#ue4-general
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make a bigger lerp :p
geez, ill have to texture a full prop the old school way i guess
yea, though iirc unreal nowadays has a texturebaker thingy
havent used it myself so no clue hwere to look
thanks for the insight ๐
Any suggestions as to how to lerp multiple inputs? ๐ค
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.
we cant answer that without showing us the issue @stark cipher
@stark cipher if you want to blend between them that might be a bit bleh, else just a few if's woulddo the job.
sorry, was @gleaming lotus
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)
Yeah looking for a nice blend between them ๐ค there is a Lerp_Multiple_Float4 material function but I'm not sure how to use the alpha for it
aha, that got it!
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
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.
cool, thanks!
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?
Hey, I'm working on some code to spawn actors on the surface of a sphere, i have the actor that spawns the objects in the middle of the sphere but it just puts all the cubes at 0, 0. Any ideas why? This is my code
https://blueprintue.com/blueprint/f5ee30dc/
https://www.youtube.com/watch?v=PvJuocemHS4 are these videos made in unreal engine?
What does flash flooding actually look like? In our new Immersive Mixed Reality (IMR), we place ourselves in the middle of the action and show the immense dangers of this natural disaster.
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...
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.
@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.
Reminds me of a moving Smash Bros stage background.
That's also a very good example, yeah, i'd forgotten about those
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.
or is it 2021 and as long as the city isn't super detailed, it isn't that big of a deal?
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.
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.
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.
Hey guys, is it fine if I prototype my game in blueprint then port it over to c++ after?
Is that what blueprint is for?
You can make an entire game in BP. Literally the only time I use C++ is when I have to.
6 votes and 1 comment so far on Reddit
Wow awesome.
im having this issue as well
@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
does anybody have a solution to this?
Sweet!
Thanks guys I was worried I was making a mistake lol.
By not coding in C++ from start
I have made some medium level programs in java and python so I am not completely noob. I get logic gates and loops etc
basic loop for ex add 1 until you hit 10
blueprints are just abstracted C++ code fwiw, you can actually open up your BPs just see the C++ coding that runs it.
and a little more advanced stuff like scanning a database and grabbing info
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.
definitely past hello world
BP has all that, you'll be fine.
ahhh
Sick!
that's why people say "you can make your whole game in BP", cuz it's just abstracted C++ code.
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.
Yeah, true.
Isn't the benefit for using C++ to clean up it up and get it to run better
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.
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
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
I forget what that's called lol
oopsies
because of poorly written documentation and less tutorials
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.
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.
also, im having a problem with intellisense
its not working with unreal
no autocomplete at all
its such a pain in the ass
yup, it just kinda doesn't most of the time
i had to use a dif third party parser to handle it.
i see tutorials, and intellisense always works for them
tf is wrong with my computer
๐ญ
whats intellisense
I think worrying about the speed of your code in BP vs C++ is a bit premature to be honest. The kind of performance gains you'll get will be dwarfed by other thing you do to optimize your game logic.
ya the only things id ever convert to C++ is the structures and enums
I think I had to use Virtual Assist in order to get proper C++ autofill and such. https://www.wholetomato.com/visual-assist-ue4-unreal-engine
Visual Assist provides tailored support for Unreal Engine 4 and Visual Studio. Build high-performance C++ code for your project with one-of-a-kind Visual Assist behaviors & features.
It worked super great, but also is a pricey plugin (i think i tired a demo they have somewhere0
damn
@oblique oar i tried for like a week and never got intellicense to work with unreal 4
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/...
it works for this guy
I'd recommend trying out that plugin, it'll at least work and let you know if you want to even mess with it.
oh yeah, i'm aware it's supposed to and i've seen it
but no dice sadly
sadge
the worst part is
it doesnt tell you when somethings wrong
takes 10 minutes to compile
and theres an error
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 โฃ๏ธ
@true ridge This is a very good point, god knows i've wasted alot of time on this subject.
should i try vs code
instead of visual studio
i was having trouble with code as well tho
I don't think it ended up working either way.
vs code is usually lighter and faster, but i don't recall it working great with unreal 4 from what i recall.
(i mean i could be wrong i'm sure others got it to work fine, was just more than i cared for)
so anyone that has done multiplayer, how much harder is it actually
isn't it just making sure certain things replicate etc
and to make sure to do logic on server
requests on clients
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
i've been on projects that derailed for years due to switching to mp
wow
government projects at that
So yeah, alot of it is in replication but expect that to cause more issues than you'd think it would.
my compile time recently increased 10 fold
and i didnt make any changes
why would that be happening?
also when i open in visual studio
it gives me the developer command prompt
does anyone know how i can make dice in a game?
should be at least a few tutorials if you google "ue4 dice tutorial" me thinks :)
or if you feel like taking it apart yourself/wanna just get it over with https://unrealengineresources.com/ has a template.
thanks
honestly my slow compile time is probably because of using an external hard drive
i should probably put the project on my ssd
they are invoked during seamless travel between levels when old player state replaced by new. search about it for details or more in #multiplayer
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
Did you add something to the emissive node
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
Nvm, I figured out the issue!
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
Guys, is there any way to make level streaming smoother?
I have big level separated into multiple parts, they are quite big and have between 2-4k actors in them
i wanted the level to be seamless without loading screens
it works but there is a big hitch when the level is loaded/unloaded
is it possible to smooth it out somehow and make it load in the background without any hitch?
or is it the actual sheer amount of actors loaded at same time the problem and there is no way around it
right click the instance
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?
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
I can't get much work done on this map now because of this and it's very frustrating
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]
Hey guys, does anyone have any experience in creating HMI (Human Machine Interface) in UE?
Does anyone know where to find any good raycast / diablo style combat tutorials for UE4?
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"
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
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?
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
I know what I want to make but I'm currently at a roadblock with AI, animations, and networking
If my understanding is correct, you need to actually create the widget from the widget blueprint. So you use that node and drag the output into "promote to variable". You want to do that on begin play or anywhere else where you can guarantee that it will have been created before you need to reference it. You can create the widget and not add it to the viewport or screen until you need it, too
Widgets function similarly to actors in that they're both made from blueprints, and neither can be referenced without actually having been created
Is that in your widget's blueprint?
You need to create it somewhere else that can actually run it
Where would depend on your application
Setting it to itself literally does nothing
If it's a character Hud, use "create widget" (?)
*on event begin play sorry
So that when the character spawns, the widget is loaded into memory
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
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
Is that similar to how you want it to function?
so, in the character blueprint, EventBeginPlay>Create Widget>Promote To Variable ?
Yeah
So the widget is "created" and in ram, and only needs to be added to the viewport
It's not construct
that was the one result when I pulled off the event pin and typed create widget
this is what it looks like when I plug in a class variable of the widget I want
Yeah that
Then pick the class name that matches your BP name
The return value is a reference to the widget object
So you create a variable that is set to the value of that pin
That's literally what "promote" does
some more pins showed up on the left when I selected the class
They aren't relevant
They're optional and don't affect normal widget use, generally
You can look into specifically what they do if you want, but it doesn't really matter for this application
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?
Is "set visible" a variable in the actual widget or something?
I know that the few things I use are add to viewport, remove from viewport, or "set render opacity" instead of removing the widget
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.
in the parent item blueprint class. the widget blueprints is just setting the widget text fields
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
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
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.
sorry for asking for more, you've already given me a lot of answers and I've learned a good bit.
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?
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
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.
if you need pictures of anything feel free to ask
Hey there!
Hello
Anyone know any good packages for arms? for a first person shooter?
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
You should test just creating the Hud and making it visible when the player spawns, by the way
Then you can do "event [test key of your choice]" sets it to visible, and so on
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
So installed the symbols, not a ton more info, at least not meaningful to me - any ideas where to go from here? https://pastebin.com/1ks2w75N
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I think the better approach would have been to use paste bin or something
good point, updated my message - thanks for the suggestion
can someone do some really simple model changing for me? I will pay $5
pls dm me if u want
Hey I got game idea for any devs interested
Isn't there an ideas channel or something?
Couldn't find it
Has anyone here have diffculty finding people to help them in a project
Seems I'm the only one
Hell yes.
@fervent stag. Like you too
Even finding someone and then they raise their prices for the models
Like fuck
I thought it be easy to find a group of people
But holy shit
Its hard
used to be, now almost impossible
@fervent stag what you mean?
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.
@fervent stag did y'all develop anything
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
everyone wants to be the legendary solo game designer most of them leave dead projects all over youtube and forums
big sad ;-;
im gunna finish mine
my eyes r bleed and my brain is mush but ill finish it
ive come too far
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 .
that is my exact sentiment lol
keep at it
im more than sure youll be able to pull it off if youre willing to fail and learn from it few hundred more times

any mods here
who should I ping
someone choose a number between 1-3
@weary basalt pls delete my msg, job done #freelance-jobs message
Delete your own job mate
^
heyo, Im having a problem with the engine. Is this a right channel to ask?
just ask
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.
Also I get this message on startup
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
hundred? Try thousands ๐ I'm literally dying over here
but I love it
Hi guys. I noticed 4.27 doesn't start if I have SteamVR installed. Has anyone else had this issue?
your issue is that you are trying to use ue5
๐
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)
You can't go from 4.27 to UE5 preview
And you can't downgrade projects
You will have to wait on the actual ue5 release
Which is suggested anyway
UE5 preview is not meant for production
thanks @regal mulch good to know
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
This announcement so Awesome Cant Wait https://www.unrealengine.com/en-US/spotlights/mold3d-studio-to-share-slay-animated-content-sample-project-with-unreal-engine-community
everything will be in the proiject to recreate the trailer
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
The menu, character choice and World (Playable Level) use different Pawns
hey guys
is anyone here somewhat experienced with coding in/with the unreal engine and could answer me a couple of questions ?
is there a help channel? Or can I ask here?
All channels are help channels. Pick the one that fits your topic and just ask.
I have general questions on how constructing anything works.
a series of questions I'd like to ask in DM if anyone has the time for that
only takes a couple of minutes
yeah I know, it's just that it is super basic questions about the process itself
and it's a lot of questions as well
like, imagine someone has zero experience with game dev
that's bascially me
alright then
There might also be no-one willing to put time into answering all your questions via DM
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 .
not really, it's basic stuff as I said
workflow type of things
you'll see in a bit
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:
- 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)
- how would I for example create these properties, such as "freezing when touching object X (ice-shard)
- 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?
a wall of text but there is just multiple shorter questions, sorry
I could have written it in like a 3rd the size, but I wanted to be very precise
and all that ignoring stuff like the visual parts, such as an aura for the slow-effect and other things that are primarily visual
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
you would need to create a file browser yourself (a widget if you want to keep it in game style), opening a shell file browser would be not very nice looking
as for detecting file types just look at extension, when making file browser you can add file extension filters
for how to load generic jpg/png image ask google
is it normal for unreal engine to freeze when dragging a static mesh in the scene or does my PC just suck
bit of both?
depends on polycount, amount of materials and complexity of materials that all need to be loaded
there you have it hehe
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
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!
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
-
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. -
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. -
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.
Either have an Array in the BPs with the name and pull a random one, or store the names somewhere else, like in a DataTable.
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
Hmm, sounds interesting! I'm not quite sure how I would even begin with that tho ๐
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
Please use the job board via #instructions
HELP
I have a 3070 and a recent i7, why am i getting 12fps with raytraced gi
samples per pixel=32
bounces=1
volumetric clouds + aurora + etc etc probably.
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?
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
Is it possible to get a variable from an actor into a widget?
Thats spooky
When you make it set a variable or use get all actors of class
Like this? I'm so lost
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
I have these four actors of the same blueprint and I need them to have "Name1" "Name2"... and so on
well thats easy but theres tons of ways to do it
Well I'm stuck and clueless ๐
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
Make the material an emitter?
good idea muhii
Could you please elaborate? I feel really stupid right now lmao
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
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/
just gimme a sec
Id probably do something like this
Its just id probably figure out another way to do it befoer using the get all class
How would you do it then?
Why do you need them all named ?
Are they players or NPC?
NPCs
Basically, those little dudes would be my discord server members and I want their name's displayed
is there an official guide on how to create UI (such as healthbars for example)
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
How would I set this up?
i just posted the setup in bp of actor
Ok, I have it setup the way you showed it in the screenshots, but how do I get the variable into the widget?
To display the name above the head
ye so on begin play of actor
What do you mean?
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
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)
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 *
Sorry, I'm not following... This is within the actor event graph. Is this correct?
ah yes great detailed listing
We can go into DMs if you want
ok but gimme a sec
There are so many things that you are going to need to know, you should really check out a course on one of the different learning sites, or through Epic, or on youtube
I have all day, I'm in no rush! I really appreciate the help!
Yeah but i couldn't find any C++ tutorial out there that describes how to create swords with different dmgs and how to deal dmg etc..
I know there's TakeDamage function that i could implement
Do you already know C++?
Yea
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
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
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
yes - my advice to you would be to look up what you want on blueprint
because every node you want to do in blueprint CAME from C++ -
the logic is entirely the same
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
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
Hmm
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__
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!
Ryan Laley is good, and you've already probably seen Mat Wadstein's WTF videos
Yup i did for Mat i think
I found a trick to use lumen exposure to my advantage to make tv look like its lighting a room
looks good but dim the lights so we can see the effect more clearly
@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
that's cool - there's a plugin on the marketplace but it is expensive and I couldn't get it to work
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
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
I fixed the exposure and got the correct color coming through
if u want ill share the blueprint for it
Can someone help me unpack a .pak file? Ive done it before with .bms files but for this pak it aint working.
Why would you need that?
I'll try it I guess - you had mentioned lumen but I'd not thought that was in 4.25
sure DM it, that looks awesome btw
I want to extract audio from it.
Is it your own content?
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 ๐
Probably not
That sort of stuff is not legal and we aren't allowing discussions about it
Oh
most games mix the music in layers anyway, so you'd get nothing you can listen to out of it anyway
You can do whatever you want, but we don't want peeps to discuss it
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
I understand.
- keep in mind that you wouldn't be able to release your game
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
^
True
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 ?
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
Just remember there are world settings on each map that can override your project settings - aka what is your default pawn for example, which would change the camera your level uses
Which you can do via the LevelBlueprint to stay simple
is there any way to lock the camera location? ive tried everything i could but cant find the correct way
Lock it where
I am not managing camera via my character class.
on the z axis, im trying to make is so when the player jumps the camera doesnt go with it
You can get the player controller I believe and access the player camera manager I think
Hm not sure. Simplest way would be setting the Location on Tick to something you know is correct
then you possess the camera you want
okay thanks
Or to make it "proper", you can use the PlayerCameraManager
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
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
Yeah the PlayerCameraManager ticks anyway
So it's not like one is doing something super bad
alright well thanks for the help
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
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
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
Hi!
ah alright, i just wish unreal had a lock or something to make something like it easier, i mean well just a click
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
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
Now you are a REAL developer ๐
Does anyone know a good tutorial on making a realistic character?
Ugh.. that is not of much use tbh. Even though setting the camera makes the player in view with PlayerController->SetViewTargetWithBlend UE is still spawning a camera of its own. That spawned camera is being referenced by PlayerCameraManager and GameplayDebuggerCategoryReplicator.
@regal mulch can we stop that ๐ camera spawning at all ?
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
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
I hate to be a contrarian, but aren't good developers the ones who become popular?
Not sure. Would need to check why it's spawned to begin with.
Bethesda is popular last time I checked
Lol
Somewhere there is a joke in this
Square circle
I am in a process of making a game launcher. Its halfway done. Anyone wants to partipicate with adding their games?...
Ue5 seems interesting
any idea how to get rid of that? its from hair - clothes
What resources could you recommend for learning Unreal Engine in general? Or just using C++/BPs for UE?
Youtube, Udemy, Epic has courses, I recommend you at least go through one course, but there are youtube playlists of people who walk you through making a game, like a FPS
Any specific course on YouTube?
I'm aware that Epic Games has a good documentation, as well.
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
Alright. I should probably take a look into the paid courses as well. They probably explain it more in the depth.
How can I stop the names from showing up through walls?
yes and they are worth their money - just don't ever pay full price on udemy - they will have sales every like other day
I think you need to look into visibility/camera on the collision maybe?
Yeah, just saw a course, 84% off
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
check pinned messages in this channel. Links etc ๐
Udemy is always got discounts it's their way of making you think you're getting a good deal
try again, they are there ๐
The official learning hub is chock full of information, I'd stay away from paid courses really. Loads of free tutorials on youtube etc
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
@split aspenLumen
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 ๐
But that's just it, you don't know what you don't know - $10 or $20 bucks is nothing if you have access to those FAQs on individual lessons -
I try not to guess on how much something costs for another person, especially given the broad range of nationalities that ask for advice.
This is a very good point
You're right in saying that knowing what to learn/to look up is a struggle for new people.
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?
try setting something else to movable to rule out that it's not a static lighting problem
like make another light and set it to movable?
no, I mean like take a cube or something in your left, and change it's mobility to movable
did it, didn't change color
does that mean it's not a static lighting problem?
probably
not sure, try adding the same green light to a new level that has precomputed visibility disabled
for some reason it's working in the new level
but it's apparently working in the regular level but only on certain objects
are any of those objects movable?
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
the static meshes you have to change on the blueprint to be mobile - in the world itself as well
I made a BP of the tree static mesh and set it to movable mobility. what's the world thing I need to change?
Check world settings - precompulted visibility - set that to force no
didn't seem to change it
Any tips to make mobile game reach to audience
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?
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 ?
widget maybe?
oh I see, thanks
How can I add an arrow to a capsule and have it move with it but not rotate?
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
The capsule is the parent, but it doesnt matter cause I fixed it. Was unrelated
?
?
Do you only use blueprints? It could be using all your CPU cores/threads at the moment of packaging
you can open task manager and check the resources being used
i think it has to due with kraken compression tho
Which prefix do you use for niagara particles?
NE for emitter
NS for system
etc
Thanks, will rename them like that. Couldn't find anything in style guide for niagara
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?
Idk many games made in ue4 have a settings prompt menu
Before launching the game
almost all of em have it in-game
And all of them look the same
Im not talking about the professional games im talking about homemade games etc
same
For now im just experimenting
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
Oh
...4 minutes?
Was just thinking that lol
you can def find tutorials and such but I doubt any one will be 4 min
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)
https://gyazo.com/77c762ab215c557c4c3eb8fd58505059
Does anyone know how I can fix this? Ive tried installed nodjs multiple times
Due to it being umg and blueprints this might take something about 30 min. Not because it's hard but because you have to wire this all up individualy
And depends on how many settings you want to expose
It's not a fun task..
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)
This is related to videocard memory not ram memory as far as I know
HOW do I convert a 2D Texture, which is coming in as TRANSIENT, to something that isn't transient???
ay bruh im about to punch my monitor
what are these white lines
and how do i get rid of them
looks like the editor windows got bugged - unless this is in your game itself? Try dragging a tab of one of your editor windows (like LEVELS for example)
Anyone know how to hide the preview selected camera in 4.27? I can't seem to find it anywhere lol
Nvm found it
sorry i just saw your message, i ended up resetting ue4 and it worked, even though it took like 20 minutes for it to boot up for some reason :/
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?
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
Huh. So the component will have whatever variables are needed to know what the actor is?
Ill have to look into it.
I honestly don't know lol
I've been meaning to look into what I was talking about but currently know nothing about it
Ok. Well thanks for mentioning it. Ill have to take a look tomorrow.
Maybe an animation graph and just change anims based on task
Anyone know why all my levels would be completely black when opening the project after two days?
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;
So, the issue is actually that every object is visible in the brush view, meaning it's there, but things don't show up when playing, or in the perspective view. Any ideas?
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
Furthermore, if I restore the project to a backup, it works then, but I fixed a lot of bugs and implemented a lot between the previous backup and the current one. I know it was working when I saved it, and I can't find any useful info. Feel free to @ me any time if you know what's going on.
Screenshot of issue
sigh it was an issue with the clip plane, not one of the top answers for when you search the issue : /
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
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*
@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).
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
Hi!๐ do you need to compile the engine from the source code in order to compile a plugin for a different engine version?
is there a way to get help for UE5 or ill just have to uninstall for now and wait for updates?
I tried with a blank(Default) level. Same behavior: 1 additional camera gets auto-spawned besides the custom one.
oh cool...thanks...i will look into it.
Yeah pretty sure that's in c++ somewhere
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);
}
Hello! everyone, Im looking to create modtools for a game, anyone know where to find info or get in contact with Epic? ๐
@peak merlin It's probably this code. At the bottom it spawns some camera actor
Wow ๐คฆโโ๏ธ . why would they do that ???
wait that says AnimCamera. Why do we need a separate camera for animations ?
Could be for whatever system thay need
Nope! Everything running stock in the engine so dunno ๐ฆ I usually get crashes with rect lights.
https://www.reddit.com/r/unrealengine/comments/bt4sio/c_ue_spawns_extra_camera_and_overrides_mine/
I guess it's necessary and I need to ignore it.
2 votes and 2 comments so far on Reddit
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?..
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.
You can uvunwrap a mesh in a bp
Uff, idk what you wish to hear here. There are multiple ways of doing this. You should learn the Editor first if you aren't sure how any of that works.
Thanks for the response! So weird I tried compiling the voxel free plugin for ue5 and yet it still thinks its from 4.27๐ญ then I thought maybe the project needed to be c++ so I converted it. Then it at least gave me the option to try to rebuild it on opening the project but the rebuild failed
There are tutorials from Epic and generally the community you can watch
4.27 is not compatible with UE5 Preview
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
any date on new UE5 beta update?
check #ue5-general
I'm not using UE5 though, my project is in 4.27.
Ah ok, thanks so much! So if I did this with 4.26 version of the project then I could convert the plugin? ๐ค I've seen videos of people using it in the early access so it must be possible but I'm not very smart ๐
I don't see why that would be the case
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?
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 ๐
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
Might be possible yeah
First of all, don't use the Error List
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.
Hello guys can some one explain me why vertex painting isn't working in unreal engine 5
same
@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.
Why even bother with C++ then?
Are you trying to learn it or do you use it cause you think you need to?
Have you considered following a C++ tutorial?
Because they will explain these things to you
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
- 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
I'm trying 27 atm... but look, people seem to be able to use UE5 as well, with C++
thanks for the explanations btw!
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
makes sense.
About the "Not being able to compile"
ok, so again.. I cannot rename or move or delete C++ from inside Unreal?
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
wow... madness O o
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
I did not expect this, it was tbh one of the reasons I was thinking I'm doping something wrong
doing *
The Editor is based on the compiled code
If you modify the code, or the files, you need to recompile it
ok, but Unreal does let you move all other content around
it's how I work with Unreal normally
Yeah but that's also not compiled into binaries
it just doesn't work with C++
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)
ok, so in 27, with VS installed by UE4, similar errors.. in the error list that you tell me to ignore
dunno how to find that
It's probably a tab at the bottom
and again, if there are errors, I don't expect anything to compile, I've already been there
Yeah it's not compiling cause it fails
But you need to post the output log
Or at least the error of it
I don't see any output log in Window
oh wait.... wrong place to look for a window...
Looks something like this
yeah, we don't have the same layout
Anyone here use git/lfs for UE4?
I don't have a power shell and no output
That's also not my layout, I don't even use VS
Just a screenshot I was able to find
Thanks. I forgot that channel existed. I've hidden most of the channels.
oh yea, thanks, View it was
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========
so there you go, it fails
๐
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
๐ตโ๐ซ
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
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
I already explained that part before
you did?..
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.
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
oh, regenerate... hmmmmm
The option is something something Generate Visual Studio Project Files
Usually you don't move, remove, rename, files that often
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! ๐ธ
it's not possible.. this is a default template
ok, let's make another
best way to edit a C++ project: delete all
๐
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
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
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
Hello , can i pass a struct variable from client to a server event?
is the struct considered like a primitive?
@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 You should be able to pass UObject a reference if the object is replicated.
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...
@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.
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
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.
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
I have literally no idea what you've done, but it is not right at all
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
๐ธ
oh, that does not look like UE4
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
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 :/
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
odd
well, the thing with Unreal.. is that it's a gigantic software that nobody fully understands
๐
MLSDK is Magic Leap
what is... magic.. Leapses....
one of the platforms that UE4 has a plugin for
oh wow... it's not even relevant
probably not - it's just a warning anyway
yeah
so maybe removing everything that is not Windows packaging.. might remove those messages?
or killing some plugin?
I would really not be going randomly deleting stuff
I mean if u only build for Win u can disable all others
you can't just randomly delete things
it has the potential to totally screw things if you don't know precisely which files you're deleting, and why
anyway, not important, my problem is C++ atm... ^ ^
from the Visual Studio output it looks like you don't actually have write permissions or the files are locked
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
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
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
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
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
VS by default can't operate without admin priveledges
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
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.....
@copper flicker Is this a source build of the engine, or from the launcher?
I installed UE5 via Epic launcher, of course. and VS via Unreal
this error is from VS....
from Output
VS should not be touching/building the files in ProgramFiles at all as far as I know
goes hand in hand with the Errors pic I showed above
it's "Unreal Build Tool" that is doing that though, not VS itself
possibly. I bet I would have no problems coding in VS per se.. the problem is the connection to Unreal
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
and again, I did not do anything custom.. this is plain vanilla install, plain vanilla template
neah, I did not delete anything
it looks like Windows permissions problems
VS doesn't have access to Unreal files?..
just don't install UE5 in "Program Files" ๐
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..
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
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??
I have never had any of these problems, but I do also have full admin rights over the entire machine
I'm admin too
having admin rights isn't enough by default unless you disabled UAC
so same here, I'm the only human working on this machine
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
uhhh.. no, I do have UAC enabled, at first lvl

