#ue4-general
1 messages Β· Page 1070 of 1
did you compile the interface?
i did
I'd try remaking the blueprint then, otherwise no idea!
i tried remaking it twice... no dice there either
lmao
shucks
might try just restarting unreal
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 π€·ββοΈ
hello can someone help me with a c++ thing?
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...
idk what i'm doing wrong
even if i make a new actor, follow the same steps, and refresh all nodes, it still won't appear
Hi. is the pause completely fixed in 4.27?
You may need to click Class Settings.
I did...
Nah the interfaces tab just doesn't show up
check in the blue one
the third person char bp?
yes check inside there the character mesh if it's set to visible
can I call multiple functions at once with a BPI?
like if I have the same event in multiple places, will that do anything?
nvm i'm just gonna start over
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?
@ me
Quixel Megascans.
refer to learn at unreal engine.com or pick up youtube tutorials
learn the very basics
move into blueprints
and explore from there
its a steep learning curve but afterwards its as easy as doing a hadouken in street fighter 2
you'll stumble a bit along the way but its a very good program with tons of support for any endevoar
the hardest part is the literal beginning good luck darling~
Eh, you're awake π
I barely sleep >:3
I made my first animation by the way
need to do 8 way walk, jog, sprint, and jumps, than i can finally go to vaulting
and make the vault mechanic at the same time xD
on the bright side my game will finally have smexy personality alll the way through
Let me see it >:3
Well, it stuck on RTC Connecting :<
I'm downloading some Marketplace assets for my shiny 4.27 atm
o.o
Thx
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?
Hi, third person action open world; with what should I start first? creating the environment, then the AI? what is the best order?
Can you paste the code here?
https://blueprintue.com
What code? The blueprint? It's just as mentioned in the question I sent.
And it doesn't matter, my bottom line was asking for a suggestion for handling the movement instead of this...
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
uh do you have visual studio 2017 installed?
Did you include the necessary C++ components?
there's a component for game development.
yes
restart your pc
vs installed
all components selected,
if you haven't tried that
if you just installed and it wont work
maybe some registry keys aren't showing yet for unreal
so try restarting.
installed previously
however i can package the game
Both modlues base and obbassets contain asset entry assets/main.obb.png
I get this error when I upload on play store
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?
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.
oh well thanks, I'm familiar with engine but i'm an environment artist, just want to learn c++ and blueprints.
nothing wrong with learning that on stock
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
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?
i think you can report those to amanda or other people inolved with the board
So I'm not going mad - it is a bug?
π
unless the link no longer worked and got removed when they changed forums. iunno
Either way there's no point updating the forums if the important info goes missing lol
stuff breaks, it happens. generally if its fixable after reporting it gets fixed pretty fast.
Where would I report this? - its not an engine bug - can you point me?
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
the post is 6 years old - the image was from the old forum
it doesn't exist any more, sadly
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
@wary wave iirc they have a backup for these kinda cases.
Yer - it is usually old posts - the ones that are most useful to noobs π
honestly posts that old are more likely to not be helpful, because the engine has changed a lot in six years
so you get a lot of disinformation
I would be wary of the information contained in any post that is > 2 years old or so
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
@wary wave well that may be true but it gives one somewhere to start I feel
Maybe they should have a big red stamp across where the image should be reading 'OUT OF DATE' ?
So can you manipulate a part of your mesh via a tag?
i can't cast my character, anybody know this?
I'm willing to bet 'GetControlledPawn' is returning none
because at this stage your Controller doesn't possess anything
if you want to know when your Controller has started possessing something you have a Possess event in it
Does anyone here happen to know how to allow access to videos stored on a quest 2 headset?
I added this to the manifest override
so... how to install a plugin when the launcher thinks its already installed to an engine version, but its def not?
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.
Hi
Hi all. Are there anyone familiar with chunk downloader plugin from unreal engine? If so i need help with size miss match.
I just created a fire animation fuction
Its have to looks like that
But it looks like that
How can i fix that ? π
Select your func and then check "pure" under details panel
Thanks π
Is good VS Code for UE? I have used Rider for Unreal Engine before, but performance... uh, this is so...
Bad in my case.
It can only get worse when you drop Rider for UE for something else IMO
Well, yeah, I know that Rider is so good, I'm using him half year. But performance.
VS Code performance is so incredible.
That's cuz VSC is just a fancy text editor and not an IDE xD
You'll likely have huge problems with auto-complete, highlighting and similar in VSC
Believe me, you are not using even half functionality that gives Rider.
Maybe I'm not right.
Server side of course.
ty
Imagine that you are playing in CS:GO.
but i can't see him executing in the editor , because its separate server
You have bad ping, but bots not.
Task Manager.
I mean.
To see that he's executing.
But to see how it's works in BP.
Did you chose the right one instance?
When debugging the code.
Hm, strange.
I use Run in one process + separate server
Well, better to ask here #multiplayer.
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.
Hi
Im just trying to make a reload system from a tutorial
And reload animation is bugging
Have you tried turning it off and back on again..... π π
had to remove it from the "installed plugins" list, no clue why it was there XD
Phantom plugin installer confirmed
π¦
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?
most people use both.
Both yeah
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?
But I feel that way I'll end up with duplicate animation logic for everything the hands do
Also not sure if the skeleton is different, whether I can use the same animation blueprint for both
Maybe have a look at this? https://twitter.com/games_inu/status/1284838286058553345
How to mirror animation in #ue4: a tutorial!
- Install plugin https://t.co/ofMvUP1Ftj
- Create post process animbp
- Save anim with post process applied.
#ue4study #gamedev
yes
That's why they use both.. π
it's kind of challenging not to use both in a game
Use whatever is better for the situation you're in
It's almost like Epic knows this and encourages it.... https://www.unrealengine.com/en-US/onlinelearning-courses/balancing-blueprint-and-c-in-game-development
making a game myself I thought would be easy but I realize now I have no direction
I can make whatever I want and i keep scrapping levels and 100s of gb of projects because i cant decide
i know I want to make a sandbox game but do I want animal crossing or sims
or should I try and do both like roblox did
what will make me the money
Thanks, will check that out!
Also thanks!
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 :)
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?
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
How can I create dynamic material instance for volumetric cloud? I'm trying but it looks it's not supporting that
I can't pin it to target
what type is "VolumetricCloud" property?
if it is a VolumetricCloudComponent it is a SceneComponent and not a PrimitiveComponent.
Can someone please help me with this? First time I am experimenting such a problem. This dark spots for some reason
regardless of the material or in scene or editor
alright I figured it out, looks like my settings with distance field ambient occ. wasn't adjusted properly
so anyone having an issue like this, just check, your occlusion in skylight
How to make it primiviteComponent?
Edit volumetric cloud material via blueprints.
That's what I want to do
access material via Material property
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 π
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...
It was this one:
https://www.youtube.com/watch?v=3FY0lboNv9w
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
Follow me on:
Facebook: https://www.facebook.com/adDefaultSound
Twitter: https://twitter.com/Defaultsound
Artstation: ...
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?
hello, I need help. Every time I try to export my heightmap that happens. What do I do?
Anyone know how to stop this weird face shadows thing?
Its not the wireframe as its set to smooth in maya
LordVader checkout your skylight and ao settings
@compact holly normals on model is wrong ?
is smooth shaded
Adjust your skylight that should probably fix
@compact holly enable smooth shading is looks like is flat shaded
yes
rend is a normal
that's what i meant as i was asking if normals on model is wrong π
Smoothing mesh is different to Smoothing edges. Smoothing mesh makes the Topology (wireframe) different. Smoothing edges makes the edges look different.
Anyone know if there is a twitch stream today? https://www.twitch.tv/unrealengine Usually starts at 11am PDT
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
@gleaming narwhal no stream today? π
can anyone help me with my DFAO problem or offer any work-around to this issue, I can really use some help
try increasing generation resolution and two sided generation in the mesh settings and click apply
Man, Cant thank you enough, I am doing this scene for an art test, and you actually helped me with my chances for this job, Thank you soo much, I hope someone will do the same for you if/when you need help.
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 canβt really find anything helpful.
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?
Unfortunately not, but I'm also no longer hosting them
@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
is there anyway i can take out everything before the anim part
rename batch or sumn
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?
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
this happens because things i export from blender come with the blender .fbx name before
How exactly is this supposed to be used? If I print "get number of spline points" after this loop it's always 0?
perhaps it doesnt update the spline for a frame or two, and your completed runs in the same frame before its updated?
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?
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
How to access this BP that is not placed in the level?
hey if you are the same mathew W as on youtube thank you for the videos they are very helpful. i just used one of them to answer my own question in this thread a few minutes ago
sharing -> released thread
How would I scale the camera with the player?
@grand rune what do you mean by scaling the camera ? Maybe your camera is just not at the right spot/angle
I want to change the size of a camera is all. I have no trouble changing the size of a character. It's just the camera I'm having problems with. I want to make it so that the world looks smaller
camera settings probably.
when the character shrinks
focal length all that stuff
Change the field of view and adjust the depth of field settings.
No other DCC tools do anything when scaling camera objects.
See, the blue camera mesh is not what used to draw an entire 3D scene.
Cameras in all 3D CGI is practically just a single point in a 3D space.
I'll look into these. Thanks π
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.
Is there anyway to create folders in blueprint?
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
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
not mine, but it demonstrates what i mean: https://answers.unrealengine.com/storage/temp/22179-splinebp.jpg
Hi
As far as my highly limited knowledge on this goes - if you release on a platform like Steam, and push an update it will be distributed to users. There are for sure things you can do in Unreal to minimize the sizes of those updates, but afaik it's just about pushing a build to those respective platforms.
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.
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.
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
Ah pity...
Thank you for your answer.
Can somebody help me pls ? π
Xarly, you need to tell us what you need help with dear.
Oh right, I'm sorry.
Its okay
@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?
Also, I'd advise not listening to me too much, I'm not a VFX girl.
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.
Okay thanks
can you install unreal engine 4 on Linux? I tried following this https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
But the UE4Editor executible isnt there, only something called version select
Learn how to download, build, and run UE4 on Linux.
Yes, but the steps isn't straightforward as building the source code from Linux, as the editor code sort of heavily expecting Visual Studio build tools.
Either stick to Windows, or use a kernel VM running windows and build the engine in it.
I have it on a windows dual boot but its buggy af so I wanted to try linux
The hacky solution is all yours.
Linux isn't exactly user friendly in many regards, chief among them is UE development.
There is, however, a dedicated channel in this server for anything #linux, so be their guest.
cool thx
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.
Does anyone know how to Move a asset to another directory in editor scripting blueprint?
I think renaming them to the new path counts as moving.
Unless you're loading both maps into one persistent level at the same time, that's not the intended behaviour.
So use 'Rename Asset'.
Thank you it worked π
π
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
As in the Volumetrics sample plugins? The maps weren't even working in 4.26.
Nevermind, I was confusing it with Niagara Simulation Stages. Sorry.
ok then maybe i can get it to work
seems i had simply forgotten to import it to content-folder. i had opened it in the plugin/engine content folder π¬
I know yβall probably have gotten this same question a million times: But what are some youtube tutorials people here recommend?
Ideally Iβd 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 yβall suggest would be nice.
See the pinned messages.
This may be a pretty nooby question, but what causes the Event BeginPlay to trigger on a PlayerController blueprint?
I think Event BeginPlay will always be called... so if you are loading the blueprint and it has the node, it will activate
In order to load a PlayerController blueprint, what has to happen? A player taking over a pawn?
For ai you can change it anytime by setting its ai controller class
looks like player controller is stuck with whatever your game mode is
Is there any way to convert ue4.27 file to ue4.26 or get the assets
no real easy way. depending on the asset you might be able to export to a source format then import it in
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?
you can do that, you can either manipulate the item in the world or hide it and spawn in a copy and manipulate it
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
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.
there are actor and component tags you could check against, yeah
you can get the actor tags from an item you hit with a trace and compare against that
yeah however what about static meshes that aren't actors as I was hoping? No chance?
any jank way I can add a property to the static mesh to compare against?
maybe even in the name?
like a suffix or something lol
well static meshes (in the world) have to be actors
everything in the world is an actor
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)
this is a 'static mesh' I'm referring to. I searched for tags and it seems to have some properties. Can these be used?
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
look in the top right, in the world outliner, and look at the type
StaticMeshActor
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
if you click on the parent name, you will find your Actor Tags section. You can use component tags, they would work as well
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
yes those would be the tags on the actor itself
so I can conceivably pull these in when checking against a line channel trace yea
π€©
you can, the hit result has the hit actor and hit component
you can get the tags from either one and check
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.
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
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
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
MARKETPLACE:
Our Projects: https://www.unrealengine.com/marketplace/en-US/profile/Coreb+Games?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
FOLLOW US EVERYWHERE:
Facebook: https://www.facebook.com/Coreb-Games-104135205047796
Twitter: https:...
Hey! So im thinking about creating a livestream through the unreal engine like code miko. Does anyone have some experience with that?
I don't have the experience, but essentially it comes down to virtual production, but live. That includes facial motion capture, body mocap.
Also anime VTubers sells more nowadays than CodeMiko, so go for the anime style.
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?
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?
<@&213101288538374145>
:no_entry_sign: ProLevel69#0567 was banned.
ty
thanks!
the stock Teleport console command, how does it work?
I found almost no documentation
Is there a way to stop the Editor and the Live Coding window from coming to the foreground when loading up?
Editor Settings > Live Coding > Startup: "Start automatically but hide console until summoned"
Thank you!
I find water tool very laggy in this current state. Does it happen to anyone?
I'm using it for a project.
It's still experimental and not yet production ready, after all.
Because once i made a river, the near meshes started to shape weirdly.
If you don't want to wait for it to be production ready (and seems like it won't be for a long while), consider using alternatives from the marketplace.
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...
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
Looks better. I thankfully will pay it to show my support to coders. One of the rare good things sold in marketplace.
Anyone can help me? can't find the c++ toolchain into the VS19 installer
Make sure Desktop development with C++ and Game Development with C++ components are installed.
both installed
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.
both are available in ue4, and chaos still isnt as performant as one would like it to be.
Niagara is both in UE4 and UE5, and PhysX still not replaced by Chaos even in UE5
Epic underestimated their own Chaos goals.
Okay, thanks guys! Gonna go with 4 and see how things go!
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.
already done
is there anyway i can get the backward vector or something
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!
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 π
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? π
Trying to avoid having unnecessary variables like that π
yeah figured as much, thanks for your help anyway
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.
Click Dismiss
If you can't see it, it doesn't exist
Anyone knows how this weapon being rendered with UIs?
What would be the ideal approach to achieve same thing in UE?
i.e. how can I display a static mesh like this along my inventory UI
Ah right, there was an example in the horror engine
Thanks
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
do other blueprints show up fine?
yes
i undid whatever adjustments i made before this happend and it still is glitched
im on 4.27.0
might need to remake the blueprint then at this point, copy the code out into a new one
ok i will do that then
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!
I think I accidentally pressed something and now all my bounding boxes are hidden.
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?
Would making a ps1 like game in the engine be a bad idea?
i dont see any problems. there are even some tools that can create the weird vert-stutter and such on the marketplace.
Yeah I was just wondering if ue was overkill for it
I don't really want to use Unity or godot
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.
Wow
Looks good ngl
Has that ps1/older style feel
But with those modern day improvements
Well I'm using BP so should I just read the output log to compare?
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
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
HUD is client only
im testing it right now and with PIE it seems that i get ahud from the listen server player on clients
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
hello guys, i would need help on how to work with cesium and view it on small tiles.
any easy way to find the value of time for a particular value in a float curve?
Not that I know of. That's litterally the opposite of how they work. For one thing the same value may appear in multiple times.
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.
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
this is true, i was thinking of this only from the perspective of a function that maps one x to one y. i'm currently dealing with an exponential curve that i had to adjust some of the cubic tangent points, so inversing that isn't exactly easy without doing a really rough approximation
As in reimporting, or what? I never used 3ds max for a decade.
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 ?
it works something like, your building an house in rhinoceros, you do some tweaks on the model and then you just simply click a button named reload and automatically max re-imports the updated mesh in 3ds max
Sounds like Live Link to me.
Not sure if 3ds Max has one though. I know Maya has it, but I think 3ds Max still has to go through either exporting as FBX and reimport the mesh in UE, or going through Datasmith which isn't for games.
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.
yeah this is mostly used for archiviz not games
think max will get that option in the near future, but not atm me thinks
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
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.
The sale only applicable if you have Delorean time machine xD
I do drafted several parts of written tutorial on it, though it's mostly for MMD machinimas.
Hey, where would i go for hud widget issues?
Hello , i have a TextRender which is the name of my character , how can i disable click events on it?
Thanks
visible is true
idk why the character doesnt appear
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
There is no way to ignore click e vents on a component?
set it to have no collision?
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?
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, .....
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?
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
@dusk nebula I wouldnt do it every tick
something like that you could do every 5 to 10 ticks
So how would I delay it like that?
@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
There's a way to do this with occlusion/culling, check #graphics , I think you could access that functionality and do it on your widget as well -
@light thunder good catch I totally forgot about that
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
Yea it is camera distance
if you REALLY knew Unreal, you could tell me about this widget scale box and instantly diagnose the issue...of course Iknow the answer but I am just testing you to see if YOU know
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
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
I can't move in the editor and stuck with these lines on my screen. how do i remove it?
Hello everyone, Iβm 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 wonβt translate through the track in sequencer
Any feedback is greatly appreciated, because frankly Iβm stuck lol
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
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.
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
I need to run my game on max fps but I got a massive fps drop in it. how can i fix this?
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?
my ue4 has been crashing like crazy for months extremely easily, how can i figure out the problem?
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
@plush yew yes
Minecraft number of cubes
we will limit world sizes but they will be large
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
version control is used for that
Create a Material Instance Dynamic inside the blueprint and assign the params into variables flagged as Exposed to Cinematics.
Is there a way to project a decal shape to the ground that's agnostic to the parent's Z location?
Maybe set the world rotation of the decal on spawn?
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
I'm sure Use Attach Parent Bound is disabled by default π€
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
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.
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?
If you made it in an external software, there are export settings for that
1009x1009, everything is fine except of that connectors
could it be that the tiles were wrongly labelled?
like X and Y coordinates got somehow switched?
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')
Maybe this file can help?
@dark briar check the pinned message. there should be a link to some info there.
besides that, no clue.
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
where can i chat about materials?
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?
did u fix redirectory when reorganazing?
How can I do that?
well dont worry, you will never forget doing that again
on the folder above, or just the content folder
in simple words
moving things around in ue4 doesnt move things in windows
pressing that will fix the windows folders
if i make an animated material in blender using keyframes and shaders how do i get this animated material into unreal?
should i click that everytime i move anything?
@austere whale u dont
you cant
you can use the logic to manually by hand, recreat the logic in ue4
manually
materials do not, at all transfere
and especially not keyframes for materials
there are datasmith exporter wich let you export some nodes
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
like texture maps
idk the term but u can jus like snapshot the material into a texture map
i think he meant baking textures
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
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
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
wdym binds?
well 2 options.
- you just do it and start learning
- you get ahead of yourself and shouldnt mess with game engines yet
i personally reccomend that even less
like in unreal? not port an animated texture into unreal?
you can
as unity is (from a blenderers perspective ) even less unfriendly
but not animated materials
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
the texture is animated by the shaders in blender so that wont work cus itll be baked in ue
What if I moved the folders In windows first? I tried moving them back to the original location but my project is still missing half its assets
i want moving stripes on this marble
dont. just dont. hehe.
@@bold holly thats why i said
this
ahh lmao
these stripes moving
do you have the nodes of that material?
you should show the material, not the end result
if you do, you can recreate its logic in unreal engine
@austere whale
creating materials in blender is ONLY usefull if you have a easier time creating the logic there
i used this
Today, we create a very quick and easy stripe material using only 2 nodes !
IMPORTANT LINKS:
Blender https://www.blender.org/
ABOUT TUTSBYKAI:
My name's Kai and I create short, sweet tutorials to help anyone and everyone on the search for how to create their own art. If I helped you in any way... please subscribe - so you never miss another t...
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
sucks theres no way to port animated texture
not rly
it makes no sense doing that
in blender
since ue4 works entierly different
this is actually pretty easy to do
game engines have gif texture possibilities whats wrong wit
animated texture file thats better quality
oh god no not .gif
you just use a noise texture or a sine wave, distort it a bit, mix some lerps done
never will, since ue4 works a bit different with its noise textures
thats the best you can do actually
but so what, procedual stuff
it might not have the same exact pixels, but still will look just as good
well i guess if im making an animated texture i gota learn unreal
everythin else ill jus bake and send over
yes, you seem to lack some base knowledge about materials anyway. no offense
like the math side of things
all i do is animation overwatch fortnite porn
yeah nodes are stupid lot of numbers and text really boring stucf
thats a info i didnt need
+1
once you understand how to add and multiply your life gets a lot easier
nodes r good for procedural stuff but if u want to make somethin organic u need a draw pad and pen
i think we're getting a little sidetracked here
coding is better than nodes you can make more efficient systems
well thats a texture, you can also creat procedual stuff from those drawn textures
can we keep this opinions aside?
i want a cream orange name
yea, done anyway. my food got cold
you can tag me when you ask yoursel "where is the color ramp"
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?
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
I have already tried , with the game instance , we however see the 0.0.0
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
black UMG comes after we see it
then your widget fade in isnt working
π
its being called too late
I said level BP not game instance.
well tbh my solution would be finding out where that sound comes from
ours starts at the very beginning of the level load
sound comes 1.0 sec after controller is finished loadind
ok i 'll try again with a black umg at beginplay of Level BP
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
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
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 engineβs core tools to add effects to people, birds, vehicles, and environmental objects.
Time cod...
rly? i would have still bound it but at begin play write its relative loc?
I've thought of that but when you move back without leaving the trigger the cam wouldnt move ig
yea i really dont know much about blueprints π
unless i put tons of triggers lol
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
did i ask my question in the wrong place?
nah, but if nobody can answer it/knows the answer, they prolly wont reply
@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
you guys know everything tho @fierce tulip
I wish XD
Cant edit these tints
check the checkbox?
recompile, save reopen the project?
this happens with any version of unreal, even if i recompile
then its your code
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?
or a faulty material
This happens in any project and engine
created a new mat and manually recreated the mat without copying?
still a mat
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 :)))
First off thank you for the reply, Iβve been at it for hours with no success!! I donβt currently have a blueprint. I just have the material so if I create go ahead and create the blueprint I just need the Material Instance Dynamic node and to create the individual variables for parameters but how do we flag as βExposed to Cinematicsβ?
as seen 'water' is wway up above lake spline.
Thank you for your response!! Iβm attempting the bp now ππ
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?
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?
is this Multiplayer with level streaming?
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
maybec "console command : open 127.0.0.1" is not the OP way?
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.
Any good weapon system/shooter game guide?
Where do i get help
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?
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
Is a doom-esque system to record inputs and make replays outside of the scope of unreal without extensive work spent on it?
unreal has a replay system
You just gotta add some CPP lines
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
i need help can some one please take out 5 mins please?
facing this issue while using particle system can some one please help ?
did you move the files after installing them?
fast question about horses: should i make horse character and then posses it or to some attachment stuff/
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?
Do you have Enable Window Animations enabled in Editor Preferences?
no, should I tick it?
edit, yeah that worked. xD Thank you very much! :)
<https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Lighting/ the docs, @dry birch
Setting up lighting for mobile games.
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
since this question has been asked in multiple channels, and has ongoing answers in both, please move to #graphics to continue there.
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
you finally bought a table?
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
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.
Hi, I have this exact issue, same gpu, 1440p, windows pro. I have found no solution other than rolling back drivers, but I hear about this problem so rarely that I don't think many others are having it. What can I try to fix it?
12 votes and 35 comments so far on Reddit
I thought this was #lounge for a moment
Im really proud of you, its all about tiny steps; before you know it youll be living a skyscaper loft with a waterfall balcony wondering how it all happened
however that next gen air conditioner slot at floor height needs to come over seas to the US
thats more advanced that UE7 ;>~>
I need help with something.
My game works fine in the editor but after I build it, it has some weird yellow flashing
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
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
It shouldn't be, the thruster is just a light (three lights to be exact) and it's not a coded feature + doesn't happen to me
Also idk if it could be about drivers but 3/3 people i've sent it to so far suffered the issue
Also it could be linked to the thruster lights cause it seems it doesn't happen with the engines off but i still don't know how to fix it :(
Also if you look closely it doesn't happen more when the thruster is aiming directly at the camera
so idk :c
not in editor, it doesn't happen to me at all, only when i send the build to others
also i just removed the lights to test and it was gone so its deffo smth with the lights
no idea what tho
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
No, you can't.
I don't think symlinking would help either.
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 π¦
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
Hi everyone, Iβve 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 donβt wanna screw up my. Project
did the same to Ark π (priorities...)
may depend on what kind of source control you settle with, guess you'll find most informations about git
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)
Yes, you should have source control. Git is by far the easiest to use and publicly available.
Also, for cloud solution, GitHub is an okay solution, as it gives you (theoretically) unlimited open or private repos for free.
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
Even then Epic used gitdeps and store the binary files in their own CDN.
Though back in the very early days, they stored the binary files in release tags instead, and split into 2 zip files.
Does anything else on the widget responds to clicks at all?
Does fidelity FX work with UE4.27 yet?
Not yet.
But I think the built in temporal upsampling did a better job anyway, and considering Temporal Super Resolution is already available since 4.26
The built in temporal sampling has issues when it comes to DOF
instead of this
Not sure what kind of issues, as I did test renders in 50% 4K and DOF works fine.
It may kind of fall short in 100% 800x600, but at that resolution, many other post FX kind of fails.
ypu get this
ah
Well it seems like when I click, the button depresses but it doesn't reset the game
check your output log then
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
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?
they help anyone. what part are you stuck on?
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
do you keep track of the laps?
my count just goes up into infinity every time i pass
and there wont be documentation for stuff like this, its not a documentation thing
just seems like something that should be easily explained and no one has a clear answer
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
can i pay you to help me implement this functionality in my game!!
nope
you seem to understand what i need
are you keeping track of the laps?
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
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
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
might need to find another tutorial then if your trying to just follow instructions
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
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
Your not asking for help. Your asking for someone to do it for you.
Did you look at the materials docs? You would get th mesh then set the parameter on the material that is set to your color node in the material.
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
im actually going about it a horrible way i believe but it's working. I made 5 different materials that are different color, and a randomIntGen, basically if it rolls from 1-20, it selects that color, and follows the loop, if the number output is 21-40, select material2 for example
i am able to execute it but probably not in the proper way π€£ , i'll check the material docs
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
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?
oh wow the answer of how i should be going about it is literally right there. thank u so much lmao
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
dumb question, but does the "add to array" node actually update the variable?
it updates the array obviously
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
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
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
I more or less already debugged that by printing their name when they join
ok, im not familiar enough with unreal multiplayer to make any further guess π
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?
can someone tell me that anim montages are not broken in 4.27?
anim montages are not broken in 4.27!
π
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
game mode only exists on server! so the logic happens only on server.
^^
Oh so you can't fire events from the game mode
Also why doesn't the delay work in this case?
You can fire events on the server.
Yeah but how would I translate that to something that can interact with all players?
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.
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?
Oh holy **** for some reason I CANNOT get an interface to work correctly from player controller to player state. I simply do not know what tiny detail I am missing right now but this fairly simple concept seems to have become a total nightmare. What is going on? Nevermind, I figured it out and its not so bad at all. I was just missing the prop...
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.
I wish cinema4d or houdini had an active discord server, its intergration with unreal engine is top notch
so pink instead of blue?
and fps controller runs the function to the hud?
I'm also still having the issue where the host player starts with their score ui active, meaning that the delay is ignored and that other event seemingly happens immediately and I don't know why
fixed it lol
the one I was just talking about I mean
As it's server and client. Make sure it's not running both bits of code
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
Is valid checks before doing any code like that.
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
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.
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
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.
Hi, I have a simple problem with my inteaction system, can anyone help me?
same deal
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
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
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.
the error was happening when you shoot something because it tries to update a damage stat at that point
Does the actor have collision? And how are you trying to detect clicks?
in the actor bp, i use the widget component's onclick event
but the event doesn't fire
ill send a screenshot
like this
do i need tosetup collision?
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
ok ill trythat thanks
Hi, does anyone know why procedural foliage boxes are affecting projectiles direction?
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?
Do you have planar reflection actor covered the entire mirror surface?
Yeah, seems so to me
Consider placing a planar actor on the map, not as a component in your BP.
You mean like this? If so, it still doesn't work
Delete the planar reflection component from the actor, and cover the plane with planar reflection actor.
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
Yeah, I've deleted it from the BP. I've covered the plane like this but still see it in black
Hi , How to get the player controller of a player character ?
this get/cast doen't work
Can anybody else help me? I can also stream my screen to show what I'm doing
is there a way to trigger a custom c script with an event?
i want to trigger a pin on a raspberry pi
@buoyant granite !stream
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
how is you'll
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?
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 :)
Ok nice, thx !
I'm still a student so there should be no problem to get any of those :3
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
:triangular_flag_on_post: KGR#8870 received strike 1. As a result, they were muted for 10 minutes.
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?
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
Custom stencils would be more efficient than that.