#ue4-general

1 messages Β· Page 1070 of 1

light dove
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it does

plush yew
light dove
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i did

plush yew
light dove
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i tried remaking it twice... no dice there either

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lmao

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shucks

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might try just restarting unreal

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nope

plush yew
# light dove nope

Are you sure that you made a blueprint interface? That's my only other guess, there are literally no other steps to making and adding an interface πŸ€·β€β™‚οΈ

sudden cove
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hello can someone help me with a c++ thing?

light dove
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i made a blueprint interface, created a new function in the blueprint interface named EnterPlayerRadius, compiled and saved, then went back to my actor blueprint, went to class settings, typed in the name of the interface, in this case, BPI_Interactions, added that, compiled and saved, and am now unable to see the interfaces tab...

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idk what i'm doing wrong

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even if i make a new actor, follow the same steps, and refresh all nodes, it still won't appear

strong schooner
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Hi. is the pause completely fixed in 4.27?

bronze vault
light dove
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I did...

bronze vault
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Odd, and "Interfaces" is just gone?

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or the whole Details Tab?

light dove
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Nah the interfaces tab just doesn't show up

cold bridge
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check in the blue one

weak nymph
cold bridge
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yes check inside there the character mesh if it's set to visible

dusk nebula
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can I call multiple functions at once with a BPI?

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like if I have the same event in multiple places, will that do anything?

light dove
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nvm i'm just gonna start over

plush yew
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yo guys

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im new to unreal engine

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i wanted to give it a try

hallow cradle
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guys, what was the extend program or smth to ue where it has a lot of assets and stuff for free, as long as you use it for ue only called?

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@ me

prime willow
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learn the very basics

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move into blueprints

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and explore from there

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its a steep learning curve but afterwards its as easy as doing a hadouken in street fighter 2

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you'll stumble a bit along the way but its a very good program with tons of support for any endevoar

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the hardest part is the literal beginning good luck darling~

drowsy snow
prime willow
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I made my first animation by the way

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need to do 8 way walk, jog, sprint, and jumps, than i can finally go to vaulting

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and make the vault mechanic at the same time xD

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on the bright side my game will finally have smexy personality alll the way through

prime willow
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its just a non combat idle stance

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1 sec

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jump into feedback

drowsy snow
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I'm downloading some Marketplace assets for my shiny 4.27 atm

prime willow
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o.o

hallow cradle
prime willow
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i might need to make the head way lessen

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so its more subtle

cold bridge
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trying again to see if anyone has an idea for a solution that might be fitting:
https://answers.unrealengine.com/questions/708994/interp-to-movement-component-only-works-on-initial.html
This old issue is still happening on 4.26, and essentially I wanted to have a trigger platform that starts an elevator, but if I go away from the platform I want the elevator to go back down. Doing it w/ InterpToMovement doesn't really work because 1. using activate/deactivate doesn't really work after the first activate, and second, it doesn't offer the returning back portion. Does anyone have an idea how to implement with BPs?

spare smelt
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Hi, third person action open world; with what should I start first? creating the environment, then the AI? what is the best order?

wooden bison
cold bridge
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And it doesn't matter, my bottom line was asking for a suggestion for handling the movement instead of this...

urban dust
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hey,
how come i can package the game while packaging a plugin gives me this error:
UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target.
Version: 4.27.0-17155196+++UE4+Release-4.27

cold bridge
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uh do you have visual studio 2017 installed?

urban dust
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--yes--, no, 2019

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that should work

cold bridge
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Did you include the necessary C++ components?

urban dust
cold bridge
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there's a component for game development.

urban dust
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yes

cold bridge
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restart your pc

urban dust
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vs installed
all components selected,

cold bridge
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if you haven't tried that

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if you just installed and it wont work

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maybe some registry keys aren't showing yet for unreal

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so try restarting.

urban dust
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however i can package the game

mystic robin
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Both modlues base and obbassets contain asset entry assets/main.obb.png

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I get this error when I upload on play store

junior rock
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hi guys, i have a udemy course on c++ for unreal, and guy says ' if you are serious about unreal engine you have to customize unreal instead of using stock engine'. Is it really necessary, what do you thing about that?

fierce tulip
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if you are just getting started its more than fine to use stock.
customizing it can always be done at a later date to help optimizing your game or adding new features.

junior rock
fierce tulip
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nothing wrong with learning that on stock

wooden bison
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I realized the driver problems may affect your project files. So if you facing flickering problems in editor double check it on every step with a new project. I moved to a new project and reinstalled drivers. Problem solved

warped crypt
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Am I right in thinking there should be an image here with a blueprint/graph? I'm finding a lot of these on the new forum layout - is it just me or are others experiencing this?

fierce tulip
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i think you can report those to amanda or other people inolved with the board

warped crypt
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So I'm not going mad - it is a bug?

fierce tulip
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it could be. im not sure.

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does read like there should be an image

warped crypt
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πŸ‘

fierce tulip
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unless the link no longer worked and got removed when they changed forums. iunno

warped crypt
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Either way there's no point updating the forums if the important info goes missing lol

fierce tulip
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stuff breaks, it happens. generally if its fixable after reporting it gets fixed pretty fast.

warped crypt
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Where would I report this? - its not an engine bug - can you point me?

fierce tulip
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uhm, I generally report to amanda directly. if you can give me the url to the page I'll forward it. no clue otherwise XD

wary wave
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the post is 6 years old - the image was from the old forum

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it doesn't exist any more, sadly

warped crypt
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I keep finding them tho' and after so long and so many it finally got to me and I decided to investigate - I can't start forwarding every page I find to you lol

fierce tulip
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@wary wave iirc they have a backup for these kinda cases.

warped crypt
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Yer - it is usually old posts - the ones that are most useful to noobs πŸ˜„

wary wave
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honestly posts that old are more likely to not be helpful, because the engine has changed a lot in six years

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so you get a lot of disinformation

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I would be wary of the information contained in any post that is > 2 years old or so

fierce tulip
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true
ive asked them what the right way to report these kind of things is, and if situations like this should be reported at all

warped crypt
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@wary wave well that may be true but it gives one somewhere to start I feel

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Maybe they should have a big red stamp across where the image should be reading 'OUT OF DATE' ?

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So can you manipulate a part of your mesh via a tag?

autumn latch
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i can't cast my character, anybody know this?

wary wave
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I'm willing to bet 'GetControlledPawn' is returning none

autumn latch
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yes it's returning null

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but why?

opaque bronze
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because at this stage your Controller doesn't possess anything

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if you want to know when your Controller has started possessing something you have a Possess event in it

harsh tiger
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Does anyone here happen to know how to allow access to videos stored on a quest 2 headset?

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I added this to the manifest override

fierce tulip
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so... how to install a plugin when the launcher thinks its already installed to an engine version, but its def not?

opal coral
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Any suggestions for what to do with VR hands, when you need two hands that have the same logic but are mirrored? I've tried scaling one of the hands -1 on one axis, which visually looks correct, but the physics system has tons of issues when doing it that way.

light wigeon
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Hi

quaint musk
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Hi all. Are there anyone familiar with chunk downloader plugin from unreal engine? If so i need help with size miss match.

light wigeon
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I just created a fire animation fuction

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Its have to looks like that

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But it looks like that

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How can i fix that ? πŸ™‚

harsh tiger
light wigeon
tough pagoda
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Is good VS Code for UE? I have used Rider for Unreal Engine before, but performance... uh, this is so...

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Bad in my case.

maiden sundial
tough pagoda
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VS Code performance is so incredible.

maiden sundial
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That's cuz VSC is just a fancy text editor and not an IDE xD

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You'll likely have huge problems with auto-complete, highlighting and similar in VSC

tough pagoda
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Maybe I'm not right.

autumn grail
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Hello, Behavior tree have to run only server side or both?

tough pagoda
autumn grail
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ty

tough pagoda
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Imagine that you are playing in CS:GO.

autumn grail
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but i can't see him executing in the editor , because its separate server

tough pagoda
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You have bad ping, but bots not.

tough pagoda
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I mean.

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To see that he's executing.

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But to see how it's works in BP.

tough pagoda
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When debugging the code.

autumn grail
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instance are not proposed

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in the ckeck list

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on runtime

tough pagoda
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Hm, strange.

autumn grail
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I use Run in one process + separate server

tough pagoda
autumn grail
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ok

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ty

white cloud
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Hello to all.
Today in my ToDo I have to find a solution to be able to launch remote Updates. When the users play the game, I would like an automatic update to be launched.
How do I do it? Do you have any documents or videos that show how to do this? (Even with Udemy) Thanks in advance for your help.

light wigeon
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Hi

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And reload animation is bugging

thick herald
fierce tulip
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had to remove it from the "installed plugins" list, no clue why it was there XD

thick herald
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Phantom plugin installer confirmed

dull egret
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Does anyone know the reason for the following behaviour?: In the editor "BeginPlay" is first called on the GameMode and after that on the PlayerPawn and if the project is packaged, "BeginPlay" is first called on the PlayerPawn and after that on the GameMode?

wary wave
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most people use both.

autumn flame
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Both yeah

opal coral
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I have a "right hand" animation blueprint that works well, and I want to use the same blueprint for a "left hand". Is there a way to mirror things without using negative scale?

opal coral
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But I feel that way I'll end up with duplicate animation logic for everything the hands do

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Also not sure if the skeleton is different, whether I can use the same animation blueprint for both

thick herald
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yes

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That's why they use both.. πŸ˜„

wary wave
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it's kind of challenging not to use both in a game

autumn flame
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Use whatever is better for the situation you're in

grim ore
autumn flame
plush yew
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making a game myself I thought would be easy but I realize now I have no direction

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I can make whatever I want and i keep scrapping levels and 100s of gb of projects because i cant decide

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i know I want to make a sandbox game but do I want animal crossing or sims

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or should I try and do both like roblox did

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what will make me the money

opal coral
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Also thanks!

chilly dawn
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Hii! Im working on a project in Unreal Engine and Im facing a little rendering issue. Im working on a green screen footage and for some reason Im getting the fast-forwarded footage as an output. I tried every possible solution. It would be really nice if someone help me out :)

cloud mountain
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Hello everyone! I am creating a base class for ranged weapons and I really need the ability to throw them into the world. But when I drop it, it just floats. I think this is due to the "Simulate Physics" item, because it is not clickable. How can I enable it?

plush yew
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I'll be moving into a new condo today. Power is turned on and it will be like tomorrow or the next day till I get my internet box. Which means ill have two days with super slow internet. Suggest me a good video class I can purchase or a good YouTube series on Unreal Engine I can download to kill time

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How can I create dynamic material instance for volumetric cloud? I'm trying but it looks it's not supporting that

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I can't pin it to target

sterile lichen
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if it is a VolumetricCloudComponent it is a SceneComponent and not a PrimitiveComponent.

royal magnet
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Can someone please help me with this? First time I am experimenting such a problem. This dark spots for some reason

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regardless of the material or in scene or editor

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alright I figured it out, looks like my settings with distance field ambient occ. wasn't adjusted properly

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so anyone having an issue like this, just check, your occlusion in skylight

plush yew
sterile lichen
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you can't

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what are you trying to do?

plush yew
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That's what I want to do

sterile lichen
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access material via Material property

spark leaf
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Hi all, wondered if anyone may be able to help me with the following....

I'm looking to create a core mechanic like PowerWash Simulator, where the player cleans things... but I'm running into some challenges and I'm not sure of the best approach to resolve them.

I looked at a tutorial for RealTime Render Target Painting which was kinda in the right direction, but it still leaves a few unsolved issues. In that tutorial you'd effectively be painting a "clean" texture over the "dirty" texture - that could work, but I would need to know "how much" of the "dirt" was still left on the object in order to know when the object was cleaned fully.

I wondered whether having a "clean" texture exposed gradually by changing the opacity of a "dirt" texture over the top might work, but I'd only want the areas that were "hit" to be cleaned, so I dont think that approach would work.

In all scenarios, knowing how much is left is important.

Not sure if anyone has done anything similar, or could give me a point in the right direction, perhaps there's a certain approach that I just need some keywords for so I can get better results from Google etc...

I should add... I did consider vertex painting, which may give me a handle on how much is still left to clean (e.g. total number of vertices and then look at which ones have been changed), but, that will then require us to have much higher density 3D models to look any good.

Any thoughts/suggestions/ideas would be really welcomed - so thank you in advance πŸ™‚

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I think that might be what the tutorial was doing, but I was really just following along, not 100% sure of exactly what it was all doing - new ground etc...

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Sorry the menus don't appear in engine, video recorder was only capturing the window. I'll correct this next time.

DOWNLOAD TO 4.19 EXAMPLE: https://drive.google.com/file/d/1q3SAV2dftXSQn2damP78ykV6aV9SAKxc/view?usp=drivesdk

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royal magnet
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Hi guys, I am having issue with distance field ao. It gives terrible results close up specially, Adjusting dfao settings on skylight not cutting it anyone have any idea to get better result and get rid of this weird black spots?

wooden jacinth
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hello, I need help. Every time I try to export my heightmap that happens. What do I do?

compact holly
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Anyone know how to stop this weird face shadows thing?

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Its not the wireframe as its set to smooth in maya

royal magnet
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LordVader checkout your skylight and ao settings

mighty badge
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@compact holly normals on model is wrong ?

compact holly
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normals are fine

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the mesh itself is ok

mighty badge
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is smooth shaded

royal magnet
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Adjust your skylight that should probably fix

mighty badge
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@compact holly enable smooth shading is looks like is flat shaded

compact holly
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In maya?

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I think I did

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@mighty badge

mighty badge
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yes

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rend is a normal

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that's what i meant as i was asking if normals on model is wrong πŸ™‚

compact holly
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Smoothing groups?

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I have smooth edges on the model already

mighty badge
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smooth mesh

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idk i use blender πŸ˜„

compact holly
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Smoothing mesh is different to Smoothing edges. Smoothing mesh makes the Topology (wireframe) different. Smoothing edges makes the edges look different.

mortal zealot
hidden fossil
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For some reason if i have InputDisabled ( using the DisableInput() built-in function) at begin play the PlayerPawn that gets spawned doesnt respect the Vector from player start location. WTF does disabling input from controller have to do with that is beyond me. Have seartched for hours cant find anything

echo citrus
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@gleaming narwhal no stream today? πŸ‘€

royal magnet
digital anchor
royal magnet
weak urchin
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Anyone know how to split a skeletal mesh into parts (hands, feet, head, etc)? I am trying to use the hands and feet from one mesh with a different mesh (same skeleton though). I have tried looking it up but can’t really find anything helpful.

topaz monolith
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How are people lighting their scenes these days in UE, I started to learn it then left it for a while. Are we still unwrapping everything or has that done out the window now? Or is this only for good GPUs?

gleaming narwhal
grim ore
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@weak urchinyou would have to do that from an external program more than likely, such as blender. The SKM is one piece in the engine, and any animations would be tied to weighting on the skeleton itself. Unless it was designed to be modular its not an easy task

stuck linden
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is there anyway i can take out everything before the anim part

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rename batch or sumn

royal shadow
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howdy everyone. i have a sub level being loaded in and out of my map, but when its unloaded the assets in the level remain in the level. shouldn't they get removed? is there something im missing?

stuck linden
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yea i have one that looks like this right now is there anyway to do like as soon as it gets a word it deletes everything before it

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this happens because things i export from blender come with the blender .fbx name before

stray smelt
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How exactly is this supposed to be used? If I print "get number of spline points" after this loop it's always 0?

grim ore
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perhaps it doesnt update the spline for a frame or two, and your completed runs in the same frame before its updated?

stuck linden
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how do i debug a editorultility?/

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like here

warm hornet
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Any BP_SkySphere experts? Simply trying to attach a Directional Light Actor but unable to.
My BP_Sky_Sphere is in the root level and my DIrectional Light is in a sub level.
Do I need to first move the BP_SkySphere to the same sublevel as my Directional Light?

vocal flume
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I've created a sceneCapture2D component (inside a BP) and a rendertarget and a material. I'm showing the rendertarget material in my UI.. problem is I did not place this BP in the level but it is showing up in the UI

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How to access this BP that is not placed in the level?

royal shadow
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sharing -> released thread

grand rune
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How would I scale the camera with the player?

stable cave
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@grand rune what do you mean by scaling the camera ? Maybe your camera is just not at the right spot/angle

grand rune
thick herald
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camera settings probably.

thick herald
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focal length all that stuff

drowsy snow
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No other DCC tools do anything when scaling camera objects.

drowsy snow
grand rune
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I'll look into these. Thanks πŸ™‚

white cloud
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Hello to all.
Today in my ToDo I have to find a solution to be able to launch remote Updates. When the users play the game, I would like an automatic update to be launched.
How do I do it? Do you have any documents or videos that show how to do this? (Even with Udemy) Thanks in advance for your help.

stuck linden
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Is there anyway to create folders in blueprint?

stray smelt
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whats the proper way to use a beam particle along a spline? it seems all examples are just looping the number of spline points then spawning a new emitter for every point and set source+target for every run.
so instead of being one singular beam that stretches along the entire spline, it's one particle/beam per point

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it's the same end result but it just strikes me as unoptimized? although i suppose there's a reason every single example i've seen does this

light wigeon
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Hi

flint dagger
flint dagger
# stuck linden Is there anyway to create folders in blueprint?

There aren't folders in a Blueprint, but there are a number of ways to organize things. You can group variables, and subcategorize them e.g:
"Character" and "Character | My Cool thing" which will nest them.

As for components, you're probably better off looking into classing and subclassing.

flint dagger
# white cloud Can itch.io do this?

I think maybe itch can, but only in like.. a hella simple way. You just remove the current build upload the latest, but it is kinda up to you to push that update to others and inform them. There isn't like an Itch launcher that downloads the latest update.

light wigeon
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I need some help, i was making a fire system from a tutorial and its have a animation. I did everything and call fire event in my shoot system but animation is not coming just my character is swinging

white cloud
flint dagger
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Also @white cloud you quoted the wrong comment above :p

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But its okay.

light wigeon
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Can somebody help me pls ? πŸ™‚

flint dagger
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Xarly, you need to tell us what you need help with dear.

light wigeon
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I do that πŸ™‚

flint dagger
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Oh right, I'm sorry.

light wigeon
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Its okay

unique kraken
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guys, is here no wip/ showoff channel?

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i thought there was one?

fierce tulip
unique kraken
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ah damn

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yea so many channels thx

flint dagger
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@light wigeon Can't help you, you need to be more specific regarding the particle, how you've set it up - but it looks like you've not put it in the correct space? e.g: local/world/object etc?

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Also, I'd advise not listening to me too much, I'm not a VFX girl.

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Maybe ask in #visual-fx or #blueprint depending if you think it's a VFX system issue or how you have setup the blueprint to fire it.

light wigeon
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Okay thanks

hollow dove
drowsy snow
hollow dove
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I have it on a windows dual boot but its buggy af so I wanted to try linux

drowsy snow
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There is, however, a dedicated channel in this server for anything #linux, so be their guest.

hollow dove
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cool thx

warm hornet
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Can any lighting experts tell me how you might enable light settings to be saved with specific levles?
I have 2 levels but I need Exponential HeightFog and Directional Light values to be different for each. But when I change them in one level, the settings seem to be applied in the other level as well.

stuck linden
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Does anyone know how to Move a asset to another directory in editor scripting blueprint?

robust agate
drowsy snow
robust agate
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So use 'Rename Asset'.

stuck linden
robust agate
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πŸ‘

stray smelt
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anyone used the volumetric content and know why the maps are black? can't see any errors and tried to re-compile the materials for skybox etc

drowsy snow
stray smelt
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yeah. aww that's too bad

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i wanted to look at those thunder clouds

drowsy snow
stray smelt
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ok then maybe i can get it to work

stray smelt
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seems i had simply forgotten to import it to content-folder. i had opened it in the plugin/engine content folder 😬

wise plover
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I know y’all probably have gotten this same question a million times: But what are some youtube tutorials people here recommend?

Ideally I’d like something for the top-down interface since two of my favorite genres usually focus on that (city-builders and strategy games) but any tutorial y’all suggest would be nice.

wise plover
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o…

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am dum

winter rain
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This may be a pretty nooby question, but what causes the Event BeginPlay to trigger on a PlayerController blueprint?

plush yew
winter rain
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In order to load a PlayerController blueprint, what has to happen? A player taking over a pawn?

plush yew
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For ai you can change it anytime by setting its ai controller class

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looks like player controller is stuck with whatever your game mode is

plain token
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Is there any way to convert ue4.27 file to ue4.26 or get the assets

grim ore
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no real easy way. depending on the asset you might be able to export to a source format then import it in

neon magnet
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Is it possible to have an object inspection implementation using static meshes? My models are all static meshes (mostly) and I thought about inspection mode very recently (i.e. unplanned move). So is it possible for a static mesh to be picked up, rotated around and put back down where it was originally? Or must the static mesh belong to a blueprint, in which case I'd have to manually replace each mesh with a blueprint?

grim ore
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you can do that, you can either manipulate the item in the world or hide it and spawn in a copy and manipulate it

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might be a bit more difficult if they are all SM's tho to determine what is "inspectable" and what is just a normal mesh like say a wall

neon magnet
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The tutorials I've watched thus far have spawned a copy and manipulated it. I was hoping to not have to do that, just because it looks a bit jank lol.

are there any property tags I can add to the static meshes I want inspectable? There seems to be one available and used in the tutorials with the blueprint implementation.

grim ore
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there are actor and component tags you could check against, yeah

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you can get the actor tags from an item you hit with a trace and compare against that

neon magnet
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yeah however what about static meshes that aren't actors as I was hoping? No chance?

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any jank way I can add a property to the static mesh to compare against?

#

maybe even in the name?

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like a suffix or something lol

grim ore
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well static meshes (in the world) have to be actors

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everything in the world is an actor

neon magnet
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okay I'm a bit unused to the inner workings of the engine so I just went by what is listed as "actor" versus "static mesh component". Some of my meshes are imported as actors by the engine rather than static meshes (due to datasmith's treatment of grouped elements)

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this is a 'static mesh' I'm referring to. I searched for tags and it seems to have some properties. Can these be used?

grim ore
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when its in the content browser, your raw asset, its a static mesh. Once you put that into the world it becomes and actor and the engine is smart enough to know what you want so it adds a static mesh component to that actor and assigns the mesh to the static mesh slot on that static mesh component

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look in the top right, in the world outliner, and look at the type

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StaticMeshActor

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then look in the details panel, at the top, you have the component list where your parent is an Actor with a Static Mesh Component as its first child

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if you click on the parent name, you will find your Actor Tags section. You can use component tags, they would work as well

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the issue there is you need to get the component to check against rather than just the actual actor. You would only really need to check against a component if the actor in the world had say multiple static mesh components

neon magnet
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so you mean this

#

actor tags in the bottom

grim ore
#

yes those would be the tags on the actor itself

neon magnet
#

so I can conceivably pull these in when checking against a line channel trace yea

#

🀩

grim ore
#

you can, the hit result has the hit actor and hit component

#

you can get the tags from either one and check

neon magnet
#

excellent, thank you sir

#

btw regarding terminology, what exactly does the 'static' in staticmesh indicate? No animation/bones setup?

#

oh and would i need to set these to movable? By default they are set to static. But am I worrying about something that has nothing to do with this and is about lighting instead.

grim ore
#

yes, not skinned basically so no bones or weights and no skeletal animation

#

there is a movable setting and yes that has to do with both physics and lighting, but depending on how you "move" the item you might be fine with keeping it static

#

try it at static and it will complain if it needs to be movable lol

stark wharf
#

I've been looking into the best way to force all shaders to be compiled for a project with many different maps. Any suggestions? I think I found a command line option to try, but would prefer something in-engine

plush yew
#

This is an Unreal Engine Tutorial for all level of users and I want to hear from you it is helpful or will there be anything to be improved https://www.youtube.com/watch?v=tuHu9cPjTo0&t=305s

In this tutorial, we are going to create a Lava Material.

  • We support English and Korean subtitles

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Twitter: https:...

β–Ά Play video
finite charm
#

Hey! So im thinking about creating a livestream through the unreal engine like code miko. Does anyone have some experience with that?

drowsy snow
opal coral
#

Let's say I have a right hand skeletal mesh, and then I create a seperate left hand skeletal mesh that's just mirrored. When I try to play the same animation on them, the mirrored one uses the exact world space rotations of the right hand (so kind of twisting in a monster-like fashion). Instead I want to just take the local rotations of the right hand animations, and apply them to the left hand, so that they do the same, but mirrored. Is that possible somehow?

plush yew
#

Hello i have a question, if i make assets, should it be 1 object = 1 material for example building? except for vegetations which have 2 because of the wind for leaves?

wary wave
#

<@&213101288538374145>

buoyant graniteBOT
#

:no_entry_sign: ProLevel69#0567 was banned.

ashen brook
#

ty

wary wave
#

thanks!

drifting elbow
#

the stock Teleport console command, how does it work?

#

I found almost no documentation

dusky bobcat
#

Is there a way to stop the Editor and the Live Coding window from coming to the foreground when loading up?

drowsy snow
undone gazelle
#

I find water tool very laggy in this current state. Does it happen to anyone?

#

I'm using it for a project.

drowsy snow
undone gazelle
drowsy snow
#

UIWS has fully functional river that blends with its water surface, but it's in a high price.
https://youtu.be/ofmMdnL_xgI
https://youtu.be/1xlG0prSIKQ

UIWS is the leading solution for dynamic interactive water bodies in Unreal Engine 4. Beautiful unified interactive fluid, interactive caustic lighting, collision and damage handling and more! The plugin is super easy to use with almost no setup required; Simply drag, drop, scale, and play!
Available now! https://egray.io/UIWS
You might also li...

β–Ά Play video

The River update is Live!

UIWS 1.7 is now available across all platforms bringing fixes and the much requested support for rivers and custom water meshes (beta)!

Patch Notes: https://egray.io/uiwsdocs/#ReleaseNotes

Get it on the marketplace: https://www.unrealengine.com/marketplace/en-US/uiws-unified-interactive-water-system

β–Ά Play video
undone gazelle
worthy plaza
#

Anyone can help me? can't find the c++ toolchain into the VS19 installer

drowsy snow
worthy plaza
#

both installed

unkempt sandal
#

Hi guys! Is it really inadvisable to start developing a game in UE5? The game i want to make is heavily physics and particle system based and i want to take advantage of the new systems.

fierce tulip
#

both are available in ue4, and chaos still isnt as performant as one would like it to be.

drowsy snow
unkempt sandal
#

Okay, thanks guys! Gonna go with 4 and see how things go!

warm hornet
#

Any lighting experts able to tell me if its ok to combine both RayTracing AO and DFAO? Or is it one or the other?
Exterior forest scene, medium shot, performance is not an issue.

worthy plaza
#

already done

stuck linden
#

is there anyway i can get the backward vector or something

brittle plume
#

Greetings! I have a problem! Basically I have a variable in the character, and then the character's speed is taken from that variable's Float! The variable I need only to block the character at the beginning, and then clicked the button they can move, only it is a Listen Server, the host manages to move while the connected client does not!

gleaming lotus
#

Anyone know a good solution to spawning or setting a mesh on the construction script for dev purposes from an exposed class variable?
For items in the game's stores they spawn in based on the selected class, however the scene component location I'm using needs to be moved for every single store item.. I kinda need a good way to be able to move that scene component with a visual representation of the size of the object that is for sale

#

Since its construction script I cannot spawn item, thinking about trying to set a visual test mesh from the class

#

My trouble is how do I get the mesh component from the class ref?

#

Probably easier to understand from that πŸ˜„

#

Yeah but can it get components from there? I didnt think it could

#

GetClassDefaults can only get variables and these actor vars

#

Yeah but how would I get the mesh from the class variable? πŸ˜„

#

Trying to avoid having unnecessary variables like that πŸ˜›

#

yeah figured as much, thanks for your help anyway

stray smelt
#

how do I disable this:

#

Zzz

#

this is a group project, so this specific error is being worked on - by someone else. What I'm asking is how to disable the notification.

autumn flame
#

Click Dismiss

If you can't see it, it doesn't exist

sturdy trench
#

Anyone knows how this weapon being rendered with UIs?

#

What would be the ideal approach to achieve same thing in UE?

sturdy trench
#

Ah right, there was an example in the horror engine

#

Thanks

broken socket
#

soome one please help, i was adjusting the code of my characterBP and now i cant see any of the assets in the viewport or in game- il send screen shots

#

nothing is visible

#

idk what is happening

#

i dont exactly know what i did to break it but i was making is a child of another character BP and now its all screwed up, ive restarted the engine multiple times but idk whats happening

grim ore
#

do other blueprints show up fine?

broken socket
#

yes

#

i undid whatever adjustments i made before this happend and it still is glitched

#

im on 4.27.0

grim ore
#

might need to remake the blueprint then at this point, copy the code out into a new one

broken socket
#

ok i will do that then

hexed flume
#

Hey guys, I'm trying to make simple game levels to practice sound design in, and since my dev knowledge is limited, I don't know what I'm currently looking for in my questions, but here goes.

I downloaded an empty level in the marketplace (Sun Temple), and populated it with two Paragon characters: Gideon (which I want to use as the PC) and Sevarog (which I want to be the enemy).

1.) I've gotten Gideon to move and have a simple left-click attack, but how do I use his other abilities that came with the download? Does each ability need to be programmed in, or is there a preset control that does more than move and punch?

2.) How can I get Sevarog to attack using his abilities? At the moment all he can do is stand idle.

I'm sure these are very simple questions, I'm just trying to build just enough to look like a "real" game but be unique enough that I'm not downloading complete game demos from the marketplace like everyone else does. Even pointing me to what I need to search for, or even some good tutorial videos would be of immense help!

Thanks!

wise plover
#

I think I accidentally pressed something and now all my bounding boxes are hidden.

dusk nebula
#

This isn't a major issue by any means, but when I run my preview for the first time and kill another character, the preview lags massively and then continues normally. Only happens once each time I launch unreal. Do I need to worry about that issue being present in the packaged game, or is that just an editor thing?

plush yew
#

Would making a ps1 like game in the engine be a bad idea?

fierce tulip
#

i dont see any problems. there are even some tools that can create the weird vert-stutter and such on the marketplace.

plush yew
#

Yeah I was just wondering if ue was overkill for it

#

I don't really want to use Unity or godot

fierce tulip
#

few buddies of mine made Amid Evil in ue4, once you have everything set up properly and you can disable anything you dont need, you can get crazy fps

#

think it can run at 600fps on average machines.

plush yew
#

Wow

#

Looks good ngl

#

Has that ps1/older style feel
But with those modern day improvements

dusk nebula
#

Well I'm using BP so should I just read the output log to compare?

late spruce
#

hi, i cant make sense of the docs. am i supposed to initialize an ingame gui with AHud or in APlayerController?

#

in a multiplayer setting of course

grim ore
#

HUD is client only, player controller exists on both. with that said, you do it wherever you want it, but understand that UI doesnt exist on the server

#

you can look at the multiplayer shooter to see how hey did it, there is also a multiplayer shootout example on the learn tab that you can look at

#

in the end you can put it wherever you want to manage it, as its client only

late spruce
#

im doing GetOwningPawn()->IsLocallyControlled() in AHUD and it returns true on client for the player controlled by server

#

unless im doing something very wrong

#

i want to just initialize PlayerController or AHUD to initialize and add to viewport my UMG widget

#

except im doing exactly that (but in C++) and i get my first player's hud on all player screens

#

unless play in editor is broken because it seems to work fine in standalone build

#

im testing the game like that

dapper stream
#

hello guys, i would need help on how to work with cesium and view it on small tiles.

forest kettle
#

any easy way to find the value of time for a particular value in a float curve?

narrow igloo
#

Make a inverted curve that maps its time and values the opposite of the other so each can be used to look up the time of the other. Only hack solution I can think of.

plush yew
#

I know that I WANT to make a video game
I have the money and resources to do it
I just have no idea what kind of game Id want to make and I feel like if I start ill end up scraping everything

#

Hello guys, I'm kinda new to Unreal and I was wondering if there was any kinda feature like the mesh reload in 3ds max in the unreal engine. I'd find it really cool to have it in ue since i'd be really useful in a workflow that involves rhinoceros. Thank you in advance

forest kettle
drowsy snow
iron hinge
#

NOt sure where this should go so..waterr in e5 , a lake say, works fine, but in 4.26 I get nothing, but spline, is this a known 4.26 issue fixed in 4.27 ?

plush yew
drowsy snow
#

If I remember correctly, for Blender, Epic made a semi-official plugin that can do almost Live Link modelling, but I didn't use it.

#

That too, but I'm afraid he's looking for more direct reloading, without exporting to FBX. Though I have completely lost memories with 3ds Max.

plush yew
fierce tulip
#

think max will get that option in the near future, but not atm me thinks

drowsy snow
#

Though it requires specific Collections to work, and because I used to have my own collections, it breaks my workflow, and I hate it.

#

Not even Blender Foundation cares about rigify lol

The false deform flag bug that existed since 2.7x days (or maybe even earlier) haven't resolved to this very day

#

Don't forget control rig

gentle plume
#

Hi, quick question, in the invite for the October Sale have they just got there dates wrong and it normally last just a few days? The Unreal Engine Marketplace team would like to invite you to participate in the October Sale! The sale will take place from Tuesday, October 19 at 10:00 AM EDT through Sunday, September 24 at 11:59 PM EDT.

drowsy snow
#

I do drafted several parts of written tutorial on it, though it's mostly for MMD machinimas.

stiff sphinx
#

Hey, where would i go for hud widget issues?

autumn grail
#

Hello , i have a TextRender which is the name of my character , how can i disable click events on it?

stiff sphinx
#

Thanks

weak nymph
#

visible is true

#

idk why the character doesnt appear

rain hatch
#

Is there any guide or something of what project settings to tweak to get 150+ fps? e.g. just a simple map, with low quality shadows and no anti-aliasing. I'm struggling to get more than 80-90 fps

autumn grail
#

There is no way to ignore click e vents on a component?

grim ore
#

set it to have no collision?

autumn elbow
#

Can someone test something for me, please? I found that, in the third person template, if I set the velocity to zero on tick, there is still some ghost movement when pressing the move forward key. Can someone confirm, please?

short willow
#

is there a way to get "stat ...." to return a string of those instead display on viewport?

#

for one frame

#

ie stat unit gives me the string like Frame=11ms, game=2ms, .....

heavy pivot
#

Is there really that much of a performance difference between generating a Minecraft world made out of procedural meshes vs cube meshes that are not rendered if the camera cannot see them?

dusk nebula
#

So I made floating health bars for each character in an fps, but I need them to become invisible when behind a wall or too far away. Am I on the right track if I want to line trace from the player to each health bar's position, check collision, and then set the visibility appropriately every tick, or is that too much to do constantly?

#

I have little frame of reference for how demanding these things can be

heavy pivot
#

@dusk nebula I wouldnt do it every tick

#

something like that you could do every 5 to 10 ticks

dusk nebula
#

So how would I delay it like that?

heavy pivot
#

@dusk nebula look up Looping Timers

#

and use one for that

#

that way when you are running lots of processes at once yo don't sacrifice any more performance from delaying the tick

#

1if you do a delay in a tick it will halt the process in the tick and can cause issues down the road when you start doing stuff that needs to happen even if that hasn't kicked off yet

light thunder
heavy pivot
#

@light thunder good catch I totally forgot about that

light thunder
#

but you're basically going to do the same thing that it does when it fades out the view of the player's head when you go to a tree, or fades the tree out so you can still see your head (so the branches aren't blocking everything - you're trying to hook into that system but instead of it making the tree branches fade out, you do it to your healthbar I think "camera distance" is the driving force

heavy pivot
#

Yea it is camera distance

light thunder
#

I'm trying to get it to shrink down to fit all the text, but not quite - when I do it contracts the scale box

heavy pivot
#

I have had similar issues, I am only 8 months into unreal and just finally have my bearings

#

Its a super complex engine but totally worth the learning curve

muted imp
#

I can't move in the editor and stuck with these lines on my screen. how do i remove it?

weary verge
#

Hello everyone, I’m new here!! Wondering if anyone here knows how to animate a material instance in sequencer within UE?

#

I am aware of Material Parameter Collection but the issue is I have a material function within my material, and it won’t translate through the track in sequencer

#

Any feedback is greatly appreciated, because frankly I’m stuck lol

autumn grail
#

Hello , my drag and drop operation don't want to finish ( setting the widget dragged to the final position)

#

here is the drop function

#

here is the drag function

#

everything but the "set position in viewport" works

#

it was working when i removed the dragged widget from parent but i had bugs with it

#

so i don't remove it from parent

plush yew
#

Hello, is 90k tris for my main character bad or it's good enough? I'm trying to make characters like anime / genshin impact style.

cyan bronze
#

Does anyone have experience with creating NFT/blockchain game with UE is it realistic to do? I heard about Enjin working with C++ now but not sure what to use

frail badge
#

I need to run my game on max fps but I got a massive fps drop in it. how can i fix this?

inland sleet
#

Is there a way to cast to a class during runtime and hand it back as a wildcard?

heavy pivot
#

Ok so performance question. If I am creating a cubed based world is there really any difference in performance that I can gain using a procedural mesh process vs using static mesh cubes and not render blocks that are not in the view of the camera?

dark briar
#

my ue4 has been crashing like crazy for months extremely easily, how can i figure out the problem?

heavy pivot
#

what does the error say

#

The crash reporter should have the dump in the window and a few lines down into the dump should tell you where the issue started

heavy pivot
#

@plush yew yes

#

Minecraft number of cubes

#

we will limit world sizes but they will be large

nimble delta
#

Does anyone know how i can work on a project with my friend together

#

because at some point we cant send all the assets etc because it would be too much work

fierce tulip
#

version control is used for that

drowsy snow
verbal citrus
#

Is there a way to project a decal shape to the ground that's agnostic to the parent's Z location?

drowsy snow
verbal citrus
#

Rotation? You mean the 90 degrees to align it? That's already done, but the bounding box of the decal is still limited, if the parent jumps high in the air the decal vanishes

drowsy snow
verbal citrus
#

It is, and I can set the decal to be bigger, which helps but it's a strange workaround. I'm looking for a more native way to just leave the selection indicator on the ground at all times

heavy pivot
#

Yea there is but not quite what it seems at least the more expensive one. We have the cheaper one and trying to utilize it.

wooden jacinth
#

Hi, I was trying to make tiled landscape but when I load my level I have that space between my tiles. What do I do to fix that?

autumn flame
#

If you made it in an external software, there are export settings for that

wooden jacinth
#

I made it in world machine

#

and I used ue4 format

wooden jacinth
honest vale
#

could it be that the tiles were wrongly labelled?

#

like X and Y coordinates got somehow switched?

dark briar
#

my ue4 crashes like crazy due to this, anyone know what this is? Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

fierce tulip
#

@dark briar check the pinned message. there should be a link to some info there.
besides that, no clue.

vivid copper
#

hello, im trying to make a fire particle with 0.125 second lifetime and 3 stage of color.
however, i have to set the "in val" of the colors larger than 0.125 seconds to make it work.
can somebody explain this to me? if the in val is larger than 0.125 wont that make the particle disappear before changing colors? thanks

plush yew
#

where can i chat about materials?

unique kraken
#

@weary verge u would need to pass a variable from a bp into the material

#

i assume

bold holly
#

Yo, I was organizing my files in unreal and now my project is missing half its assets including cinematics, Blueprints, Sounds, Some textures and etc... How can I fix this?

unique kraken
#

did u fix redirectory when reorganazing?

bold holly
#

How can I do that?

unique kraken
#

well dont worry, you will never forget doing that again

#

on the folder above, or just the content folder

bold holly
#

Alright I see

#

Thanks Im gonna try this now

unique kraken
#

in simple words

#

moving things around in ue4 doesnt move things in windows

#

pressing that will fix the windows folders

austere whale
#

if i make an animated material in blender using keyframes and shaders how do i get this animated material into unreal?

vivid copper
#

should i click that everytime i move anything?

unique kraken
#

@austere whale u dont

plush yew
#

you cant

unique kraken
#

you can use the logic to manually by hand, recreat the logic in ue4

plush yew
#

yea that

austere whale
#

am i recreating it manually or is logic doing it manually

#

i mean automatically

unique kraken
#

manually

plush yew
#

blender and unreal engine have some nodes in common

#

for example math nodes

unique kraken
#

materials do not, at all transfere

plush yew
#

and vector nodes

#

yes

unique kraken
#

and especially not keyframes for materials

#

there are datasmith exporter wich let you export some nodes

austere whale
#

if the material in blender is static it can be turned to uv maps and applied in unreal. but if its an animated texture it needa to be done in unreal

unique kraken
#

a material into uvΒ΄s?

#

that doesnt sound right

austere whale
#

like texture maps

unique kraken
#

uvs unly have 2 coordinates

#

materials are more complex then 2 coordinates

austere whale
#

idk the term but u can jus like snapshot the material into a texture map

plush yew
unique kraken
#

you can bake the color into a texture

#

^^

#

but that is then a texture

#

and a texture goes INSIDE a material

#

it is NOT a material, but a part of it

austere whale
#

no way to do that if its animated huh

#

bake a map

unique kraken
#

well you can animate textures

#

but since the nodes are essentially the same in ue4 and blender

#

why not simply creat mats from now on in ue4

austere whale
#

idk how to do anythin in ue4 my binds are all custom in blender

#

i replaced all m3 with m5s in blender

#

and play is m4

plush yew
#

wdym binds?

unique kraken
#

well 2 options.

  1. you just do it and start learning
  2. you get ahead of yourself and shouldnt mess with game engines yet
plush yew
#

^^

#

you can also try unity engine (pls donr ban me)

unique kraken
#

i personally reccomend that even less

austere whale
plush yew
#

you can

unique kraken
#

as unity is (from a blenderers perspective ) even less unfriendly

plush yew
#

but not animated materials

unique kraken
#

you can bake a texture in blender. its just a image, then creat a material in ue4, and animate it in ue4

#

it would help showing your material and explaining what u want to do

austere whale
#

the texture is animated by the shaders in blender so that wont work cus itll be baked in ue

bold holly
austere whale
#

i want moving stripes on this marble

unique kraken
#

screenshot, win shift s, ctrl v on discord

#

@austere whale

unique kraken
#

@@bold holly thats why i said

austere whale
bold holly
#

ahh lmao

austere whale
#

these stripes moving

unique kraken
austere whale
#

made in blender

#

want in unreal

plush yew
#

do you have the nodes of that material?

fierce tulip
#

you should show the material, not the end result

plush yew
#

if you do, you can recreate its logic in unreal engine

unique kraken
#

creating materials in blender is ONLY usefull if you have a easier time creating the logic there

austere whale
unique kraken
#

but your goal is to creat materials in ue4, blender can be used to creat texture helping you

#

since textures are images that can be loaded in any programm

austere whale
#

sucks theres no way to port animated texture

unique kraken
#

not rly

#

it makes no sense doing that

#

in blender

#

since ue4 works entierly different

plush yew
#

true

#

and both are built in different cores

unique kraken
#

this is actually pretty easy to do

austere whale
#

game engines have gif texture possibilities whats wrong wit

#

animated texture file thats better quality

plush yew
#

oh god no not .gif

unique kraken
#

you just use a noise texture or a sine wave, distort it a bit, mix some lerps done

austere whale
#

i use .apng's not gifs

#

yeah but it wont look exactly the same as blenders

unique kraken
#

never will, since ue4 works a bit different with its noise textures

plush yew
#

thats the best you can do actually

unique kraken
#

but so what, procedual stuff

#

it might not have the same exact pixels, but still will look just as good

austere whale
#

well i guess if im making an animated texture i gota learn unreal

#

everythin else ill jus bake and send over

unique kraken
#

yes, you seem to lack some base knowledge about materials anyway. no offense

#

like the math side of things

austere whale
#

all i do is animation overwatch fortnite porn

#

yeah nodes are stupid lot of numbers and text really boring stucf

unique kraken
#

thats a info i didnt need

fierce tulip
#

+1

unique kraken
#

nodes are best

#

but u have to realize it first

plush yew
#

nodes are the best wth

#

better than manual coding

unique kraken
#

once you understand how to add and multiply your life gets a lot easier

austere whale
#

nodes r good for procedural stuff but if u want to make somethin organic u need a draw pad and pen

plush yew
#

i think we're getting a little sidetracked here

austere whale
#

coding is better than nodes you can make more efficient systems

unique kraken
#

well thats a texture, you can also creat procedual stuff from those drawn textures

fierce tulip
#

can we keep this opinions aside?

austere whale
#

i want a cream orange name

unique kraken
#

yea, done anyway. my food got cold

#

you can tag me when you ask yoursel "where is the color ramp"

autumn grail
#

Hello , i 'm definitely searching for a way to disable sound and Screen befor all begin play finish execute at game start, to not see this ugly 0.0.0 and some sounds playing. Anybody have a solution?

marsh swallow
#

yeah setup your level BP or controller or something to make a widget for the screen to be black

#

then fade it away after a few seconds

#

Music, thats up to you. Trigger it via the controller at the end of all other setup

autumn grail
#

I have already tried , with the game instance , we however see the 0.0.0

marsh swallow
#

of if its like what i am making with an audio controller using MetaSounds just delay its start by like 1.0-2.0 seconds

autumn grail
#

black UMG comes after we see it

marsh swallow
#

then your widget fade in isnt working

#

πŸ˜„

#

its being called too late

#

I said level BP not game instance.

unique kraken
#

well tbh my solution would be finding out where that sound comes from

marsh swallow
#

ours starts at the very beginning of the level load

#

sound comes 1.0 sec after controller is finished loadind

autumn grail
#

ok i 'll try again with a black umg at beginplay of Level BP

knotty heron
#

How do you create this type of camera movement where the cam moves to certain places depending on your position? if that makes any sense

plush yew
#

in that case, you dont want to tie the camera to your character, but maybe place some sort of trigger on a region that moves the camera to that spot

#

idk how to do that in blueprints tho lol

sick patio
#

Anyone happene to know what's the background city pack in this tutorial? https://www.youtube.com/watch?v=IDNi0plxIXE&t=3051s

In this inspirational video, Matthew Doyle demonstrates how to use animation tools in Unreal Engine to tell a story and add life to your projects. Learn how to use the Atoms Crowd framework to populate city streets with animated crowds and use the engine’s core tools to add effects to people, birds, vehicles, and environmental objects.

Time cod...

β–Ά Play video
unique kraken
#

rly? i would have still bound it but at begin play write its relative loc?

knotty heron
#

I've thought of that but when you move back without leaving the trigger the cam wouldnt move ig

plush yew
#

yea i really dont know much about blueprints πŸ˜…

knotty heron
#

unless i put tons of triggers lol

unique kraken
#

i would just at begin play write its relative loc to the char (if thats even needed)
and interpolate it to the target.
regardless you need SOME sort of trigger

#

a collision or a interaction or a button press

knotty heron
#

Yeah I'll just go with that it will be ok

#

thanks guys

sick patio
#

did i ask my question in the wrong place?

fierce tulip
#

nah, but if nobody can answer it/knows the answer, they prolly wont reply

autumn grail
#

@marsh swallow i 'have tried again , the black screen is addes to viewport 0.8 seconds after we see the 0.0.0

#

Bacause the "open lvl 127.0.0.1" does not work like normal beginplay

sick patio
#

you guys know everything tho @fierce tulip

fierce tulip
#

I wish XD

dense knoll
#

Cant edit these tints

unique kraken
#

check the checkbox?

dense knoll
#

just doesx this

#

when i click any of the checks

unique kraken
#

recompile, save reopen the project?

dense knoll
#

this happens with any version of unreal, even if i recompile

unique kraken
#

then its your code

sick patio
#

QUESTION: scene - camera pans down on a city, people are walking about, walking in the park, having light conversation. camera pulls back and player now has control, as he starts walking the AI all stop and stare at him... after 90 seconds they start saying something. This is done with trigger boxes or AI blackboards?

unique kraken
#

or a faulty material

dense knoll
#

This happens in any project and engine

unique kraken
#

created a new mat and manually recreated the mat without copying?

dense knoll
#

even Binary builds

#

this is in a post process volume

unique kraken
#

still a mat

iron hinge
#

I can't get water body lake to show up OR deform in anything but a new terrain in ue5, not in 4.27 or .26, on further review, the 'body of water' is floating wwwwway up high above the spline, here in .27, what on earth is going on here :)))

weary verge
iron hinge
#

as seen 'water' is wway up above lake spline.

weary verge
lunar shore
#

is there a way for me to have the editor differently coloured when in play mode?

#

is it normal that i can barely see my cursor in the scene window?

frozen pond
#

niagara question: i want to spawn particles on mesh A then make them fly to mesh B, but i don't see move module or something like this?

marsh swallow
autumn grail
#

No , there is only persistant levelk

#

level

marsh swallow
#

then i have no idea why your having the issue.

#

we have never had it, so something your doing is different that just Load Level X

#

or Open Level or whatever it is

autumn grail
#

maybec "console command : open 127.0.0.1" is not the OP way?

vocal flume
#

I have multiple animations in my umg widget. Problem is when I click on an animation the previous animation resets in the editor. How do I keep the final state of the first animation while playing second animation? This is not in game. In the editor.

tired reef
#

Any good weapon system/shooter game guide?

tawny vapor
#

Where do i get help

royal magnet
#

Can anyone help me with my DFAO issue, terrain giving weird black spots

#

its very annoying, when I change one mesh to stationary and back to static some disappear some comeback later, any work around to this?

dusk nebula
#

Is the best way to get a linear distance between actors, even through walls, a line trace of some type?

#

Basically I'd just wanna make each of my player starts get its distance from each player on the enemy team and then I could go from there

#

There's just a function for that, neat

#

Thanks

dusk nebula
#

Is a doom-esque system to record inputs and make replays outside of the scope of unreal without extensive work spent on it?

fierce tulip
#

unreal has a replay system

dusk nebula
#

On Jah?

#

How do I utilize this?

autumn flame
#

You just gotta add some CPP lines

near breach
#

Anyone here good with AI

#

Im legit trying to not use the manniquin and the mesh im using is just walking in the idle animation

#

i looked in youtube tutorials and still im trash

autumn flame
plucky wing
#

i need help can some one please take out 5 mins please?

#

facing this issue while using particle system can some one please help ?

fierce tulip
#

did you move the files after installing them?

frozen pond
#

fast question about horses: should i make horse character and then posses it or to some attachment stuff/

peak bloom
#

anyone else get this glitch where you right click on something in the contents folder but the menu is way up high on the viewport and you can't click anything at the top?

drowsy snow
peak bloom
#

no, should I tick it?
edit, yeah that worked. xD Thank you very much! :)

grim ore
#

its related to the android preview you are using, if the lights are movable then shadows are disabled.

#

you need to use static lighting and build for mobile

#

so you were using dynamic lighting on mobile?

#

just odd if shadows were working, I dont think they have changed recently

fierce tulip
#

since this question has been asked in multiple channels, and has ongoing answers in both, please move to #graphics to continue there.

queen siren
#

Hi! Does any one know how to do a 2x1 texture for Unreal?

#

How can I make it

dusk nebula
#

My version of unreal still does the thing after ~30 minutes where all context menus will flicker and then become invisible until I reopen. I have a 1440p monitor and have seen the issue being "fixed" for people running it in 1080p, but literally nothing has worked for me so far

#

I've tried changing UE's dpi setting, turning off anti-aliasing, etc. But the issue still persists, 10 months and several gpu updates later

plush yew
#

I did it guys

#

No more pc on the floor

neon bough
#

you finally bought a table?

plush yew
#

yeah

#

after being released from county they make you attend this program to re enter society and once you get a job and a apartment they let you go. I was let go from the program a week ago and because of the inane rent in my town I had to sleep and work on the floor for like 2 weeks

#

just today I finally got a bed and a desk and i know it sounds small but it makes me incredibly happy

nocturne tangle
#

hey guys anybody here that worked with Mixamo and Unreal , I have an issue I posted in the animation channel , would appreciate any help , thank you.

dusk nebula
drowsy snow
prime willow
#

however that next gen air conditioner slot at floor height needs to come over seas to the US

#

thats more advanced that UE7 ;>~>

plush yew
#

my apartment is ps5 ready

#

lol

errant blade
#

here's the bugged build (only like 100mb so small download)

#

This also doesn't happen on my PC when i run the build, it only happens when i send it to others

dusk nebula
#

I didn't try the game or anything, but that's not because the thruster or whatever it might be is firing onto the camera?

#

Or the issue could be specific to some gpu driver or hardware for whatever reason

errant blade
#

Also if you look closely it doesn't happen more when the thruster is aiming directly at the camera

#

so idk :c

dusk nebula
#

Does it happen in the editor?

#

You could pause and check your log, if so

errant blade
#

also i just removed the lights to test and it was gone so its deffo smth with the lights

#

no idea what tho

plush yew
#

Can I store some of my project files on multiple drives

#

my game is approaching 115gb

#

i need to split it up, can unreal engine read more than one drive

drowsy snow
grim ore
#

symlinking would work fine for a project, it's just not recommended is all

#

but beyond that, unfortunately clean up the project or get more space 😦

drowsy snow
#

I deleted CSGO just to make room for building 2 source code build of UE4 and UE5.

Not that it matters because I don't have prime lmao

faint meadow
#

Hi everyone, I’ve been in the habit of making a copy of my project every time I edit it and put it in a backup folder. Should I switch to source control? Is it difficult to use? The tutorials look confusing on it and I don’t wanna screw up my. Project

neon bough
neon bough
#

and to not screw up, make a backup first, like you use to do (and keep in mind that source control doesn't replace regular backups)

drowsy snow
#

Also, for cloud solution, GitHub is an okay solution, as it gives you (theoretically) unlimited open or private repos for free.

neon bough
#

if im not wrong they have a limit for binary files, which you'll hit soon with unreal assets

#

and there's git-lfs, specially for binary stuff

drowsy snow
#

Though back in the very early days, they stored the binary files in release tags instead, and split into 2 zip files.

light dove
#

need help with a button on my widget. it's not clicking

drowsy snow
dense knoll
#

Does fidelity FX work with UE4.27 yet?

drowsy snow
dense knoll
#

instead of this

drowsy snow
dense knoll
#

ypu get this

light dove
grim ore
#

check your output log then

light dove
#

Well I tried to check to see what it was doing while it was running but nothing happened when I clicked the button

#

LogSlate: FSceneViewport::OnFocusLost() reason 0
LogPlayerController: Error: InputMode:UIOnly - Attempting to focus Non-Focusable widget SObjectWidget [Widget.cpp(710)]!

#

ok it works now

runic zephyr
#

im not really sure where to go for help!!! im trying to set up a basic lap system that just ends the race after third lap!! there's no documentation any where on this can someone please help me in the right direction!!! ill even pay for the time!!

#

i was told this community helps developers?

grim ore
#

they help anyone. what part are you stuck on?

runic zephyr
#

ive watched a tutorial about setting up 3 check points and a widget that shows the count but i cant figure out how to make the race end after the third lap!! there's no documentation

grim ore
#

do you keep track of the laps?

runic zephyr
#

my count just goes up into infinity every time i pass

grim ore
#

and there wont be documentation for stuff like this, its not a documentation thing

runic zephyr
#

just seems like something that should be easily explained and no one has a clear answer

grim ore
#

it is easily explained, break it down into the parts

#

you arent going to have everything A-B-C when designing, you have to do the parts

runic zephyr
#

can i pay you to help me implement this functionality in my game!!

grim ore
#

nope

runic zephyr
#

you seem to understand what i need

grim ore
#

are you keeping track of the laps?

runic zephyr
#

yes i have cp 1 cp 2 cp 3 and after i hit teh third checkpoint it adds a 1 to my widget

#

so its keeping track

#

but it goes for infinity

grim ore
#

there is also a fully working example on the launcher in the learn tab for something like this

#

so how is it adding 1 to the widget?

#

that the part that should be keeping track of the # of laps then doing something when greater or equal to 3

runic zephyr
#

hmm i just copied a tutorial i saw!! and they never finished how to end the laps mabey i have to start over

#

but im just a mapper

grim ore
#

might need to find another tutorial then if your trying to just follow instructions

dark briar
#

im learning unreal and i made a simple loop in BP. BeginPlay -> Randomize Charactert -> cmd HighresShot 1 -> Repeat. How would I go about setting my material instance to be random colors? or a % chance to be certain colors? - attempting to change the material color IN the blueprint

runic zephyr
#

i just dont understand u seem knowledgeable but wont actually help!!! its like someone with a superpower that wont teach you how to fly they just say u better learn in peace by peace

#

were in a galaxy!! and everyone is keeping knowledge for them self or offering inverted help

#

it makes no sense

grim ore
#

Your not asking for help. Your asking for someone to do it for you.

runic zephyr
#

i am asking for a tutorial on how to implement and i offer money

#

thats different

grim ore
runic zephyr
#

if i knew how to do it i would compose a mp4 and send it to the human and say give me 300 bucks and were good plain and simple

dark briar
#

i am able to execute it but probably not in the proper way 🀣 , i'll check the material docs

grim ore
chilly geyser
#

Any Idea how one might implement Apply Radial Damage for only a Half Circle (ie a Claymore Mine?) Would I need to make a custom Damage C++ function?

dark briar
runic zephyr
#

once again i am ignored!! i started to think no one really knows what they are doing when it comes to raceing games!!! then im insulted by u saying i want someone to do it for me!! when did i ever say that? every coder i meet is very mean!!

#

dosent money talk anymore?

#

or is everybody loaded already and just helping for fun

#

i offer 1000 bucks to who ever ca help me figure this out

#

every time i talk real talk im meet with silence in the galaxy!!!!!

#

cowards

#

im out

dusk nebula
#

dumb question, but does the "add to array" node actually update the variable?

neon bough
#

it updates the array obviously

dusk nebula
#

basically what I have is something that's supposed to add a player to an array when they join, and then I also have a for loop run later that, in this case, puts something on that player's screen

#

it currently only happens for the host player and I don't really know why, unless it's because I put everything I mentioned in my game mode

#

actually it might be a racing issue because I'm running all of these things on different beginplays to test

#

gonna make a bunch of delays and come back if I have more problems

grim ore
#

Perhaps this? The Game Mode is not replicated to any remote clients that join in a multiplayer game; it exists only on the server, so local clients can see the stock Game Mode class (or Blueprint) that was used, but cannot access the actual instance and check its variables to see what has changed as the game progresses. I

neon bough
#

put a print string after you add the player to the array, so you know at least if it also adds the clients

#

then you can go on with debugging

dusk nebula
#

I more or less already debugged that by printing their name when they join

neon bough
#

ok, im not familiar enough with unreal multiplayer to make any further guess πŸ˜„

dusk nebula
#

you and me both lol

#

can I not get a reference to a player's hud from a blueprint that does not replicate or something?

urban dust
#

can someone tell me that anim montages are not broken in 4.27?

neon bough
#

anim montages are not broken in 4.27!

urban dust
#

πŸ‘

dusk nebula
#

okay, so #1 shouldn't be happening immediately because #2 should happen first, but only for the host is it happening right away and then it doesn't do anything for the clients

#

nothing else fires the custom event that follows #1, which is stored in my HUD

urban dust
#

game mode only exists on server! so the logic happens only on server.

dusk nebula
#

Oh so you can't fire events from the game mode

#

Also why doesn't the delay work in this case?

grim ore
#

You can fire events on the server.

dusk nebula
#

Yeah but how would I translate that to something that can interact with all players?

grim ore
#

You tell the player to do something on their side. Client rpc code from the server. Pass it data if you need to.

#

The AHUD class is client only as an aside. The server shouldn't be having one.

dusk nebula
#

the server player has a hud, and I just assumed that the game mode would be able to call an event in each player's HUD

#

how exactly does an rpc work if it isn't just a custom event?

grim ore
#
#

Server player if it's a listen player is a client as well is why it has a hud

#

If it's a dedicated server. No hud

#

And yes it's a custom event. You just need to call it on th clients where it can, not in the game mode for reasons above. So for example your game mode can talk to all connected player controllers and tell the clients to do a custom event on the client side if you want.

plush yew
#

I wish cinema4d or houdini had an active discord server, its intergration with unreal engine is top notch

dusk nebula
#

and fps controller runs the function to the hud?

dusk nebula
#

fixed it lol

#

the one I was just talking about I mean

grim ore
#

As it's server and client. Make sure it's not running both bits of code

dusk nebula
#

so now it functions as it should

#

if my match hasn't started and players are spectators, what would good practice be in order to not get some of these "accessed none" errors?

#

that might be because I use character references for several things initially, actually

grim ore
#

Is valid checks before doing any code like that.

dusk nebula
#

no character = no reference available

#

say I need a reference to stuff like my player state, should I get those in the beginplay of my character, then?

#

this is as an alternative to casting dozens of times while casting once and making a reference seems lighter

grim ore
#

You should do the 2nd. If you plan on reusing something alot then store a reference to it instead and use that instead of getting and casting each time.

dusk nebula
#

this is in my character, any reason why attempts to call that variable would say "none," instead? this is after having my game mode set to not start immediately, meaning that characters aren't spawned

#

this is once the player spawns, but I feel like I'm just missing something about how this works

grim ore
#

Delay 1 second after begin play and see what happens.

#

As it's multiplayer and the server is doing the spawning chances are the player state is not replicated yet.

burnt tinsel
#

Hi, I have a simple problem with my inteaction system, can anyone help me?

dusk nebula
#

same deal

burnt tinsel
#

I have a screen space ui in the world like this

#

but i cant make it detect on click

#

it only detects clicks in the ui widget, but i want it to detect clicks in the actor itself, not the widget

#

so i can duplicate it and setup different logics for diff buttons

grim ore
#

Well in that example you haven't set th variable yet, your setting it that frame,. What's the output from the get player state earlier in that code. @dusk nebula

dusk nebula
#

something valid

#

I'll put a stop on the call for it

#

it functions now, thanks

grim ore
#

You'd have to execute that set then you can see what it holds. A print string after normally works.

#

And 1.0 delay is just for safety sakes,. You can get away with less.

dusk nebula
#

the error was happening when you shoot something because it tries to update a damage stat at that point

grim ore
burnt tinsel
#

but the event doesn't fire

#

ill send a screenshot

#

like this

burnt tinsel
grim ore
#

Widget interaction is not the same as actor. Nothing in that actor can take a mouse click check.

#

You would need to set up actor collision and use something like detecting a mouse click on the actor itself or checking for actors under the mouse cursor

burnt tinsel
#

ok ill trythat thanks

stray tangle
#

Hi, does anyone know why procedural foliage boxes are affecting projectiles direction?

umbral idol
#

Hey everyone, can anyone help me understand why a mirror reflects in normal view but turns black when I start my game that has isometric view?

drowsy snow
drowsy snow
umbral idol
drowsy snow
plush yew
#

when I import something to unreal from cinema4d everything works except for my reflections (they come out totally different, different roughness and specular) I am using GGX reflection should I be using a different kind of reflection mat?

#

beckmand looks similar should I try that

#

or phong

umbral idol
autumn grail
#

Hi , How to get the player controller of a player character ?

#

this get/cast doen't work

umbral idol
plush yew
#

is there a way to trigger a custom c script with an event?

#

i want to trigger a pin on a raspberry pi

dark briar
#

what's a smarter way to get % chance than this?

#

thank you, ill try them out

pastel laurel
#

@buoyant granite !stream

plush yew
#

long story short you can setup cinema 4d and unreal engine as your live preview, so when you make changes to a mesh or material it will update in unreal engine in realtime. You can build entire maps in cinema4d and never have to position anything in unreal or mess with placing the meshes

#

i still dont know how to model in c4d lol im using blender

#

but it makes me want to learn

regal totem
#

Hello everyone

#

Hows yall?

plush yew
#

how is you'll

regal totem
#

i have a small question that might sound stupid

#

so i have a material and the wind and the player offeset needs to go both in the world offset , how do i make them have the same node but not affect eachother

#

lerp? multiply? add?

regal totem
#

ill try

#

done it

#

but now i got 30 fps

#

lmao

rapid sand
#

Hey ! I'm kinda new to the UE4 C++, and while using VS Community, it's really slow or never propose completion to what I write
Is it me that setup wrong the environment (actual i did nothing), or is there a better tool for coding in C++ with UE4 ?
Thx :)

rapid sand
#

Ok nice, thx !
I'm still a student so there should be no problem to get any of those :3

plush yew
#

LOL

#

enables nanite

#

fps lowers

plush yew
#

i have lots of buildings

#

using tiny meshes

#

made of blueprints

#

basically my windows and roofs and walls are all part of a blueprint and without nanite they perform significantly better

drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: KGR#8870 received strike 1. As a result, they were muted for 10 minutes.

stray smelt
#

how would you go about having a black&white/desaturated scene, but with only select objects having color? (think hitman's vision mode with targets appearing as red)

#

afaik objects cant be excluded from the PP as it's applied last? so which options do I have rather than having literally everything use some instanced material I modify?

plush yew
#

I would make an unbound pp and then add a component to each static or skeletal mesh u want to have color with its own pp

#

you can color the pp volume individually

#

or if you just have a few colors you want showing then make one big pp and adjust the hue to remove the colors you dont want

#

its simpler

drowsy snow