#ue4-general

1 messages ยท Page 1063 of 1

vapid karma
#

somebody

lyric cedar
#

does anyone know the difference between merge actors and merge and simplify actors?

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these two is what i mean

vapid karma
static crystal
#

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

fierce tulip
#

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 :)

static crystal
#

Ahh alright, thanks a lot!

#

I understand. I'll try a different channel.

steady owl
#

Not in 4.27 unfortunately but I'll be trying one last time soon to see if I'm missing something

fluid lance
#

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)

plush yew
#

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

lethal bison
clear light
#

interfaces or tags are a great solution

lethal bison
plush yew
#

I kinda know how interfaces work but theyr just functions right? Does it carry variables too?

lethal bison
thick herald
# plush yew I kinda know how interfaces work but theyr just functions right? Does it carry v...

This might help explain interfaces a bit https://youtu.be/qLpjGxyfZLg

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โ–ถ Play video
vapid karma
#

where to learn how to develop strategy game ?

lone rune
#

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

thick herald
gleaming gyro
#

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

fierce tulip
#

@thick herald i removed the embed because discord link.

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link to it is still there though :)

thick herald
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ah. oopsies

plush yew
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Yea I figured it out

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but the variables arent shared with their child actors

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even tho the name is taken?

plush yew
plush yew
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Anyone know why 1 of my monitors isnt blending colors properly? I tried updating everything

surreal tundra
#

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?

stiff bane
stiff bane
stiff bane
plush yew
stiff bane
#

ye but still if it only happens on that monitor its not a ue problem

plush yew
#

facepalm ok

dense knoll
#

anyone know the cause of this error? Happens consistnatly when i leave the editor open for more than 3 minutes with particles running

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)

fierce tulip
#

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.

midnight dawn
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hey, can i ask some newbie questions ?

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like how to get input from keyboard... im a fast learner

limber pebble
#

you mean like, when you press W you go forward

midnight dawn
limber pebble
#

Did you already make axis mappings

midnight dawn
#

i'm looking for raw input checking

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it's easy with c++ but with bp i cant find it

limber pebble
#

Sry Then I wont know how to help

midnight dawn
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thanks for the attention anyway

limber pebble
#

np, you can report your question if you want so people can see it

#

repost*

midnight dawn
#

okay, so
** anyone know how to get raw key input in BP?**

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found it myself :D it was in
Input>KeyboardEvents>[KeyName]

limber pebble
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congrats

limber pebble
plush yew
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but still had monitor profile issues

vivid ginkgo
#

Guys, how do I save the changes i make in the BaseEngine.ini (in a source build)?

plush yew
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right click solution and rebuild

vivid ginkgo
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And you mean i should right click where it says Solution 'MultiplayerGame' or UE5?

wicked sparrow
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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?

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They all look like this 1402 entries

plush yew
#

i somebody use obs i need help tks

plush yew
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I mean you could try rebuilding just the INI file but i dont know how well that works lol

vivid ginkgo
plush yew
#

Where are you given these 2 options

vivid ginkgo
#

Shouldn't i chose something here? i mean, i'm new to building from source and saw that u have to do this, idk

plush yew
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says use development editor

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but that could just be the intial

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How I do that @stiff bane ?

ivory willow
#

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?

plush yew
#

yep

ivory willow
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what about the other two?

plush yew
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I think albedo=spec and the smoothness=roughness

ivory willow
#

gotcha. thank you very much

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what channels though?

fierce tulip
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albedo = base

plush yew
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Idrk what albedo is but that looks like your bmp

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ya i guess so

ivory willow
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so for the first one - rgb to base color
what about transparency?

For the second - Which channels to metallic and roughness?

plush yew
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is it a png

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you can stick the alpha in opacity from your base

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maybe? or your base depends on your file type

ivory willow
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yes. .png

plush yew
#

I could check to be sure

ivory willow
#

what do you need?

plush yew
#

if you open up the texture for your base

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uncheck the channels to check if it has an alpha

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if not just plug in the rgb

stiff bane
ivory willow
plush yew
#

Umm its possible you didnt include the transparency/alpha

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I just use photoshop

ivory willow
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can i send you the original real quick for you to look at?

plush yew
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i guess i can do it really quickly and you can fix it yourself

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shoot me a dm

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Thanks @stiff bane

stiff bane
#

yw

midnight dawn
#

hey. another newbie question ... How can i set a custom camera instead of the default one as DEFAULT?

radiant surge
#

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

shut burrow
old kite
#

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?

autumn torrent
#

Does anyone know how to check if an actor is overlapping a specific box collision?

twilit gate
#

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

fierce tulip
#

generally if you run the uproject it appears in the launcher

autumn torrent
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that's what happened for me.

stiff bane
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can someone explain me what the 'Editor Symbols For Debugging' is?

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its so huge and i cant really find out what is does

sly vine
#

hey guys i need help with the cinematic no one there even answer my question probobly they ignore

stiff bane
#

right i see idk if its worth the 32gb tho ๐Ÿ˜„

untold coyote
#

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:

  1. How to make both the actor and their weapon snap/move to an appropriate spot for the actor's prying animation.
  2. 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.?
  3. Access to whatever's behind it: is it sufficient to just have it blocked by the pried object with a collider?
stiff bane
#

i see thanks

echo juniper
#

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"

twilit gate
grave pollen
#

is there a way to aim niagara particles at a location /actor that moves?

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or perhaps rotate the socket it comes out of in real time?

broken heath
jaunty matrix
#

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?

plush yew
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Can someone explain why it stops after the trace hits something?

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After the branch

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I meam theres nothing after the branch, but its a tick so shoudnt it keep going?

cinder lotus
#

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

plush yew
#

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 ^^

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@plush yewhm but it should keep going if it cant spawn another one right?

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why does it stop then when it hits something?

somber stump
#

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 yew
#

@plush yewI found the problem, just not sure why it happens

fierce tulip
#

that is a very generic error that doesnt give us any info unless you install the debug symbols.

plush yew
#

it breaks when the trace hits itself

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or not

somber stump
#

@fierce tulip Very reasonable, what's debug symbols? I'll get it then post again when it happens later

fierce tulip
#

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.

obsidian nimbus
#

my guess its a null pointer

lucid grove
#

Hey fellas is it possible to use procedural foliage tool with some sort of custom splines or something like that?

plush yew
#

so nobody its possible help me?

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tks @fierce tulip

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its very easy

fierce tulip
# plush yew so nobody its possible help me?

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.

plush yew
#

............

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tks

fierce tulip
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years of love and pain :p

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check the pinned messages for getting started stuff :)

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and above all, have fun

pale ferry
#

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

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This is unreal engine

fierce tulip
#

#graphics wouldve been the right channel
and without a roughness map yea... it wont look good

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and AO kiiinda doesnt do too much on its own

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itll depend on the lighting on it, and only does minimal good, and is only affected by static lighting.
basically kinda useless imho.

pale ferry
#

but it still looks different to the same texture in substance painter

fierce tulip
#

get a roughness map :)

pale ferry
#

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?

fierce tulip
#

if your normal map is correct, along with your roughness, and albedo it should be fine.
(be sure the textures are 8bit)

pale ferry
#

@fierce tulip thanks for your help

fierce tulip
#

but yea, enabling AO in PP wont hurt to try

pale ferry
#

alright

azure nimbus
#

Anyone know why sometimes your plugins are built they generate -#### versions.

pale ferry
#

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

fierce tulip
#

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

autumn torrent
#

Iโ€™m trying to make a blueprint that when someone presses the f key, it checks if theyโ€™re overlapping a specific box collision and spawns a particle effect. I feel like it should be really easy but i canโ€™t figure it out.

fierce tulip
#

there are some, but they tend to be a bit afk-ey hehe

#

hugs kittah

wet schooner
#

you could alternatively also try sending them a email

fierce tulip
#

maybe @wicked tiger can give some advice, or at least a good contact :)

#

she's always helpful

plush yew
#

what the heck are you talking about

autumn torrent
#

Epic Games staff

flint dagger
#

Nevermind, friends.

wet schooner
#

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

autumn torrent
#

i need it to run a check though, is "character" overlapping "box collision"

cinder lotus
#

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 :(

wet schooner
#

but that's just one way of doing it

#

this isn't the right channel to talk about i'm afraid

winter gate
#

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.

mild ruin
#

How to turn landscape into mesh

fierce tulip
#

generally means that there is something in that material that isnt supported by nanite @winter gate

plush yew
#

hi somebody use Pr? tks

winter gate
#

hmmm strange, its not a translucent material and it renders perfectly fine in PIE

mild ruin
#

Thank you

shadow ravine
#

Anyone know how I can put my variable into a folder in my BPs

median wigeon
#

Hmmโ€ฆ whatโ€™s unreal engine and how do I install it?

fierce tulip
#

slaps @median wigeon

trim pike
#

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?

rancid lagoon
#

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?

kindred viper
#

you can load from disk, scroll down a little here and it gives an example

pastel ginkgo
#

How do I light my scene with just an HDRI backdrop in UE5? The floor is black. Not getting light from the hdri

idle stump
#

Add a SkyLight.

pastel ginkgo
idle stump
#

Fill out the cubemap, maybe? I haven't used it that way though

pastel ginkgo
dense wren
#

hi guys

#

im having that after mergint a pack into my project

#

inventory system

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how can i fix it

flint dagger
# pastel ginkgo

DId you maybe setup the project as a mobile first, scalable 2d/3d project?

kindred viper
#

no worries

pastel ginkgo
flint dagger
#

Oh, then I'm unsure as to why turning on HDRI backdrop, which should actually just be on would enable that for you.

pastel ginkgo
flint dagger
#

might be!

pastel ginkgo
#

Anyone have a tip on how to place an HDRI environment into the scene besides "HDRI backdrop"?

untold coyote
#

I hope waiting several hours is enough to not count as spamming. ๐Ÿ˜… 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.

pastel ginkgo
#

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?

astral rapids
#

the red diner and its associated objects arent casting shadows upon building lighting. "cast shadows" is checked. could someone help me out?

merry oar
#

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?

wet schooner
tender granite
#

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.

cloud stone
#

What kinda tools does Unreal provide for 2D games? Are these tools being worked on and improved?

rancid lagoon
autumn torrent
#

Theyโ€™re yours. Do anything you want.

arctic flame
#

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.

pastel ginkgo
crisp spade
#

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?

vocal flume
#

Hey Guys! Just wondering how you manage your code bases.. Iโ€™m developing for iOS and android and itโ€™s exhausting to maintain two code bases and make the same update twice for each change.

rancid lagoon
crisp spade
rancid lagoon
spiral shoal
#

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

pliant junco
#

water body ocean not working

#

nvm it worked

pastel ginkgo
#

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

primal tendon
#

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

pastel ginkgo
plush yew
#

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 ๐Ÿ˜…

#

my question is prolly too noob and not worth an answer lmao

crisp spade
# rancid lagoon you should delte the chache. if there is a problem it will be in there

It worked. However, this time UE4 is crashed with another issue ๐Ÿ˜… Should I try to uninstall and reinstall again?
Update: My bad, It seem like the same problem but another code

LoginId:e1c04d4a4469062f47d4cda709a12c10
EpicAccountId:a008937a3e384f2c8a23a5e507c549d6

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000023200000002

plush yew
#

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

bronze vault
vernal summit
#

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?

plush yew
#

THANKS

plush yew
#

it worked! ๐Ÿ˜…... but i didnt follow tutorial. instead, found workaround

bronze vault
#

Haha, awesome! Look good!

bronze vault
plush yew
#

well thing is, i want to uh 'compile' this for vr, but not sure if this swap will work

bronze vault
#

I don't see why it wouldn't work, but I have been wrong before ๐Ÿ™‚

plush yew
#

oh nvm fixed xD

clever crest
#

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?

regal mulch
#

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.

low mica
#

I cant seem to cook content for windows and I don't know how to fix it, can anyone plz help me

clever crest
regal mulch
#

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

frosty veldt
#

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....

regal mulch
clever crest
plush yew
#

please ini

#

this no see the face why ?

teal charm
#

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

plush yew
#

Any marketing tips for Mobile game to get first 10k download

thin tendon
#

@plush yew Give it away for free. People love free stuff and its an easy way to get a boost early on

low mica
thorny thunder
regal mulch
#

It regenerates itself

vocal herald
#

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

stiff bane
amber girder
#

Btw, who broke the documentation links? F1 in the Editor -> 404. Nearly all links found on answerhub linking to the docs -> 404. Seriously broken

primal tendon
#

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?

dusty gull
#

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.

stiff bane
#

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

fierce tulip
#

@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.

dusty gull
#

Ok, thanks!

sick parcel
#

should I update to 4.27?

#

or not a big deal

fluid lance
#

@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

sick parcel
#

oh I see

#

dont care then, thanks.

fluid lance
#

Besides, if I remember correctly, 4.26 is the last ue4 compatible with ue5 - is that correct (still correct)?

mental helm
#

UE5 EA, but yes

sick parcel
#

oh wait, so they diverge?

#

didnt know, interesting

mental helm
#

But on full release of UE5 it'll be 4.27 to UE5

#

Yeah just a small divergence

thick herald
potent kite
#

Hi ๐Ÿ™‚ , I created new level, why is it so dark

#

I tried changing exposure in posprocessvolume. but no change.

tribal raft
#

Hi Delsin! Was it made using ILIAD? If so, feel free to join Praxinos discord to get help!

vernal summit
#

where can I get the mannequin hands for vr ?:((

primal tendon
#

First person template has mannequin hands, why not import it into VR template...

vernal summit
#

they are rigged ?

primal tendon
#

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:

cinder knot
#

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

dreamy wasp
#

What's the word on UE 4.27 ?

wary wave
#

other than 'it exists'?

#

I have no idea what kind of answer you're expecting?

outer blaze
#

Hello, does anyone know any tutorial for creating a combo system like devil may cry?

native swift
pliant junco
#

how to i put my water body down. small gap between land and water

low mica
regal mulch
#

no... just the Intermediate folder in your project root folder

low mica
#

Ah yeah sorry I dont know wich one that is

#

Is it this one?

mental solar
#

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?

low mica
#

Did you export it with FBX?

#

If so, export your model on 0 0 0

plush yew
mental solar
mental solar
#

I want all the objects to be separate and have the origins I given them in blender

plush yew
#

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

low mica
plush yew
#

rocket science lol

hollow falcon
#

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?

ember lark
#

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 oneโ€™s easy

plush yew
#

Press f11

#

Idk

thorny thunder
weak sorrel
#

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 :

tiny coyote
#

How can I define the exact name for my packaged game? Just name.exe without any platform names etc.

bitter siren
#

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.

mint nebula
#

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.

supple viper
#

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?

mental solar
#

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?

#

๐Ÿ˜ญ

grim ore
#

import to level is making it all one complete mesh? the entire level? or what is the issue with that part of it

mental solar
#

Yes

grim ore
#

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

mental solar
grim ore
#

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

mental solar
#

do you mean I can only do this with 1 object?

grim ore
#

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

mental solar
#

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

grim ore
#

datasmith might allow an import and keeping pivots, I have not tried it recently

mental solar
#

And you can impossibly rotate objects without pivot being in the right place

grim ore
#

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.

plush yew
#

the worst thing about 3d

pure sorrel
#

how do i ad a mesh for an sphere

#

just a static mesh?

grim ore
#

add it to what?

pure sorrel
#

i though i need to add something, or is making an sphere just enough for collision detection?

grim ore
#

yes and no? we dont know what you are doing or what you want

pure sorrel
#

i just have a sphere now and want to detect collision with player

grim ore
#

is it a collision sphere? in a blueprint or in the world or ?

pure sorrel
#

its just a sphere made through blueprint in the actor

grim ore
#

that should be fine then, that is a static mesh component with a Sphere static mesh and that static mesh has collision on it

pure sorrel
#

actually whats the difference between collison sphere and just sphere?

grim ore
#

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

mental solar
pure sorrel
#

why i dont see my player thats in the scene when i try to store it in my blueprint variable as a reference

plush yew
mental solar
#

๐Ÿ˜ญ

#

Why did I switch to unreal from unity, unreal cant even handle my models how am I supposed to do anything like this

plush yew
#

Unity is shit

mental solar
#

So Zorel, if I can call you like that, how do you create doors, in unreal engine?

#

If I may ask.

plush yew
#

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

mental solar
#

That sounds like a dirty fix

cedar wave
#

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.

thick herald
#

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

pure sorrel
#

how do i store reference to my player in blueprint

thick herald
#

Create a variable for whatever it is type, such as Character.

pure sorrel
#

but when i search for it i cant find the player

thick herald
#

what do you mean when you search for it? When and where are you searching?

thick herald
unkempt zinc
#

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

pure sorrel
thick herald
# pure sorrel 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.

pure sorrel
#

yea but cant find it when i search in the box

#

for player the way I named it

thick herald
#

what did you call the variable?

pure sorrel
#

my character is named player

thick herald
#

is the variable there?

pure sorrel
thick herald
#

That's a player controller you have set it to.

pure sorrel
#

ye i know

#

i need to find the player

#

it isn't showing up

thick herald
#

You should be using character etc, as I mentioned earlier unless you need to have a reference to a player controller.

swift pagoda
#

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

thick herald
#

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.

pure sorrel
#

oh wait

#

the id was topdowncharacter

#

i was continuously looking for the name i gave it

mild ruin
#

What the name of the node that make the texture color pops more

pure sorrel
#

why this doesn't work or i am thinking to simple ๐Ÿ˜…

cedar wave
#

Actor probably doesn't generate hit events

pure sorrel
#

something like this

unkempt quartz
pure sorrel
#

i dont really understand this is the blueprint of the actor

#

not the player

unkempt quartz
mild ruin
unkempt quartz
pure sorrel
#

done it

rain sparrow
#

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?

pure sorrel
#

like this?

unkempt quartz
# pure sorrel like this?

from hit actor you'll need to cast to the target actors class the from the cast node pull off your destroy actor event

pallid cove
pure sorrel
#

how do i trigger that custom event?

unkempt quartz
thorny thunder
unkempt quartz
pure sorrel
#

casttoblueprint doesnt exist

pallid cove
unkempt quartz
pure sorrel
unkempt quartz
unkempt quartz
thorny thunder
prime willow
#

I Return!

pallid cove
pure sorrel
#

i see no reference to my custom event from the other blueprint

unkempt quartz
thorny thunder
thorny thunder
celest creek
#

@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.

pure sorrel
#

i made an custom event in my sphere blueprint

#

and now trying to tigger that from my player bleuprint

prime willow
plush yew
prime willow
unkempt quartz
humble bay
#

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?

humble bay
#

thanks

thorny thunder
humble bay
#

I appreciate it

thorny thunder
celest creek
#

@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.

pure sorrel
#

oke the string is printend, but i dont see the custom event when isearch for it

unkempt quartz
pure sorrel
#

ye but thats what i try to say it isn't showing it

celest creek
#

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?

unkempt quartz
pure sorrel
#

i understand you but....

celest creek
pure sorrel
#

i doesnt appear

celest creek
#

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

pure sorrel
#

maybe ue5 bugg

cedar wave
#

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

pure sorrel
#

like i said the print event is triggering

#

i just need to trigger the custom event, but i dont see it appear

cedar wave
#

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

pure sorrel
#

now everything in scene get destroyed on hit ๐Ÿคฃ

unkempt quartz
cedar wave
unkempt quartz
cedar wave
#

Set up the correct collision channels and you'll be fine. No casting required.

upbeat tendon
#

Can mobile players play with pc players on a dedicated server?

cedar wave
#

If you set up cross-platform networking, sure.

upbeat tendon
#

I see, does anyone actually do this?

cedar wave
#

Fortnite

upbeat tendon
#

I've not actually played

#

But don't pc players smash mobile players?

cedar wave
#

Doesn't matter. Wasn't your question

#

Yes, cross-platform network play is possible. Is it a good idea? depends on the game

upbeat tendon
#

Well I wondered if it is fr fortnite

hollow falcon
#

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

unkempt quartz
pure sorrel
hollow falcon
#

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?

unkempt quartz
pure sorrel
#

i just wanna know why this custom event doesn't show up

unkempt quartz
flat trail
#

Who says macros cant be useful

bronze vault
hollow falcon
#

oooooh I didn't realise you could do that! It works perfectly! Thank you muchly : )

pure sorrel
#

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.

cedar wave
# pure sorrel i just wanna know why this custom event doesn't show up

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.

cedar wave
#

But originally, you were just trying to use DestroyActor, which exists on all actors

pure sorrel
#

basically the two white spheres got the blueprint with the custom event.

unkempt quartz
shrewd surge
#

Can we make big maps based games like GTA V or CyberPunk 2077?

prime willow
#

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

shrewd surge
#

Got it, thanks

prime willow
shrewd surge
#

Is everything possible with blueprints?
I was looking for PUBG type of multiplayer game, is that possible using blueprints?

prime willow
#

yup

shrewd surge
#

I am not coder, so asking

prime willow
#

just takes deeper understandings of blueprints and optimizing the blueprints for your uses

shrewd surge
prime willow
#

youtube tutorials engine learning tab and many other resources will set you straight

#

um

shrewd surge
#

Hmm, okay

prime willow
#

most any of these would be useful but ill have to find the engine links

grim ore
#

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

prime willow
#

very true x-x

shrewd surge
prime willow
#

as well as typing in the above as i did in youtube lol

grim ore
#

Then yes the default tutorials provided by epic and the documentation is a good start

cedar wave
#

Note - if you want to have PUBG amount of players, you're gonna be using some C++

shrewd surge
grim ore
#

shrug that's on you. The tools are capable. Your skills limit what you can do.

shrewd surge
#

Thanks all for the info

grim ore
#

The c++ need Is if you need a massive amount of players at once then you probably need to dip into it.

prime willow
# shrewd surge Isnt it possible only by using blueprints (visual programming/scripting plugin)?

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

shrewd surge
#

is landmass is procedural or will it load whole map at same time which need more process?

prime willow
#

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

dreamy lake
#

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 ?
prime willow
#

My C++ is bad so i cant help you ;-;

grim ore
#

Are you hot reloading when you make changes in c++? Are you making changes to the header files for that class?

dreamy lake
#

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.

flat trail
#

I can admit this took time

prime willow
#

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~

elder bone
#

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.

prime willow
#

thanks but it didnt work

#

that or im messing up somehow x3

terse mauve
#

Hello noob here

prime willow
#

hi noob โค๏ธ

terse mauve
#

Last night I started my first project so thatโ€™s fun

terse mauve
umbral monolith
#

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

terse mauve
#

Wholesome gif is my welcome msg love it thx @prime willow

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~

terse mauve
#

Fr fr, Iโ€™ve already got a plan for the game and some rough drafts but the hardest part is moving files amongst my devteam/friends

prime willow
#

so im not sure but i believe source control may help

terse mauve
#

Interesting

prime willow
#

possibly a cloud service like one drive as well

terse mauve
#

we have a GitHub for now

prime willow
#

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

terse mauve
#

Interesting

prime willow
#

it also comes with a pletra of products like microsoft words and excel etc

terse mauve
#

I think I made the biggest mistake of my life thoโ€ฆ Iโ€™ve 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 ๐Ÿ˜

prime willow
#

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

terse mauve
#

I have a HUD, a playable model with some basic functionality, and a working health systemโ€ฆ

prime willow
#

well there you go youre making you way already โค๏ธ

terse mauve
#

The hard part is that I am making a fan game and finding models that work is not funโ€ฆ

#

And I am semi smort I am taking on blueprint first

prime willow
#

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

terse mauve
#

Should go ahead and mention though that itโ€™s an SCP game so itโ€™s under creative common, so as long as itโ€™s free I am good

prime willow
#

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

terse mauve
#

nice

prime willow
#

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

hexed tendon
#

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

prime willow
#

there's a plugin page in edtior

terse mauve
#

Currently I am just watching someone named DevSquad

prime willow
#

devsquad is a good place to start

terse mauve
hexed tendon
#

Like this page in the editor has no info

prime willow
#

o.o

#

im not sure maybe i misunderstood your question

terse mauve
#

I am working on this project with @plush yew so that should be interesting

prime willow
#

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

hexed tendon
#

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

prime willow
hexed tendon
#

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

terse mauve
#

Anybody know how to convert Blitz3D models to FBX or OBJ?

spiral shoal
#

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

terse mauve
#

I never had that issue

spiral shoal
terse mauve
#

๐Ÿ˜

#

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!

โ–บ Resources: https://www.devsquadacademy.com/resources

Unreal ...

โ–ถ Play video
#

I donโ€™t know what you are going for but this helped me with a similar issue

spiral shoal
#

I checked the video, this is not the problem I met

terse mauve
#

I must have misunderstood your question my bad man

#

Good luck

spiral shoal
#

this is how it should works

#

but mine is locked at this angle

prime willow
#

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...

โ–ถ Play video
spiral shoal
terse mauve
#

@prime willow I am essentially making a Garryโ€™s mod roleplay with extra steps

#

cause LUA is aids

spiral shoal
#

Please tell me how to fix it๐Ÿ˜ญ

prime willow
#

o.o

spiral shoal
#

@plush yewcould you please add me as a friend?

#

I see...Thank you

plush yew
#

hey guys someone know how to disable spinbox keyboard input?

buoyant graniteBOT
#

:triangular_flag_on_post: John Logostini#2442 received strike 2. As a result, they were muted for 1 hour.

prime willow
fierce tulip
#

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

prime willow
spiral shoal
#

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 zoom๐Ÿ˜ญ

worn mountain
#

If I wanted to create a voxel based 2d pixel game where every pixel is destructible, should I use static meshes for each pixel?

fierce tulip
#

there is an amazing voxel plugin for unreal, i would prolly use that.

river moth
#

Yea, the Voxel Plugin is really cool.

dusky slate
#

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?

digital anchor
dusky slate
digital anchor
#

what

#

that will get the root component of the target actor, no matter what it is

#

just cast to actor not your player character

dusky slate
#

ah okay, now it works

#

thanks

celest hull
#

Really REALLY need to know how to do this at runtime -

#

Thanks

toxic gorge
#

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.

unkempt python
#

anyone have any good videos about animation blueprints and blendspaces for total beginners? like, basic UI explaining stuff.

unreal venture
#

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 !

unreal venture
unkempt zinc
#

Anyone know why none of my lights are emitting light?

#

Its all on

prime willow
#

if i have multiplayer races and age differences like adult and teenager but they use the same materials and textures

sudden portal
#

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.

prime willow
#

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

wet schooner
sudden portal
mental solar
#

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

prisma marlin
#

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 ?

prisma marlin
#

alright got the solution... thank you

plush yew
#

Hi everyone,
Anyone knows if there's a way to know if the player have a video card that supports ray tracing hardware acceleration?

winter wedge
#

help this mesh keeps disappearing at certain angles

plush yew
winter wedge
#

none

plush yew
#

strange...

heavy yew
#

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?

surreal eagle
#

hi

#

good evening

surreal eagle
#

i need to get a blank t pose animation single frame please help me

heavy yew
#

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

midnight dawn
#

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

surreal eagle
heavy yew
#

I can get the points (coordinates) but I don't know how to draw a straight line to a texture between two points.

granite spire
heavy yew
#

I found this:

#

not very simple but will try it.

granite spire
#

you just get position, then forward vector, and that's your start and end point

muted imp
#

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

toxic gorge
#

@muted imp I'd find or make an animation like that and trigger it when player overlaps with the NPC's capsule.

devout walrus
#

Guys i have problem. why keyboard not works in game? and why character doesnt rotate true position?((

thorny elm
#

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?

granite spire
wraith gulch
#

(UE5) Anyone knows what could cause the shadows to glitch like this? The shadows look fine in the unreal asset editor

granite spire
#

@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.

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 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?

granite spire
#

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.

wraith gulch
#

Okay thank you for your input, appreciate it ๐Ÿ‘

granite spire
granite spire
vocal badger
granite spire
vocal badger
plush yew
#

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.

vocal badger
#

I don't know if that was what you meant (sorry for bothering i'm new in ue4 PeepoWhyGod )

granite spire
#

@plush yew AFAIK foliage is already instanced

#

unless you use vector materials

pure sorrel
#

everytime when i open unreal it opens in the old map how can i change it so it opens in another map

granite spire
#

@pure sorrel Project Settings > Maps and Modes, change the editor startup or game default

plush yew
#

@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.

dense gale
#

can someone help me in creating a uv light effect ?

granite spire
#

@plush yew int he foliage actor you can use offsets for this, but your best bet is to manually rotate them

granite spire
#

also that's not descriptive enough

plush yew
#

the foliage type doesn't really expose the transform of the mesh though unfortunately. In any case thanks for your input @granite spire

sly surge
granite spire
#

@plush yew I see what you're trying to do, but manual edit is the only clean solution

plush yew
#

yes, I'm thinking that - cheers

granite spire
#

@sly surge Absolute wrong channel, this isn't for promoting rev share

sly surge
#

sorry

dense gale
# granite spire also that's not descriptive enough

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

pure sorrel
#

why when i use begin overlap vs on hit, the overlap doesn't work

granite spire
#

@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

pure sorrel
#

in ue5 i dont see the world settings underneat window

sudden portal
pure sorrel
#

i dont see anything

sudden portal
#

not there ?

pure sorrel
#

iam using ue5

sudden portal
#

so am i as u can see in the top left off the pic

#

can u show me wat your window looks like

fierce tulip
sudden portal
#

Anyone done anything with the StreamMediaSource ?

granite spire
pure sorrel
#

nvm fixed it

fierce tulip
granite spire
#

๐Ÿ‘

pure sorrel
#

why my points are not printed

thick herald
#

because the exec pins are not connected.

pure sorrel
#

why it only stays at 1 number

mortal cedar
#

Has anyone here had experience getting an unreal mega grant, or getting far in the process?

fierce tulip
#

raises his hand

pure sorrel
#

why i cant find the custom event when i drag it from as top down game mode

robust marten
#

Would anyone know how to have a projectile NOT slow down when it hits something?

civic radish
#

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

pure sorrel
#

@civic radish connect the purple dots

civic radish
#

still no luck

#

you mean Selected item and the string correct?

pure sorrel
#

yes

civic radish
#

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
#

why cant i connect this two

#

the same here

granite spire
#

@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

pure sorrel
#

improved it

pure sorrel
#

I only need a return value for the object dont know what to attach

granite spire
granite spire
# pure sorrel improved it

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

pure sorrel
#

dont really know what object i need to pass

granite spire
#

well what does it say?

pure sorrel
#

in the tutorial he is passing get character, but this blue print is from points so i try it but cant find anything

plush yew
#

you need to set up reference to it

#

you could probably use get all actors of class with tag probably

sick parcel
#

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)

plush yew
#

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

fierce tulip
#

you can open windows in the "window" drop down menu top right

plush yew
#

where>

#

?*

fierce tulip
#

*top left

#

"window"

#

it should contain world outliner

plush yew
#

thank you so much

fierce tulip
#

np :)

plush yew
#

how can i see the X Z And Y for the base plate in the world outliner

smoky timber
#

Hey there guys! ๐Ÿ’ฏ
How's everyone doing?
Have you ever tried the "Horror Engine" for Unreal?

plush yew
#

this is what i see i want to press the base plate and edit the X Y and Z

smoky timber
#

Are you referring to the details panel? Windows - Details.

plush yew
#

i dont know i started today like 10 minutes ago i have no experience

fierce tulip
#

@plush yew check the pinned messages in this channel, it has a lot of getting started content/links

plush yew
#

ok thanks

smoky timber
#

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

fierce tulip
#

please dont repeat the same question (its one of the #rules ), also we have a #fab channel to talk about marketplace content, but the best way is often to see if the creator has a discord channel or an email link for contact.

smoky timber
#

Sure, yeah I'm already in the creator's discord channel, but it seems no one's active. But, thanks anyway

midnight wren
#

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.

supple totem
#

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

plush yew
#

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 ?

grim ore
#

do you have the auto checkbox turned on as well?

plush yew
#

Ya i know that LOL

little musk
#

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.

plush yew
#

the bug was me all along

humble bay
#

Sup yall? Anyone know how to change scaling gizmo angle like this?

humble bay
#

lol, I'm new

#

thanks for answering tho

obsidian nimbus
#

that gizmo is alligned with the pivot or something

humble bay
#

ik and i want to scale the model's faces

obsidian nimbus
#

usually the blue thing is pointing up, so its allready upside down?

humble bay
#

Yep, looks like it

obsidian nimbus
#

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

vernal bramble
#

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

cedar wave
#

@vernal bramble TRAITOR

vernal bramble
plush yew
vernal bramble
#

still, didnt work, they show up in Particle Editor, just not in game

plush yew
#

anyone ? ^

#

nvm this works

#

but that is so funny ๐Ÿ˜„

humble bay
#

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

grim ore
#

make it a vector 2 instead of a scalar (v1)

humble bay
#

Thank you

grim ore
#

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

plush yew
#

random @grim ore praise everybody for doing Epics job better than Epic \o/

grim ore
#

as I work with Epic that isn't quite true ๐Ÿ˜›

plush yew
#

oh do You ? finally ๐Ÿ™‚ Hope they pay you for each single vid from the past + late fee costs for being, well... late with hiring you

glacial pecan
#

is there a way to basically create a (2d) mesh from a spline and hit test against it?

pale owl
#

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 ??

plush yew
#

@glacial pecan how precise has it to be ? only 4 points ?
draw rectangle then, if anything more idk if this is possible

grim ore
#

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.

unkempt zinc
#

Whenever I try to use mesh paint my unreal crashes, anyone know why?

plush yew
#

@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

glacial pecan
plush yew
#

idk, one would guess there should be, not my field of expertise tbh

unkempt zinc
grim ore
#

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

plush yew
#

@unkempt zinc Saved -> Logs -> X.log

#

where X is your proj name

void drum
#

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?

humble bay
#

Is there a way to make a constant vector 2 a parameter without creating an error?

plush yew
#

@void drum sure make it public Variable, and get ref to A from B somehow

humble bay
grim ore
#

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

lament plaza
#

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.

grim ore
#

@void drumyou want B to talk to A? thats what you might want to google for. Blueprint Communication is probably what you want

plush yew
#

@lament plaza open WorldComposition

#

havent opened Kite, but for sure it has it

grim ore
#

@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

brittle widget
#

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.

void drum
humble bay
lament plaza
#

@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.

grim ore
#

@lament plazathe demo where its a cut scene and such?

lament plaza
#

The boy flying the kite and going to the cave where there are a bunch of kites ... ?

grim ore
#

hit play again

#

then try pressing page up

stray axle
#

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?

https://jmp.sh/ZRB4qIp

Jumpshare

Shared with Jumpshare

broken lily
#

Anyone know how would I setup collision for a hollow object like a tube?

lament plaza
#

@grim ore Anyways, thank you very much.

grim ore
#

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

spice rose
#

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?

grim ore
#

how are you modifying it?

spice rose
# grim ore 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

grim ore
#

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

spice rose
grim ore
#

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

spice rose
#

huh alright, i think i understand why what I was doing was wrong, thanks!

civic mauve
#

How to shoot projectile at mouse position ?

grim ore
#

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..

prime willow
#

MathewW

mild ruin
#

What the difference between downloading megascans in nanaite and high

prime willow
#

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

grim ore
#

@mild ruinin theory nanite is much higher than high? its like ultra high? or super neato high? or high +1 ?

civic mauve
grim ore
#

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

civic mauve
#

thank you so much sir

true geode
#

I think i need a real flower pot device like this for my house now ๐Ÿค”

tawdry fern
#

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

prime willow
#

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

tawdry fern
#

Ok

true geode
#

Solid advice ๐Ÿ˜Ž

plush yew
tawdry fern
plush yew
#

throw some doodles through a couple filters and your good to go

tawdry fern
#

No one has a pc they all play on xbox or playstation anyway

#

My dad would help me but he lives somewhere else

plush yew
#

this is the first template i planned on using 1 sec

robust marten
#

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

true geode
#

negative here

#

always signed in

unkempt python
#

this pops up when I try to set the mannequin rig to humanoid. the skeleton is saved, dunno what to do.

last dune
#

That is kind of sus