#ue4-general

1 messages · Page 1064 of 1

frail crypt
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@fading path When Pixel Streaming on 4.27 + Linux we're seeing significantly higher CPU usage (250%) in the browser vs 4.25 at the same framerate. We've noticed that in 4.27, the bitrate received by the browser is constant, regardless of framerate. We set PixelStreamingEncoderRateControl=VBR and saw the bitrate return to normal (4.25) levels and a significant reduction in CPU usage.
My guess is that with CBR, the client is enabling FillerData and sending junk to maintain a constant bitrate.
What benefit does this provide and what are we missing if we use VBR?
If you can point me to any documentation or details that would be appreciated.

fading path
timber plinth
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anyone know if there is a performance impact of having raytracing turned on only for using gpu lightmass?, with r.RayTracing.ForceAllRayTracingEffects=0

obsidian rain
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Does pixel streaming open a client of the game for each player or can they all stream from one client?

i'm wondering if its possible to have something like a 200 player fps match on one pixelstreaming host, streaming video to 200 connect players without using any tcp data transfering for individual game units/effects? Since one client is running the entire game and has no need to send movement data to 199 other clients. Instead 1 client just creates the pixelstream video for each connected players camera and accepts their keyboard/mouse input?

plush yew
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This tutorial, I would like to share with u, contains a kind description of making the real fps parachute with UE4

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And sure the time is a bit longer than the usual tutorials, but you bet it look the same

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want some feedback 🙂

odd hull
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New player here, feel free to dm me any good resources for unreal, or just wanna talk Gamedev 🙂 🐸

lime turret
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Hey guys
I was wondering how can u create a blocking volume like this (it takes the shape so precise) tried googling and digging my self in mesh and view port settings and blocking volume either i missed it or it is done differently

fervent saffron
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If I want to make a cutscene while fighting like when a character make ultimate move, I should be using Sequencer​, right??

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But can I make it interactable like when I press correct or wrong button and the animation will change according to button I have pressed?

plush yew
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is it possible to bake lightmaps with tay trace, light propagation volume / dynamic gi?

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or? is that only used to visualize in realtime in the editor?

subtle lake
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Assertion failed: !bIsInitialized [File:D:/build/++Portal/Sync/Portal/Source/Programs/EpicGamesLauncher/Layers/DataAccess/Private/Analytics/CommunityPortalAnalytics.cpp] [Line: 183] FCommunityPortalAnalyticsAnalytics::Initialize called more than once.

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anyone met this error after install UE from Launcher?

cerulean geyser
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how can i split/break a map/dictionary variable?

frigid bear
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hi guys so i followed a tutorial on the day and night cycle and i just cant change sun height

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the code doesnt work because the sun height is stuck at 1

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i followed matt asplands vid

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plz help

steady jasper
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HI alll,
what is the best way to make dlc system for characters.

plush yew
hidden snow
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Hello, New to Unreal engine 4, how realistic is it to learn to use UE4, learn C++ syntax and then make a 2D game. All of this being done within 6 months. If I want to mainly rely on C++ and minimize use of blueprints.

plush yew
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hi, im pretty new to unreal engine and planning on making a rpg game, i want to make a VERY big map but not sure what the best way to do it would be

surreal eagle
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dynamically load and unload areas, by using trigger boxes and the load level command

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then when thay cross the threshold trigger the level swap

plush yew
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so should i model the terrain in chunks?

surreal eagle
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i dunno

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all my idea is to fake out a continuous level

plush yew
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do you know if i shoudl do the landscape in ue4 or import it from another program

surreal eagle
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ue4

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easier

plush yew
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ok i will need to learn how to do that

surreal eagle
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youtube

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on a related note

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i need to make my first devlog

plush yew
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ok good luck

surreal eagle
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gimme advice

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never done this and i'm bad at editing lol

plush yew
surreal eagle
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hm

rare axle
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Hey does anybody know how I can get a good lighting setup for a product turntable, such as with a HDRI [I'm from a viz background, HDRI is usually what I'd use] without having that HDRI show up in the background? I want some physically accurate lighting information with a plain colour or gradient background.

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[+Using Ray Tracing I'll add]

plush yew
surreal eagle
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i'm poor

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i would hire

plush yew
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i do it for free

surreal eagle
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what about you

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i have to do sum for you

plush yew
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mmmmm

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theres nothing i really need

surreal eagle
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i feel like i otta do something back tho

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it's only fair

plush yew
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i know what you mean but i really dont need anything

surreal eagle
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oh

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well

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i guess you can hadle raw footage?

plush yew
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yeah if you tell me what you want

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that sounded a bit agressive

surreal eagle
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i was gonna show off my parkoor system

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maybe i should fix this map or somethin

plush yew
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do you do tutorials?

surreal eagle
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not yet

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i don't really have time for that

plush yew
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if you send me footag ei can edit it

surreal eagle
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cool thanky

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ou

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how should i ggo about this

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just record me explaining stuf while doing the parkoor in there

plush yew
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pulls hair how the frick do i export a frickin library of instanced materials & master material without references breaking

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From one project into another

knotty dew
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Are you just trying to move them to a different location?

plush yew
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im trying to reuse a asset from one project and move it into another,
But the materials break, because original project using instances

knotty dew
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Does it work if you duplicate the asset and export that one?

plush yew
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Left original project, right imported... broken references

plush yew
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Tried migrating, same issue. Tried copying the content folder, still a nope

knotty dew
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You're right, im of no help here im afraid 😒

plush yew
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i mean, im sorry if its a cheap workaround ( as in like, copying from other projects ) , i want to experiment with raytracing in my personal project, but needed furniture from a UE4 public project, archviz one...

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☠️ aeeee

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anyone please help Lmao xD

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with this solution,

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How does one set each "material instance parent" and where 🥲 please

knotty dew
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If you're trying to just copy the nodes you can just select all and copy + paste like you would with something els.e

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ctrl c + ctrl v that is

plush yew
wary wave
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...the field that says "Parent"?

plush yew
frigid bear
wary wave
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I mean, migrating materials should not have any issues with incorrect parents, or missing textures

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if there's funny stuff going on, it's likely user-error

plush yew
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a nice way of saying yall messed up

plush yew
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im using 4.27.0

wary wave
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I do it all the time

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there are no problems

plush yew
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And you have one master material and tons of instanced materials?

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👀 ?

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ill try migrating again

wary wave
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I've been working with this engine for years - I've migrated all sorts of things

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if you migrate from one content folder to another, it should be clean every time

plush yew
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ill keep trying good sir

plush yew
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if i cast to my player characcter and set it to a variable will it automaticly update?

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also does that make sense?

thick herald
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If you mean that you create a variable that is a reference to the player, then yes 🙂

plush yew
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ok thank you

worn oasis
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Hi guys, my office PC needs a graphic card update and I wanted to ask for advice regarding nvidia / amd. I’ve done a little research and it seems that during its development, UE was optimised for Nvidia but lately it has opened up a bit more for AMD. With the craziness this past year about nvidia cards it’s quite expensive and hard to buy one so I was considering AMD.

Any advice?

PS: the designated task for the pc is 3D modelling, heavy rendering, azure Kinect rtx connect content edition, video edition and rendering and such, currently most of the work is done in 3dmax but the goal is to move on to UE.

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(Hopefully this is the right channel to ask)

worn oasis
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Rtx is not that important, I’ll take that part out

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And post on hardware

primal oasis
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hi, not sure where best to ask this... i've encountered a weird problem after moving from 4.25 to 4.27 with the mobile touch controllers / joystick thingys. in 4.27 they seem totally binary - can move in a direction or rotate only a specific speed, cannot alter rate by touching closer to center or further out for example. Not finding anything on Google for it - anyone offer any assistance at all?

static crystal
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Is it possible to create a base vector that has an alpha channel and doesn't display the Base Color?

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When I try it it just stays black.

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I need basecolor to be invisible

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I use a masked blendmode

leaden flame
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can UEAssets no longer be imported into 4.26?

rustic sinew
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If your budget is around 1000-2000 GBP I'd go for an RTX 3070/3080 and an AMD Ryzen 7 5800x.

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and i just realised that i am a total dumbass

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you just need a graphics card update

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in that case id go for a 3080 as long as you have a good enough cpu

frigid bear
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hi guys so i followed a tutorial on the day and night cycle and i just cant change sun height
the code doesnt work because the sun height is stuck at 1
i followed matt asplands vid

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im very desperate rn plz help

plush yew
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does anyone know how to make a material work on android render? cause most of my textures are android textures anyways

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hello, does anyone know how i can get rid of the noise/grain under the sphere?

worn oasis
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Noted, thanks

worthy plaza
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not an expert, but will try

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probably lumen giving issues with reflection?

plush yew
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yeah, how do i solve this?

worthy plaza
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google is your friend

lime turret
plush yew
lucid plover
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Is there any way to reflect particle system with ray traced reflection?

leaden flame
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can UEAssets no longer be imported into 4.26?

fierce tulip
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dont think there was ever a way to import uassets besides migration or pasting files into the project folders.

sick parcel
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While testing it could come handy to manipulate the camera on different angles and positions

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whats a good way of doing it?

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like, I dont know, setting it up so if I press alt + Q it follows a certain character or something

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is the camera manager designed for that?

clever gorge
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key word here is "reduced" btw. it wont "remove"

opal lark
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How would I add a neav mesh to a bp, for instance passengers, AI Boarding a train ?

wary wave
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you wouldn't

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you can't attach a nav mesh to something that's moving

plush yew
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hello

opal lark
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Hows it this accomplished then please

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For passengers to board a train, bus etc

leaden flame
true geode
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Does anyone else ever think of cyberpunk now when they read through junk emails? lol 🤔

grim ore
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@leaden flamehow did you do that?

leaden flame
grim ore
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so you added the .uasset into the project, that should still work if the files are compatible

leaden flame
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moved them manuially

grim ore
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it has not changed in .26

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if the files are not showing up, then the files are not compatible

leaden flame
plush yew
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h

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hiii

plush yew
desert pagoda
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Hi

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What graphics library Unreal Engine use?

crisp summit
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Anyone have a good place where I can get pre build building assets to use in Unreal Engine 5?

fierce tulip
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@crisp summit you might wanna read the #rules , you are asking the same questions in multiple channels. please dont :)

opal lark
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Anybody know how to simulate ai moving on to a bus or train, thanks

plush yew
frozen pond
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its there any mixamo alternative for animations ?

frozen pond
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i'm poor lol

knotty summit
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What can be the reason behind line trace missing the static mesh time to time?

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I changed the collision, I switch to "use complex collison as simple" and such options but couldn't figured it out.

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In this case, line trace is there for foot IK, but it can be anything. For example if I use line trace to interact, it can miss the target and interaction might not happen. The temporary solution is using sphere/box/capsule trace but I want to understand what the problem is. Any idea?

supple gale
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check yout collision channels, also the epic guide for collision recommends leaing small gaps for collisions if possible, therefore at least I personally use a small box trace for my interaction traces

full lodge
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what has been changed between 4.25 and 4.26, that I get different light (brightness of scene) in the same project in two different UE4 versions??

supple gale
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try baking if you haven't

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I haven't noticed any differences but the copies may not always be perfect

hushed zinc
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Hello Community, I have a general question. I was wondering if there was a way to know what blueprints are being used when clicking a button in editor.

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for example here, I would like to know the logic behind creating a spawnable in the level sequence

rancid lagoon
hushed zinc
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I think what I'm lookg for is an editor utilities somewhere in which when a alid actor is right clicked inside the leel sequencer, the option to convert to spawnable is displayed and once clicked the logic behind it

limber oyster
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Is it possible to show an actor in a bp interface ?
Anyone got a tutorial on that if so ?
Thanks all !

maiden sundial
peak plover
marsh knoll
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is there any realistic gun animation pack thats like free or sum im tryna make quite realistic looking game, i can modify animations to my liking ofc ig some

prime willow
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check free section in unreal's marketplace tab

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also places like art station or sketch fab might have something

plush yew
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Do you know why this motorcycle does not want to shrink knowing that it is at least on ue4 and on blender I put it at the bonhome's level

rancid lagoon
plush yew
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where i no see

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^^

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So is there a limit to how big or fleshed out your map/level can be

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no limit

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only sky

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So

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I can make a big city like division 2

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With an entire underground second city

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Under it via sewers

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In a single map layered on top

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And no problems o.o

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I won't accidently break someone's pc

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n probleme

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you can do gta several times

plush yew
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So I would need to optimize the map but this would be possibls

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Also

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Really important guys pls help if you know the amswer

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How would I lock my game at 1080 graphically

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So it doesn't go to 2k or higher unless people break it up and do it by force

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All I keep finding on YouTube is screen size resolution

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powerrrrrrr

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i need to change the size of the motorbike please

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Use scale?

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I can't find that

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Top left corner of viewport

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It should have scale location and rotation

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he doesnt even have a details panel

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so thats why he cant find it

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o.o

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@plush yew what if I had giant skyscrapers that I wanted you to be able to go into and out of in any window and free fall towards the next one

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Still no problem just needs optimizing?

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its pretty simple

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ya well im not the most knowledgeable about it but the more things rendered on your screen the harder it is

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o.o

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I know callbacks are bad too

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Less is better

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Its like if you use motion blur

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So merging meshes would definitely help with that

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motion blur improves performance

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I want motion blur in my game even tho I know people hate it xD

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well you cant have everything

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lol

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Little drips here and there so you can feel faster

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I havemt even done the sfx side of it because I'm doing mechanics and level design first

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I just had questions because my map is pretty darn large And I wanted to go larger lol

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I let the code do the mapping for me lol

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I'm also learning thag apparently having about 1600 morphs in a mesh is extreme overkill performance wise

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So thats interesting ._.

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Not sure what morphs are

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Faces?

marsh knoll
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is there any chicago based maps around the area of leik o block nd stuff ig

plush yew
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Morphs are blendshapes

marsh knoll
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63 lawrence street, parkway gardens nd stuff ig

prime willow
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shifting between fat or skinn or muscle or short wider or smaller noses

plush yew
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thank you bro I succeeded on the other hand, how did you choose the spown point for the import object thank you

prime willow
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go to the folder

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rick click

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hit import

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itll import to that folder

plush yew
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wtffffff

plush yew
prime willow
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yes

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those

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o-o

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thats what a morph/shapekey/blendshape are

plush yew
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Ah

rough kraken
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Long time no chat - but I hopefully am back on it, working on my project for a couple hours a day.

Last time I commented here, it was about the "placeable" keyword being broken

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I've done much hunting, because despite being a noob i get stupidly obsessed with things that annoy me (even though i honestly shouldn't have... i can work around this)

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the key problem seems to be this function, namely line 3900

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awhile ago (i dont know when) they changed the "placeable" flag to meaning "notplaceable" and inverted the logic in many places (including the UnrealHeaderTool, which I debugged first. it seems to be working)

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but that results in this flag being set in the parent class, and right at that line, when the engine is loading the class, it hoses this class flag

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I think, if I can trust the "ClassFlags" present so far, I could write some logic to just check if that flag exists, and if it doesn't remove it again after the offending line of code, but i also find it likely it will create some other bug making a "notplaceable" object placeable...

plush yew
dim comet
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Does anyone know where that beginner project for Unreal is the 3d person stylized plat former one?

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Cannot find it anywhere

rough kraken
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not sure about platformer , but they do have a 3rd person starter project, its in the options when you create a new project

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(uhg, also seems to be another place where it overwrites it again in UObjectGlobals.cpp 4862... but if i "fix" both those spots it does let me object become placeable... however I am pretty sure just from the debugging my "fix" is not correct"....)

bronze vault
dim comet
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can you link me one of them, its like a little cute character I was thinking about

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from epic themselves made it but cant find it

rough kraken
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then it might be old and not used, the only 3rd person demo i know about is the one with a manequin type character

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but otherwise maybe you are tyhinking of a game demo from the epic store? I remember they have more demos there

bronze vault
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This is the only Platformer with art that i know of.

bronze vault
dim comet
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thats it Thanks so much

plush yew
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Does anyone know if there is a setting to have a more visible underwater with the ocean? I cannot find anything on the docs and just messing with the settings looking for anything post process is not working for me.

limber mesa
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anyone know how to reference a material instance parameter through bp?

neon bough
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you have to create a dynamic material instance on runtime from it, to be able to access parameters

granite steppe
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So i have a really weird UE4 bug which im not sure how to fix..

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I was getting really bad fps on a 3090 (the editor was capped at 15fps and 30fps) recently, i wasn't sure what the issue was. Turns out the problem was that the editor runs extremely weird on my main work monitor, as soon as i drag it to the other monitor it shoots up to 120FPS.

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Is this a bug that has been documented before or? sweatblob

plush yew
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I figured out my issue it is not in the component list, it is a material param, did not think of that approach.

plush yew
granite steppe
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its as soon as the second monitor was thrown into the mix it just decided to this, it seems 🤔

forest storm
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Hi, why is my custom-made Controller Blueprint that is parent to a C++ Controller class not seen from the World Settings?

granite steppe
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or controller

forest storm
plain osprey
plush yew
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I hope someone can help you with this unfortunate situation, I have never seen or heard of an issue like that. Best of luck Jordan

granite steppe
forest storm
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oh that was from my RunCharacterController blueprint @granite steppe

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here for context

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did I answer your question? correct me if I didn't

plain osprey
granite steppe
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click parent class C Run Character Controller on the top right

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and see what that is linked to

forest storm
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should've I not parent the controller blueprint to the C++ controller class?

granite steppe
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no that's fine, show the class bit in your C++ header file

granite steppe
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is the problem

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Should be public APlayerController

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also include:
#include "GameFramework/PlayerController.h"

forest storm
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AW that's it?! It's that simple huh.

forest storm
granite steppe
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i have mine in the .h, UE4 usually drops it there so i'd follow that

forest storm
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I prolly tinkered with it or something, which prolly explains why it was written public AController kek

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thanks!! I'll check again if it's okay now.

granite steppe
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lol no worries, now you know your stronger now 💪

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i'm learning C++ myself <:

forest storm
turbid wigeon
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compatible with 4.26/4.27/5.0

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The kind of fancy landscpae you cna make with noise in a material function

granite steppe
forest storm
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Oh and yeah I guess I could share and update my work. Thanks!!

plush yew
grim sleet
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I'm trying to learn about vehicle physics. Has anyone downloaded the Desert Rally Race game from the marketplace?

grave pollen
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is it possible to convert unity prefabs / UI over to ue4?

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I have UI in the form of prefabs, but I have no idea how to bring over to ue4 the prefabs dont carry over on a simple explorer drag + drop

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not much in google about it

narrow loom
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hi

frigid bear
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wassup

finite wren
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@grave pollen simple answer, really no, they are completely different programs and there is no direct conversion of prefab to blueprint

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Has anyone used Unreal Sensei's master landscape material? I am getting an error importing it.

urban ether
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Question what is better C++ or BPs (for performance)?

autumn flame
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C++

weary basalt
autumn flame
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But some things are really negligeable

Mostly loops is where you'll see a big difference, depending on the type

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So use whatever is better for you

urban ether
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Thx

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Great video. Exactly what I needed.

plush yew
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is it possible to make fps shooting online game with abbility and publish it on google play-alex

ornate tusk
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Hello,
I'm new to unreal, and I'm not sure where to ask this question, but I'll try here and hope it's the correct place.
I wonder if it is possible to make custom editor layouts; I googled around and found an ancient answer saying, "No, but it's a highly requested feature." So I guess that feature is still not added?

If it's not added, is there any useful plugin to use?

Thanks!

plush yew
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How to get components tab back?

full lodge
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what you think? why these two images are different? it can be related to exposure???

ripe ingot
digital anchor
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those are implemented in C++, so open your editor, search symbol and type BTTask_ to find all tasks

plush yew
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hello to all cava? tell me what to do to be able to master the character by default thank you

plush yew
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mesh is avail for 4.26 but i have 4.27

grave pollen
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How does one implement a psd in a widget that requires coding? Do you just place the psd then place buttons and variable text/images on top of it?

wary wave
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...psd? As in a photoshop file?

full lodge
#

How to get following Pass structure in NSight Graphics Profiler??

prime willow
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What would i have to do to live stream my screen in lounge?

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o.o

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oh

full lodge
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found it, All resources btw

vague pumice
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Help with viewport camera. Currently the W and S keys move my viewport camera in the direction that my camera is facing. I would like for W and S to simply move me forward or backward in reference to the grid (not up or down if my camera is facing up or down)

picture a camera on wheels on the ground. If the camera is pointed up, pushing the camera forward does not push it up into the air, it simply moves it along the ground

graceful matrix
full lodge
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I feel the same Syber thanks

somber yew
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Hey falks, I'd like to add a name and number on my Character (like on a football jersey). Name and number get from a variable in BP.
Can anybody show me the direction to take ?

grave pollen
white marsh
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Do i need a plugin for terrain generation or is that something unreal has built in

broken lily
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Anyone know how would I just set my scenes sky to a solid color?

oblique pelican
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So to get new animations for the unreal mannequin I exported it put it into mixamo download the animations without the skin yet unreal seems to struggle with importing them. Have I done something wrong?

unkempt zinc
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Anyone know why my mesh texture is blurry? Its like its not loading.

wary wave
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looks like a low mip map

white marsh
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does unreal have the capabilities to make a fully procedural planet that is similar in size and scale to earth with vast oceans and continents

unkempt zinc
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I just turned off texture streaming that worked

plush yew
summer plume
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Anyone know why I keep getting exactly 2 hits when the actor collides with the wall?

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I assumed it was because of the capsule collision, but I changed it to be completely round and it still gives me two hits, but they just overlap.

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Also, why is the line trace sometimes green and sometimes red?

cedar wave
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Red = no collision
Green = collision
These are the default colors

summer plume
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What do you mean with no collision? The linetrace is triggered by an event hit on the wall, which requires it to collide no?

thorn trellis
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Hey guys.

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Is this where i ask for help?

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Or some other channel?

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I just started learning unreal. I am a previous blender user for last 6 yrs. I still don't know why my scenes do not look good. The lighting looks kinda flat. (using UE5)

plush yew
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@thorn trellis #ue5-general and it's best to use ue4, ue5 is still in early access and has more bugs then you would think so stick with ue4 until ue5 fully comes out and since your new ue4 would be best so you can understand it etc

silent hull
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Is there a way to make components added in a BP show up in the "meta = (ShowInnerProperties)" style actor details? (e.g. the actor in a child actor component). It seems ones created/exposed from CPP show up but not ones designers have added via BP editor.

plush yew
#

how to disable the tick in the widget blueprint ?

jagged locust
#

Can anyone help with this: After I do a succesful compile with 4.26, when you run the executable game: unreal engine the code execution cannot proceed because gdal301.dll was not found

#

i read the UE docs dint work reinstalling Microsoft Runtime

#

its also doing this on a friends computer

#

"Unreal engine the code execution cannot proceed because gdal301.dll was not found".......

silk sequoia
#

i have a question

#

im in a gamemode blueprint in the function context and plugged in a playerstart array into a for each loop, but i cant read player start tag

#

what am i doing wrong?

topaz monolith
#

With the new path tracing do you still need to unwrap models?

rich oar
#

Possible to move the default character capsule component up from the ground ? I know this doesn't make much sense to do but it may help me in my situation.

clear hornet
#

Get current level sequence doesn't not work for subsequences in master sequences

potent needle
#

I am new to Unreal, but does anyone know why when I set my light to static and hit build lighting, it turns my light off?? It stays on if it's set to stationary or movable.

gilded igloo
#

Hey guys, is there any way to get a reference to all bp classes that derive from a certain class? for example I have a class Weapon and a lot of weapons that derive from it and i want to store a reference to all their classes so I could spawn them in later. anyone knows how to do that?

fluid lance
#

I'll also drop this here, maybe someone can give me an idea. In short, how do I achieve this in umg? Map "navigating" with mouse click+drag:
https://streamable.com/8f4z59

exotic thicket
frozen pond
#

or you could use mouse position to auto scroll

#

btw poe player here too xD

young field
#

Guys I have a question Does anyone know what live event means? Like in multiplayer games. And if so. Can I do that in unreal? Like warzone and Fortnite live events.

fluid lance
# frozen pond btw poe player here too xD

Used to be, now I lack the time and suck at it bad since it changed so much, I just dl the updates (for some reason). Ok, any idea on how to word this properly for google/yt, maybe find more info? I can look into the drag register but I don't know if my suspicion is correct: do I move the (larger) map png around? That's the only thing I can think of... What about zooming in/out?

north pewter
#

Anyone know why ExponentialHeightFog dragged into the map does nothing at all?

frozen pond
fluid lance
#

@frozen pondOk, figures, just as I thought, I'll go play with the drag register 😭 Oh, I hate those weird mouse override functions 😐 Thanks alot man!

frozen pond
#

this tutorial series are nice too

fluid lance
#

minimap - I finished the minimap so long ago I even forgot how it works 😂

frozen pond
#

so now my question: is there any tutorial/tips on how to make accounts? not mmo way but more multiplayer like 1vs1 pvp

fluid lance
#

@frozen pond I only made a login system which talks to a REST on a moodle server. I used VaRest plugin for that.

#

but for login/register, player just opens the external browser. Checkout this month's free for the month, I saw some login/credential systems for bps in there not long ago.

frozen pond
#

moddle server, i wounder is this hard to setup

#

for beta purposes ofc

#

or prob i should build rest api in c# as i know that

#

i really need something ultra simple and fast

fluid lance
#

Don't try moodle, it's like trying to program in cpp in ue w/o ever using it. They have their own stuff setup and some stuff you can't get around unless you know their libs by heart + it's a mess really

#

if u know how, just put up an api on some free test server and try the system up

frozen pond
#

probably i will get some cheap hosting maybe and test from that

fluid lance
#

Yea, i'd go with that.

kindred iris
#

is there a way to get rid of this border on the button

fluid lance
#

@kindred iris Just clear the image for all states (or whichever you want)

kindred iris
#

Thanks

inland gyro
#

Guys have any way to convert a static mesh into a landscape?

fluid lance
#

@inland gyroAfaik, no. Unless you make it a heightmap & import the heightmap into the landscape then work from there (you won't like the result tho)

inland gyro
#

oh...

#

it will give you a little headache to do the cliff again, but thanks!

fluid lance
drowsy lance
#

Hello, good day, can anyone help me?

fierce tulip
#

its better to just ask the question, else we cant help.

drowsy lance
#

My project has been waiting for approval for 1 week, what could be the reason?

fierce tulip
#

what kind of project?

drowsy lance
#

tree pack

#

I uploaded it to my seller account but it has been waiting for approval for 1 week

fierce tulip
#

next time try asking in #fab
but yea, it can take a while in some cases.

drowsy lance
#

Sorry Bro

marsh edge
#

Hey guys, sorry if this is the wrong place for this, but I'm trying to figure out the term for a material that is essentially inactive until an object goes over it. This would be some sort of mask, right? For example, if a person was looking at a wall and couldn't see a sort of "hidden message" without looking at it through maybe a window or a magnifying glass

oblique oar
#

the sun height is stuck at this value

#

how do i change it to -1

queen wasp
#

Hmm, so why is this happening..

#

NavMesh using 38ms a frame, madness.

#

Just suddenly started happening, was fine before.

#

4.26 btw

#

Maybe need to rebuild the navmeshes.. Did some changes that who knows, could've affected them.. one for each map..

fluid lance
#

@queen waspMy navmeshes are ok, maybe u increased cells, tweaked precision way too much, then forced it do dynamically update? Idk, just a thought. Also 4.26

queen wasp
#

@fluid lanceyah, didn't do anything with the navmeshes for a while, I've changed a lot on units in my RTS game, but shouldn't have affected the maps, it looks like they were "reset" or something, like suddenly all had navigation showing when I laded the maps. I m doing Build Paths on all of them now to see if it helps.

#

I am moving to 4.27 when there's a .1 🙂

grim belfry
#

anyone know how to make a spherical world barrier? Like invisible walls for a flying game?

peak bloom
#

my gosh ue4 is so fricking hard

#

been casually learning it for years and still am clueless with it.

fluid lance
#

@peak bloomOh lol, it's not hard, but probably "learning casually" isn't a way of learning ue since it's a whole lot of stuff, and if you don't do it constantly, you never manage to properly wrap your hear around things. Basically, u forget. 🙂

#

not to mention constant changes

#

@frozen pondThanks for the idea, I finished it, works like a charm 😄

peak bloom
#

true, though i did spend last month doing a 'make your first game' tutorial. i did it but now i want to do my own thing and still have no clue how to do even basic things. XD

fluid lance
#

@peak bloomNOW you will start learning. So far, you haven't really learned anything 😄

#

failure+struggle = progress from my experience

opal lark
#

How do i remove mouse cursor in edotor please

#

I forgot

fluid lance
#

shift+F1 or 1? I forgot, something like that.

peak bloom
#

@fluid lance Yeah, I guess so! Not sure where to begin though. Every time I try to do something I'm like 'I have no clue what to do'. so then I look up tutorials but there's often never one that's quite what I'm trying to do and when I try to follow along it makes it difficult lol.

#

Or they display something in the tutorial that's like what I'm trying to do but they don't even mention it in the tutorial.

fluid lance
#

@peak bloomMat's channel is what you need. Start small, very small, tiny feature by tiny feature. You'll start seeing patterns, then you will want to generalize. Then you start learning really.

opal lark
#

Nope not shift f1

fluid lance
#

lol google it 😒

opal lark
#

I have keeps showing bp

peak bloom
#

@fluid lance Ah, thank you, I will take a look. :)

thick herald
#

Or you might be thinking of pressing G which puts the viewport into game view

old kite
#

online tutorials and articles have shun me away from using tick in my games when i can. so curious if tick is ok for this use case or what you guys suggest. i have a bunch of items in my game that will be bobbin up and down with a simple actor component. would it be ok to use tick to move these up and down or some other method better to use?

opal lark
#

@thick herald Not got a game pad in mate, G does not work

queen wasp
#

@plush yewyeah I had it before too, I did a rollback back then, ofc you can copy assets and c++ files into a working backup f.ex. so I don't have to redo any work..

#

Going to try delete Saved stuff and Intermediate, recompile.. then hmm.. yeah rollback is last option..

#

I'm not getting spikes though, just a major FPS drop steady. Like from 45-50fps before to 15fps now..

#

I have computer players constantly placing buildings though, and doing so might affect the navmesh hmm.. but it worked fine before so..

#

the placement process moves a building to place and tries locations, once a frame for each player.. its not that much.. its not 38ms..

queen wasp
#

I set the navmesh on the persistentlevel to static, dunno if the maps loadeds' navmesh will still be dynamic, if so, good.. Have some other bugs to fix first.. but I got my framerate back.

unkempt python
#

trying to set the default mannequin skeleton rig to Humanoid, keep getting this 'need to save skeleton' popup but it's already saved.

shadow ravine
# unkempt python

Try save all, if that doesn't work. Try closing the engine and restarting it. As simple as it sounds that fixes so many bugs for me

unkempt python
#

still doing it unfortunately. man, I have no idea what to do lol.

shadow ravine
# unkempt python still doing it unfortunately. man, I have no idea what to do lol.

You could maybe try creating a new project with the UE4 mannequin template, open it then right click the UE4 mannequin skeleton then finding it's directory. From there copy it, then navigate to your current project directory for your current skeleton and delete it and paste in the fresh one in. Then reopen your current project and try reimporting the skeleton.

wanton ginkgo
#

@slim idol you ever figure this out? I'm trying to get a an invisible mesh that catches shadows for using with composure and CamtrackAR footage

#

or anyone else know how to do that in a material? Not sure where to ask material questions here

desert verge
#

How do you find inspiration ?

#

or do you just work on a new project lol

unkempt python
wild shuttle
#

I'm having a hard time with using the cheat manager in UE4. I've created a BP of the cheat manager type and assigned that to my player controller's bp manager, however I can't seem to find online or figure out how to simply call an event from the cheat manager BP...

Ideally, I have an event for when the F1 button is pressed and all I want that to do right now is print hello from the cheat manager (To later allow me to do other things like go god mode, no clip, spawn enemies, etc)....

If anyone could help point me in the right direction I would appreciate it!

mellow turret
#

from time to time the UE4 editor will consume all my RAM, is there a reason for this?
or a way to know why?
I'm not even PIE when this happens, sometimes I'm PIE when this happens

shadow ravine
crisp summit
#

I have one quick question I got a Apocaliptic pack and whenever I load it on UE5 it says it was build in a lower UE version but when I try for instance 4.27 or 4.26 it says I dont have Bridge installed but I do and when I click install it says its already installed on all available engines. What should i do?

unkempt python
#

wait, never mind, it did work in the regular project but was collapsed.

rough kraken
#

Hey, anyone know how the process of getting a patch you've made pushed to the unreal depot? I'll start researching it myself

#

but I will want the UE guys to code review my patch, but i think I fixed "Placeable" class specifier, which has been broke for... somewhere around 4.22 😄

unkempt bane
#

[Ask for technical help] Hi, have a problem when I use my UE 4.26 to produce videos, sometimes the light or even the VFX in my final render video is away different from what I create and see in the real-time viewport in Unreal engine, could you help with it? 😔 I don't know why is it because I import or put too many assets in my UE level? Thank you!🤝

rough kraken
#

Sorry I can't be of more help, but I do know the viewport lighting can have whatever lights you want turned on or off, which can cause a discrepency

dusty hornet
#

Is 4.27 going to be the last version of UE4?

tribal halo
#

is this the right place to ask questions if you are stuck?

weary basalt
#

@tribal halo Ask your question in whichever channel is most suitable for the question.

#

If its C++ code ask in #cpp

#

Anything to do with materials, textures etc then try #graphics

#

Use the channel descriptions to help you make your choice.

tribal halo
#

thank you

weary basalt
#

If you cant find an appropriate channel, you can post it here in #ue4-general

#

If its not related to UE then use #lounge

torpid stone
#

where can I download PowerIK and compile manually

finite wren
#

Hey guys I accidentally created a level instance, how do I take the contents out of it so I can select them again?

austere salmon
#

Hey guys, anyway to make Unreal profiler Insight to work with Editor play?

fervent stag
#

hello everyone...we use Perforce for source control and a recent restoration caused the settings to be fixed to a specific user. I know there is a specific configuration file where this is written but I just can't remember which it is. Would someone point me to the right file.

stone stump
#

unreal engine 4- I created some fog sheets for my scene using simply a alpha texture and a radial gradient but the thing is the sky light hdr is affecting it and it becomes messed up is there a way so i can stop it from affecting the fog sheet, please tag me mutiple times if needed i have to figure this out urgently.

shy sonnet
#

What are some really useful editor plugins that people use?

stiff bane
stiff bane
#

and prefabcreator

torpid stone
stiff bane
#

thought that worked

autumn flame
mental solar
#

"fnafmap6_Plane_003 has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option. "

Is this bad?

languid topaz
#

Hi, I lost some files in my computer but they are still in my project. Any way to get them back to their true extensions?

brisk gyro
#

is there a way that I can apply a collision to my character that is exactly like my character to use it for my cloth

plush yew
#

ik they have a purpose

#

but what do the preview shadows tell us

#

does it just mean lighting needs to be built

fierce tulip
#

yup

#

its an estimation of what the shadow/light will look like prior to building the light

languid topaz
#

PLZ HELP! Hi, I lost some files in my computer but they are still in my project. Any way to get them back to their true extensions?

#

from packed to unpacked?

#

textures

plush yew
#

is it Lumen that causes these shadows?

#

i plan on using raytraced shadows

#

do they dissapear when i switch or is this that fuzzy stuff we saw on raytraced gi but in lumen

#

someone is typing a book lol

#

just a random question but if i make every static mesh movable would this lower performance? like say i have a bunch of trees around and i want the shadows to move with the animations by making it movable would this mess with the frames?

#

Yeah

#

i switch everything i can to non movable for this reason

plush yew
#

yeah its a little bit of a pain

plush yew
#

Okay thanks

desert pagoda
#

I can write in Unreal Engine with CLion?

rich oar
#

Correct me if I'm wrong:

The fps template uses controller rotation and when you look up /down , the actual mesh itself rotates (within the capsule component) not changing the capsules pitch.

#

Are they not using the inherited character mesh at all then ?

stone light
#

hu guys. so this might be a dumb question. but unreal engine is not letting me export to ios from a windows desktop. i just simply want to export a test demo to show to a client without the need to publish it. do i also have to have a ios developer account and have to pay a 100 euros to do so? because this is just so he can open the demo on his ios pc. is it possible to export to windows and have him open it on ios to not have to buy the dev acc?

would greatly appretiate if you guys can help me.

mental solar
#

fnafmap6_Plane_009 Lightmap UV are overlapping by 52.5%. Please adjust content - Enable Error Coloring to visualize.
How do I do that, and how do I fix it?

fierce tulip
#

open it in your dcc (like blender) and fix the lightmap

primal tendon
#

How to make a character like mannequin hold the weapon naturally?

rich oar
primal tendon
#

Even if I put a weapon on socket, and try to adjust it it's not like a ak 47 holding will fit to a rocket launcher

rich oar
#

For different weapons, use a different socket

#

For both hands holding the weapon, look up a tutorial about left hand weapon IK

primal tendon
#

ok...

dense wren
#

hi guys i got this vrash in my project

#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3715] SubstanceGraphInstance /Game/Material_Texters/Gulv/Carpet02_INST.Carpet02_INST: Serial size mismatch: Got 116, Expected 112

UE4Editor_Core

UE4Editor_CoreUObject

UE4Editor_ContentBrowser

UE4Editor_Slate

UE4Editor_ContentBrowser

UE4Editor_Slate

UE4Editor_Slate

UE4Editor_ApplicationCore user32

UE4Editor_ApplicationCore

UE4Editor

kernel32

ntdll

#

what is it?

#

also i had 37 gb worth of assets in the vault, in the library

#

and now i have 22

#

after i turned the pc on today

primal tendon
#

Memory error as I see it. Happens sometime.

dense wren
#

how can i fix?

#

or is it gone

#

its the project i been working on for months..

frail widget
#

Hello, is there a way to get color of one icon(texture) for example i want to set background to that color in the texture(Icon)

primal tendon
#

I just restart unreal and it works fine, also vault it auto managed right? so I don't think you need to worry about it...

dense wren
#

how do i vault

#

i restarted my pc

#

updated drivers

#

trouble shooted and nothing

#

still crashes

#

and other projects do open

primal tendon
#

Did this error start after you imported something?

dense wren
#

i did added an asset, procedural tools

#

i just deleted it from the folder

#

and im waiting for another project to close before trying

primal tendon
#

probably some mismatch in unreal engine versions of those imported assets and your unreal engine version

dense wren
#

it happened out of nowhere today morning when i turned the pc on

#

im just stressed as hell if i loose that project i just loose all of my work

#

i have no copies

primal tendon
#

dude, your project is not stored in vault, vault is just a cache to load files fastly in unreal, you remember those compiling shaders thing? those go to vault. So chill.

dense wren
#

aight i will imma try now to open and let you know

#

ill send a screenshot

#

thanks for the help

primal tendon
#

np

dense wren
#

again

autumn flame
dense wren
#

_

#

?

#

any help you can give?

autumn flame
#

Mmh, yes

Start using source control for the important projects

dense wren
#

how do i do that

#

but

#

how do i fix the crqash

#

i mean

#

the important project is the one that is already crashing

#

so its to late to do source control

autumn flame
#

Lesson learnt then, use it in a future

dense wren
#

okay thanks a lot for the help

autumn flame
#

You know what you did, there's no real description in the crash

Think about what you may have done before it started crashing and give that info for people to help you

dense wren
#

the problems came out of nowhere as soon as i turned the pc on

#

my account is saved

#

and it wasnt logged

#

i had to put my email and password

#

i did that

#

before epic games even loaded

#

a window for core to get install/ or updated

#

popped

#

and then while core was updating, i check and in my vault assets in library there was only 21 gb in assets, when i remember well there was 37

#

then i opened the project and crashed

#

Assertion failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3357]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_AssetRegistry
UE4Editor_AssetRegistry
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

autumn flame
#

Soo, you're using Core?

dense wren
#

nope, it asked me to update it out of nowhere

#

i thought it was an epic games update

#

never even installed it

#

it crashes on startup

#

at 45%

autumn flame
#

Are you on a source build?

dense wren
#

not that i know

autumn flame
#

Other projects work?

dense wren
#

yep

autumn flame
#

Welp, then something in the project itself is bonked
Or something you did

Can't really pinpoint what

If you had source control it would have been easy to fix, but like this

If you're lucky you may be able to recover some things with a copy and paste of Content into a new project if same versions

Or you can play the guess game and delete what could be causing problems hoping

But may break a lot and some things may not even work

Not much can be done cause it doesn't really tell what's causing the issue

Doubt the log will be more informative but you can always check

dense wren
#

i will try to copy and paste the content folder

plush yew
#

heyo
how do you make shadows in unreal?
pls
help

thick herald
scarlet birch
#

(4.26) I have something that uses thousands of instances of several static mesh's. Currently it's using HISMs. I've tried converting to standard static mesh components, which would greatly simplify the logic, but it doesn't seem like auto instancing works with the components. Auto instancing seems to work fine with meshes placed manually in the scene. Anyone have any input that might help me get this working without using HISMs?

jagged garden
#

no guarantee as they're all UE5 but looks like identical crash/code for UE4

neat ether
#

hello, could someone give me a hand? I tried to make a test animation for the default mannequin, and when I imported it it came out like this, but it's supposed to just be the mannequin's default a-pose
it looks normal if I import it as a new skelleton
what could be causing this?

scarlet birch
#

If you're importing it onto an existing skeleton they have to be exact matches, including joint rotations etc... You might have better luck re-targeting.

neat ether
#

yes, that was exactly it, changed that setting and now it's working; thank you very much, probably wouldn't have thought of that without your pointer

dense wren
#

i just cant explain how bad i feel

#

i wish i made a back up for my project last night

#

which i was working just fine with it

scarlet birch
#

You can likely fix this

dense wren
#

i hope i find the solution im trying too

#

other projects do open

scarlet birch
#

When you said you deleted that asset from the folder exactly what does that mean

dense wren
#

i went to content and deleted procedural tools

scarlet birch
#

From the content browser in the editor or from windows?

dense wren
#

windows files

scarlet birch
#

add it back to the project

dense wren
#

i went to my ue4 project folder

#

but i added that before the crash

#

thats why i deleted

#

also

#

as soon i i turned my pc on

#

i opened epic games

#

and it asked me for password and email, which its weird since it never does

#

then inmediatly a window popped about a core update

#

i said okey since i thought it was a epic games update

#

then i went to library and i saw i inly had 22 gb of assets in vault

#

which i had 37 last night

scarlet birch
#

probably irrelevant

dense wren
#

yea but the crash says

scarlet birch
#

unless your HD is failing

dense wren
#

core

#

core, and kernel 32

#

you saw the screnshot i sent?

scarlet birch
#

vault cache has nothing to do with a project opening.

dense wren
#

I THINK IT WORKED

#

OH YEAS

#

ill send what i did in some seconds guys

#

tofix

#

YES IT WORKED

#

MY SOUL CAME BACK TO MY BODY

autumn flame
#

Nice, now get some source control going 👀

dense wren
#

how do i do teach me

autumn flame
dense wren
#

okay thank you

#

i pretty much followed the link hojo sent, But after deleting the file that link says me to... it doest work

#

so i went to the project's folder

#

and started exploring

neon bough
#

and you found the autosaves 😄

dense wren
#

and found the same folder , intermediates

neon bough
#

nvm

dense wren
#

and deleted the same asset.bin file and deleted it

#

BUT from the project's folder

#

not in appdata/local/unreal engine/4.27/intermediates/

#

(in case anybody ever gets the same problem)

#

OH SHOOT

#

look

#

this happened befire to me

#

and it never got fixed

#

i think its pretty much over

neon bough
#

check the autosave folder for a working version

dense wren
#

aight

dense wren
#

the whole project got really corrupted and it was like unexistant

scarlet birch
#

just change the default map in the config file

dense wren
#

so i think now im screwed for real, it still opening.. omg

#

aight lets see

#

thats what i got in config

scarlet birch
#

It basically boils down to broken references, just fix them until there are none left.

dense wren
#

all black

neon bough
#

xD

#

because your fricking level is set to invisible in the level details 😄

dense wren
#

where lol

neon bough
#

top right

#

but nvm, its the world outliner

dense wren
#

already clicked the eye

neon bough
#

so yea, might be blank

dense wren
#

says untitled

#

and the eye wont open its just closed

#

should i create a new level?

#

nvm i think it doesnt matter

#

it dopened atleast

rich oar
#

I've got a character that is a sphere. The default ground settings are set to flying.

I shrunk the capsule to 50x50.

I'm trying to think of a solution to:

1: when the player goes down too far, we add a force to push him back up.

2: when he goes too high - we push it back down.

I'm thinking of using a line trace to get the distance from the player to the ground.

The only problem is that I need it to be dynamic because of the level and terrian height changes.

Any tips ?

prime willow
#

give them transparent materials

#

so their quite literally invisible

#

than use traces against the invisible mesh barriers to start forcing gravity the closer they get onto the mesh they arent suppose to touch

#

same with the other

#

and because itll be an actor that is invisble you can load up as many other logics as you want, box collisions for beginoverlap based settings, and than use the same mesh anywhere where you want the bottom or top effect to apply when getting too close

#

there is probably a more complex manner to solve said issue but this sort of caveman approach would most likely get you the results you want no matter what shape your route or map is due to basic shapes being the modular unit for your task

#

and you only need to setup the logic once and itll effect every placement of said mesh

rich oar
#

Because I'm thinking about the dynamics of terrain. And trying to properly place barriers everywhere doesn't seem like a great idea.

But maybe I'm not understanding you properly

proper stump
#

I have a data file (JSON) with layout data for a level, i want to create a C++ component that can read the file and create the level layout out of some 3d assest building blocks........ Which base class should i start from?

prime willow
#

you can stretch and scaale them as far as you can make a landscape

#

and rotate them to fit any shape or size

#

and yeah not necessarily barriers per say

#

but use them as a wall for hit detection so you can cause whatever logic when they get closer to the shapes box collisons or such

rich oar
#

Yeah but becomes an issue with hills. You could technically place them at different heights but that gets really ugly really fast.

For the ground, I could just easy line trace without any custom "barriers" and overlapping and just force the player up when (x) is a certain value.

So if you think of that logic, why not just do it but for the height ? The problem is figuring the math to keep the player at a certain distance from the grond while still limiting the max height - dynamically

thick herald
#

@rich oar you could add collision volumes that add impulse/force etc to the 'character'

prime willow
#

^

thick herald
#

Or enable physics, give the landscape a physical material and tie in how the thing bounces into that. I'm spit-balling here.

primal tendon
#

how to make him bend knees and sit on that? I can't rotate at his knee caps...

prime willow
#

you could use a crowbar

#

seems to always do the job

prime willow
rich oar
primal tendon
#

Doesn't do anything....

rich oar
#

And the physics material may be a good idea to work for the ground but not the sky, so I'd need to think of a solution there

primal tendon
#

oh wait are you talking about bottom one...

prime willow
#

no

#

wait what

#

why are you rotating it

#

use the pull arrow

#

x y z and pull his knees

#

or lift the foot upwards

#

which should bend the knee

primal tendon
#

oh wait I got it, thank you...

prime willow
#

was that the solution?

#

you're welcome I suppose~

spice socket
#

Why is data not being transferred between levels in my game instance? it works fine when starting game on either level but when opening lvl from previous level is doesnt load correct data? Am i not understanding how the instance works correctly?

fading wolf
#

I couldn't find info on this. but whats the best file type for UI elements? .pngs?

prime willow
#

if not the lack of connection between the two might be causing the issue

prime willow
rich oar
#

Yeah I'm aware of performance costs, just wondering if there's a better method / easier method and maybe I'm over thinking things

proper stump
#

How do I enable C++ on a UE project, it was set the blueprints by default

#

UE5 if it matters

simple ember
#

guys, I closed my unreal while compiling shaders action and now it takes so long to load the project, (it is stuck on 45%) can I ask is this due to the shader compiling still running?

rich oar
proper stump
#

found it, under tools, thanks

rich oar
#

One time I did this and it generated the wrong include

simple ember
craggy perch
#

have 403 Forbidden error when trying to access answerhub, any clue what could be causing it? cleared cookies and tried various browsers, works fine on mobile connection

vocal sorrel
#

Hey guys im testing out the Remote Control Web Interface plugin however when I restart my project I get a "couldn't find node.js installed " message. Is anyone familiar with this Plugin?

prime willow
#

What node would i need to alter the crouch's default movement speed?

summer plume
#

Can someone help me figure out what's causing this weird lighting along side my wall?

#

I checked everything and can't seem to find the cause x.x

#

It's solid

simple ember
#

guys please help, I closed the editor while compiling shaders (700 were left) and now I opened it and there is 5181 shaders compiling now? please help me fix this, my gpu isn't fast so 5000 shaders would take like whole day to me

rich oar
simple ember
#

well, i triggered shader compiling by importing Megascans thing

rich oar
#

I guess it was some pretty big megascan asset

simple ember
#

well yeah

rich oar
#

It's gotta be done to use it , may just need a better cpu / gpu lol

#

Idk what else to say

simple ember
#

ye I know but like I don't understand why when i imported it it only had 700 shaders to compile

#

and after close it wants like 10x times more shaders?

#

lmao

rich oar
#

Lol idk honestly. Weird problems potentially due to crashing it ? Not sure why it would have done that

simple ember
#

ye same

#

well, I guess let's leave it what it is xd

narrow mauve
#

Lets say I needed a fluid sim to happen in a multiplayer game...and it had to match for all clients. ....problem isnt that you cant get the solver to match..the problem is its often dependant on the speed of someones computer (how much time has elapsed between each frame)...so in theory would it be possible to replicate a basic fluid sim by setting delta time as a constant value and replicate everytime its called

#

Or iterate to the next step in the simulation over a longer time period, and interpolate between each oner

lucid grove
#

Heya

#

There is an option to override material in landscape specific component, but when i hit paint layer i can only see default materials from that landscape.

Whats the point of that?

plush yew
#

does anyone know why im getting a delay when jumping twice? im making a 2d infinite platformer where the character has to jump over continuous traps but for some reason after jumping i get a small delay after hitting the ground to where i cant jump until it fully lands or something i did research but nothing really helped so im here, in more simple words if i spammed the jump button it would jump hit the ground wait a little then i can jump again but if i wanted to span it to the point it jumps at the moment it lands it doesnt

#

its probably a pretty easy think to answer but ive tried everything at this point

#

thing*

rustic sinew
#

pussies use unreal

#

chads use scratch 😎

west jay
#

So I have this code to gain a burst of speed when pressing Q and while flying.

#

this is the flying code, descending and ascending are set on C and V

#

when I press Q, C and V don't work anymore and I think it has something to do with the vectors but im not sure what the problem is

#

or how to fix itr

#

I can still dash freely but not fly

#

Ok so I cheesed it a bit and set the release back to the SetMovementMode idk if that is a good fix at all

grave pollen
#

can some1 explain difference between a canvas panel and an overlay? explain like im 5

autumn flame
#

I guess canvas has absolute position with anchoring

Overlay doesn't (?)

plush yew
#

Oh

grave pollen
#

so why ever use overlay instead of just canvas panel?

#

I'm thinking of putting like 10+ canvas panels on 1 widget

#

instead of overlays, trying to figure out if there's a downside but I don't see any. My upside being I want to be able to use a ton of anchors

plush yew
#

If i were to guess its cause overlays are a different class from widget or something?

dusty hornet
#

create a material

#

yeah make a material instance of that

#

then change the scaling

#

edit it

plush yew
#

!Stream

dusty hornet
#

that looks like UE5 to me

#

try the tileing/offset

#

show the blueprint nodes

#

you can add logic to make it less repetitive depending on camera distance

#

something add something like macro variation

#

open up a starter content material you can take some of the code from that

plush yew
#

Try looking at the basalt or sandstone start materials

plush yew
#

pretty sure macrovariation is the splotches but you can use it for the lerp alpha for more detail i guess

#

the results depend on your UV s and your texture size

#

👍

#

help

#

me

#

I want Lumen and Raytracing, and rtx caustics all in the same engine

#

is that even possible

#

i would settle for 4.26 with caustics support

#

but this is getting out of hand

woven osprey
#

hi may i ask which channel i can ask for help on textures and materials? i have some flickering issues that i cant seem to resolve. thanks!

real wasp
#

Sorry to resurrect this old message. Did you find the download for the exe to encode videos ink .bk2? The Bink media player requires a bk2 file. Would have thought they'd accept any video file and encode during cooking.

#

There's also no documentation and it's a little clunky to create the player in editor. Seems to follow the same pattern as the old media player though.

dawn glacier
#

Hello I am wanting to make a similar game to this https://twitter.com/section9int/status/1376521816483713031?s=20 I was wondering how I could achieve the lighting they have?

It's easy to get swarmed by the numerous threats that lie in wait. Footage from a new scifi action adventure game we are working on. #gamedev #gamedevelopment #indiegame #games #videogames #actionrpg #actionadventure #scifi #scifigames #pcgames #consolegames #unrealengine #ue4 https://t.co/dNkklrbIIp

Retweets

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#

sorry if this is the wrong spot.

astral rapids
#

anyone know why my static lighting is such low quality?

blissful trail
#

im trying to import hair but its saying no

mental field
#

Alright, total noob question here, but when I boot up a completely blank project with no starter content, why can I still move during a playtest with WASD. What code is causing my camera to move, and how do I disable it so the camera has no code managing it

digital anchor
mental field
#

Thanks, found the little dropdown menu, that helped a ton

wanton nova
#

hi, i'm following a yt tutorial about vaulting in ue4

#

but everytime I vault my player or character is rotated

#

after the anim

plush yew
#

post the blueprint

wanton nova
#

like just screenshot?

#

sorry i'm new I'm not sure if I can send the whole blueprint file

plush yew
#

its that last node

#

just change it back or remove it something but its not changing back

wanton nova
#

I dont know if I get it cuz it still not working after removing the last node

plush yew
#

does your character just stand there

wanton nova
#

I still can control my character

#

but it's walking rotated

crystal cedar
#

hello all. I have a question I hope someone can help with.
I have a blendspace animation between idle at 0, walk at 300, and run at 600 velocity. I've added a key down to set max character movement to 300 as a walk toggle. It works fine for the speed, but the blendspace animation still behaves as if the character is moving at 600, which it isn't (confirmed by printing velocity). Any idea what I'm doing wrong?

plush yew
plush yew
#

im going now good luck

crystal cedar
plush yew
#

would need another trace to get the height you want your feet to be lowered again

#

vector => 300 or something

#

set new actor rotation with Z = 0 i guess

unkempt bane
#

[Need help] I create a video with UE4.26, and it seems there is something wrong with my rock, as you can find, that texture of those behind meteorites show on the front rock A, and when I pause the animation, it seems alright, but when I play the animation/ video, I can see the issue, I have no idea what it is, is it the material problem or something?

sacred yacht
#

Hey, is there any way to pixelate all the lighting and shadows?

#

Like

#

I'd love the god rays to be pixelated

#

Would fit the game's style way more

plush yew
#

@sacred yacht

#

mosiac shader

#

make a blueprint with a post process volume

#

only link the mosiac and pp to the godrays

#

i mean

#

like

#

make a post process volume with godrays

#

then add a mosaic

#

someone correct me

#

ik what im trying to say but not the order of operations

sacred yacht
#

uhh

#

I'll try lol

#

I'm new at the engine

plush yew
#

ok so post process, tick on sun shaft and sun shaft occlusion

#

then add a material for the godrays

#

in the material editor

#

add a mosaic

sacred yacht
#

In the sun properties?

sacred yacht
#

ohhh

#

I think I get what you mean

#

Like I should add a post process volume

#

I can't find the sun shaft and sun shaft occlusion tho

plush yew
#

now I need help

#

so I moved a project from my laptop to my desktop
and its compiling shaders

#

its not stuck but

#

its been compiling for 4 hours now

#

is there a way to speed it up

#

also why isnt lumen bouncing stuff in the background

#

does lumen have a draw distance?

sacred yacht
#

no idea, I once created a project and it was extremely laggy and kept compiling like forever, I had to create a new project for it to work

knotty egret
# plush yew is there a way to speed it up

More content means more time to compile.
Same as making videos, longer the length, better the quality = takes a longer time (based on your computer speed).
Same as uploading files, bigger the filesize = longer time (based on your internet speed).

plush yew
#

im trying to make a 2d platformer game where the character infinitely runs im having trouble with the particles it would be nice if i could get a reference because ive been at it forever and nothing online could help, im trying to spawn particles at the back of the character to make it look like sparks when its touching the ground but what i did dousnt seem to help ive tried many ways but the way i did was when its on the ground and if the speed is greater than then the particles can spawn but if its in the air it deactivates the particles im not sure if im doing it right

tepid urchin
#

Does anyone know how to fix this? I use two computers for this animation.. one at home and the other at Uni.. Uni's computer reads the textures/materials fine, as well as my other classmate's home computers.. but for some reason my home computer gets this disco look on the characters. Anyone know what the issue might be or what this issue is called (so that I can google a bit more efficiently)?

vernal locust
#

guys is it ok that open the project in unreal engine with older version?i mean the project built and created in later version?

#

my engine version is 4.24 but the project that i want to open is 4.25

fierce tulip
#

that wont work

fierce tulip
unkempt bane
tepid urchin
#

added screenshot from my above post... in case this helps

#

this doesn't happen on any other computer.. except for mine.

fierce tulip
#

did you clean what I asked you to clean?
also, i personally dont have experience with virtual textures, but i dont see em used on characters that often.

fierce tulip
unkempt bane
# fierce tulip are they transparent? else no clue.

it seems like the texture of the behind meteorites/ rocks come to the front rock. when I move the camera and the front rock A is just in the front of those rocks B, in other words, A rock's texture becomes wrong when it's in front of B, B's texture come to its

tepid urchin
fierce tulip
tepid urchin
#

THANK YOU SO MUCH!!! @fierce tulip you are an MVP!! all the textures are now working!! I've been trying to figure this out so thank you so much for your time and knowledge.. much appreciated

fierce tulip
#

np, glad it worked :)

unkempt bane
ornate tusk
#

Hello,
I'm having problems with animation; when I play it (with "play mode = forward"), it disappears when the section has been played. It's an image fading in. I think the play head is going after it should stop. Anyone knows why?

neon bough
#

are virtual textures on characters the equivalent to baking different ones to a single one?

dire fjord
tepid urchin
neon bough
#

truly amazing or truly high res? 😄

#

one doesn't guarantee the other

#

well im reading about them every now and then in the last days here in chat, so im curious if they could improve my project

#

but from what i got so far its mostly practical for large landscapes

#

will it "prebake" the layers?

#

ok, that sounds neat. thanks for explaining it a bit more 🙂

#

so anything that does a lot of layer blending could benefit of them

calm crow
#

Hi, do you know how to group param in ue4 material instance ? i don't remember

#

Nevermind, i found, the dropdown Group that was empty, can be filled by directly typing

#

weird UX way to do it tho

#

Do you know how to make param group invisible when not enable ?

#

(still talking about material instances)

#

Nevermind, i found it, it's switch param

#

Announce post: https://forums.unrealengine.com/showthread.php?111053

In this training stream, Senior Technical Writer Sam Deiter will show you how to unlock the power of Unreal Engine 4's Material Instancing system. From how to develop and setup a workflow that makes heavy use of Material Instances, to pitfalls that you might run into while usi...

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#

in x2 speed

fierce tulip
plush yew
fierce tulip
#

np

young fern
#

hey guys how do i make an object exclusive to a level sequence aka make it so object is gon after level sequence ends

plush yew
#

Does making material instances affect optimization or?

#

on the long run? - edit: oh only master gets compiled i guess?

neon bough
#

instances are pretty much the master material with predefined parameters

fierce tulip
gleaming lotus
#

How would I switch between 4 materials without this abomination? 😄 (and possibly with some nice lerp fading)

fierce tulip
#

just lerp :p

plush yew
#

i mean, i would eventually bake everything

#

but im very new and not sure how unreal packs or compresses textures

fierce tulip
#

no problems there, just try to keep the amount of materials per mesh as low as possible

plush yew
#

Oh that could be a problem, because im using material id

fierce tulip
#

there is some documentation in #graphics pinned messages with graphics related info

plush yew
#

for example on a chair, mat id for wood, for marble, etc

fierce tulip
#

that will cause overhead

#

each additional material means 1 additional drawcall