#ue4-general
1 messages ยท Page 1066 of 1
Why On Component Hit event not working for my projectile? I've placed a cube with collision set to Block All and my projectile also set to block all, but it doesnt trigger the event unless I check Simulate Physics on the cube
I never said to turn off UAC, I said that unless UAC was already turned off, processes started won't have admin rights
Can anyone recommend me a good way to get started in UE4? I got a game that I wanna make and I have 0 game developing knowledge.
check the pinned messages in this channel for getting started content
Ah, alright. Cheers.
Hi, why if i click on a mesh (in this case is a plane) and press copy - paste everything else is copied too?
hold alt and drag to duplicate objects, or selections of objects
@serene birchI know. I'm reinstalling the beast. under C.. hope this works.
I would have tried launching the thing with admin rights first ๐
can someone recommend me videos to learn blueprints?
uhm... that doesn't make sense tho, because it's Unreal that launches VS
so if Unreal launches without Admin rights... thanks Unreal!
if you're working in code you really want to be launching Unreal through VS, not the other way around tbh
well, I guess I could launch VS manually too.. but that's not ideal
hmmm.. that's odd.
sorry guys does anyone of u knows how can I make an animated menu background?
I'm not sure how to handle this yet, but I can't keep opening a new Unreal every time I press the green button ๐
I want to have Unreal open, and I open scripts from Unreal
it's the way that makes sense.....?........
I mean the other way... doesn't ๐
Hello, can you make physics in unreal engine, for example swinging rope swing, or do you make it in other programs?
of course, there is a dynamic system in Unreal
if you want realtime dynamics, use Unreal's
if u wanna bake something to bones... and not interact with it.. then u can use an autoring app, like Maya
@bitter etherthat questions is too vague.
animated menu can mean 1 000 000 000 000 000 000 .... etc.... .... . . . . . .things
Right click your UProject > Generate Project Files > Run the SLN from now on and hit F5 in visual studio to run your code.
This means a few things, VS attaches as a debugger and allows you to breakpoint your code. It can't happen the other way around.
Workflow is then, do your thing, write some code, F5 launch and test, rinse and repeat.
If It's only gameplay code you're doing - I'd suggest looking at Live++ or Hot Reloading.
Both are processes for gameplay code that mean you don't need to close the editor.
These don't really work for plugin dev/engine dev at all.
F5?.... I was Ctrl Shift B-ing....
wait, so you normally need to close/relaunch the editor for every code update?
Not with Hot Reloading or Live++
I don't know what that is
but they only work for gameplay code, plugin dev and engine code does require you to restart the editor, most of the time.
uhm.. what is SLN ?........
I only need game code
Then look into a hot reloading tutorial.
SLN files are generated when you generate your project files.
Double click the sln to load visual studio.
hmmm... all tutorials I've seen so far, people were simply using Build
Any new classes etc you add to your project, you'll need to regenerate the Visual Studio project file.
oh ok, wait a sec, lemme create a new project
@copper flicker do u know how how to create an animated background for the main menu? (I mean instead of using a normal static image as background, I would like to use a video or whatever can make it animated, also HTML)
By Background do you mean UMG and game menus? Game menu? Level? Background means nothing there.
I don't but I'm sure Youtube does.. ๐
yeah, UMG BG
it means nothing in Unreal terms, it does for artists
the guy wants to load some video in a UI element I guess
yeah, I mean UMG
@flint daggerI think u were talking about .uproject..? not sln?
Hey uhm, this here are 4 different static meshes.
How could i merge them into 1 static mesh while the privot(Likely spelled wrong ^^") would be at the bottom part of the weapon ?
UProject launches the project, .sln launches Visual Studio.
You generate the .sln by right clicking the UProject and Generating Visual Studio Project Files.
You won't get this option if you pick a blueprint only project, if you have a blueprint only project, you need to add a C++ class to your project.
I mean UMG and game menus
I chose a C++ project
Look into Video Textures https://docs.unrealengine.com/4.27/en-US/WorkingWithMedia/IntegratingMedia/MediaFramework/HowTo/StreamMediaSource/
And using Materials on UMG Widgets as brushes @bitter ether
but the problem now is... after reinstalling Unreal... I don't have those options anymore.
I had to recreate the connection to Unreal by hand
Google installing Unreal Engine Prerequisites.
oh no
haha
I rely on Unreal to install automatically everything it needs
if I try to do that by hand.. it doesn't work
I tried before, it was ugly, it was messy, it was bloody....
๐
so basically... installing Unreal in a custom location ruined Unreal
I geuss
guess
Reinstall then friend, can't help you more.
I just reinstalled... in a custom location... because I was advised so. on this here thread
to avoid UAC
Oi, I'm helping you. Be nice :p
sorry... kidding... thanks for all the advice
I'm jesting too ;3
I did not expect Unreal to fk up this badly tho.... I can't believe it's not recreating its default launch options
is this normal.. if you simply install in a custom location?
I ran a cc cleaner before
Mh, I've never had issues with it - but that's likely because I have like 5-7 engine versions at any point.
On different drives.
Never been an issue for me, friend.
Sounds like you either installed or uninstalled incorrectly.
u do realize that people who say... friend.... in this day n age.. are a bit scary, right?
Maybe for you.
we should have a poll
And you say this day and age like I'm not 29 years old :p
Way to call a chick old as fuck, friend :p
but they usually want to eat your liver...
O o
no I mean.... it sounds kinda... from another time and another world
it has nothing to do with u
ur innocent
Alright darling. Enjoy your other demon world.
can you kids pipe down, im trying to get some work done!
shakes fist
aargh my hip
That maybe true. But they're new, they'll learn why later. :p
is this a unique issue or
this cant be something new
only happens with raytracing on
Ghosting's pretty common with raytracing, even Screen Space Reflections. It happens over multiple frames.
(I believe they're referring to the sea in the background)
what lol no i said issue
look at the fps when sitting still
not moving renders 60fps
ok.. soo... now I can't build. it asks me do u wanna stop debugging?
while moving drops it in half
No darling, that's because you have more of the sea in view and your framerate drops in half.
I'd suggest you look up how raytracing works. More higher quality reflections, means less frames.
Building is fine
at this point.. I'm kinda.. lost.
does anyone here understand why this happens lol
no it's not, it doesn't work
But you shouldn't have the editor open at that point
I mean I have no clue how others work
lol
in tutorials.. they rebuild
I just hit F5 in VS to recompile and start the editor attached
so you start VS first, you launch UE from VS, with the evil green button...?.... and then you keep pressing the evil red button for every code update?
F5... didn't seem to do anything n VS
Frames are built up in a cache or buffer. If you move, the frame needs to be generated again, any built up caches that are used to keep it at 60fps (Temporal Anti Aliasing, Raytracing, etc) all need to be rebuilt. So you will lose frames while those are rebuilt.
so what should I do
I don't press the red button
rebuild
I close my editor and press teh green button again, basically
another problem would be that I can't open up my files... I need Unreal to open c++ files. O o
because it was after the rebuild that the fps problems occured
You open them in the solution explorer in VS, @copper flicker
ok, but is there any faster way to update?? u have to keep relaunching the entirety of Unreal.. and your project, for every code update??
๐
I would relaunch it every time personally, yes
live+ / hotreload allows you to get around that under certain circumstances, but I wouldn't rely on either, particularly hot reload
its C++, its how C++ works, C++ is the devil!
Yes, you hit this @copper flicker - but only if you're doing gameplay code.
Live Coding would allow you to refresh with small updates
But there are so many little rules about when to use it and when not
I would not bother too much
e.g. you can't get any header changes into it
Only if you change implementations
base systems in C++, expose parameters to blueprints for tweaking, tweak live in blueprints, best of both worlds.
Yeah, get back to work, filthy procrastinator
ok so.. the safe way is to launch UE from VS.
You don't have to but it's the most convenient way
yeah, I told her the same. her or him. or it.
IM NOT PROCRASTINATING xD
and you create new code files in VS?................
"them" is the correct way of addressing someone of who you don't know the pronoun
Not "it"
...Who exactly are you referring to VM?
No, from the Editor of possible
the C++ code wizard in Unreal works but sometimes it doesnt so... fun times
thx but I can't do this 'cause I use the 4.26.2 version and not 4.27
code cat... is that a naughty finger? because I don't know your uhm.. you know... gender?
I'm not really sure how to help you then, you could do maybe some shader with animated textures.
Have you looked at my profile picture, friend? Give a guess.
@bitter etherdid you try it in .26?
well, it looks like a ... not man... what's the other one?...
Don't call people It.
hello
Stuff like this gets you banned pretty quickly VM
I... wow. Holy shit.
anybody here have a pistol fire animation for free?
haha
there is none in the anim starterpack
Marketplace has some iirc
AnimStarterPack doesn't have that?
IT. is the best way to call someone who's gender is unclear
no, it is not
No, "them" is the correct way
Mate, no one's fucking helping you now. Get the fuck out. xD
yeah I know.. I was just kidding..
It's not something to kid about
I thought it did, I recall it having anims for aiming a pistol etc
wow... those are very ugly words man
or woman
I thought you were supposed to be coding or something.
anyway, don't get so agitated
i go by "everybody on the Internet is a dude unless proven otherwise"
meaning if somebody says otherwise it is different
Why reply to me?
Misclick
hahaha
well, yeah.. I guess I did.
I worked with women tho, it was a joke
I did hear of rare cases where some women.. were more or less accidentally involved with gaming...
I'm sure your female colleagues would love to hear more.
Better way is to simply say "them" if you aren't sure. Assuming everyone is a man is not correct either
don't take it so harshly and personal tho, sorry if I offended u
Women and diverse have it hard enough in this industry
yeah but IT.. is like.. funny
It's not
You called me an object, dude.
And if you continue then I boot your out of this server
oh ok, so that was the problem?
THAT's funny then though
it's uncertain
them is by definition, a gender neutral term in English. It is a designation for objects.
Uff, this industry is still so freaking cursed

@bitter etherlike I just tried that docs page in .26.2 and it worked fine, did you just assume it didnt work without trying it?
Since when? XD
since English
Welp let's leave it at that please
Fucking kill me, please. Can we go just step into a fire together?
ok, we should quit, I'm gonna leave now
lolbye
we have an angry lady here....
basically I proved the impossible
there IS a woman in this here chat
it became objvoius only when she got angry
up until them... she was an IT
then *
๐
Oh sure, because men don't get angry at misgendering.
You've pissed off a number of people here, including a mod who's told you to shut the fuck up or your banned.
i get called ma'm on the phone approx 5/10 times
it just say they are wrong and move on
haha
code kitten.. I doubt anyone told me to shut up or I'm banned.
and I only used polite language
I kinda did tell you to stop
There is a functionality in discord called direct messages, maybe use it? 
Women have enough in this industry to deal with VM, we don't need you making jokes at our expense. Have a little respect, yeah?
๐
^
Nah.
Just because your a girl does not mean you can be a jack ass to the guy.
Instead of spewing in public chat
Please take it upon yourself to go to dms with him
End of story
if you haven't noticed, they've already been driven out of the server, so you're talking to yourself.
bruh
Always nice to know we have peeps in this community that cause this shit
You can all pat yourself on the back for that
Iโm on phone so I couldnโt see it ๐ญ
The issue has been dealt with. Please move on, folks.
Depends on the type of the delegate
AddDynamic would be for Dynamic Multicast delegates
Yeah then it's just AddDynamic(Object, &Class::Function)
Well usually you bind to a delegate of another object
Idk when your object is ready
what issue, I want in on the drama too
I'm trying to build a dynamic scene for my Main Menu but as I'm building the lighting for the scene it's destroying my frame rates. Anyone know what might be the cause of this?
it's like someone got muted in #work-in-progress and everyone reacted, then I come a few hours later to see those reactions and all the other messages deleted ๐ญ so unfair
actually I know plenty of people that are male but have girl pfps.
oops they are out rip
lets not go there.
omg I'm so hugnry
I slept for like 20hours
and been awake for like 6
wow I rly should go to eat
food is so distracting from making games tho
only 300k names left to generate then it's finally done!!
file has gotten so big that it's so slow now
Have you tried using the optimization mode
it'll let you check for what's being heavy on resources during or in the editor viewport
from there you can single out what's causing the fps drops
Awesome, I'll check that out thank you. Where can I find it in the engine?
under the lit option i believe
sorry for not having a direct fix, as there isn't enough detail for me to go on i believe that would your best course of action to find the source of the issue or at least be able to give me something i can use to assist you ^^;
That's still very helpful thank you, I'm seeing a lot of red overlays with my lights. I assume this is the cause
anyone heard some news about potential improvements of the 4.26 water system?
oh this is why this chat is so dead
so bring lounge higher
nobody can find thta cahnnel
it's like super at the end of the list
!
yes the reds are probably the source of your fps drops
wb
This is what's happening https://youtu.be/IN2KcamAy2I
and perhaps tho i might not be right
the lighting is causing the shaders or objects when calculated with the light to cause heavy resource costs

i'm not the best when optimizing as i'm still learning the basics even until today but i would probably make the stuff that was red invisible and see how that pans out
and if the fps drops stop you have found your culprit
simply hit the eye ball button on the editor
Well at the end of the video I deleted all my lighting and the frame rate goes back up
o.o
Problem solved it was one light with a ridiculous radius
so it was the light in the back?
Yeah I think so
nontheless im glad i could be of assistance~
Hey, so I'm new to Unreal Engine (using 4.27). In the blank project, there is default movement (wasd), but at somepoint along the way, I must have accidently deleted or removed the setting/function that enables this because I now have no movement. I've been trying to compare my current project and the blank one but can't find the difference. Does anybody know how to fix this?
Thanks for the help ๐

if you havent done ny real work in the project you can always create a new one than migrate your current project over
also please back up your project at a constant
or you could face some pretty severe issues down the line if something goes wrong
i lost 8+months of work because of a lack of backing up
Oh wow
learn from the lessons of dummies
Will keep that in mind!
so you never end up as one โค๏ธ
@sacred falconthe blank project is probably using the default pawn (it is I just checked) and the default game mode which spawns that in
so your game mode got changed, or somehow you deleted the default pawn from the engine
the default pawn is just a floating pawn that can fly around and is intended to not really be used except for in the engine
Ok awesome thanks, I was so early in the project, I just started from scratch, but good to know for future reference!
I don't know where to post this sooo uhhhhhhhhhhhhhh : (
I chose send and restart, it pops up again, I close it, open it from the shortcut, try to open my project again, bam, crashed
Is it possible to prevent a spline component from becoming visible when I select its actor in the editor?
I'm spawning the component in OnRegister() of another component.
@real dirgeif you add the Editor Symbols for Debugging for your engine from the launcher then crash it again it will give you more accurate crash logs
Interesting, didn't know that
Are you THE Mathew W (Tomatoes)?
Almost all my knowledge is thanks to your helpful explanations of every single node
Can't thank you enough, man
legends say that he is a legend
legends say Matthew is an AI that was cut loose from unreal engine to learn from the outside world and adapt unreal to its new fostered experiences
Anyone have any idea why my error log has Chinese in it?
This is the first time I've ever seen this...
Mathew's legendary tutorials can't even save me from this
are there any links after those lines in the log, like pointing to the offending code?
feels like @median wigeon added ascii-thingies to your code.
O.o
from changing peoples names to code huh, will
Yeah it goes to a branch to what I assumed was an "accessed none trying to read property" error. Just not sure why there's unusual mandarin there
do you guys know any good sites from where I can acquire free assets for unreal engine?
When unicode characters are corrupted they become random. There are a lot of Chinese characters, so a high chance that random garbage unicode comes out chinese
the internet
joking aside
unreal marketplace
๐ฎ
I know of unreal markterplace but while it has a multitude of things that are free, sometimes it doesnt have quite what im looking for
and im broke
๐
Thanks

How do you do thattt? :/
the down arrow then options for your version of the engine
Should I add the spells to the locomotion anim bp?
https://gyazo.com/3acb0f4dead72d13506ac9644b07f699
How do people have the patience to make this look good?
dedication

has to be... This is horrible
I've looked at my hand 1000 times now to try and get a proper reference
maybe your hand is the issue
:(
Ok so after downloading the 3 gig update for the editor symbols this is all I get, I still don't understand whats going on โน๏ธ
Please help
Idk what to do
when did this start happening?
Just today
Turned on the pc, did some other stuff for a while, signed in, did some stuff for a while so it wouldn't be slow since it just started, then opened Unreal Engine and opened my project
Something I did notice though
The thumbnail for the project is pure white
I don't see a version number either
But that could be because it's just white
so you closed it, then did nothing to it, and re opening it it's failing?
Talking about before I closed it until I got back on it?
to the project itself, the last time you used it you closed it like normal
the stuff that keeps track of the stuff in the project is failing to load an asset. I would remove any of the temporary folders in the project itself to see if it can load. Intermediate, derived data cache, binaries, etc.. Rename Saved to something else instead of deleting it in the event there is something you need in it. Config, Content, the .uproject file, are all you really need if this is not a C++ project and has no plugins
I installed a plugin I enabled but didn't end up using, does that count?
you should be able to delete it then if you arent using it
Alright alright
Before I do all of this do you think I should just try restarting my pc or do you think that won't even help?
you can sure, it might or might not. it could even be your virus software. It's failing on loading an asset, I think from the cache but I cant be sure (the only real way to know is to actually load this in the debugger when its loading to find the bad "file")
Question folks... is there any considerable performance difference between ComponentBeginOverlap and ActorBeginOverlap? Looks like the component version is handling/passing more data along
@grim ore Do you still think jumping into unreal 5 now if you plan to release in 2+ years is a bad idea o-o
jumping into it? not really if you want to learn and use it. jumping ship to it? probably not unless you can support yourself
o.o
like a big company with engineers who work on the UE4 source as is now can probably start migrating to 5, they can "fix" or work with epic for any major issues and they can learn it over time
by support yourself do you mean bug fixing and such or?
if you are by yourself and say epic introduces a bug, or removes a feature that you were using (5.0 isnt out, anything can happen), if you cant fix it your in trouble
i see what you mean
5.0EA should be for learning, whats new and whats coming and ooh shiny
youre practically gambling
you are definitely gambling
and throwing stones into the pond hoping it shifts back to you in time xD
even 5.0 main changes day to day and month to month, the interface last week looks different than this week lol
i see
idk if you can talk about this stuff legally
but i heard triple A companies already have unreal 5 and have been developing with it
you could use 5.0 now and release a game on it now but its all a gamble on what works and what not lol
Mathew is right, we've run into a couple of issues so far which took us a week to fix ourselves each
is this a different version we wont have access to due to our class in the industry
or?
Hellblade 2 has been confirmed to be going to 5, same with whatever the gears team is working on.
I am sure there are a ton more as well, but they are teams that worked with 4 and released projects on it more than likely
5.0 main is out right now on github, anyone can have a near identical release to what epic is working on internally
well everything i want to do in unreal is stuff done back even on the nes or unreal 4.26
black myth is highly anticpated
but they also work closely with epic
prolly have in-house evangelists
i only want to go to unreal 5 because i dont think i can do large scale destruction on unreal 4.26
Chaos is not as performant as Physx right now so.... ๐ฆ
so thats a bad idea regardless of engine?
random destruction? your going to have to wait or make physics work for you. pre calculated stuff? houdini
Chaos is in a terrible state at the moment, I wouldn't call it anywhere close to production ready
wait what if im doing this solo will i face the same issues using unreal 4.26?
oh wait what
i was told by someone here it was production ready on 4.27 xD
Chaos is not enabled by default in any 4.xx release, take that for what you will
It has been enabled and reverted back many times so far
i heard i have to use a chaos installed version
so regardless of what i was previously told i should not touch destruction stuff yet?
and if so any idea who's words i should take into account when it is production ready xD
should? why not. should use it in a production product without knowing how to fix any bugs that come up? nope
so it works its just glitchy and youre on your own if stuff happens
Pretty much
basically when chaos is enabled by default and physx is not, then your good to go
5.0 still has months of dev work before 5.0 public release assuming their early 2022 release timeframe. MONTHS
But most people's net should be over 100mbps in this gen
yeah alot can change in days let alone months
Chaos at the moment has big issues with performance and collision, that said it should eventually be fixed probably with the full 5.0 release since it is suppose to be the primary physics engine in ue5
So... 1,250kBps
if its having collsion issues i definitely cant use it
most peoples nets.... most people vary based on location so....
as i wanted to smash characters through building walls or winods
Usually people connect to nearby or their own regions
honestly most games never really touch more than like 7mbps bandwittch
I doubt ppl connect from US to Russia
and available bandwith is not the same as usable bandwith is not the same as metered bandwith is not the same as
you want to prioritize connecting players who are closer than not
most internet services dont even offer more than 10mbps on upload
7mbps is like 875kBps then
honestly if you can afford 10
go for it it'll acount for some of the packet loss
tho upload is more important than download in most cases
With higher bandwidth usage the connection can become jittery, resulting in a terrible experience even if it's well within the network connection speed
this too ^
youll have to tune it and tweak constantly until you get the data you find preferable
Ok in general we want to do low bandwdth as low as possible. But what exactly should be the standard maximum?
Any estimate?
i think that might depend on whats being processed by the net
Global download average according to speedtest on fixed broadband is 110up 60down 19ms latency. that is out of 180 tested countries, out of those 180 the top 46 are > 100
something like sonic 2 might not take the same or need the same as final fantasy xiv
honestly a good way to figure it out is get a game that is similar to your goals and watch its net usage
granted im no internet expert so take what i say with a grain of salt
if it performs like you want then your in luck
then figure out how your handling the packets and such for the next fun part
I try to look at fortnite's net stats. It says lower than 7kBps
if fortnite is a good comparision to what you want, then 7kbps sounds great
I haven't move close to many players region to see
Planetside for example gets away with around 200kbs
I am not that sweaty to survive
Woah that's too good for 1000 players a server
Any other games go higher than this?
That's on the client, no clue what's the data rate on the server
Consider that on the client you are not receiving data for every single player that's currently connected
Only players that are relevant to you
weird question can you migrate content from unreal 5 to unreal 4
or is it an upward slope only
I wouldn't count on backwards compatibility
i know i heard something like that
UE4 is forward compatible* only
Makes sense. Guess Fortnite did the same which is why net usage shown so low band
yeah, ue4 has network relevancy built in
ah okie so ill have to tell my friend to put his code in unreal 4 so i can migrate to my project xD
I am just trying to see how high it can go
Rather than trying to keep low as possible
as high as the players can tolerate it I would guess
i dont see anything
Basically you are saying as long as player has 100mbps internet, i might as well just send that maximum 12500kB?
well I guess you could, but then they wouldnt be happy about it
Reasons being?
your max will be based on what you need to send, if it ends up being too much then you will have to optimize
if you saturate my entire incoming bandwith I wont be able to do anything else with that connection
Halving it would be better right?
you should be concerned about how little you can do, not how much
I have access to 10, 60, 400, and 600 and I would expect the same gameplay from all of them for your game
Hello fellow devs I was hoping someone might know how to play a wav audio file when you deal a headshot using this battle royale temple https://www.unrealengine.com/marketplace/en-US/product/radbr-battle-royale-template-solo-duo-squad-game-modes any insight would be very helpful. I have had limited success as I did get it to play but you had to be near the other player so you couldn't hear it when killed from afar.
Yea i am concerning and curious on the general estimate max
Like i said rather than go low as possible, knowing the max is good to know too
there is no general max, its all based on what your doing
I mean you should always try to optimize your bandwidth usage as much as you can, lower bandwidth is always gonna be a better experience for the player (and your server is gonna thank you too ๐ )
network tic tac toe is not going to be the same as neverwinter as the same as fortnite as the same as pubg as the same as warzone as the same as everquest as the same as FFXIV as the same as etc..
I can give you an example I do know of for too much, FFXIV had a serious issue with too many people in the same spot for hunts and it would disconnect players
Ok so what is the estimate of at least middle range one should target?
Because all i can see is everything looks fine regardless of how much i send over the net. Even with packet lag
Node Result uses potentially thread-unsafe call Random Int. Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding.
Any idea how to get rid of that ?
when do variables that I get from functions and stuff get cleaned from memory?
like when does this node become invalid?
wait I guess I can just clear it myself
kk nevermind
when nothing has a reference to something anymore it will get cleaned up by the Garbage Collector which runs every 60s or so. sometimes sooner, sometimes later.
Hey guys what would I have to type in my python script to manipulate my blueprint? In this case I have a camera setup in my blueprint and I would like to rotate it
maybe try in #editor-scripting ?
Thanks will do
how do I split a string
into /n
into line breaks
or get a random line from a string
did you google ue4 split string?
you couldnt have or you wouldnt be asking
what are you trying to do? you asked multiple things
split a string to an array by the line break
so each item in the array is a different line
well you can see it does
dying rn
can even see the debug here
my string is a string with \n, your string is a multiline string using the character code for newline
if you want it to work like you have it, with the code, you need to check for the code
\n is a string, shift-enter is the code assuming your using shift enter for the code
how are you getting the code out of that file?
read string from file
custom node
but if I print the whole text
it clearly shows a line break
and what does that string look like raw?
if your using C++, read the string result from debugging
copy/paste from notepad into my string node in UE4 works with the shift-enter code, so its got to be the way its reading your file and returning the string
Sob
o
I might just generate , after every line in another program
it's the victory
load string from fiel node
it should work
well it depends on how he is reading in the file and what he is using to indicate a new line
I tried other 2 text read nodes
they don't work either
ue4 is broken
I'm adding commas into ever line
easier than fixing this

lol
ty for help
hello
Is there any assets that can create like a private in-game web browser? Like TOR for example but only for the game, no need for internet connection but to work with html and php etc...
like this but not using google https://www.unrealengine.com/marketplace/en-US/product/web-browser-umg
Hey I need to add a button to a scroll box through blueprint. Can someone please help? I can't find any info on this
I'm trying to set up a system with save slots, so as the player adds a save, when they go to the load game widget they can select the save file they want, out of multiple saves
You mean like no mouse input to go through?
yeah I basically just want to parent a button to the scroll box based on an array but the scrollbox doesn't show up as a variable on creation :/
like I can't touch the widget designer tab
Besides the initial creation of the scroll box
is there a big difference with unreal engine on an ssd compared to a hdd?
ive got limited SSD space
and unreal is like 45gigs lol
Yes there is
@everyone can someone tell me if its possible to extract uasset files out from a game and with which program ?
p significant for compiling. I'm not entirely sure about building
so if u only use blueprint u might be fine but i doubt it only effects compiling
so prob p significant dif all round
guess ill splurge on a new ssd
hoi folks how you all doing?
can I use 4.26 assets in 4.27
i think they mean about the market asset or something similar
yeah should be completely fine in any version
is there some way to bake "final image" lighting or, because when i go under buffer visualization, it always looks better than the baked lighting ( sorry im new )
I upgraded a few days ago from an 1050ti to an 3070ti and some things are going nuts with unreal. Never faced this issue before. Anytime it is compiling shaders, the monitor gently flickers (whiteish tones of color). Besides this, the tooltip menus, the right click drop down menus and etc are glitching sometimes, they don't show the menu at all or even show broken colors, text etc (using 4.26.2, 2k 144hz monitor)
I've updated drivers etc and what not but still the issue continues to exist. I haven't seen the gentle flickers on games or other 3d content creation software.
Kinda general question. Does anyone know reasons why an object may show up in the editor preview window, but not be created when you hit play?
strangely enough, the object will appear correctly if i spawn it via code/blueprint
Is it normal for the Unreal Editor to take up over a GB of memory?
haha yes
Wow!
i had to upgrade my ram recently for how much this program can eat
Makes my pc veeerrryyyyy slow at times
The amount of memory required is equal to the size of the binary + the sum of allocated resources
Dunno what that means :''')
The size of your .exe file + the size of all your assets in memory (pictures, models, audio, etc).
Kind of. You can unload assets, and reload them when needed. You know, โloading your next levelโ ๐
Haha :)
Can i use my valve index as a mocap suit?
yeah this https://github.com/uhrobots/BLUI
You can write your own website and load it as local content with that
Love how you gotta bake materials to stop small pixel groups from shaking
Marbel floor on the other hand
I launched the top down UE4 template and I created a new level but for some reason, I can not move the mannequin in my new level and I can only move it in the template level.
I was watching a UE4 tutorial of a guy using the third person template and he made a new level and was still able to move around.
Is anyone on who can help me with packaging issues in UE4?
also some materials arent showing up when im searching for them in the material search bar when making the landscape
So, I was just wondering, How do I extract pak file I've been wanting to mod the games files at least. I tried unreal pak didn't work, can someone at least tell me how to do it the right way or do it for me.
was my question too dumb for a worthy answer or ppl dont know ๐
@plush yew try looking up on youtube, or at least go on vc where people can probably help you.
Are there any insurgency inspired games being worked on?
The realism and the free aim, other than zero hour.
Hey guys I wanted some help and sorry I don't know which channel to post this in as well.
I want to achieve crowd control where I have a arena with a few people around it and some people running on the same animation on the same people. Like in Tekken and mortal Kombat
Why am I getting this msg, I never used too
You just gotta download more RAM
Lol
But its constant
It used to crash a bit but not this frequently
I recently wiped my laptop as I had junk files weaved into every drive and now itโs broken
All the drivers are updated
Also unreal is barely using my computers resources
Wtf is happening
How much VRAM you got
4gb
That explains it
Yeah but I never used to have this problem
What are you trying to do?
It used to crash rarely but now itโs just when ever I open something, but not all the time
I had same issues too like that especially with Water
iirc when something loads one thing i was doing was setting UE4 to low priority when i had a not so decent PC
It tends to gather up a lot of resources when loading something and crash it, was RAM on my side indeed
Only thing that helped was setting the process to low priority only when it was loading things, but that was with a pretty old PC
So could try that if trying to load something and always runs out of memory
But really depends on what too
I set it to low priority, itโs usable but not fun, at least it loads fast after a crash
Oh yeah, same with disk space taken then it just crashes on you
In theory you only need it while it loads things
Then you can set it back to normal
Yeah, in the end it really depends on what you doing to reach the crash point
Literally anything
May be time to switch back to another version ๐
Or you could try another project
Ehh
It works well enough
Quick question, why dosnโt this code output anything when I hit an object?
I just want it to print the health value of 100 when the character hits something
What am I missing
Wha?
This?
Any ideas why it isnโt working?
Nvm I got it working
:triangular_flag_on_post: Simon_Zafirovski_M3DS#0486 received strike 1. As a result, they were muted for 10 minutes.
Makes me wonder why people still use night-vision that is green.
That is really outdated, nowadays it looks more like regular-day colors than just green.
by now its a trope, for sure. but an outdated one :p
this is more what you'd expect from a high end one
https://www.youtube.com/watch?v=kBPcinUz-L0
and this is night vision goggles with augmented reality
https://www.youtube.com/watch?v=l29C1UuL7bo
๐ BLOW YOUR MIND: https://www.311institute.com/opinion
๐ JOIN OUR COMMUNITY: https://www.311institute.com/community
๐ MORE KEYNOTES: https://www.311institute.com/speaking/
๐ FOLLOW ME FOR MORE!
Facebook: https://www.facebook.com/FanaticalFuturist/
Instagram: https://www.instagram.com/fanaticalfuturist/
Linkedin: https://www.linkedin.com/in/dmgr...
The U.S. Army is training with futuristic night-vision goggles that transform lurking in the dark into a video-game-like experience. The Enhanced Night Vision Goggle-Binocular, or ENVG-B, combines low light and thermal images with an augmented reality overlay. Read more: https://wapo.st/3bNucdC. Subscribe to The Washington Post on YouTube: https...
from what ive heard from my neighbor is that both arent that common yet. but if you are making a modern game with the best high tech gadgets its at least a good consideration.
isn't that the only seamless way? ๐
hey guys. does anyone have good knowledge of groom? I tried and I tried but I cant get my groom to follow my animated mesh ๐ฆ
groom component is attached to the actor?
Ive made the hair in blender, then exported as alembic. UE reads it allright, and it follows the model but now when its animated ..... any thoughts?
@neon bough yes
๐
it looks almost nsfw
it looks not safe for anything ๐
welp, it's only 0800 EST and I've seen enough internet for one day
jesus that's nightmare fuel
yeah i mean this is the unlit version
please keep the lit one for yourself
I think blake replied to the wrong image?
nope, that thing is horrible, sorry webdeb
@light thunder what do you mean horrible
i havent done grooms (yet) bit its almost as if it was made for another pose than the birb is in
Well, honestly, it looks like a mutant scrotum - you asked
(not even sure if thats a thing)
give it eyes and change the skin color or somethhing
Hey I didnt ask anything about what you think of the look of the bird lol
doesn't it move at all with the "character"?
which ue version are you using?
that the hair didn't follow correctly
@fierce tulip yeah youre right, it looks like its making a static groom from a pose in the animation
im using 4.26.1
groom asset and the skeltal mesh must be attached before calling set binding asset
What could I be missing?
https://blueprintue.com/blueprint/0dvtqanx/
UPDATE: the GroomAsset and the SkeletalMesh must be attached b4 calling SetBindingAsset:
https://blueprintue.com/blueprint/t0i8eals/
BlueprintUE
adding groom assets runtime - Not working
BlueprintUE
add groom hair at runtime - works```
@tacit cedar aha! i didnt think of that
check #legacy-physics for more
@iron frigate https://www.youtube.com/watch?v=o5mrMIXhxSQ thats also a good reference
So UE4.26 has been released so its time so show you the now export workflow in Blender and also the new groom features in Unreal Engine.
Special Thanks to CAPA for helping me find out how to make the Blender export easier.
Timescodes
00:00 - Introduction
01:17 - Enable Groom Plugin
02:08 - Export Character to FBX
02:53 - Import Character to B...
@neon bough thanks! But thats the exact one I followed and it doeesnt work... I tried over and over
hwy guys can anyone please help me make a very complex animation blueprint i have made simple ones befor but i want to make one for a boss ai
@plush yew hey thanks the reply! how come they got rid of binding?
hmm okay
but regarding the re-importing, I allways made sure to create a new binding asset alongside the newly imported mesh/groom
@plush yew does it work for you?
plz help guys
@frigid bear I hoped you would have read the #rules when you got a strike.
Repetitive asking is also a no-no.
If someone knows the answer and has the time they'll surely answer.
sorry im a bit desperate wont do it again sorry
every boss is unique, so you'd need to write down every action it can do and its mechanics down for yourself. break it down as much as possible to the smallest steps and then find tutorials, guides, and examples you can learn from until you know enough to set it up.
i actually have done and planned what it has to do just the implementation of the animation blueprint is something i dont understand cus i want to be a bit challenging and giving it basic animations wont do that
@fierce tulip i can implement survivor vision
@fierce tulip but it would make the bp way too cluttered
so i have to think about it
it is probably fine though
yea prolly is, was just ranting a bit :p
Monsters in my game dont even use the abps lol
how did you do it then?
yeah but then i want it to have two different animation one is primary and another is ultimate but the problem is that the ultimate should spawn a grnade an only happen when the boss is at lwo health
Thats something you would just add on a timer or on an updated variable
inside the actor or AI tree if your fancy
using AI behavior trees
lots more work
Using a custom task
but it should umm be able to strafe or jump to avoid shots
Hi to everyone, i added exponential fog to my scene and set the start distance to 25000.But as you can see i have a little brightness on the character.Do you know a way to fix this?
this is normal
50% off sale on loads of stuff but somehow only 1 of the 27 items on my wishlist are on sale๐ข
Hello, I'm making a game level as a final project for college. I've modelled out the whole thing in 3dsmax and imported it to unreal using datasmith.
After some work I've encountered a weird collision problem which causes camera and the character to act quite strange. Here's a video to visualize my problem:
You can set the meshes Collision Response to the Camera to be ignored
How do I do that? I'm a complete newbie in unreal
Click on a mesh and type in "Collision" in the right side search and change the meshes collision to CUSTOM and then set the collisions from there
okay, thank you
I recommend opening the static meshes and changing it in there
Weird, the camera seems to be blocking on nothing ๐ค
What could be causing this?
I've seen a game devlog where he used his valve index to mocap his fps animations
Who is 'he'? Maybe i can find some info there
I don't remember, I'm looking for it now though.
Using the foliage tool i'm filling a wall, but the problem is that this wall is being filled to both side, how can i fill only 1 side?. N.B the wall is pretty big, manually paint would take alot of time cause there are alot of walls to paint
did a fast draw to show you, the view is from above
Sorry, I can't find the dev for the life of me. I want to do index mo cap too ;_;
Oh just found it
WISHLIST ON STEAM https://www.perishgame.com/wishlist
JOIN THE DISCORD https://www.perishgame.com/discordโโ
MUSIC BY ZILF https://linktr.ee/ZILFโ
PERISH is a four-player FPS with a co-op campaign set in a formidable reimagining of the ancient underworld. Slay hordes of creatures on the black sands of Purgatory and sell their gol...
Looks like hes not using valve index, sorry
Looks like they use the rokoko smart suit pro which is $2k+ D:
Case study of capturing animations for the upcoming game: Perish, Developed by Item42. Learn how we captured brand new animations for the Ram making use of the Rokoko Smart Suit Pro.
Crap LOL ty tho
Hello, Someone can figure why this event is not called at all?
this script is In a Widget client side
I'll see if i can get ikinema or something to work with it and let you know!
I wanna control my synty character and do tutorials haha
:triangular_flag_on_post: John Logostini#2442 received strike 3. As a result, they were banned.
hello guys, one quick question, is Ryzen 5950X much better than 5900X in UE4?
just realized how bloated my autosave folder became - is there any reason I can't delete it (I'm using perforce for most assets, I think I just might not delete the small files in there or some of the most recent map ones)
Would anyone know how to make it so the landscape paint tool blends these in better? It looks super jagged and I want to know how to make it smoother looking.
both are great
i have a 3700x i have no problem with speed
is there any videos on how to make a ai bot that moves to you and shoots you ?
Announce Post: https://forums.unrealengine.com/showthread.php?88199
In this multi-part series, Ian Shadden and Alexander Paschall show you how to use all of the relevant systems and features (Behavior Trees, EQS, Navigation Meshes, AnimBlueprints, AnimMontages, and more) to design, create, and optimize AI for use in a game environment with all ...
is probably a good place to start
but i don't know for sure as i haven't watched it myself
is 32gb ram more important than upgrade from 5900x on 5950x?
i think you'll get more bang for your buck by getting more ram.
But also, hardware talk should go in #hardware
for buck maybe right, but I mean more about performance
been doing unreal stuff for a bit, just found this out, hopefully it's useful to someone as well https://twitter.com/_AllexMendes/status/1440364163331543046
https://docs.unrealengine.com/4.26/en-US/Basics/ContentBrowser/AdvancedSearchSyntax/
yes๐ฏ , i have 16gb and i have seen it go to like 15gb used especially if you are loading big maps and multiple lvls
if you have a 5900x you are well good m8e
thx
hi, do you know why this happening?
What, just why it's moving the character?
anyone knows why the uv comes out like this?? its fine in blender but when i import to unreal its like this for some reason, anybody knows why ??
why isnt it smooth like others?
you can try enabling "use accurate uv's" that could help, it could not help :/
where is that?
its somewhere in the skel-mesh viewer, but i dont have ue4 open atm to screenshot
it was called full precision uv
i used it it got fixed
thanks
though this is weird i have imported many models this is the first time this happened :/
could it be its becuz the model is quads
nahh, ue4 turns quads into tri's anyways
in some cases just changing how tri's are generated from quads can also help, but it sometimes happens yea
just curious what sort of technology MetaHuman web app used? WebGL? React?
So, you know how whenever you start a new project, there are a ton of plugins for mobile, and other shit you don't use that are on by default, and then there are things you want on by default but you have to enable every time? I figure out how to control it, its not hard but has to be re-done every time the engine/plugins get updated.
Navigate to your EngineVersion/Engine/Plugins directory, for each plugin find the .uproject and open it in a text editor, and just change the "EnabledByDefault" value to true or false and save it, if the plugin doesn't have the line just add it and it works fine.
For instance I never do mobile development so I turn all the mobile plugins off. I have a VR Headset, but I dont do vr development, so Steam/Oculus VR Get turned off. I always use GameplayAbilities so I default that to on, etc.
I bet it wouldn't be too hard to make a small applet that auto parse all these plugins and give you a simple option to set defaults, I really wish UE allowed us to configure new project defaults on it's own. This may all be known already but I've never seen anyone talk about it, and always found it annoying.
Yea
It will probably have to be all re-done every time the engine gets updated.
Im using a marketplace template as my base cause migrating is a bitch
I know it's probably the most stupid question someone may have ask... but why all these C++ folder are listed in my content browser out of nowhere ? and sorry, I've started to learn UE some weeks ago that's why i'm lost ๐ฆ
Can't find a filter to turn on/off these folders on my content browser or just remove it lol
content browser: view option > show engine content
(viewoptions is on the bottom right of the content browser)
Thank you very much, don't know what turned that on.
sometimes if you select an actor and open the content browser, and that actor is in one of the hidden folders, itll auto-show them
Ahh i see... probably because i've looked where the standard water material of UE is located, makes sense now
Not sure if anybody asked this before, but I was wonder if it's possible to create ucas files
Hi, can someone explain in deep how lightmass importance volume work. For example i placed it in big indoor scene where characters will walk. Someone said me that in production better place one big lmi volume coz if you place just close to character places light build will only build this parts in high quality, everything else will be like it was built in preview quality.
Hello, How to use "find player start" outside of the gamemode? or is there another function to get it?
But from documentation i understand that it just give you control where more photons will bounce, but everything out of volumes will still be in good quality except it will have 1-2 bounces of indirect
And i control where volume lightmass will be more dense
basically you want anything close by to be in the importance volume. things like skyboxes and far away (things you cant get close to) can be excluded since you wont see lighting/shadow detail up close.
Yeah i placed everywhere where character can be
Walk or else
And where he can't get there is no impo volume
hello im trying to make a zombie horde game and i was wandering how could i make the zombies not colide with each other (im new to ue4)
how to do print the current animation playing?
from an animation blueprint
I got it but do i really need to create an event for each animation?
lol
How do I desaturate a media texture?
I'm upgrading my project to 4.27 and having some weird issues, UNiagaraMeshRendererProperties::PostInitProperties() is attempting to use GEditor, somehow before GEditor is initialized? Anyway, I think I may be able to work aorudn this by making the suspect Niagara asset load a little later.
Is there a way I can force the editor to not load the last open map from a config file? I've looked around but google is insisting that I use the project settings.
@sour wadi yeah set a default map to load.
Sure but how? I can't open the editor.
I'm not sure which config fiel it's in, or what the cvar is.
should be in the ini files somewhere.
DefaultEngine.ini
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Engine/Maps/Templates/Template_Default.Template_Default
see, the issue is that that setting is not respected when the other setting to load the last opened map on startup is set to true
so, that cvar is what I'm looking for
but I've never changed it except via project settings
Make a new project, migrate files to new projct?
It's a c++ project, on source cotnrol, with 2 years of history. That's a bit of a hack that's not worth it to avoid findign a cvar
or go here Intermediate\Config\CoalescedSourceConfigs and check the Engine.ini
Hm, good guess but I've already cleared /saved/ during my attempts to find where this is stored
well Intermediate is generated from your cpp so if you are just regenerating it from previous settings it will go to what it was.
not even sure if its in there.
just to make sure it wasn't soehow moved form somewhere else, I did just double check the whole folder for mentions of "Map" and the name of the map I had open
nothing
hm
mayeb this is actually a hard ref from somewhere else
ah think I found it.
Engine/Config/ConsoleVariables.ini
add the cvar setting you want to that file, and it should apply at launch.
yep, or I can do that in my project inis or wherever else, but I do need to know what the cvar I'm looking for is named
oh, that I have no clue.
I think this settign is set to true by default in c++ and that's why I can't find it anywhere
Don't use raytracing - bake for ages
Use ray tracing - compile shaders for ages
is there a way out?
use fewer materials, mroe material instances
@fathom rampart more powerful computer is your only option.
Avoid static switches when possible
and yeah
mroe CPU cores specifically helps enormously
not trying to flex, but Im using a 5950x 16 physical cores, I dont really wait for much.
AMD 1950x here, bought specifically to alleviate this issue,. and big engine compiles lol
Using i7-9700k i guess it's already a time for update
@fathom rampart thats the issue with Intel, they dont think mutliple cores matter.
Is there a GetHorizontalDotProductTo, but allows me to set a specific location/rotation rather than plugging in a whole actor?
Like if I wanted to set the target to an actor's socket rather than the actor's actual location?
Not sure if this is the correct channel, but im currently having a problem, where my paper 2d player is falling trough the floor, im new to UE4 so it might be a really dumb mistake
Just use the normal Dot function, and if you need it to be horizontal only, set the z portion of the two input vectors to be 0 and normalize them before the dot
The dot function only has inputs for two vectors. Don't I need rotation?
Oh, sorry, the vectors you want are probably the actor's forward vectors
A ddot product measures how much of one vector is in anoter
so, (1,0,0) Dot (-1, 0, 0) would return -1 for example
because the second vector is containted -1 tiems in the first vector
or, (1, 0, 0) dot (0, 1, 0) would return 0, because the second vector is perpendicular to the first and thus not contained in it
can I export model from Meta Human web tool?
Hey all, quick general question: is there an industry term or phrase for talking about the flow of your game from first executing it, seeing cinematics possibly, then a welcome screen with options, then entering the actual game?
i'm blanking : /
some kind of "xyz flow"
user experience? also known as UX but it mixes a bit with UI too
executing a software is pretty standard in computers, generally you click or press ENTER
cinematic is a whole study as you can get into the cinema rabbit hole
and welcome screen with options is definitely UI, which is a big rabbit hole too! you can start with https://www.youtube.com/playlist?list=PL8K0_g1wdQeoxta9RyvTK-DnhU4jI2QJN
Ya i'm not asking what these things are individually, but rather if I was writing an outline to describe the order of things a player is presented with in a game, what would the header for that outline be called?
UX is one option for sure but that word isn't game industry specific
similar to match flow when talking about an actual in game match experience
Maybe there is no particular standard word or phrase but that's why i'm asking : )
oh well, 'story telling' can be esoteric inspiration for defining how you gave Player the first entrance on your game ๐
appreciate the thought, not at all what i'm looking to define though hehe
i suppose "Flow Design/UX" might be the best i can do
@gilded plinth you can take a look at CoG (conference on games) artciles to see if you find something closer to what you are looking!
there is a lot of things, they get together since 2009 or sooner...
and this podcast, that I am stuck at the first episodes (I tend to watch things in linear way), so may in some episode there is something about it too!
thanks mucho
hey, bit of a noob question, but I'm not much for reading unreal's stacktrace. I keep getting very random crashes on my application with the following log:
Assertion failed: IsValid() [File:D:\RocketSync\4.25.0-13144385+++UE4+Release-4.25\Working\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]
UE4Editor_Core
UE4Editor_Core
UE4Editor_LambdaBrowser!ULambdaWebBrowser::GetSource() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\LambdaBrowser\Source\LambdaBrowser\Private\LambdaWebBrowser.cpp:106]
UE4Editor_LambdaBrowser!ULambdaWebBrowser::execGetSource() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\LambdaBrowser\Intermediate\Build\Win64\UE4Editor\Inc\LambdaBrowser\LambdaWebBrowser.gen.cpp:257]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
am I right to think that the error is occuring in the library "lambdabrowser" since it is the last thing shown before the pointer error?
anyone know how can I activate triple buffering?
Hello there noob here, can anybody help me , I wanted to use an children xml tag that is basically taking an jpg image from folder and then use it in my imagebox in ue4 . I am using the EasyXmlPlugin but I am not able to access the children xml tag .
Having some problems, my character is invisible when i click play, i can move around and everything but i don't see the player is self
is your gamemode set correctly?
are you sure you're controlling the player rather than the camera?
Not getting a reply from audio channel so:
I've made a sound class, made my sound cues part of the sound class but my audio volume still doesn't occlude them
checked all the checkmarks, included all the classes (just one anyway)




