#ue4-general

1 messages ยท Page 1071 of 1

plush yew
#

yeah but not for particles lol

#

like you can stencil a mesh

#

but better to do it in post processing for complexity

#

hes probably not needing to color particle effects like blood

#

so stencils is a good route

drowsy snow
#

He didn't state about particles ๐Ÿค”

plush yew
#

i didnt say he was using them

#

or he was not using them

#

i said probably

#

lol

stray smelt
#

not sure I get the PP-example. If you have a global PP that desaturates, but then you would have an additional PP per object that affects specific components? How would you make unreal make that distinction/only affect those assets?

#

stencil could work pretty good actually, it's only for meshes in this case. I'm already using stencil for some other stuff

plush yew
#

this method is a all around but only worth it if youre using partciles

#

stencils are probably easier

#

but the post process volume allows you to filter colors individually and remove and add them

#

so if you dont care what objects your colors are applied then you can just make one pp

stray smelt
#

the thing is I want to highlight specific meshes regardless of what original color they might have. So that enemies appear as red on a b/w scene

plush yew
#

neato try using stencils in a blueprint

#

this might sound hard but its pretty easy

stray smelt
#

i'll give it a try. appreciate the help!

plush yew
#

should i bother upping reflection capture resolution or increase samples

#

which one makes more sense for performance

regal totem
#

people of the internet

#

i have a question

#

so i use virtual texture for a better view but upclose is just bad. can't i scale up the texture or something idk

#

thanks

hot maple
#

I would use a struct to hold that weapons data and store it in the Slot widget. Then when you click it, just pull the data from there into your info widget.

#

Are all of these widgets a part of the W_Armory widget?

#

If they are, just make a struct on W_Armory and set it equal to the struct from the slot you clicked on. Then when you create the info widget, pull the necessary info from the struct stored on W_Armory

#

So on W_Armory you would have a struct called SelectedWeaponStruct or something. Then when you click on a weapon slot, you set SelectedWeaponStruct to the struct on the weapon slot. Then when you create W_WeaponInfo, have it pull the necessary information from SelectedWeaponStruct.

bold rivet
#

does lightmap resolution have to be a square number always?

broken socket
#

How do i randomly distribute different variables to different players in an online game? or randomly distribute tags

chilly geyser
#

Any way I could Implement Apply Radial Damage to work like this?

#

Perhaps I could have the Actor include an Invisible, Non-Player Collidable Wall, that will be a set up with the correct Damage Prevention Channel?

limber cradle
#

guys I was thinking here, does anyone know a video that shows how to create a platform that can be like, crossed from below but at the same time my character can land above it?

#

ive just found it hahaha, thanks anyway

#

the proper name seems to be "one way platforms"

honest vale
#

@chilly geyser you could just check the distance to the damaged actor

#

and the angle to the actor in relation to the forward vector of the... mine/explosive?

broken socket
#

How do i randomly assign a role to players in a game im making a murder mystery type game, but i dont know how to randomly tell players if they are a Killer or an innocent. i know i can make a tags and have the tags tell the player character what to do with it. but actually giving the players the tag or variable randomly is out of my knowledge. please help

chilly geyser
hot maple
#

I'm assuming your W_Armory is a widget blueprint, and inside of it are your W_Slot, W_Inventory, and W_WeaponInfo (also widget blueprints). You should be able to call GetOwner() or something like that on Slot to get Armory. Or if Slot is a child of Inventory, them GetOwner()->GetOwner(). I think. But I'm assuming your hierarchy in the designer is this:
W_Armory
W_WeaponInfo
W_Inventory
W_WeaponSlot

chilly geyser
nova portal
#

Hey everyone, I am having a massivly strange issue with unreal right now, where all of my landscape has gone low poly??? I have tried looking around what could be the issue, but can't find it.

distant totem
#

i've always wondered why actor tags are hidden under the advanced section of an actor in the details panel? are they not intended for general use or something?

weary verge
#

Okay so inside a new blueprint I would need to drag in my original material or the instance? And the node I drag in will be on the event graph yes?

#

I have very surface knowledge regarding blueprints so it would be super awesome if you could just give me steps!! ๐Ÿ™๐Ÿผ

dusk nebula
#

is my understanding of tick functions flawed, or will a delay on a tick function still fire every tick? Like, if you make a 5 second delay, your tick won't be every 5 seconds, will it? each one would only be delayed by that time?

#

so what would be the best way to do a check that I don't want to fire every tick?

stuck linden
#

is there anyway i can make variables for a bp from a editor utility blueprint?

main badger
#

Hi friends, do we have a solution for UE-124648 where building 4.27 and 5 EA fails with errors related to headlesschaos or UnrealFileServer and missing TextureResource.h? There are many threads about it but no public solution (VS2019 and all previous builds succeed without a hitch)

grim ore
#

that post has a solution on it, do you need those 2 parts?

main badger
hallow compass
#

Anyone able to give me some advise please? Pretty basic question I suppose, could unreal engine be used to create a block chain game?

split delta
#

just finished my first ever game jam

neon bough
#

you can add blocks and chains, so yea

neon bough
split delta
#

yup!

neon bough
#

submitted already?

split delta
#

Yeah

#

Compo for my first jam

neon bough
#

tough one ๐Ÿ˜„

split delta
#

It's a crappy game but, i've not done game dev for long at all, under a year

neon bough
#

show a link please

split delta
#

It looks pretty Robloxy, and it's literally like a minute long, but I got in wallrunning and stuff like that so i'm happy with it

split delta
neon bough
#

ok, thanks

fervent bay
#

Is there a way to load defaultscalability.ini without restarting the editor. I changed some values and I want to see changes in editor without restart.

drowsy snow
errant blade
#

I can't get rid of this error when packaging to windows

#

idk what to do

#

tried what google said, didnt help much

drowsy snow
errant blade
drowsy snow
plush yew
#

is it possible to add easy facial expressions and mouth movement when i import my final character?

errant blade
#

however

#

i do get this when i press this button in Visual Studio

it's one of the things i tried to do to fix it but i must admit i barely know what i'm doing with c++ i usually stick to bp

#

so yeah not sure what else to try :(

dusk nebula
#

can someone help me figure out how to select a trace channel from an int? seems like I need an enum switch but I don't know how to set it up

loud robin
#

do you guys know anything about why dropdown menus start flashing after using ue4 for 1 hour

#

I tried everything but cant fix

dusk nebula
#

thanks, wasn't seeing the options until I plugged it in to the line node

autumn grail
#

Hello , I'm making a 2D TopDown game with tilemaps , do you guys have a good lesson (at least for map collisions , my papercharacter keep falling through the map)

loud robin
#

Thanks I got rt3090 but still messing with this issues....

errant blade
autumn flame
#

Delete the Intermediate folder

errant blade
autumn flame
#

Yea

errant blade
#

thank you i'll try :)

errant blade
#

I've tracked down the issue to the "SmoothSync" plugin though, that seems to be what's causing the error

#

no idea why though, I don't think it should?

dusk nebula
#

I have a dynamic material instance for the non-local mesh on my character to determine its color based on the team it occupies. I notice that the server's version is correct, as is the client on the same team as it, but the client on the second team sees all colors reversed. Did I set something up wrong when determining if the teams match?

errant blade
#

to fix this error I read that "you have to right click the game solution from your solution explorer and select the option "Set as StartUp Project" and that should highlight the game solution. Cntrl-F5 will then work"

But the only solution in my solution explorer is UE4 none with the name of my project

#

so i'm completely stuck and need help

#

I haven't even messed with cpp at all i just added the SmoothSync plugin and it caused all this

oak sedge
#

Hello. I've been playing a game that uses Unreal Engine 4. When I rotate the camera to put a location out of view and then turn the camera around to view that spot again, it causes these two results:

  1. Some background characters appear that weren't there before (They seem to use the "Crowd" feature of Unreal Engine 4).
  2. The characters that were already there who have jackets will have their jackets slightly moved, like the engine recalculated the clothing as being back in view and decided to move it again, like a gust of wind moved them, or, more likely, the clothes are up in the air during a default pose, and turning the camera toward those objects causes the clothes to restart from their default pose, even though the poses of the bodies of the characters don't have this flaw (the poses/animations of the skeletons last correctly beyond the turns of the camera).

Does anyone here know a method to trick a game to NOT evaluate Crowd Appearance and physics based on the camera's currently-viewable objects, and cause those objects to believe the camera can see all spots? I know a crazy solution would be to force a 360-degree Field-of-View, but I obviously could not play a game like that.

This page has hundreds or thousands of variables for "Engine.ini" files:
view-source:https://digilander.libero.it/ZioYuri78/

warm quartz
#

Is there another name or way of visualizing "casting" . i can't quite wrap my head around it. Instead of "Cast to ....." what's another way to visualize it?

grim ore
#

@errant bladeif you added a C++ plugin, does that mean the plugin you added used C++ source and now you need to use a C++ project? if so have you compiled a C++ project before?

#

@warm quartztreat as?

#

hugh jackman is an actor, he can do hugh jackman stuff. hugh jackman is also wolverine and PT barnum. IF you want to make hugh jackman do claw stuff, you would probably want to take hugh jackman and "cast" him to wolverine so you can access the specific wolverine stuff like claws.

dusk nebula
#

like if you use "get player controller," you have a reference to a controller, but that's not compatible with something that says "fps controller object reference" because you haven't cast it into that specific shape

#

so here I can get a bunch of player states, but they're not my player states, so I can't use them to reference a variable that exists only in the PS_Test blueprint I've made

#

round thing square hole analogy kinda

#

casting makes the reference to an object more precise, to put it somewhat crudely

warm quartz
#

So your sending data to a different blueprint class?

dusk nebula
#

no, you're converting the reference you have to another type

#

I didn't get it at first either, but now it's super simple

#

like if you do "get player character," you can't find references to a specific character blueprint you've made, because you did not get a reference to that blueprint. Casting allows you to try to convert your generic player reference to whatever your specific reference might be, with the caveat that it has to actually be based upon it

#

so you can't cast a controller to an fps character, but you can use your controller to "get" your player character, and then cast that player character to an fps character, and if the character you're controlling is of that same type, you'll have a reference to it that you can use. Otherwise it will run the "cast failed" pin

warm quartz
#

hrmm, still not quite understanding

dusk nebula
#

so if you need to change a variable related to the class "firstpersoncharacter", you would need a reference to that character. You can get to that reference by getting your player controller, because there is only one controller, then you can get the pawn you control, and if you know that the pawn being controlled is an fps character, you can "cast" it into the first person character role

#

or if you need to run an event in your game mode, you can use "get game mode" to basically get a non-specific reference to whatever the game mode might be, and then you can use a cast node to attempt to reference that generic game mode as "FPS_GameMode" or whatever its blueprint might be called

warm quartz
#

so first you identify which actor you are trying to target, and you are drilling down to the very specific instance of the object?

dusk nebula
#

yeah, more or less

#

so this is my custom event in my firstpersoncharacter, let's say, and I need to trigger it from somewhere else

plush yew
#

Finally figured out how to fix that shaking material problem

#

my god i knew itd happen eventually but dam

warm quartz
#

@dusk nebula like for example the lava actor is signalling your player to play the function "die" within it

plush yew
#

I use photoshop with nothing fancy but after you bake materials just grab the compressed textures and use them in your master

dusk nebula
plush yew
#

how easy is it to put ultra dynamic sky 4.26 into a 2.25 project would it work or would the blueprints not load

#

im guessing you cant go backwards?

dusk nebula
dusk nebula
limber pebble
#

How do I get a pawn shaped as a sphere to roll and rotate as the player controls it?

dusk nebula
#

@warm quartz you can also use the reference to that specific character to change its variables without needing to place an event in that blueprint, neccesarily

#

could somebody help me figure out why my characters aren't being assigned team colors correctly?

#

I put the team number in the top left corner of each one. I basically just want to assign all players whose teams match the local player's, including the currently invisible mesh of the local player, to blue, and all players whose colors don't match the local player to red

warm quartz
#

So you are getting the "Health" variable inside the FirstPersonCharacter Blueprint, for use outside of that blueprints graph.

dusk nebula
#

I will say that casting is fairly costly, so there are some tricks to learn to minimize its impact after you've got the basics of it

#

you can set the variable in just the same way, so an enemy could detect when a player collides with it, and then reduce that player's health

warm quartz
#

i think i remember a tutorial mentioning that blueprint interfaces are a better route than casting

errant blade
#

thanks for the help though ^^

dusk nebula
#

in the thing I'm doing right now, I occasionally will cast once and then promote the reference to whatever I access to a variable so I can reference it multiple times while only casting once

warm quartz
#

so if you wanted to trigger the function "die" on everything in the game that was a class of type "enemy" it would target all of them and run the "die" function within, regardless of what type of enemy it is.

dusk nebula
#

it will look like this, and it will allow me just to "get" that player state ref variable without having to cast every time I need it

dusk nebula
grim ore
#

interfaces are used to generically talk to stuff. I could tell an apple, a rock, and a fly to all run the DIE event without knowing it was an apple, a rock, or a fly. just that they all could run the DIE event

dusk nebula
#

^

grim ore
#

I would have to still get a hold of all 3 of them somehow to tell them to DIE, I just get to generically tell them instead of casting to an apple,a rock, and a fly

dusk nebula
#

you could have a bpi for things that can be shot, for example, so that you can run a line trace and then message that thing's version of the bpi, assuming you implemented it on that object type

dusk nebula
#

my issue might also be replication, as I can play the client and watch the other characters swap colors shortly after spawning

grim ore
#

you need to keep in mind there are multiple copies of the same thing in play

#

you have a copy of everything on your client, the server has a copy, the other players have copies

#

so if you want to change something locally only, then you need to make sure your client is changing its local copies

dusk nebula
#

I'm running the function to check teams and assign colors from an event that's triggered in the onrep function for each player's team variable, but the event itself isn't replicated

#

it's like it works for players on team 0, but it does not flip the colors for the player(s) on team 1

#

Should I try to put this in my playercontroller instead of my playerstate so that it doesn't replicate? I can't even figure out what I've got wrong

grim ore
#

client 1 at some point should be running and event that gets all of the other players in the level and changes their colors based on some value

prime willow
#

@grim ore whats the names of multiplayer based internets i can use for my project

#

i know one was server

#

and i dont remember the other one ;-;

#

the terms i mean not necessarily how to

dusk nebula
grim ore
#

@prime willowany more info?

dusk nebula
prime willow
#

what i dont follow?

dusk nebula
#

this is what I have currently

grim ore
#

@dusk nebulaat some point something assigns teams to each player on the server I assume then replicates that value to the clients. Then at some point after that each client should get that data from the local characters/players/controllers/whatever and set its color LOCALLY

#

@prime willowI dont follow the question your asking

prime willow
#

oh

dusk nebula
#

it goes from game mode's onlogin to the PlayerState because it uses repnotify, then the character runs the event when it spawns

prime willow
#

The terms used for the type of replications you can setup your project under, like for example :lan conection, servers, host based

dusk nebula
#

the issue I have almost seems like only one version of the different configurations I'm trying to create (team 0 red + team 1 blue, vice versa) is being superimposed

prime willow
#

you were telling me about one called ping something

#

and servers

dusk nebula
#

are you asking about server types or replication methods?

grim ore
#

well thats not replication, its just kinda network type. dont recall ping? but uh UE4 uses dedicated or listen for the server types

prime willow
#

yes that one

#

listen

#

not ping xD

grim ore
#

@dusk nebulaits hard to guess without debugging and thats like 90% of networking at a certain point is just debugging what went wrong lol. maybe just debug print out what each client is seeing

limber pebble
#

How do I get a pawn shaped as a sphere to roll and rotate as the player controls it?

dusk nebula
#

you mean to convert the color to text after applying the color and go from there?

#

I do see that several dynamic material instances are being made when I launch, so idk

#

it's actually 3 from each player, one for each actor, but it happens twice

grim ore
#

each version of the character should have a material instance on it, but you dont need to create a new one you can just set the parameter on the current material if its got parameters (new versions create the material for you)

#

so yeah the server should have a color, the client 1 should have a color, and client 2 should have a color, client 3 etc etc.. one color for each character per client or server

dusk nebula
#

so if I've already assigned the material I need, I can just access the parameter?

grim ore
#

if the material is on the mesh yes

dusk nebula
#

okay I'll try it

grim ore
#

this is where multiplayer becomes a problem if you dont have 100% of the engine understood to this point ๐Ÿ˜ฆ

dusk nebula
#

do I even need to use "set material," then? seems like I wouldn't

grim ore
#

should be able to just set the parameter on the material on the mesh

dusk nebula
#

I got the materials, but there are two of them and it puts them in an array. If I figure out what order they're in, they'll always be in that order, right?

grim ore
#

no,

prime willow
grim ore
#

if your asking the engine to do it, you cant guarantee it. if your doing it, then yes

prime willow
#

cant he cast or use some logic to pin point which players get which materials?

dusk nebula
#

well it's the 3rd person UE guy so it has that emblem material on the chest

#

I don't really care what happens to that one, so if I can just get the material that matches the dynamic one it's fine

grim ore
#

like this is enough code to change the default meshes color to red

#

there is no BodyColor parameter on the 2nd material so it doesnt matter

dusk nebula
#

so I can for loop it and it'll just ignore the one that doesn't match?

grim ore
#

well no loop there

#

you notice it says materials

dusk nebula
#

oh that's a different node okay

winter rain
#

Hi guys, I'm trying to use a Progress Bar in a widget, and when I bind the value, the widget doesn't change to it? I know the value is changing because I have a binded text next to it with the same binding that's changing. Is there more to a Progress Bar than meets the eye?

brave stag
#

My first day practicing with Unreal Engine ๐Ÿ™‚

tulip spire
#

I wanna trap the player character into a big "sphere" acting as map bounds ,
is there a way to do it ? or i just go with cube blocking volumes

grim ore
#

ok so here are 4 clientsa ll synced to the local player

#

this code is not identical to what you should use, its just for testing, all I did was pick a random color from R G or B and assign it to the player on begin play so not teams

#

this code kinda simulates what your trying to do after log in, but its just being called on the local player

#

in the local player

#

I am just grabbing all of the third person characters in the world, looping thru them, then telling those to change their color. this is all done locally, the server has nothing to do with this (for my test, for your test I would assume the server would set the team # or whatever and replicate it out to the local versions)

#

@winter rainwhat is the value range you are binding to? what numbers

#

@tulip spireyou could use a end overlap event on the sphere, and if the player triggers that they get pushed back from where they came from so they cant escape. or you could try making a hollow sphere and setting collision on a thin shell for example

winter rain
grim ore
#

yep, percent on the progress bar is a 0..1 range

winter rain
#

Worked perfectly, thank you much

tulip spire
#

@grim ore Thanks , you're THE BEST

dusk nebula
#

Matt is like the Shroud of unreal engine

placid dirge
#

Hi everyone! I was wondering if there is anyone here who would be willing to help me through the SteamCMD process for uploading my UE4 app to the steam storefront? Willing to compensate if you can help me! Please DM if you can help out!

night oar
#

hi everyone so i am fairly new to the unreal environment so i wanted to now that how can i set up collaboration in unreal engine as so far what i have searched unreal is recommending to set up an ec2 server with perforce but its expensive. but if i can get a local server setup (buy a pc with good system hardware to ryn as a server) of my own what shoud be the system requirement for it to run unreal engine properly throught perforce and how can i achieve that

plush yew
#

stupid question:
how do you deselect all in UE4?

winter blaze
#

Hello, During Marketplace sales, are blueprints, anims and systems included in the sales?

#

I missed the most recent Sept sale.

regal mulch
#

It should be whatever is set on sale. Sellers are notified and can participate by submitting a product to the sale.

late verge
#

this is a longshot but would anyone happen to know of a facial capture library with animations that work on the metahuman face rig? something similar to Mixamo i suppose.

plush yew
#

what is the term I am missing by trying to find any tutorial to show meshes only in a certain volume?

buoyant graniteBOT
#

:triangular_flag_on_post: sethithy#4464 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

Occlusion.

#

I have the eyes that Manny does not

cobalt pine
#

has anyone had this issue exporting fbx from unreal?

#

not really sure what to do

astral verge
#

Hey guys , is it possible to create a collaborative environment in Unreal engine ?
Something like that https://irisvr.com , I am doing a research project about that and I need to ask unreal experts

burnt tinsel
#

hi

#

is there a way to use callback events inside a function

#

it would save me a shit ton of extra nodes

indigo cradle
#

Getting this when trying to adjust Metahuman Blueprint.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

plush yew
#

the Marketplace button doesnt work

#

nothing happens when i press it

drowsy snow
dusk nebula
#

am I missing something?

#

I still see it as the owner

zealous magnet
plush yew
#

take a look at the level editor manual

plush yew
#

or set an alert in a volume to do that if it should be done once, permanently

zealous magnet
#

I'm not looking for a streaming ability, I'm looking for a way to design, let's say the interior of a room in a sublevel (with origin 0,0,0), and then I want to place that sublevel in my main level at a specific position (so it'd offset the sublevels origin by a specific pivot location)

#

I know you can set a level offset per hand, but that's not visual, the level instance from UE5 is really close to what I need

plush yew
#

I thought once about creating a system where I do edit chunk of my open-world in parts so I do not overload my computer and I got into the conclusion that, instead of using the 'Instancing clueprint node' and having to arrange it into the editor or setting its number perfectly, I did offset it from the pivot in my modelling tool...

#

so my world chunks were divided in Blender but their pivot point where at 0,0,0 but the mesh itself was in the right place out of the box

#

it worked in Godot logic of instancing meshes / scenes, I did not tried yet in Unreal!

zealous magnet
#

yea but the rooms I'm talking about are not just meshes unfortunately, but also actors, etc.

plush yew
#

uh! so there should be heavy scripting then ๐Ÿ˜„

merry girder
#

i tried to import few meshes from blender

#

No polygon were found on mesh 'BezierCircle'
this warning poped up what does it mean

indigo cradle
#

Is there a way to automatically execute console command on editor start (not meaning level start or game start)

merry girder
#

so whatever i have imported is not mesh??

drowsy snow
merry girder
#

i have imported an entire assembly , is there a way to find which part this error is coming from

#

oh that makes sense

#

thankyou

#

is there a way to remove the curve in unreal

#

or do i have to fix it in blender before i export it

merry girder
#

ok thankyou again

outer zephyr
#

does anyone know any good turturial for rootmotion with c++ for movement combos etc

#

i want to start to learn c++ for games but with rootmotion the games look so much cleaner

limber pebble
#

How do I get a pawn shaped as a sphere to roll and rotate as the player controls it?

dry wedge
#

Can anyone tell me how do I make a Line trace to the center of the screen to get things on the level using ALS v4? thank you

winter wedge
#

anyone knows why this is happening

#

dof not working on masked materials

coral shoal
#

there's an option in... project settings was it? that toggles whether or not transparant/masked materials get affected by the blurs

#

i'd guess that's what you need

drowsy snow
winter wedge
plush yew
drowsy snow
# outer zephyr i want to start to learn c++ for games but with rootmotion the games look so muc...

I think it's a fairly common beginner misconception that one should jump to C++ coding without getting accustomed to BP basics first.

Sure, synthetic benchmarks show that BP is slower in runtime, but if you're don't yet know what you're doing, making it in BP first will save you from splitting hair and taking too much breaks from longer C++ compile time. Besides, BP is pretty similar to C++ code.

drowsy snow
winter wedge
#

so now hwat

hallow cradle
#

how do i get streaming permission?

formal needle
#

Hi guys, is there any way to get last input vector of client at server? i tried google and there is question but dont have answer and i look into the code, the last input vector at character movement component doesnt replicated

lunar bison
#

hey how can i make a in and out transition for my animation?

drowsy snow
hallow cradle
#

ye thx

zealous magnet
#

Can we nest sublevels? Instead of doing

L_MainLevel
  - L_Island_01_Light
  - L_Island_01_Sound
  - L_Island_01_Geometry
  - L_Island_02_Light
  - L_Island_02_Sound
  - L_Island_02_Geometry

I'd like to do

L_MainLevel
  - L_Island_01
    - L_Island_01_Light
    - L_Island_01_Sound
    - L_Island_01_Geometry
  - L_Island_02
    - L_Island_02_Light
    - L_Island_02_Sound
    - L_Island_02_Geometry
drowsy snow
drowsy snow
lunar bison
#

does anyone know how to do iron sights?

#

would i use IK

broken socket
#

Im using an array of enums to determine roles in a murder mystery type game. but i dont know how to randomly give the roles to each player, i also need it to only give one role to one player for the killer... Any tips?

#

im thinking i would randomly give the roles in the gamemode and have the player character have a branch to see if the player has the role then set to true. but idk how i would only give one player the role and not the others.

lunar bison
high harbor
#

Hello ladies and gentlemen, i have a question regarding the level load...

What could i do to avoid these annoying low poly terrain / objects and bad textures ?

This happens after i hit the play button, for a couple of seconds while the engine is loading and compiling shaders, after that all will be looking good. I wish to avoid this... maybe some "pre load" function before make everything visible ?

feral sierra
#

was wondering...
C++ has better performance than Blueprint.
Does a written shader (with code) has better performance than material edited one in UE?

humble bay
#

Sup peeps, anyone know how to fix this?

#

How am I supposed to use the bottom white texture as a mask for the noise then?

#

And thanks btw

digital anchor
#

plus materials have two optimizations, first by UE4s translator then by the compiler

feral sierra
#

thanks for your answer

valid fog
#

What Blender Export files does UE4 support?

#

Thanks!

stuck linden
#

is there anyway to change a variable from a editor utility BP?
Change/create

narrow igloo
vagrant hornet
#

"failed to load assets" cant delete something

#

wont let me delete it

formal pebble
#

Any ideia of why this is happening when using the scene capture component?

plush yew
#

hi, which channel would be best suited for speedtree related questions?

stuck linden
crystal mountain
#

CAN SOMEONE HELP ME AT BLLUEPRINTS

#

useless server

#

thats why everyone likes unity

dusky bobcat
#

The DDC paths in my editor preferences are empty and UE uses AppData\Local\UnrealEngine as my DDC. If I specify a path in "Local DDC Path", will UE move the data?

dusk widget
#

Hello ! I am looking for a workflow to create several patterns that will be played one after the other and that the player must dodge. I was wondering which tool to use. Is there something like the cinematic sequencer for this or do I have to do everything with delays in the level blueprint?

dusky bobcat
#

Thank you.

dusk widget
#

Does the sequencer have to affect the camera, or can I create my sequence and keep the player's camera ?

#

Look nice, thank you, gonna try it

dusky bobcat
#

@plush yew Thank you, it worked!

#

Was dreading having "Compiling 40,000 shaders" on reopening, ha.

#

Just the 40,000!

dense robin
narrow igloo
# stuck linden how do i use property inspector

I am not at my pc right now but off the top of my head, it's in the umg widget panel under the editor section I think. You need to tell it the name of the property you want to edit and call the function on it that sets the target object, preferable in preconstruct if you can

dusk widget
#

@plush yew , look like it's working, thank you again ๐Ÿ™‚

plush yew
#

i have issue

#

i need help

#

Running C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfilesProjects/MyProjectt" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Windows SDK must be installed in order to build this target.


grim ore
#

and the help needed is?

plush yew
#

o

#

so why is not it installed

#

F

#

i got to restart my komputer now

#

to intsall it

mellow urchin
#

Is it possible to attach a socket to another socket on a static mesh?

Right now i'm thinking of creating some form of vehicle customisation with a variety of wheels, body, ect.

#

Yeah, But can you attach a socket to another socket. The problem I have is the transformation of each mesh (Wheels, Body)

#

Yeah but im not doing hands lmao. When i attach a vehicle element to another- they just collide into each other

faint musk
#

Is there a channel to ask for help?

#

So even here would be fine?

#

Okay, thank you

drowsy snow
faint musk
#

Does anyone know what might be the cause for UE not showing any target layers? I am trying to paint a landscape but i can't understand why they won't show there like they do in many tutorials ๐Ÿ˜ฌ

mellow urchin
#

good talk

faint musk
#

But how do i show them?

drowsy snow
faint musk
#

You mean through blueprint?

#

Like this?

#

Yes, this one

grim ore
#

@mellow urchinthe issue you re showing is a setup issue, your cube on top should have its pivot/origin where you want it to attach to and not the middle. Proper setup solves the issue

faint musk
#

All this

drowsy snow
faint musk
mellow urchin
grim ore
#

yep and you can always scale and adjust at runtime if needed. your "socket" on one of the items you are trying to connect is just its root point/pivot/origin, its where its connection point is to the socket you are connecting it to. you design it around that concept

#

an arm doesnt have a socket that goes into an arm socket, an arm attaches to the arm socket at the correct spot on the arm

drowsy snow
#

Also reminder that characters, vehicles, weapons, and many moving objects are usually skeletal meshes as opposed to static meshes on their own.

manic helm
#

UE beginner here, I'm curious about speech recognition systems. I see it's been talked about on here a bit so I won't just ask "how do I do it", but rather, how do people figure games like phasmophobia or ghost hunter corps manage it? The latter even seems to use cortana, is there some way to activate and get the results of Windows STT? come to think of it, I've even seen a mod plugin for skyrim that used some kind of STT system to input commands

drowsy snow
manic helm
drowsy snow
manic helm
#

Haha, true

drowsy snow
#

Neither Unreal Engine.

So yeah, it depends on third party plugin you use to parse the text from voice in real time. Consult to the plugin's API documentation so that you can probe the results in Unreal C++.

#

Though Unreal Engine do have built in plugin for capturing audio input, and you can perhaps use it to send the voice input to the plugin to be interpreted by it.

manic helm
#

I'm even more curious now, since they seem to rely on Windows voice recognition, so there must be some way to pull what Windows is generating

#

Maybe that's how they're doing it? Capturing audio and sending it to cortana?

drowsy snow
#

I'm not even aware W10 Cortana is even available as API.

tranquil pagoda
#

Anyone knows if there's any plugins available for web browsers? I wish to add an in game web browser but with some way to alter the output audio, which seems to be impossible with UE4's experimental web browser plugin :(

manic helm
#

these are awesome answers and give me a bit to work with, thanks guys!

tranquil pagoda
#

Ooh very interesting

#

From what I read it wasn't possible to reroute the audio of the CEF through UE4s audio system

drowsy snow
#

Also it's pretty much abandoned, who knows how many engine modifications it takes to send the audio output to the new audio engine.

#

I mean, it's using a super ancient version of CEF, for crying out loud.
(Though for the better, as to avoid web exploits and arbitrary code executions)

tranquil pagoda
#

I'm not that deep into UE4's source yet so I'd rather defer source modification for the time being if at all possible anyways :)

drowsy snow
#

Mistakes were made with in-game browsers. It's the easiest spot for hackers to execute arbitrary codes, and screw up the end user, intentional or not.

errant blade
#

Aight so question

What is the best way to dynamically tear up an object (E.G, a pilotable plane when it gets shot in a wing, having the wing fall off) in UE4?

tranquil pagoda
#

That might be against the EULA/TOS of a lot of services though

#

I'm essentially just making a singleplayer tool so I'm not too worried about what people do with the browser

drowsy snow
tranquil pagoda
#

(Burnout 3: Takedown best racing game of all time)

drowsy snow
tranquil pagoda
#

It is very much something integral in this case

drowsy snow
#

Unless you're going to have offline HTML pages that's intended to be navigated like a browser (a la Hypnospace Outlaw, which is a Construct 2 game, which itself a HTML5 based engine)

tranquil pagoda
#

What inherent risk would there be in having a browser window in a singleplayer tool? Only things I can see is people misleading users into opening something harmful within the tool

errant blade
#

now i wanna play burnout again

tranquil pagoda
#

idk, I think the risk is small

errant blade
#

such great game

drowsy snow
tranquil pagoda
#

I do as much. If there was a better alternative I'd be willing to persue it, a browser just seems the most convenient here.

For reference the idea is to have an interactive keyboard and allow users to play along with online video with some audio processing on this video. Similar to transcription software, simple things like a spectogram or whatnot.

#

Using the midi/synthesizer plugins (which are great)

hot cave
#

there's nothing wrong with having a browser how you can abuse that wtf?

drowsy snow
drowsy snow
tranquil pagoda
#

In online games browsers are leaky as hell

hot cave
#

in single player it wont matter

tranquil pagoda
#

Aside from all the legal issues

hot cave
#

in multiplayer its only executed on local machine and the server still has the full authority

drowsy snow
drowsy snow
tranquil pagoda
hot cave
#

even if you did you still cant do nothing that requires authority ..

tranquil pagoda
#

It's very much possible in UE4 and doing it that way just makes a lot of things easier

#

Since it already has all these things like MIDI input, sound processing, rendering of the keyboard, UI in one place

drowsy snow
tranquil pagoda
#

Not quite

#

Just a small tool to help practice ear training, basically

haughty bear
#

you tryna stream your game to a browser ? or just using a web browser in your game?

stark zephyr
#

Does anyone have a good example for a design document, which includes general description of the gameplay loop and drafts for the games logic / code structure in form of UML diagrams?

tranquil pagoda
#

because currently trying to play along with video is an annoying. Since you can't really loop stuff easily or do audio visualisation in one place

fierce tulip
#

streaming the game to a browser that is loaded in the game to see the game in the browser.

tranquil pagoda
#

I suppose I could write a DAW plugin as well (or some likely already exist) but I felt like just making something separate

hot cave
#

fart sucker berg powered services - global outage
thank god they dont own twitter and discord

drowsy snow
stark zephyr
tranquil pagoda
#

So if I get the spectrogram working next step is to add hotkeys for looping, playback speed etc from MIDI input combinations. :))

drowsy snow
#

Also, I think those are roadmaps, not design docs.

fierce tulip
#

dundoc has some decent examples, but iirc cant see them until you are logged in, and they are quite broad. (and is a bit of a mess to work with)

stark zephyr
#

Dundoc looks interesting

#

I'll create an account and try it

drowsy snow
stark zephyr
#

Everything is better than the wild collection of diagrams and class description I have right now xD

tranquil pagoda
#

But I do aim to make it possible if I want to

stark zephyr
#

very nice ๐Ÿ™‚

tranquil pagoda
errant blade
#

Would chaos work with a skeletal mesh and only for specific parts (wings, engines, etc?)

I've literally never used anything like it, so I have no idea what to expect

stark zephyr
#

@fierce tulip @drowsy snow Thank you guys for your support! Going to bed now...

#

see you

drowsy snow
errant blade
tranquil pagoda
#

Aw man. Lambda browser doesn't seem to have javascript execution built in like UE4's browser has.

errant blade
#

from what i'm seeing chaos seems a bit overkill for what I want

drowsy snow
drowsy snow
tranquil pagoda
#

yeah true. Just a shame because it could be used to do stuff like find the HTML video element and pause/play it or even alter the time and playback speed.

#

Oh hold up, it might have it after all - stand by :)

errant blade
# drowsy snow If you want to have wing got ripped, why not do it in Niagara, or presim it in H...

it's not like- A scene where a wing tears off and has to look amazing

I'm looking more for a flight-simmy damage model where, as a game mechanic, parts of the vehicle can be torn off

Something like here at 1:21, or even simpler, would suffice

https://www.youtube.com/watch?v=oigOt-U8gL8

Airplane Crashes, Takedowns & Fails | IL-2 Sturmovik Flight Simulator Crashes

WW2 Plane Simulator
โฌ‡Check out some freshly dropped merchโฌ‡
https://teespring.com/stores/renzic
โฌ‡Used Music & Use Policyโฌ‡
Zane Alexander - XXXDrug
https://www.youtube.com/watch?v=M7h458QhQMs
โฌ‡Check me out on Instagram!โฌ‡
https://www.instagram.com/renzicyt/
โฌ‡IL-2 Video C...

โ–ถ Play video
tranquil pagoda
#

Hold up - is lambda just a UI for the built in experimental web browser?

drowsy snow
drowsy snow
errant blade
tranquil pagoda
#

does look like it (lmao)

errant blade
#

i figured there'd be a way to detach the bone or something but maybe i was wrong

drowsy snow
errant blade
#

What do you think would be better? doing it like GTA V or just detaching the bone?

#

i feel like detaching the bone might even give me a chance to add some flexibility to it for that extra "oomph" when the wing is damaged or broken off but then again, i've never done something like this so i'm not too sure if it'd work or how

plush yew
#

Hello

#

I typed in command 'stat streaming' in the console, is there anyway to close this grid of texts that came up

#

I just restarted the UE4 engine and it's gone my apologies guys

drowsy snow
sturdy smelt
#

is Media Texture with Alpha Channel possible?

plush yew
drowsy snow
drowsy snow
sturdy smelt
#

i have Raw Image PNG with Straight Alpha

errant blade
tranquil pagoda
# tranquil pagoda does look like it (lmao)

Right, so lambda really is just UI. Seems to be the case for all other browsers on the workshop as well. So no way to route audio either. I suppose I'll have to rethink things tomorrow. Thanks for thinking along anyways!

sturdy smelt
split jungle
#

How can I disable plugin requirements? I want to get my project to ue5, but I get this error:

#

the plugin is not compatible with ue5 yet so I cant use it

dusk nebula
#

I could use some help creating an actor on the server and then assigning ownership to my player

#

I'm doing something wrong and I don't know what

drowsy snow
#

In hindsight, UE5 early access is based on UE4.26.

quick ocean
#

anybody familiar with flipbooks?

split jungle
drowsy snow
quick ocean
split jungle
quick ocean
#

i guess i'll post my question here too

#

does anynone know an effecient way to check which frame the flipbook is on to do something accordingly? I was tried using a for and a while loop to check the cur frame against the frame length but this crashes the editor due to infinite looping
ping me so i can see your suggestions. Thanks!!!
Also I'm not using paper2d i'm using the 3d version and putting in sprites.

dusk nebula
#

a component's owner is the actor it's a part of, right? and an actor is owned by its player controller? I'm still seeing a widget component that's set to "owner no see"

distant siren
#

hi dear, hello, I have created a level where the enemy chases me throughout the level, I have inserted the view where the characters look towards the screen, I should reverse the commands that currently work in reverse, can you help me?

plush yew
#

@drowsy snowthis is old now but how does chaos and physx compare to niagara or is niagara not a replacement for either

#

idk about physics but cinema4d particles import converted to niagara and i dont have to adjust anything on the side of unreal engine and thats pretty cool

dense robin
#

floating dark spots on the screen.

dense knoll
#

VERY HELPFUL UE

#

is there a fix for DX12 being unstable with UE?

#

i cant switch to DX11 due to that just softlocking my editor

rugged harbor
dense knoll
#

capping the editor at 60 fps somehow fixs this

latent pivot
#

Hi. I need to make a projectile that lands on a specific target but has an arc upwards. I can use the projectile movement component but Iโ€™m unsure how to make this aside from giving it weight and then attempting to calculate the dot product between the target vector and the upward vector. Should I just create my own projectile algorithm?

gray cedar
#

It accounts for gravity meaning it'll feed you an impulse that will "fire" a projectile upward and toward your target location.

#

Meanwhile...

I'm wondering if it's just our game or if it's an engine thing: when launching a packaged build of the game, the mouse cursor is moved to the top-left corner of the screen. This is annoying not just because it means we have to correct it with a call to SetMousePosition but also because it can confuse our hardware cursor because in windowed mode the mouse actually touches the window corner and leaves the viewport.

Anyone else have this mouse relocation happening when opening their packaged game? Maybe it's just us (which would be fine too).

plush yew
lament ledge
#

I really like the new node that got added into ue. Its pretty handy in most cases and I found myself using it quite alot actually. I think epic is taking a step in the right direction, and I hope they add more useful stuff like it

drowsy snow
neon magnet
#

Hey, if I want to trigger lights to go on/off according to the day-night cycle, should I be looking to make a blueprint which reacts to said time and expose slots into which I can place any type of light? I was thinking this because going through the sound course, it was shown to be a technique to create a BP which would have a particular behaviour, so all relevant areas/sounds would just plug into a single BP which is placed throughout the world, rather than individual sound files that each need their own logic for the same thing. So does this apply here for lights as well?

#

Or can I just do something in the level BP to switch on/off all the lights at once/or with delay for some

plush yew
#

this is a goldmine of techniques and its free

grim ore
#

@neon magneteither works, level BP is less usable since you cant talk to it (I wouldnt use the level bp). you can also use event dispatchers where all lights register with something and that something tells them all to turn on or off. Or you could get all the lights and tell them to toggle

neon magnet
# grim ore <@!396990950842564608>either works, level BP is less usable since you cant talk ...

you mean 'get' them in the level bp or a separate controller bp?
I'm still learning the whole way BP is as an API as opposed to my traditional background in just making my own functions/classes and calling them wherever I want lol so it's a long transition. So in this case I'm unable to imagine where I'd need to talk to the level BP. So far most things I've implemented are in the BP, like walking sounds and surfaces

grim ore
#

well not using the level bp, since you shouldnt use it, you can use a seperate BP yes

#

and you can create your own functions and classes and call them anywhere, look at blueprint function libraries, if you need something like that

#

if your used to traditional programming then its similar to OOP where each item has its authority and respnsibilities. you wouldnt have 1 giant thing that does everything, you would break it into responsibilities and let things handle themselves

hollow frost
#

Hi, I've been having an issue where my characters for my project keep moving in the idle animation, despite the anim bp and blendspaces being set up

#

They slide across the floor, and I've been unable to determine the cause of the issue

grim ore
#

is it all the time or sometimes

hollow frost
#

All the time

#

They do not go into the walk animation

grim ore
#

ok so did you test your anim bp in the editor using the testing functions?

#

changing your variables in the bottom right to see if its hooked up right

#

The Anim Preview Editor to be exact

hollow frost
#

Yeah, they were working just fine

#

They all played in the preview, just not in game

grim ore
#

so then your graphs are hooked up, your not getting valid data then

hollow frost
#

Correct

grim ore
#

which means your event graph isnt getting the data it needs to drive the animation graph

#

so what does your event graph look like? where is it getting the data it needs

hollow frost
#

One second

#

It's programmed to have an 8 way direction anim system

grim ore
#

well your speed is the issue right? its driving the animation?

hollow frost
#

so it calculates direction as well

#

The AI characters seems to move properly, I just have no idea

#

I'll adjust speeds

#

But yes, speed drives the animations

grim ore
#

you have speed and direction, you said both work in the preview. if its not going out of idle I assume speed and directions are both fed into the blend space

hollow frost
#

Correct

grim ore
#

are you not getting any errors when playing in the output log?

hollow frost
#

No

grim ore
#

welp you might need to debug it then, if the preview is working fine when you adjust the preview values then its not getting those values. hit play and go back to this blueprint and see what is running

#

you should see the red line running from the update and you can mouse over any of the pins to see the values.

hollow frost
#

Both of these are running at the same time

grim ore
#

oh. thats not just one blendspace for both

#

normally your idle/run is one BS

hollow frost
#

It is, but I wasn't sure if I should do that

grim ore
#

well you can see th default third person anim graph here

#

the one state handles idle/run/walk thru the 1 blendspace

#

so I guess what does your code look like in the idle -> walk/run transition

hollow frost
#

Yeah, it was idle at the bottom and sprinting at the top

#

I was confused with the animation bp stuff

#

I got the blendspace working just fine

prime willow
#

@grim ore whats the term i would need to have 8 way directional walking with the camera almost always facing backwards?

#

like in the vampire blood game

#

or division 2

hollow frost
#

Problem was that the same issue happened twice on both setups

#

The one you have, and the one I have

grim ore
#

yes so what do your transitions look like

prime willow
#

o.o

prime willow
hollow frost
prime willow
#

do you have a transition?

#

its the arrow pointing to walk

#

its typically a not boolean or if time remaining on animation etc etc

#

also if you use the same blendspace for idle and movement

#

itll possibly cause overlap

#

try putting the desired idle animation in the idle state machine

#

than use a blendspace for the movement state machine

#

so both arent triggered at once

hollow frost
#

I have this right now

#

And the idle/run is using a blendspace

prime willow
#

that would work too

#

your idle would be the base

#

movement would cause it to use othe rparts of the blendspace and jumping should trigger the state change

hollow frost
#

Correct, it's supposed to play when characters don't move, but it's playing regardless

prime willow
#

also you can use enums for state machine control to ensure by force no state machine is used at multiple times

#

well

#

if the idle is at the base

#

and theres a blendspace used for that state machine

#

it will always be playing

grim ore
#

transiiiiittiooooon

prime willow
#

since idle is playing in your blendspace

#

^

#

this too

grim ore
#

what is thoughest transition

#

also I dropped my mouse and the left button broke... what the hell

hollow frost
#

oop

prime willow
#

want a new mouse :3

#

its the least i can do

grim ore
#

I've got backups for this exact issue lol, already swapped

prime willow
#

lol i dont have any backups xD

grim ore
#

I've got like... 8?

prime willow
#

now im scared to drop mine

grim ore
#

when the old ones start to go funky I get a new one and add the old to the backup pile

prime willow
#

i have one of those weird multi computer mouses

#

xD

#

makes using two pc's a bit more comfortable

hollow frost
#

So what about the transitioning? I could use an enum?

prime willow
#

ok

#

so

grim ore
#

so in your current graph, with just the one state, its not playing?

prime willow
#

transitions are the pointing arrows

hollow frost
#

Yeah

grim ore
#

show the state then

prime willow
#

that move from state machine to state machines

#

enums are an entirely different setup i can give you a tutorial on it?

grim ore
#

thats just a 1D but if your input is valid when playing your state should be updating when you are testing

prime willow
#

this is a bit more advance than standard setup

#

dont attempt this until you have a grasp on making state machines work properly

hollow frost
#

I had this in the idle/run

prime willow
#

ok

#

um

#

you see the bottom bar

hollow frost
#

Yeah

prime willow
#

the very bottom one, are those idle states?

hollow frost
#

Correct

prime willow
#

actually wait have you ever done a tutorial on state machines?

#

or have you read documents

hollow frost
#

I used a tutorial on youtube

prime willow
#

if so i am more than sure i can send you a tutorial that completely solves your problem

#

for 1

#

you arent suppose to have multiple idle states in each slot

#

that fluffs up your whole process

#

one sec

hollow frost
#

Here's the one

#

Hey guys, in today's video, I'm going to be showing you how to set up directional movement with 8 different directions. Forwards, backwards, left, right and diagonally in each direction too. In a future episode we will set up turning in place too to make it look better.

Retargeted Animations: https://drive.google.com/file/d/1cOgaYQ24SZoTCH8g3mN...

โ–ถ Play video
#

The rest was done with this

#

Hey guys, in today's video, I'm going to be showing you how to set up and create an animation blueprint and blendspace for your characters in your game. In this we will set up; idle, walk, run, jump loop and a walking jump.

Sorry for the long video, I wanted to go over this in more detail then last time to help you understand it more and learn ...

โ–ถ Play video
prime willow
#

oh

#

you have the tutorial i was finding xD

#

do the one above ^

hollow frost
#

I did, and it gave me those results I mentioned

prime willow
#

o.o

hollow frost
#

I used both a blendspace and bs1d

prime willow
#

perhaps im not understanding the question

hollow frost
#

Same stuff

prime willow
#

what in particular are you trying to prevent or do

hollow frost
#

I'm trying to make sure characters use the correct walking animation while walking, since they currently use the idle animation while walking

prime willow
#

so

#

with the blendspace

#

um one side is direction

#

and the other is speed

#

^ would be speed

#

< > would be direction

#

the very center at the far bottom

#

would be no input

#

could you show me the blendspace

hollow frost
#

The bottom is idle, the top is sprint

#

The middle is walking

prime willow
#

are the animations working

#

when you walk in the desired direction?

hollow frost
#

In the blendspace, they work

#

Not in game

prime willow
#

but not in game

hollow frost
#

When I test it

#

Correct

prime willow
#

so blendspace works as desired

hollow frost
#

It should

prime willow
#

show me your state machine stransitions

#

for the idle/walk

hollow frost
prime willow
#

no no your state machine transition not blendspace

#

this right here

hollow frost
#

I'm getting them all, one moment

prime willow
#

also

hollow frost
prime willow
#

oh

#

wait

#

you dont have an idle its mixed up

#

ok

#

your animation graph

#

did you setup speed and directon properly

#

so that your animation blueprint can read your current state?

#

this

#

its like the event graph for animation blueprint

#

oops

#

im dumb

#

wrong one

hollow frost
prime willow
#

^ this one

#

event grahp

hollow frost
#

I followed the tutorial

#

And then got a bunch of issues

prime willow
#

what are the issues?

#

for example is the current animation blueprint attached to your sketal mesh

hollow frost
#

Yup, everything is rigged properly, it's just not transitioning properly

#

That's the issue, I should say

prime willow
#

is there an error at all

#

in the message log?

hollow frost
#

I tried various other methods of getting the transitions to work, but it keeps getting stuck in an idle state

#

No

#

There's absolutely no errors

#

So I'm not sure what's wrong

prime willow
#

if theres absolutely no errors

#

all variables are linked to their proper references

#

animation blueprint setup right and attached to mesh

#

nodes and everything else is purrfect and nothing works

#

my solution is to unfortunately start from scratch

#

its annoying as heck but almost always solves the problem

#

i have your same issue when i first started

#

i just restarted my editor just to be sure after saving

#

it didnt work so i did it again from scratch following 1 tutorials and it just worked

#

dunno what changed but allowed me to move forward xD

hollow frost
#

Ok

#

Well, I'll see what I can do

#

Thanks for your time

prime willow
#

make sure to follow 1 tutorial and learning why it worked

#

if you start mixing tutorails things can get messy fast

#

once youre more adapt you can just write up random stuff you come up with and itll work more often than not xD

hollow frost
#

I know why it works, I just needed a refresher

prime willow
#

ah

#

i wish you the best of luck ;-;

hollow frost
#

Been a minute since I messed around in animbps and bs's

#

Thanks

prime willow
hollow frost
#

Bye

errant blade
#

So question here

#

after I made sure my game works in multiplayer in the editor by testing with a fake server in standalone mode

#

and i package my game out

#

how do I host an actual server so my friends can connect to it and we can test it together?

plush yew
#

@prime willowthey need to finish that comic already

#

it's been 19 years lmao

prime willow
#

I agree completely :3

#

Also really proud of you for working through the night โค๏ธ

#

it may not seem like much but it makes a world of difference long term~

plush yew
#

hello guys
so iam looking for a version control

#

what are the best version controls for ue4 c++ for a team of 20 people

#

which includes all arties, programmers, vfx artist, etc

tough pagoda
#

This is strange to ask about, but can nvim be good for UE C++ dev?

#

You will say, plugins Vim for IDEs, but performance is the main reason for this question.

plush yew
#

there is any problem with having a .fbx file with the following name: aeronponic_station!0.fbx | aeroponic_station!1.fbx ...

wary wave
#

the exclamation mark will potentially cause problems

plush yew
#

this one here then, blabla-1 | blabla-2

radiant fable
drowsy snow
prime willow
#

to throw at you

#

so you can give me your insight on how that should be handled ._.

drowsy snow
#

Throw them all ๐Ÿ˜Ž ๐Ÿงฑ

prime willow
#

1 sec

drowsy snow
#

It's 8 seconds xD

prime willow
#

okie going to pms

radiant fable
#

is EOS needed by someone that only develops in their engine
wasnt the case for the past 5 years

spiral hemlock
#

Hi everyone. I have a question regarding the Bink integration in 4.27. The bink media player requires the .bnk2 format, but the RAD Video Tools only can convert media files into the .bik format. Does Unreal 4.27 have a .bnk2 encoder integrated somewhere or do I need to buy a license to be able to convert my media files into .bnk2?

plush yew
#

Does anyone know why?sus

#

wait

#

are you telling me that I require a launcher to use this software developed since 98 all for free til I get my first million of dollars?

#

i need to install it in the first place

drowsy snow
radiant fable
#

smells like tencent telemetry

plush yew
#

yeah China yesterday stealed my low poly plant

drowsy snow
#

It's not my problem that you all being weirdly paranoid.

plush yew
#

Discord itself does not feel the right place to do it, I feel more secure at LiberaChat under IRC

plush yew
#

Hello, is it ok to import my character as 4 parts mesh or should i import it as single mesh?
-hair
-body
-clothes
-weapon

drowsy snow
plush yew
#

is raytracing in unreal engine supposed to be noisy in general

#

it seems super limited to me

drowsy snow
wary wave
#

raytracing is always kinda noisy

plush yew
#

i know raytracing works as a denoiser

drowsy snow
plush yew
#

but is it possible to get the same quality of raytracing in unreal as say cyberpunk

drowsy snow
plush yew
#

vray is pretty nice in unreal

#

wish it was realtime

wary wave
#

I suspect Cyberpunk's raytraced lighting is also very noisy

#

you just don't notice because the game is so damn blurry

plush yew
#

i've just noticed it my sky changed. it was blue morning earlier and now it's kind of sunset is it unreal itself or i just happen to click something?

wary wave
#

you clicked something

#

probably the light settings in the skydome or something

plush yew
#

@wary wavei dont get it

#

you mean its noisy without the blur

#

because removing blur from its post process in the red engine is the first thing i did when modding the game lol

wary wave
#

it's a very dark game with reflections cranked up, but it's also blurry

#

so the noise is probably well hidden

plush yew
#

the sample count is pretty high and i keep the tint bright

#

no blur and not dark at all

#

in this scene I removed all blur from the near plane and added an emissive material

#

the sample count theyre using must be pretty high

#

but you can see here its not at full screen percentage

#

i think mine was set to 75%

#

you can adjust the raytracing settings using the console and ini

#

if i tried to get the same screen percentage and sample count in a simple scene in unreal i would be at sub 30fps lol

#

do materials numbers are more important than the size of their texture?

#

e.g. having 5 materials, each one with an 4x4 px texture is much heavier than a single one with an 20x20?

#

yeah, I am chatting about texture of 1kb

#

or since they are so small, having 1 or 5 textures does not matter?

feral sierra
#

Hi, this is my RVT blending I took from some tutorial here and there. How could I add a noise texture for the delimitation in order to avoid this straight line?

prime willow
#

if grooms respond to collsions

#

cant i make something like cat ears and or horns have 0 collsions?

jaunty lion
feral sierra
jaunty lion
#

np, clamp the mask at the end too between 0 to 1 so you don't get negative numbers from the subtraction

feral sierra
plush yew
#

when youre exporting from substance to unreal is there a way to export in a way that is one material even if your mesh has multiple material slots

#

this is ridiculous lol

#

also metallic and roughness values dont seem to scale to unreal well

#

at least the metallic comes out super different

#

roughness is probably similar and it could be lighting

serene birch
#

metallic should usually be all 0 or all 1 with very little inbetween anyway so there shouldn't be much visible scaling issues

#

did you make sure that the roughness/metallic/ao/other textures are NOT sRGB in the import settings?

silver oak
#

i want to export my game but the file option is missing in my toolbar. how can i add it back?

plush yew
#

@serene birchif my monitor is srgb should i use srgb anyway

#

or am i misunderstanding lol

serene birch
#

no that's not how it works

plush yew
#

ok cool

#

ill reimport without srgb

#

substance has a plugin for unreal

#

i wonder if i should just use that lol

serene birch
#

the rule is that colors are sRGB (unless 16 bit textures but it's a whole another mess) an "not colors" aka masks or gradients or normal maps aren't sRGB

#

UE4 will autodetect normalmap textures and disable sRGB on them but it cannot do that for your roughness or metallic map

plush yew
#

oh i fixed it lol i didnt connect the blue to metallic

#

i had green on metallic instead lol

serene birch
#

that would also be an issue ๐Ÿ˜„

plush yew
#

turning on clip plane made me recompile 20k shaders

#

wt

#

f

#

i only have one reflecting object lol

orchid lodge
#

Im being promped too get the "epic online service" or else i cant update. But I have no fucking clue where the download prompt for it is an tis not ongoogle.

sturdy smelt
stray tangle
#

Please help, I saved the project turned off the PC later open it and open the project just to find my pawn character deleted most of my characters inherit from it is there any way of getting it back? It's in the project files but not in the content browser

astral verge
#

Guys in Cityskylines we can create a 3d model and import it to the game directly , can we do something like that in UnrealEngine ?

stray tangle
astral verge
#

I mean in the game itself , when you export the project from unreal as .exe can you import 3d model from inside the exe file ?

#

@stray tangle

stray tangle
digital anchor
#

theres also plugins for that

astral verge
astral verge
stray tangle
digital anchor
#

there are more than one, check the marketplace, theres one called Runtime mesh importer

#

i have never used them

stray tangle
#

There are alot of tutorials for modding unreal engine games

wary wave
#

he's not talking about modding

#

but the marketplace plugins seem like a decent starting point

stray tangle
wary wave
#

he wants to be able to import meshes from inside the game

stray tangle
stray tangle
#

Yeah a marketplace is the best option

digital anchor
#

(again, cant vouch about quality, never used)

astral verge
#

The idea is I am working on app for construction industry so we want to create this app with some features , so you can import any 3d model into it

digital anchor
#

github is on description \๐Ÿคทโ€โ™‚๏ธ

wary wave
#

yup

astral verge
#

Thatโ€™s why I am asking how to be able to import 3d model after exporting the project from unreal

harsh tiger
#

Random question. Does anyone know why when you drag in something like a widget switcher for the first time. Why does it get a number like 231 and not start at 0?

drifting rain
astral verge
drifting rain
#

What channel would i ask this question in?

novel ember
drifting rain
#

Thank you very much i had thought so

hollow magnet
#

hi

stone light
#

anyone one understand what its trying to say? im trying to open a copy of a older version(4.6) of a file and use a copy in ue5

restive yarrow
#

How can i increase my landscapes triangle/vertices count without increasing its length and width?

dim oriole
#

Is there some kind of trick navigating UE viewport when working with land/giant objects? The camera speed just doesn't scale with the viewport, at all, you are left with nearly immovable camera when panning or zooming.
No other 3D viewport is doing this, you always refocus and the camera speed is always good regardless of object size.

wary wave
#

4.6 was something like 7 years ago

wet schooner
#

i'm so confused simple bp actors reduce my fps by 100 fps.. at first I thought it was because of the code or physics but no when i remove those it stills runs the same

#

I took away all the code and turned off the physics but it still runs horrible lol

#

literally just a bp with a static mesh rn that's it

#

Does anyone know what could cause this

neon bough
#

what's in the shelfs?

#

movable lights? ๐Ÿ˜„

fierce tulip
#

whats being spawned

wet schooner
#

those are just books

#

it made dynamic material instances and had physics on

#

so I removed that

#

turned off physics

#

yet it still eats up 100fps

#

made it all empty

#

so I don't get it

fierce tulip
#

check the profiler

covert jolt
#

aloha my map is gone, i think it happened because i moved my folders

wet schooner
#

I need to find out how i use the profiler with a vr project in 5

#

ctrl shift isn't working rn

#

oh wait it was ctrl shift comma lol

wet schooner
drowsy snow
wet schooner
#

ah i see

#

you're right

drowsy snow
#

Stat unit and in extent stat unitgraph shows the frametime for the game thread, draw call thread, and GPU thread. If you're able to rule out the thread that took the most frametime, then you can narrow down your guess work.

wet schooner
#

Thank you yeah I don't fully understand what i'm supposed to do with this info optimally to be honest, but it helps narrow it down a little atleast and I found out how to improve this

#

I guess this was on me for leaving cast shadow on ๐Ÿค” I'm going to save these command lines for the future

broken socket
#

why doesnt this work

#

my actor has the tag

#

but when i run the game and go into the box trigger it doesnt run

grim ore
#

breakpoint, print string debug, do something to check

#

press F9 on the branch after the begin overlap, then play and wait for it to pause the game

#

then mouse over the Other Actor and see what it says

marsh forge
#

hi guys

#

just wanna ask what can i install the epic online services to make the violet warning on my epic launcher go away

#

im just using the engine as a hobby

#

not looking to make online game / multiplayer game

#

the instruction seems to have me link the sdk or something like that to the project

#

is there any more layman way to install epic online service

grim ore
#

that EOS is part of the launcher for the launcher purposes, not for the engine purposes. you can also just ignore it

#

click the settings icon in the bottom left and see if it lets you install it

marsh forge
#

@grim ore thanks that seems to work

#

they should have pointed it out

grim ore
#

its supposed to try and auto install but it sometimes doesnt

marsh forge
#

not say clicking in the button "more information"

broken socket
#

Oh i think i found the error, do tags carry over to children bps?

#

I fixed it, i guess they dont becase i only added the tag to the parent and not the child i was playing as

sick parcel
#

Anyone knows of a way to open a blueprint via hotkey?, like in many IDEs where you input ctrl + N or something like that, enter a name, etc.

inner wren
#

how to assign terrain tools to plane? or if it can't be done how can I make so that the flat terrain copys plane heights?

toxic owl
#

I'm curious if anybody works with UE on a Intel Iris Xe or AMD APU laptop? If so is it possible to get a semi-serviceable framerate in the editor? (At least on previous gen intel integrated it is nearly unusable)

drowsy snow
drowsy snow
ancient lotus
#

question for artists and how they setup various optics such as a holographic sight for the glass. i have the mesh with 3 planes of glass. one for the reticle and 2 for the glass. how do most people handle the glass part? im trying to avoid having 3 materials (body/glass/reticle which the glass would be transparent and the reticle would be masked) and instead leave it at 2 which would just contain the body (glass included so a transparent material) and the reticle (masked)

coral patio
#

Heyhey, guys! Is there a way to render translucent materials with the custom depth pass activated (as still renders with the High Resolution SCreenshot option)? Like, if I try to render for example a Glass in an empty scene and I use the custom depth pass to try and get a cutout render of the glass, the resulting image is empty because any translucent parts are removed. Is there a way to circumvent that?

drowsy snow
# toxic owl I'm curious if anybody works with UE on a Intel Iris Xe or AMD APU laptop? If so...

It'll use temporal upsampling (which is while TAA on its own is kinda slower than FXAA, in contrast to performance gain from lower resolution, it's much cheaper) to upscale the render to native resolution, while keeping post process and UI elements at full resolution. Though make sure Anti Aliasing scalability set to High/Epic, and not using FXAA/MSAA.

Temporal upsampling also able to magically make the upscaled image more pristine compared to linear upscaling.

toxic owl
plush yew
#

If I have event A in a blueprint (specifically my player controller) and event B, and I have the following logical sequence (Event A > some irrelevant stuff > Event B), and I have another blueprint (specifically my pawn) with the following independent logic (When event A occurs in player controller, do <Logic Sequence X>) and (When event B occurs in player controller, do <Logic Sequence Y>), will the player controller blueprint wait for Logic Sequence X to finish before triggering Event B?

grim ore
#

no?

#

this all occurs in 1 frame ?

plush yew
#

what occurs in one frame?

grim ore
#

all of that logic. theres no delays or waiting?

plush yew
#

nope

#

im scared to rely on delays in case lag would mess something up

grim ore
#

if you want to make sure its working in the order you want, swap them to functions in the pawn so they have to execute and return before continuing in your player controller

plush yew
#

Yes i'm doing things a different way. Thank you for clarifying my original question

outer portal
#

I'm trying to post a question on the unreal engine forums, but the "+new topic" seems to be disabled. Why is that?

#

oh okay the button works only in the specific sections

unreal venture
#

hi there can anyone help me?
I need to understand how i can work in a team with github and one proyect we have to work on

#

the problem i experience is the next : my team mate its try to open the proyect on his side after clone the repo to his local machine , but he cant open it coz its show up that he dont have some plugin that we use on proyect, but how we can work with the plugin all the team mates with out buy the plugins each member of the team coz i believe thats not the idea and the plugin should be able to work in a team enviroment?

#

how i can share this for the other github team members can work on game with out be uninstalling and installing plugin on proyect each time we want to do something? anyone? thanks

grim ore
#

if its a project plugin, you can put it in git with the rest and it should be fine. If its an engine plugin, your going to have to find another way to distribute it to them

unreal venture
#

but should i uninstall from the proyect then upload to github?

grim ore
#

if you need the plugin, make sure its uploaded to git with the rest of the project if its a project plugin

#

if its an engine plugin, you need to get it to them some other way

unreal venture
#

and how is that? whats the plugins folder? how i can find the files i should share?

drowsy snow
grim ore
#

if that FAQ doesnt help, you need to find the plugin in your engine plugins folder and get it to them

autumn grail
#

Hello , how can i assign multiple landscapes( with world composition) to the Ocean? OR is it possible to have one ocean per landscape

runic fern
#

Hey Guys ..
How can i get a specific element stored in scroll box as a child

drowsy snow
late loom
#

where is the monthly free stuff??

grim ore
#

the same place it normally is??

drowsy snow
late loom
#

what its not shown on mine UE4 tab

drowsy snow
desert verge
#

the new free assets are cool af

drowsy snow
runic fern
#

i want to add more children to a specific mission

drowsy snow
outer portal
#

Is there a way to convert a child actor component into a regular component in a bp?

#

alright. I just put a lamp mesh with a light on the map, and then converted that to a blueprint. But it turned the mesh and the light into child actor components, and apparently you can't duplicate the light when you do that.. So I guess i'll have to make a new light component and copy and paste the lamp child actor parameters into a component one by one

#

everything has a gotcha in ue..

ornate forge
#

How's 4.27 right now? Not too buggy? Worth upgrading from 4.25?

drowsy snow
outer portal
#

less buggy than 4.26?

drowsy snow
#

If anything 4.25 failed on me more than 4.24, 4.26, and 4.27

spiral roost
#

Hello to everyone!

#

i'm a beginner , i've some questions !

#

i saw that many uses blender/maya , is it necessary ?
isn't UE4 enough to create good 3d models?

fierce tulip
#

passes on the answer to hoodie

cedar wave
#

Is that on by default?

drowsy snow
fierce tulip
#

and then other tools to make textures for said models

drowsy snow
#

Also it's not explicitly named as "One File Per Actor"

spiral roost
#

is math really important for making games?๐Ÿ˜…

drowsy snow
cedar wave
#

Has OFPA been stable in 4.27?

drowsy snow
#

Even then, my high school math covers general algebraic operations, trigonometries, that kind of basic stuff. Not much so of calculus, though.

drowsy snow
fierce tulip
#

< still sucks at math, you can get by with simple math for sure, but at some point you might hit some snags.

drowsy snow
#

Safe to assume landmass hates everything.

cedar wave
#

Is landmass their planet sized stuff?

drowsy snow