#ue4-general

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gleaming lotus
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But lerp has two inputs? think360

fierce tulip
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make a bigger lerp :p

gleaming lotus
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Trying to get my head around what that'd look like

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Any suggestions?

plush yew
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geez, ill have to texture a full prop the old school way i guess

fierce tulip
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yea, though iirc unreal nowadays has a texturebaker thingy

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havent used it myself so no clue hwere to look

plush yew
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thanks for the insight ๐Ÿ™‚

gleaming lotus
stark cipher
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Hi. I imported my house model into the scene,and tried it out. Seems to me something is wrong. Why is the house vibrating? Thanks in advance for the reply.

fierce tulip
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we cant answer that without showing us the issue @stark cipher

stark cipher
fierce tulip
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@stark cipher if you want to blend between them that might be a bit bleh, else just a few if's woulddo the job.

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sorry, was @gleaming lotus

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anyways, @stark cipher its because it has a lot of horizontal lines that are really close together in the distance. you'd have to make a lower-poly lod that simplifies it for the distance. (is my best bet)

gleaming lotus
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Yeah looking for a nice blend between them ๐Ÿค” there is a Lerp_Multiple_Float4 material function but I'm not sure how to use the alpha for it

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aha, that got it!

west jay
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How do I make a button only count as it being input once? for example I have a dash system but it keeps dashing if i hold the button down and thats nothing something i want to happen

austere thistle
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Hi, I'd like to make a short animated movie inside UE
I'm just not sure which version I should use.
I have a ton of experience in the animation branch, if this helps.

austere thistle
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cool, thanks!

neat ether
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I'm trying to figure out root motion, and I made a test animation with the character moving forward and back, but when I play it in UE4 the character just spins in midair, going upside-down then back, what could be causing this?

dawn gull
jaunty frigate
muted crater
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Howdy, anyone know some good ways to do this kind of "the level is moving all around you" kind of backgrounds? In source/GZDoom/Unity i'd write a custom 3d skybox that used render layers to render the background as a moving camera feed as a cam flew around a miniature. Is that still the best way for UE4?
https://youtu.be/okV9XGV4KHk?t=683

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Bayonetta 2 came out today in the US! The game is awesome so far. It can't get any quirkier or Japanese than this game. Characters are colorful and off kilter. The game...

โ–ถ Play video
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I know for stuff like Train Levels and such you often jus thave the bg and such moving while the train is stationary. But this clearly looks like it's playing a video or rendering everything on a dif layer rather than doing anything too fancy. The fact that there's smoke effects that billow up as it moves tells me that the level itself prob isn't moving around, but some cam is.

true ridge
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@muted crater She looks like she's fully upright during the whole thing so nothing is actually moving. It's probably 100% camera sway with the jet being a stationary play field and the background being a skysphere.

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Reminds me of a moving Smash Bros stage background.

muted crater
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That's also a very good example, yeah, i'd forgotten about those

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Would you think that the performance drain from having two camera feeds rendering two dif parts of the world at once would be that big of a deal? that was what gave me pause even though i was pretty sure that's what they did.

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or is it 2021 and as long as the city isn't super detailed, it isn't that big of a deal?

true ridge
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I would imagine the background area has a lot of smoke and mirrors going on in terms of how detailed those props actually are. It's probably something you'll have to white box and test out yourself.

muted crater
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Yeah, and to be honest i don't fully get skyspheres so i haven't really tried moving them around much, or flying a layered cam through them, ect. Mostly brainstorming atm to make sure i don't chase the wrong path.

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but yeah, "try it and find out" is the asnwer (usually is). I def appreciate a second opinion,thank you, it's good to know i had the right kind of idea.

minor field
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Hey guys, is it fine if I prototype my game in blueprint then port it over to c++ after?

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Is that what blueprint is for?

true ridge
oblique oar
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im having this issue as well

muted crater
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@minor field Yeah that's not uncommon from what i've seen. There's actually classes on the Unreal 4 Learning Portal dedicated to showing how to convert bp stuff to c++, and how to use them togeher

oblique oar
minor field
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Thanks guys I was worried I was making a mistake lol.

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By not coding in C++ from start

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I have made some medium level programs in java and python so I am not completely noob. I get logic gates and loops etc

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basic loop for ex add 1 until you hit 10

muted crater
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blueprints are just abstracted C++ code fwiw, you can actually open up your BPs just see the C++ coding that runs it.

minor field
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and a little more advanced stuff like scanning a database and grabbing info

muted crater
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So yeah there's no prob, the issue is gonna be learning how Unreal 4 handles C++ in particular cuz it' got it's own C++ quirks.

minor field
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definitely past hello world

true ridge
minor field
muted crater
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that's why people say "you can make your whole game in BP", cuz it's just abstracted C++ code.

true ridge
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If there's something BP doesn't have there are ways to expose C++ only things in BP so you can use them in BP.

muted crater
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Yeah, true.

minor field
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Isn't the benefit for using C++ to clean up it up and get it to run better

muted crater
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it can be, as raw C++ code ran without the abstraction is faster. But there's alot of stuff that BP is just alot quicker to make with, it's great for storing data.

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and tbh unless it's complex math that runs every frame or something else real complex it prob isn't that big of a deal

minor field
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Plus I'm sure it's easier to make things interact like when I was using python and calling a program I had made before to be used in a different progra/part

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I forget what that's called lol

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oopsies

oblique oar
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im trying to learn c++ for unreal

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its extremely difficult

minor field
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have u done python

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pythons pretty easy and fun af

oblique oar
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because of poorly written documentation and less tutorials

muted crater
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BPs are also good becuase damn-near every part of unreal 4 uses them/ties into them/references them, so BPs also communicate with everything else in-engine easily.

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But yeah, i'd def recommend looking at the C++ classes on the unreal 4 learning portal. they go over the pros and cons of C++ and BP and ideally when to use one or the other.

oblique oar
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also, im having a problem with intellisense

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its not working with unreal

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no autocomplete at all

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its such a pain in the ass

muted crater
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yup, it just kinda doesn't most of the time

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i had to use a dif third party parser to handle it.

oblique oar
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i see tutorials, and intellisense always works for them

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tf is wrong with my computer

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๐Ÿ˜ญ

plush yew
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whats intellisense

oblique oar
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@muted crater can you help me out with this

true ridge
plush yew
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ya the only things id ever convert to C++ is the structures and enums

muted crater
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It worked super great, but also is a pricey plugin (i think i tired a demo they have somewhere0

oblique oar
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damn

muted crater
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@oblique oar i tried for like a week and never got intellicense to work with unreal 4

oblique oar
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First video in a series detailing Unreal Engine NPC artificial intelligence using C++ instead of Blueprints. Video covers basic setup and configuration for rest of series.

Link to Ryan Laley series: https://www.youtube.com/watch?v=zNJEvAGiw7w&list=PL4G2bSPE_8ukuajpXPlAE47Yez7EAyKMu

Link to GitHub for C++ code
https://github.com/cpp-codemonkey/...

โ–ถ Play video
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it works for this guy

muted crater
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I'd recommend trying out that plugin, it'll at least work and let you know if you want to even mess with it.

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oh yeah, i'm aware it's supposed to and i've seen it

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but no dice sadly

oblique oar
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sadge

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the worst part is

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it doesnt tell you when somethings wrong

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takes 10 minutes to compile

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and theres an error

limber oyster
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This is Player State functions, is anyone know how to use them, is there any documentations on this to transfer datas from one level to another because i can't seem to find anything about this.
Thank you โฃ๏ธ

muted crater
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@true ridge This is a very good point, god knows i've wasted alot of time on this subject.

oblique oar
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should i try vs code

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instead of visual studio

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i was having trouble with code as well tho

muted crater
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I don't think it ended up working either way.

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vs code is usually lighter and faster, but i don't recall it working great with unreal 4 from what i recall.

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(i mean i could be wrong i'm sure others got it to work fine, was just more than i cared for)

minor field
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so anyone that has done multiplayer, how much harder is it actually

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isn't it just making sure certain things replicate etc

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and to make sure to do logic on server

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requests on clients

muted crater
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much harder. unreal 4 has alot more tools to test multiplayer than something like unity does, but every problem you could run into gets dramatically more complex once multiplayer comes in

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i've been on projects that derailed for years due to switching to mp

oblique oar
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wow

muted crater
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government projects at that

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So yeah, alot of it is in replication but expect that to cause more issues than you'd think it would.

oblique oar
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my compile time recently increased 10 fold

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and i didnt make any changes

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why would that be happening?

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also when i open in visual studio

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it gives me the developer command prompt

rancid lagoon
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does anyone know how i can make dice in a game?

fierce tulip
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should be at least a few tutorials if you google "ue4 dice tutorial" me thinks :)

rancid lagoon
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thanks

oblique oar
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honestly my slow compile time is probably because of using an external hard drive

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i should probably put the project on my ssd

sterile lichen
bold holly
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yo, I cant figure out why my partical systems arent interacting with light. Its just in a kinda of unlit mode and the rain particals are just bright

plush yew
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Did you add something to the emissive node

bold holly
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yes

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this is what i have

mental field
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Okay, so I loaded up a completely blank project, created a new gamemode and basic pawn, and set the default pawn of my gamemode to my created pawn. However, when I do this, the game creates a default CameraActor to use as the player camera. How do I change what the default camera is for my player upon starting the game? I know I can switch the camera using a blueprint, but I'd like to find a way to do this without the default camera being created in the first place

bold holly
plush yew
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Im trying to learn ue4, and see how my friend (passed away), made a global material and applied to mesh. But i cant seem to see the graph node for this material because its a instance. How do i open the graph node to see how he made this material. When i go in the material edit, it doesnt show the final result, and when i open the mesh itself, the material isnt applied. However, the material does show on the mesh in the editor viewport. What am i doing wrong? I've been trying to open the material graph for days on two scenes, a archviz one from ue4, and my friends scene. :/ Pls help

trim silo
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Guys, is there any way to make level streaming smoother?

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I have big level separated into multiple parts, they are quite big and have between 2-4k actors in them

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i wanted the level to be seamless without loading screens

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it works but there is a big hitch when the level is loaded/unloaded

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is it possible to smooth it out somehow and make it load in the background without any hitch?

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or is it the actual sheer amount of actors loaded at same time the problem and there is no way around it

torn pilot
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anybody knows how to get rid of a capsule component sticking to walls? i tried a phys material with NO friction on the wall and the capsule. if i look in the CharacterMovementComponent, they apply a repulsion force. but i feel like it should be possible to disable the friction between a capsule and all other objects by default. am i missing something?

coarse crown
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Hey all, how would I solve an issue where my unreal engine 4 editor constantly crashes whenever viewing a specific direction in a map (may not even be just that direction - it's fairly random but when it does crash i can replicate it by looking to the right). It only happens in one map I've been working on

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I can't get much work done on this map now because of this and it's very frustrating

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Assertion failed: FVector::Distance(Initializer.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 479]

turbid cove
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Hey guys, does anyone have any experience in creating HMI (Human Machine Interface) in UE?

deep lion
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Does anyone know where to find any good raycast / diablo style combat tutorials for UE4?

unkempt python
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trying to have a HUD widget show up when a player picks up an item and I keep getting an error saying "Accessed None trying to read property InventoryTooltip"

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forums say something about having to Set the variable but I've been trying to actually figure out how to do that and haven't found any success

real wasp
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I've been looking into Bink. Big announcement with no documentation or tooling. You can create a bink media player and text that follows the same mediaplayer process. There's no way to encode a video to bink2 as far as I can tell. There is a commit that hints to adding Bink2ForUnreal.exe.pdf but it's not in any repo or release. https://github.com/EpicGames/UnrealEngine/commit/220176c2e93823e42eca60e856b10e88a86869ba Does anyone know where this is at? Not for general use?

dusk nebula
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Is there any good fps tutorial I should follow if I just want to learn a bunch of systems? I followed Matt W's fps mvp series already

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I know what I want to make but I'm currently at a roadblock with AI, animations, and networking

dusk nebula
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Widgets function similarly to actors in that they're both made from blueprints, and neither can be referenced without actually having been created

unkempt python
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what node to I promote to variable?

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this is the HUD widget blueprint I have

dusk nebula
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Is that in your widget's blueprint?

unkempt python
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yeah

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this is the item parent part where it says the error is at

dusk nebula
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You need to create it somewhere else that can actually run it

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Where would depend on your application

autumn flame
dusk nebula
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If it's a character Hud, use "create widget" (?)

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*on event begin play sorry

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So that when the character spawns, the widget is loaded into memory

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And there's a node attached to the create node that's a reference to the widget. Promote that and you can reference it later

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Whatever event runs when you pick up your item can also run something to add the widget to your viewport, and you can use the similar remove from viewport node at whatever point it should go away

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Is that similar to how you want it to function?

unkempt python
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so, in the character blueprint, EventBeginPlay>Create Widget>Promote To Variable ?

dusk nebula
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Yeah

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So the widget is "created" and in ram, and only needs to be added to the viewport

unkempt python
dusk nebula
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It's not construct

unkempt python
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that was the one result when I pulled off the event pin and typed create widget

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this is what it looks like when I plug in a class variable of the widget I want

dusk nebula
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Just type outside of the pin

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Right click and type widget

unkempt python
dusk nebula
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Yeah that

unkempt python
dusk nebula
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Then pick the class name that matches your BP name

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The return value is a reference to the widget object

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So you create a variable that is set to the value of that pin

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That's literally what "promote" does

unkempt python
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some more pins showed up on the left when I selected the class

dusk nebula
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They aren't relevant

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They're optional and don't affect normal widget use, generally

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You can look into specifically what they do if you want, but it doesn't really matter for this application

unkempt python
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So now do I get thirdpersoncharacter>get InventoryTooltip variable I just made> then plug that into the set visible part of the item parent object?

dusk nebula
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Is "set visible" a variable in the actual widget or something?

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I know that the few things I use are add to viewport, remove from viewport, or "set render opacity" instead of removing the widget

unkempt python
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the set visible is part of a blueprint class I'm using as a parent for all the items. I want the widget to show up in the hud when an item is picked up, so put "Set Visibility" at the end of the picking up blueprint.

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in the parent item blueprint class. the widget blueprints is just setting the widget text fields

dusk nebula
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I don't know much about that, I guess, but I think you would create your widget, make it a variable, add it to the viewport, and then set its visibility to false

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In theory you could also do something like on item pickup, check if there is a widget of that type, and if not, create the widget and set it to visible. If there is a widget of the type, it skips creating one to set the already-made one to visible

unkempt python
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thanks for the help, but I'm still getting the error and I'm really not sure why now. if you were going to set up this HUD popup how would you do it? like, say I deleted all the variables I've tried making to reference this widget. I just have my thirdpersoncharacter blueprints and my widget.

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sorry for asking for more, you've already given me a lot of answers and I've learned a good bit.

dusk nebula
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Can you clarify how it should work from the outside? Like, you want your character to be able to pick up this item, and for it to display a widget on the player's screen?

unkempt python
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The player hits E and picks up an item. When the item blueprint resolves (ending with the actor destroying itself), this hud widget I made pops up somewhere on screen (which has a blueprint for specifying the text fields and picture), then is removed from the screen after a couple of seconds

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I'm also really new to HUD stuff in general so maybe I set something up wrong there, though I'm not sure I'd be getting this error if that were the case.

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if you need pictures of anything feel free to ask

crystal yew
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Hey there!

unkempt python
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Hello

crystal yew
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Anyone know any good packages for arms? for a first person shooter?

dusk nebula
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Okay, so to start you should create your widget from a blueprint when your character begins playing and promote the return value to a variable. That variable will be set to reference your widget when it's created. At this point, you can either use "add to viewport" and then "set render opacity" to zero, or you can just stop after creating the variable. When the item's pickup event runs, you would use a custom event to tell your character's blueprint to set the render opacity of that widget to 1, or if you stopped during that step, you would add it to the viewport. When the item's timer is done, you simply do the same thing in reverse

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You should test just creating the Hud and making it visible when the player spawns, by the way

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Then you can do "event [test key of your choice]" sets it to visible, and so on

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I forgot to mention that you'll need the widget reference when you change your opacity or viewport state, so that's why you promote it to a variable

plush yew
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cant wait to make a bootleg garrysmod cinema with this

coarse crown
dusk nebula
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I think the better approach would have been to use paste bin or something

coarse crown
sharp crest
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can someone do some really simple model changing for me? I will pay $5

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pls dm me if u want

crystal yew
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Hey I got game idea for any devs interested

sharp crest
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No.

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ltierally everybody has an idea

dusk nebula
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Isn't there an ideas channel or something?

crystal yew
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Couldn't find it

near breach
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Has anyone here have diffculty finding people to help them in a project

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Seems I'm the only one

near breach
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@fervent stag. Like you too

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Even finding someone and then they raise their prices for the models

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Like fuck

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I thought it be easy to find a group of people

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But holy shit

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Its hard

fervent stag
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used to be, now almost impossible

near breach
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@fervent stag what you mean?

fervent stag
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a while back I put out an ad in the UE forum looking for help. I had 5 replies, two which joined us. The two were on the green side, but they developed into really skilled people. I could use a few today since one left to be lead designer in a designing company and the other chose a different path entirely. I've run ad's repeatedly over the last year and not one response.

near breach
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@fervent stag did y'all develop anything

fervent stag
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as for release? not yet. We're about 75% there though, so we're plugging along as best we can and hiring contract help as needed

prime willow
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everyone wants to be the legendary solo game designer most of them leave dead projects all over youtube and forums

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big sad ;-;

grave pollen
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im gunna finish mine

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my eyes r bleed and my brain is mush but ill finish it

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ive come too far

brazen ibex
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Help!, for some reason when i play the instance , my debug filter doesn't show any BP, so i cannot see if my BP is working or not, P. S. i am new to unreal engine .

prime willow
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keep at it

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im more than sure youll be able to pull it off if youre willing to fail and learn from it few hundred more times

sharp crest
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any mods here

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who should I ping

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someone choose a number between 1-3

weary basalt
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Delete your own job mate

prime willow
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^

weary basalt
prime willow
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^^^^^^^^^^^^

blissful wedge
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heyo, Im having a problem with the engine. Is this a right channel to ask?

sharp crest
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oh

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ty didnt know u could do that

blissful wedge
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Alright, Im having a problem with converting the UE4 project to UE5. I have 3 maps in my project but when I open in UE 5, it just shows one of them.

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Also I get this message on startup

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Someone suggested me downgrade to 4.26 first, and then try to convert to UE5 but it said 'Unable to open this project, as it was made with a newer version of the Unreal Engine'. I tried to switch to the 4.26 version inside the folder too, but that way the same 2 maps dissapears

grave pollen
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but I love it

indigo cradle
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Hi guys. I noticed 4.27 doesn't start if I have SteamVR installed. Has anyone else had this issue?

sharp crest
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๐Ÿ‘

unkempt python
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my directional light doesn't seem to be affecting the player, landscape, or trees drawn with the foliage brush. does seem to be working completely on my bluespace actors though. any simple tick-box I'm just not seeing or something? (going to sleep now, pls ping me if someone knows)

regal mulch
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And you can't downgrade projects

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You will have to wait on the actual ue5 release

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Which is suggested anyway

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UE5 preview is not meant for production

blissful wedge
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thanks @regal mulch good to know

simple yoke
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Hi, I am not too sure if this is the right place to ask, but for Meta-human how powerful does my pc need to be?
I have a gaming pc, 3060rtx graphics card

hidden bloom
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everything will be in the proiject to recreate the trailer

brittle plume
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I have a problem with character choice on my game
The problem varies based on what I select in gamemode ... but it never gives me the character I choose

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The menu, character choice and World (Playable Level) use different Pawns

maiden lion
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hey guys

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is anyone here somewhat experienced with coding in/with the unreal engine and could answer me a couple of questions ?

peak island
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is there a help channel? Or can I ask here?

regal mulch
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All channels are help channels. Pick the one that fits your topic and just ask.

maiden lion
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I have general questions on how constructing anything works.

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a series of questions I'd like to ask in DM if anyone has the time for that

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only takes a couple of minutes

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yeah I know, it's just that it is super basic questions about the process itself

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and it's a lot of questions as well

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like, imagine someone has zero experience with game dev

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that's bascially me

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alright then

regal mulch
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There might also be no-one willing to put time into answering all your questions via DM

maiden lion
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might be

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I'm writing it out here

regal mulch
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If you have so many questions that you think you require active 1 on 1 tutoring, you can search for a tutor via the job board, paid preferred .

maiden lion
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not really, it's basic stuff as I said

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workflow type of things

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you'll see in a bit

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so first of all:
I have a game concept in my head that's not too complex (and I'd like to start with the core mechanics such as an attack animation for example)

the game's concept is a top-down bird-eye view game, twin stick control (for example), so bascially an ARPG
as an example for a possible skill, you can spawn ice-shards that act as a barrier
(like this https://shorturl.at/buDU1), which:

  • block the path of the AI,

  • freeze enemies on touch (avoided by AI, so pathing is considered),

  • slow enemies in a specific radius (not avoided by AI, so pathing would only consider the object (and with that its freezing effect), but not its slowing effect radius)

  • additionally, you'd have a skill that can pull, let's call it 'frozen singularity'. to make it thematically appropriate, which acts like an inverse nova, pulling all enemies in a specific radius

the goal with these things would be to have tactical/strategical mechanics which focus on your (and therefore enemies) position, which you can then use to your advantage

now to the questions:

  1. how would I even start here (fundamentally, assuming I have a clear concept in mind, considering things like classes or whatever that are required later maybe)
  2. how would I for example create these properties, such as "freezing when touching object X (ice-shard)
  3. I have a VERY little experience with TTSLua which I used to create a couple of things in TTS, such as "effect X happening when button Y is clicked" and I've seen a little bit of javascript (which looked somewhat similar)
    , so considering that:
    is using blueprints compareable to that? You have a an event that is being triggered when pressing key 'Q' for skill 'Ice-Shards-Wall', which calls a functions that spawns that object, let's say in the ground/beneath the ground, moving changing the coordinates height-coordinates so it looks like it's growing from the ground or sth? Is that how things are done?
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a wall of text but there is just multiple shorter questions, sorry

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I could have written it in like a 3rd the size, but I wanted to be very precise

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and all that ignoring stuff like the visual parts, such as an aura for the slow-effect and other things that are primarily visual

light thunder
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I'm trying to allow a user to import an image into the game during run time and have it saved - the only tutorial I could find was for texture streaming that took a URL, but I prefer to just use a blueprint file browser and allow the user to pick any image from their computer. I've done elements of this before such as dynamic material instances as well as save game objects, but I've never had to import an image during runtime - am I able to specify that a file selected by a blueprint file browser is an image? A lot of these things work by using strings I'm just not sure how the engine detects what the file imported actually is and how that would be converted to a texture parameter for dynamic material instance for example

sterile lichen
winter wedge
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anyone knows anything about this

#

still can't solve this

plush yew
#

is it normal for unreal engine to freeze when dragging a static mesh in the scene or does my PC just suck

fierce tulip
#

bit of both?

#

depends on polycount, amount of materials and complexity of materials that all need to be loaded

plush yew
#

4k mats

#

diffuse roughness and spec

fierce tulip
#

there you have it hehe

plush yew
#

i have a 3070 and a 8core cpu

#

i dunno

#

i feel like ram maybe the problem

#

i have 16gb ram

#

should I get more

summer plume
#

I have these actors in my game that all use the same blueprint. I need them to have unique names above their head. I know how to create the widget for one, but how would I assign a set of, let's say 50 names from a list, onto 50 unqiue actors (still same bp)? Any guidance would be greatly appreciated!

steel leaf
#

I was wondering if I'm the only one who has weird result using auto key interpolation in timelines ? I don't have the same results since I updated ue4 to 4.27

#

I think it has to do with the version

regal mulch
# maiden lion so first of all: I have a game concept in my head that's not too complex (and I...
  1. That's not reeaaaly basic. I don't think anyone can answer this. Way to big of a question.
    UE comes with the #gameplay-ability-system which has a lot of Effect, Ability etc. classes available to make this process,... easier I guess. Needs A LOT of learning and requires c++).
    If not, then you basically have to code a similar system by hand. How that exactly looks like, can't tell. Depends on what you all need. Lots of games are done without the gameplay ability system, with a simple ability system people coded themselves.

  2. Can be some State Machine, with some State and that StateMachine can live on the Character and one of the States can be Frozen, and the State then handles the rest.
    But again, can't really give you much info here, way too big of a question.

  3. Blueprints in C++ but simplified (you can't everything that C++ can), with restricted access to what the Engine offers (not everything is exposed from C++ to BPs and BY FAR not everything can). Idk how that relates to your experience with other languages. I guess it can help if you have OOP experience.

regal mulch
#

Ah you said unique names

#

You could have the Array solution on another object, like some manager component on the GameState

#

And then if you pull a name out of the array, you remove the entry

#

Then it would be unique

summer plume
#

Hmm, sounds interesting! I'm not quite sure how I would even begin with that tho ๐Ÿ˜…

plush yew
#

do u guys use ue5?

regal mulch
# plush yew do u guys use ue5?

No, unless I would want to fiddle around with early access features.
UE5 is not meant for production yet. Use UE4.26/4.27 and wait for the proper release of UE5 next year if you want to use it for production

plush yew
#

you guys like ue5?

#

when is the production release

regal mulch
plush yew
#

HELP

#

I have a 3070 and a recent i7, why am i getting 12fps with raytraced gi
samples per pixel=32
bounces=1

thick herald
#

volumetric clouds + aurora + etc etc probably.

plush yew
#

no

#

you watched the video? @thick herald

#

lol

#

literally facing away from the room fps goes wayyyyy tf up

#

sky is just fine and has 0 fps impact disabling

#

how to make a static mesh or a material ignore shadows?

tall kiln
#

How do I keep the editor playing when the window is inactive?

#

Right now it pauses if I go to a new window

#

oh wait I got it

summer plume
#

Is it possible to get a variable from an actor into a widget?

plush yew
summer plume
#

Like this? I'm so lost

plush yew
# summer plume

Is the widget made already when you get in game or is it like a pause menu

#

cause when u use create widget node

#

just set new owner var

#

but ya that is your only other option but things tend to get messy ... also no idea how to make it work in multiplayer yet

summer plume
#

I have these four actors of the same blueprint and I need them to have "Name1" "Name2"... and so on

plush yew
#

well thats easy but theres tons of ways to do it

summer plume
#

Well I'm stuck and clueless ๐Ÿ˜„

plush yew
#

just loop the generated array and set a name var

#

it should be easy

#

how do you stop shadows from casting on a mesh

#

how to make a mesh ignore shadows

#

you could try a seperate lighting channel bro

summer plume
#

Make the material an emitter?

plush yew
#

good idea muhii

summer plume
#

I put an integer variable array on those 4 actors, exposed the value and set them in the viewport to 1, 2, 3 and 4, but how do I get that value into the widget...?

#

I could then just do this with the array, but I can't retrieve the array from within the widget

coarse leaf
#

What is the benefit of having my designers export our gun assets as "Static Meshes" vs "Skeletal Meshes, with no Skeleton"?
Can't seem to find much on this online, besides the page below where Epic talks about merging all Skeletal Meshes into a single mesh with your modular Character.
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/

Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.

plush yew
#

Id probably do something like this

#

Its just id probably figure out another way to do it befoer using the get all class

plush yew
#

Are they players or NPC?

summer plume
#

NPCs

#

Basically, those little dudes would be my discord server members and I want their name's displayed

plush yew
#

If i were you id just expose the variable and name the from the editor

maiden lion
#

is there an official guide on how to create UI (such as healthbars for example)

plush yew
#

start with a specific goal, so in your instance it would be healthbars

#

every time you learn how to do something specific it will expand your knowledge of UMG as a whole

summer plume
plush yew
#

i just posted the setup in bp of actor

summer plume
plush yew
#

So no w you would continue another way

#

Oh i see

#

Whats the widget for?

summer plume
#

To display the name above the head

plush yew
#

ye so on begin play of actor

summer plume
#

What do you mean?

plush yew
#

On begin play of NPC do create widget and set the widget text variable your using on the make text function

#

so make a new variable in widget TEXT

#

then set it with the exposed name in eidt

#

editor

light thunder
#

How do I filter out assets on the store? Searching for UI elements and all I am getting are sounds, I'd like to filter out the sounds (not filter IN)

woven marlin
#

Now i'm kinda lost on this. How do i create weapons that triggers on enemy?
Is it an just one Actor class? how do i attach an actor to a socket? do i need to create blueprint class out of it?
I need some details about this because i don't know where to start

  • New to UE4 *
summer plume
plush yew
#

if i were to post every step it would take like 10 images lol

#

but no

inner sundial
#

ah yes great detailed listing

summer plume
#

We can go into DMs if you want

plush yew
#

ok but gimme a sec

light thunder
summer plume
woven marlin
#

I know there's TakeDamage function that i could implement

light thunder
woven marlin
#

Yea

light thunder
#

There is one on Udemy by a call named Ben Tristum, most of it is in C++, though you should expose many things (like the damage amount) into blueprint - only the calculations or heavy math should be in C++

#

But to point you in the right direction, you have two main events - the hit event and the damage application

woven marlin
#

I think i have this course on Udemy, is it this one?
I've followed a long for a bit but then it seems like it's pretty boring so i stopped

light thunder
#

Hit Event - Should be a Collision event that takes in an actor input and you can put an interface on the actors you want to be able to damage - then call the damage event on that actor that implements the interface

light thunder
#

because every node you want to do in blueprint CAME from C++ -

#

the logic is entirely the same

woven marlin
#

Yeah but i like C++ structure

#

Blueprints are messy

#

And i'm aiming for a networked game

#

so later on, i need to go in-depth

light thunder
#

That's fine - so why not pseudocode in blueprint, while you learn - get the basic functionality to work and then immediately look up the corresponding function names (which will probably match) in C++

#

you are going to find a tutorial for that same event in blueprint much easier on youtube for example

#

essentially you'll do much of the same thing in C++, only your syntax will change, instead of using reroute nodes and wires, you'll be using parenthesis and semicolons

woven marlin
#

Hmm

light thunder
#

so I'd watch a video on how to get an actor to hit another and even if its in blueprint, just watch it, and you'll probably be able to figure out even from that, how to do it in C__

woven marlin
#

That seems like a good plan. But the thing is, i've already started with C++ and used blueprints for animations (from Youtube tutorial lol).
I think thats a solid idea to watch a video on blueprint and figure out how to do it with C++

#

Thanks!

light thunder
#

Ryan Laley is good, and you've already probably seen Mat Wadstein's WTF videos

woven marlin
#

Yup i did for Mat i think

plush yew
#

I found a trick to use lumen exposure to my advantage to make tv look like its lighting a room

light thunder
#

looks good but dim the lights so we can see the effect more clearly

plush yew
#

@light thunder

#

it was the wrong video lol

#

it was in ue4

#

i forgot when switching to ue5 it changes recording folder

#

so what u do is take a media texture

light thunder
#

that's cool - there's a plugin on the marketplace but it is expensive and I couldn't get it to work

plush yew
#

and add the diffuse

#

to the emissive

#

on low

#

then u enable lumen and bam

#

its all one texture

#

@light thunderthere is a plugin for media?

#

its built into unreal engine lol why get a plugin

light thunder
#

No, it's for atmospheric lights from media textures - mainly uses rectangular lights, looks good in the project but I couldn't get it to work in mine

plush yew
#

I fixed the exposure and got the correct color coming through

#

if u want ill share the blueprint for it

little shard
#

Can someone help me unpack a .pak file? Ive done it before with .bms files but for this pak it aint working.

light thunder
plush yew
#

yeah

#

@light thunder

#

it will work on ue4 too

#

both have gi

light thunder
#

I'll try it I guess - you had mentioned lumen but I'd not thought that was in 4.25

plush yew
#

it doesnt use lumen

#

it uses gi

#

it can use any kind of gi

light thunder
#

sure DM it, that looks awesome btw

little shard
regal mulch
little shard
#

It's from a free game I got. I like the music in the game that's all.

#

I was wondering if someone could help me out ๐Ÿ™‚

regal mulch
#

Probably not

#

That sort of stuff is not legal and we aren't allowing discussions about it

little shard
#

Oh

wary wave
#

most games mix the music in layers anyway, so you'd get nothing you can listen to out of it anyway

regal mulch
#

You can do whatever you want, but we don't want peeps to discuss it

light thunder
#

My advice would be to upload a sample of the music to one of those music ID sites or email the developer and ask where it is from

little shard
#

I understand.

regal mulch
#
  • keep in mind that you wouldn't be able to release your game
light thunder
#

The developer would be probably happy to tell you where the music is from; they are the ones who picked it out - or if they made it themselves, they'd be pleased to know someone like the music as well

fierce tulip
#

^

little shard
#

True

peak merlin
#

I am learning UE (I have Unity background). Is there way to prevent UE from spawning its own camera and use the camera actor added to the level ?

regal mulch
#

Usually the PlayerController handles the Camera on possess. There is a boolean in its defaults that you can set to false

#

Can'T remember the name, something with handle active camera target or so

#

Then you'll need to set the view target to the camera that is in the level

light thunder
regal mulch
#

Which you can do via the LevelBlueprint to stay simple

plush yew
#

is there any way to lock the camera location? ive tried everything i could but cant find the correct way

regal mulch
#

Lock it where

peak merlin
plush yew
#

on the z axis, im trying to make is so when the player jumps the camera doesnt go with it

light thunder
regal mulch
light thunder
#

then you possess the camera you want

plush yew
#

okay thanks

regal mulch
#

Which allows to override a function to update the camera locatio/rotation etc.

#

There you could define your own logic to keep the Z value relative to something

light thunder
#

The tick event works but it can be a bit hacky too - but depending on what you are trying to do, sometimes it's the only practical way to do it quickly

regal mulch
#

Yeah the PlayerCameraManager ticks anyway

#

So it's not like one is doing something super bad

plush yew
#

alright well thanks for the help

light thunder
#

The main reason btw @plush yew is usually to isolate an axis - you get the camera rotation (like if it is on something and immediately set it but you don't plugin one of the axis, you put the one you want to remain consistent, so setting it's rotation to 90 ) would keep it pointing that way, even if the camera was being rotated by something in the world

plush yew
#

yeah what i did before what getting the camera breaking and making a vector changing the z value to around -50 and setting it but that seemed to only literally set it i did try to use the event tick so it could repeat it but it didnt seem to work

light thunder
#

there are other methods, like using a "Look At:" function, that are easier to implement and that's what I'd recommend

#

using that and you can set it's rotation realtime via the tick

#

it's supposed to be a cheap calculation too

verbal shell
#

Hi!

plush yew
#

ah alright, i just wish unreal had a lock or something to make something like it easier, i mean well just a click

light thunder
#

There are plugins that do that but you can make a blueprint library function that does it in like 5 minutes

#

then you just call that and input your target blueprint

plush yew
#

not gonna lie i just found out what i did wrong, so i did get it right but what happened is i was just using some of the wrong nodes like i just walked over it, i think i may have done something else wrong to but im not to sure what it was

light thunder
#

Now you are a REAL developer ๐Ÿ™‚

verbal shell
#

Does anyone know a good tutorial on making a realistic character?

split aspen
#

what kind of GI is that?

peak merlin
#

@regal mulch can we stop that ๐Ÿ‘† camera spawning at all ?

tired abyss
#

Anyone know of any good studies/blog posts that explain the paradigm of MMO's and how players need to be online constantly and economy flow etc, just for some personal research im writing up about potential issues

tired abyss
#

Well yeah i have already taken a browse through

#

but sometimes really good developers that dont carry a huge name write some really nice blog posts

dusk nebula
#

I hate to be a contrarian, but aren't good developers the ones who become popular?

regal mulch
#

Bethesda is popular last time I checked

dusk nebula
#

Lol

regal mulch
#

Somewhere there is a joke in this

dusk nebula
#

Square circle

finite nest
#

I am in a process of making a game launcher. Its halfway done. Anyone wants to partipicate with adding their games?...

plush yew
#

Ue5 seems interesting

frozen pond
#

any idea how to get rid of that? its from hair - clothes

plush yew
#

What resources could you recommend for learning Unreal Engine in general? Or just using C++/BPs for UE?

light thunder
plush yew
#

I'm aware that Epic Games has a good documentation, as well.

light thunder
#

You'll have to decide what style you like - they are all good if they are rated well and they have good feedback - honestly I'd listen to the instructor and if you don't find them boring or annoying that's good enough

plush yew
#

Alright. I should probably take a look into the paid courses as well. They probably explain it more in the depth.

summer plume
#

How can I stop the names from showing up through walls?

light thunder
light thunder
light thunder
#

honestly if the price is cheap, I'd buy a few, and then skip to like 5 chapters in, and just listen and see which you prefer

thick herald
plush yew
thick herald
#

Udemy is always got discounts it's their way of making you think you're getting a good deal

#

try again, they are there ๐Ÿ™‚

plush yew
#

Oops, it seems that I've lost my internet connection.

#

I see it right now.

thick herald
#

The official learning hub is chock full of information, I'd stay away from paid courses really. Loads of free tutorials on youtube etc

light thunder
# thick herald The official learning hub is chock full of information, I'd stay away from paid ...

I don't agree with staying away from the courses - because the ones that are 'complete" will show you a very wide range of different elements of the engine to learn - but will also have the frequently asked question on each lesson - the youtube comments might have some of that, but I can just about guarantee that on the courses that have been out for a year or so, you'll find someone has already asked the same question you have (and someone answered it) - this is the main reason why I recommend the courses to someone who is more or less new to UE

plush yew
#

@split aspenLumen

thick herald
# light thunder I don't agree with staying away from the courses - because the ones that are 'co...

Perhaps a better way of say would be, stay away from paid courses until you know what you need to learn from them. No point in dropping hard earned cash on something you might have got elsewhere. There are great paid courses out there, but the issue becomes not all courses are updated to match engine updates etc. Everyone has different styles of learning and ultimately there isn't a right answer to this so I default to "stay away" which is perhaps not the most useful ๐Ÿ˜Š

light thunder
thick herald
thick herald
#

You're right in saying that knowing what to learn/to look up is a struggle for new people.

unkempt python
#

I have a directional light set to movable with a green light color but the green doesn't seem to affect anything other than blueprint actors I've imported in. Any tips?

light thunder
unkempt python
#

like make another light and set it to movable?

light thunder
#

no, I mean like take a cube or something in your left, and change it's mobility to movable

unkempt python
#

did it, didn't change color

unkempt python
light thunder
#

probably

#

not sure, try adding the same green light to a new level that has precomputed visibility disabled

unkempt python
#

but it's apparently working in the regular level but only on certain objects

light thunder
#

are any of those objects movable?

unkempt python
#

they don't seem to have an option for it, nor does the parent. though they are blueprint actors with the object mesh being a component of the blueprint

#

these are some trees I foliage painted in by that object and they're totally unaffected

#

but they look green like they should in the test level

light thunder
#

the static meshes you have to change on the blueprint to be mobile - in the world itself as well

unkempt python
#

I made a BP of the tree static mesh and set it to movable mobility. what's the world thing I need to change?

light thunder
#

Check world settings - precompulted visibility - set that to force no

unkempt python
#

didn't seem to change it

plush yew
#

Any tips to make mobile game reach to audience

small panther
#

If I wanted to include a pdb file in my game for the end user, what are the downsides to this? I'm aware that it increases file size, and that it allows the end user to get debug information and such, but is there any other downsides?

frozen pond
#

Node Result uses potentially thread-unsafe call Random Int. Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding.
How to disable that ?

untold cobalt
#

Hello, why does everything look like this?

frozen pond
#

widget maybe?

untold cobalt
#

hm

#

it just shows the waters like this

split aspen
dawn gull
#

How can I add an arrow to a capsule and have it move with it but not rotate?

fluid lance
#

Can someone pls explain to me how an 1920x1080 png, set to fill a widget on a monitor of the same size looks like it's actually not 1920x1080?

#

it's the same on both sides...

#

@dawn gullDon't add the arrow to the capsule, add it to the capsule's parent

dawn gull
dense knoll
#

UE4.27 likes to lag my pc to a hault when i try packaging

#

and this is only in 4.27

untold cobalt
plush yew
plush yew
#

I cant change my pfp buggy discord

#

What did u guys made with ue?

mellow turret
dense knoll
#

yea

#

but this never happened before

#

even in 4.26

mellow turret
#

you can open task manager and check the resources being used

dense knoll
#

i think it has to due with kraken compression tho

knotty summit
#

Which prefix do you use for niagara particles?

dense knoll
#

still use cascade

#

AND this error loves to ruin my day

fierce tulip
#

NE for emitter
NS for system
etc

knotty summit
#

Thanks, will rename them like that. Couldn't find anything in style guide for niagara

young fern
#

Hey guys

#

How do i make a game launcher

#

Like where you can change quality settings

fierce tulip
#

buy a rocket launcher, convert it to one that launches games, shoot games at people.

#

wouldnt you just do that in a settings menu instead of the launcher?

young fern
#

Before launching the game

fierce tulip
#

almost all of em have it in-game

young fern
#

And all of them look the same

young fern
fierce tulip
#

same

young fern
#

For now im just experimenting

fierce tulip
#

if you wanna do it pre-starting the game you'll need an application that can edit ini-files (which contain settings) and such

#

which is kiiinda out of the scope of general unreal questions

young fern
#

Oh

fierce tulip
#

you could try asking the people in #lounge maybe one knows.

young fern
#

Is there a way to make a settings menu ingame in 4 minutes?

#

Something like that

plush yew
#

...4 minutes?

small panther
#

Was just thinking that lol

#

you can def find tutorials and such but I doubt any one will be 4 min

fierce tulip
#

4 minutes are over.
anybody got their assignment done? :p

#

@young fern unless you purchase one, I doubt you'll get one done in 4 minutes unless you are an expert (or got one laying around you can use)

vocal sorrel
regal mulch
#

And depends on how many settings you want to expose

#

It's not a fun task..

mellow turret
#

sometimes UE4 consumes all my RAM and this message pops up, is it an issue with my gpu?

#

I have 32gb of ram

#

this one happened particularly when selecting 3 clients, and selecting "Play as client (network mode)", then selecting "Play standalone game" (not PIE)

wet schooner
#

This is related to videocard memory not ram memory as far as I know

light thunder
#

HOW do I convert a 2D Texture, which is coming in as TRANSIENT, to something that isn't transient???

weak cradle
#

ay bruh im about to punch my monitor

#

what are these white lines

#

and how do i get rid of them

light thunder
sly island
#

Anyone know how to hide the preview selected camera in 4.27? I can't seem to find it anywhere lol

#

Nvm found it

weak cradle
bitter valve
#

Hello, just need a general idea of what I should do. I'm creating a game where there will be ai with different jobs. Now I want theses jobs to only affect certain things. So say they overlap an actor with box collision for them to collect something, I want only set ai with a certain job to get whatever it is. Should I create a base ai class and then create some sort of enum list or something? Or is there something easier?

dusk nebula
#

Wouldn't that be the kind of thing where a component could be added to keep track? I don't know a lot about the system, but I know you can add a component from a blueprint to an existing actor

bitter valve
#

Ill have to look into it.

dusk nebula
#

I honestly don't know lol

#

I've been meaning to look into what I was talking about but currently know nothing about it

bitter valve
#

Ok. Well thanks for mentioning it. Ill have to take a look tomorrow.

plush yew
#

Maybe an animation graph and just change anims based on task

zinc wind
#

Anyone know why all my levels would be completely black when opening the project after two days?

plush yew
#

Does anyone know how to include a shader you make in the custom node for materials? I have this, but am getting some errors with it;
#include /Engine/Shaders/Test.ush
return 0;

zinc wind
plush yew
#

does anyone know how to add houdini plugin in Unreal 5?

#

Just to add in the error I am getting when trying to #include a shader in the custom node
UE 4.27 is version used

zinc wind
#

Screenshot of issue

#

sigh it was an issue with the clip plane, not one of the top answers for when you search the issue : /

plush yew
#

anyone know the answer to this basic question I know it sounds simple but i just got into unreal engine

#

If i want realtime caustics

#

do i need this branch

#

or the official 4.27

#

or do i need 4.27 then overwrite its files with this branch

#

I dont get it

prisma marlin
#

hello...i have question...do FIFA21 or any other latest sports title use actual foliage(which is tend to be really dense(small but dense) because its sports ground)? because i wanna try it out but i think that much foliage would be pretty heavy for system taking in size of ground even with LODs.

#

because i was watching some footage of fifa21 and it does seem like there's an actually gemoetry on ground

#

geometry*

fluid lance
#

@prisma marlinThey probably are but only up close. Look up foliage culling on yt. I'm assuming they are doing foliage up close, LODs further, and they cull it and just leave a nice grass material with fuzzy shader and normal maps (maybe not even normals when too far).

plush yew
#

how do you eliminate skiing

neon magnet
#

Getting crashes and these errors when using things like rect lights
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

0x00007ffeefeae497 UE4Editor-Engine.dll!UnknownFunction []
0x00007ffeed6f91d1 UE4Editor-Renderer.dll!UnknownFunction []
0x00007ffeed6a50c9 UE4Editor-Renderer.dll!UnknownFunction []
0x00007ffeed6c0310 UE4Editor-Renderer.dll!UnknownFunction []
0x00007ffeed6ac711 UE4Editor-Renderer.dll!UnknownFunction []
0x00007ffeed6b173e UE4Editor-Renderer.dll!UnknownFunction []
0x00007ffeed67244d UE4Editor-Renderer.dll!UnknownFunction []
0x00007ffeed65f6ae UE4Editor-Renderer.dll!UnknownFunction []
0x00007fff09671507 UE4Editor-Core.dll!UnknownFunction []
0x00007fff09672860 UE4Editor-Core.dll!UnknownFunction []
0x00007fff09679aa5 UE4Editor-Core.dll!UnknownFunction []
0x00007fff09c1022b UE4Editor-Core.dll!UnknownFunction []
0x00007fff09c07370 UE4Editor-Core.dll!UnknownFunction []
0x00007fff93457034 KERNEL32.DLL!UnknownFunction []
0x00007fff941bd0d1 ntdll.dll!UnknownFunction []

Crash in runnable thread TaskGraphThreadHP 27

#

Any ideas? I can only think ntdll is something to do with nvidia driver

toxic cliff
#

Hi!๐Ÿ™‚ do you need to compile the engine from the source code in order to compile a plugin for a different engine version?

humble patrol
#

is there a way to get help for UE5 or ill just have to uninstall for now and wait for updates?

peak merlin
prisma marlin
regal mulch
regal mulch
# peak merlin I tried with a blank(Default) level. Same behavior: 1 additional camera gets aut...
void APlayerCameraManager::PostInitializeComponents()
{
    Super::PostInitializeComponents();

     // Setup default camera modifiers
    if (DefaultModifiers.Num() > 0)
    {
        for (auto ModifierClass : DefaultModifiers)
        {
            // empty entries are not valid here, do work only for actual classes
            if (ModifierClass)
            {
                UCameraModifier* const NewMod = AddNewCameraModifier(ModifierClass);

                // cache ref to camera shake if this is it
                UCameraModifier_CameraShake* const ShakeMod = Cast<UCameraModifier_CameraShake>(NewMod);
                if (ShakeMod)
                {
                    CachedCameraShakeMod = ShakeMod;
                }
            }
        }
    }

     // create CameraAnimInsts in pool
    for (int32 Idx=0; Idx<MAX_ACTIVE_CAMERA_ANIMS; ++Idx)
    {
        AnimInstPool[Idx] = NewObject<UCameraAnimInst>(this);

        // add everything to the free list initially
        FreeAnims.Add(AnimInstPool[Idx]);
    }

    // spawn the temp CameraActor used for updating CameraAnims
    FActorSpawnParameters SpawnInfo;
    SpawnInfo.Owner = this;
    SpawnInfo.Instigator = GetInstigator();
    SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    SpawnInfo.ObjectFlags |= RF_Transient;    // We never want to save these temp actors into a map
    AnimCameraActor = GetWorld()->SpawnActor<ACameraActor>(SpawnInfo);
}
bronze badge
#

Hello! everyone, Im looking to create modtools for a game, anyone know where to find info or get in contact with Epic? ๐Ÿ˜€

regal mulch
#

@peak merlin It's probably this code. At the bottom it spawns some camera actor

peak merlin
#

Wow ๐Ÿคฆโ€โ™‚๏ธ . why would they do that ???

#

wait that says AnimCamera. Why do we need a separate camera for animations ?

regal mulch
#

Could be for whatever system thay need

neon magnet
copper flicker
#

C++ question.. If I try building a default C++ project, in VS, it errors. By default. Not always.. but most times. I get these errors. Again, this is a completely new, default Unreal project, I did not add a single actor or line of code.

#

I'm running the latest version of UE5. And a VS version installed by Unreal..

#

And this is happening with both First Person and Third Person templates

#

Any idea?..

maiden lion
# regal mulch 1. That's not reeaaaly basic. I don't think anyone can answer this. Way to big o...

well, let's say I decided to dismiss the idea of doing everything with blueprints:
How exactly would one start implementing anything?
As in: How do I implement the ground/floor in a level, with textures and so on. That's not done by C++ at all? Do I do that directly in UE and once these assets are within my content browser I can for example load it in and transform it? Or should for example first create a level and then each object has it's own ID, then I'd try to manipulate that in the way I'd like. Like the Object/Actor does not have physics yet so if I hit it, nothing happens. Then I use classes to define physics behaviour or whatever? It hard for me to imagine how things are done on low level.

plush yew
#

You can uvunwrap a mesh in a bp

regal mulch
toxic cliff
regal mulch
#

There are tutorials from Epic and generally the community you can watch

regal mulch
#

You can't update projects from 4.27 to that

#

Only 4.26

#

If your project is 4.27 you have to wait for the full release of UE5

#

Which is next year Q1 earliest

stiff bane
#

any date on new UE5 beta update?

regal mulch
neon magnet
#

I'm not using UE5 though, my project is in 4.27.

toxic cliff
copper flicker
#

I don't see why that would be the case

regal heron
#

Hi there. I'm having some light build issues. When I build lighting on one of our PCs and push it on perforce, the other computers get LIGHTING NEEDS TO BE REBUILD error messages. I'm pretty sure I pushed everything I need to push (including BuiltData, ...) and can't seem to get it fixed. Anyone has an idea?

copper flicker
#

I'm making a brand new C++ project in the default location, My Docs

#

I'm starting a cpp file from the cpp classes folder

#

I press Ctrl Shift B in VS, to build

#

or compile, or something ๐Ÿ˜›

#

errors

#

I presume UE5 works with C++ right?...

#

It just doesn't work here, for weird reasons?

#

maybe it has to do with the version of VS that it installed?

#

that file is an Unreal file, dunno why it would not have access to it

#

it was a file created by Unreal

#

if I remove it.. just for testing.. VS throws another error

#

Maybe I should uninstall all an try learning C++ with UE4..?

#

but then I have a feeling the issue is VS, I don't really understand what needs to be installed there

#

I let Unreal handle everything

#

and if it fails.. I can't help

#

O o

regal mulch
#

Check the Output log

#

The Error List is garbage

#

And second of all, all these errors suggest that files or folders are read only.
Either cause they are marked as such, or cause the process of VS doesn't have enough rights to modify the files.

#

Try putting the project into other folders, check the read only setting on the mentioned files and make sure VS is opened as admin if it's not already.

plush yew
#

WHY

#

why do i get these rings with low roughness

copper dune
#

Hello guys can some one explain me why vertex painting isn't working in unreal engine 5

regal mulch
winter gale
#

Answerhub working for anyone?

#

I'm getting 403 forbidden since yesterday

plush yew
#

same

copper flicker
#

@regal mulchhmmhmhmhhhh.. thank you Cedric! the thing is, I don't really know anything about C++ in Unreal. for one, it seems to not allow me to create C++ files where I want them.. which is kinda weird, I don't understand how anyone can build a C++ project if you can't add C++ files inside Content.. or your own hierarchy. I had to add classes in some special folder, I forgot the name. secondly... I can't delete or move a C++ actor. it's disabled. and thirdly, even if I don't create any actor, the project errors anyway. and it's not like I can ignore the errors, as you suggest, because if I do create an actor, and VS errors, no code will be compiled, and any code I add will not be sent to Unreal.

regal mulch
#

Are you trying to learn it or do you use it cause you think you need to?

copper flicker
#

because I need to learn some... saldy

#

sadyl

#

sad ly

#

๐Ÿ˜›

regal mulch
#

Have you considered following a C++ tutorial?

#

Because they will explain these things to you

copper flicker
#

but I can't learn if I can't script even the simplest example

#

I did follow. but again.. I can't complile anything

#

even if I don't add any custom code at all, on a completely clean, default project, VS errors

#

I'm trying a different version of Unreal now, and I've reinstalled VS

regal mulch
#
  • C++ Classes can be added by hand, by just placing the files into the Source folder (+- sub folders)
  • C++ Classes can be added by adding a cpp and h file via VisualStudio and making sure you select the right folder
  • (easiest way) C++ Classes can be added via the Editor, under EDIT (top left). This will allow selecting a parent class ,as well as make sure to generate you some h/cpp code already to start with

When renaming, moving, adding C++ classes, unless adding via Editor, you have to regenerate your project files (Rightclick the .uproject file to find that option).
This will update the solution to have the files added, moved, renamed, etc.

#

If you want to learn UE, don't use UE5 atm, that's the first thing

#

Because UE5 is not meant for production, which means it can be buggy as hell.

#

Use UE4.26, learn with that and then you can update that to UE5 Preview if you want

#

Don't use 4.27 cause that can't be updated

#

If you don't care about UE5, then do whatever

copper flicker
#

I'm trying 27 atm... but look, people seem to be able to use UE5 as well, with C++

#

thanks for the explanations btw!

regal mulch
#

Of course they are

#

The point is that you will not find a lot of tutorials about that yet

#

And you might run into bugs

#

Which will slow down your learning process

#

So using a more stable UE4 version is better

copper flicker
#

makes sense.

regal mulch
#

About the "Not being able to compile"

copper flicker
#

ok, so again.. I cannot rename or move or delete C++ from inside Unreal?

regal mulch
#

Post the actual error from the Output log

#

Correct, you can't

#

You can add them

#

Rest has to go through Visual Studio or just your explorer

copper flicker
#

wow... madness O o

regal mulch
#

It doesn't make sense to be able to move them in the Editor

#

The Editor would need to be recompiled if you move/rename files

copper flicker
#

I did not expect this, it was tbh one of the reasons I was thinking I'm doping something wrong

#

doing *

regal mulch
#

The Editor is based on the compiled code

#

If you modify the code, or the files, you need to recompile it

copper flicker
#

ok, but Unreal does let you move all other content around

#

it's how I work with Unreal normally

regal mulch
#

Yeah but that's also not compiled into binaries

copper flicker
#

it just doesn't work with C++

regal mulch
#

Correct

#

It doesn't make sense for it to work based on how UE and C++ works

#

In most cases the editor also needs to be restarted after you performed C++ changes

#

With some exceptions where you can "Hot reload"

#

(but not with hot reload, but with Live Coding, which you can enable in the editor, cause hot reload sucks)

copper flicker
#

ok, so in 27, with VS installed by UE4, similar errors.. in the error list that you tell me to ignore

regal mulch
#

Don't post the Error log

#

Post the Output log

copper flicker
#

dunno how to find that

regal mulch
#

It's probably a tab at the bottom

copper flicker
#

and again, if there are errors, I don't expect anything to compile, I've already been there

regal mulch
#

Yeah it's not compiling cause it fails

#

But you need to post the output log

#

Or at least the error of it

copper flicker
#

I don't see any output log in Window

regal mulch
copper flicker
#

oh wait.... wrong place to look for a window...

regal mulch
#

Looks something like this

copper flicker
#

yeah, we don't have the same layout

weak harness
#

Anyone here use git/lfs for UE4?

copper flicker
#

I don't have a power shell and no output

regal mulch
#

Just a screenshot I was able to find

weak harness
copper flicker
#

oh yea, thanks, View it was

#

========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========

#

so there you go, it fails

#

๐Ÿ˜„

#

this is a default project, nothing custom

#

2>UnrealBuildTool : error : Unable to delete hot-reload file: C:\Users\Seven\Documents\Unreal Projects\MyProject\Binaries\Win64\UE4Editor-MyProject-6815.dll

#

same error really

#

so yeah.. I can't really learn C++ by just watching videos, and not being able to actually write any code

#

๐Ÿ˜ตโ€๐Ÿ’ซ

regal mulch
#

Close the Editor when you compile

#

If the Editor is open at the same time, it tries to hot-reload the files into the Editor

#

Which doesn't work 90% of the time

copper flicker
#

oh yea, another thing... I deleted the C++ actor I made, in a different project, before, and.... it was still showing inside my Unreal project

#

so it was like.. impossible to remove

regal mulch
#

I already explained that part before

copper flicker
#

you did?..

regal mulch
#

When renaming, moving, adding C++ classes, unless adding via Editor, you have to regenerate your project files (Rightclick the .uproject file to find that option).
This will update the solution to have the files added, moved, renamed, etc.

copper flicker
#

well, sorry, but all this chaos makes no sense to me, I mean, again, this is totally not how I worked with Unreal, or any other app, in the past

regal mulch
#

What does that matter though

#

Not everything works the same

copper flicker
#

oh, regenerate... hmmmmm

regal mulch
#

The option is something something Generate Visual Studio Project Files

#

Usually you don't move, remove, rename, files that often

copper flicker
#

oh.. I was just about to say, there is no regen or refresh

#

sadly tho, this did not work

#

I made an actor, I killed its files in Explorer, generated files.... it's still here

#

and speaking of following tutorials, I didn't find any tut yet that would explain all this

#

how to install VS first of all

#

and how to handle these files

#

all tutorials assume somehow that it's as easy as... you start Unreal. and all else goes smoothly

#

but dealing with 2 apps, UE and VS, that do not seem to communicate.. is like hell

#

dunno how to even delete this junk actor I created O o

#

oooooooooooooooooook..... it was step 4. Remove everything in the folder Binaries

#

after that generate

#

thanks ponkkis!

#

tons of yellow warnings in a brand new default 3rd person template..

#

good job Epic

#

Epic job! ๐Ÿธ

#

it's not possible.. this is a default template

#

ok, let's make another

#

best way to edit a C++ project: delete all

#

๐Ÿ˜„

#

btw, before deleting it I managed to see a no-errors compile

#

so yeah, I've had this before. I make a default project, I build, it usually errors. sometimes, for no reason, it doesn't error

#

and this is all the yellow stuff I get on a brand new First Person project

#

no idea what MLSDK is

#

I'll assume it doesn't matter...

#

I built the empty project, all good... after showing me 10000+ errors in error list, it cleaned them up

#

I added one custom c++ actor, did not write a single line of code in it, so it's like.. an empty default actor, I guess... now it errors again

#

ok, so I killed the binaries. I regenerated all files. and at start Unreal asked something about rebuilding... and now, the exact same project is not erroring anymore, in VS

tropic plaza
#

Does anyone know how audio samples are stored with FAudioCapture? FOnCaptureFunction signature says float* AudioData, but my audio is scrambled when I convert it to uint16. I have not been able to find any code actually using FAudioCapture

copper flicker
#

so every time you add a piece of CPP code... like a class or maybe even just a variable in a class... you have to restart everything, kill binaries, and regenerate the entire project?

#

cuz this sure doesn't seem to be what people do in tutorials O o

#

and it's quite excessive

autumn grail
#

Hello , can i pass a struct variable from client to a server event?

#

is the struct considered like a primitive?

tropic plaza
#

@copper flicker Afaik, modifying Cpp code should only cause a rebuild of that module.

#

@autumn grail Yes, you can pass FStructs as RPC arguments, if that is what you are asking?

autumn grail
#

ok thank you

#

because i tried to pass a BP object and it dident work

tropic plaza
#

@autumn grail You should be able to pass UObject a reference if the object is replicated.

autumn grail
#

replicated and spawned server side?

#

because my UI widget spawn it

copper flicker
#

well.. I'm new to cpp.. so I don't really get all this. but I had to restart the project and kill all binaries and regenerate files.. just cuz I've added an empty actor. and now I've added a simple comment. and again I have errors

#

I doubt it's the comment...

tropic plaza
#

@autumn grail If you spawn it only on client, the server wont know about that object at all. It needs to be spawned on server.

autumn grail
#

ok thank you

#

i'll use a struct

copper flicker
#

I also get this every time I kill binaries

#

even if I add and remove a simple comment, in a cpp file, a build that seems to comile well will now fail

tropic plaza
#

One gotcha with structs over network is this: You can set UPROPERTY(ReplicatedUsing=OnRep_MyStruct), but OnRep wont be triggered if you mutate/change individual properties of the struct. If you need to watch for mutations, you might choose a replicated UObject where you can set OnRep on the individual properties.

copper flicker
#

and the only way to get it to not error.. is to remove binaries and regen.

#

I doubt this is how others work with VS and UE

#

this makes no sense

wary wave
#

I have literally no idea what you've done, but it is not right at all

copper flicker
#

I've done this. installed Unreal. let Unreal install VS. made new C++ FPS project. it already errors.

#

I kill all binaries, regen files, errors are gone

#

I create an empty actor. errors are back

#

I kill all binaries, regen files, errors are gone

#

I write a simple comment in my cpp file, a line that's supposed to be ignored anyway... errors again

#

I delete the comment, same errors

#

I kill all binaries, regen files, errors are gone

#

๐Ÿธ

wary wave
#

since when did Unreal install Visual Studio?

#

I don't think it does

copper flicker
#

yes it does

#

and then UE handles the selection that makes absolutely no sense

wary wave
#

oh, that does not look like UE4

copper flicker
#

UE4 does the same

#

I just did it 30 min ago

#

anyway, doesn't matter, I'm not using UE4

#

the errors are the same I guess, in both 4 and 5

wary wave
#

but all the error messages you've been posting are from UE4

#

unfortunately, you've managed to do something wacky with your configuration somewhere - I don't think anyone in the generic Unreal channel here is going to be of much help

#

I'm clueless as to how you've managed to get it into this state :/

copper flicker
#

amber.. I did nothing

#

I've installed a new UE4

#

and a new VS

neon magnet
# copper flicker

I got these exact errors as well but for some reason I don't see this in the output log, I have to go to the file on disk

copper flicker
#

odd

#

well, the thing with Unreal.. is that it's a gigantic software that nobody fully understands

#

๐Ÿ˜„

wary wave
#

MLSDK is Magic Leap

copper flicker
#

what is... magic.. Leapses....

wary wave
#

one of the platforms that UE4 has a plugin for

copper flicker
#

oh wow... it's not even relevant

wary wave
#

probably not - it's just a warning anyway

copper flicker
#

yeah

#

so maybe removing everything that is not Windows packaging.. might remove those messages?

#

or killing some plugin?

wary wave
#

I would really not be going randomly deleting stuff

copper flicker
#

I mean if u only build for Win u can disable all others

wary wave
#

you can't just randomly delete things

copper flicker
#

not randomly...........

#

but u can delete stuff that's irrelevant to your build

wary wave
#

it has the potential to totally screw things if you don't know precisely which files you're deleting, and why

copper flicker
#

anyway, not important, my problem is C++ atm... ^ ^

wary wave
#

from the Visual Studio output it looks like you don't actually have write permissions or the files are locked

copper flicker
#

amber, I wasn't talking about deleting files

#

it LOOKS like haha...

#

but it's not like

#

those files are Unreal's

#

so I'm not in charge of that

serene birch
#

I might have missed it but

#

did you ever post the error you get?

lean bobcat
#

Hey, can any1 help me how to fix sequence render ? it doesnt match with the lit viewport, it looks like there are no lights or something like that

copper flicker
#

yes Stof, a few times

#

this is what a new project looks like

wary wave
#

yes, it says it cannot access that directory, but what does it actually say in the Output log?

#

the whole thing that is, not a selected line that you feel might be the relevant one

copper flicker
#

same thing

#

and sadly.. UE5 doesn't let me do the same trick

#

not that it was in any way acceptable to work like this haha

#

but removing binaries and rebuilding is not enough to get rid of the nonsense errors

serene birch
#

UE5 is installed inside "Program Files"

#

my theory is that the build process wants to write something there but cannot because "Program Files" is read only

#

unless run with admin priviledges

wary wave
#

VS by default can't operate without admin priveledges

serene birch
#

I'd suggest not installing UE5 or any dev tool/sdk in "Program Files" instead

#

my VS doesn't need admin priviledges

#

unless I was runing a build task that required those and my VS 2017 clearly asked me to relaunch itself with admin priviledges

copper flicker
#

1>------ Skipped Build: Project: UE5, Configuration: BuiltWithUnrealBuildTool Win64 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: CPlusPlusTest, Configuration: Development_Editor x64 ------
2>'"C:\Program Files\Epic Games\UE_5.0EA\Engine\Build\BatchFiles\GetDotnetPath.bat"' is not recognized as an internal or external command,
2>operable program or batch file.
2>Win64 using Manual SDK 10.0.19041.0
2>UnrealBuildTool : error : Unhandled exception: System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Epic Games\UE_5.0EA\Engine\Intermediate\EditorRuns\3792' is denied.

#

and so on.....

tropic plaza
#

@copper flicker Is this a source build of the engine, or from the launcher?

copper flicker
#

I installed UE5 via Epic launcher, of course. and VS via Unreal

#

this error is from VS....

#

from Output

tropic plaza
#

VS should not be touching/building the files in ProgramFiles at all as far as I know

copper flicker
#

goes hand in hand with the Errors pic I showed above

serene birch
#

it's "Unreal Build Tool" that is doing that though, not VS itself

copper flicker
#

possibly. I bet I would have no problems coding in VS per se.. the problem is the connection to Unreal

tropic plaza
#

yes, but a launcher version should have all the binaries already, shouldn't it?

#

If you have deleted/modified any files in Program Files, you probably have to repair/reinstall from the Epic launcher

copper flicker
#

and again, I did not do anything custom.. this is plain vanilla install, plain vanilla template

#

neah, I did not delete anything

wary wave
#

it looks like Windows permissions problems

copper flicker
#

VS doesn't have access to Unreal files?..

serene birch
#

just don't install UE5 in "Program Files" ๐Ÿ˜›

copper flicker
#

I install UE wherever IT wants to install

#

I did not change its location

#

so yes, C:\Program Files\Epic Games

#

this makes no sense tho.. VS is started by Unreal. it should have access to everything relevant to Unreal

#

how do you even install in a different location? UE installs are automatically handled by the primitive UE launcher..

serene birch
#

myself I install the UE launcher itself in another location!

#

but I have a few disks and I don't have room in my C drive much

#

so that explains why

copper flicker
#

and then it automatically installs all UEs somewhere else?

#

I might give that a try

#

but anyway, does everyone working with C++ have to do this??

wary wave
#

I have never had any of these problems, but I do also have full admin rights over the entire machine

copper flicker
#

I'm admin too

serene birch
#

having admin rights isn't enough by default unless you disabled UAC

copper flicker
#

so same here, I'm the only human working on this machine

serene birch
#

your account can grant itself admin rights, doesn't mean each process spawned have those

#

try launching UE4 or Visual in admin mode maybe

#

unless UAC is disabled, if you don't have an UAC prompt showing off, a process you started won't have admin rights

copper flicker
#

uhhh.. no, I do have UAC enabled, at first lvl