#ue4-general
1 messages ยท Page 1063 of 1
does anyone know the difference between merge actors and merge and simplify actors?
these two is what i mean
Hello people. I've created a game and need alpha testers. Is it allowed to advertise your game on this discord? And if so/or not so, where could I find alpha testers
its a form of recruitment, so you can use the job section for that if you want.
read the #instructions if you wanna know how.
Though since you are mainly asking fellow devs I cant guarantee that people will respond to that as they got their own games to worry about. but who knows :)
Not in 4.27 unfortunately but I'll be trying one last time soon to see if I'm missing something
I've noticed the engine crashes when debugging blueprints with breakpoints. As far as I could see, it crashes when reaching points where struct variables are passed by ref. Anyone else encountered this/knows about it? (4.26.2)
does anyone know how to cast to something when you dont know what to cast to? Like say youre clicking on a tree, or a rock or whatever
Click on rock, get hit result, its a rock yay, cast to? tree? bush? pawn? rock yay
use blueprint interfaces instead. So if you have a function definition then do something or return some value.
interfaces or tags are a great solution
tags can be a little hard to track in some cases afik
I kinda know how interfaces work but theyr just functions right? Does it carry variables too?
no but any data can be sent via those functions. If you want a set of variables in a lot of classes you wanna make a component in your class with those values.
Like health and stamina for player as well as enemies with its definitions for damage.
This might help explain interfaces a bit https://youtu.be/qLpjGxyfZLg
Support the channel through donations. Crypto accepted!
PayPal: https://paypal.me/reidschannel?locale.x=en_US
Patreon: https://www.patreon.com/reidschannel
Bitcoin: 1JFwWHr4X6uAeoZadukzqKjzFBj3Qjy7Sk
Ethereum: 0x2B2Bc108F1Cc0fF899959dEF3226637787d8C3dE
Dogecoin: DNQ33YnhpWoTBokBNVkZP5ub8KTLkpyjpv
Join our community discord!
Discord: https://dis...
where to learn how to develop strategy game ?
hi, im new to eu4 and i am trying to create a character but im struggling to import it on eu4 like the textures doesnt come with it
Check out Ryans tutorials. Might help. https://www.youtube.com/c/RyanLaley/playlists
Very strange issue: I join a match, then go back to main menu (which is client only, not on server), and then I can not go back into the match with openLevel
PreLogin is not ran either, when I try to run OpenLevel again...
is there some auth functions that run before PreLogin?
from this I derived that the client must be denied access in step 2, before prelogin is called, but it works first time connecting
@thick herald i removed the embed because discord link.
link to it is still there though :)
ah. oopsies
Yea I figured it out
but the variables arent shared with their child actors
even tho the name is taken?
why does this happen lol it was fine before
Anyone know why 1 of my monitors isnt blending colors properly? I tried updating everything
hey all, im trying to import a groom that is 600 mb large because of amounts of hair and details, the import has been stuck for a very long time and not moving. is this too much hair to import you think for a groom?
idk what the exact problem is but if its the clipping you just need to change the near clip plane i think
if its only on that monitor and everywhere else its fine its not a unreal engine problem so you should not ask that here
maybe ye, just let it go it can take very very long, if you get really sick of it kill ue in task manager and reduce the groom quality
this is only a problem in unreal engine though
ye but still if it only happens on that monitor its not a ue problem
facepalm ok
anyone know the cause of this error? Happens consistnatly when i leave the editor open for more than 3 minutes with particles running
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)
you arent even showing any attempt of getting into the tunnel in that video <_<
and its probably the collision of the tube mesh you'll need to inspect.
hey, can i ask some newbie questions ?
like how to get input from keyboard... im a fast learner
you mean like, when you press W you go forward
yeah. i searched the input word or keyboard word into the bp but didnt find it
and a utility bellow them
Did you already make axis mappings
aside from axis though
i'm looking for raw input checking
it's easy with c++ but with bp i cant find it
Sry Then I wont know how to help
thanks for the attention anyway
okay, so
** anyone know how to get raw key input in BP?**
found it myself :D it was in
Input>KeyboardEvents>[KeyName]
congrats
Do you mean this? I've literally tried everyone option.
Turns out my posterize effect was just enabled still and forgot
but still had monitor profile issues
Guys, how do I save the changes i make in the BaseEngine.ini (in a source build)?
right click solution and rebuild
if i changed this, should i rebuild selecting DevelopmentEditor or DevelopmentServer?
And you mean i should right click where it says Solution 'MultiplayerGame' or UE5?
Is the list provided after this popup a list of items that didn't transfer successfully? It doesn't seem to indicate which ones failed?
They all look like this 1402 entries
@plush yew
i somebody use obs i need help tks
Top of the branch or whatever, the Solution file, first thing that expands everything
I mean you could try rebuilding just the INI file but i dont know how well that works lol
Ok, and do i chose development server or editor, since i changed the tickrate?
Where are you given these 2 options
Shouldn't i chose something here? i mean, i'm new to building from source and saw that u have to do this, idk
Ask here #cpp
says use development editor
but that could just be the intial
How I do that @stiff bane ?
Hello folks! I need some quick help if anyone is able to provide it haha. I have weapon assets from the unity store i am trying to move over. They are PBR. just need to know the proper material set up (from unity)
I assume normal and ao are just rgb to respective slots?
yep
what about the other two?
I think albedo=spec and the smoothness=roughness
albedo = base
so for the first one - rgb to base color
what about transparency?
For the second - Which channels to metallic and roughness?
is it a png
you can stick the alpha in opacity from your base
maybe? or your base depends on your file type
yes. .png
I could check to be sure
what do you need?
if you open up the texture for your base
uncheck the channels to check if it has an alpha
if not just plug in the rgb
in the project settings
just plain white. is it possible it got yeeted in the import?
can i send you the original real quick for you to look at?
i guess i can do it really quickly and you can fix it yourself
shoot me a dm
Thanks @stiff bane
yw
hey. another newbie question ... How can i set a custom camera instead of the default one as DEFAULT?
set view target with blend
could someone help me out, I have multiple trigger volumes but rather than adding blueprint for each volume, is it possible to make an array of all trigger volumes and incorporate into 1 event? This is what I have and it works just fine but I really dont think it is very efficient to duplicate this for every volume. Any help is appreciated
Keep me posted bro and let me know if there's anything I can do!
i wanna learn how to dynamically animate a single object in ue4 but cant seem to find any tutorials. i have a skeleton mesh rigged imported into unreal and can grab the joints and move them in the editor, but i would like to blueprint or code the rotations of those joints so its like a wiggling worm for example. can someone point me in the right direction or terminology?
Does anyone know how to check if an actor is overlapping a specific box collision?
hi there
is there a way to add an unreal project manually to the epic launcher? starting the project from engine doesnt seem to work
generally if you run the uproject it appears in the launcher
that's what happened for me.
can someone explain me what the 'Editor Symbols For Debugging' is?
its so huge and i cant really find out what is does
hey guys i need help with the cinematic no one there even answer my question probobly they ignore
this is my sweet problem #cinematics message
right i see idk if its worth the 32gb tho ๐
I'm not sure if this is the right place for this, but i figure it can't hurt to start here:
I'm looking to implement a prying gameplay mechanic, where the player uses their weapon to pry things off the walls or floor to do things like open doors or expose hidden stuff.
Offhand I have a vague idea of how to explore doing this, but I'm still new to UE and don't know if there's a standard / simple way to implement something like this. Some key things I'm wondering about at the outset:
- How to make both the actor and their weapon snap/move to an appropriate spot for the actor's prying animation.
- Is the naive implementation of having a separate static mesh for the pried object that switches between being physics driven the best way to go, or would it be somehow better to try something like spawning the pried object, having an explicit animation for the object, etc.?
- Access to whatever's behind it: is it sufficient to just have it blocked by the pried object with a collider?
i see thanks
Hello ! I am trying to get the Unix timestamp also known as POSIX time or epoch time into unreal. I know RAMA made a plugin but its impossible to compile a project with it; so i need to make a function in visual stuio but I dont understand at all. In the .h I have this : // Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GetUnixTime.generated.h"
/**
*
*/
UCLASS()
class SMARTHOUSEVIVARIUM_API UGetUnixTime : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
UFUNCTION(BlueprintCallable,Category="CustomTime")
static FDateTime FromUnixTimestamp
(
int64 UnixTime
)
};
in the .cpp I have this
// Fill out your copyright notice in the Description page of Project Settings.
#include "GetUnixTime.h"
doesnt do that with ue5 on my system
is there a way to aim niagara particles at a location /actor that moves?
or perhaps rotate the socket it comes out of in real time?
anyone?
Hmm print string on actor overlap wont work?
anyone here know anything about making camera mods? ive been trying to use a custom camera for the bandai namco game "little nightmares 2" but no matter what i try for the player controller the camera just doesnt activate. Any ideas?
Can someone explain why it stops after the trace hits something?
After the branch
I meam theres nothing after the branch, but its a tick so shoudnt it keep going?
Anyone able to give me a hand? I've been following a tutorial. game was working perfect, then i followed 2 episodes purely on ai, setting up a behavious tree and tasks. when i went to test it, broken. i'm getting "Blueprint Runtime Error: "Accessed None trying to read property CameraPawnRef". Blueprint: CameraPawnController Function: Movement Speed Calculation Graph: MovementSpeedCalculation Node: Return Node"
the screenshot shows its not getting player pawn (prints not working everytime nomatter what i change haha) but for the life of me i dont know why because it was getting it fine an hour ago and i dont think i touched anything related, ive tried everything i can think of but im pretty new and would really appreciate help
good evening I would like to know if you please to be able to create a water fountain for office must create a water cartridge next to it and I add it on unreal or I can take everything directly on unreal and with the texture I but for the machine and for the water cartridge I would like two things to make small bubbles when the player serves water and at the same time a water effect inside thank you I hope to have been clear thank you ^^
@plush yewhm but it should keep going if it cant spawn another one right?
why does it stop then when it hits something?
Please, someone, does anyone know what this error is? It happens everytime I close UE4.27 after a simple VR test session.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
D3D12Core
D3D12Core
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
D3D12Core
D3D12
D3D12Core
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
@plush yewI found the problem, just not sure why it happens
that is a very generic error that doesnt give us any info unless you install the debug symbols.
@fierce tulip Very reasonable, what's debug symbols? I'll get it then post again when it happens later
you'll need to add them to the engine by clicking the down-arrow next to engine version and selecting it. (its a BIG file)
if you do, please put the log into pastebin.com which is easier to read.
my guess its a null pointer
Hey fellas is it possible to use procedural foliage tool with some sort of custom splines or something like that?
there is no real simple answer.
fountains are hard, you could bake a simulation (and optional) run it trough niagara, or fake it with meshes and panning textures, etc.
the cartridge could be the same thing, but it all depends on a lot of variables and there is no clear way of answering it.
years of love and pain :p
check the pinned messages for getting started stuff :)
and above all, have fun
could be worse, it could be ArnoldC XD
https://esolangs.org/wiki/ArnoldC (better link)
So I hope this is the right channel
I've got some trouble using AO in my material, it just doesn't take affect on the material and I'm wondering what set up I've missed
This is what it looks like in Substance Painter
This is unreal engine
AO
#graphics wouldve been the right channel
and without a roughness map yea... it wont look good
and AO kiiinda doesnt do too much on its own
itll depend on the lighting on it, and only does minimal good, and is only affected by static lighting.
basically kinda useless imho.
but it still looks different to the same texture in substance painter
get a roughness map :)
I did, the difference aint that much tbh
so it seems as if i need to do changes on my light source?
or enable ao in post processing?
if your normal map is correct, along with your roughness, and albedo it should be fine.
(be sure the textures are 8bit)
@fierce tulip thanks for your help
but yea, enabling AO in PP wont hurt to try
alright
Anyone know why sometimes your plugins are built they generate -#### versions.
I dont know how or why but I exported to targe (*.png before) and it works now
nevermind, i set up the scene from new and the angle of the mesh is what it made AO
so after all it's the Light Source
some people multiply a low value of AO texture with their albedo, but then its not really pbr anymore.
i'd wait and see how it all looks once you got a decent scene all set up, can always opt to do it if you feel like "artistically expressing yourself" hehe
Iโm trying to make a blueprint that when someone presses the f key, it checks if theyโre overlapping a specific box collision and spawns a particle effect. I feel like it should be really easy but i canโt figure it out.
you could alternatively also try sending them a email
maybe @wicked tiger can give some advice, or at least a good contact :)
she's always helpful
what the heck are you talking about
Epic Games staff
Nevermind, friends.
can anyone help with this?
try #blueprint
Could enable and disable a bool tied to a box collision pretty easily or do it purely input based depending on your needs
all kinds of ways to do it
i need it to run a check though, is "character" overlapping "box collision"
Anyone here able to help a noob with basics? I'm halfway through a tutorial and suddenly all my cast to blueprints won't work. I've tried everything but for the life of me can't fix it. On the verge of giving up.
I think it won't recognize the player pawn. But I've been going in circles for hours I have no idea :(
that's why you set a bool tied to entering a collision zone and disable it when you leave the collision zone
but that's just one way of doing it
this isn't the right channel to talk about i'm afraid
Why do I keep seeing this warning message? The material works on my screen but the console is yelling at me...
LogStaticMesh: Warning: Invalid material relevance for Nanite static mesh [SM_Linear_Stair_nanite] - forcing default material instead.
How to turn landscape into mesh
generally means that there is something in that material that isnt supported by nanite @winter gate
also #nanite
hi somebody use Pr? tks
hmmm strange, its not a translucent material and it renders perfectly fine in PIE
Thank you
Anyone know how I can put my variable into a folder in my BPs
Hmmโฆ whatโs unreal engine and how do I install it?
slaps @median wigeon
hello
my directional light keeps getting locked when it becomes aligned with the positive and negative z axis when i rotate it using ctrl l
how can i stop this?
i have a bunch of city maps and i want my game to come with 2, but if the player wants more places, how can they download the other maps seamlessly into the game?
you can load from disk, scroll down a little here and it gives an example
How do I light my scene with just an HDRI backdrop in UE5? The floor is black. Not getting light from the hdri
Add a SkyLight.
HDRI backdrop has a skylight within it.
Fill out the cubemap, maybe? I haven't used it that way though
So weird. When I use a regular skylight it works. As soon as I turn on the HDRI backdrop the floor turns black again.
hi guys
im having that after mergint a pack into my project
inventory system
how can i fix it
DId you maybe setup the project as a mobile first, scalable 2d/3d project?
thanks
no worries
No, blank normal project.
Oh, then I'm unsure as to why turning on HDRI backdrop, which should actually just be on would enable that for you.
Yeah in UE4 it works as intended. Must be a UE5 thing.
might be!
Anyone have a tip on how to place an HDRI environment into the scene besides "HDRI backdrop"?
I hope waiting several hours is enough to not count as spamming. ๐ I'm looking to implement a prying gameplay mechanic, where the player uses their weapon to pry things off the walls or floor to do things like open doors or expose hidden stuff. I'm still new to UE and I have a vague idea of how to start figuring it out, but don't know if there's a standard / simple way to implement something like this.
Wonder if there's a workaround
It would be nice to use lumen. Regular skylight works. So I can use that to light the scene. Do you know another way to get the backdrop up?
the red diner and its associated objects arent casting shadows upon building lighting. "cast shadows" is checked. could someone help me out?
hopefully this is the right place. All of a sudden, when trying to open my project, it tells me that I have corrupted data. Looking at the logs for trying to open it up, it brings up a bunch of these types of errors: LogLinker: Warning: The file 'Content/_Main/Characters/Animations/Jump_From_Stand_land.uasset' contains unrecognizable data, check that it is of the expected type.
If I remove one of the uasset files it complains about, the project loads, but a bunch of the other uassets seems to be corrupted. Not sure if there are other things in my project that may be corrupted.
Am I screwed here, or is there something I can do to try and recover?
check out lightmaps maybe, i can't really help but that may be interesting to you
Anyone with knowledge of the water plugin had this problem with the river brush? It works fine most of the time but this happens in some areas.
What kinda tools does Unreal provide for 2D games? Are these tools being worked on and improved?
they have a side scoller template that is 2d or another that is 3d
Theyโre yours. Do anything you want.
I have a camera set up like this:
Camera / \
|
|
| SpringArm
|
|
Player----------x----------Enemy
the problem is that when there's an obstacle between the player and the enemy, the camera would get stuck inside the obstacle.
(i.e whenever the x in the diagram is inside a wall or car or something)
Is it possible to have a SpringArm attached to another SpringArm to solve this problem?
If it's possible, I'm not really sure how to set the position of x since usually the Camera position is just controlled by the PlayerController's ControlRotation.
For anyone else wondering. I found a workaround by disabling "Affect Distance Field Lighting" under the HDRI backdrop mesh.
I have just installed UE4 and it crashed right after I started it. I checked my computer configuration and nothing wrong. How can I fix this problem?
Hey Guys! Just wondering how you manage your code bases.. Iโm developing for iOS and android and itโs exhausting to maintain two code bases and make the same update twice for each change.
it happended to me. Just unistall it. delete chache files and all then re install
Thanks for solution. I did it without deleting cache files. I'll try it once more time ๐
you should delte the chache. if there is a problem it will be in there
anyone have idea why i lost pose after i retarget skeleton?
it is so strange, some of them are ok, but rest of them became T pose after I retarget skeleton or save my project
Any tip on how to make a rocky ground that extends into the horizon like this but with a rocky texture?
New to this. Still learning
You mean basic? Like applying the style to that land?
If you have already applied the styles. Tile sizing, lighting, normal strength needs to be adjusted to make it similar on a large size of land like that
I did try this. The tiling was obvious. Is there a way around that?
how do i go about making an emmisive material turn ON on a radio BP that i made when it switches on? im very new to ue4
im using a tracer with E button to turn on radio and make it play a song ๐
my question is prolly too noob and not worth an answer lmao
It worked. However, this time UE4 is crashed with another issue ๐
Should I try to uninstall and reinstall again?
Update: My bad, It seem like the same problem but another code
LoginId:e1c04d4a4469062f47d4cda709a12c10
EpicAccountId:a008937a3e384f2c8a23a5e507c549d6Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000023200000002
LogInit: Display: LogUObjectBase: Warning: Error: CDO Constructor (ArtemisGameMode): Failed to find /Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C
please ??
no work
for some reason my textures still dont load fully when complied with android vulkan or es 3 it only loads half but the textures are for mobile anyone know why?
hummmmm
Look into Dynamic Material Instance, you will have to know how to set up a material. But once you get your material set up it should be ez. https://youtu.be/IVKVXjaT6QM
What are Dynamic Material Instances in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
hi guys i just downloaded UE 4.27 and I am starting a new project in VR. how can I get the hands mesh from previous version?
LogInit: Display: LogUObjectBase: Warning: Error: CDO Constructor (ArtemisGameMode): Failed to find /Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C
[09:14]
please ??
[09:14]
https://answers.unrealengine.com/questions/516376/cdo-constructor-gamegamemode-failed-to-find-third.html
[09:14]
no work
THANKS
thank you!
Haha, awesome! Look good!
Did you just do a material swap?
yeah
well thing is, i want to uh 'compile' this for vr, but not sure if this swap will work
I don't see why it wouldn't work, but I have been wrong before ๐
i have an issue now, the material state starts as "turned on", ... not sure how to start it as off ๐ค
oh nvm fixed xD
Hello guys! I'm trying to package a project and still have access to sequencer features in the packaged project meaning I would like to render movies from the packaged product and not from the engine. Any idea if that is doable and how?
Hm, not sure but I kinda doubt. The Sequencer stuff is probably an Editor Module or at least requires one. And Editor Modules won't package with non-editor targets.
I cant seem to cook content for windows and I don't know how to fix it, can anyone plz help me
ye thought so too but a dev can hope no?
Dev is still non-editor afaik
Not sure if you can include editor stuff. I think there is a boolean when you build via the frontend
But not sure if that allows using editor modules
Hey All,
Any idea what may have happened in a project's render settings to render occluded objects? It seems like some scenery like walls etc, that are closer to the player, are no longer being rendered before any occluding objects. I'd assume that UE4 would sort all rendereables in a front to back order. This used to work (a gameplay feature depended on this) but sometime in the last few weeks it seems someone had changed something in the project and asking around has bore no fruit....
Try clearing your intermediate folder
alright thanks!
can i have different nav meshes for different actors? i see that i can set max agent height in project settings, then i can change it in the movement component but it is still trying to run into a wall that it can't step over
Any marketing tips for Mobile game to get first 10k download
@plush yew Give it away for free. People love free stuff and its an easy way to get a boost early on
How can I do that?
The folder in the dir or the project
Just delete the intermediate folder
It regenerates itself
why my MS not going down after I delete an actor? I've added several actors and my ms increased to 60ms. After I've deleted all of them and left only a plane and a Directional light it didnt drop down
It is free
removing actors does not really increase performace
Btw, who broke the documentation links? F1 in the Editor -> 404. Nearly all links found on answerhub linking to the docs -> 404. Seriously broken
How do you make water more realistic, like when a car goes on it, it leaves a short time trail of tires, and also splashes the water around near where the car is touching?
Hi! I just moved my project from 4.26 to 4.27 and the engine is crashing while loading, it gives me an unhandled exception error in the UE4-Niagara.dll, anyone has any idea? In 4.26 everything works great.
very complicated
there is a plugin called UIWS that can help
pretty expensive but if you claimed it few months ago you can use it
maybe just spawning a emitter under the tire can work
@dusty gull you might wanna mention that in #niagara hopefully one of the devs knows whats up.
any additional info you can give them helps.
Ok, thanks!
@sick parcelDepends on what ur working on. There are virtually no extra features/benefits for game devs, but huge ones for filmmakers.
Just look at the feature highlight for it, see if there's anything there you need/want
Same here, none of that is for me ๐
Besides, if I remember correctly, 4.26 is the last ue4 compatible with ue5 - is that correct (still correct)?
UE5 EA, but yes
Hi ๐ , I created new level, why is it so dark
I tried changing exposure in posprocessvolume. but no change.
Hi Delsin! Was it made using ILIAD? If so, feel free to join Praxinos discord to get help!
where can I get the mannequin hands for vr ?:((
First person template has mannequin hands, why not import it into VR template...
they are rigged ?
Probably no control rig... only pre created animations.
Why not use third person template with camera in the head + https://www.unrealengine.com/marketplace/en-US/product/control-rig-mannequin
I wanted first person with legs and body when I look down, but first person template had only mannequin hands, so I did something like this:
wouldnt it be cool if epic made some constraints for control rig
like being able to grab a certain of a gun like the magazine
What's the word on UE 4.27 ?
Hello, does anyone know any tutorial for creating a combo system like devil may cry?
Hi guys,
I'm having an issue with my two handed weapons where they don't connect both hands to the weapon.
This is a video of my blueprints and an example of the gameplay results:
Just an added note, I am using the ALS pack for my character movement and base function.
Thanks in advance.
how to i put my water body down. small gap between land and water
You meen this one?
no... just the Intermediate folder in your project root folder
I have given this door a custom point of origin in blender, now its somewhere else since I parented it under the building, how do I put this back?
try checking combine mesh on import settings
Yes
No I dont want that, I want these to be separate.
I want all the objects to be separate and have the origins I given them in blender
you would want to set the static mesh of the door to the same location as the house static mesh
because thats how you exported it
In this tutorial, I explain two methods of importing FBX files into Unreal Engine.
rocket science lol
Anyone know why my character would refuse to spawn at the player start when loading the game? It's miles away from it and I have no idea why. Deleted the terrain, which didn't work. The Spawn Player At... is set to 'Default Player Start'. There isn't much in the level right now to throw it off, so I can't understand what's causing it. Has anyone else had this issue before?
Can someone point me to something explaining how to make my viewport only take up a small portion of the total window?
Application viewport, not the editor viewport โ that oneโs easy
yes that is what he was talking about
Hello ! Is there a way to temporarily deactivate Warning popups ? Cause it's filling my screen, and even the other screen above and doesn't let me work :
How can I define the exact name for my packaged game? Just name.exe without any platform names etc.
If I package my UE4 game in shipping mode and then run the packaged game, I seem to have a memory leak and it starts going up to the 2000-3000 MB range and sometimes even past 10,000MB!
When I deploy my game in development mode and then run the game from the windows command prompt with low level memory enabled (-llm as a command line argument), the memory usage never passes 600MB.
What the heck!? What could possibly be going on here where LLM enabled is preventing a memory leak but otherwise there is extreme memory usage? I thought I would be able to use stat LLM to figure out what my memory issue is but I don't have a memory issue when LLM is enabled.
Any help would be mega appreciated.
why the uv isn't correct? It was directly imported from quixel and I did't do anything with it, I just drag and drop and this is what happen.
I have a separate shadow model for the player, but I don't want it to throw any shadows on the player model, only the environment and other models.. Does anyone know how to do that?
This is ridiculous! I am trying to set the door's pivot point to this place, and now it is there since I imported the whole mesh with "import to level". But now I'm unable to move the mesh or edit any of the collision. If I normally import it, everything works but the pivot points as I set them. What the hell do I do?
๐ญ
import to level is making it all one complete mesh? the entire level? or what is the issue with that part of it
Yes
also as a note, the individual items when exported out from your DCC use 0,0,0 (world origin) for its pivot. If you want that corner to be the pivot you would move that corner to world origin an export out that one mesh.
so you need to do that if you want it correct on import, or when importing just the mesh use the offset options to move the pivot, or after import use the mesh modeling tools plugin (in ue4) to move the pivot
That sucks, is there no way to just set it? I have tried with the alt+middle mouse button, but it always reseted
using the set pivot inside of the editor viewport is temporary, its doesnt change the actual pivot
otherwise use one of those 3 methods to "fix" it
but what if I want to have the pivots of all objects at the places I exported them in?
do you mean I can only do this with 1 object?
if you want it to come in exactly like you wanted it with pivots then the import to level is that option, but you see the issue with it
otherwise a single fbx file when imported in will use the world origin as the pivot for the item
I dont really understand what the issue is, I just cant move it, and dont know if I can even select the objects like this. Can I make it work like this somehow? I want all my pivots like I made them in blender
datasmith might allow an import and keeping pivots, I have not tried it recently
Well how do you guys even develop games without pivot points? Everything needs that to be in the right place
And you can impossibly rotate objects without pivot being in the right place
on import what did you set the hierarchy type as ? https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/FullScene/
and like I said when you export out the mesh, you set its pivot at 0,0,0 in the DCC program and that will be its pivot coming into UE4. Or you adjust that pivot on import as an offset. or you manually adjust it after import using the plugin.
You could select all the objects and hit SHIFT S and do cursor to world orgin, then right click and do geometry to origin
the worst thing about 3d
add it to what?
i though i need to add something, or is making an sphere just enough for collision detection?
yes and no? we dont know what you are doing or what you want
i just have a sphere now and want to detect collision with player
is it a collision sphere? in a blueprint or in the world or ?
its just a sphere made through blueprint in the actor
that should be fine then, that is a static mesh component with a Sphere static mesh and that static mesh has collision on it
actually whats the difference between collison sphere and just sphere?
the "sphere" in the blueprint components section is a Static Mesh component with the sphere mesh set up for you automatically, the Sphere Collision Component is a collision component in the shape of a sphere. There is no mesh on that 2nd one
if you need a sphere you can see and do stuff with in the world, you would probably want the "Sphere", if you just want a round thingy that is invisible you can do collision stuff with then you want the Sphere Collision
But I dont want my objects to be at the same place
why i dont see my player thats in the scene when i try to store it in my blueprint variable as a reference
its impossible
๐ญ
Why did I switch to unreal from unity, unreal cant even handle my models how am I supposed to do anything like this
Unity is shit
So Zorel, if I can call you like that, how do you create doors, in unreal engine?
If I may ask.
lots of ways
you could just have a door mesh with 2 different mesh 1 with 90 degree turn and have it flip flop between them
That sounds like a dirty fix
Matthew explained how you can get your doors to work, if you don't care to follow their advice, not much others can do for you.
You could create an actor BP, and use a scene root component to act as a pivot.
So you aren't moving the door mesh as such, you're moving the actor which contains it.
You think correctly
how do i store reference to my player in blueprint
Create a variable for whatever it is type, such as Character.
Is this even possible lol
but when i search for it i cant find the player
what do you mean when you search for it? When and where are you searching?
That is going to require some serious magic to pull off.
Hey anyone else confused by Level Snapshots, I have it set to name my snapshot with date but the naming is clearly not the date.
Why does it say 4-20 and not 9-13
when you give the variable value
Let's say you have a variable in your BP called PlayerChar, you set this to be of an object type of the type of character you want to store. It could be just 'character' or it could also be 'Third Person Character' for example.
what did you call the variable?
my character is named player
is the variable there?
That's a player controller you have set it to.
You should be using character etc, as I mentioned earlier unless you need to have a reference to a player controller.
I actually managed to get a packaged build to run using just an Intel Pentium all in one pc at over 280+ fps.. no dedicated card and no hidden stuff. For the people that want to know, I added the mobile renderer into the RHI options and turned off direct X 11/12
You also haven't said how you are using the variable, so it's hard to know what you are doing and what else might be going wrong for you.
oh wait
the id was topdowncharacter
i was continuously looking for the name i gave it
What the name of the node that make the texture color pops more
why this doesn't work or i am thinking to simple ๐
Actor probably doesn't generate hit events
something like this
you need to call destroy actor from withing the hit actors blueprint, cast to it from the hit result
Do you mean the 'power' node?
Idk thanks I will try it
create a custom event inside the actor and link destroy actor, then from the player use the hit result from the line trace to call that custom event from with in the hit actor
done it
Hi, guys! I'm newbie in UE4, so I wanna try to make my first game. I choosed twinstick shooter preset. As my first question I want to ask, how to change a direction of fire? Now it shoots with arrow buttons, but how can I change it to shoot where is mouse cursor set?
from hit actor you'll need to cast to the target actors class the from the cast node pull off your destroy actor event
I need some help with this thing here. I want the subtitles to be at the bottom of the screen, and the size to be larger.
https://www.youtube.com/watch?v=PTZCZQcXdUU
How do I get started with using the built in Subtitles system in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
how do i trigger that custom event?
use the cast to blueprint node
If you are in the same BP just type out the name and give it a execution wire, if not cast to the bp where it is and then type out the name and give it a execution wire
Im assuming what they are trying to attempt is to shoot a target and destroy it, so it will have to be triggered in the blueprint that is doing the line trace
casttoblueprint doesnt exist
This is what I have for subtitles, @grim ore:
pull from the execution pin and type "cast to"
no jsut collision with player
do i need to pull from the break hit result?
like this?
when you type it replace "actor" with the name of the blueprint you want to destroy
Not tried it but could you make the front size bigger within font uassest?
here
That shit didn't help. UGH!
i see no reference to my custom event from the other blueprint
id watch some tutorials on youtube on how to cast to other blueprints, there will be some short ones that will probably help you
https://youtu.be/PTZCZQcXdUU?t=292 He talks about how to change it in the vid man, could have at least watched that. The link has the time set so play from there. It is just what i said as well
How do I get started with using the built in Subtitles system in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
I TRIED IT BUT IT DIDN'T WORK!!
Chill out man, im just trying to help
@mental solar I didn't read your whole thread there about the door but just keep in mind you don't have to merge your meshes when you import them. That's an option, hit the down arrow in one of the sections in the import window.
srry did everything you said
i made an custom event in my sphere blueprint
and now trying to tigger that from my player bleuprint
i agree respecting people wasting their time and efforts to solve your own problems without pay or legal reason to is probably a good idea
wb

Screenshot both blueprints if it still isnt working
I know there's something that looks like this in Unreal and that allows its user to know about all file sizes in the project. What is it called again?
file map alt +shift + M
thanks
there you go if you are not in engine
I appreciate it
NW ๐
@pallid cove If you don't know how to make the text go to the bottom of the page go through a bunch of widget tutorials first. You will run into a lot a questions and hair pulling if you don't learn it first. But essentially you'd want to look into anchors and slots.
oke the string is printend, but i dont see the custom event when isearch for it
you need to cast to the name of your blueprint your trying to destroy, say if you named it "EnemyBP" you'd write "cast to EnemyBP"
ye but thats what i try to say it isn't showing it
Hey, so in movie render queue we have this file name formet:
{sequence_name}.{frame_number}
I'd like to be able to use a similar {string} to get the project name and use that in my Output directory path instead, is that possible?
../../../../../folder/{project_name}/Saved/MovieRenders/ <- like that?
like this, this is about as simple as i can explain it, if you cant get it still you'll need to watch some tutorials on youtube on how to cast to blueprints
i understand you but....
If it's not showing make sure the other BP has been compiled once at least
i doesnt appear
Not sure what could be wrong, it should be straight forward. You sure it's an actor sub class you're casting to?
Sorry, I just read the last couple of messages here so might be missing something
maybe ue5 bugg
BongBong is using a Hit event specifically, not an overlap event. If the Hit event is not firing off, the collision setup is incorrect. That is where the focus should be, not doing a different method entirely
like i said the print event is triggering
i just need to trigger the custom event, but i dont see it appear
It also doesn't make any sense at all to cast to Actor when the Hit event gives you an Actor.
You would cast if you need a specific type of actor
How you handle the destruction of an actor depends on your architecture. You could have the weapon that hit the actor destroy it, or you can have the actor handle the hit response itself. Both of these would have different code that would need to be written
now everything in scene get destroyed on hit ๐คฃ
casting to a specific actor filters out all others, otherwise everything will be destroyed
When you call DestroyActor, it requires a specific instance reference. It doesn't filter anything.
that's why you cast to a class
Of course it would, you're telling it to
Set up the correct collision channels and you'll be fine. No casting required.
Can mobile players play with pc players on a dedicated server?
If you set up cross-platform networking, sure.
I see, does anyone actually do this?
Fortnite
Doesn't matter. Wasn't your question
Yes, cross-platform network play is possible. Is it a good idea? depends on the game
Well I wondered if it is fr fortnite
This may be an idiot question, but is there an equivalent to z order but between widgets? For example, I have my UI widget open from the second the game starts. However, I also have various widgets with cut scene animations (credits, game intro, etc) that I want to run. I can get them to load, but the UI widget is still visible over the top of it. I want the animation widget to be a higher 'z order' so it covers it completely when the animation is running. Is that doable?
I tried setting the z order of the image on the animation widget to 50, but it still didn't cover it
are you setting the z order when adding the widget to the viewport?
isn't this just for collision
the z orders are for the components in the widgets. For example, most are 0 by default. But I've got a couple that are 1 or 2. However I want the image in the animation widget to be over the top of everything. I'm not sure of any other way to set z orders?
collision channels handle all interaction between two objects overlapping included
i just wanna know why this custom event doesn't show up
show us your blueprint again
If you are adding multiple widgets you may need to set the z order here.
oooooh I didn't realise you could do that! It works perfectly! Thank you muchly : )
oh it works now
i was thinking one step ahead I had to first connect to the blueprint and then to the custom event inside that blueprint, my bad.
It depends on what you are doing. If you have a custom event inside of BP_Player and you are using an actor reference, then it wont show up because that event does not exist in Actor, but it does exist in BP_Player. In this instance, you would need to cast to BP_Player in order to call the event.
glad you got it working
But originally, you were just trying to use DestroyActor, which exists on all actors
basically the two white spheres got the blueprint with the custom event.
thats the way, good job
Can we make big maps based games like GTA V or CyberPunk 2077?
yes
landscape mode
in the top bar will allow you to make larger maps
or use landmasses in plugin section
however youll have to actually build the world unreal wont do it for you but you can pick your ideal size and allow your creativity to go from there
Got it, thanks

Is everything possible with blueprints?
I was looking for PUBG type of multiplayer game, is that possible using blueprints?
yup
I am not coder, so asking
just takes deeper understandings of blueprints and optimizing the blueprints for your uses
any tuts, links from youtube?
youtube tutorials engine learning tab and many other resources will set you straight
um
Hmm, okay
Well I mean you literally saying any tuts but we don't know what you want it for or you're learning ability or how complete you want it to be so...
I mean if you literally want us just to Google that for you and return back a random search result we could do that but that seems silly on everyone's part
very true x-x
was asking specifically about tuts for learning blueprints from noob to pro
https://www.unrealengine.com/en-US/learn <- this might help
as well as typing in the above as i did in youtube lol
Then yes the default tutorials provided by epic and the documentation is a good start
Note - if you want to have PUBG amount of players, you're gonna be using some C++
Isnt it possible only by using blueprints (visual programming/scripting plugin)?
shrug that's on you. The tools are capable. Your skills limit what you can do.
Thanks all for the info
The c++ need Is if you need a massive amount of players at once then you probably need to dip into it.
however its best you first figure out what your game is
Core pillars
experience you want players to have
Mechanics that facilitate those ideals
world/character/level/story(if you want any) design
and a few key aspects that'll set your game apart from your competitiors
or what you feel is important for your games basis
it can be something as simple as i want to wall run and slap people with big booba's for maximum damage and note it down and work downward from there
afterwards learn the basics of blueprinting and afterwards lean into things relative to your games overall design
and if youre game is multiplayer
start with that first
or you will have to remake your entire game top to bottom :3
is landmass is procedural or will it load whole map at same time which need more process?
also im not saying to take matheww's words as gossip but he is pretty much the most insight person youll probably meet when it comes to unreal so do take heed of his advice and warnings itll save you endless hours
My blueprint character class component details panel data goes invisible when I change specific values and then compile, and otherwise crashes the entire editor after I made some changes in C++
- This doesnt happen on its parent blueprint character class though, and was wondering if this is happening due to the blueprint potentially being corrupt ?
My C++ is bad so i cant help you ;-;
Are you hot reloading when you make changes in c++? Are you making changes to the header files for that class?
Its all good, just wondering - cos I havent actually experienced this before.
I turned hotreload off.
And I haven't changed anything in the header.
I did change some stuff in the constructor, but thats basically it - I switched out an inventory component class name change in the constructor to a new one I wrote, they got the exact same details panel info, minus some original functions, and otherwise added some new functions to that component.
I even went to try to switch it back to the old component, but past that point it seems like it would just crash the editor and otherwise go invisible when I change those specific variable settings.
I can admit this took time
press C after highlighting a bunch of the nodes in question and write comments
so you dont get confused on what they do eventually xD
hmmm
This yellow vector
that has -96.0 pushes my actor to the ground
but when crouching itll go way into the ground
im having trouble figuring out a node that'll detect the floor and use that for the Z axis on placement
any assistance would be graciously appreciated~
I'm looking at importing CAD files into UE with datasmith, and so far so good, but is there any way of rigging them up for animation/control within UE itself? I've looked at Control Rig, but it seems to require a skeletal mesh to exist? Does anyone have any tutorials they can point me to as a lot of rigging stuff is way beyond what I need/want. I just want to pivot something around for example. I'd imagine that would be possible I just need pointing in the right direction to sniff if possible please.
Hello noob here
hi noob โค๏ธ
Last night I started my first project so thatโs fun
Hello yourself ๐
Hey, quick question here:
For a shooting system for my project, which is better, using projectiles or line tracing?
My project is a singleplayer VR game targeting Oculus Quest, so performance is a high priority, and the gun designs will be bolt-action/semi-automatic guns, and shotguns
Wholesome gif is my welcome msg love it thx @prime willow

it'll be a journey but the hardest part is the beginning
like riding a bike
once you start to get it you can coast through most of game design its the first hump that'll give you trouble so dont quit when it gets hard okai love~
Fr fr, Iโve already got a plan for the game and some rough drafts but the hardest part is moving files amongst my devteam/friends
Thanks ๐
so im not sure but i believe source control may help
Interesting
possibly a cloud service like one drive as well
we have a GitHub for now
youd have to pay about 9.99 a month but i think it comes with a 1tb or more
so you can easily make files available to all members who you give access
Interesting
it also comes with a pletra of products like microsoft words and excel etc
I think I made the biggest mistake of my life thoโฆ Iโve never used C++ or Blueprint in my life yet I am trying to make a shooter game with like 10 game modes including a free play mode ๐
so start very small
i know how jumping for the moon can be exciting but you give yourself an insane workload with little to no understanding
atm you shouldnt even think about all of that first try and get a grasp of the blueprints
and when comfortable move into C++
its not all that hard i learned it at 12 years old lol
but for design you may be doing much morecomplex things than making a webpage and such
there are tutorials everywhere from learn at unreal to youtube channels and forums you can hop onto
I have a HUD, a playable model with some basic functionality, and a working health systemโฆ
well there you go youre making you way already โค๏ธ
The hard part is that I am making a fan game and finding models that work is not funโฆ
And I am semi smort I am taking on blueprint first
well fan games if using assets that belong to others will most likely never see the light of day, but if you dont want to use your own models or mostly free ones like daz 3d or such others found in blender addons go ahead but if your game has multiplayer
start there
the way you rig things in blueprints varies from single to multiplayer so learning that will mean not remaking your game from scratch all over again xD
Should go ahead and mention though that itโs an SCP game so itโs under creative common, so as long as itโs free I am good
ah okie
be wary if their rigged widely differently you might have to setup the same systems per mesh ._.
however i was very stupid
so i learned unreal from whatever angle helped build functions needed in my game
nice
so i simply searched concepts mechanics and systems i want and built from there and than spiralled aorund to learn the basics
however thats really dumb i dont advise it unless you learn really quickly
also you can always use unreals marketplace for things you want however knowledge about blueprinting or C++ will be needed to mold others assets into your own
Is there a place that describes all the basic plugins shipped in UE4? Like what is the "Common Conversation" plugin? I can't find it on a web search
there's a plugin page in edtior
Currently I am just watching someone named DevSquad
devsquad is a good place to start
I can go at a decent pace i did the Hud, health, and basic model in like 1 or 2 hours
Like this page in the editor has no info
I am working on this project with @plush yew so that should be interesting
well i wish you two the best of luck, keep at it start with multiplayer spin to other systems and believe me it gets infinitely easier after the first few months if youre consistent
and google is your best friend
Gotta love this one too - what the heck does this even do? LOL There has to be somewhere they list all of these with detail of some kind
I believe the documentation may cover the unreal engine based plugins
Yeah, not that I was able to find as such, but there's a TON of stuff in there that doesn't always respond well to their search
Anybody know how to convert Blitz3D models to FBX or OBJ?
anybody know why my character could not rotate with my mouse moving? I followed a TPS aim offset tutorial, but my Pitch and Yaw are locked at 90 and 180
I never had that issue
๐
https://youtu.be/0mgm16ki8zM @spiral shoal
In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.
We also take a look at setting up our project and adding the animation starter pack to it!
โบ Resources: https://www.devsquadacademy.com/resources
Unreal ...
I donโt know what you are going for but this helped me with a similar issue
I checked the video, this is not the problem I met
something both of you may find useful
Complete explanation on virtual bones - how they work, what is their function, how to use them to get fast perfect results on different characters, with different proportions sharing the same animations.
content:
0:00 Virtual bones Explained
7:40 Retarget options for feet
11:00 VB IK solver logic
15:05 VB vs IK bones
31:08 Build the new solver...
thank you all the same
@prime willow I am essentially making a Garryโs mod roleplay with extra steps
cause LUA is aids
Please tell me how to fix it๐ญ
o.o
hey guys someone know how to disable spinbox keyboard input?
:triangular_flag_on_post: John Logostini#2442 received strike 2. As a result, they were muted for 1 hour.

dude #rules, history def shows you are a repeat offender.
@winged notch we are watching you closely now.

I checked different tutorials and still could not fix my aiming problem
anyone would like to take a look at my unreal project? i could use teamviewer or zoom๐ญ
If I wanted to create a voxel based 2d pixel game where every pixel is destructible, should I use static meshes for each pixel?
there is an amazing voxel plugin for unreal, i would prolly use that.
Yea, the Voxel Plugin is really cool.
Can someone help me with my problem:
In my AI Perception i set the Actor i see to my TargetActor in my Blackboard. Now when i want my Homing Missile to fly towards the TargetActor i somehow have to convert the TargetActor wich is an Object into a Scene Component, how can i do that?
cast to actor > get root component
well okay, that works, but thats not dynamic then, the TargetActor is my PlayerCharacter_BP but can also be another Enemy for example, so i have to get the root Component of the TargetActor
what
that will get the root component of the target actor, no matter what it is
just cast to actor not your player character
Hi, I've run into a strange issue where I've got 4 player characters on the map and 3 of those characters keep teleporting to 0,0,0 and falling through the floor but only when I run as standalone or run as listen server. If I run as client this doesn't happen and they behave as intended. What might be causing this? Thank you.
anyone have any good videos about animation blueprints and blendspaces for total beginners? like, basic UI explaining stuff.
The Day of the Programmer is an international professional day that is celebrated on the 256th (hexadecimal 100th, or the 28th) day of each year (September 13 during common years and on September 12 in leap years). It is officially recognized in Russia.The number 256 (28) was chosen because it is the number of distinct values that can be represe...
happy programmers days !
i can help you out if i get free , personally
if i have multiplayer races and age differences like adult and teenager but they use the same materials and textures
anyone know why i cant fix up these re directors ?
it just runs fix up re directors like normal but they are still there after.
should i have secondary sets for the other mesh thats exactly the same with different textures
or just use them again for the other model
try restarting unreal, helps me sometimes when that happens
tryed that, no help. in the end i found a fix.
Had a look at the referances and saw i was poniting to some files that did not exist in the content browser but i saw them i explorer, so deleted/moved them out off content and restarted the project and now the fix up redirectors worked ๐
It's not possible to uncheck the merge checkbox if you import it from File-import to scene
If I import it like that, the pivots are preserved but I have no way to move the mesh, resize it, or edit its collision, which I absolutely need.
If I import it normally by dragging it into the content browser, everything is perfect except the pivots, which are all at the same place and no way to edit them
hello...i'm facing issue where when there's any shadow above decal, my decal just fades away or completely disappears. anyone know what's the issue or any solution ?
alright got the solution... thank you
Hi everyone,
Anyone knows if there's a way to know if the player have a video card that supports ray tracing hardware acceleration?
help this mesh keeps disappearing at certain angles
you have how much lods?
none
strange...
Hey, I am doing a tool where you can draw on screen with mouse. I add to a render target that I use as an alpha and on every tick it ads a "dot". With fairly thick pen and slow drawing this is fine but with faster movement I get dotted lines. This happens if the movement within a tick is more than line width. Pretty obvious I guess.
Question: is there a handy way of drawing a line between two points?
line trace by channel
i need to get a blank t pose animation single frame please help me
hmm. not sure how I would use that. Now I get the mouse position (I make cursor visible and this is desired) and draw a dot if mouse is pressed.
But I don't know how to get into texture a line between point A and point B
And sorry, don't know how to create a blank anim
hey
anyone managed to make out with vscode with intellisense ?
all that's needed is the include path, which I can't find anywhere
and when I open the project through thatfile>open vscode project from UE4 , it opens up the c# part, not the c++
so i have to open a script in order to open the c++ project in vscode
which errors all the includes because the include path is empty
trace based on the camera rotation and traeout but it's forwads vecotr*distance
I can get the points (coordinates) but I don't know how to draw a straight line to a texture between two points.
I think looking up about linetraces and animations might be your go to
I found this:
not very simple but will try it.
you just get position, then forward vector, and that's your start and end point
Anyone know how to make NPCs react a little when the player runs into them? I want a slight reaction when the player bumps into their shoulder by running past them for example. A NPC gets nudged and stumbles a little but then carries on walking
@muted imp I'd find or make an animation like that and trigger it when player overlaps with the NPC's capsule.
Guys i have problem. why keyboard not works in game? and why character doesnt rotate true position?((
Hey guys, I applied for a Epic MegaGrant for my game 2 months before. I recently recieved a mail saying, (we want to understand your game better, so lets chat up). Could somebody tell me, What can I expect in that meeting ? And How much a chance I have, to win the grant?
GetPlayerController > Set Input UI & Game
(UE5) Anyone knows what could cause the shadows to glitch like this? The shadows look fine in the unreal asset editor
@wraith gulch #ue5-general UE5 is experimental, you could've found a bug that's undocumented, you will never know, so that's why they tell you not to use it.
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 first person with camera and put the player start (but i want my fp into the scene).
Someone know how i can return to the state of default firstperson without lose all the code I made in my fp bp?
I've personally never seen it, and it could be to do with UE's AA settings, I know that creates a similar ghosting effect, it also looks like it might be the new GI, but it's hard to say, because we don't know how far along the development for these features are.
Okay thank you for your input, appreciate it ๐
It's alright, it's a reason I haven't made the change yet
In your game mode, if you have a pawn set, in this case your FP, and then have one manually spawned in the level then you will have 2 of these actors, because you've spawned it twice.
What you want to do is clear the pawn from your game mode, then possess the one in the level on the player controller/state/level via get actor of class.
oh okke thank you for helping me it's more clear to me now. But i don't understand yet what kind of value and where i can change it in order to have back only my fp (now the spawn is from the perspective) 
BP_Player is what you want to possess or what ever your player char is, drag it in and it'll possess that, probably on the level itself
i dragged it into the scene but when i play i start the level with another character
Hi all, wondering what's the best way to locally transform a foliage instanced static mesh. I know there are ways to do it in BP and CPP on begin play but I'm looking for an easier / better way.
I don't know if that was what you meant (sorry for bothering i'm new in ue4
)
You have to possess it if you have more than 1 BP_Player then you are going to be possessing the first one in the scene
@plush yew AFAIK foliage is already instanced
unless you use vector materials
everytime when i open unreal it opens in the old map how can i change it so it opens in another map
@pure sorrel Project Settings > Maps and Modes, change the editor startup or game default
@granite spire ya, it's just some megascans assets are incorrectly angled, and I'm (almost) too lazy to export them and reorient them in blender. As the foliage is instanced as one giant mesh, all transforms get applied to the whole mesh.
can someone help me in creating a uv light effect ?
ty 
@plush yew int he foliage actor you can use offsets for this, but your best bet is to manually rotate them
We can't but youtube can
also that's not descriptive enough
the foliage type doesn't really expose the transform of the mesh though unfortunately. In any case thanks for your input @granite spire
Looking for a team of volunteers see https://discordapp.com/channels/187217643009212416/780560005782568980/887268725651279892
@plush yew I see what you're trying to do, but manual edit is the only clean solution
yes, I'm thinking that - cheers
@sly surge Absolute wrong channel, this isn't for promoting rev share
sorry
i have a flashlight which emits a spotlight. when the light hits a decal, the decal should display a message otherwise the decal is invisible (i achieved this using spheremasks). now i have a working uv flashlight but the problem is when i shine 2 or more flashlights it doesnt work, this is because how i programmed it and i am looking if someone can help me bring a solution or a direction to look to support multiple flashlights
why when i use begin overlap vs on hit, the overlap doesn't work
@dense galeYou would set the decal in a blueprint, and a fake light collision box that's a cone shape that's on your torch, then you would get overlap and display the message if this has collided with it, that would be cheapest, but the message will show fully so you would have to use a rendertarget I would imagine if you wanted just a certain amount of text showing.
@pure sorrel hit is the object is hit, overlap, has to have overlap events so if your collision isn't set to overlap it will not work vs on hit
in ue5 i dont see the world settings underneat window
its there for me, under world outliner and world partition
i dont see anything
iam using ue5
so am i as u can see in the top left off the pic
can u show me wat your window looks like
#ue5-general for unreal engine 5 discussions.
Anyone done anything with the StreamMediaSource ?
Can we rename this channel to ue4-general?
nvm fixed it
@granite spire doubt it atm, but you could bring it up in #server-feedback
๐
why my points are not printed
because the exec pins are not connected.
why it only stays at 1 number
Has anyone here had experience getting an unreal mega grant, or getting far in the process?
raises his hand
why i cant find the custom event when i drag it from as top down game mode
Would anyone know how to have a projectile NOT slow down when it hits something?
Hello i am having an issue where my ComboBox's OnSelectionChanged even its working
I open the drop down for the combobox then select an option receiving no print msg, anyone thing that they are able to help me out? Im new to unreal, using only unity until now
this is UE4
@civic radish connect the purple dots
yes
my blueprint adds options to the combobox = to the amount of video devices the system has, and after one is selected i try to update the webcam on the ui but the event wont fire
I also set the combobox string in the blueprint before adding the options to it
@pure sorrel It sounds to me you need loads more tutorials, you don't have a variable called "points" in your top down game mode, or that points has been referenced to something else that had points
Ah nice
improved it
i watch tutorials but without trial and error im not learning anything, also most tutorials from unreal are outdated and doesnt directly explain what you need
I only need a return value for the object dont know what to attach
double check that's the combo box in relation to the event, because that looks correct, try to remake the event
That's part of game development though, there's still loads of tutorials especially from matthew that teaches you the basics, which is what you need, because things only get more difficult
dont really know what object i need to pass
well what does it say?
in the tutorial he is passing get character, but this blue print is from points so i try it but cant find anything
you need to set up reference to it
you could probably use get all actors of class with tag probably
Purely from an architectural point of view, I find having the anim notifys all spread on the montages a bit.. disorganized.
is there a different way to do it? (for example, when you want to cause damage while swinging a sword)
hey
im new to Unreal engine
i have no experience in coding animating textures etc
so i accidentally closed world outliner how do i open it
you can open windows in the "window" drop down menu top right
thank you so much
np :)
how can i see the X Z And Y for the base plate in the world outliner
Hey there guys! ๐ฏ
How's everyone doing?
Have you ever tried the "Horror Engine" for Unreal?
this is what i see i want to press the base plate and edit the X Y and Z
Are you referring to the details panel? Windows - Details.
i dont know i started today like 10 minutes ago i have no experience
@plush yew check the pinned messages in this channel, it has a lot of getting started content/links
ok thanks
By the way, has anyone of you guys used "Horror Engine" for Unreal? I'm mind-stuck in a blueprint, so I was hoping someone could provide some guidance to move things a bit
Sure, yeah I'm already in the creator's discord channel, but it seems no one's active. But, thanks anyway
Is anyone willing to work on a mini game with me? I have tried to learn ue5 through video tutorials, but I'm having a lot of trouble learning that way. I would learn best through actually making a game and learning as I do.
hi all, kind of a longshot but has anyone had success uploading their game to EGS w/ epics new self publishing tools? I'm hitting some errors and would appreciate guidance! thank you
You mean the free horror template? Last time i checked it had over 200 cameras on the scene lol
sometimes i get a bug where a material gets "use with Static Lighting" checked on, and it's impossible to turn it off. As soon as I save the material it goes back on again
any ideas ?
do you have the auto checkbox turned on as well?
Ya i know that LOL
How can I change spline tangent default color in editor? I don't want to manually change it for every spline, couldn't find any settings in editor settings either.
ah yes !!! I did actually
the bug was me all along
Sup yall? Anyone know how to change scaling gizmo angle like this?
that gizmo is alligned with the pivot or something
usually the blue thing is pointing up, so its allready upside down?
Yep, looks like it
well you might be able to do it in engine but i never done that, i allways get em correct out of my DCC
you could make an actor out of it rotate it in there and scale the base actor
or lookup a better way to do it
if you do it in a D
DCC i would prolly put the pivot also at floor lvl if its a prop
hey there guys, does anyone know why particles could not show up?
I mean, theres a property for them at the blueprint
its assigned
when I hit play in the editor, particle is there, but in game does not show up
@vernal bramble TRAITOR
hahaha portfolio man... portfolio
thanks for the help
make sure the material is set to render on particle spites near the bottom of the default settings or whatever
still, didnt work, they show up in Particle Editor, just not in game
Hey does anyone know how to texture scale only on one axis using this system?
The problem with this is that it only allows my texture to be globally scaled
make it a vector 2 instead of a scalar (v1)
Thank you
your texture coords are X.Y (V2) so you want a V2 to go against it else it "upgrades" a V1 to a V2 with the same value in both
it should find them, should find the actual ED in the blueprint and any calls or binds
probably just stubs for if you need them
random @grim ore praise everybody for doing Epics job better than Epic \o/
as I work with Epic that isn't quite true ๐
oh do You ? finally ๐ Hope they pay you for each single vid from the past + late fee costs for being, well... late with hiring you
is there a way to basically create a (2d) mesh from a spline and hit test against it?
I think I may have changed a setting somewhere that stops the "execution bubbles" appearing on the blueprint. The pic below is what I would expect to see but I don't get to see those execution bubbles when I'm simulating. Any clue what I need to do to fix that ??
@glacial pecan how precise has it to be ? only 4 points ?
draw rectangle then, if anything more idk if this is possible
you need to make sure you have the current instance being executed in the debug filter (top near the stop/play buttons), if you dont you wont see execution.
arbitrary shape ๐
Whenever I try to use mesh paint my unreal crashes, anyone know why?
@glacial pecan make function drawing triangles per every next two spline points ? third one would be 'the tip'
not pretty, but should do for just hit testing maybe
@unkempt zinc logs or didnt happen
Basically, Unity has a method to draw custom 2D shapes, and it automatically triangulates them and you can hit test against them and so on... Unreal has nothing similar?
idk, one would guess there should be, not my field of expertise tbh
cant tell for sure without the actual crash log (debug symbols are not installed) but it says shader issue, have you opened up the material that is on there and the mesh before trying to do this? see if that helps
Can I use "A" actor's boolean in "B" actor's blueprint?
What doet it call and how can I google it for further study?
@void drum sure make it public Variable, and get ref to A from B somehow
the white is a v3 or a v4, you want to put a component mask after it and just use the RG to make it a V2
you could also pull out the R and then add the G to it but.. component mask is lazier
Has anyone run the demo "A boy and his kite" ? The demo state to open the map GDC_Landscape_01 but I see large open world map to travel in. The map with the boy is GDC_KiteCine_Map but it's only a map with black shadows.
@void drumyou want B to talk to A? thats what you might want to google for. Blueprint Communication is probably what you want
@lament plazawhen you first open it, there should be floating text telling you what to do. when you "run" it, it will load in the levels composition and the unloaded levels
Hi everyone, Does anyone know if it's possible to use .NET dlls within unreal C++? I've found a few places saying yes, and a few places saying no, so I'd like to know the limitations etc.
Thank you both, I only need A's single boolean to trigger B's event and that's all.
THANK YOU SO MUCH, it worked!!
@grim ore This is the only thing I see, and when I do load that specific map, it's just a traveling map demo, where you fly around and see birds, and deers reacting to your presence hovering above them. It's nice but not it's not the demo.
@lament plazathe demo where its a cut scene and such?
The boy flying the kite and going to the cave where there are a bunch of kites ... ?
For some reason when I'm in Path Tracing mode none of my lighting is updating until I move the camera. I've seen other demos online of people using 4.27 Path Tracing and their lighting is updating as they make changes. Is it a setting or a Cvar that has been toggled?
Anyone know how would I setup collision for a hollow object like a tube?
Page up!!! Now, that's intuitive. How'd you figure that out ?
@grim ore Anyways, thank you very much.
somewhere it tells you page up and page down for the 2 modes, probably in input settings or the main bp. maybe even the docs? lol
is there a way to modify a skeletal mesh inside UE4 and have it sync to the animation?
when I modify the skeletal mesh and preview animations it looks fine but not in the actual game/engine, do i have to resync the skeletal mesh or something like that?
how are you modifying it?
well for example I have a thumb that I'm moving/translating a bit to the left. but it seems this is only for the skeletal mesh preview or smth like that
thats why im asking how you are doing it
if you are just adjusting bones on a skeletal mesh itself, not the animation, then no it wont save.
you would adjust the animation itself if that works, or you have to edit the skeleton back in your DCC program
if its just moving/rotating the entire thing, you can use the import options to adjust that
ahh i see, that makes sense, so is there no way to edit the animation from within unreal engine perhaps?
the animation yes, you open it up. then move your bones where you want them and add new keyframes in those spots as needed and when done you apply the changes to that animation and save it
it adds an additive layer track to the animation
huh alright, i think i understand why what I was doing was wrong, thanks!
How to shoot projectile at mouse position ?
depends on what mouse position is? first person? third person, fixed camera, the mouse cursor on the screen on a 2d place, the mouse cursor aiming 1000 units down range, etc..
MathewW
What the difference between downloading megascans in nanaite and high
I'm getting ready good at unreal and solving issues with ease in and out of engine!
and thanks again for always being here to help out us when we lose our way
you're truly the MVP buddy and im sure many feel the same way
@mild ruinin theory nanite is much higher than high? its like ultra high? or super neato high? or high +1 ?
Thank you
i have made a top down character editing camera postion of third person controller, i need to shoot projectiles at cursor postion
look at the top down template, it has something similar that might work for you as it has a cursor it tracks and rotates to face it. you might look into doing Get Hit Result under Cursor which would give you a point in the world that you would use for your end trace if doing a line trace. IF spawning something in you can get that hit result (the point where your mouse is in the world) and then use something like Find Look at Rotation from your player to that point and spawn in your item in that direction
thank you so much sir
Really digging UE5 thus far... ๐
I think i need a real flower pot device like this for my house now ๐ค
I want to make a space sim
But i'm not great at game developing
I'm 14 but I want to be a game dev so it's better to start early
start with blueprints and the basics there are youtube tutorials and learn pages on unreals website and aluncher
and dont feel bad there are 7 year olds making functional systems in unreal on youtube as well as tutorials
just take it one step at a time and make your way down into whatever project you want to forge
Ok
Solid advice ๐
maybe find a partner lots of kids wanna make games
No one in my school does
throw some doodles through a couple filters and your good to go
No one has a pc they all play on xbox or playstation anyway
My dad would help me but he lives somewhere else
this is the first template i planned on using 1 sec
This proably the best start but not a sim... https://www.unrealengine.com/marketplace/en-US/product/fps-tower-defense-toolkit
Does ANYONE ELSE always get signed out of the Marketplace? I even set my cookies to accept all and every couple hours I have to sign back in, very annoying
this pops up when I try to set the mannequin rig to humanoid. the skeleton is saved, dunno what to do.



