#ue4-general
1 messages · Page 1068 of 1
I have escape "stop play/simulation" in my editor settings changed to a different keybind
thank you
Hi All! Is it possible to render an actor over fullscreen umg widget? I have a character selection screen and i want to show the character model when the player selects a different character..
Hello guys
Is there any way to make a pawn jump properly ?
I need a pawn because my player is a cube and i need collision to be squared perfectly, not round like capsule collision.
The actual problem with my pawn is that, to jump i add impulse Z, but i need a way to stop it from jumping AGAIN while in the air.
You could do a render target - it's expensive but if you are not showing anything else, it could work okay - there are ways to optimize it, like spawning a copy of that same character but in a tiny room with no other world things to render, then you do a render target of that
If you don't have much variations (just have a regular character, no swappable armor or anything) then just show a picture of that mesh or use a media texture of a movie of that mesh
Hi, someone can help me with octane render instalation?
Hey guys, I'm having an Issue with my AI, i'm trying to get it to face the player when attacking, this is what I have at the moment, and ideas as to why it rotates off the ground? Also it keeps readjusting its position when the player is stood still, causing it to miss attacks https://youtu.be/0DFmnP0BFtA
How to enable collision to procedural mesh?

All of the space + more space divided by some space.
how much
much
any idea how I can fix this?
I don't even have that version installed, according to visual studio's installer
only 19 and 20
How could I make these objects always snap so that the objects wouldn't collide with each other like shown in the image, but instead snap so that they only touch the faces of each other?
Like that ^
any idea if Lightmap Coordinate Index on static mesh maxing out at 3 is a bug or a standard behavior ?
got it thanks
@vale silo afaik there is no documentation on it.
In theory it should work, but its also so rare that nobody might encounter a bug, or know if its intended
been stuck here in build too, for a long while
ugh.. I know Epic won't fix this in 4.27+.. I wish it was and easy fix in the engine so I could just do it locally.
yea, having to move uv-channels about in your dcc is annoying
I'm buying a 3to hdd cuz I can't afford a high capacity ssd
I don't know what game this is from, so I don't have the context of what came before, and your degree of freedom as a player in the scene (I would assume not much other than perhaps being able to look around. There is a ton of work and a lot of moving pieces to pull off a scene like this. Likely, all of the moving pieces of the scene are prebaked animations playing in a sequence, the freeze time is an illusion as the game is not actually paused, or stretched.
This game is COD Black ops 3 and you are in a cutscene. You cannot move on your own but you can look around a little bit even though the camera in the cinematic forces you a little bit to look at the action
How to make gta 6
just do it
if you notice the particle effects still moving after the big chunky pieces freeze, that's because the particle effects are particles to fill up the scene, and the big chunks are animated meshes.

it's a cinematic so Everything is possilbe
@slow violet ah I see.. I just don't know how to get shards of glass meshes to add individually into my cutscene. Does chaos destruction work the same
Also what about the moving background? It looks like a plane but it kind of looks 3d
you'll need to animate the shards in a DCC (Blender, Max, Maya) like you and then bring it in. Chaos won't help you in a cutscene.
Ah ok I have to look up how to do that because I don't know how
any good tutorials on adaptive depth of field for the new DoF system?
The city looks is low poly meshes. being animated by as well.
So the city is actually moving, not the train? How does the city look that good though if its low poly? It looks realistic but that could be lighting i guess
there is a ton of Depth of Field, Motion Blur and post processing in general in there, you can get away with a lot in that case.
the train is definitely not moving.
Ok thanks
Anyway to make unreal minimize ITSELF, via a blueprint command?
since I tried the old method of adaptive DoF, but you can't even grab a reference to focal distance anymore
Hi, do you know how avoir light stairs step like that ?
first i will learn unreal engine and blueprint from youtube then i will learn cpp from udemy
is this a good way to learn unreal engine?
if its not what should i do
?
You're wanting to really mess with your players heads aren't you? 😄
Yes - that's a good approach!
I haven’t finished the first lesson yet but the one I bought seams to be perfect for me. Teaches everything a beginner should know and doesn’t dwell
Nope, it's a special case for VR - I have an instructor panel that needs to be able to run things in the game (so traditional widgets are out)
If I make a popup box appear, (like a windows file box) it pops up but it's behind the game window
If it is possible I suspect you're in cpp territory
anyone ?
Check #graphics they will take longer to answer but they will recognize what that is most likely
ok, thanks
Hi! An update of Chrome today (94.0.4606.61) has broken PixelStreaming for us, it's very similar to an issue we had 6 months ago. The work around from last time is not working (adding this line in webRtcPlayer.js: this.cfg.offerExtmapAllowMixed = false; ) anyone else having the same issue?
in my particular scenario - it's not possible
can anyone tell me the difference between using variables in a blueprint class, vs adding a struct with variables?
pros/cons?
just made a video on how to use the free shader world plugin, not sure if i can share it or in marketplace chat?
how do I, absolutely, categorically, delete an object during runtime, like an actor
because it's not working
Hiow do you change where UE4 places the cooked files after a package
instead of the normal Paks folder it would be in the root folder
the way i have my game setup is like : CORE - Core game stuff DLC0 - Mod support DLC1 - DLC
how to handle lightning on no sun levels ?
hello friends, is there a way to make an object be able to selectively receive a decal but not another one?
im making a cat game and you can rip up a sofa, trying to have it apply decals on where you scratch but its applying it to everything
and the floor has to receive decals from your feces but not the scratch decal
is this even the right channel?
yeah channel is right
they still have to be able to receive some decals though
i read about custom depth settings but im not sure if it will work
im leaning towards just making a series of materials progressing from the sofas being fine to being destroyed but that will take a lot of work
Greetings! I come from the UE2/3 era where you could spawn a decal and “attach” it to a specific actor to make the decal only project on that actor. In UE4, I can’t seem to find a way to do this. I’m spawning tire track decals and attaching them to the mesh that represents my terrain, but when I drive over them, they project onto the wheels of ...
i think that won't work like that
at begining it will work
but after some work it will make huge mess
as you need to handle multiple depths, and also have multiple stuff for each of it
also decal need to have proper angle
this may be helpfull
yes this might be the solution!
thanks
im surprised that there isn't a way to selectively apply decals to surfaces built in
i might even be able to get away with using a fake decal that is just a plane with the texture on it set to have no collision
it looks like a bunch of epic game assets, like paragon, are limited to 4.26. does anyone know if they'll be adding support for 4.27?
it doesn't allow me to add it to my 4.27 project
is there some way to bypass it?
aw cool, thanks 😄
hello, what is it with the documentation for unreal? i cant really find anything in there
is anyone else getting KERNEL_SECURITY_CHECK_FAILURE (139) nvlddmkm+79697a (invalid list entry) bsods on latest nvidia drivers?
would this be the correct spot to get help for importing errors?
Is it possible to Set Multiple Sound Effect's Sound Class's?
say ive got a single grape mesh and i want to put a bunch of them into a bowl mesh that i have, what would be the best way to do this?
using it as a grass type?
i was wondering, is there any documentation for line tracing? for what i need i have to use it but i want to know exactly what i can do with it so i can better understand how to use it, like can i make something to get the distance of the line tracing and make something happen when that line trace reaches a certain distance, or could i also use it so see how far something has traveled, im just trying to see how in the work the line trace actually work haha sorry for this long ramble i just have no idea what kind of logic it uses and it bugging me
🤔
Hello
Yeah, you can do all of those things. "hitscan" uses line traces, with the distance output node being used for damage drop-off, or you might see things like continuous line traces directly below an actor to see what material they're walking on, in order to play the correct foot step sound. You can do an unimaginable amount of things with line traces and they're super efficient
What actually varies with a line trace is mostly determined by what points you're tracing and what output nodes you use in subsequent functions
Pretty sure you can return the bone hit by a line trace, meaning that you could implement a part destruction system that way, or you can carry any number of things into a damage formula
Just put down a line trace node, break the hit information pin, and look through some of those pins
how would i fix this camera lag system ?
it feels pretty good left and right but really jittery up and down
https://gyazo.com/3cd09f7ee21b2bc14fd7b3fbc3d35247
im using a spring arm with camera lag
Why use a spring arm in first person?
Isn't the whole point that it prevents the camera from passing through walls when the character doesn't overlap with it?
ah okay thank you
does anyone know why my model from blender is giving me this error?
im pretty new and have no idea what it means ive looked into it myself but haven't had much luck
Check out William fauchners YouTube series
Oh sorry I read too fast, thought you meant path tracing lol
why does nobody believe you can have 128gb ram
even in a professional space
I have 128 and i still feel like cinema 4d needs more and if someone knows how i can make unreal engine use more of this ram i would love to know
Would anyone here know how to list all actor names on a map?
bake lightmaps
xD
i wish i had 128GB VRAM, because unreal eats that like it's some all you can eat dinner
how do I show both sides of a mesh
Google says to check the two sided button but idk we're that is
in the material
Anyone know how to use being in an elevator as a way to transition seamlessly between levels? Please @ me since my notifs are off
Look into Level Streaming
I can't find it
It's a checkbox
why is that weird shadow on my courtains
Hi guys. How can I achieve the Pixelate looking like the System Shock remake
Hello guys what is the safe way or best way to save game progress for multiplayer session
guys my ui is flickering when I change my modes to paint
like the tabs are constantly flickering \
i have tried legacy mode and what not
nothing fixed it
the ui is flickering
thank you👍
hey, can someone tell me why my pc always hangs up for a few seconds when i drag a new asset into my level editor? Then I always have a 100% CPU utilization for a few seconds.
Is that normal ? I have an i7 8700K
Why is google first link when i write "Unreal Engine Marketplace" is a paid ad link to Unity asset store ? 🤔
./s
i have a question
what would be the best way to learn using UE4?
learning it from book , ( but the book i have its since 2017) or should i learn it from YT?
I recommend you look for a good YouTuber who has a whole series of videos and watch them while you can participate in UE4.
I think it's important that you are included in the videos. This is how I personally learn better.
also YT is way better for learning UE than books?
like now days to best way to learn UE4 is from YT ,right?
?
Hey guys little qeustion is their a good tutorial/course on udemy or somewhere on how to make apex legends/call of duty style team vs team of ffa?
You mean this one?
I am more looking for a tutorial since i am new to unreal before i used unity
Yea but unity and eu are 2 different engines
you know
aa
Ryan Laley has a ton of stuff too. He recently became an approved instructor or whatever they call it, too
What is a good multiplayer tutorial for unreal? fps shooter most preferable with team vs team or fffa?
Coded or blueprints doesnt matter
Yea i know their is a documuntation
but i am asking for a tutorial
Hey, i wanted to ask if UE4 depends on ram and storage?
@grim ore how to make pubg match making system in depth ?
But how do i make UE4 use the other hard drive 'cause the one im usuing has 47Gb out of 108 used. The second has about 600GB and idk how to switch to the 600GB one
The 600gb is my other user as administrator
Does changing texture LOD bias affect final game package size? (Android)
and optimization?
or just in editor
any idea how to fix this? After playing in editor for more than 7 times I crash and its getting annoying, Switching to Direct X 11 makes the situation worse
My driver is the latest for AMD
and no i havent tried any other ones
this happened in windows 10 as well
Hey can anyone help me with reducing the size of my project? When packaging for windows it comes out to be 1.72GB but I'm trying to get it low enough to be on android
I set the max texture size of most of my textures to be as low as possible
I still havnt figured out how to reduce the pixel shaking without baking materials .. I cleaned the pixel dirt and optimized a few things but it shouldnt be necessary is it?
like i get the whole this pixel is +1 off from the one next to it for no reason thing
there has to be a way to make the clearer without baking it?
I have a very broad question. I’m very new to unreal but I’m familiar in vfx programs like Adobe After Effects and Blender. I want to make a game to where you play as a stone character that slowly crumbles after every step you take. And I want to make it look realistic. You would also be able to look down at yourself and see yourself realistically crumbling away as you walk. How would I make something like this?
The same way you would make gore just use some specialized mesh/skeletons and use sockets
Ive seen someone use a vertex paint on a layered mesh it was really good
Ok I’ll give that a shot. Do you have any video reccomendations to help me get started?
Anyone here a guru at DISCORD? I'd love to fix the windows to not take up so much (the channels is taking up so much screen space)
Uh no you should probably look into modular skeletons and go from there
It might be easier, from a gameplay/physics perspective, to have like different stages of decay, and each time you reach one, you spawn a new character in place of the current one, and the new one is shorter or limited but can play different animations
moment
I'm using ue5
Then #ue5-general
Important question. Let's say I have DataAssets and mesh/texture informations are soft object variable. But the dataasset variable is not soft object. Does that mean it will load all assets anyway?
So when doing cloth painting is there any possibility of making it so the cloth dont move upwards with the wind?
how can i add an impulse at the impact location of a projectile if that location is an unspecified character mesh?
you can do sphere overlap trace from projectile location, loop traced actors, add force to each of them based on proximity to center
Can you help me I have a problem with the packaging of the game
I want to create a dynamic sky system, just like ultra dynamic sky. I was just trying the default volumetric cloud system in ue4 but it didn't look good to me, and I couldn't change the shape of the clouds. Actually I can change it but it doesn't work the way I want, then I tried Ultra dynamic sky and yeah It is a really cool stuff, so how can I do something like that, I mean I want to make a cloud system that randomly changing and looking good unlike default. Any ideas?
is there a way to open the same tabs when i reopen unreal engine everytime?
like i want the same windows i had when i closed the editor
How to import object origins?
when i try it always has its origin really far away
even though in blender its on the edge of the object
what 3D software do you use?
blender
yea, you have to align the object to world origin before export
thanks
e.g. Shift + S cursor to world origin
Shift + S again and object to cursor
then export, and undo -.-
no idea if there's an easier way
import bpy
object = bpy.context.active_object
object.location[0] = 0
object.location[1] = 0
object.location[2] = 0
thank you
umm run a construction script to do so i guess
Can any one tell me where I can ask a question inreference to shadow issues with UE4?
whats wrong
I am having an issue with the shadows bleeding over my map making ink like spots over places and the landscape look dark
how do i make projectiles ignore other projectiles of the same class?
No, how do I get the shadows to disappear off my floors and roofs and the likes>
like these
are your normals flipped
I have tried that. Flipping the green?
Maybe not idk
lol I been trying everything I can think of to fix this. Even affects my landscape and trees
Im assuming those shadows are from the 2nd story?
can i migrate assets from ue4 to ue5
That you can do, I have done that already
thanks
From UE4.26 to 5
Any how, thanks for your time and assistance. I will keep searching to figure it out
thanks
this plane flies forward
but it is rotated 90 on the x wrong
so it travels sideways
how do i rotate it 90 on the x
you can reimport it
and apply the right angle on reimport
right click it
or delete and reimport from file
wont that mess up all the bp?
well you could
reimport a clone
use the same bones
use that mesh that is properly orientated
than delete the prior
or go into its blueprint and just adjust the rotation in viewport
be it third person blue or whatever you named it
thanks
Does anyone know how I can make this mesh smaller? It's the layout for one of my levels
I'm trying to make my game as small as possible and this thing seems to be taking up the most space at 75.2MB
Trying to get this to run on android
Currently the packaged apk is 548 MB
Trying to get it smaller than that
Also the WAV files take up a ton of space, does anyone know how to make those smaller?
yes, don't use one mesh
Wouldn't that be better than having multiple meshes to make up the level?
Hi folks.
Does anyone knows what might be causing this issue?
I´ve created the entire scene on Houdini, then brought to UE4, and when I aplliy (even before applying) some assets to be scatter, its completely dark.
its saying you connected a struct to the "in"
and it doesnt know how to multiply it
In Need of Help
i just added jRPGTemplate (the free one form UE Marketplace) into my projected but i cont get it to work with the work that i have done so fare
if anyone nows anything about the jRPGTemplate then PM @sly surge as you may need accesses to the projected
try .ogg
idk how sound effects works in UE... sometimes trying to use .ogg files for quick things do not work flawless, as it needs to be decompressed, however .ogg for songs are perfect fine!
Salve Gays um pouco do meu game (Brazil in Hell)
I'm fairly new to Unreal and I've been following this tutorial https://www.youtube.com/playlist?list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg
I can't get my walk/run animations to play
I can still move, but I'm stuck in the idle animation
hey can someone help me
My friend made the UI for my game and he sent it to me in a mediafire file
but when I try to import the folder it gives me an error
does anyone know how to fix it?
maybe if we knew what the error was
uh have u tried opening the content folder in file explorer and dragging it in there, normally imports dont work for me but when i manually do that it wokrs
i will try that, thanks
can someone explain to me build
like if my performance is 40fps in editor
it would be better in a actual build of the game?
or is editor performance reflective of the final game
have you figured it out yet? if not https://youtu.be/UneAoM979uc
In today's video we take a look at how we can setup a player health and armor variable that we can use later on in the series for healing and killing the player.
We also go over how we can get those values displayed on the screen in the form of a health & armor bar on the HUD.
► Resources: https://www.devsquadacademy.com/resources
Unreal Engi...
is there a such thing as distance bloom
I have my level layed out where I want it, its not likely to change
i want bloom in the distance but not up close
can i do that?
thats look beautiful btw. not very helpful i know lol
its cool and thanks lol
you may need a post process effect. Im not the most advanced in UE4 btw so take that with a grain of salt
I feel like thats the answer though. i did something underwater once and to create that visual effect i needed a post process volume
Patreon: https://www.patreon.com/StevesTutorials Quick tutorial going over how to add and control the bloom and lens flare in the scene.
yeah its a post processing volume. I hope that helps
ok so basically
i cant word what i want correctly
srry
what i want is a visible bloom outside of the pp
does it even work like that...
also whats up with this lol
ik only does this on flat surfaces
angled is just fine
foot clippy through the floor
even tho both are flat
did you set the scale of the actor up
my vehicles sank when i went like 1.2 1.3 and they wouldnt even drive anymore...
yeah i think i'm out of my field of knowledge now lol
but i do know you may need to look into ik foot placement
smell that 20fps inhales and dies
it is using ik lol
its only this one mesh which is weird
nice background
your problem >>>>>>> my knowledge
yeah if you made that map you have a knack for that. I'm not very artistic but I can figure out how to program something with minimal knowledge pretty quickly lol
or blueprints. less work is always better.
aight i'll be gone now so you can ask your question and it stays around
good luck
c4d made it easy
you just draw up a few diff buildings
then let c4d plugin scale them
like u can set a min max for floors
and c4d does all the work
noted thanks
i think i ranted about how good c4d was for unreal before
the c4d plugin is maintained by maxon so everything is compatible even particle effects get converted to niagra
o.o
Hi guys, anyone know a way to import an object with parenting from blender to unreal? When import my FBX into unreal it just imports the objects meshes individually. Do i have to make a new blueprint and piece the object back together, or is there a way to import with parenting?
😌
When you import the FBX to Unreal there is a checkbox that says "combine meshes" - it may be hidden under a dropdown in the import options screen
I see, but this will just combine them into one mesh right? I wont be able to move the different meshes anymore
You mean you want 2 seperate objects with multiple children
I want the hiearchy in place when i import
Tho If i create a pawn and I pull the meshes in the components, it puts everything in their correct place. So I guess i can just set the hierarchy up there
But thanks for the help!:)
ya as long as they are all at 0,0,0
applied all transforms in blender before the export so it seems okay
I am trying to create a 2.5d platformer in unreal. All the tutorials I see online use marketplace stuff that does all the work for you or a template. I actually want to understand how the engine works so this is not anything that has any value to me. If anyone could point me in the right direction to some sort of guide for a platformer that isn't a premade template that would be awesome.
why does shift + f1 not work for me? My cursor stays hidden and locked to my preview window
Are there any features of ue4 that are deprecated in ue5 and not worth learning? I'm currently using ue4 and making a project to get a better grasp on the framework. Are there things I should avoid spending time on learning because they are no longer going to be supported with newer versions of engine?
hi guys
where do i ask about character rigging for ue4 and stuff
I saw someone mention a little while ago about a tessellation feature of some kind that was deprecated and removed. Wish I could recall exactly what it was… my two cents.
World Composition getting replaced by World Grid
You could maybe try #animation? 🤷🏻♂️🤔
Metasounds is a thing too
okaye
Hello, im new to game dev and im working in unreal engine. I know the basics of cpp but i dont know how to use it in the engine. I tried to look for tutorials on yt but non are actually helpfull, does anyone have a place where i can learn to code in ue4? Thanks
learn.unrealengine.com - everything there to help get you up and running in no time (including how to use C++ in UE4)
Thanks!
whats wrong with unreal engine i can't see the animaiton montage ;-;
could someone help me decipher this? currently stuck on step 2 because I don't know what replication setting to use
using a print string on client and server outputs flat 0's, probably because it is not replicating like I'd expect it to
actually, a print string straight from my "on pitch update" path also outputs the same thing
probs something like this
so the type of replication I want is server?
I barely understand the difference between each one, but might have stumbled across the right one. currently on step 4 of that comment
I mean yeah, I imagine you are doing Aim Offset so you want it on Server
this is actually for the pitch of a character. the variable maps to a transform on a spine bone in the 3rd person mesh
so eli5 please
any time the control pitch is updated, that blueprint calls the function on the server to update the variable, right? and then the server communicates that to the clients?
It gets directly updated on the server then the state is shared with the Anim BP based on the Server value for each individual
You use RepNotify there to Notify others actually
But AnimBP handles the actual transforms
I might have done it now, but the transform (modify) bone node is not changing the rotation of that bone, even when I change it manually
ah hold on
slight flub, but I'm on the right track lol
I call it, "average rainbow six siege player"
the spine seems to move in reverse, how could I fix that conveniently?
like, down is up and up is down when replicating
multiply by -1
if you already had the multiply before, then remove it
it's backwards with or without it, it seems
Hello guys i have been trying to create a test build but i am getting an error when packaging the game for Development. I get this error ERROR: Missing precompiled manifest for 'HoudiniNiagara'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;'. Does anyone knows a solution to this problem?
hi dear, if i want to start a cutscene before a level starts, and start a cutscene when I find an object, is there a tutorial? or do you know how to do?i am already using the sequencer, but what i don't know is how to connect the nodes
what type of line trace should I use if I want specific things, including my player characters, to be hit by them?
figured out that the first person template character is set to ignore visibility blocks
Blueprint Runtime Error: "Accessed None trying to read property MenuRef". Blueprint: Player_BP Function: Execute Ubergraph Player BP Graph: EventGraph Node: Remove from Parent
Can you tell what is wrong? Iw works, but i have an error.
the error means that your "menuref" variable is not being set to anything before being referenced. You probably are trying to access a widget you have not "created". Just like how actors need to be spawned to be referenced, you need to create your widget from its widget blueprint at some point before referencing it
do it in your event begin play if you don't care about optimization right now
Ok, i'll check
why are my rudders in the wrong direction?
the one of the left has its origin as deafult
the one on the right has its origin the same as the plane
how do you change the name of a player, like if you want to have a ui that just reads from a text field that's filled out by them, let's say?
it's such a simple thing, but I just don't know
i figured out is rotating the Y but it needs to rotate the X
Is there a command line to compile all shaders of a project?
How can i risolve this problem plss
@dusk nebulaThanks for help. I finally found. I forgot to set "ItemFoun?" to false and it was set as true on beginning.
what problem
the blinding light when I start the game
how can i change this value
Do you have a Post Process Volume in your level?
does anyone know of a way to package a 4.26 project to html?
any help would be really appreciated
emh nope
Hey! i wanted some advice to getting started on my project, for background im a 2D digital artist, and i would like to know what i can do to get started on this
I have a severe learning disorder (grew up with an IEP going to school) so a lot of video and reading tutorials just dont help me much and i want to know if others here have any learning disorders and found a workflow that helps them?
sorry if this isnt the right channel, i couldnt fid where best to ask this
Now search Exposure
Set Min Brightness and Max Brightness to 1.0
ok i solved thanks
I am using teleport function
but even though after collision
the string is printed
but the sphere isn't teleporting
this is like my first bp lol so it might be noobish, pls halp someone

Not sure about a command line, but File > Cook Content for Windows should make sure everything is ready I thought? UE does a pretty good job of keeping track of what needs compiling though
can someone smart show me how to self collide cloth physics without destroying my framerate
Anyone find turning Shadow detail down removes fog? any way around that?
Anything that would cause my editor to freeze in here? this is the 50th time today ive had to restart my PC. WTF is wrong with 4.26 when landscaping.
Why does the sword disappear randomly in the middle of the swing
hey, my armatures animation is for some reason not working in unreal, the character imports perfectly and the animation also imports but the character doesn't move. if i re-import the skeleton and animations to blender then it works fine as well. would someone mind helping me trouble shoot this? been trying to fix last couple days but not going anywhere
why is there no official HELP chat people
jesus
if i ever make a server that has 5+ mods and no official HELP channel shoot me
@plush yew ah, thanks and how does one run the project in the debugger? with visual studio?
Does anyone happen to know if there's a way to convert Zbrush fibermesh or Maya Nhair to work with Groom in UE4? The only methods I seem to be able to find are using Maya XGen?
so in ue4 project i hit f5 or in visual studio? usually f5 is refresh so im confused
When I export an OBJ from unreal, it makes .bmp materials. Is there any way to configure unreal to kick out .jpgs instead?
is that the folder that project in ? ! ROG Scar17 (Extras) try to move somewhere without special symbol ! in path
@plush yew im using blueprint
@sterile lichen idk why that would effect it. it has the same issue on my desktop outside my folder
@plush yew but how do i get the project loaded up so i can debug?
first time
so new project?
yea, i know i can
Hey I'm trying to package a game that I made but it says an error that I completely dont understand. Where do I put it for help?
@plush yew LogInput: Warning: Action ResetVR uses invalid key MotionController_Left_Grip1.
LogInput: Warning: Action Jump uses invalid key OculusGo_Left_Trigger_Click.
LogInput: Warning: Action ResetVR uses invalid key OculusGo_Left_Trackpad_Click.
LogInput: Warning: Use -RemoveInvalidKeys to remove instances of these keys from the action mapping.
LogLoad: (Engine Initialization) Total time: 23.44 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LogInit: First time updating LLM stats...
LogContentStreaming: Texture pool size now 1000 MB
LogAssetRegistry: Asset discovery search completed in 20.6113 seconds
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000003 seconds (updated 0 objects)
LogSlate: Took 0.000144 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
LogSlate: Took 0.000157 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
Running C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/! ROG Scar17 (Extras)/UE4/Projects/WWB_Landscaping/Landscaping.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Yes, title: Message, text: Successfully added class 'MyClass', however you must recompile the 'Landscaping' module before it will appear in the Content Browser. Failed to generate project files.
Would you like to open the Output Log to see more details?
LogSlate: Window 'Add C++ Class' being destroyed
LogSlate: Took 0.005405 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
im lost
will that solve my freeze?
where do i get this think, sorry i need my hand held. ive been up for 18 hours
its already installed and i know i did the c++ game dev
do i need to re install?
modify?
Is there a way to see how many instances of a Static mesh exist in the level?
one sec
its loading
i opened the sln
ill do my best, thanks for the help. i was beginning to loose hope
hello everyone this is my first time trying UE4, any tips?
try years @plush yew
Hello. I need to find all hit points when my meshes collide, since with OnHit there is only one Impact point in the structure and there is only one (red debug sphere). Is there an easy way to do this? (for example in Unity collision struct has an array of this points: collision.contacts)
I will be grateful for the tip 🙂
@plush yew now that the project knows its being watched its not acting as temperamental LOL
i hate technology
I have ridiculously long compile times for the most simple projects, with simple changes. I feel like I remember some bug/setting that fixes it significantly. Is that a thing?
common problem is having incredibuild installed, without a license it slows your compiling down
i just commented out 1 line, rebuilt, and it took 370 seconds 😦
This is a VR capable machine so i dont know that its a resource issue. i thought it was some setting that i fixed once before
install ue and move project on SSD
ue?
Unreal Engine must be installed on SSD and project must be also on SSD
oh gotcha. it is, thats why i think this isnt a resource issue
I kinda want to make a multiplayer FPS, but at the time I find it so much easier to just do TPS.
For a proper FPS do you really have to make double sets of animations? One for the arms and one for the global mesh that other players see? Or can you just use one animation but hide the parts that aren't arms for the FPS character?
Cause I don't wanna go FPS if it's double the work compared to TPS in regards to animations. And just parenting a camera to the head will lead to weird head bobbing and troubles with lining the weapon up
ball
if i create character does the height matter like real world scale? currently my model is double that size should i resize my model to 165 cm or atleast 1 meter in blender?
@plush yew for the first time in 4 months ive been able to work for a few hours without issues, the outlook is good, i may just have to use visual studio from now on, for whatever reason the debugging mode scared the project into acting normal
koone
Why does it not apply damage to all the enemies. Damage is applied with box collider overlap on sword
You must be doing something wrong
hmm
plus once you set it up youll have to deal with the fact that it will tick like 4 times if its a constant overlap
so ya
I have it activate and deactivate with anim montage ofc
but that "Other Actor" only triggers into the first target it hits
What do you mean?
Ohhh yea meaby that "Do once" makes it that it only triggers only to one target
your screwing up
Ya..
Theres an issue with it
I add all targets to an array and send a damage tick to them works well
lol
no but if your making your own game you can maybe think about using your own function rather then that Apply Damage
just my opinion though
Id consider focusing on replacing that Gate and Do Once
Yes we have. Are you referring to our conversation above
I havnt
So i should use that instead of "Apply Damage"?
Oh boe les go. Gonna get some popcorn and watch a rly long movie like tutorial
Yea not gonna watch the whole stream there are others ofc
wouldnt regret it lots of problems trying to do it yourself
your face when waiting for shaders to compile
just one more hour i guess
never
are you making a movie
never rebuild lighting until u have your lights where u want them
otherwise its redo
just set all lights movable
depends
its only like 20 times more expensive
also u can disable the build light warning
i dont really do map build stuff so i usually have 2 or 3 lights and i set em movable
Im making a Tileset in Photoshop for my Game. Will I have to Credit Photoshop?
I'm trying to figure out replication, and I'm at a point where the Event AnyDamage node that's built into the engine is only firing an event on the server to play a hit animation for characters. Is there any way around this without using a different event node?
if you're asking us if piracy can have consequences, yeah
don't pirate your software for things that matter lmao
gimp
it's okay
free but not "free" or janky really
but not "sony vegas 17 licensed to 'some user'" janky
Alright thanks Guys will look into it
nice thing about gimp is you dont need a degree in rocket science to use the normal map plugin
@plush yew
Not sure why does it work and not trigger the damage multiple times. But hey if it works dont touch it
I just removed the "Do Once" and the delay
nvm it sometimes does more damage than it should
Thats what im trying to tell you
But im not gonna show you my blueprint 😛
I pay alot of money
And i dont want it 😛
ah then all is well
Sure hope so 😛
It reminds me of trying to use high speed projectiles instead of tracers for bullets
It does the exact same thing
Question: I tried looking it up, but can't find anything concrete. With level streaming / multiple sub-levels, is it possible to add/remove/move actors from one sub-level to another during game execution? I'm looking for ways to create a 'spirit realm' in a multiplayer game where players can be in either or both 'realms'
Is there any way to disable the blueprint editor being always on top? I use a single monitor and it's a huge pain...
not sure if this is the this chat, but does nayone know how i can set up an ambient mesh to just loop an animation in the background, for example if i wanted a pteranodon to be looping a flying aniatmation high up in the sky
Man what is wrong with this.... (Pic is from the begining of bot healt reduction)
hey what's the way to make a widget that's part of a character visible or not visible through BP?
Pic from sword apply damage
Sword apply damage continues
The sword does 50 damage and sometimes randomly it does 100 damage
can not you drag & drop the animation of your dinosaur flying into the scene?
can I change what I've highlighted through BP or is that editor only?
SetResponseToChannel or something like that
i dont knwo, can i?
wait that works?
Hey guys can you help me https://www.paypal.com/pools/c/8Dc16X8V7U
Proprio cosi', ho deciso che The Wave diventerà un progetto Crowdfunding, ognuno di voi potrà contribuire con piccole o grosse donazioni per supportare lo sviluppo del videogioco.
Ogni singolo centesimo verrà tracciato e convalidato con chi deciderà di donare a '' SalvyGames Productions ''. Chi deciderà di donare una somma di denaro sarà ricono...
dont think i can actually - hold up nvm turn out i can
Hello, I want to spawn an actor but the spawn actor from class node doesn't apply physics to the spawned actor by default I tried using Set simulate physics true on spawned actor but he's not colliding with anything it just falls down
Anyone mind helping me with something? I'm trying to move a very complex asset but even with my monster of a PC (3080, i9, 32gb ram) it still lags horribly. I tried to merge the asset into one static mesh but Unreal crashes after like 15 minutes...
Try converting this asset to blueprint and assigning the new location on begin play
Interesting. Mind Dming me and explaining this a bit more? I've never done anything like that before. I appreciate it.
Ok
so now my question is, for a widget that's used as a component on a character, how would I do things like change its opacity based on distance from the controlled pawn?
I did it like this. If a player with the tag "Player" overlaps with a sphere collision, it changes the visibility. Hope that helps.
so it would be fine to just make a collision volume around the pawn that matches the radius I want?
and what if I want it to fade out as you get farther away
Should be fine, probably. I'm a beginner myself, so I can't say it with certainty.
No clue sorry
I'll look into it some more, thanks
Could someone help me figure out what's causing this ugly shadow? The lightmap density looks fine and all the lights are set to static, same with the actor that's casting the ugly shadow.
is it possible to reverse an animation? everything online just says set the playrate to -1 but that just makes it snap back to the original pose.
basic question most of you have probably figured out
why does this happen after reimporting from blender
whats wrong with it
this is the truth
im using the better fbx exporter addon too lmao
does anyone know if its possible to change half of a foliage type to a different mesh?
mayB try w/o the better blender exporter
they have a lot of rules for the marketplace, sadly including a rig with leaf bones is not one of them
that could fix like 90% of blender rig problems
that last 10% is still a lot tho 😛
dunno if thats a metahuman, but i was able to export reimport em just fine
with a bunch of autodesk hassle offc
just the head rotated is not something i ever encountered
can someone help me, I want to change my heightmap from .jpg to .png
and every time I try it wont work
Use an online site converter
it corrupts my file/making heightmaps not working
did you try this?
I use this one regularly
its working, but my heightmap is:
sharp
- I got info that its 8bit not 16bit
(Im new to that so I dont understand too much)
how can I fix that?
what are you trying to fix?
I have always had 0 luck with black and white heightmap imports. They almost always look like crap. Strange edges and pointy features. Smoothing them simply breaks the details. Even if i have a really nice map made, then, export as heightmap and re-import .... i get the same results (better, but, still not great).
16 provides better results, but, still, not great.
yea exacly, as you can see on that picture above, these edges are "sharp"
thats final effect:
I made my final version of terrian and now its covered in strange patterns
.
Help please
I need it badly
I've been trying to fix it for five days :(
@west brook try to follow this: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/HowTo/CharacterMovement/
Alright I will, thanks
(closer look)
Hey, is it possible to edit groom hair values like hair length in runtime to make a character customization?
Or is it only values stuck on compile?
i want to learn unreal engine but i cant find any good tutorials
does anyone know some good tutorials i can watch
you can find a good beginner path trough the Epic Launcher
thats what I did
click on Learn on the top, theres many good starting points
thanks
eventually the menus in my editor will always bug out and go invisible. Is there a fix for that?
Vram is kinda pointless isnt it? My gfx card has 4 but it literally never goes above 2gb of usage even on max
does somebody have a link to a guide for multiplayer game modes? I keep finding really bad tutorials that stop after adding the minimum amount possible
is there a way to search all lights by mobility? i.e find all the stationary lights ?
You could also try learn.unrealengine.com; that’s what got me familiar with UE.
thanks
I hope this question is appropriate for this channel, but can anyone recommend me decent resources for learning Unreal Engine if I already know how to code in C++ fairly well? Like, I can use it very comfortably and with minimal issues - I just need to learn the Unreal implementations and how the engine actually... works.
I don't really want to use blueprints too much, since I already have good knowledge of C++ and I'd like to implement things myself.
Curious If I want context specific collision on a multitude of objects in a 2D game what would be the best method to go about it? Should I have swaps to effectively different box layouts or is there a characteristic I can just imbue the objects with
@plush yew there are quite a few links to getting started with ue4 pinned in this channel
Thank you, but most of them are either too basic or just rely on visual scripting, which is something I don't really want to rely on.
So is the recommendation to just read the documentation in my case?
The pinned learning material also covers how to convert blueprints to C++.
Probably what I'll end up doing, then. I'm not saying blueprints are bad or anything, I just don't want to necessarily rely on them.
Preference, really.
If you wanna use UE you won't be able to avoid them, they are a core part of UE
I'm not saying I want to avoid them. I just don't need to use them for everything.
Of course, I understand they're a core part of UE and I'm not saying I want to avoid them, this is not true at all, I just need something more focused on the C++ side of things.
very doable 🙂
You need to find a balance between C++ and BP, implementing majority of the system in C++ especially performance critical ones is how it should be done anyways. While stuff like UI, animations, and just connecting systems together should be done in BPs.
On the project I'm working on it's roughly 75% C++ and 25% BPs, mostly for UI, animations, sound, etc... everything else is C++
That's exactly what I'm talking about and what I had in mind. It's just that I sort of lack any experience with UE, so I was looking for something that'd teach me how to actually implement projects like that instead of in just blueprints. I'm glad I managed to convey my point.
Take a look at these if you haven't already https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/IntroductionToCPP/
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/
There are also good UE C++ tutorials on YT including some from Epic
And on udemy
As I live and breathe, exactly what I had envisioned. Thank you.
Maybe. A little short on funds for now.
I recently bought a new computer which was quite pricy. I have little left over.
Oh is that what “hot reloading” means! I was very confused. Thanks for sharing that article!
I didn’t even know what the name meant until now. So, it wasn’t something I was going to use anyways. 😉
so I have my character's crouching animation working, but I realize it doesn't reduce the size of the collision capsule. Is there a way to make crouching also affect that?
Hi there must be a option named as hit scan but its not here
How can i find it ?
yes
anyone?
i dont understand you really 😦
im just watching a shooting tutorial
but this youtuber didnt do anything for show Hitscan
and i tried to close & re-open bp
Trying to learn the unreal engine currently and I'm using a skillshare video to help me along the way. I guess this video series was filmed a while back because my version doesnt look the same as his... I'm on 4.27.0, and I cant figure out where the geometry tool is at
I'm having trouble making my capsule height change even though my crouch animation replicates
does anyone know a node i can use to adjust projectile spawning, for example, if i wanted to make this burst fire in 3 shots instead of shoot one projectile every second
for loop max being burst limit i guess
Where is #help
oh, you have such a beautiful eyes!
Ikr
Im totally New I havent launched unreal engine yet can someone help me step-by-step making a 2d-Mario-like game?
do you want to thrive in 2D?
To what
I want a Mario game
It's stage 1 of my 3 steps Plan for learning
Stage 1: Mario game (2d)
Stage 2: subway Surfers (3d)
Stage 3: plane game (3d)
ah cool,
Nono I want to learn from person
Not from tutorial
Im sorry im special
Bcs Person can explain me everything
Tutorial is where I cant spend creativity
maybe a team?
idk how someone would go through game development without sipping on tutorials, even if one knows how to code
you can, of course, start your own framework / engine
but I doubt that you would not use tutorials of some kind
I want to have a teacher
The teacher is my tutorial
and check out #instructions before posting there;
@plush yew how can I ask for hire
Like make a hire
Just hire
With the bot
Nvm im dumb sorry
Quick hud question.. when you show hud widget... does it call construct each time or on initialize each time?
or.. if i need something ran each time the hud widget is shown.. call a function on the widget?
Pls help me #volunteer-projects
Udemy?
I figured out the settings to round trip metahuman to blender so I can edit the sculpt how I want
now I am finding myself unable to sleep with all the stuff i can do with this
Tysm
This worked
I am very happy
do you use daz models in your project?
If so i was wondering how you make animations for them
im having nothing but trouble trying to make my own animations for my models..
@prime willowI use makehuman and metahuman

daz models have horrible topology and so many issues their own official bridges dont work properly
yeah ._.
same with anything reallusion they have tutorials on how to use their products but are fully aware of issues that they fix off record and provide the tutorial without these workarounds
bad company
yup
if you have blender and makehuman youre good to make anything u want really
;-;
and metahuman is a good base for everything
hmm
i havent looked into meta human
the characters didnt have that marvel 90's appeal physcially from the trailer
so i just ignored it x3
didnt know if they were customizable body wise
o.o
you have to export the body from unreal to get it into blender unless you have autodesk max/maya you can export it right into there
from there u can do whatever u want to it
yeah ive noticed but than when i import back it goes absolute crrazy on me
i just want to make animations for the models
im thinking maybe to use a mannequin version and retarget ._.
I'm using the fps template and noticed that I can't move or anything when I change the default game state to a new, empty one I've made. What's up with that?
nvm the game wasn't set to start immediately
whats with this error even tho i have it fully packaged with no problems
how am I supposed to create references to things like game modes or player states?
umm i think game mode is just the placeholder for all the classes
but pretty sure you can just gamemode hop in bp no idea
uh no the game mode doesn't seem to be any kind of placeholder
"placeholder" doesn't mean what you think it means, then
a proxy, or you could say that it holds classes
strong connotative meaning that implies that it's temporary
well its pretty common to chance controllers for cinematics and characters for games so
change*
Depends where you're getting them
For GameMode you can literally GetGameMode and Cast it but only works on Server
For PlayerState you have access to yours through the PlayerController or an Array of all of them in the GameState
so are arrays with the player states in them the best way to handle teams? I want to be able to reference this outside of my states
I mean yeah, you could store TeamID in the PlayerState and access it to check against if something happens
how do i connect to a mysql database in ue4 it's fine if it's c++ but i need to know
I'm guessing the same way as in any other C++ project 😛
you need a database driver library that you use to connect
and preferably something that provides you with a simple API to query stuff from it
after that it's just a matter of setting the connection url, username and password or whatever credentials you use
yeah how can i get something like that?
and would i be able to only code this in C++ or would i have to use another programming language
I'm 100% sure there are sql libraries for c++
but I don't know of any because I have done my webdev stuff mostly with java and typescript
how would i insert this into my project though
Hello
after opening my project with ue 4.27 the double click on a BP fucntion doesnt open VS anymore .. i get an warning "Warning: NavigateToFunctionSource: Unable to find symbols [The specified module could not be found.]" ..
how can i fix this?
I always get these, even tough I save properly. All my objects are gone when I reopen unreal, what am I doing wrong, pls help. this issue has been around for 3 days now and no one was able to help me
why can't i move things in the level when i launch UE with visual studio?
I managed to load an earlier save file, but all of my materials disappeared into nowhere.
just a warning to those that use ccleaner
its default settings cleared my unreal shader compilation
my game is almost 60gb i been waiting almost an hour lol
I havent made a game yet
do yall have any ideas for a beginner like me?
cause im afraid imma get overambitious and then be disappointed
lol
Is there a good storytelling plugin with a graph system?
What does this error mean?
Fatal error:
[File:D:Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Commands.cpp] [Line: 1431]
Null SRV (resource 0 bind 0) on UB Layout
FInstancedStaticMeshVertexFactoryUniformShaderParameters
What UE version?
4.26
Fixed with 4.27
Ah
Thank you!
What has the faster change/compile/debug loop on the same hardware:
UE + Xcode on Mac OS
UE + VSCode on Mac OS
UE + VSCode on Windows
UE + VS on Windows
?
oh boy, spent hours trying to debug a material for Android
before realizing that a part of the shader that wasn't connected to anything which i assumed was skipped, was preventing the shader to compile on android
Is it possible to attach static meshes and actors to landscape, so when i move landscape they move with it?
*removved * wrong discord channel
does groom not show in raytraced reflections at all or did i break something lol
Hi
Im trying to make a ammo system and i have 2 guns. I have 2 widgets, first widget is for rifle and seconds widget is for pistol. When i get my rifle im creating first widget and when i leave it, or get pistol removing first widget and creating second widget but when i dont have both of guns
Getting this error
I have a save/load system I built in blueprints which is functioning properly. However I don't know where to fire the load function. The only way I can get the load function to fire is within my level bp, but this is not ideal as my game is just one level so the player will not be able to start a new game this way.
whats up with gpu lightmass stopping at corners
raytracing is on for all objects
but I still get these weird cut offs
smh
Hi, I'm making a horror game that includes a fair bit of walking forth and back. What's the best way to organize all the events to happen at all the right places and times?
a combination of things like collision volumes, checking various variables have been set/unset etc
idk where to ask this so i'll write here.. is it possible to make an audio/video chat using pixel streaming?
help me pls
umm they are gone
why did it happen? I can restore it once, but it happened over 5 times in a row. I dont know whats causing it. Why restore it if it will happen again?
Im not sure why you are having so much trouble saving
Materials are heavy af
I cant even transfer the folder to my USB
how can i attach a camera so that a third person view goes to a first person view? thank you🙏
I'm getting this error message
umm you might be able to reposition it like any other component I believe you want reletive location though
If you can change the spring arm just jot down the vector you want
i just switch cameras w 2 attached to actor though
would it be the same tho ?
world and reletive are differnt
wdym?
for my main char
when trying to move things attached to your actor you wanna use reletive
or if your using your actor lovation as referance
because reletive 0,0,0 of your actor would be its center
but world 0,0,0 would be the world origin
hm ok ill check it out
thx, I will look at it
Any ideas as to why my AI's all move in sync with eachother? https://youtu.be/GLMu8mRDF7o
they all use the same animbp? they are all set to "start" at the same time? they uh... are one with the hive mind?
thats sweet dude
I saved duplicates for each variation of zombie, so they all technically have their own one but are doing the same thing atm
since its a walk cycle it sounds like they all spawn and start moving at the same time
so you probably want some sort of idle with a random time for that animation to play as part of your animation cycle
I have a random wait time on the behaviour tree where they go idle for a random time then carry on roaming, which they do at seperate times but when they start walking again their steps always sync up
apologies if i'm not explaining well
so zombie 1 is idle, zombie 2 is walking. in 1 second zombie 1 starts walking and it instantly moves to the same time in the walk animation as zombie 2? Z1 doesnt start from the beginning for the walk?
yeah i think thats pretty much it, i will make another video to demonstrate
yeah if you can, the one above shows them all walking and none idle so have to assume they all start walking at the same time which is why its synced
So on this video you can see the female cop zombie wait while the others keep walking, and then when she starts again she syncs up with the rest https://youtu.be/i6_6tHXQ-gc
so how is the movement handled? and how is your AI handled?
not sure if this is what you mean
here is the third person turned into an AI, default anim bp, and just using a simple move to character in the AI. I set up a random delay for starting to move on each one. you can see they are not synced. https://i.gyazo.com/e5e9e328b38bc6c4459ec6347b05dc82.gif
Thats more what im trying to achieve! where do i put they delay in?
well I didnt use a BT like you did, just a simple delay before it started to walk
so in that BT it would be at the start before doing the walk, not waiting after
so delay - find random - move to
ohh I see, Let me try that and get back to you! thank you for your help by the way, really appreciated
but you have a delay and it still synced, which is the weird part
that was going to be my second idea, it just might look weird to go from idle to halfway thru the walk
in the anim bp, is it using a blend space or just a simple play animation? I wonder if that might be an issue (the anim bp is sharing code?)
so i moved the wait to before find random and move, they all start at different times but still sync
there is a blend space from idle/walk/run
super weird 😦 it sounds like it should all be good
I just realized for one frame is way better than for duration in line / sphere tracing lol
but for duration does look kinda cool, I feel like tron with it on
I thought as much 😫 how would i set that random offset to the looping animations start? to see if that helps at all
also thank you for all the tutorial videos @grim ore, I have found quite a few of them more than helpful
@native swiftif your using the anim bp, its going to be based on the current speed of the AI. Off the top of my head what if you randomized the max walk speed so the animation plays back at a different speed?
of if you alter the walk animation slightly an have different variations and have them choose different ones. Its really weird they are synced tho
well i'll give both them suggestions a go and see what happens! I thought it was weird too, wasn't sure if i was missing something obvious
it is very weird honestly
#animation might have something that I am not thinking of, but as far as I know the anim bp's should all be instances so unique so all playing their own stuff unless somehow that data is syncing from some other data
I will post there as well! regardless thank you for all the help, I will update you if I manage to fix it
the animbp that is being used, is it the one that came with it?
AH HA!
open up your walk animation, look for any sync group markers in the notify track
omg wait let me check this
anyone who knows the new water system performance well?
😅
I just had a crazy thought. My team has been using Miro lately and its nice how Miro is continuously synced. I just though how cool it would be to be able to pair code using a continuous sync like that in blueprints. Any UE dev wanna get on that task? 😄
I always thought of zombies more as hobblers than runners lol
how do I make particle parts shared across modules like this?
so when I change one it changes in all the modules that r shared
how do I do that
nevermind got it.
answer: Shift + Left Mouse Button drag (on a module)
@native swiftdamn I am at a loss, something must be causing it
same here bud 😂 I've posted in the #animation so hopefully someone there can help! thanks again for the advice though
learning about this game engine is really hard to wrap my head around lol.
wrap your head around someone elses template inside of it is even better
Yes
We are making an Oculus Quest application in UE 4.26 and for some reason pressing the volume buttons doesn’t change the volume. Not only will it not adjust the volume, but the volume UI doesn’t show up in headset anymore. If you press the oculus button and go to the menu you can change the headset volume, but we want our players to be able to adjust volume in game using the headset buttons. I’m not seeing any headset input for oculus in UE, and google isn’t turning anything up. Anyone run into something like this, or got a lead?
templet?
Ya theres a bunch of ways to do the same things and "Stater Kits" are vastly different from each other
welp. ...go fuck yourself Unreal - lol
i'm installing unreal engine for the first time, why does the folder say epic games? why is the installer epic games launcher?
afaik, epic games didn't develop unreal engine from the beginning
No, but they are the company that it evolved into
they are microsoft, and unreal is windows
ah okay
also is there no way to avoid 5% royalty charge to the games I create?
you only have to pay 5% if your game revenue is over $1 mill?
damn this is 44 GB? holy heck
Pentium D with 256MB ram?
Hey there! I imported an FBX from houdini into Unreal and the geo looks correct from the front but then when i go around to the back of the character you can see through his chest and arms, does anyone know why this is?
i'm trying both unity and unreal but unity had a much smaller filesize. though there were many technical issues installing and such for me.
im using UE 4.26 water, im trying to move the water body a bit below from its original 0,0,0 location, so lets say X = 0, Y = 0, Z = -500 , but only the splines move, and the water body starts culling out ( and does not move up or down ) . how can i shift the water body up / down ?
You know anyone who has top ten list of things that new players want to ask when they are learning Unreal?
Can someone remind the exact way to import a new skeletal mesh to ue4 from blender using an existing ue skeleton
Plz
Something about 0.01 metric and scale 100
But it's confusing
I'm trying a bunch of combinations
My skeletal mesh is not right scaled and is deformed
so this way even the rivers will not appear?
its all useless if i take anything below the default 0 z axis?
anyone else having issues with pixelstreaming after the chrome 94 update ? and if so, is there a quick fix for this ? Cirrus server throws the follwing error when a clients attempts to connect: Streamer disconnected: 4000 - Failed to parse answer's SDP
just curious - how come UE4 is so massive? isnt it just code?
massive amounts of code
I assume the templates with all their textures, audio files etc. Also don’t help 😛
Heck ton of code, literally.
Pretty neat, I was able to get a sphere trace on both hands now, now I just need to redo it all in functions like I should have done from the start lol, then time for fun wall hangs and climb ups maybe 😛
We're talking about literal millions of lines, on top of third party libraries, not including the binary dependencies and any "content" or .uasset files.
Oh, and also a lot of shader files (under both .usf and .ush format, which is Unreal's version of HLSL)
youre back!