#ue4-general

1 messages ยท Page 1062 of 1

full lodge
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or you know simpler way to read exposure values

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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

sterile lichen
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which value? (class:field name)

full lodge
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for example this one

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or this one

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I dont want to change her, just only to read a value and accumulate for instance

prisma marlin
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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 ?

full lodge
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You would like to see moving grass?

prisma marlin
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its fine if grass is static with no wind or anything

full lodge
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@sterile lichen

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....

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whats wrong with that shit

sterile lichen
full lodge
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okay, I killed the process

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Building one more time...

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seems correct @sterile lichen

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I hope, that process finally will end up with success state...

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long time no see this utilization XD

sterile lichen
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as i said before, ExpensiveBuild turns your PC into a pumpkin after a month trial

ebon marlin
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Is there any way to search for console commands?

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Like some 'find X' prints a bunch of commands with X in their string?

full lodge
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@sterile lichen

sterile lichen
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๐Ÿ™‚

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pumpkin magic got dispelled

full lodge
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but it seems to be hanging at the same point hmm

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@sterile lichen I hope I am not interrupting you much...

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hmmm

ivory spire
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does someone have a tutorial for physical rigging in unreal ?

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like, making those physical skeleton things

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i can't seem to make it work

prisma marlin
ivory spire
prisma marlin
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but those looks like actual geometry

thick herald
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thats where the trickery comes in ๐Ÿ˜„

prisma marlin
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and i have seen some scene where i can see actual gemetry grass

wary wave
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I have doubts there's any actual geometry there

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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

prisma marlin
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thats what i thought at first but another scene i saw some grass was showing between camera and goal post

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let me see if i can find the image

thick herald
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The goal post never moves so having some static meshes around that isn't going to affect performance ๐Ÿ™‚

distant hamlet
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does anyone know how to get these in play mode

sterile lichen
full lodge
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@sterile lichen after long trip

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finally

sterile lichen
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๐Ÿ‘

full lodge
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I decided to restart PC copy UE4 source engine (backup) and try agian

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and works

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ahhh, I was building engines many time, but this time will be put into my mind....

raw forum
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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?

ebon marlin
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Does enabling Nvidia reflex just amount to enabling the plugin? Are there any console commands I should know of?

lyric cedar
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is there a command i can do to specifically change the size of my editor window?

solid swan
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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?

shadow ravine
wind cape
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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?

mystic jewel
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c sharp fcked my mind instantly

cedar wave
dense wren
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hi guys i need help with a dash action i`vmade

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actually, 4 dash actions

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1 for each direction

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they work with double tap of the keys

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w+w, a+a, d+d,s+s

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the thing is they mix with each other, for example.

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if i pres w+a

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the A+A gets triggerd, and if i press, a+s, the S+S gets triggered

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depending which i pressed last

grim ore
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keep track of just the last key pressed, and compare that last key to the current key?

dense wren
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how do i do that

grim ore
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how do you keep track of them now?

dense wren
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would you like me to share you my screen and see the blueprint?

grim ore
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I wouldnt

dense wren
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or i could send you a picture, wait just a sec

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there

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thats 2 the forward and the right dash

grim ore
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yes, your pressed amount means nothing

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its tracking any of those keys being pressed, not which ones

dense wren
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there are 2 more under those two for the other directions

dense wren
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how do i track them?

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should i create a variable for each?

grim ore
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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

dense wren
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how

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im sorry, but i barely managed to get that done

grim ore
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the same way you are doing it with an integer

dense wren
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with a branch, and a is dashing? variable?

grim ore
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so this is how I would do it, its not perfect (you should use key bindings not direct keys) and its not battle tested

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but it works

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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)

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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

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Heres the fixed image with 2 buttons tested and working

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yes its more advanced than you figured out, but its a more advanced topic you are asking about

dense wren
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Thanks!, imma look up into it right now

uneven gale
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Hi , sorry about entering now, but, in your opnion, wich is the best free Crash Course of unreal c++ ?

grim ore
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do you know C++?

dense wren
grim ore
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you can see exactly how I did the code and how it works, you put it where it works for you

dense wren
uneven gale
grim ore
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so you know C++ the language itself?

uneven gale
uneven gale
grim ore
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do you know UE4 yet? the basics, blueprints, etc?

dense wren
uneven gale
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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...

Price

$1.99

โ–ถ Play video
grim ore
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the kickstart is good as well

dense wren
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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...

โ–ถ Play video
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he has a playlist

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with all the basics and more

uneven gale
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thanks ! i will start learning today !

dense wren
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awesome

uneven gale
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both of you are my heros today , thanks a lot !

dense wren
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not a problem friend

mortal cedar
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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

dense wren
grim ore
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@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

dense wren
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ohhh

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nice why didnt i think that

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im not allowed to connect anything into the == unless its an enum

grim ore
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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

dense wren
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oh, hehe so much thanks

static warren
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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.

torn pilot
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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?

dense wren
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oh got it

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you created the custom event

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right?

grim ore
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@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

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@dense wren yep

dense wren
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reset las used key

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cool

torn pilot
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@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

static warren
dense wren
static warren
dense wren
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its like i have to press it 3 times for it to work

grim ore
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yes your not getting the camera manager which it wants, you dont need that you can get the component and get its world rotation

static warren
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ah ok

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thank you

dense wren
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but they shouldnt

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w+w is one thing and a+a its another

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but im normally walking and i press , a then w just cause i want to walk in a diagonal

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then actor performs the dash based in the last key pressed

grim ore
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so what is the order of the keys you are pressing?

dense wren
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it depends always, but i dont want to throw a random dash when im walking just normal

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so if i walk in a diagonal, pressing a+s cuz i want to walk to walk backward left, instead it triggers a dash

grim ore
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yeah no issues here with my code doing that

dense wren
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but dash its only for a+a, w+w , s+s, or d+d, not (a+s, s+d, d+w)

grim ore
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theres no way for it to ever do that with my code since you are only ever storing the last key and comparing it

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so A + D could never trigger

dense wren
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is it maybe because i`v set the same integer for pressed key to all the dashes?

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pressed amount i mean

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look

grim ore
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well you should never be checking the # of keys, my code never did that

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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

dense wren
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what

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wait didnt mean to send that

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pressed amount is used in all dashes

grim ore
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yep and no point do I ever check the number, that is the problem with your code and what we are not using

dense wren
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not cause by your code

grim ore
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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

plush yew
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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

dense wren
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i think i found the problem

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i create a integer, called pressed amount 2

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it seems to work now

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but i bet there is a more simple and better way to do it

grim ore
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yep its the way I did it

dense wren
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another question, how do i create a folder in variables to store variables?

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and not have a mess

strong sapphire
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Hi guys, how to use Tab or Esc for game input in PIE?

wary wave
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you cannot

grim ore
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@dense wrenyour variables have Category names, change those

dense wren
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nice thanks

shadow ravine
cedar wave
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What do you mean?

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Set a socket on your weapon - that's all you need to do

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Afterwards, it's just following the blog post. Adapt the character skeleton to w/e skeleton you have of course

burnt lichen
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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?

grim ore
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@burnt lichenyes, you can also change the default keys in the editor for stopping playback or test in standalone in the editor.

grim ore
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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

shadow ravine
final moth
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URGENT!!! My level keeps crashing

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what is the way to debug it?

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deadline coming

robust marten
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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.

severe brook
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What does this mean/ i try to install on 3ds max 2020?

grim ore
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@final moththe level stops working, or the engine/game crashes?

final moth
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crashes

grim ore
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the entire engine/game with a crash reporter screen?

final moth
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yes

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As soon as I try to load the level

grim ore
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post the crash report or a screenshot or something

final moth
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you mean here?

grim ore
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or somewhere else you want help I guess

final moth
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shall I zip it?

grim ore
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well assuming its the crash reporter, a screenshot should be fine

final moth
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ok, well, I already replaced level with the saved backup version

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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

grim ore
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ah

final moth
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I have my suspects, in the asset created by houdini engine.

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it did act weird

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but thanks for the response, respect!

hallow void
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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?

grim ore
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do you need C++ for anything you are doing?

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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...

hallow void
# grim ore do you need C++ for anything you are doing?

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

hallow void
cedar wave
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You can make an entire game in BPs. No need to drop something that works.

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As everything - use the right tool for the job.

hallow void
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Ok, thanks a lot ๐Ÿ™‚

grim ore
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yep yep what they said ๐Ÿ™‚

hallow void
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Thanks a lot, see ya ๐Ÿ™‚

prime willow
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@grim ore i heard you can lock your game to a certain graphic settings like 1080, 4k, 2k etc

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is that true because i want my game to be capped at 1080p o-o

gleaming lotus
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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.

grim ore
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@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

sterile lichen
# gleaming lotus Need advice on how I might create/store data for a little prototype system I'm w...

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)

gleaming lotus
sterile lichen
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game instance is kind of global-est thing, game mode for singleplayer, game state if multiplayer

gleaming lotus
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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

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Especially considering I'm switching game-modes with the levels ๐Ÿ˜„

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Thanks for the advice @sterile lichen, I think I've got a good idea of how I'll make the system now!

cedar wave
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instance exists from the time the game starts to the time the game shuts down.

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So, you'd be loading all this stuff, even if they're not actually playing the game

gleaming lotus
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Yep thats fine by me ๐Ÿ™‚

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It'll essentially be an empty map variable until the save file is loaded in anyway

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So there's no heavy overhead when making the main menu

sterile lichen
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there are plenty of learning courses by epic

vivid vortex
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Ye I realized too late lol

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Thanks for the help tho!

wary orbit
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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

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kk

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If that is the case it will be really useful

stoic ridge
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I Need help Sith Xbox dev program

rancid lagoon
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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?

cedar wave
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Yeah. By doing it all in UE, then going over to Unity and redoing it all over again in Unity.

vivid vortex
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Is there a way i can make the camera faster??

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Cuz i made a massive world and itโ€™s a pain to go from one side to the other

obsidian nimbus
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top right of viewport

vivid vortex
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Ty!!!

obsidian nimbus
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can also click on something r mouse and go here or some option like that

ancient kiln
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Hello, everyone! I'm new to Unreal so can anyone suggest some learning resources for Unreal Engine C++? Thanks in advance! ๐Ÿฅฐ

grim ore
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do you know normal C++?

ancient kiln
grim ore
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do you know Unreal Engine itself? blueprints, editor, etc?

ancient kiln
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Thanks.

cedar wave
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I recommend learning Unreal and BP first. Then dive into C++. It'll make the process much more smooth.

grim ore
cedar wave
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Fast iteration is super important and you're not getting that with C++.

ancient kiln
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Thanks for all of your suggestions, guys ๐Ÿ™‚

vivid vortex
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Hello again

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Iโ€™m completely new to the landmass add on and somehow managed to miss click somewhere and the the โ€œsplinesโ€ dont appear and i cant edit them, must move the shape around

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How can i make them appear and edit them again?

vivid vortex
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Nvm i just had to restart it lol

prime willow
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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

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i dont mind them going lower than that just no higher without forcing it through some bypass

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also if youre around i have a silly question

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destruction seems to be back on the menu from unreal

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taling about it in 4.27 and further

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does that mean itll still be compatible with 4.26 or do i have to move over to 4.27 to utilize destruction

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if you dont know the answer a gentle guide in the right direction would suffice as well

stable kettle
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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.

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i cant cook for W64

shadow tree
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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?

fierce tulip
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not without a plugin me thinks

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before I had the node plugin I just saved one with all wires already connected and copy/pasted it and adjusted accordingly :p

fierce tulip
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in case you wanna spend a few bucks on a great tool

shadow tree
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Many thanks

mellow turret
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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?

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oh nevermind I can pilot the actor

sterile lichen
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happens often when renaming blueprint structs

rose plume
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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?

dire cairn
cold bridge
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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? ๐Ÿ˜ฎ

shadow tree
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In materials. What nodes work best for over saturating a texture?

fierce tulip
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desaturate node with negative value me thinks

shadow tree
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One would think, but sadly not so much

fierce tulip
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oh, try above 1 as well.

shadow tree
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That also create a desaturated, but realy bright version

woeful canyon
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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.

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I confirmed that it works in other projects. It's just this one and only in perspective mode it doesn't work.

shadow tree
faint meadow
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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?

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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

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okay i just wanted to make sure its safe to do that without killing my project

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thank you

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so they copied to the new folder i wanted but its really buggy with the old one in the content browser

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they like appeared for a second and went away

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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

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just made a backup

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unfortunatly it will contain the bugged folder but i think i should be okay

dusk nebula
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How do people usually implement sliding? I've ran into some issues with just modifying the crouch speed

faint meadow
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should i close the engine while deleting it?

prime willow
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im trying to setup something similiar

stoic ridge
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Someone knows how to export ue4 to Xbox?

dusk nebula
stoic ridge
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Because I bought the license of Xbox dev program

woeful canyon
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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.

stark gyro
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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

versed star
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how do I import an mp3?

weary basalt
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Drag/Drop it into the Content Browser?

versed star
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it isn't usable and looks like this

weary basalt
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I think you have to make another Video Player asset or something to then use it.

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But im not entirely sure.

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Maybe look up a tutorial on Youtube?

digital anchor
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if you want audio files use .wav

ancient fiber
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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

ancient fiber
wooden fern
wooden fern
versed star
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Is there a way to send a variable or at least a number from one asset blueprint to another?

wooden fern
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assuming its instanced eventually, yes

versed star
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Cool, but how?

wooden fern
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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

daring sorrel
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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?

wooden fern
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@versed star just make sure you cast the reference to the subclass that implement the variable

woeful canyon
wooden fern
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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

woeful canyon
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Ya. Luckily, it's a small enough project. It needed to be migrated anyway, so not something that was super worrisome.

wooden fern
versed star
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when I try to open up my enemy character blueprint it just brings up this blank screen, what's happening?

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oh nevermind I figured it out

wooden fern
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you had class default unticked ๐Ÿ˜„

dull lake
#

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

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its making me super sad

neon bough
#

don't randomly delete folders, first check you should make is rightclick on the folder and select fix up redirectors

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unreal likes to place "links" when you move stuff, so it doesn't have to update all assets that are referencing whatever you move

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also @plush yew ^^

faint meadow
wary sail
#

Did you try restarting the editor or deleting the directory via explorer?

winter gale
#

Don't tell me Google acquired Epic ๐Ÿ˜„

faint meadow
winter gale
livid lily
#

How do I make the ocean from 4.26 Water Plugin infinite?

winter gale
winter gale
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Yes

livid lily
#

I want the player to be able explore the never-ending ocean will buoyancy work with that?

#

@winter gale

winter gale
livid lily
neon bough
#

depends, if they take world position into account it could work

maiden swift
#

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.

tender fiber
#

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 ?

neon bough
#

@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

tender fiber
#

@neon bough Ok thanks I'll try that

lyric cedar
#

anyone know of any NON-real time rendering tutorials?

steady violet
#

Anybody seeing an error in 4.27 Duplicate iCCP chunk and Failed to read Niagra files?

vale grove
#

When my character how can i make last pose fade out behind him?

drifting elbow
#

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

wary wave
#

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

vale grove
#

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?

lucid plover
#

how do i pull things straight in camera

#

like it looks like i get a weird perspective

#

but FOV does nothing

somber condor
#

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?

lucid plover
mint umbra
#

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.

full lodge
#
MaterialFloat Luminance( MaterialFloat3 LinearColor )
{
    return dot( LinearColor, MaterialFloat3( 0.3, 0.59, 0.11 ) );
}

(ITU-R BT.601) <= Luminance Coefficients Standard

#

Is it?

fervent bay
#

is there an image somewhere that shows what these gamepad inputs correspond to?

low mica
#

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...

stable kettle
icy hearth
#

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

icy hearth
#

ASAP please

fierce tulip
#

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

thick herald
#

Maybe check your autosaves.

dim dragon
blissful trail
#

he kinda just fall over

wary wave
#

given that nobody has any idea what they're looking at

#

no, nobody has any ideas

blissful trail
#

lol

shadow ravine
#

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?

wary wave
#

if it fails, PlayerCharacter(0) is not an ALS_Synth_CharacterBP

solemn cape
#

guys whats causing this black shadow

shadow ravine
wary wave
#

it's possible PlayerCharacter(0) is invalid at the time the top function is called

#

also delay inside tick ๐Ÿ˜

#

(there is no good reason to do that)

steady fractal
#

@solemn cape that's the atmospheric fog

shadow ravine
steady fractal
#

Um... where is killz now? (and is it still called that?)

wary wave
#

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

civic nova
#

Is there a way of placing meshes at the origin? without drag & drop

#

dragging to the World Outliner doesn't work

shadow ravine
wary wave
#

the animBP should be able to determine it's owner

#

wouldn't be surprised if 'GetOwner' returns the owning character, or similar

desert prairie
#

Does anyone know a good youtube tutorial on how to make a good inventory system

somber condor
#

Noticed that Unreal 4.27 can't detect my Razer Kiyo webcam, while it's perfectly detecting it on 4.25 :/

native swift
#

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?

stoic ridge
#

I Need help with the Xbox developing I already have the Xbox dev license

wary wave
#

nobody here can help you because of NDAs

native swift
wary wave
#

I cannot

stone light
stone light
native swift
stone light
#

did you download the character or did you make it?

native swift
stone light
#

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

native swift
stone light
#

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

native swift
stone light
#

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

native swift
fervent saffron
#

Unreal in a nutshell.

#

Sad that the community is small.

stone light
#

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

light condor
#

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.

light condor
shadow ravine
# light condor 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...

โ–ถ Play video
light condor
#

Ty*

peak merlin
#

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)?

stable kettle
#

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.

shadow ravine
stable kettle
shadow ravine
#

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:

https://youtu.be/5u_PacI9TAM

thick herald
stoic ridge
#

Do someone has aldready published a game on Xbox?

wary wave
#

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.

sterile lichen
#

yea, they're like fighting club.

pure galleon
#

hey guys, may i know where to find the default sky sphere bp? i accidentally deleted it long time b4

thick herald
#

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.

pure galleon
#

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?

thick herald
#

no. just the things missing ๐Ÿ™‚

peak merlin
pure galleon
grim ore
#

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.

pure galleon
#

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

grim ore
#

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

stoic ridge
#

Someone has published a game in Xbox?

pure galleon
#

HOLY SHIT, Mathew, is that really you???

grim ore
#

@stoic ridgemany people have published games on Xbox, why?

stoic ridge
grim ore
#

then you need to get help from your contact at microsoft, or inside Epic Games if this is regarding UE4

stoic ridge
#

I bought the license but I donโ€™t know how to package it

grim ore
#

you will have an NDA you have to adhere to

stoic ridge
pure galleon
#

@grim ore If it's really you, I just wanna say thank you for your videos. So helpful

stoic ridge
#

Where is it?

pure galleon
#

thx guys

grim ore
#

@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"

stoic ridge
#

But can you help me pls?

grim ore
#

we CANNOT

fierce tulip
#

<_<
We cant, because of NDA

grim ore
#

no one herein public cannot help you..

stoic ridge
fierce tulip
#

if you really had a license you would know how to publish

stoic ridge
#

But for ue4

#

How does it work for making it uwp

grim ore
#

thats completely different

#

where did you get the license from?

stoic ridge
#

The Xbox dev program

wary wave
#

which "Xbox dev program"?

stoic ridge
#

This one

vocal sorrel
#

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

wary wave
#

I don't know if UE4 can make a compatible build with the Creators Program

grim ore
#

do you see the UE4 logo here?

#

because... I dont

wary wave
#

you'd need an unofficial branch for UWP

#

hah, like that one

#

yup

stoic ridge
#

From ue4

wary wave
#

i.e. not through the Creators Club

grim ore
#

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.

plush yew
#

Guys

#

Never underestimate the power of red booleans and referencing functions with variables

#

Thay stuff can fix so much headache with ease

plush yew
#

What happens to the person who had the information on the NDA Xbox SDK information leeked to

#

bad breath

stoic ridge
#

The page doesnโ€™t load

grim ore
#

does me me and I am not logged in

thick herald
#

does me me too

mighty charm
#

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

Get up and running with the basics of the Unreal Editor.

autumn flame
#

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

mighty charm
#

ah ic thank you verry much

sinful pebble
#

there is no stream today?

mighty charm
#

the controles are intrest'n i like this. thanks again

silver oar
#

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

limber pebble
autumn elbow
#

Thoughts on ways to limit the capsule speed?

#

while keeping the same acceleration settings

grim ore
#

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?

autumn elbow
#

Ohh.. lemme try setting max walk speed

#

Thx!

robust marten
#

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.

neon bough
#

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

robust marten
neon bough
#

you can export any texture?!

robust marten
#

Not ones created within the engine itself, here is the exported image.

open trail
#

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

grim ore
#

possible yes, probably for you? no. just assume you cant ๐Ÿ˜ฆ

robust marten
#

Just figured it out, I can actually just set the max alpha to a negative number and it goes away

neon bough
#

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?

glacial pecan
#

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)...

fierce tulip
#

lighting channels?

glacial pecan
thick herald
#

There is a check box for shadows.

#

ah no thats for the shadows being cast from them, not on them

unkempt python
#

is there a way to use a decal actor with the foliage brush tool?

glacial pecan
#

ah, sorry, I misread... it's exactly what you said (I'm tired... I should really get to bed) ๐Ÿ™‚

#

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)

autumn elbow
#

Anyone know how to get the current frame of the animation sequence playing ?

thick herald
#

There's probably a node for that

flint dagger
#

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.

autumn elbow
#

yea, that's not it. I don't think there is a built in way

plush yew
#

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

autumn elbow
#

asset player?

#

i don't think i have asset player section

autumn elbow
#

lol... @plush yew

#

what gives?!! why don't i have that ?

flint dagger
#

animation graph*

thick loom
#

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.

autumn elbow
#

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.

#

๐Ÿ˜‚

#

For the starts at least. Then I have to work on something for the stop animations

autumn grail
#

Hello , is this normal if i set a local variable to an array reference it don't work?

neon bough
#

you probably have to push them outside of unreal anyways

versed star
#

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

muted imp
#

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

quartz flint
#

does anyone know a simple way to make a rope. tie the player to rope

#

like a ropw swing

pulsar onyx
#

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

versed star
#

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

supple totem
#

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!

plush yew
#

<3

next dome
#

hi, im having issue where 'export' option is not visible when i try to export a texture from ue4.

#

anyone know why?

slow musk
#

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.

grim beacon
#

When should i use physics handle vs physics constraint?

dreamy wasp
#

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.

calm pike
#

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

timid knoll
#

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

storm venture
#

does Rama not have docs for his plugins?

stark raptor
#

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?

random pagoda
#

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? Iโ€™m currently planning for custom load outs and want to properly wrap everything that I need together

random pagoda
low mica
#

I had removed al of the LODs bit it still did the same thing

faint wolf
#

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

plush yew
#

i i need change the carachter no unreal

mental solar
#

any way to change material of these faces in ue4?

#

(without having to re-export)

regal mulch
#

Do the faces have their own material id?

mental solar
#

I think so, they have different materials assigned to them

#

already did the re-export btw

dusky pebble
#

Hi where i can ask for a little help?
im quite new and could need an advice for landscaping in ue4

calm pike
#

The female has more bones than the male, in my case.

neon bough
#

insert dad joke here

#

you can still use the same skeleton

dark briar
#

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

civic nova
#

Is there a way of instantiating meshes without drag & drop?
Dragging to the World Outliner doesn't work.

#

lol

sterile lichen
#

๐Ÿค”

wary wave
#

I have a hunch they're a grifter - just ignore them and move on

thick herald
#

Not a grifter, an ideas man! ๐Ÿ˜„

neon bough
#

the idea may contain NFTs

#

i mean, the userpic is already a warning ๐Ÿ˜„

wary wave
#

yup

lyric cedar
#

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

near aspen
#

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?

hard glade
#

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?

neon bough
#

@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

near aspen
#

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

neon bough
hard glade
#

the thing is I got one massive landscape and I want to show just a small piece of it

oblique pelican
#

Quick question are like c++ blueprints used commonly in industry or is it expected to use more raw c++?

distant siren
#

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?

neon bough
#

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

distant siren
neon bough
#

idk, probably not many people who tested both, but they both got good reviews on the marketplace

distant siren
#

do you have the link?

#

instead what do you think of easy multi save?

cedar wave
knotty hollow
#

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

neon bough
#

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

knotty hollow
#

here's an example of my node setup (this one isn't working, but my other one is when not using the MMA node)

distant siren
lucid grove
plush yew
#

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

fallow remnant
#

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.

fallow remnant
oblique pelican
#

Would anyone be able to help me out with GitHub for team collaboration within unreal engine? If you could help please dm me.

oblique pelican
#

Sorry didn't see that

pure sorrel
#

I see none of component hit when i look for it

unique kraken
#

anyone knows if you can smooth/subdevide/tessalate a skeletal mesh?

frigid mountain
#

I have a question

#

How would I give out game keys

timid torrent
#

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

vocal sorrel
#

Hey guys. Does anyone know how I could make my camera blueprint always perfectly centered on a selected mesh?

pure sorrel
#

where to find bsp

fluid lance
#

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?

calm pike
#

Thanks, that will save me some headache down the road.

north spoke
#

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.

rough jasper
#

HELPP

#

it wont work

#

accidently messed my keybinds up but when i click reset it will not reset them

plush yew
#

@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)

north spoke
finite wren
#

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?

plush yew
#

i have a problem in unreal. everytime i drag a mesh to the viewport it crashes

#

please help me guyz ๐Ÿ™

stiff bane
#

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

plush yew
#

it gives me a crash report

fierce tulip
#

@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)

plush yew
#

but

#

do you have the answer to my question above

prime willow
fierce tulip
#

sadly no.

plush yew
#

okay

#

please

#

guys

wary wave
#

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)

plush yew
#

where?

knotty summit
#

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?

plush yew
#

hey

#

please

wary wave
#

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.

plush yew
#

i cant find it

gleaming lotus
#

When I hit any of these 'add to array element' buttons, the entire thing minimises. Very annoying. Any way to fix?

prime willow
shadow ravine
# plush yew

Bro you need to tell people what you're one trying to do and two what you're doing when the crash occurs ๐Ÿ˜‚

buoyant graniteBOT
#

:triangular_flag_on_post: itsmagix2#3865 received strike 1. As a result, they were muted for 10 minutes.

pure sorrel
#

what you guys think about books for unreal?

wary wave
#

I think they're usually outdated before they've even been printed.

pure sorrel
#

so like an book from 2020 would be outdated?

brittle plume
#

Why does a button in the editor work and not in normal game?

rough jasper
vocal sorrel
#

Hey guys, does anyone know why when I click the play button my scene takes a few seconds to become fully lit?

grave pollen
#

elmo takes a moment. Idk id imagine u have a ton of lights? have u built all ur lighting? Is it all static lighting?

vocal sorrel
#

@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

mellow turret
#

I got some 3D models from a website, they are not UE4 assets so I'm unsure of what I need to import

vocal sorrel
#

@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

idle sail
#

Anyway to change the exposure values for the camera in BP's?

#

there no options for it

#

it seems

scenic moon
#

was this on purpose?

idle sail
#

@plush yew Sorry I mean like on the actual camera in the view port when you open the BP window

#

๐Ÿ˜…

#

Like theres no exposure control in this viewport

#

yeah would be helpful but not to big of a deal ๐Ÿ˜…

rich oar
#

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

sudden portal
vocal badger
#

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? PeepoWhyGod pepotryhard

jade surge
rough jasper
#

how do i make a static mesh stick and follow my mouse

#

please help or point me in the right direction :)

neon grove
#

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

prime willow
#

watching your game come alive function by function

prime willow
#

not all of them are version compatiable

#

if its not compatible you might have to use a different physics system

cedar wave
#

4.27 still uses physx. There is a build you can use for chaos though

neon grove
#

is it worth to change?

#

like is chaos better than physx?

#

does it have multithreading enabled?

#

or is it still ran in 1 thread

dapper hatch
#

Anyone good with widgets? ๐Ÿ˜„ Haven't made any widget in long time, and now can't figure out why my widget is not updating information from array

plush yew
#

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.

prime willow
#

its not as active as here but its far better at helping you fix this issue

coarse apex
#

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?

prime willow
#

perhaps #niagara could aid you as well tho try not to double post its against the rules

crimson peak
#

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 ๐Ÿคฃ

coarse apex
prime willow
crisp summit
#

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

wary orbit
#

I have an annoying issue where my playerController is not using the camera of the pawn it posses ๐Ÿ˜ฆ

young cave
#

Hi

#

where is the tutorials chat?

sly vine
#

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

vagrant hornet
#

safe to say ue5 in 2022?

idle bear
#

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.

mental solar
#

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

pure sorrel
#

why i get this, it says need to update path

cinder lotus
#

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

brittle plume
#

Sorry ๐Ÿ˜ญ

Why the button work in editor but no in the project packaging?

#

What could be the problem?

wary orbit
#

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

full fiber
#

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?

pure sorrel
#

how do i fix this?

plush yew
#

hey guys whats the dif between player character and player pawn? i forgot

brittle plume
signal flower
#

why I'm unable to edit defaults?

tight shell
#

Looking for devs who are closely familiar with Mythic's(now EA's) Dark Age of Camelot. Please DM.

native tulip
#

does anybody have smartpoly s discord server?

atomic marten
#

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

neon bough
grizzled axle
#

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.

atomic marten
neon bough
#

hm, i think you need custom logic for that

grizzled axle
#

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.

grizzled axle
#

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 ๐Ÿค”

smoky silo
#

How can i change camera rotation?

pale owl
#

Is there a way to open a UE4 project in an older version of the product ?

fierce tulip
#

no

brave echo
#

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.

limber pebble
#

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)

sleek karma
#

how can i change the unreal engine local appdata path?

plush yew
#

I have post it there

#

Jusy requesting people here to please play

#

That's why you and me are different

thick herald
#

Keep to the rules to keep your posts.. ๐Ÿ™‚

lone rune
#

Hello guys

#

Iโ€™m trying to develop a game with a friend on ue4 but we canโ€™t be in the same session

#

Does anyone has time to help us?

woven shell
#

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.

thick herald
#

GIMP is an old favourite of many people or Quixel Mixer. Both can channel pack.

flint dagger
#

Glimpse is the better fork of Gimp ;3

#

More improved, and got rid of that dreadful name.

crisp summit
#

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

tardy hedge
#

Does ue4 support automating mouse movement for windows, ie to be used to script aimbots etc, external windows etc

rough knoll
#

any way to get the vector of directly infront of the camera? trying to interpolate something there

crisp summit
#

Is there any unreal technical discord where we can actually get help?

broken heath
#

Does unreal have augmented reality

#

Ar

#

I know its great at Vr , but does it have well developed AR

thick herald
#

Google is only for people answering questions, not for those asking them.. ๐Ÿ˜„

north arrow
#

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 ๐Ÿ˜„

coral aurora
#

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...

thick herald
north arrow
mighty charm
#

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

limber pebble
#

build lighting

mighty charm
#

makes no since why my scenes are fuzzy/blurry, doesnt mater what project i load, since ive installed this application, things should be crisp

ripe obsidian
#

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.

mighty charm
#

not likely

#

i7 11th gen, 32gig ram, 3060 12g card

limber pebble
#

._.

broken heath
# north arrow Did you Google "ue4 ar"?

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 Iโ€™m asking users if they know anything about UE and AR and if its got any better, maybe even in UE5

north arrow
#

what would i do with a official documentation?

Read it and see if it has features that you want? lol

broken heath
#

I have 0% idea about AR

north arrow
#

Reading the manual would mean you'd learn about it?

broken heath
#

Iโ€™m 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

fierce tulip
#

i heard trough the grapevine that AR will get some good stuff, but dont know when, how, or by who.

north arrow
#

Have you played around with the AR template?

broken heath
#

Nope but i didnโ€™t touch AR

#

I will look up what lous said and decide if I should start

#

Learning

north arrow
#

There's official tutorials you can use to get your feet wet and learn as you go and see what you think

broken heath
#

I checked , so little tutorials about ar with people in comments complaining

north arrow
#

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

broken heath
#

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

north arrow
#

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.

broken heath
#

Yeah , people prefered unity for Ar , and thatโ€™s unfortunate for me as i wish i keep development and learning progress in one platform and not start with unity

north arrow
#

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

jolly granite
#

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.

north arrow
#

Install a version of .NET Framework SDK at 4.6.0 or higher.

Did you do this, or check what version you have installed?

jolly granite
#

when i tried getting it it said i already had it installed

north arrow
#

Yeah Unity needs the store once you get past the basics

#

^^

jolly granite
#

then what do i use

#

it says .net framework

#

ohhhh

jolly granite
#

thank you

north arrow
#

Scroll down a bit, I think

jolly granite
#

nevermind

north arrow
#

?

jolly granite
#

it works

north arrow
#

Oh okay

jolly granite
#

thank you so much

finite wren
#

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

regal mulch
#

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

spiral shoal
#

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?

regal mulch
#

Is the mesh correctly rotated towards x+?

spiral shoal
#

yes

regal mulch
#

Then check the movement component, there is some boolean for Orient To velocity or so

spiral shoal
#

this is the situation

#

I just checked the blueprint

#

this is my blueprint

#

this is the official one

upper nexus
#

I have unreal 4.27 installed from marketplace on 1 pc, and also installed another pc.

#

but how come their versions are differnt

finite wren
#

@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

coral aurora
#

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>

shadow ravine
# spiral shoal this is my blueprint

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

spiral shoal
upper nexus
shadow ravine
coarse apex
#

anyone have a good video/doc to help me make like those plane smoke trail things?

#

something like this:

potent bridge
#

question, how would I zero out my players gravity? allowing it to float for a little bit

#

that did nothing

#

dw fixed

thin latch
#

Hi guys, can anyone here help me how to fix this issue, im using bluprint from other project for the new one, thanks all

sour verge
#

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

shut burrow
#

Any luck getting the sessions to work mate?

coarse turtle
#

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?

pliant junco
#

does anyone know a good ai tutorial that attacks the player. i dun want behaviour tree jsyk

jolly granite
#

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

autumn flame
#

Share me some of that 4.28

prime willow
#

Yeah don't horde the wealth gimme just a spoon of that 4.28

finite wren
#

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

autumn flame
#

ComponentMask SceneTexture RBG and use a 3 Vector for Mult

real dirge
#

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
#

Draw calls? ๐Ÿ‘€

#

stat scenerendering

finite wren
#

@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

autumn flame
#

Add a ComponentMask

Check R G B on it

Connect after Color of SceneTexture

finite wren
#

ahh magic, now I gotta figure out wtf that does

#

thanks

autumn flame
finite wren
#

ya haha im watching that

plush yew
#

how come when i set my render to android my textures complie but half of the terrain is just blank

frigid bear
#

hi guys how do you send your code to other people just so that they can see it?

#

is there a website

wraith kindle
#

mean the bp code or c++

frigid bear
#

Bp

#

i dont want to send photos

#

or screenshots

neon bough
neon bough
plush yew
#

oof that sucks

real dirge
plush yew
#

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

autumn flame
#

Yes

wraith kindle
#

ty ben

#

kinda late init

lethal bison
#

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

frigid bear
desert pagoda
#

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||

wraith kindle
#

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

desert pagoda
#

Okey, thx

vapid karma
#

What do I do with that strategy game example in learn tab ????