#ue4-general

1 messages ยท Page 1072 of 1

drowsy snow
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If anything, landmass breaks in large tiled open world landscapes.

cedar wave
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I haven't gotten that far. I mostly just use the default terrain tools. Seems to work well enough for my usecases

drowsy snow
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For production purposes, UIWS is still king.

cedar wave
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So is OFPA not available for a lone map? I just checked the World Settings and right clicking on the map itself. Nothing about converting to external actors

drowsy snow
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Built in water system is a bitch to work with, and difficult to customise in its current state.
Also while the water line camera effect looks nice, it falls apart in screen percentage != 100%

drowsy snow
cedar wave
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Ah-ha - I didn't have the levels window shown

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Cheers!

tiny trout
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Anyone here knows how to integrate Lua into project for modding capabability after packaging the game? (I dont wanna use public ones)

cedar wave
tiny trout
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I mean, before packaging... for the game to be as sandbox to be extended via scripting later on

drowsy snow
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LuaMachine doesn't expose all UE4 functions on its own.

tiny trout
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Expose via blueprints or C++?

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Can you explain more into it? I have never done this integration part

drowsy snow
tiny trout
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Makes sense. Problem comes on integration since i never did do that ๐Ÿค”

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I dont wanna use Lua Machine ofc, want to have my own control over everything

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If a startup direction is clear to me i can follow and go over and replicate for other UE - > Lua sync

drowsy snow
tiny trout
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I know

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By "have my own control" i mean to make and define all those myself

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i just need the way to startup this since idk where to

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Just forget Lua machine exists, ๐Ÿ˜› i am excluding that case and asking for the headover

neon hatch
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Is there any way to control the texture res of every mesh on a map simultaneously or do I really need to limit them one by one?

drowsy snow
# tiny trout Just forget Lua machine exists, ๐Ÿ˜› i am excluding that case and asking for the h...

Forget about UE4 C++ specifics in making your own implementation if you don't know how to do it in vanilla C++ yet.
https://www.youtube.com/watch?v=4l5HdmPoynw

C++ and Lua work very well together. Using Lua you can create modifiable programs by embedding it into your C++ program. In this video I take an introductory look at enabling data transactions between C++ and Lua.

Source: https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_EmbeddingLua_Part1.cpp

YouTube: https://www.youtube.com/jav...

โ–ถ Play video
alpine furnace
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Are there any tutorials or stuff out there about how Divinity got their Environmental Effects working? Like specifically the different types of surfaces and how they can be of dynamic sizes. For example, the pool of oil but also the fact that it can an arbitrary size and shape of a pool of oil?

devout ravine
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quick question! thanks in advance if anyone answers ๐Ÿ™‚

What is the work flow for modeling and texturing modular walls with interior and exteriors? would like to build some buildings that you can walk into...

do you texture each side with its corresponding texture ?

do you just make sperate interior and exterior walls and individually texture them?

if anyone knows of a tutorial or resource that explains this process please point me in that direction

Thanks again!

icy hearth
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I have an problem, while working on unreal it close and appwr this log, Log file open, 10/05/21 21:56:03
LogWindows: Failed to load 'aqProf.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.

lusty pumice
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having a problem where indirect lighting intensity in post process doesn't work when I hit play or render a sequence. I really like the look in the viewport but when I hit play its as I set it back to from 4.0 to 0.

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doesn't look the same really bummed out. Is there a way to fix this?

iron elbow
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Have you done an override for the auto exposure that comes by default in UE?

lusty pumice
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haven't messed with the exposure I think, the game settings are on

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you mean changing min and max brightness to 1 maybe?

iron elbow
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Maybe you're seeing auto exposure in the viewport and something else in the render?

lusty pumice
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I dont know I think exposure doesn't change much its just indirect lighting's intensity not rendering for me

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I can try to set another color maybe for it and see how that works

iron elbow
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True - now that I looked at the screen grabs more, I see what you mean. Exposure is not the issue.

lusty pumice
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yeah it just doesnt render

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this is with red color but when I hit play again same problem

ornate forge
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Couldn't find parent type for 'VengerPlayerCameraShake' named 'UCameraShake' in current module (Package: /Script/Venger) or any other module parsed so far.

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I got this upgrading from 4.25 to 4.27, does anyone know the fix?

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PhysX is deprecated now, huh

cedar wave
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Turns out - physics is hard

iron elbow
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Question about using iPad as a virtual camera in UE4. ๐ŸŽฅ

I've followed tutorials and come this far - when I move my iPad then in the Unreal window it registers as camera movement. Great!
The problem is that I can't see anything on my iPad screen - only color bars and 'No signal' or sometimes a frozen frame from the game.

The iPad only shows video from Unreal when I donโ€™t use it as a camera and just hit Play in Unreal. So it does broadcast. But Iโ€™d like it to do both - function as a camera and broadcast the result on the iPad screen.

lusty pumice
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@iron elbow Solved my problem, had to do with sphere reflection capture which I have "hidden in game" for some reason

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apparently when I delete my sphere reflection capture the global illuminaiton indirect lighting in post processing doesn't work

iron elbow
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Oh, I forgot - Iโ€™m using Unreal Remote 2. I couldnโ€™t get Live Link VCAM to even recognize my PC (made a Firewall exception and everything).

ornate forge
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Also it's in own module now too

plush yew
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hey all

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about the recent leaks that gta will be on epic game store....

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am i the only one that finds it wierd that gta game made using unreal ?

grim ore
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try in #lounge , this is not for the store or games

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and also not the correct discord

pearl mantle
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Hi all! Is there anyone from Epic around? My name is Gabriela and I am working in Wellington City Council building a digital twin of the city in Unreal Engine. We could really use some guidance around data ingestion and web deployment (pixel streaming?). We tried using the contact form on the website but we haven't heard back yet. I'm happy to post in a different channel if this is not the right one...

fierce tulip
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there are, but unless they really want to, they dont interact much with the community.
generally if you really need guidance from epic games people you'll need to go trough the official channels.

dusk nebula
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How does the engine decide what player start to use? Like, where is the logic for that stored that I can access?

warped trout
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yo

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i recently found out about the environment creation tools in unreal engine and was looking for recommendations for some environment art youtubers who focus on environment art in unreal

digital anchor
winter blaze
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Hello, I moved my Unreal Engine to my external drive (Mac). Now my launcher is saying Unreal Engine is not installed. How do I fix that?

plush yew
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I wanna apply an impulse to my character but when I turn on simulate physics it freezes my character

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so I cant turn on simulate physics

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how else can I apply an impulse like effect without impulse

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since impulse only works with simulate physics enabled

muted abyss
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Hi, I've been using BSP brushes to create early blockout designs in my first level, and it was working fine for the first couple of months. But since two weeks ago, interacting with any brush objects (e.g. copypasting, deleting, stretching) makes UE4 crash. Interacting with static meshes and other non-BSP objects is fine, but as I'm not a modeller I'm finding BSP so useful at this stage and don't want to stop using it. The programmers on my team are also unsure of why this crash happens, and it also happens on their computers. I've tried everything I found on google (which wasn't much). Anyone able to help?

drowsy snow
# ornate forge PhysX is deprecated now, huh

Sort of deprecated. They didn't update it to use PhysX 4 (though TBF PhysX 4 is largely focused on robotics). But at the same time they underestimate the plans for Chaos physics, it's still not production ready in UE5 EA.

PhysX isn't that bad IMO, but shall you want some greener pastures, maybe paying up for Havok is a good investment.

plush yew
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How do you make the shadows blend out a bit more

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like the right side fades out ok but still cuts at uvs

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left side is totally cut though

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and it happens after i bake with directional lights>

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whats the option

granite zealot
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UE4 crashes with this error
LogWindows: Failed to load 'aqProf.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: MyProject
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 20 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.226834

is there a way how to fix that ?

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that issue happens every 10 min

rugged harbor
granite zealot
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yea i found files there C:\Windows\System32@rugged harbor

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thats what appear in the unrealengine log after crash
exiting due to D3D device being lost. (Error: 0x887A0006

split jungle
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I really messed up my project and I need some assistance on restoring it.
Everything worked well, until I decided to add cpp and GAS into my project.
Since then I couldn't package my game anymore.
After that I wanted to get rid of the cpp and GAS from my project (for now), so I used my file explorer and deleted all visual studio or GAS files I could find.
Since then I can't open my Project anymore. I even restored the deleted files from my Recycle Bin, but I keep getting this message:

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If I do that, I get this:

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I tried deleting binaries, saved, intermediate and build and rebuilding - didnt work
I tried building the project from visual studio - that gives me 39 errors, most being about undefined GAS types:

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Is there any fix for me? or did I just lose Months of working on this project?

rugged harbor
split jungle
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Well I did, but I can't seem to find out how to restore anything

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I used perforce

rugged harbor
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Hmm. I probably should get more familiar with perforce. Perhaps another can help there. With git, itโ€™s just git reset --hard, which will revert all changes.

digital anchor
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compile and check the output log (not error window), only the first error matters, everything else can be just a side effect
it looks like missed an includes or dependencies, is GasAttributeSet your file or engine's?
anyway if you cant get to fix the compile errors yourself try asking in cpp channel with the error from output log + your file code

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also to disable the plugin you have to edit the uproject file, dont delete files randomly

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you can also restore everything to a certain changelist that you know that works on perforce

midnight bolt
digital anchor
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just make sure to get ue5-main as mentioned in the post

void sierra
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Is there a way in UE4 to have an invisible cube block the light from a specific light source, and not block the light on all the other light sources?

split jungle
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"GasAttributeSet" is part of the engine

digital anchor
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hm... im kinda confused, you have engine files inside your project folder?

split jungle
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To be honest im not 100% sure, sorry I am new to anything cpp/visual studio. Thats why I decided to "remove" gas and cpp from my project for now too

digital anchor
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ah, well, that file appears to be something you have on your project source code, so its trying to compile it

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i dont know exactly whats it, so idk if you can delete

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i rcommend checking on your perforce, if you have unsubmitted files after a working version you probably dont need them

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i have to go now, good night

split jungle
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thanks, I will look in cpp for help and see what I can do with perforce

wary fern
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Hey everyone, just wanted to give a quick tip. If you are having a problem with the latest nvidia drivers and Unreal Editor's UI keeps disappearing/flickering. turn off anti-aliasing for it in Nvidia Control panel. Fixed my issue.

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nvm, no it didn't..

drowsy snow
winter blaze
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I lost my event graph tab in my blue print

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how do I get it back?

drowsy snow
heady quartz
prime willow
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no wall of text

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just silly question

drowsy snow
prime willow
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oh this can wait o.o

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Im suppose to be nappig anyways sorry didnt mean to distract you from work

drowsy snow
prime willow
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ah

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okie to make it super quick!

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If iwanted to take certain systems from ALSV4
and jerryrig it into my own setup

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like their trigger button over the shoulder aimiing for example

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would that be a nightmare to accomplish

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or their camera system for example

wraith kindle
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WIN 11 causing problems with any Programms? UE4 VS or else?

prime willow
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not sure i havent upgraded

drowsy snow
prime willow
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so i just have to have big brain to steal the code properly and implement it into my own setup

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xD

wraith kindle
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is it better than 10?

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performance wise?

prime willow
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i dont trust win upgrades

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they always break PC's in the first year

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and it becomes a reoccuring issue

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for nearly 2 years at times until they get it right

wraith kindle
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me neither thats why im asking but it looks clean asf

prime willow
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i have a rule of typically never being first or last in line to ride the train

wraith kindle
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win 8 was a nightmare felt like having an xbox bruv

prime willow
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lol yup

drowsy snow
prime willow
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well i dont plan on using als

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but tearing its limbs off and gluing them to my setup

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_>

drowsy snow
prime willow
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daz requires too many hassles to put into als

wraith kindle
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well then you just should add a camera movement when the right m button is pressed that it moves to xyz locaation you want

prime willow
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so id rather do it the other way around if possible

wraith kindle
drowsy snow
wraith kindle
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theres import options

prime willow
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^

wraith kindle
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to rig it to the ue4 skeleton

prime willow
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daz rigs

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weird

wraith kindle
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than it should work

prime willow
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they have bones like mannequin

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but have a bunch of twists and face rig

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different names too

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so alot of complications when trying to work them like normal mannequin stuff

wraith kindle
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i know still

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just watch a video on yt

drowsy snow
prime willow
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i can re rig them to have mannequin bone setup

drowsy snow
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Or even MMD standard rig.

wraith kindle
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someone did it with a cc3 character and it worked same as that

prime willow
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it breaks their bend control morphs

neon bough
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specially for mixamo some solution exists which makes it 1:1 mannequin compatible

prime willow
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someone recently made a work around for mixamo animations on daz

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so thats nice x3

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tho you can technically just retarget from mannequin to daz anyways

drowsy snow
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The only lacking bones from Mixamo rig is the root bone and some twist bones. Everything else is similar to Manny standard, even the hierarchy

wraith kindle
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Get your custom CC3 characters working with ALSv4 in unreal engine 4.24. This will re-target all animations, movements, overlay systems, physics, etc.

Intro & File setup - 00:00
CC3 Auto Setup for UE4 - 00:30
CC3 Export (with AutoSetup) - 00:55
CC3 FBX import in to UE4 - 02:15
Skeleton retarget - 04:30
Virtual Bone retarget - 05:15
Character B...

โ–ถ Play video
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go ahead with this tuto

prime willow
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ive already used it

wraith kindle
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itll work trust me

prime willow
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daz face glitches violently

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on animations

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his face becomes pudding xD

prime willow
wraith kindle
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i had the same issue with that the eyes teeth glitched through mouth it works

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just follow and try to learn from it

prime willow
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did you ever solve the face become pudding issue?

drowsy snow
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watches from anime models workflow

prime willow
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or hip gitter

wraith kindle
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dont use daz but itle work

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trust

prime willow
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I already did it

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it worked

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jsut gave pudding face and hip gitter

drowsy snow
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Source: trust me bro energy here.

prime willow
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broken rag doll too

prime willow
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Ben is smort

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be careful

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this one might change the gaming industry

drowsy snow
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Snowie (and in some extent, I) did several testing with Daz model. It just got weird behaviours when soft retargeted from Manny rig and ALS.

neon bough
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you created a bone mapping?

prime willow
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weird behaviors?

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i did

wraith kindle
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go use root anims if you dont want to learn then

neon bough
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you changed the retargeting options for the bones?

prime willow
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because of such now i can animate my models toes

drowsy snow
prime willow
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these will sell me 20 copies

neon bough
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is that your game?

prime willow
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not yet

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~>

wraith kindle
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uh no

prime willow
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but i did some tests

neon bough
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thats from the bump/normal map tutorial thing, right?

wraith kindle
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pervo game coming soon

neon bough
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i bet i've seen that somewhere

prime willow
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and i could replicate that type of toe movement

drowsy snow
neon bough
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we've all seen some weird things ๐Ÿ˜„

prime willow
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with characters just as pretty as 90's marvel comics were

wraith kindle
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with pus... morphs init

prime willow
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and the type of violence youd get from playing devil may cry 3

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no

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bad

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Snow is pure

drowsy snow
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Wrinkle maps are quite difficult thing to tackle, especially in real time.
The foot fetish might lure more people into it ๐Ÿ˜

prime willow
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No prons in the game

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tho

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idk how ill get skin wrinkle

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on feet

neon bough
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so you blueball your customers

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not neat

prime willow
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;-;

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yes

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just like every cartoon and comic/manga in the 90's

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yusuke level violence

wraith kindle
prime willow
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with extra pretty characters

wraith kindle
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thats what im working on anyway

prime willow
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i dont know how you can go wrong with that

wraith kindle
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need to go

drowsy snow
prime willow
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blah

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need to work but tired

wraith kindle
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just to test out stuff like rain snow and weather effects

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anyways see you guys

prime willow
neon bough
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says the one on the watchlist

prime willow
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This chimera would never do something like that >3>

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@drowsy snow What would i do

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to setup automatic backups?

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source control right

drowsy snow
prime willow
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for backups and working on the project with multiple people at once

neon bough
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source control != backup

prime willow
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is source control also how you let more than 1 person work on it?

drowsy snow
wraith kindle
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only perforce really working tho

neon bough
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source: trust me?

drowsy snow
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I mean, one could make use of cloud repos like GitHub or Azure DevOps, both of which allows for private repos, and essentially use them as backups for the software dev projects.

neon bough
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yea kinda, but with github you have a binary file quota, which is a problem with unreal projects

covert haven
neon bough
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for free?

covert haven
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yeah

neon bough
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azure is microsoft cloud, right?

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which is kinda dumb since MS owns github

prime willow
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o.o

covert haven
prime willow
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so source control bad?

drowsy snow
prime willow
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oh

neon bough
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source control is awesome

prime willow
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im noob be gentle

drowsy snow
#

Source control is pretty much a must when it comes to software development and collaborative work.

prime willow
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okie

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ill set up source control and pay you 2 bubble gums and a strawberry or thhee to work for me

drowsy snow
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The main issue is that the place where the repository is being stored.

prime willow
prime willow
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okie~

neon bough
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me too

prime willow
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wait wot

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are you guys serious xD

neon bough
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well you cant expect much for 2 bubble gums, but we are in

prime willow
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o-o

drowsy snow
neon bough
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i'll paint you some wrinklemaps

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with my feet

prime willow
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okie lesssss go~

drowsy snow
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And I'm gonna sprinkle some fluid with my Niagara Grid2D.

prime willow
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oh

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hoodie

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get ninja fluid

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its so pretty

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im at a lost for words tbh

drowsy snow
prime willow
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glad i bought all three

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wot

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lemme see work when youre done!

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i havent used it yet but its pretty to see their updates~

neon bough
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are you talking about the niagara for umg plugin?

prime willow
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maybe? o.o

drowsy snow
prime willow
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i was talking to a smort professional

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and a few others including luos

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and apparently having 2000 morphs is a bad idea ._.

neon bough
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yes

prime willow
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inch by inch

neon bough
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but i have a solution for you

prime willow
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my dreams of extreme player expression

drowsy snow
prime willow
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and combat

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widdle away

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wait what

drowsy snow
prime willow
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;-;

neon bough
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uhm... i think it's possible to reach that, is it necessary? no

prime willow
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well i want smoothe gameplay with all of those options

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enabled maybe

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;-;

drowsy snow
#

Expressive facials can be achieved with way less than that.

prime willow
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no i mean body shape and form

neon bough
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there's only one bodyform

drowsy snow
prime willow
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daz are 1 body models ;-;

drowsy snow
# prime willow daz are 1 body models ;-;

You could split them in Blender, but considering your scope, that's going to be a lot of repetitive work, where Python script just won't able to give some automated time saves.

prime willow
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yeah...

neon bough
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sure you can do that with python, there's vertex groups for everything on the models

plush yew
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My company executive just woke from his nap

neon bough
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cute cat

prime willow
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thanks hes a good penguin

drowsy snow
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He's a good ocelot.

neon bough
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but he got an long face for an owl

drowsy snow
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Anyways.

prime willow
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and the teeth of a camel

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i didnt notice my background

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_>

neon bough
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i did

prime willow
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the models came that way D:

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@drowsy snow is that kind of water possible

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in unreal 4.26?

drowsy snow
# prime willow in unreal 4.26?

Yes, but Sim Stages (which is required for that) wasn't built into Niagara in 4.26, until 4.27 merged it with main Niagara plugin.

prime willow
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so upgrade or rest in pickles?

drowsy snow
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Also 4.27 has huge C++ API changes here and there - so much so that I gave up backporting Oodle to 4.26 and just move on with 4.27.

prime willow
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just move anyways?

drowsy snow
prime willow
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ah oki

honest vale
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is upgrading from 4.27 to 5 possible nowadays?

neon bough
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to ue5-main yes

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don't know about EA2

prime willow
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can i just move my project to 4.26

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or do i have to mass migrate

neon bough
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what version are you on?

prime willow
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4.26

neon bough
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what?

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you meant 4.27?

prime willow
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4.26.2

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oh

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im stupid

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yes

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to 4.27

neon bough
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you can convert in place, but backup before is adviced

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i had little to no things to change

prime willow
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okie

drowsy snow
prime willow
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well tomorrow is going to suck

neon bough
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yea, wasnt sure if there was any newer EA version which is closer to main

prime willow
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i have to tear ALS open and somehow glue its functions to mine x-x

neon bough
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its easier to rip off everything from ALS which you don't need ๐Ÿ˜„

prime willow
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well tbh

neon bough
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start with the camera stuff, get rid of mantle if you dont need it, and so on...

prime willow
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i just want als's shoulder aim and camera system

honest vale
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use the C++ version of ALS

neon bough
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oh well

prime willow
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its camera is so pretty and smoothe and feels good

neon bough
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why the camera system? That's nothing you couldn't do yourself?!

honest vale
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I found the C++ version much easier to integrate with

prime willow
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and the over the back 8 way aiming

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well i wanna build upon the als's

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i like how it smoothe it feels

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and the hold trigger to move in 8 ways

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oh

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and the animation overlay

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thats about it tbh

honest vale
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so pretty much everything it has ๐Ÿ˜„

prime willow
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lol yup

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i like that i can just layer feminiate and macho or whatever else animations on top of a normal animations

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and it just mixes them together O:

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if it works as i think it does I can make 108 or so animations instead of the whooping 1864+ i have to for super smootheness ;-;

neon bough
#

you have "fun" times ahead

prime willow
#

yup ._.

#

time for naps

drowsy snow
honest vale
#

I also found the C++ version much easier to modify

drowsy snow
honest vale
#

the thing is that if you marry yourself with the BP version it is practically impossible to switch to the C++ version afterwards

#

for example there is no way to migrate the BP enumerations to C++ enums

drowsy snow
neon bough
#

isn't the animation graph still pretty much the same with the c++ version?

#

except for different data types maybe

drowsy snow
#

Also consider that compiling C++ code has to be done with editor closed.

#

Thus my complain about slower iteration times before finalising the changes.

neon bough
#

i'm at a point where i digged so much through ALS that i should maybe just make my own xD

#

but i can relate to the BP > c++ for project specific adaption

brittle plume
#

Is Wrong?

wraith kindle
#

if its not working get the player controller in ther as reference

wraith kindle
#

call vc in dms

brittle plume
wraith kindle
#

ill help you

brittle plume
wraith kindle
#

yea

pure yacht
#

i have a question regarding Blueprint Ninja challenge
i previously competed one of this course
will i still get the reward and badge if i start all this course again from October 13

stone edge
#

Is there a way to remove built lighting data from the scene? I can't position my directional light because the shadows are fixed now

upbeat hemlock
#

I have problem with check code.The condition is always False.what can i do?

tiny trout
#

@drowsy snow @plush yew
btw these default files from UE side got something to do?

dire parcel
#

i accidently clicked Shift + 5 and now I can't rescale or rotate my cube, how can I fix that?

winter blaze
#

How do I rotate again

dire parcel
plush yew
#

hello guys did anyone worked with AWS GameLift in ue_4.27 with a team of 10 people?
with any version control like git
if anyone did then please help me how to setup
like that

winter blaze
#

Is there a shortcut key for compile?

#

I may have selected for mobile, anyone knows how to change that back to pc

mellow portal
#

hi! im new to this server and unreal/c++, im trying to follow this tutorial but failing .. can someone pls help? https://www.youtube.com/watch?v=XmQJxgo0ELI&ab_channel=BeeSanz

I enjoy any type ofย puzzles, anything that challenges my mind... mazes have a unique charm, they are a good set for a mystical fantasy game...
If I could, I would enjoy a real maze every now and then. Meanwhile, I have a virtual one right here for you!
For this example, I am using a straightforward algorithm, but! It is perfect for mini-game whe...

โ–ถ Play video
drowsy snow
ebon stirrup
drowsy snow
winter blaze
#

thanks heaps!!

#

oh it was on desktop

#

so why do I have transparent joystick controls on my screen?

#

when i run it?

drowsy snow
sweet axle
#

I've been having an issue with the epic launcher the last few days. If i'm working with vs and then compile then open the editor and test to check the code is working evrything is fine. But when i close the editor the epic launcher loads but takes ages before i can select anything in the launcher. I usually go work on my code again and when i want to test then the launcher is ready but if i'm going between the 2 alot i have to constantly wait for the launcher before i can open the editor. Does anyone have any idea as to why this could be happening. It wasnt like this before. It feels like the launcher is hanging.

#

Cpp is better on performance in most cases. But no matter what you do you will end up using bp since bp is integrated into everything in the engine. No matter what you do bp will be used somewhere. Combining cpp and bp together properly can help to keep both sides performant and compliment eachother. You dont have to, but once you understand how to use both you would see the advantages and then you would want to.

#

I'd say most definitely.

#

I believe there are some that are just bp but in general it both ever since bp came into existence and i guess in the future bp may get all the functionality of cpp, for eg, gas needs cpp to work properly but in the future maybe not.

#

I see bp as user friendly cpp. But not all of cpp has been converted to user friendly bp yet. lol

wintry flower
#

Hey folks, I'm trying to set up pixel streaming but I can't get the unreal engine to connect to the signalling server. There's supposed to be a "Streamer connected: ::1" message in the server's output, but it's not there. Can anyone help me out with this?

#

(I have set up the launch parameters which point the engine to the server, so that shouldn't be an issue)

stone edge
#

Still bit unclear for me; can I import assets from other projects by dragging and dropping the files into my content browser instead or do I always have to run the (freshly downloaded) project, wait for it to compile, then use the migrate prompt?

wary wave
#

use migrate

stone edge
#

okay, will do, thanks

shadow ravine
#

Anyone know how I can resolve this. It's saying I have a binding on one of my text blocks, but there is literally nothing on any of them?

#

I've got an older version of my game as a back up but I will loose a big chunk of work. Be great if someone knew what this might be ๐Ÿ™

zealous magnet
#

Try deleting the text block and adding it again?

#

Also might be a good point to get you into version control? :P

shadow ravine
hollow magnet
#

what do you think about unreal engine?

mental helm
#

It good

drowsy snow
winter gale
clever harbor
#

Yo guys, how to remove "new plugins are available" when open a project ? It's really annoying ๐Ÿ˜’

clever harbor
fathom rampart
#

How do i force my Viewport show me the exposure camera/postproc renders with?

#

So annoying

#

Not only autoexposure AKA eye adaptation is on by default but you cant even see how it looks before you render frames

drowsy snow
fathom rampart
#

Manual renders black frames

#

Yet in vewport everything looks fine

drowsy snow
#

"One game", as in a packaged game?

drowsy snow
#

You mean a project?

Assuming that's what you mean, you coould make an actor with just a Post Process component, and copy the values from the scene's post FX volume to the actor's post FX component.

#

In many cases, those are simple enough to copy over, but you might want to watch out for any post FX material that is used by it.

#

Oh, that's the post FX material then.

Just migrate it to your project and apply it to your post FX volume/camera.

drowsy snow
#

Did the person I replied to got banned?

thick herald
#

Maybe they just evaporated

drowsy snow
#

Thanos snapped into oblivion.

sturdy smelt
#

Hey guys is there an Way to Scale an particle Effect entirely?. not only the Emitter one, like i have an Fire and i want to scale it down, it scales each Sprite Sheet down... seperatley and not the Whole Particle Effect

sturdy smelt
#

Niagara

thick herald
sturdy smelt
#

no its cascade but thats so strange

drowsy snow
sturdy smelt
#

Cuz its UE5, i was thinking of that, but its the Normal one

vagrant hornet
#

How to make a rotation bp node interpolation bezier instead of linear

#

Like smoothes into the rotation

mint umbra
#

Essentially the textures of the landscape are flicking, and the texture blending of the mesh & landscape looks strange, and also the mesh seems to make the frames drop a lot by enabling RVT - something amiss somewhere I guess :/

stone edge
#

Hey, how to utilize GPU lightmass building properly? Using it with full bake and production quality light I don't seem to get skylight (static) light at all unlike I get with CPU lightmass build

drowsy snow
stone edge
#

yes it is rtx 3070

zealous magnet
runic fern
#

Hello Guys Is it possible to get User IP ?

sweet axle
#

I'm only a 1 year old unreal user and so far the only tutorials i saw using visual code were on gamedev,tv channel and those courses were outdated. Everything else is visual studio

#

I'm actually not so sure. just last night i created a blueprint project and then activated a plugin and then created a blueprint class based on the c++ class. Then i realized i'd opened a bp project so i decided to do an extra check. I dragged and dropped the original c++ class character into the level and right clicked in outliner, opened visual studio. There was no source folder though so i dont know. Would probably have to create a source folder to be able to create something in c++ to use but i think i would've been able to edit the class i had opened. Adding to existing c++ is possible but adding new c++ probably not. I dont know.

#

Would be safer to open c++ project i guess cos its the same just with access to new c++. But like i say, i'm still a noob so someone that knows probably is laughing at what i said. lol

next badger
#

Any ideas WHA is happening?

#

It's a preview icon

chilly sun
#

no but thats too cool.. lol

#

maybe surfaces got the same values?

next badger
#

the material ther is not animated, just in case

#

the mesh there has no z fighting etc

#

it's only on preview

#

It looks like MIP issue...but only in previe icon

chilly sun
#

you know in 3d apps when you put 2 things ontop eachother
fx 2 boxes, slide 1 to the side a tiny bit, and the boxes overlap. The surfaces start to do a jittery stuttering, kinda like with ur icon

#

Low tier guess.

next badger
sweet axle
chilly sun
#

o, right, then u on top of that, dang, funky error thing tho

sweet axle
chilly sun
#

cast error to implement on purpose

#

take that error I win

sweet axle
#

its not a bug, its a feature. hahaha

next badger
#

i know how to implement that in game (the icon issue)..if anyone needs that

sweet axle
#

Now everyones like, do i want to add a bug as a feature. hahaha

next badger
#

ok...it's gone after restart of the editor...false alarm

golden niche
#

I have some questions regarding the blueprint ninja challenge

#

I have logged in to the learning portal before and done some courses (none listed in the blog post) am I still elegible for the prize?

next badger
#

@golden nichei don't think there are any reasons to not to try, the courses are quite good, and you'll get the knowledge anyway (if you already know it all you can just click through all the quiz)

golden niche
#

okay

#

I registered

grim ore
#

I beleive you need to do those exact courses for the prize, thats what it says atleast

#

the point is to learn those 3 to become a niiiinja

next badger
#

make sure you typed in this challenge the same Email as you used for Learning portal

golden niche
sharp crest
#

I fucking hate the unreal website and launcher

#

It's so fucking slow

#

And it always logs me out

#

Every fucking time I have to open the website or launcher I think to myself

#

fuck g0onna have to spend literally full minutes logging into my account again

#

and then loading the pages I want

#

and it all takes fucking forever

#

why wont they fix it

next badger
#

@sharp cresthave you tried to log via google or other 3rd party?

sharp crest
#

literally everybody I talk to hate it

#

@next badger I aalways login with google thats the fastest way but it's still so fucking slow I swaer

#

I can't handle it

#

I dont understand why they wont fix it

#

I hate it so uch

next badger
#

have not logged me out for a while now...few months i think

sharp crest
#

just loaded google
Took less than 1 second

#

loading a marketplace page

#

10+ seconds

#

???

#

and let's not even talk about the logging in

#

that's like 10 different pages

#

and each one takes 100 secnd to load

next badger
#

google does not have any images by default iirc

sharp crest
#

it's rly not the point

#

a fwe weeks ago I purchased a game on the epic store website

#

and it took literally minutes to load after I paid

#

so much that I had to open another page and pay again there and at least it didnt charge me twice

#

but holy shit I dont understand why they wont fix it

next badger
sharp crest
#

it's like why would anybody use this fucking website

sharp crest
#

I'm on the best internet on my country, it's like 100/mb which is like 10/mb actually

next badger
#

@sharp crest 100mbit twisted pair

sharp crest
#

and it loads so much slower than that

#

Idk it's just slow

#

they need to fix it

#

for me at least

#

.

peak bloom
#

anyone here played the joy of creation reborn? any clues on how they did the death animations/screens? like is that a video or does the camera zoom into the animatronics as an animation plays?
*just looking for a point in the right direction lol.

next badger
#

@peak bloomyou have better chances posting a video with timestamp...from yt

peak bloom
#

HOLY CRAP MY HEART!! Foxy IS the scariest enemy I've ever seen!
Subscribe Today! โ–บ http://bit.ly/Markiplier
Play The Joy of Creation: Reborn โ–บ http://gamejolt.com/games/the-joy-of-creation-reborn/139218

Five Nights at Freddy's 2 โ–บ https://youtu.be/pCygvprsgIk
Five Nights at Treasure Island โ–บ https://youtu.be/60wLvPWXCCc

Follow my Instagram โ–บ h...

โ–ถ Play video
next badger
#

@peak bloomi suspect it's just takes over the camera control and plays the sequence, i.e. camera not controlled by the player input anymore, you can do that by a variety of ways, sequencer, timeline, ABP logic

peak bloom
#

I'll look into the sequencer and see if that improves it. :)

oblique sorrel
#

I wonder what the size table is for those blueprint course contest shirts, I'd hate to pick an XL one, only to receive an American XL shirt that's more like XXXL where I live lol

plush yew
#

after about 3 weeks with the program i totally get why 3dsmax is the standard for unreal and game development in general. I think im straight up gonna uninstall Blender lol

oblique sorrel
#

<@&213101288538374145>

plush yew
#

LOL

wraith kindle
#

hey

#

oh yea guys dont click that its fake

wraith kindle
#

but how the fuck is it everywhere

#

i got a question

#

im making a mp game with upto 120 players right

#

i was checking groom but the vertices on this is crazy

#

is there a way on how to take on stuff?

sharp crest
wraith kindle
#

hacker haha

#

whut

buoyant graniteBOT
#

:triangular_flag_on_post: Tbjbu2#0001 received strike 1. As a result, they were muted for 10 minutes.

peak bloom
#

It seems like something happens when the enemy collides with the player but I'm too new to know exactly what lol.

plush yew
#

how viable are the unreal engine modeling tools I keep getting the urge to use them and theyre fun but when i have to add materials to things the UVs are all messed

sweet axle
# peak bloom Yeah, that's it

if you play it in slow motion it looks like its just some camera shake and fov settings and maybe even some speed variations in the enemy animation.

sweet axle
#

They must be using triggers to activate a sequence of events, lerp the enenmy location to location for anim sequence and other stuff to get character to look back after first hit, thn second hit kills.

#

camera swerves one side then other then death

peak bloom
#

ah, thank you, that makes a lot of sense! :) i see what you mean. i'll look into it and see if i can try to recreate the same effect somewhat using this method.

#

the change from when the enemy is by him and the death animation is so sudden, yet smooth, it's so well done. XD

sweet axle
sweet axle
peak bloom
#

maybe if I created a bone socket, maybe a character could hold the camera if that's possible.

sweet axle
peak bloom
#

very true, but i didn't know that could happen :D

#

wait, so it's possible for an enemy to take control or grab or whatever the camera component of the player?

sweet axle
#

Its basically two animations playing. the character being held by the enemy and the enemy holding the character. Whoever made the game spent alot of time perfecting those animations.

peak bloom
#

the thing is is the animation seems to be able to play from any angle, like even if the player is looking at the enemy it'll still play it but from the front.

#

HOLY CRAP MY HEART!! Foxy IS the scariest enemy I've ever seen!
Subscribe Today! โ–บ http://bit.ly/Markiplier
Play The Joy of Creation: Reborn โ–บ http://gamejolt.com/games/the-joy-of-creation-reborn/139218

Five Nights at Freddy's 2 โ–บ https://youtu.be/pCygvprsgIk
Five Nights at Treasure Island โ–บ https://youtu.be/60wLvPWXCCc

Follow my Instagram โ–บ h...

โ–ถ Play video
#

so I wasn't sure if that could be done with animations in that way, so i'm very impressed with the designer!

merry saddle
#

Hello, I'm extremely new to game development in general, and have slowly been poking around UE4 in my free time. Is there any helpful tutorials that anyone would recommend for beginners?

sweet axle
autumn grail
#

Hello , i have setted world composition with two layers ( 1 layer per map per landscape) , the streaming distance of the layers are disabled , how can i control loading and unloading by blueprint? what are the nodes?

sweet axle
peak bloom
runic fern
#

Hello Guys how can i make a public session anyone can find and join without using steam ??
im trying to use playfab but its need the Host IP for non dedicated sessions also i cant get the IP

frozen pond
#

any idea how is south park game builded ?

#

i mean graphic - its 3d/2d sprites?

plush yew
#

what can I change in my settings here or console settings to decrease noise besides going higher on the samples

#

i feel like im using pretty high settings already but its still so fuzzy :/

glad lotus
#

High folks, can anyone help me regarding lighting? I'm trying to make objects in the far distance less dark. Not sure how to go about it. Just using easysky here and some post processing, no auto exposure. The hot air ballon and the water tank to the far left are both really dark.

plush yew
#

@glad lotusyou can up each meshes diffuse intensity

#

in the shader paramaters

#

i would suggest making a master material and a extra material slot so you can apply it to lots of objects at once

#

and adjust as you go without having to reapply to all of them

glad lotus
next badger
#

@glad lotusif you'll add atmospherics like fog it'll be lighter, if you don't want that, make sure your ambient light is bright there, as you're looking at the shadowed side

glad lotus
next badger
#

@glad lotusskylight is ambient light

#

ambient = indirect

glad lotus
#

thanks for your help

next badger
#

well, you have a balloon that is not lit (cause the sun is on the back), and you have no fog to overlay...this is why it's dark

#

naturally balloons are emissive

autumn grail
#

Am i right , we cannot have multiple landscapes on the same Ocean?

next badger
#

or yu may fake it as SSS

woven elk
#

Hi everybody. Noob question. What does Abs do?

glad lotus
next badger
#

@woven elkit's a math operator, returns Absolute value (hover ctrl+alt)

kind mulch
next badger
#

In mathematics, the absolute value or modulus of a real number x, denoted |x|, is the non-negative value of x without regard to its sign. Namely, |x| = x if x is positive, and |x| = โˆ’x if x is negative (in which case โˆ’x is positive), and |0| = 0. For example, the absolute value of 3 is 3, and the absolute value of โˆ’3 is also 3. The absolute valu...

#

do not confuse with mod...modulus is not modulo, this is why it's written as abs

woven elk
#

Thank you @kind mulch and @next badger

plush yew
#

why the heck

#

does sketchup take up to 30 minutes to create a 3dsmax file

#

i wish i could just import my sketchup scenes to unreal engine

autumn grail
#

I need some help to apply a round mask to my landscape to make it Round and not squared please.

#

what should i put to the UV input of the texture mask node

#

I just want to mask the corners of the landscape so its round

plush yew
#

I doubt this will happen with anyone else but I feel I have to warn others because wow what the actual F
For those that use sketchup for archviz or anything else in unreal engine be careful when exporting large sketchup files I mistankingly exported it to my desktop and it generated a few hundred thousand image files and it literally kept windows key and explorer from even opening, couldnt even get to the files to delete them

#

it was a mess lol

neon bough
#

how is the geometry when exporting from sketchup? I've imported once some file to blender and it was a total mess

mental helm
#

A mess

stuck rivet
#

hello what chat should i go to for questions about complex collision?

neon bough
#

this one works

stuck rivet
#

okay ill give it a shot thanks. I'm trying to create a mini golf game and importing meshes from blender and then putting there collision to use complex collision as simple works well to get the collision to fit the model exactly. however I can not seem to apply a physical material to the mesh. I am also having a problem with the ball passing through the mesh when hit at high speeds.

#

I have a physical material that makes the ball bounce more, on regular meshes that i use collision that i created and imported it works fine, but when switching to complex collision the ball does not bounce

grim ore
#

collision moving too fast, look at using CCD to try and combat that

stuck rivet
#

alright cool ill look into that thanks

glacial pecan
#
#

The more I use Unreal, the more it feels like swiss cheese... full of holes everywhere

#

Except, swiss cheese is usually quite mature, and Unreal, despite its age, doesn't feel like it (so I guess the likeness fails after all)! ๐Ÿ˜

plush yew
#

is there a shaderlimit in unreal engine

#

or can I have as many as I want

#

or that my pc can handle

stuck rivet
#

@grim ore thank you that worked for the ball passing through meshes

grim ore
#

yay!

lucid beacon
#

Hey! Can I get some help?

#

when I run "SetupAndroid.bat" I get this error

dense robin
#

There is a sand clock appearing when swtiching levels in my game, is there a way to remove the icon?

autumn grail
#

I apply a mask to my landscape to make it round and got this fish

#

how can i align it

autumn grail
#

found

agile viper
#

In one of the unreal videos the presenter spawned the manikin on a grid in the whole world for size reference. it was visible without hitting play. How could I do this

spiral roost
#

hello!

#

can i design the game environment in ue4 only?

#

is their really need of blender/maya?

drowsy snow
distant totem
#

you can create and draw meshes from scratch with the new modeling tools mode but you will have a much better time with blender + blender to unreal plugin

drowsy snow
#

Modelling tools in UE4 is still impractical, it's often not worth mentioning about it to beginners.

lament ledge
#

which one of these 2 should i use for playing montages

#

is there really any difference between them

grim ore
#

yes, one has return events and the other is more fire and forget

mossy temple
#

Hello everyone, I'm just new to UE. Can I know if UE code editor in VS has an automatic display of the code statements I'm typing (like components, functions, etc..)? Cause I'm trying to follow the code tutorial but while typing, I don't see any automatic response of VS for UE keywords.

grim ore
#

that would be intellisense, its wonky by default. there are addons/other programs to help with that

#

you could see what the author of your tutorial is using for his auto complete/intellisense

left oxide
#

Hi guys! Anyone have good Top Down View tutorialโ€™s?

drowsy snow
#

There's no such thing as "Shipping Editor".

Look for how to make installed build of your engine source code, or use Unreal Binary Builder.

tame comet
#

Hi

#

where may i ask questions ? is here fine ?

#

I have to get a build ready for a client but UE4 is giving errors during packaging

#

UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> Semblance_V03.Build.cs -> UMGEditor.Build.cs -> Sequencer.Build.cs)
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.

broken stream
#

Can some one help me on this ? its not following as the server only the client. When i do the animation. Thanks

knotty summit
#

If I copy unreal engine files to another harddrive can I run it after formatting my PC? Haven't tried that

fierce forge
#

hello, do somebody knows how i can fix this ?

rugged harbor
knotty summit
#

Thanks!

#

This is what Iโ€™ve been looking for, itโ€™s faster than downloading the engine thanks to my internet speed

upper nexus
upper nexus
#

I think this issue was caused by using Powershell Expand-Archive to extract UnrealEngine-4.27.0-release.zip leading to a mess of problems.

sharp willow
#

Is there any way to force an Unreal server to crash using a command from a client?

dusk nebula
#

I'm using FindPlayerStart but it doesn't seem to be randomizing. Anyone know what's up with that?

#

Like, all players spawn at one of two points, but each player will only respawn at their initial point

sharp willow
#

code snips or riot

dusk nebula
#

this is a copy of the documented tutorial for respawning. I also tried it using the "FindPlayerStart" node and "RestartPlayerAtPlayerStart" and it similarly did nothing

#

I also tried overriding the game mode function for this and just using a random array element, and that also didn't work

#

that's the other configuration that I tried

sharp willow
#

is your cast succeeding?

lavish spruce
#

Maybe try Get all Actors of Class, pick the spawns
Get the length of the array
Use random int and take the length of the array as max

dusk nebula
#

the cast is succeeding yeah because it's respawning them

#

this also doesn't seem to work

sharp willow
#

step through it and figure out why

dusk nebula
#

it's not running choose player start when the player respawns

#

am I missing something about how that works? or do I just need to call it?

sharp willow
#

how have you added this choose player start event function?

dusk nebula
sharp willow
#

the code is potentially saving the player's first spawn and then not choosing it on subsequent spaws?

dusk nebula
#

it's not running at all when they respawn

#

so they only spawn on the initial spawn location, which is randomized

sharp willow
#

That's what I said

dusk nebula
#

then I was agreeing with you

sharp willow
#

then check if the code is saving the player's first spawn and using it on subsequent respawns instead of calling choose player start

dusk nebula
#

I know that it isn't calling choose player start because choose player start only fires initially

sharp willow
#

yes. find out the reason

dusk nebula
#

I'm asking if I was doing something wrong

#

apparently not?

sharp willow
#

the only way anyone can find out that answer is by first finding the reason it is not called the second time

dusk nebula
#

right so I was asking if I misunderstood how this function works. Is it intended only for the initial player start?

sharp willow
#

I don't know

dusk nebula
sharp willow
#

it's unlikely that anyone will know without looking at the code

dusk nebula
#

"the code" meaning the engine content? I literally just overrode this and it's part of every game mode BP

sharp willow
#

yep

dusk nebula
#

so, if someone knows about that blueprint, they might know how that works, sure

lavish spruce
#

Just throw in a few print strings and see when which part is being called
All part of the learning experience

dusk nebula
#

initial spawn

#

and then there is no break in every subsequent respawn because the function doesn't get called

#

This is part of the engine, yet I'm not seeing it in the documentation. Where can I find how this works?

sharp willow
#

engine code

wary wave
#

it's not engine code, it's game framework

#

it's easy enough to find, just open up the game mode classes

sharp willow
#

are you really saying that choose player start is not called from engine code?

wary wave
#

it's called from the game framework

sharp willow
#

which is... where?

#

what and where is this mystical game framework?

wary wave
#

just open up the GameMode class

sharp willow
#

the c++ class?

wary wave
#

yes

sharp willow
#

so..

#

the c++ class, in the engine code...?

wary wave
#

UE has a number of modules - not everything gets compiled into the engine binary

dusk nebula
#

so I can find guides referencing the thing I'm looking for and every multiplayer game has respawns, yet nobody has ever looked into how this works?

wary wave
#

lots of people know how it works

dusk nebula
#

cool, where are they?

wary wave
#

jfc, it's in the game mode class

#

in the game framework module ๐Ÿ˜‚

sharp willow
wary wave
#

^

sharp willow
#

๐Ÿค”

wary wave
#

also GameModeBase extends from that

sharp willow
wary wave
sharp willow
#

a folder does not a module make

wary wave
#

it used to be a separate module, but you may be right here

dusk nebula
#

yeah so the module references the "restart at player start" node that I already use, but it doesn't say anything about this function I'm overriding. Is that called from the find player start node or something?

sharp willow
#

search the code base for calls to it

wary wave
dusk nebula
#

so it's called by FindPlayerStart, then?

sharp willow
#

you have the tools to answer this

#

Ctrl + F

dark depot
#

not sure why you keep replying at all telling them to look at the code when clearly they are only using BP's. and @dusk nebula yes and its one yuo can override in gamemode you even had it on the list you posted

dusk nebula
#

I appreciate the response, thanks. I've already gone and overridden it, it's just I assumed that it got called by the regular restart node or something. Seems like I need to use FindPlayerStart for it to work in general

dark depot
#

most those funstions also have tooltips if it remember

#

yeah with the gamemode stuff basically once you start overriding it you have to call some stuff yourself

dusk nebula
#

I see, I'm basically just putting tutorials together at this point lol

#

as in combining tutorials I find to make what I want

#

and I'm new to unreal and only use BP so the responses saying that I should go through engine content are both meaningless and unhelpful

wary wave
#

unfortunately when you start digging into the details of a lot of things, you will end up in C++ at some point

dark depot
#

yeah its something a little less documented when using BP most tutorials dont reach into it and will have some hacky spawning outside of it

dusk nebula
#

I notice that most BP tutorials are kinda surface level

dark depot
#

basically what ambershee is saying though

dusk nebula
#

like I've gone through 2 or 3 different fps tutorials that only cover the same basic things like pawn movement and simply avoid anything I'd want to find

wary wave
#

IIRC there is documentation that goes over some of this stuff from a multiplayer perspective, but I recall it also being hard to follow

dusk nebula
#

I read through the one that's pinned in #multiplayer and it was reasonably easy to get through

dark depot
#

i imagine matthews WTF and HTF series has gone over the nodes or functions at some point you will just need to piece each one together

dusk nebula
#

yeah, I'm kinda at a point where I don't know what I don't know

dark depot
#

thats when you learn to research the engine yourself like ambershee was showing

wary wave
#

one trick you can use to follow the flow of things inside BP is to just override a load of related functions and add a Print

#

then in the log you can see what happens when

#

Stack Trace (Script Trace - I forget the name)? Can also be useful there

dusk nebula
#

I notice that the FindPlayerStart function isn't firing when the player respawns

#

I've put them together and it still doesn't stop once the player respawns

#

this one is only firing once for each character

wary wave
#

it may, by default, just be using the same player start as it did the first time

dusk nebula
#

do you happen to know how to make it randomize every time?

wary wave
#

not off the top of my head (we don't even use the game framework on this project), but I suspect overriding RestartPlayer is the way forwards

#

quick look at the code says RestartPlayer by default will call FindPlayerStart, so just overriding the latter should work

dusk nebula
#

so this is where I would randomize, now?

wary wave
#

yeah, just override FindPlayerStart and return the actor you want to use as the starting point

dusk nebula
#

oh, it works. cool

wary wave
#

the other stuff you've already created in your BP might get in the way

#

hehe

dusk nebula
#

thanks

#

I'll have to remember to try overriding functions like that

#

now I also have ChoosePlayerStart to do something like an initial spawn as well so that's cool

#

if I run a for each loop with break, and it breaks, will it fire the completed node?

wary wave
#

yes

rare axle
#

Anybody know if UE5's Lumen Global Illumination plays nice with Ray Traced Reflections and Translucency? I recall having issues when it first released so I stuck with UE4.26. Running into roadblocks now for a viz project using RT GI.

#

Wondering if UE5 will solve my woes

autumn grail
#

My transform (scale rotate move) gizmo doesn't work anymore , i have tried to reinstall older drivers nothing changes

#

I CANNOT do anything

drowsy snow
autumn grail
#

You mean when the game was running?

drowsy snow
autumn grail
#

No

#

I have followed the pin message for adding a register key to fix the Nvidia flickering

#

Since 3 month Nvidia drivers are just shit

#

Sometimes i can use gizmo at certain angles

#

have to change my POV 10 times to make the gizmo yellow

#

certain times the gizmo is just not responding

#

i'm completly crazy , i cannot produce because of a gizmo

#

also i can't select an object by clicking it

marsh nacelle
#

Hey, does anyone know of a way whether I can run a profiler in ue4 while playing in the engine to show my performance, to save it in a log, for example. to change things, to repeat the same thing and then to be able to compare to what extent this has changed in terms of performance?

glacial solar
#

Anyone knows what the attached warning means and how to get rid of this? ๐Ÿ™‚ Happy for someone to help me!

woven shell
#

Hey there! Does anyone know a proper alternative to Substance Designer? I hate Adobes Subscription model and would rather pay something once.

drowsy snow
#

Disable viewport entirely should help.

harsh tiger
#

The above is running on a quest 2 in standalone mode

drowsy snow
#

That aside, have you tried switching to Forward Rendering?

harsh tiger
plush yew
#

is there any videos on setting up easy anticheat as i been looking but cant find

drowsy snow
harsh tiger
#

Thank you anyway mate ๐Ÿ‘

hollow magnet
#

I just want to say thank you for the team that made this engine and you guys who help all these people with questions.
I am so blessed to have this tool

drowsy snow
plush yew
#

ah

#

would it be hard tho

fossil tartan
#

hi guys i am working on a vr project for a internship, after messing trying to implement hand tracking now I cant get the hands to show. I am new to unreal and tried to search around for answers but nothing works

plush yew
#

yeh i aint see no docs for easy anticheat

#

im blind lol

outer plover
#

Anyone has any good documentations to better understand Animation Interfaces?

lament ledge
marsh nacelle
#

Anyone of You used the Unreal Engine "Water" Plugin ?

dusky slate
#

Networking Question:

Can anyone explain to me, how i can get the Health of another Player in my Lobby, and display his Health in my HUD (like in Left4Dead, CSGO etc.)? I can stream you my problem if you are willing to help me.

I dont understand how the GameState and Playerstate work in Multiplayer

peak bloom
lament ledge
#

I'm not sure wether he uses a bone to animate the camera or timeliness tho

lament ledge
ebon stirrup
#

quit nice

peak bloom
#

maybe i'll just ask the guy who made it. XDi wonder if he'd reply

lament ledge
#

Here

shadow ravine
#

Hey guys, I'm having some trouble simply trying to attach hair to my character. The hair is a static mesh inside of my Hair_Male_01 actor. I've created a variable reference to that actor then tried to attach them together but I don't think I've set this up correctly as I'm getting an error after running saying Access none trying to read property HairType. Anyone know where I might be going wrong here?

peak bloom
#

Though I'll check out his ask/fm page I guess that'd probably be better.

lament ledge
#

Yea

#

His discord is kinda shit
People there are dick heads most of the time

peak bloom
#

Ah, maybe I better leave it lol.

#

It's funny how discord servers seem to be like that a lot lol.

mortal siren
#

I have a model that I've imported which is 5 layers big.
It has two layers with textures.
When I import it to UE it's only has one material slot.
How can I create a material slot so that the textures apply to the right part of the model.
I don't need a step by step, but I don't know the words to google.
Can you help me?
The model on the left has the material i made dragged onto it, but it applies to the whole model.
I went into the pink model and used the + icon to add a material slot. But when I drag the materials onto those slots the most recent material just applies to the whole model.

lament ledge
#

I think in the import menu of unreal

#

It has some options for this stuff

#

Try deleting it
Reimport it and play around with the settings

mortal siren
#

ok, thanks I'll give that a go.

I made this in Masterpiece Studio Creator and am still learning about the import process into UE

deep ridge
mortal siren
# lament ledge Do u use blender

I can't see the options on import.
Do you think I have to go into Blender and setup some Material channels? Then will UE recognize these as material slots on import.

For Example if i made a treasure chest with these layers
Wood,
Metal
Rivets
Gold coins
and each of these was a separate layer with it's own textures.

Would UE import this as one object with 4 different material slots?

stone edge
#

Is luoshuang's gpulightmass more accurate than the native gpulightmass? I get absolute horrific results, light bleeds appearing in places where should be occlusion shadows

#

I'm following along "understanding global illumination for architectural visualization" course and use the course file, but I get nowhere near the results as the lecturer uses production quality shadows but it takes too long to CPU render high or production

#

I'm going to try updating my gpu drivers if that helps

drowsy snow
# deep ridge if you need snow deformation in the game? or mud? https://youtu.be/uhTXRWewqbM

The Last Of Us 2 is a PS4 game with fake snow and mud deformation, and it uses Parallax Occlusion Mapping.

You can't just shoehorn DirectX tessellation elsewhere.

https://youtu.be/Zhaz-KFUij8 (3:49)

dry wedge
#

Animation playing on client and server at the same time

#

when i press to enter prone pose i see the 2 simultaneous client and server at the same time i have no idea how this can happen

devout whale
#

How hard is it to make minecraft generation into ue4? I've got a college project in a few weeks and was wondering how can this be done.

I've seen some videos from a few years ago. It's alright they use BP and cpp which I don't want.

Just a simple or decent way to make it. Also I've already tried the voxel plugin. Thats OK wish it had more though.

#

Please @ me if you reply since I'm a bit inactive

drowsy snow
# devout whale How hard is it to make minecraft generation into ue4? I've got a college project...

Have you tried the paid version of Voxel Plugin? Safe to assume you're using the free trial version here.

Also, can you just go for gameplays that are easier to code? Not only you have to get 3D grid based cube spawning working, you also have to generate the entire world while also making sure the generated world makes sense to travel. That's not accounting for any NPCs and their behaviours, day night cycle and weather system, block behaviours, inventory system. I highly doubt you're able to get minecraft clone in less than 30 days.

If being procedural is a must, why not go for procedural Metroidvania/roguelike, or procedural arena shooter instead? At least those kind of games only require you to generate rooms and its item placement, set the NPC type to spawn, randomiser seed, and that's all there is to it.

plush yew
#

cant get my depth of field to work how id like...

frigid bear
#

heyo i need a bit of help so i have made a boss and made a startup animtion for but i want the boss to spawn when i go to its lair, i used spawn actor but then the boss doesn't run its behaviour tree at all please help...

plush yew
#

hmm try setting the ai controller class in the defaults

devout whale
plush yew
#

or set it to none and set it to boss_ai when you spawn

frigid bear
#

i mean if i dont spawn it and just leave it there before the game starts it works fine but its just hat i want it to spawn in game

drowsy snow
#

If not, then you can shift to less difficult procedural roguelike/arena shooter.

devout whale
drowsy snow
peak bloom
#

Sorry was surprised lmao. Thanks for posting that video it was really interesting. :)

drowsy snow
noble apex
#

Hey guys โ€” total noob here. Well, actually experienced Unity dev trying to move to UE4. Is there an equivalent of Unity's "Scene" view while the game is running? I.e., my game is running in the editor, and I can see some object in the World Outliner but it's not in the camera's view; is there any way I can get to it in the scene editor to see where it's hiding, and (if not asking too much) manipulate it there?

devout whale
grave pollen
#

If u really wanna blow ur teachers mind make a new third person template, title it Minecraft, save it, package it, turn it in . When your teacher questions your ability tell her Bill gates dropped out of school

#

Win win scenario .

drowsy snow
noble apex
#

I see. What does PIE stand for?

grim ore
#

Play In Editor

noble apex
#

aha

#

OK, thanks guys!

vocal herald
#

is there a way to calculate how much of my object is occluded? For example I want to mask my object if 60% of it is occluded

stuck linden
#

Is there anyway i can open windows file browser from a blueprint?

burnt ether
#

Could someone give me a clue about what the LandscapeGizmoActiveActor is?
Is it safe to delete? Or does unreal need it for anything ?

stone edge
#

Hi, anyone know what's causing this and how to stop it

dusk nebula
#

I'm trying to make a system to select spawn points based on line of sight. Would it be better to run a bunch of checks for each spawn point as the player is trying to spawn, or should I try to make something in the player start BP? I could probably either use line traces or use collisions to change the tags on the player start's event graphs, right?

woven elk
#

Does anyone have any good hair shader tutorials?

stuck nova
#

Anyone know of an easy way o make it so one button being pressed sort of cancels out the inputs from other held buttons? for example imagine a redlight greenlight hold R for red, hold L for green but if they hold both they match both conditions

#

is there an easy way where its the most recent input that takes priority?

honest vale
stone edge
#

that swirling

hasty wharf
#

anyone have issues with UE4 and the HTC vive controller not working?

#

buttons etc

hollow frost
#

Hi, I'm having trouble with some animations for my character's arms while they use the MP40 I gave them

#

How could I fix this?

#

Here are the errors

#

The character will not reload his weapon properly

#

He can aim and shoot just fine, but reloading stops the weapon from functioning

autumn flame
#

The error is self explanatory

#

GunAnimationBP has a null ref inside

vast meteor
#

is there a way to increase the mesh distance field culling distance?

grand saddle
#

Hi all, is there a way to get exact box transform of a decal at runtime? like UE4 editor shows it when I select it. See screenshot. The green is what I want, the red is what I get when I call GetComponentBounds of that decal.

void sierra
#

Has anybody else experienced this weird bug in Unreal where it moves a component for all of the instances of a blueprint to the origin of the level?

sterile lichen
#

does anyone know if anything similar to this is present in engine (toggling between pure/impure) modes on regular call nodes https://twitter.com/geordiemhall/status/1180799087618084864

Also added something I've seen a few people asking for - the ability to call a pure function as if it's impure!

Super useful for times when you can't change the purity of an expensive function, but also don't want to pay the perf cost of multiple executions in new code. https://t.co/3pp6Zy11em

โ–ถ Play video
plush yew
#

i cannot wrap my head around why the same scene in 3dsmax cannot even be rendered at 2fps in unreal engine

pallid carbon
#

hey guys, does anyone know how to remove this from my tool box? it prevents me from interacting with anything

plush yew
#

@pallid carbonthat looks to me like it thinks youre dragging and dropping it

#

try clicking it and dragging it to a new spot

pallid carbon
#

I tried, but still nothing ๐Ÿ˜ฆ

#

A simple off and on again fixed it ๐Ÿ™‚

plush yew
#

rip

#

I wish unreal had support for sketchup files without datasmith

#

does anyone know why the ocean body actor spawns in sometimes with a big square cut out where the landscape was? how can i avoid this? forgot what my solution was

loud berry
#

I also have a question. What is the difference between the Basic > Cube and the Geometry > Box ? and does it effect performance?

plush yew
#

id tell you but my pc is dying rn

#

Thats part of the level building geometry brush mode, so probably since it has added functionality

high harbor
#

Hello, someone have any idea why this is happening... ? this is looking ok at long distance but up close it's turning dark... cat

plush yew
#

@high harborthis is a ligthmap problem that idk how to fix but i do know how to prevent it per object

#

select the object having this issue

#

then in details

#

click on shadow indirect only

#

basically turn off self shadowing for the object

#

the proper fix is to play with your sun shadowing angle and lightmap resolutions but if you just want a quick fix this is a workaround

high harbor
#

I will check it, thank you very much @plush yew

plush yew
#

if youre in ue5 try changing to virtual shadowmaps

#

theyre pretty great

high harbor
loud berry
#

new question. I made a sliding door model in blender and ported it to UE4, i want to make it automated. Right now I have the frame, the sliding doors, and a box trigger. Do I need to do anything with the sliding doors or can I do all of my code in the button trigger blueprint?

I want to use the transform method but I don't know how to reference the sliding door actors to do so.

neon bough
#

you should put the open/close logic on the door, and the button just triggers that logic

plush yew
grim ore
#

@loud berryBasic Cube is a static mesh actor with the Static Mesh of a cube assigned to it. Geometry Box is a BSP/Geometry Brush that is created in engine, it is not a mesh. Performance wise the Geometry brush is not as optimized as a Static Mesh and they are generally just used to mock up or block out a level and then replaced later with proper finished Static Meshes

loud berry
#

thank you!

grim ore
#

@loud berryand to answer the question for the door. look into using blueprints and blueprint communication, this is a standard technique with UE4 and something that you will have to pick up sooner than later

knotty heron
#

Is it possible to softly change text color the higher a value gets?

grim ore
#

im sure it is, just depends on what softly means

storm lake
#

how do I change walkable floor angle on 3rd person character to more than 90?

drowsy snow
storm lake
#

I want the character to walk anywhere, on the ceilings and all that

grim ore
#

@storm lakecharacter movement component -> Walkable Floor Angle

knotty heron
storm lake
#

like a spider

grim ore
#

but yeah.. .your not going to get what you want just changing that like was mentioned

storm lake
grim ore
#

@knotty heronyou can use a timeline with a color output and set the color based on the input amount. Or you can use a lerp to lerp from one color to another based on a value

storm lake
knotty heron
#

Ohh i forgot about those thanks

storm lake
#

I would make the character aling with the ground

grim ore
#

@storm lake no you cannot, not without custom code

storm lake
#

what would happen if I did it this way? would it just not walk?

drowsy snow
grim ore
#

you cant buy that anymore @plush yew

#

and yeah fake it, make your character use floating movement component then just stick them X distance from the closest wall or floor lol

drowsy snow
# storm lake like a spider

If you want to, mess around in Watch Dogs spider minigames or Ghost in the Shell's PS1 game, closely observe how spider movement handled in those games.

storm lake
plush yew
#

in unreal engine 5 raytracing global illumination and reflection both say depricated, does this mean for unreal engine 5 or does this mean depricated as a whole because i really hope they are still working on these two features

drowsy snow