#ue4-general

1 messages · Page 1073 of 1

autumn grail
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I need help , whatever i try to select in viewport only this shit of InstanceFoliage is selected

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Does someone know this issue?

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It dosen't appear in the outliner so i can't delete it

plush yew
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@grim ore Do you know why its so much easier to delete folders from my project from my windows explorer then actually deleteing them in the editor? Does it matter?

drowsy snow
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Only delete from File Explorer as a last resort / know full well what you're doing.

plush yew
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I was just looking at the assests

plush yew
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i know i really shouldnt be modeling with the unreal modeling tools but

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why is this gap here

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its just two faces

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they are connected at the edge

drowsy snow
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Also check for Contact Shadows settings.

knotty heron
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Can you enable rootmotion from animation blueprints?

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I wanna use rootmotion as movement without montages

fringe rivet
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How do I move down the level deletion zone?

knotty heron
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kill z in world settings

fringe rivet
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Oh, I just found that lol

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Thanks

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Hm,

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I’m changing the value, is it supposed to move that grid down too, or no?

grim ore
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there is no visual representation of the killz

loud berry
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Thanks to everyone who weighted in, but I did it!

rancid lagoon
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is it possible to assign multiple textures to a blender model? i want to have a roof a different materail than a wall

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pls help!!

warm hornet
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Can any landscape experts explain why a default Static Mesh Foliage Type is missing the entire Procedural subsection? Should be between ‘Placement’ and ‘Instance Settings’

manic pecan
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Does anyone know if a knowledge of cpp is required to develop for PS4 or PS5?

mellow turret
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can I cook the game through teh project launcher if I don't have a source code build of UE4?

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these logs are a bit scary

drowsy snow
drowsy snow
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That being said though, you can still develop on PC, use gamepad at all times for testing, and still making things to be console friendly in mind.

desert verge
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Anyone here use ultra dynamic sky/weather?

drowsy snow
desert verge
drowsy snow
desert verge
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yup lol

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😄

drowsy snow
# desert verge yup lol

Well, no.

At least, not yet. I've yet to make decision on making it open source, as it's still tied to my game project's other codes. Might releasing it as a FOS plugin in the near future, but don't hold your breath on it.

neon hatch
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Is there some kind of automap function for levels so I can print something out to show an artist for them to draw an in-universe map?

indigo cradle
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How do I create underwater fog that is separate from sky fog? Exponential Heightfog can be only one in the scene

plush yew
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ocean disappearing when approaching in viewport and in simulation? odd one

plush yew
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when I make a emissive static the light doesnt seem to each very far no matter how much i increase the intensity of the light value in emissive in the material

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if i scale it big it works

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but if the object is small it only reaches so far

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is there a way to manually make the light radius bigger

plush yew
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modern art

wispy heart
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Hey guys just wanted to find out, after I create a hill on a terrain using the sculpting tools, is there a way for me to obtain the displacement between the top of the hill and the basic ground floor? Like is there a way for me to obtain the numerical distance between the 2 surfaces?

tender mountain
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Hey Peeps

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Epic Online Services. Is that just interface tools for servers? Or is it server access?

loud berry
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couldn't find the page in the video on the official site, it lists the services in that video

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(i also didn't look very hard 😅 )

tender mountain
# loud berry (i also didn't look very hard 😅 )

I just watched all the vids and is says nothing about "You now have a server at Epic Games" or "You now have a server on your computer." Or "You now have everything you need to upload to your server host"

Point being, I just need to know, "Will I have to pay for the server (or use my own computer) and set that up to run a game or store data? Or does epic games store all the data and host games on their own server Epic Games server?"

I believe they don't do any server work for the devs. Where the devs need to get their own servers up and running and then just use the EOS on those servers.

manic pecan
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@drowsy snow Thanks for the info. I was hoping it was more like NVIDIA where there’s a special ue4 branch with NVIDIA’s sdk integrated into it already

drowsy snow
runic fern
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Goodday guys ...
Is it possible to share Computer Desktop in scene ?

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Realtime

loud berry
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yeah... general rule of thumb... if it's not mentioned, it's not included. 🤷‍♀️

tough pagoda
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How can I implement creep like Zerg's creep?

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Exists ways for this?

plush yew
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hey I am spawning static mesh block and want to assign them an index

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so I can detect which cube is been clicked

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how can I do that

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is there a help channel?

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if so could someone please link it

tough pagoda
plush yew
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are those good places to ask about an issue with lighting?

tough pagoda
normal wasp
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Hi everyone, i have a little problem on my app, when i package the project and launch it with the commandline -nohmd, the app become extremely laggy.. someone already have this issue ? (-nohmd is to launch the app without any VR plugins)

plush yew
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ive been making grass with polygons and vray materials in 3dsmax, how would I convert them to foliage so i can paint them

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or if theyre already in unreal engine can i convert them there

thick herald
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are they static meshes?

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if so that's all you need

plush yew
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so do i just drop the static meshes into foliage paint

plush yew
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very specific request but is there a way i can get inputs from gpio pins?

sinful willow
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Hi, is their any possible way of actually downgrading a project?

plush yew
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help

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lol

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how to remove foliage from a road

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im using erase in paint

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so many questions so little responses

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but i feel like there is some way to use an object to sort of boolean it

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ikr at this hour to be expected

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anyone know a secret to removing foliage with objects

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does anyone know how i can make a variable change bassed on raspberry pi gpio pins

plush yew
# plush yew help

Not sure if theres a boolean for it but just convert to mesh, export to blender and delete them by hand 🙂

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good idea thanks

honest vale
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@plush yew are you using landscape grass?

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or painted foliage?

burnt tinsel
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hi

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im using actoronclicked for my player actor

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but its not working

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i want it so when I click myself it prints a string

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but it doesnt work

lucid pumice
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Hi guys, am new here (have only worked with Unity so far), although I am not a programmer, but PM, game designer. My question is about our next project and whether, if you use Unreal, you could really get by with just Blueprint(s)? I figured I'd post this in this channel and not there because it's really asking in general. Can you get through a project with them, or does experience tell you that there comes a point where you can't do it without C++? Thanks in advance.

floral lion
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Can the same Shared DDC be used for multiple projects or does it may cause cache conflicts?

floral lion
drowsy snow
# lucid pumice Hi guys, am new here (have only worked with Unity so far), although I am not a p...

Using both BP and C++ is better.

BP is higher level, has more reliable asset loading, and has fast iteration times, but it hits performance quicker if you have hundreds of ticking BP, and the nodes aren't as low level.

C++ is lower level, can make functions for BPs, and can be tightly optimised. But it also has slower iteration time, because you have to close the editor if you make layout/header changes (Hot reload is a failure, and Live Coding only support cpp changes), prone to crash and weird errors, and less reliable in asset loading.

Ultimately you want C++ compliment what BP has to offer, and translate necessary BP graphs to C++ code, shall you need the performance gain.

floral lion
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But also switching right in front of a project might be doomed from the beginning, would advise doing an internal RnD first with the team and see if it really fits, get the first dust off and have a minor idea for everyone. Maybe do a week jam or smth 🙂

drowsy snow
wispy heart
plush yew
floral lion
wispy heart
drowsy snow
floral lion
wispy heart
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Guess I'll go through each and every one of em

shell wadi
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Is there a specific channel for asking questions?

dark depot
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this is a good one if you cant find a section that covers what your asking about

shell wadi
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Okay, so im trying to build some buildings and have googled and scoured youtube, but can't find anywhere that talks about, hiding repetition in "walls, and floors" while using megascan textures, i know how to do it fairly masterfully for my terrain at this point, but trying to apply that same tactic to walls, is failing. 😛

dark depot
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i personally would reccomend a few options sometimes you just need a different material but something that can help is something as simple as using vertex blending and blend between more then one wall type ie one that has more dirt and clean . from there its about adding decals and meshes to break up patterns the sample content has a fun "macro contrast" in some of the materials where it blends in a texture at a large scale so it repeats differently then the texture and you get fun contrast all goood things to look into

shell wadi
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thank you so much, i'll give that video a watch, and hopefully finally figure this problem out, ;p nothing says shobby work like a single wall tile with the same green smear 9 times.

dark depot
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sometimes you might need to edit stuff out of textures to if its too much

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good luck

tranquil roost
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Hello. I'm experiencing some lag at specific areas in my scene. Trying to disable objects one at the time, but still can't figure out what's wrong. What are your methods in these situations?

plush yew
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You probably have cast shadows set on something

toxic night
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is it possible to build a project with a live link? like for instance making it so that the live link face works or a motion capture suit input

vale silo
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I am running UE 4.27 built from source and when I tried enabling Mesh Editor Plugin (the one that comes with UE4), I got this:

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WTH...

still bough
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it's what it says, you need to build those plugins

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re-generate your project files, if you haven't already, open the solution in your IDE, and build

drowsy snow
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Inb4 too much work

hollow cairn
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I have some questions about modelling, where can I ask?

vale silo
still bough
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when you build project files, only enabled plugins are included

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so if you enable new ones, that weren't enabled by default, you have to compile them

plush yew
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if you're too lazy to make a candle material and you already have a character in your scene you can repurpose skin if it has sub surf

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idk how helpful this is halfway a meme but idk it might not be a placeholder might just keep it

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ill be the guy with furniture made out of skin

drowsy snow
neon magnet
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Why does the car keep coming in weird ways like this?

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If I enable transform vertex absolute, then it's fine, but then I lose the pivot point of the hood

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actually, I lose the pivot point anyway, every single time

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only way to keep the hood pivot is if I use bake pivot, but then the hood is then on the side /facepalm

autumn flame
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<@&213101288538374145>

grim ore
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nice! I always wanted 3 free months of dLscord nitro

buoyant graniteBOT
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:no_entry_sign: SpyCatLord#0587 was banned.

harsh tiger
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Any idea why my GPU is at 80ms when my scene contains 4 actors. VR pawn, widget menu, screen actor and PPV. Zero static meshes or lighting besides the inverted sphere where the 360 videos are displayed

neon magnet
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So I've got things sorted. I can open and close. But only once. I can't seem to open it again. What am I missing?

plush yew
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@humble ivy

harsh tiger
neon magnet
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What should I connect that set to?

sharp crest
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guys

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I think the game might have just crashed

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just a hunch

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just thought I'd let u all know

dusky sparrow
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This is a bit of a weird and specific question 😅 but every 2.07 seconds (exactly) my fps drops massively by as much as 100 fps. Doesn't matter if I am in game or just in editor, happens the same. Doesn't matter what level or what project.... I'm not using anything too hardware intensive. Has happened after multiple restarts. There isn't any specific reason why this might be happening right?

dusk nebula
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am I doing something wrong? it seems like my line traces are off-center every time

dusky sparrow
neon magnet
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I've done this, and now I can open/close indefinitely, however, something isn't quite right. It takes an extra button press to get the whole thing restarted. So something is setting "too late"

dusk nebula
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yeah, the crosshair is in the middle of the screen, but the line trace happens slightly upwards and to the left

dusky sparrow
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This is because the first person template crosshair is not in the centre of the screen

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it's slightly off-set

dusk nebula
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screen x and y divided by 2

dusky sparrow
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yes

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just try it

dusk nebula
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right so if the crosshair isn't centered, that's obviously an issue, so I'm asking how that can be

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does it not center the texture or something?

dusky sparrow
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its because the width and height is 16

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so half of 16 is 8, offset your shot by 8 units

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the centre of the crosshair will be in the middle, so at 8

dusk nebula
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I'd rather just fix the reticle in that case

dusky sparrow
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then do -8

dusky sparrow
fierce tulip
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bumping is not really appreciated, but I'd check the profiler and see if that shows an indication on why it happens.
If there is nothing there, something else (drivers for example) might be stalling cpu or gpu.

dusky sparrow
true geode
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Any good method of getting the height of an object that you are in collision with?

dusk nebula
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so I overrode FindPlayerStart in my game mode and am calling the node when my player tries to respawn, but it's not firing the last node, which I've put a break on, when there is an enemy with line of sight

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this function that I got from the documentation doesn't seem to get called every time the character respawns

thorn topaz
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Anyone know of any issues with 4.26 and the DirectX device failing to initialize without any logs?

vocal flume
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Hi all!! I’m trying to package my game for iOS on a Mac mini. Im getting an error message saying legacy build will be deprecated and I can change this in file > workspace settings. I tried the same in Xcode and changed it to new build system in Xcode but unreal keeps building the project with the damn legacy build system. Where can I override this setting in unreal?

acoustic tangle
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I have this issue where my player start is at world space (0, 0, 0), but when i start the game, my pawn spawns at (X=210.000000,Y=160.000000,Z=190.149994). Any idea what i messed up?

autumn latch
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can someone help me pls about this problem, I want the beginning of both texts to be from that red line.

So the i want beginnings of the text be equal.

grizzled axle
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does anyone have any idea, how do I correctly enable v-sync in packaged build? I have made GameUserSettings.ini in my projects Config folder, but it doesn't seem to apply. I can get it enabled if I exec console command in GameInstance, but I would prefer ini file

rotund scroll
frozen pond
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can you scale spline mesh at point ?

plush yew
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are there any plans to improve raytracing or is it depricated literally not just for UE5

summer zealot
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I need an advice. So client wants me to give him source files of the project. Well I'm ok that they make changes for particular project in future, but I don't want them fully reverse engineer project. Any good tips on that?

true geode
plush yew
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I have no idea though id like to know if thats all you can do ^

austere whale
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Does anyone have any reccomendations on UE4 freelancers with 5+ years of experience and a heavy back handed knowledge on the PhysX engine? Struggling to find someone who is really good with Unreal physics.

austere whale
prime willow
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@plush yew

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Please

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Pelase tell me

plush yew
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saya3d is unironically the very first thing i saw where i decided I wanted to make 3d stuff

prime willow
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your game will have characters this pretty

plush yew
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no

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well

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maybe

prime willow
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;-;

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Pls

plush yew
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aesthetic yes

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realistic no

prime willow
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Ill gib you money

plush yew
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i have settled on a pixar art style

prime willow
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all of the moneys

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;-; its ok

plush yew
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you can customize them

prime willow
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i shall carry the torch for you

plush yew
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im making hundreds of morph targets so you can probably make them realistic

prime willow
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nope

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realisitic

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doesnt matter

plush yew
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the end goal is make them more customizable than metahuman
goal acheived

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jk

prime willow
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the art style does

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if you cna make the characters semi realisitic

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the actual grahpics wont matter most people will be satisifed

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@plush yew semi realisitc art

plush yew
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well

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actually maybe you can give some input on where i should middle it

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you will be able to make both toon and realistic characters

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but i need a middle ground you tell me which one you like best cant post them here because of the obvious

prime willow
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o.o

austere whale
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sonehati polygon's work has a nice in between toon realism look thats what my oc is incarnated from @plush yew

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it follows all the tropes of anime style waifus. baby face, flat cheeks, oversized head compared to body, big ole eyes, but what makes it really standout is that its anime style EXCEPT she has an actual nose

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cus usually its that lil button or little etch for the nose

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in anime

plush yew
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Im about to "stylize" my characters too

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_>

coarse turtle
vocal flume
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Hi all!! I’m trying to package my game for iOS on a Mac mini. Im getting an error message saying legacy build will be deprecated and I can change this in file > workspace settings. I tried the same in Xcode and changed it to new build system in Xcode but unreal keeps building the project with the damn legacy build system. Where can I override this setting in unreal?

tranquil rose
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a speech synthesizer for a live broadcast of an avatar? I'm waiting for recommendations

runic fern
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hello guys why the player freezing when traveling to another map ?

winter hollow
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Maybe someone can point me in the right direction here --- I want to start working on a movement system similar to that in Death Stranding. Movement based on weight in inventory, terrain obstacles, etc. -- Not the whole balancing and falling over part, just like the movement in that game)

What are some resources I need to start digging into that will point me in the right way?

I'm thinking I might need to do some procedural anim instead of root or basic

dusk nebula
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I'm actually trying to create a system to select a player start, and in my troubleshooting I found that the final node in the sequence I linked doesn't stop when a player respawns, yet they still respawn normally

void sierra
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Does Unreal have an profiler tool similar to what Unity has?

desert verge
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What resolution do you use when exporting surface materials from quixel?

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should I stick with 4k?

grim ore
drowsy snow
drowsy snow
plush yew
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Can you set up the particles to overlap and rotate or is it just like forward only

plush yew
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Oh i think im required to use a mesh but feel free to correct me

dusk nebula
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Pretty sure particles are a sprite, so they always face the player, but you might be able to render them in world space like you can do with widgets

muted imp
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anyone know why my edited animation doesn't update in sequencer?

prime willow
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oh

tired reef
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How to fix this?

dusk nebula
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Do you mean that the gun's off center or that it's janking out when you shoot?

prime willow
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does anyone know whats the standard lmit or cost for having morphs

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on the model

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or mesh

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and how or what you would do to have that limit go into 1000 or more?

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without performance costs

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severe ones at least

prime willow
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if you have any ideas on if it is possible or how please poke me ❤️

verbal shell
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(Sorry if this is a dumb question) When you download assets from megascan does it take up space on your hard drive?

prime willow
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yes

rancid lagoon
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is there a program that will refine my mesh? its a photogrammetry model and its kinda messy. is there a way to make it more clean without having to do it manually? this is kinda time senstive! any help would be apricated
Please!!!!

desert verge
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I'm using github to clone a project but the assets aren't downloading

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how can i fix this?

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hmm maybe git lfs?

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".uasset" already supported

somber prawn
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Does anyone know the reason why Unreal names assets with a double name "Game/Package/my_material.my_material" ? Just curious

drowsy snow
drowsy snow
drowsy snow
desert verge
plush yew
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Why are my animations like this?

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If I move the mesh's parts then it's fine but when the animations are playing it's all skinny

drowsy snow
rancid lagoon
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really helps

prime willow
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;-;

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idk

drowsy snow
prime willow
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._.

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well i cant seem to figure out how to have alot of customization options without fluffing someones ram during runtime

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its either figure something out or mass cut of content..

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idk like maybe make morphs you pick stay on a mesh thats auto created, than its seperate from the meesh you play for

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like a child mesh with only your baked meshes lol

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as the rest of the meshes cease to exist lol

drowsy snow
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Compromises have to be made.

Alternatively, using mod support, though at the risk for a lot of rules violations, and clogging load times from downloading assets. Lot of custom CSGO/Gmod servers are guilty of this.

prime willow
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o.o

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what about what i mentioned above is that somehow possible?

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and compromises on game quality suck

drowsy snow
# prime willow what about what i mentioned above is that somehow possible?

Well, the problem with that later would be syncing the models across clients. It's far easier on the network to just download the morph targets and enum vars than downloading an entire model. It moved the load to netcodes, which is far more brittle.

Besides, not everything has to be customisable. Final Fantasy XIV doesn't go that far in terms of customisation.

prime willow
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true ._.

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i mean

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every muscle is customziable

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200+ face shapes for each piece of face

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over 600+ body morphs for every limb

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;O;

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like actually every literal muscle group

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big sads

drowsy snow
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It's not necessary for every muscle part to be customisable. People won't mind if it can only go as far as overall body muscle in one slider.

prime willow
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i have overall too

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;-;

drowsy snow
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Welp, consider removing the individual muscle morph targets.

In general, most character customisation in games comes down to these following:

  • Body height (usually around 40cm margin; actor scale + one body MT)
  • Body weight (from skinny to chubby, one MT)
  • Body muscle (one MT)
  • Body age (one MT + material scalar param)
  • Breasts size (one MT)
  • Waist size (one MT)
  • Hips size (one MT)
  • Facial features:
    • Jaw shape (slider, one or more MTs)
    • Ear shape (sliders, multiple MTs)
    • Nose shape (enum/sliders, multiple MTs for each nose shape)
    • Eye shape (sliders, multiple MTs)
    • Iris colour (enum/RGB slider, material param)
    • Eyebrow shape (enum, mesh switch, following one face MT)
    • Eyebrow position (slider, one MT)
    • Mouth shape (sliders, multiple MTs)
  • Head hairs and facial hairs (enum, mesh switch)
prime willow
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o.o

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yeah i have those

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i can do that

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just feels bad you know

drowsy snow
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That level of customisation, for at least 24 morph targets and skeleton level curves to control the material params

prime willow
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true

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;-;

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oki

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ill see what can be done

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and cut out as much as i can

wispy heart
# floral lion Google: heightmap terrain read height ue4

So I went through some of the content there and there was a video where the guy explains how distance works in Unreal Engine. (1px = 1 meter) but after checking the output logs whilst importing a height map I still can't figure out where the values are calculated so that I can get those same values to use in my algorithm.

#

Hey guys just wanted to find out, after I create a hill on a terrain using the sculpting tools, is there a way for me to obtain the displacement between the top of the hill and the basic ground floor? Like is there a way for me to obtain the numerical distance between the 2 surfaces? @anyone else who can answer this please

dusk nebula
#

Matt W's mvpfps if you're completely new, and then just try to find a guide that's okay. I was watching another random one that was okay for like 5 videos and then it dropped off a cliff because the guy obviously didn't know the engine well enough to fix simple errors without some obscene workaround. Honestly, I came up with something that's technically playable within 2 weeks just by grinding through it one concept at a time. The next thing I'm missing is non-randomized respawns, though, and it seems like nobody who makes tutorials even considers the concept

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I'm just kinda figuring it out from this point ¯\_(ツ)_/¯

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Arena shooters are intentionally straightforward

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Small map, well-partitioned gameplay, small sandboxes

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The arena shooter genre got saturated a decade ago in the same way that BR games have been recently because there's seemingly not a lot of development needed to have a working product

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Obviously design/maintenance is something major, but "arena shooter" is a format because it just works

drowsy snow
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Or alternatively, build upon the Shooter Game template. It's almost all C++ though.

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Then explain this.

plush yew
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hello guys I have problem with my project

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it crashes

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the person who I am working with
he sent me the plugincs
I extract the files and put them in the plugin folder

drowsy snow
plush yew
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idk what

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I have the files

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I put them in the plugins folder

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in the plugins folder

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anyone know a good site for getting game name ideas?

pine vessel
#

I have a few models in my scene and some of them are appearing colored like this, as red (when I check Lightmap density), what could be the issue here is it a problem with my UV?

radiant fable
#

is there a way to make an action mapping global
i'm on foot, i have a vehicle i want to press an enter key to switch possession to get in that vehicle
i want to make portable pawns/characters that don't require node entanglements with eachother or the level blueprint

strong schooner
#

Hi. will 4.27.1 come out this month or next month? Thank you

brittle plume
#

I set a BP animation to the pieces of my metahumans, the problem is that when I walk, then the Walk animation starts, the animation does not sync so you see the metahumans break
Even when I stand still, so the animation goes into IDLE, you see the pieces hitting each other, but you see less

tough pagoda
#

It's pretty terrible, when I want to save material, it's beginning shader compiling.

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How to turn off this shit?

#

My habit kills me, help.

short obsidian
#

what is easier to work on : FPS Horror Game, ARPG or Turn-Based Combat game similar to Divinity, XCOM2

neon hatch
drowsy snow
drowsy snow
short obsidian
#

so from those 3 genres i should start with FPS horror then

drowsy snow
drowsy snow
short obsidian
#

oh yeah i know about that. I was just thinking of what genre that i like would be the easiest to get started with. Really wanted to make ARPG but that's just insane amount of work, since you not only have Third Person perspective but advanced Animations, Combat , Skills etc

brittle plume
short obsidian
#

thanks for the info

glacial pecan
#

Events like these can't be overridden by child classes?

exotic thicket
#

afaik they aren't really events similar to how things like BeginPlay and such are

#

it's binding an event to a dispatcher on the component

#

Although I'd imagine you should be able to do the same in a child class and then call the parent from it if one exists

#

Yeah sounds like the way to do it is to create a custom event and call that from the event, then you can override the custom event in child bp's

glacial pecan
#

Ahh, too bad. Thanks for the info! The simplest solution for me seems to just make a new base class...

#

Man... my number of "base classes" is growing large 🙈

royal magnet
#

Hi everyone, I am making an endless runner demo and I have a blueprint with many objects( buildings, small props, road) and it keeps spawning as the player moves along the road, and removes the tile behind. Classic way. My problem is, whenever player overlaps the box( spawns the new tile and kills the old ones) fps takes a huge hit for a second only. Is there anyway to improve this performance hit, I know object pooling is the common way to handle this but this is a small demo and I need to deliver it soon, can anyone give me any suggestion for improving the performance.

odd harness
#

can i add specific functionality to some foliage types?

wispy heart
odd harness
#

collision detection etc. basically like an average blueprint

wispy heart
#

That can be done through the mesh I think

#

Play around with the mesh properties and see if you can come up with something you like

loud berry
#

can anyone tell/show me how to reduce the amount of triangles/faces I have in my object? I watched some videos and followed them but my triangles still sit at around 96k. I've also tried getting rid of edge loops but it completely disfigures my model and practically makes it unusable.

plush yew
#

Hello guys, I have little silly quesiton, can I delete the vault cache and will it ruin anything?

cyan bronze
#

Im learning landmass tool and in the pic

  1. is done with painting the rock texture
  2. Is grass which is the default landscape texture
  3. Is supposed to be same as number 1. but instead it has combined the grass and that rock texture
#

How do i make it so that it overrides the grass with rock texture with the set up in the last pic

#

In this presentation by Epic’s Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality and sculpt it very quickly with the use of Landscape Blueprint Custom...

▶ Play video
loud berry
#

is the second pic the BP for your rock texture?

cyan bronze
#

not sure if its the right way to do the layer thing

loud berry
#

i believe the 3rd brush or w/e you're using is your blending material. so it's not just an abrupt end to the rock material

cyan bronze
loud berry
#

if they're 3 separate materials you're using and that BP is for the rock material, I would just remove the grass and dirt texture. lemme watch the vid tho one sec

cyan bronze
#

In that video it didnt explain how did they set up the materials and layers and i got it from here https://www.youtube.com/watch?v=X0MN9xWr-iI&ab_channel=DevSquad

Learn how you can setup a landscape material and then paint multiple textures onto your terrain using Unreal Engine 4 in this tutorial.

♥ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

♥ Don't forget you can help support the channel on Patreon! https://www.patreon.com/VirtusEdu

♥ Join the Virtus Dev Squad Discord: https://discord.gg...

▶ Play video
#

Its all 1 material with 3 different textures

oblique drift
#

can I create planets with world partition? like can it handle that kinda scale?

#

Is World Partition even necessary with Nanite?

cyan bronze
loud berry
#

im still watching it, and yeah that's how texture painting works. Imagine the texture like the skin, and ur mountains are like the skeleton

marble mountain
#

any courses for unreal engine ??

loud berry
cyan bronze
loud berry
#

are you using the paint, smooth, or flatten brush?

cyan bronze
#

im not painting it manually

loud berry
#

what do you mean by manually?

#

at the top middle of unreal you should see a paint brush, a smooth brush, and a flatten brush

cyan bronze
#

Yes i know but im not using that to paint anything when im applying it from the blueprint

loud berry
#

try the flatten brush

cyan bronze
#

Its not painting

loud berry
#

oh i see, try messing with the texture influence?

cyan bronze
#

Meaby i should just make it entirely different layer in whole and then use that. Like new to that "Edit layer" list

loud berry
#

im not sure, the first video relies on painting and since that's the material you're using I don't know how it works with the BP method

little breach
#

linux users what do you use? unreal engine installed under epic games launcher which itself runs on wine or compile the engine from source

little breach
#

no, I already completed these steps

#

when I run my project it needs a plugin

cyan bronze
#
  1. is directly painted
  2. Is done with help of the video. You can clearly see the grass
little breach
#

but when I let it install it, it just says that it failed

loud berry
#

do you have the error message?

little breach
#

no

#

but it was something like failed to find market place

#

I installed from aur eam

#

seems to not throw the error

#

but now it vanished, maybe it is downloaded in the background

loud berry
#

the error vanished?

little breach
#

kind of

#

now I only have my curson with that working thing

plush yew
#

omfg

cyan bronze
plush yew
#

there’s no preview

cyan bronze
#

@loud berry Btw just letting you know that i had to make the grass Height Blend and that fixed it

loud berry
dull egret
#

Is it better to use a complex collision mesh or is it better to approximate this mesh by a lot of box colliders? And how does unreal handle collision? Is it automatically dividing all colliders into chunks and I dont have to worry about the number of colliders or do I have to implement an efficient system myself?

peak bloom
#

hey guys, i'm concerned my computer's going to conk out or something and want to back up my UE4 work.

#

can I do that just by copying the files to a harddrive or will that not save it properly?

restive yarrow
#

who's using UIWS out here?

restive yarrow
rancid lagoon
#

just installed cesium, but i cant figure out how to add my own city

#

im looking for san fran, but how do i add the photogrammetry?

peak bloom
#

what's cesium?

rancid lagoon
#

its a mapping system in unreal

#

can anyone help me??

little breach
#

I'm on linux, the project couldn't be built by the engine so I just done a "make". After that this error showed up

rancid lagoon
#

kinda on a time crunch......

plush yew
plush yew
#

Cesium for Unreal Cesium for Unreal unlocks the 3D geospatial ecosystem in Unreal Engine with real-world 3D content and a high accuracy full-scale globe. Learn more.

#

?

#

The marketplace assest or the real thing

#

The marketplace tool is for 4.26 only

plush yew
#

You can just place the video and it should show without downloading

restive yarrow
#

who's using UIWS out here? its causing lag for me, and i wanna know how i can optimize it

plush yew
#

use osb to get your bounding box and add it to cords and import

#

easy pz

restive yarrow
#

and for all countries?

plush yew
#

Well

#

I tried the local farm house down my street and it didnt have a model

#

😛

restive yarrow
plush yew
#

But most major cities will work

#

Yepp no textures on free version i guess

restive yarrow
plush yew
#

Wait lemme try all the buttons really quickly

#

Its not very good but it works

#

this one is from paris

#

Dont think your allowed to use it for commercial purposes tho

#

Need a license for anything real

plush yew
#

i dont usually use plugins but i might keep it for fun xD

restive yarrow
#

do you know a way to optimize it??

#

no but without modifying the plugin, did you try optimizing?

errant venture
#
AndroidDeviceDetection```

anyone know what this means? i've tried rebuilding vscode
restive yarrow
#

it is broken af! i mean it looks good-ish but why cant we move it below the default 0 z axis? so weird

little breach
#

how am I supposed to disable -Werror on linux?

restive yarrow
#

problem is my landscape is below 0,0,0 its like 0,0,-134 or something

little breach
#

oh I didn't noticed

#

also I meant where should I put that since I can't find it

restive yarrow
#

i cant , it will require me to drag all the other grouped and ungrouped actors in my level too

nocturne tangle
#

hey guys when i delete the default stuff it leaves this kinda of permenant black shadow

#

how do i get rid of that

radiant fable
peak bloom
plush yew
nocturne tangle
#

oh

#

sry im new to unreal

plush yew
#

hello guys

#

I have problem with my project

#

this appears when I open my project

#

how to fix it?

#

I tried to rename the folder to be with less symbols

stone edge
#

I'm looking for tutorials on materials (blending, layering etc), I tried watching the one on Artstation but at part 3 I just can't keep up with what I'm watching

cursive sky
#

Can someone help me with this problem I have. I have a main menu and when they player presses the corresponding button it runs open level by name then when they load into the level the only way to move the players camera is if the player holds down left or right click then move the mouse but I want it to be when they load into the level they can just move the mouse around to move the camera

stone edge
#

or unreal and quixel youtube videos, I can't handle the "this is just a very basic master material"

radiant fable
#

waterbody underwater post process bounding box doesn't seem to have settings i can access to change its xy size. anyone tackled this?

#

nvm, appears to be driven by the collision extents

craggy sorrel
#

Hello, does anyone know why my lighting is glitching ? The walls and floor are static meshes, but when I compile lighting it does this weird "tiling" effect. The materials are fine, I think the problem might be lightmass ?

runic fern
#

Hello Guys why player freezing when join session its not taking any inputs

pallid carbon
high harbor
#

Hello, is it possible to create a simple 2D game using UE ??

plush yew
#

not like you cant do it in unreal but

plush yew
high harbor
#

Thank you very much 🙂

pallid carbon
plush yew
pallid carbon
plush yew
#

if you look closely you can see i havnt set my stairs up right

#

so one of your objects may have a huge ass colision

#

and it knocks you off

radiant fable
#

in the blueprint window we have the option to 'simulate'
but focusing the window and pressing input mappings or hotkeys doesn't work. is there a way to make them work

pallid carbon
# plush yew

Sadly, that's all foreign to me. Im very much a noob with all this and just starting out

plush yew
#

Take a picture of your scene

scarlet birch
#

Anyone using VS2022 yet and if so how is it working out for them?

pallid carbon
plush yew
#

You checked off collision?

pallid carbon
scarlet birch
#

You have collision on your skysphere or something else that is blocking the player from spawning

plush yew
#

Ya but we would be able to see the grid for every model

scarlet birch
#

you wouldn't see the skysphere's collision from that view

#

the player start says bad size because it's blocked

plush yew
#

That wasnt in the video xD

#

anyways you could do this for now until you figure it out could be your sky sphere

late grotto
#

Is there a good way to prevent overlapping foliage? Nearly every rock is overlapping with a tree

cursive sky
#

Can someone help me with this problem I have. I have a main menu and when they player presses the corresponding button it runs open level by name then when they load into the level the only way to move the players camera is if they play holds down left or right click then move the mouse because if not the mouse can move out of the window but I want it to be when they load into the level they can just move the mouse around to move the camera and the mouse stays in the window

runic fern
cursive sky
#

like this?

runic fern
#

its working for me in Player Controller BP

cursive sky
runic fern
glossy mica
#

do trigger bxes work when placed inside actors?

half thorn
#

not quite sure where this would go so i'll ask in here.
I'm playing around with some Material stuff for doing some calculations for Voxel Terrain on GPU and then getting that back into BPs by Rendering the material onto a Render Target. however it would seem that sometimes, in what appears to be a somewhat regular pattern, the Render Target has some stripe-y artifacts. here are two examples on how those artefacts look on the render targets

#

at first i thought it might be an issue in the material that im rendering to texture but no, thats just a simple noise thing with some minor math to remap the values. and it looks fine in the preview.
but as you can imagine those artefacts are rather unfavourable in a terrain generator 😅

#

oh yeah and with somewhat regular i mean that, as you can see in this top down view, there is a pattern. no clue where it could come from though

mild ruin
#

What u call this?

ember igloo
#

Guys any good for tech art tutorial for unreal engine

neon bough
glossy mica
#

Does anybody know why models are always rotated when you import them? it never works when you have a root componement that is rotated in the wrong direction

#

while ue4 says the x actor is forward (based on it being called roll)

#

and then theres blender, which indicates thhat the Y axis is the Roll

#

Isnt X "pitch" not roll?

drowsy snow
silk furnace
#

anyone know if theres something like hammUEr but for unity games?

#

paid or free

#

i just really need something to port unity levels into ue4

drowsy snow
silk furnace
drowsy snow
mild ruin
brazen crown
#

it is a single SetActorLocation

#
GetOwner()->SetActorLocation(FVector(Cell->CenterLocation.X, Cell->CenterLocation.Y, ActorLocation.Z), false);

in this video it is on timer every 0.3s. I thought that maybe it is a sync problem - tried it on tick, but result is the same.

#

it was defaultMaterial ball initially, same result

#

tried removing cast shadows

drowsy snow
brazen crown
#

hell, seems like it was motion blur

drowsy snow
#

I suspect what's happening is that the motion blur confuses the teleport as super fast motion.

brazen crown
#

yeah

#

damn

#

@drowsy snow @ornate creek Thanks!

drowsy snow
#

Kinda wild guess but hey, it works.

#

Usually motion blur won't be an issue for Set Location teleports that are so far away.

glossy mica
drowsy snow
#

I disagree. Motion blur can look nice in the right hands.

brazen crown
drowsy snow
#

Hell Let Loose has some excellent per object motion blurs.

You can't change my mind.

#

And it's a UE4 game.

brazen crown
void blade
#

anyone ever encounter the editor crashing unless you right click on a map before loading it first? the crash log just ends after the map completes loading (no errors) 😆 wtf?

drowsy snow
plush yew
#

hi

#

i cant seem to find the multiply vector by float

drowsy snow
plush yew
drowsy snow
#

Did they change the function names in UE5?

plush yew
#

i dont know

#

i just want my dog to be on my side lol xD

drowsy snow
#

I don't know, I don't use UE5.

plush yew
#

ooow to bad

plush yew
#

i think its like this now

#

sry for same picture

#

i actually dont know how to animate 😄

plush yew
#

thanks

#

okaaay wel now i know how to make my own ai XD

#

better make it with behavior trees but this is fun

#

i love my wife so much that she is going to be the star of the show together with my dead dog named lana , think this wel be cool for her to play 😄

drowsy snow
#

Holy smokes, that's quite sentimental.
Hope the project made it through completion.

plush yew
#

yeah its kinda fun

void blade
glossy mica
#

when coordinites are left handed does that mean x is forward or does that just mean that the Y is flipped?

spare hornet
#

hi everyone i would like to know if it is possible two use two expoonential heightfog ?? like use one for the left of my scene an the second for the left

glossy mica
plush yew
#

and the models will stay where they area

#

some people like to just export the entire scene and place everything at 0,0,0

fierce tulip
#

yuck, but yea some people do that.

glossy mica
#

it gets very hard to visualize rotation when using add local rotation if the models don't face Y

#

connecting the roll float into the Pitch float

plush yew
#

You could add it to an actor and track the transform to center it and have it applied on construct script but thats ALOT of work

glossy mica
#

i sometimes wonder why cordinites aren't just universal

plush yew
#

Hey

neon bough
#

you can switch the gizmo between world transform and local transform

plush yew
#

I’m new to UE4, does anyone have some tips? I want to do stylized environments for animated movies and games

glossy mica
plush yew
#

probably anyways looks like it

neon bough
#

unreal has z axis upwards

#

so it might differ from your modeling program

drowsy snow
neon bough
#

anyways, i think his system is the correct one for game dev

glossy mica
#

“Sorry y’all I was young and this coordinate system stuff was confusing” 😂

neon bough
#

because if you look from above you get the same coord system like you have on maps

#

and it's just what anyone uses for real world applications

#

and it's just my opinion

grim beacon
#

How do i set actors to trace a certain ECC_GameTraceChannel ?

#

Im tracing for a gametracechannel in CPP but i cant find how to set the actors to be tracable to that channel

grim juniper
drowsy snow
#

Speaking of swags, I wish the classic Unreal Engine swags are back on circulation.

#

I remember Epic Games Store back then used to sell Unreal Engine merch, before transformed into a game storefront.

plush yew
#

Hey, I didnt know what other channel to ask in but in here, I have a problem my normal's seem to be flipped, when I imported my character I made it had "invisible parts" but when I flipped the camera inside the character they show up, here are pictures for example.

I looked it up on google and no solution seemed to work so maybe you guys might know

#

here is original

drowsy snow
plush yew
#

ok ill try this right now

plush yew
#

should I keep it enabled now?

west junco
#

yo, i'm using UE 4.27 and i had the same issue on 4.26 but sometimes sporadically the engine will go black and new windows like adding nodes disappear on opening, any idea what might be causing it? and possible solutions? the only solution i've found thus far is to close and reopen the engine

plush yew
west junco
drowsy snow
drowsy snow
plush yew
#

Which channel is best to seek help with packaging?

drowsy snow
storm lake
#

Hello, I deleted a plugin manually from the folder, so I could reinstall it

#

but now it says I can't install it because it's already installed in unreal engine

#

is there an easy fix for this?

dusk nebula
#

I followed the guide in the documentation to create a function that respawns players. Can anyone tell me why the stop I've placed only fires the first time a player respawns?

plush yew
#

is there a way to increase the sunscattering but only for reflections

dusk nebula
#

I followed it, except in my screenshot I made it so that it runs FindPlayerStart

#

unrelated and basic question, but is there a simple way to make a point light that changes color or blinks periodically?

drowsy snow
dim seal
#

Hi, I want to show my Trello (website) board inside my game but the Epic's Web Browser plugin is too old to show it properly.
How can I show a HTML 5 supported website in my game?

plush yew
#

looks like a police car lmao

#

I can fix them manually in unreal but i wanna know the cause so i can import fine in the future i just dont like using the unreal engine material editor

drowsy snow
dim seal
wispy ledge
#

hi can anyone help me with this error:
Error: Texture format 'R32_UINT' not supported (sRGB=0).

feral sierra
#

hi, I found this to apply a vertical linear gradient pointing to the top.
Problem is, I don't know how to add some control on the gradient with this method.
I played with the division and addition with no success

plush yew
#

hello guys I have problem with my project

#

this appears when I open my project
how to fix it?
I tried to rename the folder to be with less symbols

drowsy snow
plush yew
#

wdym?

#

I wanted to move the cache from my main disck C to otehr

#

and I opened the BaseEnghine.ini file and edited the cache

#

but I think I cinfused something and that's why I can't start the project

#

and idk how to return it back and that's why I am looking for help

drowsy snow
#

Though general rule of thumb is to NOT install Unreal Engine in C: drive.

plush yew
#

what?

neon bough
#

or use the backup that you made before editing stuff

fierce tulip
#

or before editing stuff, back up :p

runic fern
#

Hello guys when im trying to join this session from android device its just find it on Local network how can i make it public ?

serene drift
#

Does anyone know how to lock UE gameplay to 60 fps? I'm working on a fighting game and am looking for a solution to have a consistent 60 fps as a base for my logic.

autumn flame
#

Don't base your game around FPS

drowsy snow
serene drift
drowsy snow
drowsy snow
icy hearth
#

hi guys, when i place Nav Mesh , it doesn't cover all the surface , how can i solve this problem

drowsy snow
#

That'll make the tick functions to be executed every 1/60th of a second.

serene drift
#

Thanks, I'll give that a try! Yeah, I don't want to lower the fps graphically, smoother is always nicer 🙂 I am just looking for a consistent number I can use to time attacks so that they consistently give the same results for combos and such. 60fps is the standard used in the genre.

neon bough
#

that's the wrong approach

#

use the delta time for stuff like that

icy hearth
#

@neon bough the Z scale?

neon bough
#

if it's within a second

#

@icy hearth oh theres a height difference, then you have to adjust the nav agent stats for the nav area

#

i was only paying attention on the area outside of the nav mesh

#

adjusting the nav agent radius and step height may "fix" it

#

but they have to be values that also work for your character

icy hearth
neon bough
#

doesn't help if you increase the stepheight for the nav agent when the character can't step up that high

serene drift
#

thanks Ben, I'll look into the delta time.

neon bough
#

also enable collision view in your view settings, to check if some things have too large colliders

neon bough
#

tick is still frame dependent

serene drift
#

yeah, the numbers coming from that aren't consistent enough

hollow cairn
#

can i edit the thirdpersoncharacter inside unreal editor?

#

like remove some bones and stuff?

icy hearth
#

@neon bough

neon bough
#

well collider on the bed and sideboard could be adjusted

#

and a smaller nav agent radius should also yield more nav able area

#

however, if your character/ai is too fat, it will get stuck 😛

serene drift
#

ooh, thanks, let me read that

#

great!

icy hearth
#

@neon bough love u

neon bough
#

but well, actually they aren't consistent, which is right, that's the reason you want to use delta time actually 😄

serene drift
#

I get it, thanks 🙂

icy hearth
#

@neon bough the problem was in the blooking volumes , i will try to adjust the collision , thx alot for ur help

plush yew
#

it is fixed, thank you

frozen stratus
#

中国朋友们好... I saw UE blueprint nodes being in Chinese on UE with Chinese interface and that seemed weird... I just want to know if anyone using UE seriously in China actually uses the Chinese language version, or Chinese on nodes? I can't imagine that sitting too well in complicated pipelines, and it's not like people would write C++ in Chinese either that the blueprints sort of "emulate"

exotic thicket
#

I think I've seen it from people posting screenshots from time to time, also maybe some in japanese... so I would assume people are using it

#

personally I just use everything in english even if my native language is available because I find most tech terminology clunky in my native language, plus the localizations are usually awful anyway (even in Windows 10 it's pretty bad in places)

#

but I can imagine it being helpful for someone who isn't fluent

drowsy snow
# exotic thicket I think I've seen it from people posting screenshots from time to time, also may...

Even then, while the syntaxes, function/macro/var names are written in English, comments are still in Japanese (or native language).

Being an Indonesian myself, I could write stuff in my native language, since it uses latin characters. But it's just my habit that I ended up writing stuff in English, even in code comments.

Besides, writing stuff in English could save the hassle of collaboration issues, where one or more member(s) can only comprehend English text.

exotic thicket
#

Yeah in a team environment there are a lot of reasons to use english but I think the native language support can be useful for those who are beginners

frozen stratus
#

on VFX side I see Chinese using programs completely in English without them being able to speak single word... but that's maybe because there isn't localization available, or industry learned it before local versions and it would be too much hassle to relearn everything (even if it is in your own language)

exotic thicket
#

yeah I don't know if I'd even know all the weird finnish words for programming terminology :P

frozen stratus
#

so I can see someone in their bedroom who has no understanding of English whatsoever using the Chinese version, but hard to imagine in professional setting. This makes even screenshots hard to read when your "print string" says "打印...". It still found the node by English syntax but you don't see the node name in syntax you entered, not even when selecting from a list

#

on computers chinese is typed trough pinyin, which is latin alphabet presentation of how the characters are pronounced

#

so in that end Chinese also know all the Latin alphabet

steady bramble
#

Hi everyone
Is there way how to controll pawn or actor by sound?
I mean change vector by pitch. Thank you

noble apex
#

Hey all — I'm going through the "Unity to Unreal" course, and I've just learned about the .uasset files that UE creates for every imported asset...

#

but what was not explained is: does the .uasset contain the actual data of the imported object? Or is it just referencing the source file that lives elsewhere (possibly outside the project hierarchy)?

#

In Unity, there are .meta files for each imported file, which basically contain the import settings — but these have to live next to the source file; if you delete the source file, the .meta is automatically deleted.

#

So I'm not sure what to make of a directory full of .uasset files, with no source files in sight.

drowsy snow
drowsy snow
#

Because .uasset files on their own can contain its own data and metadata, so to speak, that means you can delete the source files without affecting the .uasset files.

The only minor repercussion is that reimport will be disabled until you point it to a correct source file again.

drowsy snow
steady bramble
drowsy snow
hallow void
#

Hey guys, I am here to ask a question about something that has been bothering me ever since I got my hands on UE: Is it just me or the movement of the default first person character feels janky or anyway out of place/unresponsive? Please tell me if it's just me or if it's actually like this, I googled it and people seem to be having the same issue on the 3rd person character, not the f1st person one, also, if it actually is this way, how could I fix it? thanks in advance

icy hearth
#

i have enabled the analog wheal , all my problem is that i cant use the mouse left button any more , before activating the joystick wheal it was working , is there something like priority or Z.order

hallow void
#

I have no idea on this one :/

hallow void
#

I can't say exactly, I myself never understood what was wrong, I just felt like it wasn't as smooth as I wanted it to be, specially comparing it gto other shooters like Quake or Unreal Tournament, in those games movement feels nice and smooth, while in mine it doesn't but I can't figure out why ._.

#

I made it feel smoother by adding a camera shake and camera tilting while strafing, but it still feels meh, that's why I think sometimes that it's just me

hallow void
#

Yeah, I'm trying to make a boomer shooter XD

drowsy snow
# hallow void Yeah, I'm trying to make a boomer shooter XD

Unreal Engine 4's default character movement component is fine for modern gameplay, but often not suited for boomer shooters.

And then there's this - implementation of Source movement behaviours into UE4, including bhop and surf quirks.
https://projectborealis.com/movement.html
Source Engine's default movement is still close to boomer shooter, so that should fit your needs.

Project Borealis

Releasing our C++ movement code under an open source license

hallow void
#

I am loving you right now

#

Thanks a lot

#

C++ huh? well, I'm trying to learn C++ so it could help me

drowsy snow
hallow void
#

Plugin... hmm, I use UE5, I might have to find a way to make it work on UE5, if it doesn't

#

But I am confident I will find a way, I have found some ways so far to achieve what I needed to, this minor thing won't stop me

#

Thanks a lot 🙂

noble apex
nocturne tangle
#

Well I just used this script in Maya that created the root bone

#

Could be handy if anyone needs it

sinful monolith
#

Hello, I would like some help if people are able to.
I am doing Unreal Sensei's tutorial in Unreal 4 and it gets to a part where he has made the landscape layers already. When I put the first layer on, the material is glow in the dark green when in the video it's a lighter green just like grass. What can I do here to make the terrain look more normal?

plush yew
#

hello can someone tell me little info about event on mouse enter and leave? thanks in dvance

honest vale
#

boomer shooter
say wat 😄

#

damn zoomers... smh

drowsy snow
honest vale
#

I guess I'm a boomer at 32 years old then 🤔

sinful monolith
knotty wren
#

Hello. when I open my UE4 project it says an unreal process has crahed: UE4-{My Project's name}
in which channel should i send the full crash report with more details?

rancid lagoon
#

whats your issue

knotty wren
# rancid lagoon whats your issue

(as i said) when i open my ue4 project, it says "An Unreal process has crashed: UE4-{My Project's name}
this is the crash report:

EpicAccountId:d2d04ec236ed4a318e3c02e36091ea35

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000375

UE4Editor_Engine
UE4Editor_LesGo_2776!AFPS_Projectile::AFPS_Projectile() [E:\UE4_Projects\LesGo\Source\LesGo\FPS_Projectile.cpp:18]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```
rancid lagoon
ornate forge
#

Is it possible to enable Chaos vehicles in 4.27 without recompiling the engine?

drowsy snow
ornate forge
#

That's a shame

drowsy snow
#

Chaos physics is still not ready at its current state, even in 5.0, PhysX is still used by default.

sterile lichen
ornate forge
#

I only need it to prepare my vehicle for 5.0

#

PhysX isn't actually used in 5.0 by default, at least vehicles

#

Maybe I should just ditch vehicles in my game

#

Too much pain to port them to 5.0

sterile lichen
#

in launcher too

#

with chaos being enabled by defualt

ornate forge
#

Oh yes, that's right

#

I should try that

noble apex
#

Can anyone recommend a FlappyBird-level (i.e. newbie) tutorial for UE4 based on C++ scripting?

#

My searching turned up a 3-part blueprints-only series, but I'm looking for something that approaches it with C++ code.

plush yew
#

hi

#

Hello, I need help with the installation process

#

Where or who can I ask?

drowsy snow
noble apex
#

Haha.... you can do that... I doubt I can.

plush yew
#

Hello?

drowsy snow
noble apex
#

I believe you; it's just that I am at the "how do I create a C++ script" level.

#

I'll get there, I'm sure! But I need a bit of hand-holding at first.

plush yew
#

...

#

Is there anyone from epic that can help?

noble apex
#

I'm sure there is, but this is not an Epic support server. This is a community server.

#

You should try contacting Epic customer support.

plush yew
#

Do you know the issue I'm having?

brittle plume
#

Android Build 🙄

gleaming lotus
#

Does anyone know the name of the general game-dev mechanic of having a progress bar which decrements to a certain position over time in a second bar?
Like when you're in a boss fight and the boss takes a hit, it shows how much damage has been done then slowly decreases the main bar to that position
Just wondering what the name is so I can google some stuff/explain it to my peers. Thanks!

rotund scroll
#

I'm looking for a way to get a widget to spawn across the editor viewport, but I can't seem to see anything exposed for that in blutilities?

gleaming lotus
#

Yeah like a health bar but the trailing decrement that games sometimes have

#

Thanks, thats the term I was looking for 🙂

cold phoenix
#

I'm having a bizarre issue with my project. I have a level that will cause the engine to crash if I so much as right click on it. Has this ever happened to anyone before and is there any possibility of salvaging the level?

orchid lodge
#

Idk but it sounds a bit like a corruption

#

Trying too pull a file that dosent exist on right click.

loud berry
#

Can anyone tell me, in lamens terms, what tangents and bi-normals are when it comes to 3d models? I think I understand their effects on a physical level but having a hard time wrapping my brain around it fully so I can make better 3d models

loud berry
#

if you want to dm your crash report to me, i'll take a look and see if i can figure it out for you ❤️

fierce tulip
warped trout
#

i was looking through the megascan library and did not find any trees. i think im just doing it wrong because of over 15,000 assets theres got to be at least one tree right?

#

(talking about real trees not shrubs btw)

fierce tulip
#

no trees. since you cant really photoscan a tree accurately.

warped trout
#

oh thanks

fierce tulip
#

(would be awfully nice if they had trees though :p)

warped trout
#

imma have to find some bushes to cover up this dead space then XD

fierce tulip
#

there are quite a few free vegetation packs on the permanently free collection on the marketplace. some of them contain trees.

orchid lodge
#

🦍

noble apex
#

Ugh. Has anybody else run into something like this?

#

☝️ happens every time I try to launch Epic Games Launcher.

#

Even after a fresh reboot of my machine. 😦

fierce tulip
#

never seen that one before. tried reinstalling?

noble apex
#

I guess that's the next step. All the other suggestions I've found on the interwebs have made no difference.

grizzled axle
#

I still can't figure where to do "bUseVSync = true" in .ini files to make it apply on default. I have tried tweaking GameUserSettings.ini and making custom GameUserSettings class and put bUseVSync=true in constructor, but still, everytime I delete old GameUserSettings, bUseVSync=false is there

dense robin
#

hi.. hope someone can help.

I am having an issue where just one input key is not working sometimes..

For example the R key takes the player to the initial level (kind of a reset). it is running for me fine in my computer, but not on my clients computer, he says the letter R is not working, but everything else is.

what can cause some inputs not to work?

plush yew
#

you using a weird controller + character blueprint

bitter valve
#

Hello, just need some ideas on what I should do.

I am creating a menu where you will be able to purchase various things. Now I would like 4 variable related to each item: Name, price, quantity, and total.

In the menu you will be able to purchase these items, so the values of the quantity and total need to be changed. I have 2 options: Use a structure variable for each item which will be easier to bind the different values on the menu.
Or use a variable map that will be able to hold all the values of all the items but will be longer to code for the bindings. Is one better?

shadow ravine
#

I'm creating a cinematic for my game and ran into an issue. I've build a scene and set up my cameras and cutscenes fine while I've been previewing it in the editor, I've now gone to standalone and half of my landscape foliage in the scene isn't getting it's textures rendered. But works fine in the view port. Anyone know what might be the cause of this?

grim ore
#

open up the material you are using for that foliage and look at its usage. it might be on auto for example and not set up right. either force it to work with foliage or uncheck auto then recheck it and see if it works

shadow ravine
grim ore
#

yeah it looks set up, thats the instanced static meshes

#

when you say not rendered, is it not looking right or is it the checkerboard?

shadow ravine
grim ore
#

yeah definitely weird but good if its working

shadow ravine
bitter valve
native wharf
#

Hello, I was working on testing out GameFeatures, but when I created a blank one, and compiled my game, I am now missing many files in my packaged game.

Does anyone have any ideas as to why this happens? It goes back to including them when the game feature is removed btw

cursive sky
#

Im trying to have 2 sound classes control 1 sound cue so master volume slide and sound effects slider control the same sound. How can i do this when you can only have 1 class assigned to a sound cue

rotund scroll
#

so it seems that timers cannot be used in utility blueprints as they lack world context, which is necessary for all functionality in utility blueprints... can someone confirm?

#

this by extension would also be true for timers in any object class no?

dense knoll
#

particle system spawns WAY less particles while playing than in editor

#

and oddly this only affects certain cascade particles

rancid lagoon
#

does anyone why my character falls trough my mesh? i have collisions enabled on everything and rebuilt the collision multiple time for each one, but i cant seem to fix it

void palm
#

it is not a bug

#

it is a feature

true geode
rancid lagoon
true geode
#

The only issue I have at the moment is, when I try to spawn my character atop of it, it does the black screen / no movement as if I am in the mesh or something, I am assuming this also might be from heightmap or something though

granite harbor
#

hello, a quick question!

#

is it possible to use daz 3d renders on ue4 to continue the lighting with lumen?

neon bough
#

you could probably somehow export the whole scene and import it to unreal, but it requires a lot of afterwork to fix materials etc.

granite harbor
#

do you have any video that can help me understands better?

#

im just wanting to use lumen, no nanite hehe

neon bough
#

that would be hours of videos 😄 don't have any as there are a bunch of specific things

#

if you just want better lighting for still renders you may want to look into other renderers for DAZ tho

#

vray seems to support daz for example

#

and i'm pretty sure you can get good lighting out of DAZ, too

high harbor
#

Hello guys!

Does someone know if Epic Games have any plans for further development of Paper2D for Unreal Engine? (2D gaming tools etc)

I'm new in game development, started with Unreal and I'm loving it, for 3D games. But for 2D games, I don't know what to do... if it's ok to focus on Paper2D and try to learn it or go for another engine.

Also, I would like your sincere opinion, it's good to learn two or more game engines or should I focus on only one? also, 3D / 2D game development, is it ok to try to learn both at the same time?

glass grove
#

@vague shale - Did you ever find a solution to your issue with "Could not find definition for module 'Launch'"? - you previously had this issue when trying to unzip a source build of the engine and open a test project.

dense robin
plush yew
#

How do you recompile your entire project and find a error in one of your components without clicking through all them

#

I think i made a mistake migrating but its kinda hard finding the error...god damn useless ... i got it

plush yew
blazing dove
#

I made a quick video showing off some of the new Remote API workflow with MIDI and the Monogram Creative Console.

https://youtu.be/a30fWyLeP98

I have been loving the Monogram Creative Console lately and wanted to show some workflows that utilize newly added MIDI support and the Remote Control API in Unreal 4.27. Enjoy!
Monogram is offering a 10% discount on the purchase of the creative console for the next 30 days! Use code UE10 at checkout to receive the discounted price.

http://ww...

▶ Play video
plush yew
#

Hey, I’m super new to the engine so I’m sorry if this question is dumb (google didn’t help too much), but how do I tile a material in UE5?

plush yew
#

texcord node plugged into uv of texture sample

red bison
#

Can someone recommend a few resources, I have past experience with game making in unity but wanting to undertake a slightly bigger project and UE4 is perfect for that. So what I was wondering is what are a couple good resources for making a mmorpg type game, like a world creator capable of making planets, and something that can handle the elements of an mmo, items, mining, stats, pets ect. On Unity there were Gaia and Atavism for this n was just wondering if UE4 had similar. Thanks for reading 🙂

neon magnet
#

Any idea why my event doesn't fire? I'm trying to get off tick

flat trail
#

Hey, im having this really weird issue with migrating a level.
When using migrate on the level, it tries to take the whole damn project with it, without any reference to other than some sequences.
Now i checked those sequences, and when im trying to migrate them alone, they also take the WHOLE project with only reference to one cube in the level.
Anyone know what the issue is here? Engine bug??

exotic thicket
neon magnet
exotic thicket
#

There's hundreds of things in most games that do things on tick

#

You can turn off ticking with Set Enable Actor Tick when you're not using it, that could be a good idea

#

Eg. only turn tick on when the player is interacting with the door, and then turn it off once done

obsidian nimbus
#

you do a cast on the door BP and do nothing with the cast

exotic thicket
#

I'm assuming that's just a typecheck which is a valid use for it

neon magnet
obsidian nimbus
#

ahh yea

#

well if ur event doesnt fire use printstrings and see how far it makes it in

#

like does inputaction dragdoor fire, i have no idea

neon magnet
#

this print string is firing

#

so the event is firing, but nothing happens to the door so that's strange

obsidian nimbus
#

print the float and see if it changes

neon magnet
#

actually if i'm standing in front of the door, it doesn't print, if I move away, then it starts printing

#

strangeee

#

I just did this as well and none of these print when standing next to the door or clicking but moving away it keeps firing

astral verge
#

Hey guys , anyone know any good resources or tutorials to follow to create a virtual meeting room in UnrealEngine?

obsidian nimbus
#

doors and stuff are usually a good use of interfaces, that isnt the problem tho

exotic thicket
obsidian nimbus
#

its also not specific enough 😛

glacial solar
#

Hello guys, are there any best practices in terms of upgrading your engine version during development? Specifically I am asking for an uograde from 4.26 to 4.27

regal path
#

How to remove Fireflies on ray traced render I followed the documentation but I have remaining fireflies on my render ?

dusk nebula
#

the value of that health variable reads 65 when I hover over it. Can someone tell my why it's not mapping to ~1 instead of 0?

tame marsh
#

is there a rhyme or reason when UE4 regenerates static mesh LODs? Seems like every time I restart UE4 starts generating LODs for previously imported static meshes

drowsy snow
neat pelican
#

Hi I wanted to ask If Anyone could help me with a dash from double tapping a movement key for example double tap W you dash forwards

neon bough
neon bough
#

or store the time last time the player pressed w, and then compare it on the next keypress, if the delay was short enough do the dash action, otherwise the normal input action

neon magnet
#

@exotic thicket is it ok to have the enable disable tick like this?

exotic thicket
#

If it works the way you want, sure

dusk nebula
#

can anyone tell me why this outputs a zero instead of the Health value mapped? Health is greater than zero

exotic thicket
#

What is the value of Health?

dusk nebula
#

65 when it updates

exotic thicket
#

How did you determine it's returning 0?

dusk nebula
exotic thicket
#

For 65 it probably should be giving like like a 1.x given those ranges

dusk nebula
#

also it shows 0 when I put a break

#

65 is pretty close to 2 3rds of 100 so it would be around 1

exotic thicket
#

Try also printing the health value when you're printing the output value, maybe health isn't actually what you think it is at that point

#

I don't really know how else it would return 0 tbh

neon magnet
exotic thicket
#

if it works it's usually correct lol

dusk nebula
#

I may have figured it out actually

inland jewel
#

Hey guys, does anyone have a blueprint / guide or tutorial I could follow for a forward moving camera (slider) that starts slow and gets faster and faster until the level is completed? Any info / resources would Help

neon magnet
exotic thicket
#

Sure :)

neon magnet
#

Thanks

#

has anyone tried the horror game engine that is free on the marketplace?

#

I was trying to find the player character in it but I can't find anything lol. I wanted to see how that smooth mouse motion was implemented

#

for looking around

drowsy snow
#

Not me, have no intention to make horror games.

#

I mean, one day I would, but it's in a vein of a boomer shooter.

exotic thicket
#

I took a glimpse at it to see if it had any interesting stuff for item handling but it didn't :P

neon magnet
#

@drowsy snow it's just the name of the project, I'm not making a horror game

dusk nebula
#

so on a timeline, will firing "set new time" also execute from that time, or do I need to fire "play" as well?

drowsy snow
exotic thicket
neon magnet
dusk nebula
#

could somebody tell my why I can still see this health bar when it's set to "owner no see"?

#

it's just a widget that's supposed to not be visible to the local player

pallid carbon
#

Hey, can anyone tell me how to change the spawn height of my foliage? for some reason its spawning just slightly under my world

neon bough
#

there's an option for z-offset iirc

#

but it has to be set for each foliage type

pallid carbon
#

Is this the one? Can't i highlight them all and change them all at once

neon bough
#

yea, possible that you can highlight them all

pallid carbon
#

Okay, thanks

neon magnet
# pallid carbon Okay, thanks

be warned though, everytime you undo, it will reset the height, but the height in the attributes will still be the same. The link breaks. So if you had 100 as the height, you resized it to 30 (say in the viewport), then did undo, it will reset to 100, but it will still say 30. It's really annoying lol but this is how i've found it to be like unless you use it differently

pallid carbon
light thunder
#

Could these current settings be the reason that my packaged build, despite using level streaming events, still experiences hitching?

drowsy snow
wary wave
#

"locked out"? I'm not sure how you can be locked out?

#

there's nothing stopping you from opening a uproject

#

right, you have a hardware problem, not an Unreal problem

light thunder
#

I know playing in the editor doesn't really do anything with it

drowsy snow
wary wave
#

if you have a functioning SM5 graphics card (I mean most are, so you should be fine), it isn't being used - but you'll need to work out why it isn't being used and that will be something to do with your specific setup

#

it could be driver issues, Windows assigning the incorrect GPU

light thunder
#

What about those frame time limits? I have no problem increasing the time allowed for the asynchronous loading / unloading to happen - is that what those settings mean?

wary wave
#

I mean you have a GPU, all machines have one, the question is which device it's using

#

integrated GPUs are still GPUs, but that's fine - I don't suppose you're trying to use a newer version of Unreal, or have had recent OS updates?

#

new versions of Unreal don't support iOS at all

drowsy snow
wary wave
#

exactly what I said, the newest versions of the Unreal Engine do not support iOS

drowsy snow
#

Apple essentially banned Unreal Engine after the lawsuit.

wary wave
#

^ Epic has no developer accounts

drowsy snow
#

But Epic got their dev accounts for iOS retracted by Apple as a consequence, which means no iOS porting for UE.

wary wave
#

hmm, looks like 4.27 should still be able to run on iOS, at least it did on release time