#ue4-general

1 messages · Page 1069 of 1

prime willow
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Welcome~

drowsy snow
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Tadaima~

prime willow
odd hull
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If I wanted to add something to the viewport like an attachment to a gun you’re already holding, what’s the easiest way?

drowsy snow
final onyx
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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

drowsy snow
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Finally get the epic super pretty lens flare working 😏

fierce tulip
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@drowsy snow the ones Froyo did a big post about recently?

drowsy snow
fierce tulip
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sweet :)

carmine slate
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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.

fierce tulip
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isnt there an option for it in the bulk-edit matrix?

autumn flame
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Yeeeh

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There is

drowsy snow
fierce tulip
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or that, yea

nova portal
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I am having some trouble with my leaves particles that glow in the dark, does anyone have any clue what could be causing this?

runic fern
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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

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Other than Render Target ?

thick herald
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decals

drowsy snow
plush yew
runic fern
turbid wigeon
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@drowsy snow what a beautiful lensflare shot

drowsy snow
turbid wigeon
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well hopefully

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convo bloom even half res is pretty expensive

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but sure is beautiful

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the kernels are hard to manage tho, can't easily iterate

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you sold me on testing froyok latestest post !

bold rivet
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UE4 Mannequin mobile is not compatible with 4.27... is there any alternative?

odd hull
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Probably the weapon with a “has attachment” bool?

drowsy snow
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After all, it's just a skeletal mesh with bog standard material setup.

bold rivet
grim ore
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you should still be able to use it even if its not updated, did you try to add it to your project?

bold rivet
grim ore
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it works here, change the version like it says and add it

bold rivet
true geode
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hashtag win

grim ore
terse urchin
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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

hot maple
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Is it common practice to have a specific player controller subclass for main menus and such?

carmine slate
carmine slate
drowsy snow
carmine slate
drowsy snow
carmine slate
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Right, I did that

drowsy snow
carmine slate
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Ah okay, I see

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Thank you

eternal mist
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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.

prime willow
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@drowsy snow can you help me out if youre free to 10 seconds

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i cant seem to figure out a decent method for doing animations ._.

drowsy snow
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And that's 10 secs.

prime willow
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xD

drowsy snow
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Nah, jk xD

prime willow
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well played U:

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So i have a rig and all of that jazz

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but when using it for animations it doesnt play nice with the bones already in the setup

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I can show you if you can jump in call?

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and it breaks the current bones that are already good to go

drowsy snow
prime willow
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its ok we can type in here or vc louge

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i dont use my mic anyways tho i can listen along

drowsy snow
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LiveLink anim is indeed for Maya only, not Blender

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Not even the official Blender UE addon

drowsy snow
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One of the official presentation from last year, I think

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I don't bookmark them. TBH I saw no use for them as I animate things by hand

prime willow
ancient lotus
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any ideas why my result in UE4 is completely different looks for the upper/lower receiver? heres the result in ue4

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and heres the result in marmoset

white cloud
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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.

ancient lotus
white cloud
ancient lotus
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yes

white cloud
torpid stone
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why Slay project showing those two controls from Android and how to fix it?

void palm
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i finally fixed an ammo bug

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holy shit

plush yew
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what was wrong

knotty vessel
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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)

plush yew
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What

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Just use an animation blueprint and set the body proportions from a var

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using a blend

drowsy snow
drowsy snow
white cloud
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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.

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Sorry to interrupt your discussion

drowsy snow
white cloud
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I will try

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If it's not runtime, then what is it?

drowsy snow
knotty vessel
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i dont know of anything on the asset store that has something like this either

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and im going to use shape keys to do it, but i dont know how id implement them in

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if that makes any sense

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im not using the shape keys for animating in this area, its for customization

white cloud
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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 ?

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I find the prob! I was using SDK version 5 and not 4...

rose plume
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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

granite spire
rose plume
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tyty

granite spire
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I cannot for the life of me remember how to get every X step in a loop

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I thought it was % based but that isn't working for me

atomic cargo
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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

vernal thicket
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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

plush yew
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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

vernal thicket
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or 'is falling' even

plush yew
vernal thicket
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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

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Set a delay on the event tick so it's easier to read

plush yew
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oh wait ... maybe because i have a "floating pawn movement"

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sheesh

plush yew
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my glass stopped working switching from ue4 to 5

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its screenspace not raytraced

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anyone know why a material like glass would change to a blank uv after the switch

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i found the error

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its these two nodes

autumn flame
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You're trying to pass a vector into a float arguement

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float 3 -> float

viscid narwhal
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G'd mornin peeple, is there anybody here experienced with landscape tools and such?

plush yew
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@autumn flamei dont see anything wrong with that

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it works perfect in unreal engine 4

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it only shows this as an error in ue5

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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

autumn flame
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Then #ue5-general
That's what the error says, you can use ComponentMask in case as a workaround

plush yew
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u know what

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thats actually a good idea

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should i push my a+b to a component mask

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or component mask first

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its a glass opaque and a glass transluscent

autumn flame
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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

plush yew
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speaking of texture why is Targa (TGA) the most popular texture format for unreal engine games

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does it help performance

autumn flame
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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

plush yew
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is there any disadvantage

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got it to work with the component mask btw thanks

autumn flame
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TGAs take more space

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Really doubt it's that much of an issue tho considering the new Oodle compressions too

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To me PNGs were mostly problematic regarding working with Alphas

plush yew
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tgas take more space

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yep

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my game is sitting at almost 70gb

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just this little section of the map is around 40gb lol

autumn flame
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You gotta see when the game is packaged how much it takes

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Dunno if UE5 has Oodle but if needed you can switch to a method with bigger compression ratios but slower decode

autumn flame
plush yew
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i have another issue

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i dont want rain any more opaque than this

carmine shuttle
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can some one share his dual screen layout?

plush yew
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but when its under directional light its invisible

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is there a way to make a mask to make it more opaque under light

viscid narwhal
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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

autumn flame
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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

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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

plush yew
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does Level Streaming is getting deprecated too?

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& what are that green squared division on the terrain tool?

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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

drowsy snow
plush yew
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if I start now defining my level streaming volumes, it will migrate flawless to UE5?

autumn flame
plush yew
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I mean, at least on the plan

plush yew
autumn flame
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Oh

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You mean the green squared vision when you create a Landscape?

plush yew
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yes

autumn flame
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It's just the Landscape Quads

plush yew
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hm

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a matter of division-organization?

autumn flame
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Resolution and LODs

plush yew
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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.?

viscid narwhal
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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?

autumn flame
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World Comp is literally getting removed and replaced with World Partition :p

autumn flame
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Landscape is good yeah, in case you are worried about polys you can always adjust Landscape LODs

plush yew
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it does not get more defined

viscid narwhal
autumn flame
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Auto generated

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You just edit that value there

viscid narwhal
autumn flame
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I suggest Wireframe view for when adjusting LODs

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On Landscape

plush yew
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will World Partition works with terrain out of the Terrain Tool?

granite spire
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Hmm multi dimensional arrays are a pain

plush yew
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what is the difference between WP and Level Streaming?

granite spire
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surely there's a simple idea rather than this atrocity

autumn flame
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WP uses Level Streaming but for Tiled Landscapes

plush yew
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what do you mean Tiled Landscapes?

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anything that is on world space?

autumn flame
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It basically creates a SubLevel for each Tile

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You can load and unload parts of the world

plush yew
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so manual level streaming creation will feel pointless

autumn flame
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Manual Level Streaming is for more scripted levels

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WP is done for open worlds

plush yew
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for all axis world partition?

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how can they unload & load a block of terrain, since it is the same mesh?

autumn flame
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It's not

plush yew
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or, again, the fixed terrain is the only mesh that does not get unloaded?

autumn flame
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That's the thing

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Each Tile is a different Landscape

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Different Level

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Put together to create the entire Landscape

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In the Persistent Level

vivid copper
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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.

plush yew
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yes, as skills translate; blueprint scripting etc.

vivid copper
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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

viscid narwhal
autumn flame
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Theoretically UE5 is not that stable rn but soon enough when UE5 will release most will transfer over

vivid copper
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i see

autumn flame
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But at the same time UE4 basically works the same as UE5 scripting wise and all that

vivid copper
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so i wont miss out much if i decide to start learning ue4?

autumn flame
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Not really, you will most likely have to get used to the new interface when going over UE5

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That's really it

vivid copper
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alright, thanks for the information

granite spire
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This is the "multi dimensional array" searcher I have, it just loops through a struct, it's disgusting

plush yew
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ok, so there is no such a thing of loading and unloading just a part of a mesh in streaming logic

autumn flame
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You assing the items to a stream level and when you unload it, the item unloads too

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Imagine it like opening a new Level

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But without actually opening a new Map

plush yew
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ok I got it

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I was just thinking if Unreal could do these type of thing

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who knows, the code there to me is alien tech

viscid narwhal
autumn flame
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If he means reducing the quality of it for performance based on distance, then LODs

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Ye

plush yew
viscid narwhal
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I think he means whether it can be done or not on a single mesh

autumn flame
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Best way i can explain Level Streaming is

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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

viscid narwhal
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Oh yeah, nvm

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btw isn't there always a bit of a stuttering in frames whe loading/unloading?

autumn flame
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If it loads it all together yeah

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Not sure if it can be done async

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Never looked into it much

plush yew
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really thanks

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@autumn flame

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I was spending like an hour trying to figure ot why it wasnt working

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now it works perfect

viscid narwhal
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I really feel like an alien when talking performance

plush yew
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pfffttt who needs performance

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raytracing eyelashes

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thats what we need

autumn flame
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Raytrace the raytrace

plush yew
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raytrace the lumen

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whoops

autumn flame
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Resolution scale 200%

plush yew
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streaming culling

viscid narwhal
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hi poly meshes instead of HUD elements

plush yew
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maybe in ue6

autumn flame
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Just create your UI with cubes and text renders, plop down a RenderTarget and render it on the UI

viscid narwhal
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in ue6 the average indiegame will be around 5tb

viscid narwhal
autumn flame
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Next step of optimization

Everything is a StaticMesh for Nanite

plush yew
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next step, gamification of real life, no more video-games

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ue7 = metagame, indies can now generate AAA titles

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ue8 = Verse++ rewritten

granite spire
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Multi dimensional array

viscid narwhal
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UE9

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Multidimensional arrays are a thing of the past

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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)?

autumn flame
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Tesselletion is getting deprecated

brittle plume
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Please, does anyone know how to make particles slowly disappear inside an actor? Thanks in advance for future answers

autumn flame
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You ask it nicely ☺️

brittle plume
autumn flame
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Haha, not you, I meant ask the particle nicely to slowly disappear :p

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But seriously, it depends on how you have it setup

brittle plume
brittle plume
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emh... wait

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It has such a bad quality... They forgot to update themselves to modernity

brittle plume
autumn flame
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Oh that's Cascade, pretty old stuff

brittle plume
autumn flame
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Check Scale Color / Life

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Distribution

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Set it to a Curve

brittle plume
brittle plume
autumn flame
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It already has points

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Check them

brittle plume
autumn flame
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Expands the OutVal too

brittle plume
autumn flame
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Can you show me the actual Curve?

brittle plume
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What is... the, actual Curve?

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Uh @autumn flame is this?

autumn flame
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Yep

brittle plume
autumn flame
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Actually try this

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Distribution Vector Constant Curve

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Change to

Distrubution Float Constant Curve

brittle plume
autumn flame
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Guess it got deprecated, lmao

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Didn't work with Cascade for a while

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But should be fine

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Delete the points you have

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Then create 2 new ones

brittle plume
autumn flame
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Click the trash can

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Then click + 2 times

brittle plume
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I deleted all Points

autumn flame
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First one

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You created 2 new ones?

brittle plume
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Yes

autumn flame
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First one

brittle plume
autumn flame
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InVal 0.0
OutVal 1.0

brittle plume
autumn flame
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Yes

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Second one

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InVal 1.0
OutVal 0.0

brittle plume
autumn flame
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It should fade and scale out over the lifespan now

brittle plume
brittle plume
autumn flame
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What are you trying to achieve

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Like, what type of particle, how do you want it to fade

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The setup there is for the actual particle itself to fade out naturally by itself when lifespan is ending

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If you are destroying a particle manually, that's something else

brittle plume
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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

brittle plume
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In "Lifetime" I found this

autumn flame
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You destroying it anywhere?

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Cause Deactivate should just stop it from creating new particles

brittle plume
autumn flame
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Destroying deletes all the particles too with it

brittle plume
autumn flame
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Yes

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That's what Destroy does

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Deactivate it, have a Delay, then Destroy

brittle plume
autumn flame
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If you destroy them, they will poof yes

brittle plume
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wait a second

brittle plume
autumn flame
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Dunno what you're doing

My suggestion as i said is Deactivate -> Wait -> Destroy

zealous magnet
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Is it possible to move a whole sub-level around?

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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

drowsy snow
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Though World Composition is mainly for open world maps, so might be a bitch to deal with in more linear map progression

blissful kindle
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just downloaded ue5 and i'm getting 20 fps

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how do i make it run better

opal coral
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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?

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Same engine version and all

drowsy snow
blissful kindle
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how do i disable lumen

drowsy snow
blissful kindle
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oh

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alright

drowsy snow
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This channel is still predominantly UE4.

naive grail
#

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:

  1. bool bDoesPluginExist = IPluginManager::Get().AddPluginSearchPath(PluginPathWithTrailingSlash, true);
  2. 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.
  3. 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);
  1. 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?

drowsy snow
# naive grail Hi there everyone! I've been bashing my head against this for the last couple da...

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.

naive grail
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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

drowsy snow
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Loading additional .pak file in runtime is basically how DLCs are handled.

naive grail
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Thanks @drowsy snow

hollow cairn
#

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?

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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

sinful willow
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Hey, does anyone know if there is a way to setup collaboration on the same project through a VPN?

distant siren
#

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?

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first screen is in animation BP the second screen is in CharacterBP

hollow cairn
#

is your char swimming on the surface or below?

distant siren
hollow cairn
#

huh, does he sink if you place him higher and then press play?

clever flare
#

were can I find view settings for the content browser in UE5?

distant siren
hollow cairn
#

so the character should swim up when you look up right?

distant siren
hollow cairn
#

that is weird

lethal wigeon
#

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.

distant siren
hollow cairn
#

I don't see anything wrong, but I am a beginner so don't take my word. Just thought I would try to help 😅

distant siren
#

thanks

lethal wigeon
#

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.

plush yew
#

anyone know where this lod comes from

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i searched the static mesh and material and found nothing

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it appears on some of my water actors but not all

iron wadi
#

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.

hollow dove
#

Why does the top of my mesh have Broken shadows but the bottom is fine

vestal turret
plush yew
#

thats not a normal map lol

#

nanite is insane

autumn grail
#

How to do for having the skeletons appearing in the list of "retargeting animations" ?

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ok ty

tame marsh
#

I just noticed you're using UE5 though so I'm not sure if that's present there

plush yew
#

@tame marshits not related to mesh distance fields

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not enabled nor does any of my meshes contain this

dusk tartan
#

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 ?

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( if the question isn't clear or something please tell me, i will explain ty ty )

plush yew
#

yo wtf

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if u use an emmisive object as a boolean in the modeling editor plugin (comes with ue4/5 by default)

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u get this

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the boolean object leaves a emissive insert

humble moon
#

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 yew
#

@plush yewunreal engine material nodes are already baked

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it doesnt bake anything

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it just adds it as a new material slot to the mesh you apply the boolean

autumn flame
#

from the bakery

weary remnant
harsh tiger
#

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?

autumn flame
#

You can't have Mobile HDR with it

harsh tiger
#

I have mobile HDR disabled in project settings

autumn flame
#

Odd then

harsh tiger
#

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

autumn flame
#

In case you could try to force it with the console command, never know

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r.MobileHDR 0

harsh tiger
autumn flame
#

Huh

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I'm not getting that

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Nv,

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Nvm*

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I am

harsh tiger
#

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

autumn flame
#

Does the crash window tell you anything useful?

harsh tiger
#

Inside the headset? Nope

autumn flame
#

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

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Are you able to try another version?

stuck nova
#

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

novel ember
#

Does UE4.26 keep backups anywhere but the Saved/Autosaves folder?

royal magnet
#

Can anyone tell me why is this happening, this is a megascan asset? and first time I am having this error

ember star
#

Can I open the world composition overhead map in game, as a minimap feature?

grim ore
#

world composition is an editor feature, so no

ember star
#

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?

grim ore
#

usually a render target onto an image using the UI system is a simple way

ember star
#

Nice, thanks, ill try that

royal magnet
# royal magnet

funny part is it looks fine in the scene but when you open from the content browser this is how it looks

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Mr. Mathew you must know what this is 🙂

hollow cairn
#

is there any way I can split up the default mannequin and use for example the legs somewhere else?

royal magnet
#

You can fbx export it and split anything you want in your 3d software

hollow cairn
#

like maya?

royal magnet
#

yes

hollow cairn
#

cool

royal magnet
#

just do right click and find ' asset actions'

hollow cairn
#

thank you

#

time to download Maya again

royal magnet
#

or blender 😄

hollow cairn
#

it's just I know how to use maya from school 🐵

harsh tiger
summer plume
#

Is it normal that my compressed images (around 200kb) increase in file size to about 10x (2mb) when I import them?

carmine shell
#

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.

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sorry. how do I do that?

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oh okay.

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That makes the world brighter but... hold on. let me show what the issue is

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This is how it looks

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When I crank up the exposure compensation, it looks like this

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Inside, in game it should look like this, when you're inside the house

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after cranking up exposure, it looks like this

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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

grim ore
#

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

carmine shell
#

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

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I have another issue related to perforce version control with UE4

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I am trying to save my progress with the save button and I am getting the following error

grim ore
#

Actor hidden in game will have the light work in editor, but hidden when you hit play

carmine shell
#

it's still there when I hit play

hollow cairn
#

wtf stupid ass light

grim ore
#

i didnt say editor only

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Actor Hidden In Game

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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

carmine shell
#

oh right.

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sorry. You are right

grim ore
#

the easiest way if you just need to see whats near you is to pilot a point light

carmine shell
#

yes but I kinda need to see the whole level while working :3

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but yeah this actor hidden in game is what I need

#

this is great

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Now, the next thing. If you have worked with perforce and can help me with my problem. :"(

grim ore
cedar wave
#

Yeah - Mathew prefers the ol' floppy disk method

grim ore
#

no I use source control, like perforce, but never in the engine itself

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I just tend to do it all outside using normal programs and not the in built source systems

cedar wave
#

Imagine having to use UE4 with floppy disks though 🤣

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So many floppy disks

grim ore
#

depends on the size of them, or if you consider a Zip Disk a floppy

carmine shell
#

xD I'll check that out. Thanks @grim ore for the help.

drowsy snow
#

Office 97 alone took 46 or so floppies and that was less than a gig

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Multiply that by 200

cedar wave
#

9200 floppy disks, lol

rain hatch
#

Is there any way to import .fbx files with the textures, or do I have to manually set them in their material?

vast anvil
#

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

drowsy snow
rain hatch
#

Any other format that could work easier?

#

for faster iteration

drowsy snow
rain hatch
#

I guess making a custom material and importing them using a naming convention is the way to go

muted imp
rose plume
#

anyone know how to lower a audio in bp? i tried these 2 but it didnt make a different

quaint notch
#

Anyone know if there's a way to write an FTEST for multiple players?

dry wedge
#

all bones are created correctly what could be the problem?

#

sprint is ok everything is ok just running is like this

fleet scroll
#

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 "

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or "i"

drowsy snow
humble moon
#

should I use a player controller?

quaint notch
#

Ä is pronounced like the A in 'hat'

dry wedge
#

@plush yew They really were like curves I used the curve copy system and now they work correctly a lot Thanks

plush yew
#

Damn all these free model packages are unsupported on 5.0

plush yew
#

damn 30 gigabytes

light thunder
#

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

dense knoll
#

this errror pops up every five secconds

marsh swallow
#

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.

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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

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think simple movement. 😄

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what in the heck did i miss

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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

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ummm

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please ignore this

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im stupid

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you see... when you feed in nothing... you get... nothing

celest hull
#

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

dawn glacier
#

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

coral jolt
#

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?

vague shale
#

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?

indigo cradle
#

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?

drowsy snow
drowsy snow
drowsy snow
burnt tinsel
#

help

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i have a 3d screenspace widget

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but widget component on clicked event isn't firing

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only the button onclick event works inside the widget bp

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but i want it to work in the actor bp

autumn grail
#

Hello , how to prevent seeing 0.0.0 location with camera on begin play , when loading open 127.0.0.1 map?

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I have tried with sequences playing but we see this ugly 0.0.0 point for 1 second

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is there a way to deactivate base camera for a moment?

drowsy snow
autumn grail
#

good idea thx

slim blaze
#

Anyone using Apple silicone?

#

Is unreal supported?

#

Please @me if reply

icy plaza
#

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?

wary wave
slim blaze
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I saw it on the roadmap for unreal 5 though, not happening?

wary wave
#

as far as I'm aware, Epic are banned from Apple's development tools, so this seems likely the case

drowsy snow
#

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.

wary wave
#

eh, intentionally break a contract and then suing them when they enforce their conditions doesn't exactly put you in the good books

drowsy snow
#

TBH I don't give a bloody damn about Apple. Windows/Linux on PC and Android on mobile are reigning supreme.

wary wave
#

Apple were well within their rights to block those accounts (which is now upheld by the courts)

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it's a case of 'fuck around and find out', really

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FYI, if you were to sue Epic about anything, they'd block you in a heartbeat

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hell, they block your developer account instantly if you so much as reverse a marketplace charge on your credit card

drowsy snow
#

To hell with Apple and their closed environment.

autumn grail
#

i ad to viewport the UI at the begin play of the level blueprint

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where is the very first execution of the game

drowsy snow
autumn grail
#

Game instance should be the very first spawned and executed no?

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i ll try

distant siren
#

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?

deep kraken
#

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?

wary wave
#

if it's referring to a tool you yourself have written, no, the EULA does not apply

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but you can't ship a game executable with editor code, e.g. anything that would be wrapped inside a macro like #WITH_EDITOR

deep kraken
#

so basically if i build a standard release version, i can provide an interface to any part of it to the player

wary wave
#

pretty much

#

you can write any tool you want into the normal packaged build

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you just can't include any of the engine tools

deep kraken
#

thanks

urban dirge
#

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

distant siren
#

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?

misty wharf
#

Are you trying to restart the enemy or the level?

drowsy snow
#

DirectX 12 and in some extent Vulkan is still quite unstable in UE4 (and UE5 EA1 last time I checked)

night flame
#

hello all!
give me advice please.
I want to make a 2D game.
question: is there any difference between rendering animation or rendering sprites?

drowsy snow
autumn grail
#

Can someone help me with groom

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its like that in viewport of the groom

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and like that in the blueprint

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the roots are stretched

light thunder
autumn grail
drowsy snow
grizzled sonnet
#

does anyone know why my displacement maps are always incredibly scuffed??

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i have this set up and it looks fine in the preview

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but this is what it looks like in preview

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why does this happen??? i could never figure out why it does this

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even when i apply the material to a flat plane it looks scuffed

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like wtf is this?

drowsy snow
#

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.

grizzled sonnet
#

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
...

▶ Play video
#

im sort of trying to follow this tutorial

#

except this is in blender

drowsy snow
grizzled sonnet
#

he uses JUST the displacement map, yet he gets this result

drowsy snow
grizzled sonnet
#

i even tried it in autodesk maya

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cannot do it, it looks scuffed no matter what i do

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but even before, with different tutorials when I was starting out with unreal engine

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like this, i followed it word for word, step by step

drowsy snow
grizzled sonnet
#

my snow ended up looking like a blop of white, zero displacement

obsidian nimbus
#

vertex displacement displaces vertex

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it cant displace if there isnt any

drowsy snow
#

Unlike those offline renderers, in real time rendering, displacements can only displace existing vertices.

grizzled sonnet
#

what do u mean offline renderers, whats the difference between online and offline ones

obsidian nimbus
#

you can use displacement on a super high poly mesh and bake a normal map out of it tho

drowsy snow
grizzled sonnet
#

so do u reckon if I add more polys to the model, will it work?

obsidian nimbus
#

also its only in UE5

drowsy snow
light thunder
#

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 _

  1. VR application, with special popup boxes for the instructor to run someone through VR experience
  2. Clicking in special popup box immediately steals input, causing VR Player input to drop for a second (which fires OnRelease Events)
  3. Input immediately goes back, so VR player doesn't necessarily release
  4. 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

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and if you click into the popup window they stop transmitting

grizzled sonnet
#

do u reckon this is enough

drowsy snow
drowsy snow
grizzled sonnet
#

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

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days even

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until i just gave up cuz it wouldnt work

drowsy snow
#

For comparison, The Last Of Us 2 uses POM for snow trails.

grizzled sonnet
#

what does POM stand for

obsidian nimbus
#

paralax mapping

drowsy snow
drowsy snow
#

But for flatter surfaces like snow field, it works good, and relatively easier on performance.

drowsy snow
grizzled sonnet
#

is it just because blender?

#

but why can blender do it but nothing else can, even tho its the same concept

drowsy snow
drowsy snow
grizzled sonnet
#

so is it literally impossible for me to achieve the same effect in maya?

light thunder
#

but vr is still a good idea

drowsy snow
night flame
#

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

drowsy snow
#

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.

night flame
#

thx!

hollow cairn
#

nono, just the mannequin mesh right?

royal magnet
#

Yes blueprint for action, you need just mesh, legs,arms and stuff

hollow cairn
#

there are three 👀

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mannequin, mannequon physicsAsset and mannequin skeleton

#

just the basic one?

royal magnet
#

Yes, the one when you click and just opens mannequin not any blueprint

#

Just export the asset and try

hollow cairn
#

ah yes, thank you

royal magnet
#

No problem, hope it will work out fine

lapis iron
#

what channel is for Shader work?

formal needle
#

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?

winter gale
wary wave
#

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

warm hornet
#

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.

harsh tiger
#

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?

light thunder
#

is there anyway to add a UI to the viewport and magically have the player camera ignore it?

native swift
#

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

winter gale
grim ore
#

what conversions are you doing into the set brush from texture node?

sterile lichen
# winter gale https://twitter.com/RyanJon2040/status/1443191329958219778

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

Likes

146

grim ore
#

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)

candid grail
#

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..?

grim ore
#

thats for pre construct right?

candid grail
#

Yes

#

i only do pre constuct?

grim ore
#

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?

candid grail
grim ore
#

debug it in runtime with a breakpoint then

candid grail
grim ore
#

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

sturdy smelt
#

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

grim ore
#

just to make sure when running its actually getting something valid for the texture

candid grail
#

You are right, i get None...

granite spire
candid grail
#

?

granite spire
#

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?

grim ore
#

backtrack then and see what your base class is then, it must be bad for some reason if its returning nothing

candid grail
#

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?

granite spire
#

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

candid grail
#

Not an instance of the class.

granite spire
#

so the class default is null and not being set?

candid grail
#

Nope, that is verified.

granite spire
#

if that's the case then that's working as intended

candid grail
#

Also, all the text works...

granite spire
#

defaults are preexisting data you set out of game

candid grail
#

yea?

granite spire
#

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

candid grail
#

But why would only the texture fail then?

granite spire
#

though i'm not understanding what you're trying to do

candid grail
#

I'm trying to make the texture not display as white, but the specified texture in the item class.

granite spire
#

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

candid grail
#

Most likely, but how?

#

I am wondering if i actually want an UTexture2D* instead of a TAssetPtr<UTexture2D>...

granite spire
#

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

candid grail
#

This seems to have fixed the problem.

candid grail
granite spire
#

yeah from what I see TAssetsPtr might not reference correctly

weak urchin
#

Does anyone know what the processing exports means when saving? It takes a full ten minutes to save a fairly simple map.

granite spire
#

do assets not reference correctly but a whole class does? maybe

candid grail
#

Yeah, but I thought having a pointer to a texture would be worse; I guess unreal is swapping it behind the scenes.

granite spire
#

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 DogeSmile

#

I know if I forget something I google it and figure it out as I type it

candid grail
#

Yeah, me to.

sterile lichen
#

that is quite ancient article

granite spire
#

yeah I UE4 be crazy

sterile lichen
#

TAssetPtr is like blast from 4.10

candid grail
#

Jup, I think it will be deprecated as well?

granite spire
#

sounds like redundancies DogeSmile

sterile lichen
#

it is typedef to TSoftObjectPtr nowadays so replace with TSoftObjectPtr

#

blueprint has ASyncLoadAsset node that takes in soft pointer and loads it

candid grail
#

That's what is was!

#

Thx

sterile lichen
#

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

granite spire
#

Ahhhhh

#

that is valuable

distant siren
#

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

grim ore
#

there are official AI docs, there is an AI course, and there is google. so yes there are tutorials

near breach
#

Damm one uses 4 anymore

warm hornet
#

Can anyone tell me what the limiting factor is in terms of texture resolution? I have 20 4K maps for a desktop application.

winter gale
sterile lichen
#

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

distant siren
grim ore
#

that course has what you want...

#

how much more specific do you need?

distant siren
grim ore
#

begin play -> move to actor. done.

distant siren
#

sorry but i don't understand english well.

distant siren
grim ore
#

that is the code you asked for. that is how you can do what you want

distant siren
grim ore
#

what did you need more specifically?

distant siren
#

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

grim ore
#

the one from epic shows you exactly what you need, the docs show you that as well

distant siren
#

a tutorial that shows you how to make an enemy chase you throughout the level, and that's it. simple

grim ore
#

and this is literally all that you need, like I said.

distant siren
#

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

grim ore
distant siren
#

there is no absolute truth in your way of thinking or doing a tutorial,

#

The world is beautiful because it is varied

distant siren
grim ore
#

or again.. the official tutorial where this came from

#

or I dunno, read the docs

distant siren
distant siren
#

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;)

viral veldt
#

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?

urban dirge
drowsy snow
#

At least with my puny Intel i5, CPU Lightmass isn't terribly slow (but I still favour dynamic lighting)

urban dirge
#

yes, and I really need gpu lithmass speed

urban dirge
drowsy snow
urban dirge
#

and i have 3090, so my choice is gpu lightmass 🙂

drowsy snow
#

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.

drowsy snow
#

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.

obsidian nimbus
#

i updated my binary from 4.27.0 to 4.27.0

drowsy snow
#

Well, my bias against realtime raytracing didn't help my case.

obsidian nimbus
#

also im at 5.0.0 EA2 now

#

the 4.27 update was kinda big

drowsy snow
#

I prefer full raster but playable in many device, over some fancy realtime raytracing but even rich kiddos barely get 60 FPS

drowsy snow
obsidian nimbus
#

i didnt see the patch notes of 4.27.0 to 4.27.0

drowsy snow
#

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

obsidian nimbus
#

backport lumen to UDK

cold bridge
#

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?

drowsy snow
cold bridge
#

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.

drowsy snow
#

Not even sure about PlayerStart as it is just an invisible spawn point...

cold bridge
#

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

drowsy snow
cold bridge
#

again

grim ore
#

do you need the player you are trying to hide?

cold bridge
#

hiding the player start object won't hide my player bp, it's a different object

drowsy snow
#

I mean, it doesn't guarantee to work on multiplayer...

cold bridge
#

I don't plan on making a multiplayer game anyways

drowsy snow
cold bridge
#

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

drowsy snow
#

I'm sure it's solvable with just get player pawn.

cold bridge
#

you cant assign it to the sequencer

drowsy snow
grim ore
#

you could do a custom event in sequencer to do that, sure

cold bridge
#

it's not the intended way for it to work, I found the solution in the forums

#

no need for all of that.

drowsy snow
#

Alright, whatever works for you.

cold bridge
#

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....

grim ore
#

what was the solution? ah

drowsy snow
#

Is this concerning Sequence exporting?

cold bridge
#

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...

drowsy snow
#

👍

cold bridge
#

thanks you 2

stray tangle
#

Hello, I have a trouble in a character ai not working after being un possessed

cold bridge
#

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.

drowsy snow
#

Also benefit of mainly third person is a true FP camera.

cold bridge
#

yea, that's true, it's a different approach and solution

maiden sundial
#

Any idea why this always happens when i start the editor ?

edgy rover
#

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?

prime willow
#

which saves space and allows faster utilities for the animations iirc

full lodge
#

How to disable or change randomness of particles?

warm quartz
#

Hello. Does anyone have any good tutorials for understanding classes. base classes, parent classes etc and how they all work together overall?

true ridge
#

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?

plush yew
#

is there a tutorial or any resources on handling raytracing fuzz

#

i know you can increase the sample count

drowsy snow
plush yew
#

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

void sierra
#

Is there anyway to have indirect lighting for non static lighting that I can turn on and off during gameplay?

drowsy snow
#

Or Lumen GI (if you're in UE5)

void sierra
#

Im using UE4 26.2 source build

drowsy snow
void sierra
wooden bison
#

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

drowsy snow
wooden bison
#

Is there any solution for this? I even reinstalled windows, editor, drivers etc

void sierra
wooden bison
#

He said desktop. I'm using laptop. Is process still same?

drowsy snow
wooden bison
#

So do i need to install latest driver after uninstall?

void sierra
wispy ledge
#

i need to ask which is the better or comparison between gamelift and playfab

void sierra
drowsy snow
void sierra
#

uuuuuggghhhhh, Im so lost on all this lighting stuff 😫

wooden bison
#

I uninstalled the drivers with ddu but what to do now? If problem is latest drivers which driver i should install?

wooden bison
#

Actually i can't even find my gpu in driver search area

#

Only GeForce experience gives me a driver and it's the latest

weak nymph
#

When i click play the third person char doesnt appear no more, i play like a camera, what happened?

cold bridge
cold bridge
weak nymph
#

thanks

cold bridge
#

was it the issue? 🙂

wooden bison
#

I uninstalled all the drivers and ran ue4 without drivers. It's still flickering. I think it's about engine

cold bridge
quick trellis
#

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

drowsy snow
dusk nebula
#

Is anyone familiar enough with bounties/world events in Diablo 3 for me to make a comparison?

drowsy snow
#

Never played Diablo.

prime willow
#

dunno about the rest

#

but only on console

#

its painful to play on pc

thorny warren
#

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!

drowsy snow
prime willow
dusk nebula
#

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

tall kiln
#

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?

livid haven
#

Odd question. Anyone perchance tried to replicate a TSoftClassPtr or TSoftObjectPtr that is non-null, but whose referenced asset may not exist?

tall kiln
#

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)

livid haven
#

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>? 🤔

versed lichen
#

Anyone know how to turn off textures (like F4 does). While playing a platform built standalone window? Is there a functioning console command.

livid haven
#

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.

prime willow
#

yes

drowsy snow
#

Yes, though there might be issue wit root motions.

prime willow
#

^

#

i still dont know what root motion does

drowsy snow
prime willow
#

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

shrewd gyro
#

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.

thorn dirge
#

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

plush yew
#

@thorn dirge there is a Epic Games live-stream on their YouTube channel about performance

toxic owl
#

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.

rancid lagoon
#

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

rancid lagoon
weak nymph
#

which one is the mesh?

thorn dirge
#

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?

drowsy snow
plush yew
# thorn dirge Any help with my packaged game using 100% of gpu and fps 20? i tried to look at ...

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.

thorn dirge
plush yew
thorn dirge
# plush yew Yes

i dont really understand any of this tbh im fairly new to this its very confusing

plush yew
drowsy snow
thorn dirge
plush yew
light dove
#

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

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plush yew
light dove
#

yes

plush yew
# light dove yes

Did you check to make sure the interface has a function inside it?