#ue4-general
1 messages · Page 1069 of 1
Tadaima~

If I wanted to add something to the viewport like an attachment to a gun you’re already holding, what’s the easiest way?
Sockets in the weapon's skeletal mesh.
Also static mesh generally isn't good for "hero" weapon, but viable for dropped weapons
Is there a way to automatically snap any object to 0 height when i drag them into my level? Its annoying keep having to correct it every time
Finally get the epic super pretty lens flare working 😏
@drowsy snow the ones Froyo did a big post about recently?
Yeah, that one. It kinda finicky to work with atm, and I kinda don't like the Data Table approach.
I've consider putting the settings into Project Settings instead, as it's a plugin.
sweet :)
Anyone know if it's possible to bulk change the mip level of multiple textures all at once? I have almost 300 textures I need to change from 8k to 2k and it would take me too long if I did them one by one.
isnt there an option for it in the bulk-edit matrix?
Go to the Device Profile to set the texture size's hard limit for each texture group (Window > Developer > Device Profiles). This is non destructive, and you can set different size limit for each platform.
or that, yea
I am having some trouble with my leaves particles that glow in the dark, does anyone have any clue what could be causing this?
Hey Guys I want to make Dirt On Glass or Floor and clean it with Broom and Wiper Can someone Suggest an idea for me pelase
Other than Render Target ?
decals
If the swipe pattern is fixed, I think a fixed flow map hack could work. But for more accurate player driven swiping, well, Render Targets.
Is something plugged in your emissive node
Well But the Render Targets just applying on Small Area I was using that for wall paint just half of the wall
@drowsy snow what a beautiful lensflare shot
Yeah, it manages to looking better than stock UE4 lens flare, while also cheaper to render than FFT Convolution Bloom.
well hopefully
convo bloom even half res is pretty expensive
but sure is beautiful
the kernels are hard to manage tho, can't easily iterate
you sold me on testing froyok latestest post !
UE4 Mannequin mobile is not compatible with 4.27... is there any alternative?
Assuming I have a different blueprint for character, weapon, and attachment.
In Which blueprint would I want to use the node that adds it to the socket?
Probably the weapon with a “has attachment” bool?
I don't see any reason not too leech one from earlier versions and somehow not working in newer versions of the engine.
After all, it's just a skeletal mesh with bog standard material setup.
you mean create a project in a earlier version and export the mannequin to the 4.27 project?
you should still be able to use it even if its not updated, did you try to add it to your project?
yea it won't let me add it to the project
it works here, change the version like it says and add it
oh what the hell it works. i thought it had to be the same version. thanks!
hashtag win
Can someone help? I have the same exact problem like this one, except mine is manifesting in Unreal Engine 5 and only for a certain type of foliage. https://forums.unrealengine.com/t/foliage-only-paints-on-spline-meshes-and-not-landscape/212972
Is it common practice to have a specific player controller subclass for main menus and such?
Ah this is great, thank you. Ill try this.
I am trying that now and if it doesnt work well Ill try TheHoodieGuy's suggestion. Thank you.
Not for me. I do almost nothing in a Player Controller. The actual input functionality were left on the pawn BPs.
Hey guys, I'm following these instructions and now I'm a bit confused on what settings I should change to hard limit all the textures in the project to 2k?
In the device profiles window, pick on the platform that you want, choose the TextureLODGroups...
Right, I did that
...and then set the Max LOD Size for each texture group to the size you want, which would be 2048
Hey, Does anyone know how to have microphone input in UE4? I'm trying to make a game controlled by sound but I cannot find any info on how to get ue4 to work with a microphone.
@drowsy snow can you help me out if youre free to 10 seconds
i cant seem to figure out a decent method for doing animations ._.
Sure thing.
And that's 10 secs.
xD
Nah, jk xD
well played U:
So i have a rig and all of that jazz
but when using it for animations it doesnt play nice with the bones already in the setup
I can show you if you can jump in call?
and it breaks the current bones that are already good to go
As in video call/stream? Sure, but I haven't set up my mic again.
its ok we can type in here or vc louge
i dont use my mic anyways tho i can listen along
LiveLink anim is indeed for Maya only, not Blender
Not even the official Blender UE addon
One of the official presentation from last year, I think
I don't bookmark them. TBH I saw no use for them as I animate things by hand
How do I add more custom bones
https://gyazo.com/74bee6e9e444357b1f34c00f0fb2b102
any ideas why my result in UE4 is completely different looks for the upper/lower receiver? heres the result in ue4
and heres the result in marmoset
Good evening,
I would like to know if there is a way to switch from three, to first person without looking stupid with a camera in your head? I'm talking about a real swap, like if I create a new project in UE with the first person mode.
two separate meshes, one for first and one for third with a camera bone on the skeleton. unhide first person and hide third person mesh and attach camera to the first person mesh at the camera bone
And I could switch with a defined button?
yes
Great, thanks!
what was wrong
does anyone know of any tutorials on using shape keys for character customization? i.e. different eye shapes, and different body proportions (ping me if you respond pls i have this server muted)
What
Just use an animation blueprint and set the body proportions from a var
using a blend
In those cases, usually the facial expressions are driven by bones, and the feature deformations are handled by morph target.
You can buy one asset pack of character customization and reverse engineer them yourself.
Try disabling touch inputs in the project settings.
Are there people who had this problem during the Build? I have Visual Studio 2019 with the C++ dependencies, C++ Video Game (Unreal) and Dotnet Runtime 6.0.0 installed on my PC. Unreal Engine has no reason to reject my build.
Sorry to interrupt your discussion
What about NET Framework 4 SDK? Not the runtime one.
Also, what about Windows SDK?
SDK, not the Runtime.
Runtime libs are mainly for already compiled programs and not for development.
thats not what im asking, im aiming to create a character customization system that has slides to scale the size of different body parts, like what the game fer.al has if youre familiar
i dont know of anything on the asset store that has something like this either
and im going to use shape keys to do it, but i dont know how id implement them in
if that makes any sense
im not using the shape keys for animating in this area, its for customization
Ah that sucks. I have bad luck. It still does.
Is it because Unreal Engine is installed on the \D: disk and the dependencies are on the \C: disk ?
I find the prob! I was using SDK version 5 and not 4...
hi guys, do anyone know how to enable the word wrap for the text box? i just need the text to stay inside the box instead of keep going across the screen
there's a button to auto wrap text, you have to set in pixels how far it is
tyty
I cannot for the life of me remember how to get every X step in a loop
I thought it was % based but that isn't working for me
Hello, if I'm trying to make an npc hop while it's roaming/moving. I'm trying to make a slime character. I have a basic roam but I'm not sure if the hoping should be implemented in the animation or if it's a node based thing to just get it to jump when it moves
If I have a second mesh which is set owner no see, but I want shadows - do I need to build the lighting to see those shadows? I can't understand why I can't see the shadows from the mesh
Good morning, i have a problem with the VR motion controller, its floating when i walk on steps or anything else and move back. Gravity is enabled, and so is physics... but capsule keeps floating
Is 'is in air' set to true when this happens?
or 'is falling' even
i dont know where to find that option? <_<
Inside character BP, do event tick, get character movement component, drag off and type 'is falling' and then print string to see when is falling
Set a delay on the event tick so it's easier to read
my glass stopped working switching from ue4 to 5
its screenspace not raytraced
anyone know why a material like glass would change to a blank uv after the switch
i found the error
its these two nodes
G'd mornin peeple, is there anybody here experienced with landscape tools and such?
@autumn flamei dont see anything wrong with that
it works perfect in unreal engine 4
it only shows this as an error in ue5
what i want to know is why ue5 cannot handle this and how to resolve it i cant think of any workarounds to achieve this node setup in ue5 myself
Then #ue5-general
That's what the error says, you can use ComponentMask in case as a workaround
u know what
thats actually a good idea
should i push my a+b to a component mask
or component mask first
its a glass opaque and a glass transluscent
Dunno where the error originates from but i imagine from a texture of sorts, so you can use it after that
If you need the color of it then it's a different story
speaking of texture why is Targa (TGA) the most popular texture format for unreal engine games
does it help performance
TGAs are less problematic
iirc Engine processes them better for example the mipmaps too
I personally had problems with PNGs too where TGAs worked so sticking to them
TGAs take more space
Really doubt it's that much of an issue tho considering the new Oodle compressions too
To me PNGs were mostly problematic regarding working with Alphas
tgas take more space
yep
my game is sitting at almost 70gb
just this little section of the map is around 40gb lol
You gotta see when the game is packaged how much it takes
Dunno if UE5 has Oodle but if needed you can switch to a method with bigger compression ratios but slower decode
Just ask away your problem, doubt anyone will raise hands saying me meeee!!! :p
can some one share his dual screen layout?
but when its under directional light its invisible
is there a way to make a mask to make it more opaque under light
Oh well u're probably right, thing is i'm having a bucket of problems right now 😄
So i've got this 16k heightmap imported into unreal, tried both importing it full and importing it split into 16 tiles using world compo. Anybody knows why the latter gave me an average of 40fps with 3-5mil tris drawn while having it imported as a full 16k landscape gives me 120fps while drawing 18-22mil tris? i'm also noob on performance thingys
World Comp is getting Deprecated, but had a similar issue when using it
Solved by creating Tile impostors with the tool they provide for each Tile
Basically when far enough from a tile it will be replaced by a StaticMesh
I honestly don't think World Comp is worth it rn, had so many problems with it, don't think it works with the Water System too
does Level Streaming is getting deprecated too?
& what are that green squared division on the terrain tool?
I am minding making a low-poly terrain, however, the best result is only achievable by modelling on external software, as the terrain tool make curve smooth as vegan butter
Nope. Level streaming in code is here to stay.
if I start now defining my level streaming volumes, it will migrate flawless to UE5?
May be cause you didn't build light, or you can set it to movable
I mean, at least on the plan
ah, so there is nothing with optimization of any kind, regardless streaming or world comp
yes
It's just the Landscape Quads
Resolution and LODs
I am minding a low-poly terrain, divided by level streaming, as I want to run on most hardware possible; ok; I will rely heavily on navigation invokers. Can I build the base terrain divided (and called by streaming) or should I model it as a full piece and use streaming just for landscape plants etc.?
So world comp is bad bad. The only actual reason i decided to go for a landscape is because it allows for material layer painting , which shouldn't be possible on static meshes, is that right?
World Comp is literally getting removed and replaced with World Partition :p
How low poly btw?
Landscape is good yeah, in case you are worried about polys you can always adjust Landscape LODs
Ah yikes thats true. So a full piece 18km landscape CAN be fine? Also landscape lods are auto generated or do they need setting up?
I dont know about mobile gaming honestly, but for everything else i wouldnt worry about polys if thats your final model
will World Partition works with terrain out of the Terrain Tool?
Hmm multi dimensional arrays are a pain
what is the difference between WP and Level Streaming?
surely there's a simple idea rather than this atrocity
WP uses Level Streaming but for Tiled Landscapes
It basically creates a SubLevel for each Tile
You can load and unload parts of the world
so manual level streaming creation will feel pointless
for all axis world partition?
how can they unload & load a block of terrain, since it is the same mesh?
It's not
or, again, the fixed terrain is the only mesh that does not get unloaded?
That's the thing
Each Tile is a different Landscape
Different Level
Put together to create the entire Landscape
In the Persistent Level
hello, im new to unreal engine.
is ue4 the one i should start with? that would be what i guess, but im not familair with ue4 or 5 so im not sure.
yes, as skills translate; blueprint scripting etc.
if skills translate then what are the reasons that i should go for ue4 instead of 5?
not trying to be a smartass, just curious
I think you really dont wanna deal with bugs and such while starting out
Theoretically UE5 is not that stable rn but soon enough when UE5 will release most will transfer over
i see
But at the same time UE4 basically works the same as UE5 scripting wise and all that
so i wont miss out much if i decide to start learning ue4?
Not really, you will most likely have to get used to the new interface when going over UE5
That's really it
alright, thanks for the information
This is the "multi dimensional array" searcher I have, it just loops through a struct, it's disgusting
ok, so there is no such a thing of loading and unloading just a part of a mesh in streaming logic
You assing the items to a stream level and when you unload it, the item unloads too
Imagine it like opening a new Level
But without actually opening a new Map
ok I got it
I was just thinking if Unreal could do these type of thing
who knows, the code there to me is alien tech
Maybe you're thinking of LODs...
If he means reducing the quality of it for performance based on distance, then LODs
Ye
I do not think so; I was thinking, lets say an huge spaceship that loads and unload like occlusion culling do with the mesh?
I think he means whether it can be done or not on a single mesh
Best way i can explain Level Streaming is
Imagine having a big Space Station and you take an Elevator
When taking the Elevator you unload the previous Level and load the new one
So the section you're not using is not loaded in memory
Oh yeah, nvm
btw isn't there always a bit of a stuttering in frames whe loading/unloading?
If it loads it all together yeah
Not sure if it can be done async
Never looked into it much
really thanks
@autumn flame
I was spending like an hour trying to figure ot why it wasnt working
now it works perfect
I really feel like an alien when talking performance
Raytrace the raytrace
Resolution scale 200%
streaming culling
hi poly meshes instead of HUD elements
maybe in ue6
Just create your UI with cubes and text renders, plop down a RenderTarget and render it on the UI
in ue6 the average indiegame will be around 5tb
Where the fun in that... Also u won't be using nanite with that approach
Next step of optimization
Everything is a StaticMesh for Nanite
next step, gamification of real life, no more video-games
ue7 = metagame, indies can now generate AAA titles
ue8 = Verse++ rewritten
Multi dimensional array
UE9
Multidimensional arrays are a thing of the past
So i was diving into material creation in designer and i was wondering, whats the typical workflow there? Do you use the tessellation displacement in unreal? POM? Do you actually slightly displace the mesh (which i've read should be cheaper)?
Tesselletion is getting deprecated
Please, does anyone know how to make particles slowly disappear inside an actor? Thanks in advance for future answers
You ask it nicely ☺️
Goes better? 😊
Haha, not you, I meant ask the particle nicely to slowly disappear :p
But seriously, it depends on how you have it setup
Unfortunately it didn't work 😦
i downloaded it free couf couf couf
emh... wait
It has such a bad quality... They forgot to update themselves to modernity
Anyway, does anyone know that I have to click?
Oh that's Cascade, pretty old stuff
Without replicating the explosion particle in real life on my pc. thank
wait I missed something? 😂
right?
Expands the OutVal too
Can you show me the actual Curve?
emh...? yes, think
What is... the, actual Curve?
Uh @autumn flame is this?
Yep
perfect, now?
Actually try this
Distribution Vector Constant Curve
Change to
Distrubution Float Constant Curve
omh...
Guess it got deprecated, lmao
Didn't work with Cascade for a while
But should be fine
Delete the points you have
Then create 2 new ones
wait, emh... you run too much, you run too much, where is it?
Yes
First one
InVal 0.0
OutVal 1.0
?
done
It should fade and scale out over the lifespan now
I try
It doesn't happen
What are you trying to achieve
Like, what type of particle, how do you want it to fade
The setup there is for the actual particle itself to fade out naturally by itself when lifespan is ending
If you are destroying a particle manually, that's something else
I think he does it but then he spreads others, I need this cloud of smoke of 1 second precisely under a falling mesh, I managed to do it but anyway as soon as the cloud of smoke disappears it does not do the animation so it suddenly disappears making it all sh- ugly
You destroying it anywhere?
Cause Deactivate should just stop it from creating new particles
no? Destroying? no no I think you mean "Destroy Component" as soon as I don't need it anymore, I just took off the active car and put that as soon as it falls, it activates and then detaches after 1 second
Destroying deletes all the particles too with it
yes
But he doesn't do it slowly, they suddenly disappear
I was writing to you in Italian I realized it later, I mean that ... they disappear, all of a sudden, that is, they do PUF, and not slowly, slowly,
If you destroy them, they will poof yes
Now they no longer appear directly 😂
Dunno what you're doing
My suggestion as i said is Deactivate -> Wait -> Destroy
The Particles 😦
Is it possible to move a whole sub-level around?
Like, I want to be able to build a certain room interior in a sub level with origin at 0,0,0 and then place that sublevel containing the room interior at a certain position in the main level
If you're using World Composition, then yes.
Sort of, because it doesn't keep all the actors in dead center on their own.
Though World Composition is mainly for open world maps, so might be a bitch to deal with in more linear map progression
Hey, a team member was working on a .umap file, pulled some new files (unrelated ones), and now their umap doesn't show up anymore, except in explorer. Reimporting it doesn't work, and their previous version is quite old. Is anyone familiar with maps suddenly disappearing from the content browser? Any ideas how to restore it?
Same engine version and all
Get a better PC, or disable Lumen.
how do i disable lumen
Also #ue5-general
This channel is still predominantly UE4.
Hi there everyone! I've been bashing my head against this for the last couple days, getting close but still can't quite figure it out. I've been working with the UGCExample and extending it.
I'm building a moddable game. Currently I just want my game runtime to be able to load a UGC Mod pak that's been packaged from the editor.
So far the way I do it is call:
bool bDoesPluginExist = IPluginManager::Get().AddPluginSearchPath(PluginPathWithTrailingSlash, true);- Then I Register the mount point for the Pak that's found by this
RegisterMountPoint(FString::Printf(TEXT("/%s/"), *ModName), FString::Printf(TEXT("../../../%s/Mods/%s/Content/"), FApp::GetProjectName(), *ModName));where ModName is the FriendlyName of the mod. - I then append the AssetRegistry.bin for this Mod to the Game runtime asset registry using:
FAssetRegistryState PakState;
PakState.Load(SerializedAssetData); // Where this is the AssetRegistry.bin referenced from the mount point "../../../%s/Mods/%s/AssetRegistry.bin"
AssetRegistryModule.Get().AppendState(PakState);
- I then run
IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Max);
Now, this order of execution seems to work some of the time and I'm able to discover the .uplugin file, load a UGCPackage and instantiate a static mesh from it. But sometimes this does not work at all, and sometimes I am only able to discover .uplugin without the assets. I believe because there is some asynchronous operation happening in the AddPluginSearchPath function, RegisterMountPoint and FAssetRegistryState::Load. I'm eventually able to get the assets if I continue rerunning this execution order.
I'm wondering if anyone has some pointers or tips on how to load a .uplugin .pak at runtime and be able to add it's .uplugin to the plugins list?
I never touched UGC so I do apologize if my answer don't sit well with what you're looking for - but if you want a moddable game, without having to ship a modified UnrealEd, then IMO the better way would be to come up with your own solutions/workarounds or having runtime scripts in languages like Lua.
UGC still isn't exactly align with what would usually comes to mind in terms of moddability and end user ease. I think in the end you'd still have to ship the modified editor to get the plugins working correctly, which can only be done through Epic Launcher and through several agreements.
If you insist, though, maybe try looking for approaches and details on delivering patches or DLCs, as it's fundamentally the same as that.
Thanks @drowsy snow
It's not a problem for me to use a modified UnrealEd as it's for something internal. I'm mostly just wanting to load in content at runtime.
I think the solution is close, it's more to do with these functions working asynchronously, and trying to find the easiest way to execute things in the correct order
As for custom assets, the modding community has already put together decent methods of hacking in custom models without having to have the modified editor. (Bandai Namco games made with UE4 already have a sizeable modding activities)
Again, though, treat it as you would like adding DLCs and patches into your game, if you're going for the more "official" route.
Loading additional .pak file in runtime is basically how DLCs are handled.
Thanks @drowsy snow
hey slackers
I'm thinking about doing a splitscreen co op project and I was wondering if it's possible to make a screen that switches from split to single depending on where the players are?
I don't want a tutorial or anything I just want to hear your opinion if that sounds doable or not and how complicated that might be
Hey, does anyone know if there is a way to setup collaboration on the same project through a VPN?
hi dear,I created my character swimming in the sea: forward, backward, right and left. , the only problem is that I can't get it to move up and down to make it go higher on the sea or lower on the sea, what did I do wrong?
first screen is in animation BP the second screen is in CharacterBP
is your char swimming on the surface or below?
swims in the deep soil of the sea
huh, does he sink if you place him higher and then press play?
were can I find view settings for the content browser in UE5?
no it always floats! can swim forward back left and right, I can't move up and down to change her swim in the sea water level. I'm using him as the only character swimming without connecting him to the walking character ,I don't need to make him walk, the game is all inside the sea
so the character should swim up when you look up right?
exactly but it doesn't swim if I look up or down.
that is weird
Did anyone else had this issue?
I created a custom cube with a custom collision. I import them and for some reason the Collision gets rotated on import. When i set all rotations to 0 it works, but if press reset, the collision doesn't scale at all.
yes, in fact, from the screenshots I sent, I didn't do anything wrong?
I don't see anything wrong, but I am a beginner so don't take my word. Just thought I would try to help 😅
thanks
this more or less fixed it. but iam still confused. cause the cube should not care about its forward axis.... all transformations are freezed in maya and both cubes are on 0,0,0.
anyone know where this lod comes from
i searched the static mesh and material and found nothing
it appears on some of my water actors but not all
Hey, wasn't there a UDN only issue tracker for hidden issues? I am searching for issues UE-112667 and UE-113081, but they are hidden on the issue tracker and I cannot find them on UDN.
Why does the top of my mesh have Broken shadows but the bottom is fine
Anyone know how to use IK Stretch Bone from Blender into Unreal ?
How to do for having the skeletons appearing in the list of "retargeting animations" ?
ok ty
Look into Mesh Distance Fields if you haven't yet.
I just noticed you're using UE5 though so I'm not sure if that's present there
@tame marshits not related to mesh distance fields
not enabled nor does any of my meshes contain this
Hello everyone, i have a question, when i hit play in unreal i want it to play from a lens of a camera in my scene. Is it possible ?
( if the question isn't clear or something please tell me, i will explain ty ty )
yo wtf
if u use an emmisive object as a boolean in the modeling editor plugin (comes with ue4/5 by default)
u get this
the boolean object leaves a emissive insert
Hi! I have a general UE question, should I be using a Player Controller for my multiplayer game? If so, what should I be doing with it.
@plush yewunreal engine material nodes are already baked
it doesnt bake anything
it just adds it as a new material slot to the mesh you apply the boolean
from the bakery
Is there a way to add an issue to Unreal Engine Issues (https://issues.unrealengine.com/)?
This is the end of my crash report when trying to run my app on the oculus quest 2 in standalone. Any ideas what it could be?
You can't have Mobile HDR with it
Odd then
Sounds like unreal to me 😂 i'll restart the project and do a full rebuild. Maybe it didn't realise it was disable or something
In case you could try to force it with the console command, never know
r.MobileHDR 0
When I play in VR in the editor everything works perfectly. It's just when I try the apk on the headset it crashes on load
Does the crash window tell you anything useful?
Inside the headset? Nope
Seems like it's a bug with 4.25?
Lots of posts about it crashing on 4.25
Seems like it crashes in the Apk indeed
Are you able to try another version?
Anyone know or have a resource I can check out to have a tile set change via button press?
Like player can toggle different tile sets by key press
Does UE4.26 keep backups anywhere but the Saved/Autosaves folder?
Can anyone tell me why is this happening, this is a megascan asset? and first time I am having this error
Can I open the world composition overhead map in game, as a minimap feature?
world composition is an editor feature, so no
Is there another simple way to get a top down visual of an area?
I guess just spin camera, add an opaque overlay, and markers?
usually a render target onto an image using the UI system is a simple way
Nice, thanks, ill try that
funny part is it looks fine in the scene but when you open from the content browser this is how it looks
Mr. Mathew you must know what this is 🙂
is there any way I can split up the default mannequin and use for example the legs somewhere else?
You can fbx export it and split anything you want in your 3d software
like maya?
yes
cool
just do right click and find ' asset actions'
or blender 😄
it's just I know how to use maya from school 🐵
I have another project that I've used 4.25 on with VR since the start of the year and had no problems. It's just this new project
Is it normal that my compressed images (around 200kb) increase in file size to about 10x (2mb) when I import them?
I am working on this horror game where the level is really dark. I mean. "can't see one meter away from you dark".
Now I want to know if I can have editor only lightning which will not be there when I run the game as PIE or standalone cause it's hard to work in dark and the Unlit mode is just too white . xD
Sorry, I am new to this so not sure.
sorry. how do I do that?
oh okay.
That makes the world brighter but... hold on. let me show what the issue is
This is how it looks
When I crank up the exposure compensation, it looks like this
Inside, in game it should look like this, when you're inside the house
after cranking up exposure, it looks like this
I am looking for a solution where I'll have lights to work with when working in editor. but lights should not be there when I run the game to test
you can add lights and make them editor only, hidden in game. You can try adding another level (if using level streaming/levels) that is just lighting and then disable it when playing, you could add apoint light then pilot it as your temporary camera in the editor
I tried the editor only solution, but that is only applicable to builds. Not PIE.
I might need to check the solution with a lightning level.. That sounds like a good idea
I have another issue related to perforce version control with UE4
I am trying to save my progress with the save button and I am getting the following error
Actor hidden in game will have the light work in editor, but hidden when you hit play
as you can see, I added a point light and made it an in editor only actor
it's still there when I hit play
wtf stupid ass light
i didnt say editor only
Actor Hidden In Game
Editor Only has the Cooking header above it, that would only apply for the final product for editor only crap you dont need like arrows
the easiest way if you just need to see whats near you is to pilot a point light
yes but I kinda need to see the whole level while working :3
but yeah this actor hidden in game is what I need
this is great
Now, the next thing. If you have worked with perforce and can help me with my problem. :"(
I dont work with perforce but #source-control might help
Yeah - Mathew prefers the ol' floppy disk method
no I use source control, like perforce, but never in the engine itself
I just tend to do it all outside using normal programs and not the in built source systems
🤔 💾
depends on the size of them, or if you consider a Zip Disk a floppy
xD I'll check that out. Thanks @grim ore for the help.
Office 97 alone took 46 or so floppies and that was less than a gig
Multiply that by 200
9200 floppy disks, lol
Is there any way to import .fbx files with the textures, or do I have to manually set them in their material?
Gving unreal insights a go.... why do some frames render at the same time as the cpu, but some wait for cpu to finish, or even longer before doing the rendering? https://i.imgur.com/A1iXc3L.png
Most of the times it's the latter.
Faster iteration would be reimporting them, but glTF is the closest you can get (though if anything, it's rather finicky)
I guess making a custom material and importing them using a naming convention is the way to go
Hey guys I'm trying to make a stopwatch for a course run but I don't know how. I want to make something like this - https://youtu.be/ey34YhzMpjw
MW2 Any% wr: https://www.youtube.com/watch?v=dLF5TIyRl5Q
Actual wr happens at 1:03
Yeah so i don't know why i kept trying, but then this happened.
Twitch: https://www.twitch.tv/klooger
anyone know how to lower a audio in bp? i tried these 2 but it didnt make a different
Anyone know if there's a way to write an FTEST for multiple players?
Any can help me for this
all bones are created correctly what could be the problem?
sprint is ok everything is ok just running is like this
This question doesn't pertain to the engine so I'm asking in general chat. Where do I report an epic games user account for their username? This dude's username is "NÄGGER"
That a with two dots, if I'm not mistaken, is german and pronounced " ee "
or "i"
Simple enough. Decrease a float variable for the seconds with the world delta seconds.
should I use a player controller?
Ä is pronounced like the A in 'hat'
@plush yew They really were like curves I used the curve copy system and now they work correctly a lot Thanks
Damn all these free model packages are unsupported on 5.0
damn 30 gigabytes
Question - is there anyway to stop my streamed level from causing slowdowns? I don't have "should block on load" check - I don't care if it takes longer, I wish I could tell it, "load everything slowly and gently' but I'm not sure how to do that exactly
To be clear - this is a packaged build - while these are not "small levels" they are not huge world style either - the hitching is occuring
this errror pops up every five secconds
okay so i was messing around with our default character settings and inputs implimenting MoveIT! (which works great btw) however i never marked down the settings we had for movement/camera controls.
When mounted, the horse and camera is working with the exception of when pressing left or right (A or D) the mount does not respond to turn and go forward in that direction
think simple movement. 😄
what in the heck did i miss
You can see its all working and i can move the cameras as i wish, then the W/D keys orient direction to the camera, however when pressing A or D the horse should turn and move forward in the right or left direction
ummm
please ignore this
im stupid
you see... when you feed in nothing... you get... nothing
Can someone point me towards a tutorial on multiplayer character system. I am missing a simple thing, i know, but i cannot seem to get over this particular hurdle. I am having trouble keeping the settings for Char1 seperate from Char2. I just need an overview of a multiplayer character selection system. Conceptual level is fine. Thanks
when im importing something from blender the material is not importing at all or not correctly. What is the proper way to import models
only thing im finding is that you gotta check import materials in ue4 but i have that checked
Can someone direct me to a tutorial on how to import a metahuman in UE5. I was able to download the metahuman but when I hit the add button on quixel bridge the folders it creates are empty except for the clothing. Can anyone help?
For some reason the editor isnt detected new or changed files in the project directory and I need to manually import things to get them to show up. is there some option or hotkey I need to slap to undo this?
I have a question about renaming folders. I notice that Unreal creates redirectors and leaves the old folder in place. Is there a way to get rid of the old folders?
Right click -> fix up redirectors
I see that Direct3D 12 in Unreal is still unstable 🤔
It used to crash A LOT even in 4.26, so I just full on using Direct3D 11.
Unfortunately this is like one of those questions that no one has the definitive answer. God knows if Epic already started using internal version of World Partition for Fortnite when everyone else outside UDN struggled with the level streaming merits.
help
i have a 3d screenspace widget
but widget component on clicked event isn't firing
only the button onclick event works inside the widget bp
but i want it to work in the actor bp
Hello , how to prevent seeing 0.0.0 location with camera on begin play , when loading open 127.0.0.1 map?
I have tried with sequences playing but we see this ugly 0.0.0 point for 1 second
is there a way to deactivate base camera for a moment?
Hide it with a persistent UI? 🤔
good idea thx
I got this problem where nothing wants to snap to a certain surface anymore. Decals ignore the surface. Other geo ignores the surface as well. Does someone know why?
Unreal Engine does not support modern Apple devices.
I saw it on the roadmap for unreal 5 though, not happening?
as far as I'm aware, Epic are banned from Apple's development tools, so this seems likely the case
Apple's being a jerk lately, and virtually nobody cares about gaming on a Mac ¯_(ツ)_/¯
It's kind of a side effect because of Epic v. Apple lawsuit, and Apple said "f___ you" to Unreal developers for using Epic Games stuff.
eh, intentionally break a contract and then suing them when they enforce their conditions doesn't exactly put you in the good books
TBH I don't give a bloody damn about Apple. Windows/Linux on PC and Android on mobile are reigning supreme.
Apple were well within their rights to block those accounts (which is now upheld by the courts)
it's a case of 'fuck around and find out', really
FYI, if you were to sue Epic about anything, they'd block you in a heartbeat
hell, they block your developer account instantly if you so much as reverse a marketplace charge on your credit card
To hell with Apple and their closed environment.
I have tried with a Black UI , it is not added before we see the 0.0.0
i ad to viewport the UI at the begin play of the level blueprint
where is the very first execution of the game
Eh, not really. From what I know, level BP executed once the level is usable by the game thread, not the moment it started loading.
hi dear, I should have a character activate that chases me throughout the level while my character runs away and is chased. is there a tutorial on this thing?
regarding modding, i want my game to be moddable, in realtime by providing a lua interface. the EULA says that you cant distribute any of the Engine Tools with your game except from the Marketplace. Does an ingame scripting interface to the engine count as an access to engine tools?
if it's referring to a tool you yourself have written, no, the EULA does not apply
but you can't ship a game executable with editor code, e.g. anything that would be wrapped inside a macro like #WITH_EDITOR
so basically if i build a standard release version, i can provide an interface to any part of it to the player
pretty much
you can write any tool you want into the normal packaged build
you just can't include any of the engine tools
thanks
How to solve this error? error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG. I have gtx 3090. Error appears when baking light.
unreal 4.26 or 4.27 with rhi dx12 and ray tracing, gpu baking
if i want to make an enemy run for the whole level and when i touch it i restart the level, is there a tutorial?
Are you trying to restart the enemy or the level?
Use the more stable DirectX 11. Sure, you'd lose the raytracing, but Lightmass still works.
DirectX 12 and in some extent Vulkan is still quite unstable in UE4 (and UE5 EA1 last time I checked)
help
hello all!
give me advice please.
I want to make a 2D game.
question: is there any difference between rendering animation or rendering sprites?
Not sure what you mean by "rendering animation".
Can someone help me with groom
its like that in viewport of the groom
and like that in the blueprint
the roots are stretched
I wonder if there is a way to slow down the process - one day I"ll have to experiment by breaking up the biggest levels into smaller ones and streaming ALL of them in, but one at a time with a slight delay
The better way would be to somehow decouple the loading from game thread, but I know it's super destructive.
does anyone know why my displacement maps are always incredibly scuffed??
i have this set up and it looks fine in the preview
but this is what it looks like in preview
why does this happen??? i could never figure out why it does this
even when i apply the material to a flat plane it looks scuffed
like wtf is this?
- Likely your mesh being the culprit
- Vertex displacement is NOT NECESSARY for small bump details. I can't stress this enough. Consider using normal maps for small details, or Parallax Occlusion Mapping for more macro faux displacements.
Also, no, Tessellation is not a good magic bullet.
If one wants true displacement, UE5 has Nanite that can decimate huge poly count in real time, because it's easier to decimate poly count than subdividing tris on the spot.
but i thought the whole point of displacement maps is to not have to use lots of geometry?
or am i confusing it with normals
Join the Blender Weekly Challenge Facebook Group!
https://www.facebook.com/groups/857468965094451/
In this video we use Blender, Octane and Jsplacement to get a nice fast render.
If I've missed anything or you are a bit unsure then please get in touch in the comments and I will answer best way I can.
Original Render available as an NFT here
...
im sort of trying to follow this tutorial
except this is in blender
You're confusing it with normal maps.
he uses JUST the displacement map, yet he gets this result
Blender does not have limitations of real time game rendering, that's why.
i even tried it in autodesk maya
cannot do it, it looks scuffed no matter what i do
but even before, with different tutorials when I was starting out with unreal engine
Learn how to create believable, fluffy snow in Unreal Engine 4 using materials created in Quixel Mixer.
Directional Snow Material: https://pastebin.com/95RztgF7
Ground Material: https://pastebin.com/GcnJi6Pk
(Copy-Paste into Material Editor in UE4)
Learn more about Quixel Mixer and Megascans here: http://megascans.se
UE4 scene inspired by ori...
like this, i followed it word for word, step by step
Here's the thing:
Those two software you mentioned, they used offline rendering by design. They can damn the real time rendering and its limitations for all they want.
my snow ended up looking like a blop of white, zero displacement
Unlike those offline renderers, in real time rendering, displacements can only displace existing vertices.
what do u mean offline renderers, whats the difference between online and offline ones
you can use displacement on a super high poly mesh and bake a normal map out of it tho
Or using Nanite, which basically realtime mesh decimating.
so do u reckon if I add more polys to the model, will it work?
also its only in UE5
Yes, but you'll going to damn performace with it, if you're not in UE5 and not using the Nanite system.
Anyone know an input wizard? I've got to figure out a way to trick the engine into think a key has been pressed (the simulate keypress from Victory Plugin doesn't work for me) - so the game will listening for a ON Key Release event - (I'm using a special plugin for a VR application that makes a popup game window that you can use to have a widget, but if you click in the screen, it will temporarily interrupt input for the VR user. So if the VR user is holding down a key and the instructor presses a single mouse click into this other game window, it will immediately drop input (and fire an OnRelease Key Event) - I can put logic into it that can bypass whatever action would be applied to a REAL OnRelease event, but I can't make the system go back to Listening for the OnRelease event again, the VR user literally will have to hit the button again
TLDR _
- VR application, with special popup boxes for the instructor to run someone through VR experience
- Clicking in special popup box immediately steals input, causing VR Player input to drop for a second (which fires OnRelease Events)
- Input immediately goes back, so VR player doesn't necessarily release
- Can't figure out a way to make the game engine listen for OnRelease event again, to bypass the original input dropping
In my application, someone is holding down a radio button and its the main "gameplay" so it's a big deal
and if you click into the popup window they stop transmitting
do u reckon this is enough
You can achieve almost the same effect with normal maps.
POM would work better on flatter surfaces, like grounds. Hence it's used for snow trails and alike.
Probably not enough for that detail, but you're using UE4 anyway so...
but even then, that snow tutorial was made ages ago, and i attempted it in the same version that the guy was using
@grizzled sonnet
and it still didnt work, I did everything the same to the DOT
i went back an forth in that tutorial for hours
days even
until i just gave up cuz it wouldnt work
For comparison, The Last Of Us 2 uses POM for snow trails.
what does POM stand for
paralax mapping
Parallax Occlusion Mapping
Basically you're faking a displacement with it, though may not work well on curved and angled objects like your mesh.
But for flatter surfaces like snow field, it works good, and relatively easier on performance.
I'm not sure if VR has this different enough, so... #virtual-reality
then how did that guy in the tutorial do it so easily
is it just because blender?
but why can blender do it but nothing else can, even tho its the same concept
Basically yes.
Because Blender's material system is not 1:1 with others, and there are no concerns about realtime rendering, at all.
so is it literally impossible for me to achieve the same effect in maya?
This is more of a Windows limitation, I will actually check #cpp
but vr is still a good idea
It's impossible if you don't know how to improvise them.
hi, i mean, which is easier for the GPU:
there are 100 animations on the stage with bones
there are 100 animations from sprites on the stage
Assuming you're going to make Smash TV / Alien Shooter type of game, shooting hordes of enemies:
In many cases it's the latter, but CPU's still play role on handling those on screen regardless.
I think in most parts, CPU has more work with dealing hundreds of AI agents and their own animations than the GPU would to render them (and sorting them) on screen.
thx!
do I export the thirdpersoncharacter blueprint?
nono, just the mannequin mesh right?
Hey man, no just the mesh, find the mesh, character, if you have the mannequin on your scene click on it and use search icon, little magnifying glass to locate
Yes blueprint for action, you need just mesh, legs,arms and stuff
there are three 👀
mannequin, mannequon physicsAsset and mannequin skeleton
just the basic one?
Yes, the one when you click and just opens mannequin not any blueprint
Just export the asset and try
ah yes, thank you
No problem, hope it will work out fine
what channel is for Shader work?
Hi guys , Im working on multiplayer, and there is a problem that i need to replicate this attachment in order show in widget at client, but tmap variables cant replicate ,i try using function and getting function cant be replicate. Any idea how to replicate this?
it's a nice idea, but boy does that UI need to be better
using the variable categories would be a good start, giving it an actual window so you can actually do stuff whilst it's visible, etc
Anyone know if its possible to lock a viewport to a specific view? I have a 2 viewport setup and bookmarks set for different views. However when I switch views I only want one viewport to change and the other to remain 'locked'.
This is really essential for client presentations when you might have Pathtracing enabled in one viewport and regular lit or unlit mode in another.
Does anyone know how to access videos on the quest 2? I've got a plugin for this. But inside the app I only see a folder called \storage and inside that is an "emulated" and "self" folder which are both empty. How can I give my app access to the internal storage on the quest 2?
https://www.unrealengine.com/marketplace/en-US/product/video-player-360-2d-180-360-stereo plugin in question
is there anyway to add a UI to the viewport and magically have the player camera ignore it?
Hello, does anyone know how to emmit audio from an AI? as in it plays from where ever the AI is and is louder depending on player radius. Currently the audio plays from the AI's original location at the start of play but doesnt follow the AI once its starts moving. We are using spawn sound at location, then get active location
This is first pass. Probably they will improve it down the road.
what conversions are you doing into the set brush from texture node?
i wish this was a thing too https://twitter.com/exifrexi/status/1432608327910006786
Vastly improved variable inspector for Blueprints.
@UnrealEngine You still have the option to get this into UE5, if it isn't already. Who do I need to ping to get proper Epic eyes on it? Don't make me @ Tim.
Such QOL improvements are still really needed in UE. https://t.co/NHm4uQ3lFW
146
first thing to check is to see if that code even works, unhook the texture input and force a texture in there. if that works the icon should show up now (wrong one, but the node works)
It does, i think it is a GC thing, when I change my texture in my item class it works for a bit, but then all of a sudden it just stops working..?
thats for pre construct right?
so have you verified then that the code itself is actually sending in a valid texture 2d reference when running? breakpoint on the set brush from texture node and when it fires in game see what the input is for that texture
or oh.. this issue isnt at runtime is it?
It don't work in runtime ether
debug it in runtime with a breakpoint then
No, but I don't see what I would be able to change?
I can say I have that same basic setup using a variable (not default but a variable on the widget) and it never gets cleaned up here
Hey Guys im importing an Pose, like just 1 Keyframe, and the Problem is, that my rotations of my arm get curshed totally, any idea why?
on C4D it looks good
just to make sure when running its actually getting something valid for the texture
You are right, i get None...
why does this problem sound familiar
?
things randomly stop working, I've had a few of those, I do know there's a few issues with empty arrays in structs as I found out as of 2 days ago
what exactly is your end goal here?
backtrack then and see what your base class is then, it must be bad for some reason if its returning nothing
This is the correct way of referencing a texture asset, right?
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Item")
TAssetPtr<UTexture2D> Icon;```
That is the only actual code I have, everything else is backend unreal stuff?
because if you're setting that and it's a reference, and the reference is null then it's a timing issue, as your model is being set before the reference, I recommend a temporary delay of 0.1 and see if it works
i know UE4 gets me on it's timing of how it generates things
Nah, I reference the class defaults.
Not an instance of the class.
so the class default is null and not being set?
Nope, that is verified.
if that's the case then that's working as intended
Also, all the text works...
defaults are preexisting data you set out of game
yea?
I think even if you set a reference when it's created that's not part of the defaults
as defaults are different
from memory
But why would only the texture fail then?
though i'm not understanding what you're trying to do
I'm trying to make the texture not display as white, but the specified texture in the item class.
what's the list you're trying to pull from look like?
chuck us a screen shot
I got a feeling I know what's going on
No list, only what i sent before; the WBP_ShopItem is a ui element that takes an item class to get default info from.
Most likely, but how?
I am wondering if i actually want an UTexture2D* instead of a TAssetPtr<UTexture2D>...
So this icon is pulling a null? if you set this on the BP itself manually I would imagine it would work, but I think it might be like models how you can't reference them and you have to create a variable that holds that data
thought you're doing it through C++, I know in blueprints you can just add a variable image and use that (I think), I know UE4 locks out some things like models from defaults
This seems to have fixed the problem.
It needs to be done in C++ for architectural reasons.
yeah from what I see TAssetsPtr might not reference correctly
Does anyone know what the processing exports means when saving? It takes a full ten minutes to save a fairly simple map.
do assets not reference correctly but a whole class does? maybe
Yeah, but I thought having a pointer to a texture would be worse; I guess unreal is swapping it behind the scenes.
sounds common to the mesh itself perhaps
well at least you figured it out
glad I was of 0.0001% help in jolting ur brain 
I know if I forget something I google it and figure it out as I type it
Haha, you guys led in the right direction; I havened thought to change the data type xD
Yeah, me to.
that is quite ancient article
yeah I UE4 be crazy
TAssetPtr is like blast from 4.10
Jup, I think it will be deprecated as well?
sounds like redundancies 
it is typedef to TSoftObjectPtr nowadays so replace with TSoftObjectPtr
blueprint has ASyncLoadAsset node that takes in soft pointer and loads it
the small bp node SoftToPtr simply uses Get which will return null is asset is not loaded yet
worst part of AsyncLoadAsset is that it does not have automatic output pin type resolving like most of others do, so need to cast
one day they will fix it
if i want to make an enemy run for the whole level and he follow me, is there a tutorial? I mean I run away from the enemy who runs after me for the whole level
there are official AI docs, there is an AI course, and there is google. so yes there are tutorials
Damm one uses 4 anymore
do you have the link?
Can anyone tell me what the limiting factor is in terms of texture resolution? I have 20 4K maps for a desktop application.
Its almost similar to the one I posted. I think Epic saw that.
i guess it is first step to proper tree view
of variables
like in VS debugger
hopefully they will finish tree view too and backport it to 427
I HAVE ALREADY DONE THIS I MEAN SOMETHING MORE SPECIFIC,but thanks 😉
something more synthesized as possible
begin play -> move to actor. done.
sorry but i don't understand english well.
I would say a great start, good, are you starting now?you have a great future to begin play😂
that is the code you asked for. that is how you can do what you want
come on I'm kidding I meant more a specific tutorial., but ok 😉
what did you need more specifically?
a tutorial that shows you exactly what you need, this means. not that. I've seen that there are specific tutorials out there about what you want to do
the one from epic shows you exactly what you need, the docs show you that as well
a tutorial that shows you how to make an enemy chase you throughout the level, and that's it. simple
and this is literally all that you need, like I said.
exact
sorry but i don't understand english well.
and is it a problem for you?
but in reality there are those who upload specific things, let's say that they are two different ways of thinking, you just need to go on the internet to find out that it's a little like me and a little bit like you say
Googles? https://youtu.be/Z3mWSpKb3Kw
there is no absolute truth in your way of thinking or doing a tutorial,
The world is beautiful because it is varied
good
exactly, I just meant to be a little more relaxed and have a more open view of life
exactly, these are references that can help you the most you understand ,? leonardo da vinci argued that you can not just do theory without practice, the two things walk together, if I can have a specific tutorial of a thing today, tomorrow I will be able to walk alone .. understand?
my comment was inherent in the fact that when you do something you really like and you find it in a tutorial you will be stimulated to do even better, more than a moan is a comment. I understand that you were wrong. 😉
I can assure you that the problems of life are not these and that you were wrong to judge me, you took me a long time, sorry. bye
maybe I go to another discord group, too many moans here;)
When you copy or get an asset name it has a period in the name and repeats twice. For example: '/Game/MSPresets/Textures/T_Default_N.T_Default_N', can someone explain what the significance of the dot notation is?
But without dx12 and raytracing GPU Lightmas does not work
CPU Lightmass still works in DX11.
And you can still block out the levels before you switch to DX12 temporarily anyway.
At least with my puny Intel i5, CPU Lightmass isn't terribly slow (but I still favour dynamic lighting)
yes, and I really need gpu lithmass speed
CPU bake for 20-25 hours, gpu bake 10 min
My i5 is practically nothing compared to your setup, but building a lighting with Task Manager process trick, I built indoors in a lunch.
and i have 3090, so my choice is gpu lightmass 🙂
But hey, I still can't relate as a low spec dev, still resorting for CPU Lightmass.
Who am I to say, a puny potato GLaDOS attached in a portal gun.
Even then I think Epic kinda prioritise on software RT right now to be working on DX11
Not sure about vulkan tho
Though it also seem that Epic is also working on Vulkan more than DX12, because native Linux practically have no other choice than JIT compilers like DXVK
Vulkan has been a lot more stable on me compared to 4.20 or so.
i updated my binary from 4.27.0 to 4.27.0
Well, my bias against realtime raytracing didn't help my case.
I prefer full raster but playable in many device, over some fancy realtime raytracing but even rich kiddos barely get 60 FPS
Well, it is, the engine code almost got revamped.
i didnt see the patch notes of 4.27.0 to 4.27.0
It's either stuff from 4.26 didn't work, or backporting from 4.27 is futile.
I attempted to backport Oodle to 4.26, but the changes just going deeper and deeper, I gave up and cherrypick the changes to base 4.27
backport lumen to UDK
hey guys I'm having an odd issue. I'm attempting to make a sequencer play at the beginning of my level, but my player is not being hidden eventhough I tick th "hide player" in "set cinematic mode", anyone got an idea?
Not sure about "set cinematic mode", but how about setting Actor Hidden in Game?
doesnt work with "playerstart" objects
anyways it seems the node doesn't wait for play to end so therefore it just sets everything back to what it was before.
Not even sure about PlayerStart as it is just an invisible spawn point...
this is not what I said.
when playerstart is responsible for spawning a player pawn, you cannot set the visibility of the player pawn itself, it's created in runtime..
so you cant just add the visibility to the playerstart object
and you do not have an access to the player pawn bp object before the game is executing so you cant make it part of the sequencer
Does getting actor of class, and hide it when you run the sequence, not in the sequencer timeline, sounds too hacky for you?
again
do you need the player you are trying to hide?
hiding the player start object won't hide my player bp, it's a different object
I mean, it doesn't guarantee to work on multiplayer...
I don't plan on making a multiplayer game anyways
The character class, NOT the playerstart object
thanks for the answers, as I wrote above I found the answer
mate, the character class does not exist in the environment before the game starts
I'm sure it's solvable with just get player pawn.
you cant assign it to the sequencer
In BP, not in Sequencer timeline.
you could do a custom event in sequencer to do that, sure
it's not the intended way for it to work, I found the solution in the forums
no need for all of that.
Alright, whatever works for you.
the sequence player fires off "on finished" when done. you can use the proper "set cinematic mode" to turn everything off once you're done with the animation, all from the level blueprint....
what was the solution? ah
Is this concerning Sequence exporting?
I don't know what you mean
I just wanted a simple cutscene sequence for my starting of the game and I found this to work best...
👍
thanks you 2
Hello, I have a trouble in a character ai not working after being un possessed
for future reference, this is the solution that works for me @drowsy snow @grim ore
It just lets you regain control right after the sequence is that. I wanted to emulate a sense of the player "waking up", looking around and settling on... then letting you control it, but since it has a mesh and 1st person view, it looked awful with the character visible.
Nice.
I'm not going for this approach tho, as my game is mainly third person.
Also benefit of mainly third person is a true FP camera.
yea, that's true, it's a different approach and solution
Any idea why this always happens when i start the editor ?
Hi guys, I've set up 2 nodes - 2 screen system using nDisplay 4.27 with an integrated cine camera like this. However, I couldn't get the same result in 4.26 nDisplay, because the cinecam was able to be applied to only one screen/viewport. Does anyone know how can I get the same result in 4.26?
it's compressing your animations
which saves space and allows faster utilities for the animations iirc
How to disable or change randomness of particles?
Hello. Does anyone have any good tutorials for understanding classes. base classes, parent classes etc and how they all work together overall?
I've got a collision box on a melee weapon and I'm using OnComponentBeginOverlap to hit things and apply damage. Where could I extract an impact location from this overlap to spawn a hit VFX?
is there a tutorial or any resources on handling raytracing fuzz
i know you can increase the sample count
Look for denoiser and DLSS.
but light with bounce lighting you can do things like change the screen percentage and other values before adjusting the sample count for better performance
what about reflections
Is there anyway to have indirect lighting for non static lighting that I can turn on and off during gameplay?
Use screen space GI (or LPV, which often fail indoors)
Or Lumen GI (if you're in UE5)
I activated screen space GI in my project settings and restarted the editor but Im not seeing any changes. Are there any other settings I need to change for it?
Im using UE4 26.2 source build
It should be taking effect immediately since 4.24.
Though it won't be working if you're in forward rendering.
But shouldn't there be some kind of parameter to change the intensity or effectiveness of the indirect dynamic lighting? just like how we can do it with the static lighting?
My editors dropdown menus flickering randomly. Spawning in random places. Even worse visual & hitbox of menus seperated only way to use it stable is keyboard keys but still you can't even see ui bcs it's constantly flickering
There are several console commands for that (look it up on the docs)
Though again, if you're in forward rendering, it's useless.
Is there any solution for this? I even reinstalled windows, editor, drivers etc
I have forward shading unchecked in project settings. Ill look into those console commands.
He said desktop. I'm using laptop. Is process still same?
In an alternate universe, desktops and laptops is a completely separate kind of electronics.
I know but i thougt there should be a reason why he specified as "desktop"
So do i need to install latest driver after uninstall?
So it seems that the indirect lighting intensity setting in the post processing volume is what controls that
i need to ask which is the better or comparison between gamelift and playfab
I'm getting this weird effect tho where the object further away from the light turn into a reddish color. This also happens when I bake static lights as well. Im not sure what is causing that
Looks like a stray sky light to me 🤔
hmmm, I dont seem to have a sky light in my world outliner tho
uuuuuggghhhhh, Im so lost on all this lighting stuff 😫
I uninstalled the drivers with ddu but what to do now? If problem is latest drivers which driver i should install?
Both are incompatible with my 3050ti laptop version 😦
Actually i can't even find my gpu in driver search area
Only GeForce experience gives me a driver and it's the latest
I found this one: https://nvidia.custhelp.com/app/answers/detail/a_id/5212
When i click play the third person char doesnt appear no more, i play like a camera, what happened?
hey,
this issue: https://answers.unrealengine.com/questions/708994/interp-to-movement-component-only-works-on-initial.html
still happens on UE 4.26
anyone got any suggestion on how to get this effect?
I want to have a elevator platform that only moves up when an object is pressing against a trigger platform someplace else. But if I try to activate it twice it's breaking
is the character "visible"? check the mesh
was it the issue? 🙂
I uninstalled all the drivers and ran ue4 without drivers. It's still flickering. I think it's about engine
anyone's got any idea about activating something for the second time? or a better way to have a stopping platform
Is there a way to save PostProcessVolume to the project?
In my case i have my ideal effect in one level but want to reuse it in other levels
Make a new actor BP and put a Post Process component on it (also set it to unbound)
LFG that worked. Thanks 
Is anyone familiar enough with bounties/world events in Diablo 3 for me to make a comparison?
Never played Diablo.
Diablo 3 is fun
dunno about the rest
but only on console
its painful to play on pc
Hey folks! I'm having some issues with getting megascans wind to work right. It's a long shot but if you have any experience with it would love to pick your brain!
I dunno, I kinda biased towards JRPGs more than WRPG, even if I hated turn based combats.
same tbh but some wrpg's are nice
Well either way, do you guys think D3 world events like Cursed Chest are implemented through individual game states, or what would the equivalent be in Unreal?
Obv it's a different engine but they can't be that different overall
Ive been having this problem where Unreal Engine keeps deleting my material functions from Quixel. Does anyone know how to fix this without re-downloading 12 GB of models?
Odd question. Anyone perchance tried to replicate a TSoftClassPtr or TSoftObjectPtr that is non-null, but whose referenced asset may not exist?
update: Found out Bridge was not saving to my SSD.. so stupid... looks like I have to re download. (Im moving between a school PC and a home PC)
In order to help clear out UI logic from the server, I'm trying to resolve the part where the UE4 engine logic needs the HUD class to be loaded on the server, just to be able to tell the client to use said HUD class.
Since it uses a TSubclassOf<AHUD>, there's the problem. But... if it used TSoftClassPtr<AHUD>? 🤔
Anyone know how to turn off textures (like F4 does). While playing a platform built standalone window? Is there a functioning console command.
Might get better answer in #cpp
The server would not need to load it. It might be able to serialize the reference. Unless of course some part of cooking end up trying to zero out the reference.
@drowsy snow I mean, possibly, but the idea works in BP too - any soft reference.
yes
Yes, though there might be issue wit root motions.
Basically animation moving the actor itself
so root motion would move the capsule and everything with it
basic animation wouldnt move the capsule and everything with it
also do i have to make duplicate animations for root motion or can i force it via unreal
Bit of an odd question, is it possible to make an unreal engine project that excludes all of the "3D" portions of the engine, and is just essentially a standard app? I ask because I know epic games launcher is made with unreal engine (or I'm pretty sure based on the crash handler appearing when it crashes), and it seems to have incredibly low GPU usage even for an unreal engine game where it's just an empty level.
anybody know a video or something that can help me improve my games performance in my packaged game people are getting 20 fps
its a small game to
@thorn dirge there is a Epic Games live-stream on their YouTube channel about performance
I realize the answer to this may depend on the project, etc. To the extent that the question can be answered usefully, how stable (in terms of bugs, not necessarily crashing specifically) are the latest released builds of UE? (ie. 427 right now, not early access) Is it a bad idea to develop on the latest version? Do people usually hang back a couple of releases? Wasn't sure where to ask this so I'm dropping it in the general channel.
i am having a very annoying problem. It has never happended before, but i have ue4.27 on a hard drive as my computer doest have the space to hold ue4, but now the luancher is saying that i dant have it installed, even thi my drive is plugged in. PLZ help
never mind, just needed to restart
hey sorry for asking again
which one is the mesh?
Any help with my packaged game using 100% of gpu and fps 20? i tried to look at docs but could not find out how?
Start by checking your frametime with stat unit and see which thread took up the most.
If your packaged game is packaged using the "development" feature you should also be able to use the console commands inside there by using the "`" key to check. There's a bunch of stat "x" commands you can use to check in real time what's happening. Also: https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/
How to identify performance problems and fix them.
can i do this in the editor?
Yes
i dont really understand any of this tbh im fairly new to this its very confusing
😅 Start by following really simple tutorials, there's a bunch on the online learning portal. You can use Youtube as well : https://www.unrealengine.com/en-US/onlinelearning-courses
You can do it in editor, but the editor overhead can give you false reference.
im decent with the blueprints just not to sure how to fix the issue im having rn thats it i was looking at the docs but it was like reading hieroglyphics
Yeah it's like that sometimes, there's a lot more than just blueprints in the learning portal btw. You actually have to sign into the dashboard to see all the courses. The courses will expose you to more things that might solve your problem, like how to use view modes and stuff to see lighting complexity.
Hello. I have probably a very primitive question for the more experienced people in UE4. I'm trying to create an interface blueprint following this guide https://www.youtube.com/watch?v=pj5G8M2k4kQ but when I add the actor blueprint to the interfaces tab, the interfaces category does not appear in the bottom left. please help
Check out my Unreal Engine 4 courses:
➤ Souls-Like Action RPG with Multiplayer: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
➤ Multiplayer First Person Shooter with Dedicated Servers: https://devaddict.teachable.com/p/multiplayer-fps-inspired-by-cs-go
➤ Multiplayer Top-Down Dung...
Have you added the interface in class settings?
yes
Did you check to make sure the interface has a function inside it?