I'll make the system now!
instance exists from the time the game starts to the time the game shuts down.
So, you'd be loading all this stuff, even if they're not actually playing the game
Yep thats fine by me ๐
It'll essentially be an empty map variable until the save file is loaded in anyway
So there's no heavy overhead when making the main menu
check pins here in channel or in #blueprint
there are plenty of learning courses by epic
if you only make changes to an actor component is that totally insulated from the actor? I'm wondering if 2 people collaborating on a blueprint project could work on different components at the same time without merge conflicts
kk
If that is the case it will be really useful
I Need help Sith Xbox dev program
im making a level map for a friend but he uses unity. Is there a way to have a ue4 map and transprot it into unity?
Yeah. By doing it all in UE, then going over to Unity and redoing it all over again in Unity.
Is there a way i can make the camera faster??
Cuz i made a massive world and itโs a pain to go from one side to the other
top right of viewport
Ty!!!
can also click on something r mouse and go here or some option like that
Hello, everyone! I'm new to Unreal so can anyone suggest some learning resources for Unreal Engine C++? Thanks in advance! ๐ฅฐ
do you know normal C++?
A little.
do you know Unreal Engine itself? blueprints, editor, etc?
Only how to use the interface, not its specific features.
Thanks.
I recommend learning Unreal and BP first. Then dive into C++. It'll make the process much more smooth.
^^ and https://www.unrealengine.com/en-US/onlinelearning-courses has a ton of courses
Fast iteration is super important and you're not getting that with C++.
Hello again
Iโm completely new to the landmass add on and somehow managed to miss click somewhere and the the โsplinesโ dont appear and i cant edit them, must move the shape around
How can i make them appear and edit them again?
Nvm i just had to restart it lol
so i dont mind if people forcefully bypass it
thats like mods if they do it good on them i just feel with what i want in my game to happen 1080 is a good benchmark to keep it at o-o
i dont mind them going lower than that just no higher without forcing it through some bypass
also if youre around i have a silly question
destruction seems to be back on the menu from unreal
taling about it in 4.27 and further
does that mean itll still be compatible with 4.26 or do i have to move over to 4.27 to utilize destruction
if you dont know the answer a gentle guide in the right direction would suffice as well
Can i fix this error withour rename the structures ?
LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Blueprints/AllLevels/PlayerSave.PlayerSave_C:PlayerInfo'. Unknown structure.
i cant cook for W64
Hey all. In the amterial editor. Is there a way to drag all the pins from one node to another rather than one at a time?
not without a plugin me thinks
before I had the node plugin I just saved one with all wires already connected and copy/pasted it and adjusted accordingly :p
ha! Good idea
Many thanks
If I'm editing a map, is there a way to get the current location and rotation that I currently have in the point of view that is shown to me of the map? Or to place an actor with that location and rotation?
oh nevermind I can pilot the actor
open that blueprint and resave/fix the links on the node
happens often when renaming blueprint structs
heyyyyyy, so i have my player character as a "sponge" rectangular rn, and it have movement and everything but it move upstraight, i want it to flip flop around the platform when it move, when i stimulate physics to it, it just flop down and does not move with the capsule component, is there a way to make it flip flop around the level when we input it movement?
Is that a good and must have bundle for medieval rpg game?
https://www.unrealengine.com/marketplace/en-US/assets?count=20&sortBy=effectiveDate&sortDir=DESC&start=0&tag=4910
hey guys, I have a weird issue with new projectiles I just created; they fall through the floor, any idea what's a possible cause? ๐ฎ
In materials. What nodes work best for over saturating a texture?
desaturate node with negative value me thinks
One would think, but sadly not so much
oh, try above 1 as well.
That also create a desaturated, but realy bright version
I can't move any asset in the world outliner for some reason. They aren't locked, the snap size is off so it's free, and rotation and transform work just fine. Idk what it can be.
I confirmed that it works in other projects. It's just this one and only in perspective mode it doesn't work.
Ahh Ha! Found it. Its the "power" node
so i opened my UE project and it deleted some folders, ones which i beleive were empty, randomly. Also, I have 1 empty folder in my project and no matter how many times i press delete it wont delete. How can i fix this?
so what actually happened i just realized is that i moved the folder which had content in and it and copied to the new location good, but now going thru it theres still some lingering files for no reason. I tried fix up redirs didint helop
okay i just wanted to make sure its safe to do that without killing my project
thank you
so they copied to the new folder i wanted but its really buggy with the old one in the content browser
they like appeared for a second and went away
i think im just gonna have to do it from file exporer, i havent even used them yet so they arent refferences in any BPS or anyhing, just audio files
just made a backup
unfortunatly it will contain the bugged folder but i think i should be okay
How do people usually implement sliding? I've ran into some issues with just modifying the crouch speed
should i close the engine while deleting it?
if you figure it out please let me know
im trying to setup something similiar
Someone knows how to export ue4 to Xbox?
Like, how to package a project for Xbox? I have no idea what else you could mean
Yeah
Because I bought the license of Xbox dev program
Anything I add to viewport seems to snap to the current view and centered. I can't move it. It's so irritating why it's not allowing me to use the move transform.
Didnt really know where else to ask this,
I have this red storm that has a basic level sequence that after 6000 frames it ends up in a certain destination (directly right). The player has to get to the end before it arrives. I dont know why but it starts off really slow but speeds up to the point where it is alot faster then the player
how do I import an mp3?
Drag/Drop it into the Content Browser?
it isn't usable and looks like this
I think you have to make another Video Player asset or something to then use it.
But im not entirely sure.
Maybe look up a tutorial on Youtube?
if you want audio files use .wav
has anyone experienced drop down menus/right click menus flickering and breaking after like 10 minutes of UE being opened? i've tried updating my driver to fix it but that doesnt seemed to have helped
assuming this is done via animating a property in the sequencer, check to see if your animation curve has any ease in or ease out. (the curve will look like a sine wave rather than a straight line.)
yeah, i don't know about ue4 but in ue5 the interpolation is cubic by default
any actors or just from a parent class you created?
Is there a way to send a variable or at least a number from one asset blueprint to another?
assuming its instanced eventually, yes
Cool, but how?
if you have a reference to your blueprint instance its as easy as typing the name of your variable in the search box and choose the get node
i got a silly question i might make myself look stupid: i made a sequence with music in the background, is it possible to make the audio continue in a loop after even the cut-scene finished?
@versed star just make sure you cast the reference to the subclass that implement the variable
All actors in all levels. Even brand new levels. But I gave up. I just made a new project and migrated everything over.
sounds like a nightmare for a sizable project, i would have definitively tried to get to the bottom of this in case it happens again
Ya. Luckily, it's a small enough project. It needed to be migrated anyway, so not something that was super worrisome.
i don't know the best way to do it but personally rather than having the music set directly in the sequence i'd have an actor track that start the music
when I try to open up my enemy character blueprint it just brings up this blank screen, what's happening?
oh nevermind I figured it out
you had class default unticked ๐
Is there anyone in here that can help me. Im trying to open a project I transfered from one computer to another VIA a SSD and it will not open. I keep getting an error
its making me super sad
did you copy or move the content?
don't randomly delete folders, first check you should make is rightclick on the folder and select fix up redirectors
unreal likes to place "links" when you move stuff, so it doesn't have to update all assets that are referencing whatever you move
also @plush yew ^^
I did move it, I did do fix up redirects and it didnโt help with it. I did follow thru with file explorer and after that fixed redirs again and no issue
Did you try restarting the editor or deleting the directory via explorer?
Don't tell me Google acquired Epic ๐
Thatโs a joke right lol
Yeah. For some reason Edge was like this. Working now.
How do I make the ocean from 4.26 Water Plugin infinite?
Select the water mesh actor from outliner and set Far material (there is a default material for that which comes with the plugin).
is it just visual?
Yes
I want the player to be able explore the never-ending ocean will buoyancy work with that?
@winter gale
I've never tried anything like this. You could try attaching the water to your character so it moves around with the player giving never-ending ocean but I don't know if you can do this with the water plugin ๐คทโโ๏ธ
That won't look natural, waves will seem to be following the player.
depends, if they take world position into account it could work
I have a set of textures with filtering set to Nearest to achieve a pixelated look, but when I apply the material in a level, the filtering looks smooth. What might cause this?
They look pixelated in the texture editor, but not in a level. I'm wondering if there's something in the material that's overriding the filtering.
Hi, I new to Game development and I want to understand the ALS system to implement in my own game can anyone suggest something or resources to understand or Should I not use it in my game ?
@tender fiber they have an discord, you are most likely getting answers there
it's a complex system, you'll most likely learn most by implementing it, and don't expect to get the desired result within a few days, specially if you want to customize it
and it helps a lot to have some background in animations/rigging
@neon bough Ok thanks I'll try that
anyone know of any NON-real time rendering tutorials?
Anybody seeing an error in 4.27 Duplicate iCCP chunk and Failed to read Niagra files?
When my character how can i make last pose fade out behind him?
I have a question regarding Player Start and placing a character in a level with auto-possess on. Are there good arguments (for single-player games) to not place a character inside a level with auto-possess on, and use Player Start? I remember in tutorials they often show both ways without mentioning benefits
something is definitely unhappy somewhere, but it suggests it's something to do with something like a blueprint graph. I would suggest attaching a debugger to work out exactly which asset is triggering the problem
How to do When my character move i want to leave behind him trails of him self with poses his doing and they fade out?
how do i pull things straight in camera
like it looks like i get a weird perspective
but FOV does nothing
Hey all, I migrated to 4.27 and I'm getting loads of editor crashes while using sequencer (i.e. copy pasting keyframes) is it known issue?
Is the water tool in 4.27 not compatible with larger terrains? I read 4x4km is the max, but is that accurate? It feels kinda lacking in the fact that we cant toggle between infinite ocean, and long distance mesh based on what our projects require, i.e saving performance or enabling ocean travelling.
MaterialFloat Luminance( MaterialFloat3 LinearColor )
{
return dot( LinearColor, MaterialFloat3( 0.3, 0.59, 0.11 ) );
}
(ITU-R BT.601) <= Luminance Coefficients Standard
Is it?
is there an image somewhere that shows what these gamepad inputs correspond to?
Hello everyone, I have a small question that i am trying to fix for weeks but still cant find a answer.
My lightmaps have a kind of Lod thing. the closer i get the better the lightmaps get, but that's not what i want. I only want the high quality one...
Thanks, its worked ๐
Help Please ! , I can see the .umap file in the content folder but in content browser cant seem to detect it. The reason it happened for me is the my PC shut down while Project was running and it might cause some problem saving the map data. Unfortunately i did not find a fix or how to recover the .umap
ASAP please
if your umap is broken, use your version control to revert to a previous working version of the map.
if you did not use version control, odds are your map is forever lost
Maybe check your autosaves.
Not to my understanding, but the x axis is horizontal and the y-axis is vertical and the face-buttons refers to the four buttons on the right side. In more complex games, you're going to want to filter this information in your player-controller before it gets to your player actor.
any ideas on how to fix this xd
https://gyazo.com/1556ced181701e15f3e0347b2ea9ecaa
he kinda just fall over
lol
Anyone know why this is failing to cast from my animation BP for my character. It seems like the most simple task but for some reason this just won't work?
if it fails, PlayerCharacter(0) is not an ALS_Synth_CharacterBP
guys whats causing this black shadow
I'm using the same cast to on my HUD BP and it works fine?
it's possible PlayerCharacter(0) is invalid at the time the top function is called
also delay inside tick ๐
(there is no good reason to do that)
@solemn cape that's the atmospheric fog
I dunno I assumed it would prevent frame-rates from dropping when I'm constantly updating my inventory system
hmm
Um... where is killz now? (and is it still called that?)
it's literally going to be working against that
all you're doing is delaying the logic in the function at the current tick by 0.2 seconds every tick
you're creating an internal timer, every single tick
Is there a way of placing meshes at the origin? without drag & drop
dragging to the World Outliner doesn't work
Alright thanks I'll remove that and hopefully it won't cause any issues with frame rates. Any ideas about my main issue? You say the player character (0) might not be valid yet
thank you so much
I would generally never use delays without a very good reason (they are dangerous), and wouldn't use 'GetPawn(0)' or 'GetCharacter(0)' for similar reasons
the animBP should be able to determine it's owner
wouldn't be surprised if 'GetOwner' returns the owning character, or similar
Does anyone know a good youtube tutorial on how to make a good inventory system
Noticed that Unreal 4.27 can't detect my Razer Kiyo webcam, while it's perfectly detecting it on 4.25 :/
Hello everyone, Can anyone help me with a major issue please? I am trying to get my characters left hand to stay in place on a rifle, but it won't seem to stay.. I feel like this should be an easy fix, what am I doing wrong?
I Need help with the Xbox developing I already have the Xbox dev license
nobody here can help you because of NDAs
any chance you could help me with my issue? you seem to be the only person active atm
I cannot
try freeze transforming joints before creating ik
could you explain that? im not familiar with freeze transorming
did you download the character or did you make it?
I downloaded it from the Synty Polygon pack
it could be that unreal engine's world location is reading the joints upside down or inside out becasue from research ive heard alot of these issues were the programm it was made from may have had it axis flipped
im not sure on this but im seen youtube viddeos on trasfering skeletons to animate and use for unreal and some of those issues happen
so if you dont have the knowledge of building skeletons i recommend to try another skeleton or another character
as IF it was this issue it would need re adjusting in the modelling programm
So the thing is when I remove the hand Ik transform variable from the FABRIK in the character animation, rifle state BP, I am able to move the hand in the preview viewport, which works fine, however, when I give it a socket name and bone space target through the variable it seems as though the left hand snaps to the right hand
you might be extending the arm in a weird angle to place it to hold the weopon
it might be that it overlaps a certain restricted angle in the ik were it might bug out
.
how would i be able to check for this?
try and have him in a less realistic position
to have more room
for his arm
to twist less
see if it does it if he is simply holding the gun with his hands straight
and then you can see if the animation is bad or the skeleton
I think you were on to something when you said that the axis were flipped, it seems like the weapons hand IK is updating the hands position in the opposite direction
i have a deadline for tomorrow and i cant fix it man. im paanacking so much
sucks so bad
bout to cry the shit out of me
Anyone now how to set up some sort of collaborative editing? So i can make a game with someone else, and see all the changes in real time.
Use Source Control
Is that something that is in the engine or do i need to download and set it up?
In this presentation, you'll dive into source control options in the Unreal Editor that reduce risk and improve collaboration between developers on Unreal Engine projects. Learn the fundamentals of source control to manage versioning of Levels, Materials, Blueprints, C++ code, and other content.
Want to continue improving your Unreal Engine ski...
I Unreal runs audio engine on a separate dedicated thread.
My question is, how does it synchronise the audio-events on main thread and respective playback in another in case there isn't an APU(just the audio card) and the audio is complex(with some real-time processing like blending, filtering, etc)?
how can i set a variable from another widget ? I added as var and change to BP type is correctly. But when i try the set it gives a warning like i try to reach non exist property. If i create a new widget and add to viewport. Its working but widgets overlaps.
Cast To OtherWidget then Set YourVariableName
Thanks i try now
Hi guys,
I'm having an issue with my two handed weapons where they don't connect both hands to the weapon. I'm using the ALS pack for my movement and currently spawning the weapon in the right hand, then on my Character BP Tick Event I'm trying to get the IK_Hand socket from the current held weapon/object and setting that to my IK Hand Transform variable. Then in my animation BP I'm adding a FABRIK on the left hand to update to the held weapon/object's IK_Hand using that newly set variable inside my Rifle overlay state. However, for the life of me I can't seem to workout why the left hand isn't attaching correctly. I've spent over a week now trying to resolve this and had no luck. So if anyone has any idea on what might be causing this or know where I might be going wrong I would really appropriate the help here.
This is a video of my blueprints and an example of the gameplay results:
Look into Quartz, it might be the thing you need.
Do someone has aldready published a game on Xbox?
like I said the last time you asked - nobody here can talk to you about that because of the NDAs - including the one you would have signed if you are working with the XBox.
yea, they're like fighting club.
hey guys, may i know where to find the default sky sphere bp? i accidentally deleted it long time b4
If you deleted the one in the engine ie not a copy of one you made, go to your launcher and on the engine version you are using click the small arrow then select verify. It will add it back in.
u mean the epic launcher?
epic store launcher?
what's the retriggerable delay n how to use it?
@thick herald is verify re downloading the engine ver?
no. just the things missing ๐
This seems like a nice read. Thanks mate.
ok ๐ฅฒ
if your delete it from your map, your fine (you can find it again in the place actors panel). If you somehow navigated to your engnie folder and deleted it, yeah you need to verify.
oh now that's more like it XD
what's the name again, the only sky box i find is my own
i juz verified btw
bp sky sphere
its a custom engine blueprint, so it only shows up if that project loaded it (in the list). if you are using a project that isnt using it you need to get it out of the engine content
if you dont find it in the top left place actors list, you need to enable your engine content and use it from there
Someone has published a game in Xbox?
HOLY SHIT, Mathew, is that really you???
@stoic ridgemany people have published games on Xbox, why?
I need help with it
then you need to get help from your contact at microsoft, or inside Epic Games if this is regarding UE4
I bought the license but I donโt know how to package it
you will have an NDA you have to adhere to
Whatโs a NDA?
@grim ore If it's really you, I just wanna say thank you for your videos. So helpful
Where is it?
thx guys
@stoic ridgetheres no way you legally have accesss to XBOX SDK without knowing what an NDA
and NDA is an "All the info I learn here is private and I can't share it with anyone else or a ninja will come in the middle of the night to make me stop talking about it"
But can you help me pls?
we CANNOT
<_<
We cant, because of NDA
no one herein public cannot help you..
So I will not be able of publishing my game?
if you really had a license you would know how to publish
The Xbox dev program
which "Xbox dev program"?
Hey guys, I currently have a CameraActor setup in a sequence and I want to look through this camera when I hit play. How would I achieve this? I click on Auto Play when in the Sequence details but still no luck
I don't know if UE4 can make a compatible build with the Creators Program
do you see the UE4 logo here?
because... I dont
there is a UWP compatible fork of UE4 here but its very old. https://github.com/MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL
But you said that people aldready published games
From ue4
i.e. not through the Creators Club
creators club is different than normal Xbox publishing. UE4 does not "easily" support creators club. it is what it is. You will probably not be able to use UE4 for Xbox.
Guys
Never underestimate the power of red booleans and referencing functions with variables
Thay stuff can fix so much headache with ease
But is it available ?
What happens to the person who had the information on the NDA Xbox SDK information leeked to
bad breath
The page doesnโt load
does me me and I am not logged in
does me me too
i need help with general controles, i was follow'n https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LDQuickStart/
one of the controles is F for Focus, was not sure waht it did, so i hit F, i am stuck in a view and unsure what has happend or how to get out of it as F does not return me to my old state and i did not want to start a new project to fix it as i know i will hit F again randomly and would like to know how i could correct it
You are focusing the sky sphere, just focus something at 0 0 0
In case you have nothing i guess you can spawn a cube, set its location to 0 0 0 and focus that
ah ic thank you verry much
there is no stream today?
the controles are intrest'n i like this. thanks again
Got a quick about surfacing. The mesh is flat on this surface, but there are these weird material breakups on it, it there anyway to smooth it out?
And for the reference they are broken up on the edge of subdivisions
Any help is appreciated
its below the image
Thoughts on ways to limit the capsule speed?
while keeping the same acceleration settings
using a character? set the max walk speed. another actor? check its velocity on tick and using a clamp dont let it go over that value?
Is there any way I can add a slight blur to an image(Texture) to make it less jagged without it creating a white border around the image? I've set the filter to Nearest but if I change the Mip Gen settings to anything that isn't "FromTextureGroup" then I get a white border around it.
you would do that in your graphics program
e.g. use a rubber with soft brush, to draw along the outside, so that it reduces the alpha of the pixels around it
This is created within UE4 and can not be exported
you can export any texture?!
Not ones created within the engine itself, here is the exported image.
does anyone know if it's possible to downgrade unreal projects? I made a project in 4.27 and need to downgrade it to 4.26
possible yes, probably for you? no. just assume you cant ๐ฆ
Just figured it out, I can actually just set the max alpha to a negative number and it goes away
it may have (for whatever reason) an alpha of 0 on your actual color data
disable the alpha channel in your graphics program and you should see your image
what did you use within unreal to create the image? ILIAD?
Anyone have a method in Unreal for a light to only affect certain objects (or rather, to only cast shadows on certain objects)? Last time I checked this was super easy in Unity, but impossible in Unreal (or at least, nobody had a method about 5+ years ago when I last searched for one)...
lighting channels?
Sounds promising, thanks! I'll read up on it.
There is a check box for shadows.
ah no thats for the shadows being cast from them, not on them
is there a way to use a decal actor with the foliage brush tool?
yeah, but there seems to be a from too... this looks good, but initial tests seem a bit glitchy in UE5 (which may be natural)
ah, sorry, I misread... it's exactly what you said (I'm tired... I should really get to bed) ๐
yeah, I remember now... Unity had a shadow projector plugin, but there was no equivalent in Unreal... unreal needs a light to cast a shadow (though there was a tutorial based on some disney-wallpaper-movie-thing that I never managed to get working)
Anyone know how to get the current frame of the animation sequence playing ?
There's probably a node for that
Not quite what you were looking for @autumn elbow but may be helpful? convert the anim which gives you an explicit time.
Just a guess.
Right click the animation you want to control and convert it to a "single frame animation." Your animation node should turn into an evaluate node with an "explicit time" float input. Just put whatever time you want into that input to send the animation to that time.
yea, that's not it. I don't think there is a built in way
is there a sort of find a game channel
Im making a multiplayer game and id like to have people play test it with me
animation graph*
What's considered best practice for getting your working files under source control for a project (IE .blend or .ai files)? I assume it's a bad idea to put them in the content folder.
I just created a work around. I made a curve channel and mapped it to the time, then multiplied it by the animation frame rate.
I suppose that's what all the cool kids are doing these days
I'm slowing down the capsule speed to match the animation Root Motion speed.
Then I can disable Root Motion and have the capsule drive the skeleton.
A sort of poor man's distance matching.
๐
For the starts at least. Then I have to work on something for the stop animations
Hello , is this normal if i set a local variable to an array reference it don't work?
separate repository (if you use git or similar)
you probably have to push them outside of unreal anyways
If I wanted to have self radial damage do a different damage value to the player but not block it completely, how would I do that?
nevermind I think I found a solution
I have this one map/level that no matter what game mode I'm in, I keep getting spawned halfway in the floor and can't move at all. I think im stuck at the origin of the map but I can't look around or anything
I checked all gamemodes, level blueprints, etc.. but nothing is there that is making this happen. It only happens on this map and idk why
does anyone know a simple way to make a rope. tie the player to rope
like a ropw swing
Im following a tutorial for multiple weapons. In a child blueprint, he duplcates it and changes the mesh, but when i do that this happens https://media1.giphy.com/media/2cbB5oHPY7aSkUqVfo/giphy.gif?cid=790b7611abe543626ea8dbddcfade9d24bddc3d71a90010b&rid=giphy.gif&ct=g
but if i change it to a different mesh, it shows up in the detail panel that its changed but the viewport still shows the first weapon
ok so it seems to only be meshes from Sketchfab that are not working
unless theyre drag into the viewport#
fixed, i had to export the fbx then re import lol
I have an enemy that just chases the player and attacks, but I changed the map to a new one and the enemies just sit and do nothing. Does anyone have an idea why?
wait nevermind I'm dumb there's no navmesh
hi all, cam shake shakes the cam which is good. but if I use forward vector of camera for shooting traces the camshake is not accounted for
is there a way to get forward vec of cam accounting for shakes?
thank you!
<3
hi, im having issue where 'export' option is not visible when i try to export a texture from ue4.
anyone know why?
I'm having issues where my Ue4 map is bright (even over bright in the system etc.) but after I migrate it to my main project where trying to open any of hte imported maps instantly crashes UE so I can't like check if the migrate works correctly. But when I package the project upload it to Oculus Quest it's super dark and even a giant light source in the middle of the site with everything set up to not give shadows it's still making the undersides dark. I just need it to be basically equal levels of brightness etc. Or if someone knows why I'm instantly crashing that would be useful as well. Feel free to @ me if oyu have a solution.
When should i use physics handle vs physics constraint?
Hey folks,
Does anyone else have an issue with Index Valve controller bindings?
I am noticing I have values when using Thumbstick X and Y, but i get no return when using Thumbstick Touch.
When using PrintString, it echos every frame (tick) but no Axis Value. Just ZERO.
How can I change the Target Skeleton of an AnimInstance through the editor? I have a base AnimInstance and then a child for Female and a child for Male. The base one takes from the male skeleton, and female takes from base, which causes the female to target the male skeleton but I need it to target the female skeleton.
Edit: Nvm, it was under the expand list for class options...
Edit 2: Nvm, even more broken now somehow
Does anyone know if in the Unreal learning site, if you can deactivate the pop quizzes within all the learning chapters? I'm not interested in earning badges and have a learning issue that makes it very difficult to complete the quizzes accurately enough to proceed with the lessons (they don't let you proceed w/out correct quiz----unless I missed an option to turn that off?). It's got me where I can't proceed in learning UE4 /UE5 VP. I can learn fine from the videos its the text/quizes thats an issue.thanks
does Rama not have docs for his plugins?
hi guys I need help, in my game project I don't have any light but when I play to test the game a very annoying light appears, how can I remove it?
Nobody knows how to fix this?
This might be a dumb question. But when having multiple weapon load outs slots do I need a save object per slot or just a string name per slot? Iโm currently planning for custom load outs and want to properly wrap everything that I need together
Did you try removing all of the other lods? I think UE4 might generate them on import but Iโm not sure. Just an idea
I had removed al of the LODs bit it still did the same thing
Heya guys, can anyone here help me with some UE4 Console Commands? I'm playtesting a build that still has the dev console exposed and I'm trying to use the summon command to place a static mesh. I'm trying to place a mesh that already exists multiple times on the map (SM_Stripe_Barrier) and when I look at it with the Debug camera, the HitActor Class is StaticMeshActor, but I can't for the life of me get the summon command to spawn a mesh even though I can get it to spawn duplicates of the player character by calling the class for the character
i i need change the carachter no unreal
Do the faces have their own material id?
I think so, they have different materials assigned to them
already did the re-export btw
Hi where i can ask for a little help?
im quite new and could need an advice for landscaping in ue4
The female has more bones than the male, in my case.
How do I go about exporting as a .GLB without using File -> Export as? Looking to export over 100 models as GLB and need a loop function
Is there a way of instantiating meshes without drag & drop?
Dragging to the World Outliner doesn't work.
lol
๐ค
I have a hunch they're a grifter - just ignore them and move on
Not a grifter, an ideas man! ๐
yup
is there a way I can play in an editor window but make it take up my entire screen? like without the windows taskbar and the project name at the top
I'm having an idea for clipping between a parts of a character that is made of multiple meshes (in my case, body, head and cape) but idk if anyone tried that yet. Basically what I wanna try is rendering certain parts of it with a sort of negative depth bias, but only in the main viewport and without affecting the lighting in any way, as it would mess up AO and contact shadows. So pulling vertices closer to the camera isnt viable as it causes the mentioned issues. Question is: has anyone tried something like that yet, like what would be the best way to hook something like this up? A custom skeletal mesh component written in c++ or would this be something to be done with a modified material shader?
I got a quick question. I got a level that is a bit too big to use as a demo, so I want to have only a part of my scene visible. Is there some kind of visibility box that I can use so that everything outside of the box is hidden and only everything inside of the box visible?
@near aspen you want to trick the depth buffer or what? because moving vertices would also make the rendered part appear larger if you pull it to the camera
well yeah, essentially having some kind of static bias that is applied on a component basis and only affects the z-clipping
and there's actually a material function that pulls vertices to the camera without perspective changes, but that has the issues i mentioned as it also affects the depth that is used for lighting
you could probably use sublevels to workaround that
the thing is I got one massive landscape and I want to show just a small piece of it
Quick question are like c++ blueprints used commonly in industry or is it expected to use more raw c++?
hi there! do you know a good plugin for saving objects(pickup money) in the game? i had tried "SQLITE" but there seems to be some problem.
I also knew of a plugin called "easy multi save"..can you help me?
there are several plugins that provide saving methods for objects (e.g.: savior / rama save plugin)
SQLite can only store "primitive" data types like float, string and such, which you can also store with unreals builtin save game objects
which is the best? that it is working and maybe even has some good video tutorials
idk, probably not many people who tested both, but they both got good reviews on the marketplace
You'll use both. Programmers are expected to be able to do C++ and build systems that can work with BP.
Does the MakeMaterialAttributes and BreakMaterialAttributes Nodes mess with AO and Specular? I have two setups, one is working fine but it's a mess and now I'm trying to add macro variation using these two nodes, and my specular/AO will not work with it
never heard of easy multi save, but seems like it also has some good reviews, check out what kind of tutorials/documentation/support they offer and then you can decide what suites you best
or roll a dice
here's an example of my node setup (this one isn't working, but my other one is when not using the MMA node)
both links you provided me are with code C++? what is the difference between C ++ plugin and a plugin that does not have C++?
Hey fellas! I get this bug when using displacement multiplier on landscape. It appears only when im looking at top of it.
Well, I can't delete the previous animation, the one I would like to replace, because it says it's still in memory in the anim_blueprint. So when I delete it, it crashes UE ^^ ' So I'm looking for another way to replace the anim. For example by entering the animation at the State Machine level, and replacing the anim which is linked to "Output Animation Pose". But I don't know if this is the right way to go. it seems strange to me
Hi everyone, any idea why I am not able to Drag the HDRI in the slot its getting red and I am not be able to put it there, I have match the setting of the HRDI similar to unreal ones.
Never mind found the solution, need to change the format to RADIANCE xD
Would anyone be able to help me out with GitHub for team collaboration within unreal engine? If you could help please dm me.
Sorry didn't see that
I see none of component hit when i look for it
anyone knows if you can smooth/subdevide/tessalate a skeletal mesh?
I made a wave spawning system but the problem is that if I dont kill the enemies quickly before another one spawns they spawn infinitely if the enemy counter doesn't go down to 0 before another enemy spawn. I think I need to make a variable to save how many enemies have spawned already but I have no idea how to do that :c
This is my BP
If you need another ss I can send it
Hey guys. Does anyone know how I could make my camera blueprint always perfectly centered on a selected mesh?
where to find bsp
Any idea on how to design the binding of the "ESC" key to hierarchically close widgets? I can only think of throwing them into an array as soon as they're created and every ESC press would close the last index. Any better ideas?
Thanks, that will save me some headache down the road.
Would you suggest to use twelve 4k texture udims for a mesh,or six 8k, or three 16k? With like GPU mem buffer in mind and virtual texture streaming and material draw calls.
HELPP
it wont work
accidently messed my keybinds up but when i click reset it will not reset them
@north spokecould you bake a 16k into one mat
why would you need higher than 16k (I know there are reasons for this but im curious what youre doing where it needs that much resolution lol)
Oh just making a tech demo using photogrammetry scans, noticed that 16k loads pretty sluggish in 4.27 so thought about breaking it into smaller chunks, and 16k is pretty slow to process in photoshop, substance designer, etc. I can profile and compare, just thought I'd ask if someone had already gone down that road.
Does Unreal have docs for specific components? For example I want to learn about Sky Sphere. There are videos on Youtube and such, but is there just a standalone docs page for this?
i have a problem in unreal. everytime i drag a mesh to the viewport it crashes
please help me guyz ๐
fist right click the mesh and let it load first
ue wil freeze first yes
but crash less
at least for me
when you right click on it it will start compiling the shaders but doest have to load it in the scene so it reduces the load
it gives me a crash report
@plush yew you might wanna read the #rules . anything job-related (even if its just help) can only go on the job channels. (read #instructions for that)

sadly no.
there is literally no information there, nobody can help you
you need to install debugging symbols if you want to hope to get any kind of crash information
(I really fucking wish Epic would install those by default)
where?
Hey everyone, quick question. Just need to be sure.
Let's say this function has ForEachLoop node inside and I connect the output to couple of nodes. Does that mean it will trigger for each loop for each connection?
A) Don't DM people randomly, it is against the rules, hence how you have earned a block.
B) Google is a thing. Use it.
i cant find it
When I hit any of these 'add to array element' buttons, the entire thing minimises. Very annoying. Any way to fix?
Bro you need to tell people what you're one trying to do and two what you're doing when the crash occurs ๐
:triangular_flag_on_post: itsmagix2#3865 received strike 1. As a result, they were muted for 10 minutes.
what you guys think about books for unreal?
I think they're usually outdated before they've even been printed.
so like an book from 2020 would be outdated?
Why does a button in the editor work and not in normal game?
Hey guys, does anyone know why when I click the play button my scene takes a few seconds to become fully lit?
elmo takes a moment. Idk id imagine u have a ton of lights? have u built all ur lighting? Is it all static lighting?
@plush yew Where would I take a look at auto exposure? An hour ago it was fine but now when I hit play the problem is happening. And yeah Im on ue4
Yeah I dont even have a post process in my scene right now and Im still getting the problem
I got some 3D models from a website, they are not UE4 assets so I'm unsure of what I need to import
@plush yew The lighting is fine when I hit simulate but when its the Play button the lighting basically starts off and then slowly fades on
Is there anywhere else this auto exposure could be happening? Maybe I hit a key or its in my camera settings? I have no post process volumes
Anyway to change the exposure values for the camera in BP's?
there no options for it
it seems
@plush yew Sorry I mean like on the actual camera in the view port when you open the BP window
๐
Like theres no exposure control in this viewport
yeah would be helpful but not to big of a deal ๐
Is it possible to rotate the spring arm (in-place) per say. Not relevant to the target arm offset ?
Trying to get around this happening and dont know the best way
anyone able to help me with this tutorial? i have done most off it just got stuck on one part.
https://80.lv/articles/how-to-create-a-terminal-system-in-ue4/
https://cdn.80.lv/api/upload/content/5a/images/5d2c53b8f1150/widen_920x0.jpg
this part, the first texture sample.
How do i get that texture out off my widget blueprint ?
Hi everyone i have a small (i think) problem with the spawn of first player character. When I play i see 2 fp i can solve this only if I delete from the scene my fp and put the player start (but i want my fp into the scene).
Someone know how i can return to the state of default fp without lose all the code I made in my fp bp?

The problem usually occurs for me when I Don't use post processing in the map
There is a setting in it that effects the lighting in the map and how fast it lights up
how do i make a static mesh stick and follow my mouse
please help or point me in the right direction :)
question i have a project that is highly physics based in ue4 4.19.2
if i move the project to ue4 4.27 will i have issues?
since ue4.27 changed its physics engine from physx to chaos
so make sure your assets use similiar add-ons and plugins
not all of them are version compatiable
if its not compatible you might have to use a different physics system
4.27 still uses physx. There is a build you can use for chaos though
is it worth to change?
like is chaos better than physx?
does it have multithreading enabled?
or is it still ran in 1 thread
Anyone good with widgets? ๐ Haven't made any widget in long time, and now can't figure out why my widget is not updating information from array
Does anyone know how to fix this error? I am trying to package my project just for tests, and I cannot figure out how to fix the structures for BP Interfaces. They are all read only, and I have not worked with them more than a couple of times.
Blueprints/Interfaces/Common/BP_GameInstanceInterface.BP_GameInstanceInterface_C:GetPlayerSaveDataReference.PlayerInfo'. Unknown structure.
Also sorry if I posted this in the wrong area, I am new to the discord server correct me if I make mistakes on things like this whenever possible.
I believe we have a #packaging channel
its not as active as here but its far better at helping you fix this issue
hey, if I want to make a scene where a exposion happens then a bunch of debris fly from that would it be best to do that in houdini?
i have no idea how to do special effects
youd be best served going to the #visual-fx
perhaps #niagara could aid you as well tho try not to double post its against the rules
Does anyone has experince with the EMS Multiple Save asset. It works great, but struggling to get it to save stuff other than my character ๐คฃ
got it thank you!

I am watching a video on setting up a animation blend space but is not working. the node he is telling me to connect is "calculate direction" but it will not work as in his video it shows as blue connectable mine is showing as green not connectable to cast to third person
I have an annoying issue where my playerController is not using the camera of the pawn it posses ๐ฆ
hey guys i need help
i using my d drive since he have high size 2Tb but the engine using my c drive while i work on project located on d drive
and that prevent me from work
since the free space in the c drive is low
safe to say ue5 in 2022?
hi all, a bit of a strange question. Is it possible to use the same BP window layout for all BP's? I did try saving layout but that seems to only change the editor windows and the PB layout stays the same.
I have accidentally deleted the first person character and I'm unable to add it back. it was the standard one with the gun that shoots the yellow balls, how do I add it back?
I dont find it in the content browser
why i get this, it says need to update path
Hey all. Anyone here able to help out a noob?
I wanted to learn unreal. I came up with a good idea (I think) and found a tutorial on a similar kind of game and thought I'll build that to learn unreal.
Turns out the tutorial was a ripoff of someone else's. Had very little info on anything but I copied along because I didn't see anything else for a similar game style.ย Till I got to the point where he was doing stuff offscreen between vids.ย I've spent 2 hours fixing some of the errors but I'm baffled and out of my depth. I normally just model haha.
I have been trying to set up time and date.ย It seems to be correct but I cannot seem to get the data from the gamestate blueprint into the main ui widget. So although I think the time is counting, 1. I don't know how to prove it is, 2. I can't get it to display on the screen.
If anyone can help at all I'd really appreciate it.
This is blueprints and I'm using the newest version of ue4
Happy to share screen etc to make it easy. I expect its something that can be fixed in no time but I don't have enough experience. I'm stumped to the point of giving up :/
Thanks
Sorry ๐ญ
Why the button work in editor but no in the project packaging?
What could be the problem?
is there a way to set a limit on how for the pathfinding can look? I want the move to location function to give up and do a partial path if the path becomes too long
Hey guys, i have a silly problem. If an activity occurs after touching the screen (such as taking damage or using abilities), the screen touch is gone.
Can you help me for this?
how do i fix this?
hey guys whats the dif between player character and player pawn? i forgot
๐ท๏ธ my play button from my main menu works fine in the engine, but not inside the standalone packaged game
why I'm unable to edit defaults?
Looking for devs who are closely familiar with Mythic's(now EA's) Dark Age of Camelot. Please DM.
does anybody have smartpoly s discord server?
Hi friends!
I was wondering if it is possible to make the sphere collision hollow so it doesn't push out anything that is inside
but you still want objects from outside to collide? like a shield?
My character loves to get stuck on foliage trees when jumping against them. My trees have simple capsule collider and I made the trees straight, so the capsule isn't rotated in weird angles. I use character movement component, and it doesn't print any "stuck"-messages when I'm stuck. Any ideas how to start fixing this? Once I'm stuck, it never unstucks from the tree, I can crouch or jump, it won't help, so I'm grounded on the tree.
Yea I pretty much want people not to be able to enter it from the outside and people who are inside not be able to leave it
hm, i think you need custom logic for that
If I just place the mesh(no foliage), I still get stuck on it but my character capsule isnt event touching the tree. I don't have any other colliders on my player with physics collision on.
yes, but the foliage actor doesn't have that settings. but I tried just normal mesh and disabled "can character step up on" and I still get stuck if I just jump against the tree couple times.
I don't get stuck on walls with colliders or anything else, just trees with capsule component
box collider on the tree works, so I guess CMC can't resolve collision vs world static object with capsule component ๐ค
How can i change camera rotation?
Is there a way to open a UE4 project in an older version of the product ?
no
Hey guys, just wondering when to use path tracing in a scene. Is this something that you would tweak when you have everything looking how you want it, or is this something to start off with when lighting your level? Interested to know what kind of workflow everyone is using specifically when using ray tracing also.
Why can't my character pass through this asset? I'm new so I don't know many things about ue4 (The Ball is supposed to pass through the tunnel)
how can i change the unreal engine local appdata path?
I have post it there
Jusy requesting people here to please play
That's why you and me are different
Keep to the rules to keep your posts.. ๐
Hello guys
Iโm trying to develop a game with a friend on ue4 but we canโt be in the same session
Does anyone has time to help us?
Does anyone know a good alternative to Substance Designer or Photoshop?
I want to combine several texture maps into less. (6 maps to 2 maps) but i really dont want any Adobe subscriptions.
GIMP is an old favourite of many people or Quixel Mixer. Both can channel pack.
Glimpse is the better fork of Gimp ;3
More improved, and got rid of that dreadful name.
So does anyone have a clue? My character keeps sliding and I have done everything I have seen in the tutorials.
He jumps, turns but wont change from idle to walking
Does ue4 support automating mouse movement for windows, ie to be used to script aimbots etc, external windows etc
any way to get the vector of directly infront of the camera? trying to interpolate something there
Is there any unreal technical discord where we can actually get help?
Does unreal have augmented reality
Ar
I know its great at Vr , but does it have well developed AR
Google is only for people answering questions, not for those asking them.. ๐
haha
I see a lot of questions seem to get ignored here, it's quieter than I thought it would be when I joined.
the question to answer ratio doesn't seem great, hence my black belt in Google-Fu ๐
Can anyone help me with packaging in UE4?
I keep getting an error when packaging to the Oculus Quest 2 using UE 4.27. LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'E:\Unreal Projects\New\Binaries\Android\New.target'. Check that this target has been built.
LogPlayLevel: (see C:\Users\ADShe\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Epic+Launcher+UE_4.27\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.753947
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000025
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
Any idea how to fix this?
I installed everything to another drive besides C:. Would that create the problem? Looking at my log file, somethings are compiling to my D:\ for some reason...
Yeah, for the most part it's because most of the questions can be answered with a little effort from those asking. Google, official docs, tutorials, the learning hub all are available. Combine that with hardly anyone reading the #rules or #more-resources , not posting in the right channel, not supplying the right information to be helped etc it wears people down over time.
Yeah I get that, but I think actually replying and saying that is better than tumbleweed haha.
anyone know what i might have wrong that it looks so blurry?
i just installed it not long ago, it has allways looked like this, as i progressed threw the first tutorial
before the light warn'ns, it was like this as well, even in the pre scene load with assets to show you what you are start'n with and possible project end is
build lighting
makes no since why my scenes are fuzzy/blurry, doesnt mater what project i load, since ive installed this application, things should be crisp
Hello.
In Unity I was able to reduce the engine to a glorified input/rendering/audio/asset-packaging-and-loading library. The only engine 'assets' I need are textures, shaders, audio samples and meshes. Everything else (materials, cameras, etc.) I prefer to setup in code.
Another thing I easily achieved in Unity is to split my code into a .dll and then keep developing without even running the Unity Editor, by simply dropping my .dll into a packed build.
Third and last: I like to maintain my own shaders as code, and this turned out to be also trivial in Unity.
My questions:
Can I achieve any of these in UE4?
Are these achievable without modifying the UE4 source code?
Any pointers to useful resources on these subjects are welcome.
Thanks.
probably your pc
._.
Yeah , what would i do with a official documentation? my question already hinted fact from some users google (unreal has horrible Ar support and good Vr support)
So Iโm asking users if they know anything about UE and AR and if its got any better, maybe even in UE5
what would i do with a official documentation?
Read it and see if it has features that you want? lol
I have 0% idea about AR
Reading the manual would mean you'd learn about it?
Iโm asking so i know if its worth digging in ue4 to join the AR world
Or ue5
Or maybe go to another program for AR
i heard trough the grapevine that AR will get some good stuff, but dont know when, how, or by who.
Have you played around with the AR template?
Nope but i didnโt touch AR
I will look up what lous said and decide if I should start
Learning
There's official tutorials you can use to get your feet wet and learn as you go and see what you think
I checked , so little tutorials about ar with people in comments complaining
Oh okay then
I don't think using others opinions of AR should hold much weight on your decision though, the best way is to dive in, play around and get your hands dirty
I know slightly more than 0, but doing tutorials etc has really helped
Alright thanks a lot guys will check more about it , but to be honest I expected ue5 would add more to AR so i hope they do soon
I think Unity might have an AR template too, might be worth trying that too so you can give a fair comparison between them and see which suits you better.
Yeah , people prefered unity for Ar , and thatโs unfortunate for me as i wish i keep development and learning progress in one platform and not start with unity
Get stuck into that tutorial I linked then, you'll learn as you go and it'll help get your head around the process.
That's what I did with VR
Hi, I am trying to create a new procject with unreal and I got this error (I have used UE before and didnt get this) ```
An error occurred while trying to generate project files.
Running C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Samer/Documents/Unreal Projects/MyGame/MyGame.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
Install a version of .NET Framework SDK at 4.6.0 or higher.
Did you do this, or check what version you have installed?
thank you
Scroll down a bit, I think
?
it works
Oh okay
thank you so much
Is there a way to use concave collider for a static mesh? Or is that too bad performance and not supported? Coming from Unity where this was very easy to do.
I set "use complex collision as simple", now I see the concave collider, but player or physics-enabled sphere still doesn't interact with it
The convex stuff should be simple collision
Complex is per triangle or so. Not really recommended most of the time
Also ue5 is in early access, keep that in mind. You shouldn't use it for production
hello, I just met a stupid question but I could not find how to fix it
I put my own character in unreal, everything was built from empty
when I pressed W key, it could go forward, but character won't turn its model to forward
how could i fix it?
Is the mesh correctly rotated towards x+?
yes
Then check the movement component, there is some boolean for Orient To velocity or so
this is the situation
I just checked the blueprint
this is my blueprint
this is the official one
I have unreal 4.27 installed from marketplace on 1 pc, and also installed another pc.
but how come their versions are differnt
@regal mulch in any case, simple or complex collision, it's not working
Ah I just fixed it nvm
I needed to change to "Block All" in both places
Can anyone tell me why I keep getting this error when I package it to the quest? LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'E:\Unreal Projects\New\Binaries\Android\New.target'. Check that this target has been built.
LogPlayLevel: (see C:\Users\ADShe\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Epic+Launcher+UE_4.27\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.755150
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000021
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
I'd suggest using the third person template player controls BP, make sure it works with that first then add to it for the additional movement features you're trying to achieve
I would love to but I already made many changes with it, it is difficult to create a new one or move existing things
I see, i think i still have the 4.27 preview installed?
What type of changes have you made that you need as it shouldn't be too difficult to migrate what you've already got into it
anyone have a good video/doc to help me make like those plane smoke trail things?
something like this:
question, how would I zero out my players gravity? allowing it to float for a little bit
that did nothing
dw fixed
Hi guys, can anyone here help me how to fix this issue, im using bluprint from other project for the new one, thanks all
The camera is falling down when i try to play in UE5
How could I use an iphone for accelerometer/gyroscope input in a PC project? I'm working on a windows PC right now and have no idea where to start
Any luck getting the sessions to work mate?
How meters could be converted in ue4?
It seems it's 1cm. So for gun's projectile, if a m4a1 fire range is 500m to convert it you get 50,000cm. Would that be valid?
does anyone know a good ai tutorial that attacks the player. i dun want behaviour tree jsyk
I have created a Unreal Engine project in version 4.28 and I cannot seem to find the "C++ Classes" folder as I have the starter content package that is an option at the beggining of the project
that is all what I have
Share me some of that 4.28
Yeah don't horde the wealth gimme just a spoon of that 4.28
Hey guys I'm doing a post process material, any idea why this is black? If i plug the SceneTexture straight into emissive color it works. But this multiply doesn't seem to work as I expect
ComponentMask SceneTexture RBG and use a 3 Vector for Mult
Posting this here too, for some reason my FPS has been stuck around 10 in the editor until I launch my game, I even went to project settings and changed max FPS by command, can someone please help me?
It's making doing anything in this engine tedious
@autumn flame hmm can you help me out? Not really getting it
I thought I am using a 3 vector for mult. I just converted it to a parameter
Not sure what ComponentMask is used for here
Add a ComponentMask
Check R G B on it
Connect after Color of SceneTexture
What is the Material: Component Mask Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
ya haha im watching that
how come when i set my render to android my textures complie but half of the terrain is just blank
hi guys how do you send your code to other people just so that they can see it?
is there a website
mean the bp code or c++
maybe the material uses features that aren't available on android
oof that sucks
Was this directed to me? xd
cause i really need android features for the game as its made for low end devices
and so far the android render gave me a huge boost
Yes
is there any way of just baking the volumetric lightmap and no shadows. I was considering this for a big map with a lot of moving objects
thanks!
Hey, is it true that in UE Blueprint is essential and C ++ is just an add-on?
A lot of people have told me that.
||I use Google Translator||
ue blueprint isnt essential but gets rid of alot of boring c++ codewriting but for more complex mechanics you for sure need c++ so c++ is extending your workspace
anyone got ue's water plugin working on tiled landscapes
Okey, thx
What do I do with that strategy game example in learn tab ????