#ue4-general

1 messages Β· Page 1074 of 1

wary wave
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yeah, the problem is that the UE process is apparently not being assigned a valid GPU device when you're trying to start it up

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I'm not familiar enough with Macs to answer that, but it's a common issue in Windows that Windows will start to assign the integrated device rather than the dedicated one - someone in #macos might know more

drowsy snow
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Since you're using Apple devices for development, yeah, #macos might have better answer

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Macs are weird kind of PCs anyway.

wary wave
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more stigma, I suspect

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Apple had along run of pushing fairly poor hardware for a heavily inflated cost

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but they're a lot better with that these days

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they used to charge $150 just to buy a completely pointless "adapter" to allow the system to support two HDDs

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essentially soldered two connectors for a custom PCB where you'd normally see a cable

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I mocked that one relentlessly πŸ˜‚

light thunder
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Wait - which leads to more locking up and hitching? Higher numbers or lower

plush yew
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That happens

stark raptor
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hi guys i have a question, how do i create a locked door and to unlock it you have to insert a pin?

plush yew
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If you mean enter Pin as in: opens up an UI element in which Pin is entered, you need to change some steps.

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Interacting with the door would add a Widget to the viewport from which you enter the pin, and then check if the pin is correct if it is you call the unlock door function.

stark raptor
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I am creating a guessing game and to access the next room you have to put the code that you find by answering the questions that the terminal asks you ... I am a beginner .. I would like to use cpp and no bp

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can you find a tutorial? or can you show me how to do it in a video please?

plush yew
stark raptor
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I found a very interesting assets in the epic marketplace ..

dry wedge
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Guys how to make the master pose component work with the main invisible mesh ?

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I have tried to use Set visibility and also Hidden in Game and the animation doesn't work

light thunder
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Does anyone have a better explanation of these than the docs?

drowsy snow
light thunder
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Meaning you couldn't find a difference because it wouldn't hitch one way or another on your build?

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Do I want to use "Use Full Time LImit"

native wharf
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Anyone have any ideas on this?

dry wedge
drowsy snow
noble apex
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Can anybody help a newbie with this?

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I'm on a Mac, and trying to switch from Xcode to VSCode (which many sources say is a better UE4 experience).

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But I'm getting the above, and VSCode thinks every line of my file (including comments and blank lines) is incorrect. 😐

night gust
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Hello Everyone i am trying to do a game-like/logistic loading simulation can someone help me on my project with codings am i in the right discord?

plush yew
# noble apex Can anybody help a newbie with this?

Aren't you supposed to give meaning to that code in the header? If you didn't im not sure the code your using will have any function because it's not really being called apon also did you set up your inputs?

drowsy snow
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IMO VSCode is more inline (no pun intended) with the likes of Atom, Sublime, Notepad++, and other programming oriented text editors

cloud stone
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So I'm having some trouble linking CLion with Unreal. When I open up the CLion editor I get hit with this and I'm not too sure what the issue is.

drowsy snow
ancient lotus
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does anyone have any ideas as to whats going on here when i import animations? i have two identical skeletons and meshes. when i import animations from one .blend file it works with only one of those skeletons and breaks the mesh of the other one. if i retarget it though it works just fine
https://forums.unrealengine.com/t/importing-animation-from-separate-blend-file-breaks-mesh-importing-to-a-skeleton-imported-from-that-blend-file-and-then-retargeting-fixes-it/255184

cloud stone
light thunder
drowsy snow
drowsy snow
winter gale
fierce tulip
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be awesome if we could save presets for the detail panel :)

novel rose
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hullo, i'm trying to fine-tweak something very small, and the orange outlines around the selected object really obstruct me. Is there a way to toggle that off momentarily?

inland jewel
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Anyone free to help me out figure out what's going on here? i've got it all setup with everything but when i hit play it just sits above the ground floating and has 0 movement

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So when i use print string it appears like the throttle and turn inputs are being inputted continuously without any actual input

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but that still doesnt explain why the vehicle floats and doesnt move at all

grim ore
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Axis Inputs are polled per frame yes

inland jewel
hoary warren
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Hi all, I am having a secondary UV map issue in 4.18. My models use to have a generated secondary UV for lightmapping, but I decided to make proper ones, but unreal keeps sowing the generated ones for some reason even though the model has custom secondary UVs. I have tried re importing the model, resetting the import data with no luck. TIA

grim ore
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@inland jewelunhook the float from the inputaxis forward and put a 1 in the Set Throttle Input so its always down. Then when you play, see if it moves. If it doesnt then its not your input but your setup on the vehicle

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@hoary warrenwhen you import, tell it not to generate the lightmap UV. even if it does it should be adding them not replacing your exported ones.

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since that only shows 2, perhaps your not outputting 2?

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or maybe your just showing your 1 and not your 2 in the preview?

noble apex
light thunder
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HOW IN GOD'S NAME is one supposed to actually navigate UnrealInsights - WHY does it keep snapping back when I try to pan and why do the docs mention nothing, nor the livestream

grim ore
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There is an inside unreal on it, have you checked it out?

light thunder
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he doesn't have the problem

neon magnet
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Q: how do I stop a mesh's collision when it is set to not be visible in the world?

Basically, my original level has doors. After making a blueprint, I have to use each of these meshes' locations by copying and pasting them for the blueprint. But since the blueprint uses an instance of the mesh, it seems disabling collision for the invisible mesh will disable for the blueprint version too

inland jewel
grim ore
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@neon magnetyou might want to show how you are doing this, changing one instance should only change itself

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@inland jewelall I can think is to check out the built in templates for vehicle and see how they are set up

neon magnet
grim ore
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@neon magnetif you are editing the source item, it would change the defaults for all instances yes

hoary warren
grim ore
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any changes to any instances would keep their changes

neon magnet
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so I should just disable from the details panel

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yea seems like it. Thanks.

inland jewel
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@grim ore changing the wheels to kinematic wouldnt affect movement right? That's all i changed on the vehicle setup

grim ore
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if this is how to disable collision in a BP after changing the visibility? you would set its collision settings the same way you change visibility. If this is design time, then yes change it on the instance in the world @neon magnet

inland jewel
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nah, i just changed it back and it didnt make a difference

light thunder
light wigeon
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Hey

grim ore
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@inland jewelis your vehicle set up properly? it looks weird but I can only see the rear

light wigeon
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Is there an available replicated multiplayer fps game tutorial for unreal engine 4 ?

grim ore
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@light thunderso all you can see is that one screen?

light thunder
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I can't seem to navigate it to zoom in like he does

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it's mainly for game thread/async stuff because I'm getting hitching when using level streaming and no one has been able to fix it for me, so I'm trying to learn by myself for the millionth time

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for example, why is the track centered into NEGATIVE TIME

neon magnet
# grim ore if this is how to disable collision in a BP after changing the visibility? you ...

I just have two doors in the same spot now. One is the original mesh as part of the datasmith import (static mesh) and the other is the blueprint, which has a static mesh component and uses an instance of this mesh. So there are two instances in the same spot, one is just a mesh, the other is part of a BP. So I just don't want to delete the original mesh, which acts as a reference for me to use its location. If I delete the door and later on something happens, I don't want to lose that door's original location as part of the import. Changing any of the transform values in the editor break the datasmith link, so even if I reimport the entire level, the mesh will update, but its position will remain as it were in the editor, rather than its original one from the 3d program, which is both a good thing and a bad thing depending on the situation. In my case it would be bad.

plush yew
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its that time of year again, ive never lived in new york with a PC so idk the precautions to take. Im on a pretty high floor I know my apartment is gonna get cold in the winter

Do people normally cover up their pcs? is that normal

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ik you dont want a pc to get too cold

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but say 40 degrees is that too cold to keep a pc overnight

light thunder
noble apex
inland jewel
neon magnet
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for the most part you should have no problem

plush yew
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idk it sounds to me like condensation would be a thing in my case, my pc is one of those maxq chips made to throttle at 100c, so say i power on my pc from 40 degrees to 260 in the span of 5mins

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i feel like even low moisture in my apt that would cause sweating

light thunder
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@grim ore can you at least tell me why I'm getting hitches in level streaming when I have these settings and:
1 -I'm not using Block on load
2 - am streaming levels
3 - using packaged build

plush yew
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thats a good idea

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ill order some space blankets

neon magnet
light thunder
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I can find no explanation of these settings, Component Registration Granularity - not even in the docs, where the shitty documentation would *" **Component Registration Granularity controls the Granularity of Component Registration" ***

plush yew
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idk what 40 degrees is in celcius lol

light thunder
neon magnet
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I live in a place with loads of moisture, heck it's been raining like nuts just now, but it's fine, I haven't had any worry for my system

plush yew
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ameriunits is all i know

neon magnet
grim ore
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@light thunderyour trace seems weird, is it really hours long?

inland jewel
plush yew
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i unironically use a football field as a unit of measurement in my unreal projects

light thunder
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i started the packaged build with the -loadtimetrace and that was it

plush yew
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one time i was having a friend pick up break fluid for me and we used mcdonald cups as a unit of mesurment

light thunder
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ran it for 2 minutes then exited, then I loaded up the analysis

grim ore
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@light thunderif you zoom all the way out with the mouse wheel, then try and zoom in on one of your points does it go in? it seems to work as expected here on .27

light thunder
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clearly this is a conspiracy to try to stop me from saving the world

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but they will not succeed, I will find a way to stop these hitches in my level streaming

grim ore
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@inland jewelwhen you imported the car, did you import it as a skeletal mesh?

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@light thunderyeah your trace is weird, maybe try what he shows in the video with the standalone mode and tracing from that. Your trace seems.. odd

light thunder
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Using 4.25, which I don't think is deprecated (or at least most of it) -

neon magnet
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ok I've noticed something wonky. I have these dual/split doors (one opens to the right, the other to the left). I placed the right one first and now I've moved on to place the left one. So I alt dragged to create a copy of the original blueprint in the scene. I changed the mesh to the opposite type (I've setup the construction script for that). But wherever I click it always chooses this new door rather than the old door.

grim ore
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open the physics asset and delete all the bodies in the top left, then with BOX as the primitive type in the bottom right generate all bodies. Then select the 4 tires and change it from BOX to SPHERE and generate all bodies again

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the one that was imported is using capsules

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you can see the incorrect setup when playing compared to the sedan template

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and here is the correct setup comparision

neon magnet
grim ore
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it seems like your adding extra "stuff" in order to do this. This "door" should be 1 blueprint that handles itself

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as for it hitting one and not the other, turn on the debug trace option in the line trace in the blueprint and see what it is hitting or not hitting when you use it

neon magnet
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I just turned on debug for the right door and it is activating

grim ore
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so you see the little square where it hits the right door?

neon magnet
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yea, but after enabling debug for the left door, it now ignores the right door like before

grim ore
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and I mean it sounds like you have 2 blueprints, one for each "door"? if so you should have 1 blueprint that handles the logic for this "door" setup

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the line trace code is in the player isnt it?

neon magnet
neon magnet
grim ore
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thats weird.... so the door traces out for what?

neon magnet
grim ore
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oh... so the door is doing the cast for the player if they use the mouse.. thats different

neon magnet
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yep

cyan bronze
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How do i get the under water post processing to a bigger area. Atm its just the inside box of the WaterBodyOcean which you can see in the middle and it is underground and on a specific thin height area

neon magnet
grim ore
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@neon magnetwell my only thought then is did you rename the blueprint? or is it literally 2 copies (instances) of the same blueprint in the world

neon magnet
inland jewel
neon magnet
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I don't think it would be possible to have the same named thing anyway?

grim ore
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@neon magnetrenamed it in the content browser, or in the level (the instance) ?

neon magnet
grim ore
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@inland jewelall I did was duplicate the default sedan, replaced the mesh in the duplicate, fixed up the names for the bones for the wheels, then fixed the physics asset and it worked

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@neon magnetso those are just the instances in the world, what does it look like in the content browser?

neon magnet
grim ore
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so then that is why its failing

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you need to update the code in the one that is failing this cast

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also...

neon magnet
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the looking at boolean?

grim ore
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this is why you dont do what you are doing

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if your blueprint is "Door_Left_Towards_BP" and your code inside is telling it to "Cast to Door_Right_Towards_BP" then............

neon magnet
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oh yeah d'oh!

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but hold on

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the first time I put the left door in an instance of the same blueprint

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i.e. I just replaced the mesh

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so why was it still locking onto only the 2nd instance of the BP and not the original instance?

grim ore
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that I dont know, you would have to test and find out. but this code above will fail if its in the left door

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its also again very weird, normally any action would be in the player and then the door would just do its stuff. you wouldnt need to cast or do anything odd like this

neon magnet
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I replaced the cast and no change

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should I put the looking at section of the code in the player bp then?

grim ore
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I cant really say, I dont know how your code is structured. Generally from what I have seen any generic action would be in the player or the controller. you can then act on that action by talking to whatever you want and letting it do its thing. Any special checks, like I guess facing, could be part of your initial action or the thing doing the check. in this case you want the door to open if you are facing it and when they let go of the button it closes?

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oh no I guess it just does nothing if you let go

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was reading the facing left/right as open/close not left door and right door

neon magnet
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it's just an amnesia style door, where I click and drag to rotate the door

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so I need to check if I'm holding the LMB and looking at the door, which will then enable tick to take the turn rate

grim ore
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well your only checking for the facing once arent you?

neon magnet
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unsure what you meant :p

grim ore
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I might be reading the code wrong, but you press the button once and it sets it as pressed, then does the trace if you are looking at it, then opens the door?

neon magnet
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yup

grim ore
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so if you do that, then immediately look away while holding the button what happens?

neon magnet
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if I'm holding the button and look away, it will keep adding the rotation value to the door

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until I depress the button

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so holding the button is what captures the door

grim ore
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ok yeah thats what I thought, I thought it was more of a you open and close it manually not automatically

neon magnet
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it is manual :p

grim ore
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as in if you press the button then move the mouse in a direction it opens it, or if you move it the other way it closes it

neon magnet
grim ore
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then yes what I said above seems normal. Interact event on player/controller, it does the trace out and uses a blueprint interface on whatever it hits to interact with.

neon magnet
grim ore
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that I cant really tell, have to start debugging. use some print strings to see what is getting that trace. which blueprint is being called

raven narwhal
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Hello. Maybe someone can help with this - When I am in editor in viewport, I see almost 2x less draw calls and higher FPS compared to Play Mode.
When I press Play, my draw calls just double. Is it normal? Maybe UE itself initialize something?
Or can it be my player or UMG hud? How Can I debug it? Is there any way to somehow list draw calls?
Thank you

neon magnet
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it's only printing the string of the BP I am compiling last.

So if I make a change in the original BP for the door on the right, compile it, then it will always hit the right door. If I change something and compile the door on the left, it's going to only hit the left door.

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by 'something' I mean like unpin/repin the print screen, so not an actual change

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just for compiling

grim ore
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you should be using a print string and printing out self to see which BP is calling what

neon magnet
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how do I print out self?

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it's the same as the print strings I had before

grim ore
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yeah. so if it shows the hit cube on the left one, it says the same as if it hits the right one?

neon magnet
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basically what's happening is this

let's say these are the two doors from our POV: A | B

if I compile A last, then if I click on B, it's not printing anything from B and it's not activating A.

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vice versa

neon magnet
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it's like it's dead

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but if I recompile door B, it's gonna hit it and ignore A lol

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is it possible it's because of the booleans that are the same name in both blueprints?

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isHoldingLMB and isLookingAtDoor

grim ore
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the blueprints are different in the content browser, so the variables are unique to each

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so something else is weird. Honestly restart the editor and see if it does it again

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otherwise did you duplicate the blueprint or make a child?

neon magnet
grim ore
grim ore
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duplicate is fine, thats making it unique

neon magnet
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but then why was it not working when I was using the same bp and just instancing and changing the mesh?

grim ore
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parent/child could cause changes like you are seeing

neon magnet
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yea so I have uniques and it's still like this 😦

grim ore
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are you sure both of those meshes, since they are different, have collision enabled?

neon magnet
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do you think we could do a screenshare?

grim ore
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I cant do screenshare

neon magnet
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I mean my screen will be shared

grim ore
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make a new level, drop the door that doesnt work into it, and hit play and see what happens

neon magnet
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so you can see or direct me

grim ore
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verify the door actually works in isolation, otherwise maybe consider redoing the interaction system to be more robust. Having to cast isnt the best

neon magnet
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How did you implement yours just now/

grim ore
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This is the players code

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this is the door

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and the blueprint interface being used is just the two blank functions, nothing special about them

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the player shoots out, if it hits something it checks to see if it implements the blueprint interface for interactable, and if it does it saves a reference to the item and then tells that items to call its interact with function

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when the player releases the button it tells that saved object to call its stop interact withs function (note this should clear that saved reference as well in proper code)

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the door gets interacted with and flips its IsOpening boolean then plays the timeline forward or backwards depending on if its opening or not. the door opening is a lerp over time from the timeline. the stop interacts with just stops the timeline

neon magnet
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I see. I'll try it out. Do you think you could also, if you have time later today, try out my implementation? That screenshot is all the code there is so it shouldn't be a problem and you can investigate better if it's repeating on your end

slender ravine
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How can i create an system where players can equip/unequip the items they earned? ( an locker like in fortnite or other games )

grim ore
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your code looks fine, the only things I can think of that are unique on your side is the collision for each item and following the code (might check out blueprint debugging and breakpoints, it could solve the issue quickly)

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@slender ravinethat is a very broad question, you would set up your items then store them somewhere and let you player choose from those items. We have no idea where you are at in that process

inland jewel
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@grim ore yeah idk man. I deleted it all. Re added it, duplicated it, added mesh, changed the bones to spheres for the wheels, added bone names to the wheels and ticked disable steering for the rears (tried it without these as well). Re-did the axis inputs and it's still just shite'ing itself. Only thing i can think of is maybe the bones names on the wheels aren't linked to the physical asset??
https://gyazo.com/7b87eaf99486238714a6943cba1a669c

neon magnet
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the question is why is it being ignored, there's nothing obvious to suggest why one should take precedent over the other just because of compilation order

grim ore
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@inland jewelhave you tried making this work in the vehicle template using that as your base?

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@neon magnetmove them apart or try them in a new level seperated so you can see if they are actually doing this or if its something in that level

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hmm

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ok so

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I think that might be the issue now that you mention it

grim ore
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@inland jewel make a new project using the vehicle template

inland jewel
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Oh ok

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I will give that a try

grim ore
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@neon magnetyou have the same input event in 2 places...

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I didnt think about that until now

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and i bet its set to consume input (click on the event in the blueprint editor and check the details panel)

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again this is why... input in one place heh

neon magnet
grim ore
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its not one capturing the controller, you have two things both listening for the SAME input

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so its random which one gets the actual event to happen

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which is why one randomly doesnt do anything, it never hears the input (the other BP consumed it)

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so.. you can do it right with 1 input event per action like in the player, or click on those events in the blueprint an uncheck consume input

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Click on the InputAction DragDoor and uncheck it there in both blueprints

neon magnet
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I've actually reverted to using just one BP instead of two separate ones

grim ore
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then one should hear it, do the event and fail if its not facing the player, then the other should run it

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its still going to be the same problem if two things in the world are listening for the same thing

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you still have 2 instances in the world

neon magnet
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I've done this

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but no change in behaviour 😦

grim ore
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that is on both of them?

neon magnet
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sorry I was in the wrong BP

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but now

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guess what πŸ˜‚

grim ore
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both should be opening

neon magnet
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BOTH doors are moving in sync

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one is opening the other is closing at the same time

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lol

grim ore
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yep. your firing off both of them

neon magnet
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but ... why? Shouldn't it just activate the one the line trace hits?

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why is it activating the door that it's not hitting?

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I'm clicking on the door on the right, and it's moving both ...

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and before I disabled the consume input things, it was activating the left door even though I'm looking at and clicking on the right door

grim ore
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maybe your line trace is going thru both of them

neon magnet
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seems ok

grim ore
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thats the thing, your "i pushed a button" event didnt care what door you were near, setting up the item to listen to input meant it was listening from anywhere

neon magnet
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okay I see

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so the solution is to move this into the player bp

plush plinth
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guys i need help with something

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so i am working on a true fps project and just trying to make everything animation wise procedural

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i have procedural aimoffset, procedural ads

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and i want to try to make procedural recoil, but i cant wrap my head around the logic it needs

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oh sorry i think i posted it into the wrong channel

shadow ravine
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I'm trying to make my camera circle round one of my characters in a cinematic scene using a level sequencer with my cinematic cameras. I'm using 8 frames each at 45 degrees between each other creating my circular camera movement around. My problem is the transitions between the camera transform frames makes it look very octagon shaped camera movement so its slightly ridged. Do I simply need to make more transformed camera frames at a smaller angle to create the smoother circle movement, or is there a simple way to do this that I'm just not aware of?

So I just made a quick example of what I'm trying to do with paint. So character is the orange, camera is the blue, white is where my path ideally should be and the red is the key frames and how it's moving at the moment. If anyone has any ideas, I'd really appreciate the help. πŸ™

grim ore
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@neon magnetok so that was a cluster truck of fun to figure out but I did lol. So you had a few issues, the first being consume input causing it to randomly not trigger one one of them. once you enabled that, both doors would trigger because of course they would. You were not actually checking to see if it was the specific door being hit by the trace, just that it was A door by using the cast. Changing your cast into a == against self and the hit actor takes care of that issue. I also had the ignore self not unchecked which caused me issues since your doing it backwards but it looks like you had that part right

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so long story short..... dont do it this way

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@shadow ravineit looks like you answered the question, its similar to a hexagon being a "circle" but looking very flat. You want a circle rotation but your giving it too few points to make a circle

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hell a square is a circle... just not very circly

shadow ravine
grim ore
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there are curves, and you can always use an empty parent then rotate the parent which then rotates the camera around itself

cloud latch
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Does anyone happen to know of a good tool to format ini files so that they're in a good state for version control, diff tools etc? i.e. alphabetize the section and then entries within them?

shadow ravine
grim ore
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the curve editor at the top, or right click a keyframe in the curve editor and change its type

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this is an example of that other method, the camera in the sequencer is actually a blueprint with just a scene component and the camera attached to it. you rotate the blueprint root in the sequencer which rotates the camera around that point

honest nexus
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anyway to clamp hundreds of images easily?

grim ore
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clamp?

honest nexus
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yeah

inland jewel
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@grim ore well dude... im stumped. Couldn't open it as a new project. Tried opening it with the vehicle default project type and still can't get it to work

honest nexus
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like tiling method

grim ore
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check out the property matrix

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@inland jewel=( I can say I made a new vehicle project in .27, imported the car as a skeletal mesh, fixed the physics asset, duplicated the sedan BP, replaced the mesh, updated the 4 wheels to have the correct skeletal names, and then replaced the sedan in the demo map with my duplicated one and it worked

inland jewel
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do you think it's cause im using 5 right now?

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i've been playing around with ue5 trying to learn it

grim ore
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well there is no vehicle template in 5EA so yeah that could be an issue

honest nexus
inland jewel
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for what i'm doing i dont need 5 anyway. Was just trying to get ahead of the curve for when it's fully released

grim ore
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5 uses chaos vehicles so its not a 1:1 compatible

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chances are it needs more setup

#

nope I got it to work the same way in 5EA, I just had to fix the physics body for the body, it was too low and in the ground

inland jewel
#

What physics did you change to get it to work?

grim ore
#

the only physics I changed was to the physics asset for the vehicle, I deleted all the bodies that were auto created and created the new ones I mentioned before. spheres for the wheels and box for the body. I just had to move the body up a bit after creating it

rotund scroll
#

is there a way to bind hotkeys to custom events? ...particularly inside utility blueprints?

dapper hatch
#

Hello. Can anyone give some good example or suggestion? I have an interactive project, when when person presses big button unreal scene is triggered. They want to get some kind of statistic how many people used button per hour/per day

#

Any good way I could get that info out of umreal in text or csv?

dusk nebula
#

I can't find any tutorial for a melee attack that doesn't try to create an entire system for a melee-based game

drowsy snow
rotund scroll
#

raytrace and handle all logic inside the weapon/character? idk

dusk nebula
#

I'll just do a line trace then, wasn't sure if there was a better way

neon bough
#

do i need a separate nav mesh or something for actors with a lower step height?

#

my normal nav mesh is adjusted for human size, but now i want an animal with 1/9 of the step height to navigate on it and it runs against stairs and such -.-

#

guess it might be that GetRandomReachablePointInRadius doesn't take any reference of the actor

pliant topaz
#

Guys can i make game without any coding just blueprint?

fierce tulip
#

yes

prime willow
#

so much game design

#

the deeper you get the more complex and condeluded it becomessssssssss

sweet axle
#

Where can i share a link to pluralsights free week promo?

neon bough
#

uhm, could someone enlighten me how to use the GetRandomReachablePointInRadius node with custom nav settings?

fierce tulip
#

@sweet axle depending on what it is, released perhaps.

sweet axle
# fierce tulip <@!587606371084795914> depending on what it is, released perhaps.

They giving a free week at pluralsight and i just activated it and there are quite a few course for unreal, including Patrick Haslow Intro to ai and behaviour states which i think is quite valuable. One week to complete a course for free and i was able to download the excercice files so i thought about sharing it here for everyone

fierce tulip
#

yea, you can post it in released :)

sweet axle
burnt tinsel
#

help

#

how do i round the corners of background blur

#

i want to make like a glass ui where the behind of the ui is blurred

#

but the background blur is only rectangular

rancid lagoon
#

plz help me

rancid lagoon
fierce tulip
rancid lagoon
fierce tulip
#

<_< it stutters so hard you cant see anything.
anyways, double check if your meshes actually have collision.

drowsy snow
rancid lagoon
pliant topaz
radiant fable
autumn flame
merry stump
#

GIB

#

ME

#

HELP

plush yew
#

Hi

#

Im just starting to get into ue4 and i have no idea how it works i needa watch videos

#

I barely knew how to use unity either

#

The most functioning game I’ve made is a ue4 template ☠️

#

I know nothing about how coding or game making works i just have a cool idea i wanna put into action which i know wont work well so i have to start small

sick cave
#

Stephen Ulibarri has some good courses on Udemy that cover coding in C++

merry stump
#

How 2 fix

plush yew
#

Hey does anyone know what channel can i find people showcasing games, im imterested

autumn flame
late wyvern
#

hey guys im new and have a few questions(btw im german) i wanted to ask how yall make models, with which program or can i do this in the unreal engine and which unreal engine should i learn 4.27 or 5.0?

merry stump
autumn flame
#

Learn how it works

late wyvern
autumn flame
#

No

late wyvern
#

ok

weary basalt
plush yew
late wyvern
weary basalt
#

Might be a good idea to move into UE5 at this point.

autumn flame
#

5.0 may randomly break in weird ways iirc, it's EA

weary basalt
#

If you are new.

#

Though starting in UE4 might be a smoother experience.

late wyvern
#

ok thanks

#

what is the different between ue5 and ue4.27

vocal flume
#

I’m trying to build a iPhone home screen like menu for my game. Listview doesn’t wrap and displays all icons in one line. What else can I use for this?

autumn flame
#

Lumen, Nanite, Metasounds (?)

UI, uuh, some other things

Not missing on too much

#

And the bundled bugs with 5, part of the deal

late wyvern
#

ok

neon magnet
cerulean geyser
#

hi guys..is there any way to give a time offset to my interptomovement across different blueprints, and a way to stop them until further notice(like pause) ?

rancid lagoon
#

ypu could use a wait node

neon magnet
#

@grim ore oh also, you're doing a line trace by channel while I'm doing trace for objects. Is that having an effect?

radiant fable
#

bom bom bom bom bom tomatoes

neon magnet
#

@grim ore omg I think these two things have solved it. You were right about the == but I also needed to set the looking boolean to false from the false branch and now it's hitting the correct object

void palm
#

how can i make 2 cameras ignore a mesh?

#

it works in one project but not in another

#

more specifically

#

how to make a scene capture component ignore a mesh

neon magnet
# neon magnet <@!218779540359479297> omg I think these two things have solved it. You were rig...

@grim ore Ok here's another cluster truck of a question πŸ˜„ Is it possible to have, or rather, what do you think I can do, to keep the direction of mouse movement corresponding to door movement, consistent?

At present I have a boolean "opens to right?" which I'm using to either subtract from the mouse's horizontal movement, or add to it. Depending on which it is, it will make the door swing towards me either by moving the mouse to the left, or to the right. So if I'm outside, the right door is opening as your eyes would have it, moving the mouse to the right to open and to the left to close. But if I go inside and switch my POV, then it's messed up again and I have to move the mouse to the right again to open the door, which is swinging to the LEFT now, which is what I tried to solve with the boolean when I was outside facing the door.

So I'm thinking, should there be some check like a collision box to determine which side I'm on and flip the subtract or add so that the direction of moving the mouse corresponds to the orientation of the door?

Or should there be something else, like freezing the camera, so that it doesn't allow the change in direction to make the brain couple the direction of movement to the direction of looking, if that makes sense

cerulean geyser
#

anyone knows why i cant set actor location for any actor that is using ragdoll? every time i set ragdoll physics it doesnt work (even if i set the flag teleport to be on)

light thunder
#

How can an object exist still, (even after a good amount of time has passed) if the level that is in, is unloaded?

fair herald
#

Does anyone know how I can implement oddle with ue4.26?

#

or is it possible to implement oddle with UE4.26

alpine token
#

need some help I don't understood why when I create a new project unreal keep failed then I cannot find this path too :

#

Failed to load /Game/Hollywood_Vol3/Materials/Instances/MI_Production_Light_01a_EMM.MI_Production_Light_01a_EMM Referenced by Cylinder

neon magnet
glacial pecan
#

wtf... components can't have construction scripts?

#

guess it's not a super big loss, since construction scripts aren't executed in streaming levels anyway in 4.27...

sweet galleon
#

How to draw a background image behind the 3D scene?

#

Need to use RDG/RHI ?

plush yew
#

Im making a free to play game with no liscensing, does this mean I can use a characters likeness from another video game?

wary wave
#

Absolutely not

neon magnet
#

I have a simple volume to play/stop some ambient music. But today I noticed that sometimes it doesn't seem to trigger. Which is really weird because it never happened before and I haven't touched anything, so very strange

plush yew
#

How do you save your scene ... lets say you spawn things in game and you want them to save

#

im adding components and they dont even show up but id like them too if possible... i mean its cool if they dont

stiff bane
plush yew
#

There has to be a better way to do this for level designing purposes

neon magnet
stiff bane
#

in one time

warm marlin
#

I don't understand the point of blackboard having values, if i can actually add them to things like services and such.

#

Do i create a function, but then how do i get the blackboard values into the fuction?

wary wave
#

Blackboard values are accessible from pretty much anywhere inside a graph, and there are ways to grab / set values in the blackboard. You'll probably have more luck with a response in #gameplay-ai

plush yew
#

popcorn time

neon bough
#

smart move after the law already decided for epic

#

and i hope they'll do again πŸ˜„

honest vale
#

why isn't the disappearing context menu bug fixed yet -_-

keen zodiac
#

why does ue keep destroying every fbx file i try to import

#

why cant it just import it as one objext 😒

neon magnet
spice iron
#

Can you Publish a game at age 14

neon bough
stiff bane
#

And use a print node to print out if the object is valid or not

neon magnet
# stiff bane The blue things

I have an audio volume for the tunnel and then coming out next to the hole is a trigger box for a sound that plays just once. I was destroying it after playing. But I think it was weird because I did not plug in the trigger box into the destroy node

#

so does that mean that before, without the reference plugged in, it was destroying the entire blueprint?

stiff bane
ebon kelp
#

Hey guys, got a question. When I click on "convert actors to static mesh" it breaks the model, anyone knows how to fix this? (the model is made up from 2 different models and also from 3 sphere's from unreal it self)

floral moat
#

how get correct material stats if i write only in RVT?

#

@ebon kelp use mergeactors

thorn atlas
#

Hello, can K2_AttachToActor replication from server to client?

ebon kelp
subtle owl
#

(my notebook is not good enough to run unreal4, so I am not able to extract)

tame marsh
#

Is there a way to disable StaticMeshDistanceFields generation in one of the engine.ini files?

#

I can't find the corretc entry

cyan bronze
#

How do you guys make materials into texture samples. I have sand material imported from Quixel which i want to use with landscape layer materials

#

Do you just make it somehow in gimp or smth?

coarse turtle
#

Do you know if you have to config anything to use the Oodle compression in ue4.27 beside the plugin?

bleak lark
#

Any idea what is causing this weirdly lit up section in my procedural foliage? It moves around when I move. Using UE5.

plush yew
#

srry guys my metahuman has ALS

iron frigate
#

guys! im in hell. my project all of a sudden wont open anymore!!!

#

anyone can help??

#

my project crashed and from then it loads till 45 and then crashes

#

so i cant open

thick herald
#

In Windows, go to your project find the autosaves, copy the last autosave of your map file and paste it into where your project map is making sure to remove the extra bak text on the back-up. Rename your existing map file by adding _old just in case though.

noble ridge
#

i am unable to install UE4

plush yew
iron frigate
#

@thick herald hey moa thanks but what do you mean with "remove the extra bak text on the back-uΓ₯" ?

#

@thick herald im getting this in my crash reporter: UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_HairStrandsCore
UE4Editor_RenderCore
UE4Editor_HairStrandsCore
UE4Editor_HairStrandsCore
UE4Editor_HairStrandsCore
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

with this on top: Assertion failed: Shader.IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\GlobalShader.h] [Line: 168] Failed to find shader type FClearReplacementCS_Buffer_Float4_Bounds in Platform PCD3D_SM5

#

it happened after I tried sequence recorder

drowsy snow
#

Do your own dilligence.

<@&213101288538374145> - asking for asset ripping

fierce tulip
#

i'll let jan handle it?

ashen brook
#

you take it πŸ™‚

#

not all at once!

#

mod swarm

buoyant graniteBOT
#

:triangular_flag_on_post: Otpisvam#0918 received strike 1. As a result, they were muted for 10 minutes.

honest vale
#

not the bees

fierce tulip
#

doh

#

unstrike!

#

ffs, thanks tab

#

sorry obt!

drowsy snow
iron frigate
#

oh okay

#

I actually tried now to remove my firstpersonBP out of the content folder and it loads again

buoyant graniteBOT
#

:triangular_flag_on_post: AbacateAbacatoso#5593 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
iron frigate
#

Manny?

drowsy snow
#

Fancy way of saying The 2nd Issue of the Unreal Engine's default Mannequin, also known as default mannequin.

FP template only has the arm from it.

fierce tulip
iron frigate
#

@drowsy snow well everything worked till now i guess?

#

only thing I did different was to add a onkeypress small thingy in character blueprint and then do a sequence recorder

#

after the sequence recorder it crashed and kept me out ...

#

but youre right the log says smth different... i wonder

drowsy snow
#

I think there is a strange bug where some materials can somehow crash in DirectX 12, but not in DX11.

iron frigate
#

aha

#

and is this smth I can do anything about?

#

I mean right now I have my project running again, but without my firstpersonBP

#

which is rather annyoing

drowsy snow
#

Happens to me sometimes, and switching to DirectX 11 solved it.

If you set "Enable Raytracing" when creating the project, or enabling it in Project Settings, it will default to DX12, regardless of whether your GPU actually has the capabilities or not.

iron frigate
#

hmm but isnt it odd that it only complains about it now?

#

ive been working on this project the last 3 months

drowsy snow
#

Which is why I said "strange bug", because in my case, flushing the Derived Data Cache (where all compiled shaders reside) doesn't seem to help, so long as the editor is using DX12.

I've been defaulted to DX11 ever since, and it's not a big deal since I don't really use DX12 exclusive stuff anyway.

iron frigate
#

hmm okay

median wigeon
iron frigate
#

thanks a lot @drowsy snow I will try going back to DX11 and see what happens

median wigeon
#

@fierce tulip

fierce tulip
#

Strike @median wigeon for off-topic Bot Ross

#

:p

median wigeon
#

πŸ˜„

maiden sundial
#

Not sure if i'm misunderstanding this Open in external editor area, but does that mean i could somehow link Blender here ?
So that i open the selected animation directly in blender ?

maiden sundial
#

Kinda thought so, would've been too cool xD

rare axle
#

Anybody know why interior scenes [using ray tracing] look so much better using rect lights in windows, and why one skylight / attempting to go for physically accurate lighting can't produce enough indirect/bounce lighting in my scenes? Even the template UE4 apartment scene uses rect lights in each window.

It looks great for the specific lighting setup, but I can't help but feel like it's just not a very accurate way of doing things if you wanted a realistic lighting setup, like with a day/night cycle for example. πŸ€”

#

It's not just the indirect lighting I guess, using one 'sun' light just doesn't look as good for some reason.

drowsy snow
noble ridge
rotund scroll
#

does anyone have the link for bug reporting handy?

drowsy snow
rare axle
#

@drowsy snow I've been banging my head against a wall trying to pull still images with fully dynamic lighting and GI from Unreal for a while now. I usually end up with some amounts of noise or issues.

I've discovered 4.27's path tracer recently and pray that it'll solve my issues, because I've always had to find significant compromises.

Do you know if it works well with the Movie Render Queue for pulling stills?

#

Just FYI I'm using a machine with a 3090 for this project, it should be able to handle a lot of what I throw at it. I've just really been struggling to find the best fully dynamic solution

drowsy snow
#

I don't have a RTX GPU so I don't bothered to do raytracing myself and read on the settings for them lol. Just a potato doing full raster.

rare axle
#

Fair enough. Just seems no matter what I do I end up with some amount of fuzzy shadows, blurry objects, even with high samples in the render queue, and UE5 is nowhere near production ready for Viz.

Reflections/Shadows are just bad by comparison and translucency isn't even supported yet to my knowledge.

#

.
Believe me I've tried a lot with this project, if the path tracer can solve it I'll be dancing, haha.

drowsy snow
rare axle
#

Yeah that stuff is great in 4.27, I meant with UE5. Thought that maybe Lumen or their new screen space GI would solve my problems but sadly no, it just kills a lot of my nice visual effects from UE4.

#

Seems;
UE5 = clean renders with bad visual effects
UE4 = Fuzzy bad GI renders with good visual effects

drowsy snow
#

UE5 isn't finished yet, after all. So that's that.

iron frigate
#

@drowsy snow hmm actually I can see that I allready have Dx11 as my default RHI

drowsy snow
novel rose
#

Did anyone get access to this Challenge? I missed the deadline by an hour and have tried to email support for help but no reply thus far? πŸ™ƒ

rare axle
#

@drowsy snow Yeah I know, I didn't bank everything on it, I just thought it could be a solution but it wasn't. Am now back to UE4, was running 4.26, now upgraded to 4.27 today, as I said, will check if Path Tracer works out for me. Do reaaaallly hope so.

#

I only need stills / renders from this.

iron frigate
#

@drowsy snow this shading thing in the log could it be that it has somthing to do with my texture streaming pool exceeds a limit?

#

I get this little red line saying that it goes over a limit of xx miB budget

drowsy snow
drowsy snow
iron frigate
#

well I tried bringing in the old one whiklst having the editor running and it works. but when i close it odwn and try opening it up it crashes again

drowsy snow
# rare axle <@!325627930484932608> Yeah I know, I didn't bank everything on it, I just thou...

Also, consider checking out William Faucher's YT channel - his videos are catered towards using UE for high end cinematic, non-game production purposes. I personally don't follow his tutorials, because I'm in the exact opposite of the spectrum - low-end friendly game production.
https://youtube.com/c/WilliamFaucher

quiet crag
#

Hey guys I got a log cabin made up of 1600 parts within a hierarchy of 20 groups. When I bring it into UE4 as an fbx it comes in all 1600 different parts. the question is how can I bring it in as one asset with access to all its subgroups and individual pieces as I still want to animate things like windows and door etc? Thanks!

drowsy snow
# quiet crag Hey guys I got a log cabin made up of 1600 parts within a hierarchy of 20 groups...

In the import options, before you click on Import, expand Mesh section, and enable Combine Meshes. That'll make the meshes imported as a single static mesh, but not per groups (assuming that's Blender equivalent of Collections).

Otherwise you have to combine all the static parts yourself in your DCC tools and export each of them as separate FBX files. As for the windows/doors, you could bring each parts as individual static meshes, but I would give them skeletal rig/armature and import them as skeletal meshes.

grim ore
#

@quiet cragyou can also look at using the import into level option under file but for something like this you probably want to use datasmith

quiet crag
#

ok cool I did have a feeling about making it a skeletal mesh, thanks @drowsy snow ands thanks @grim ore I will definitely look into datasmith!

still atlas
#

i've got a moving platform my character can go inside of, but when he jumps inside while moving, if he touches a ceiling/wall it seems like he loses his velocity and gets bounced backwards, anyone have any hints how i change that?

#

i can't figure out what to google for a fix, all the stuff i'm googling is leading to stuff like wall jumping tutorials

drowsy snow
drowsy snow
still atlas
#

i'm not actually trying to do any kind of special game mechanics with it, i just noticed that when i touch an inside wall of the platform while it's moving forward, it's like the player loses the velocity he got from the platform and he gets kicked backwards, but i guess more accurately he just stops and the platform keeps moving forward around him

#

i'm not understanding if it's a problem with the character movement, or the way i set up the platform, or both, it's just an actor with a static mesh that i'm moving by setting the location in tick

rare axle
#

Thanks, I have been following his stuff, but there are a few niche gaps that I need to fill with my project that he sadly doesn't cover.

#

@drowsy snow

#

Do you or does anybody else here know if Path Tracing supports subsurface translucency for things like blinds / curtains?

#

You can see it works with regular old lit Ray Tracing

#

But the path tracer doesn't seem to allow light through at all

bleak lark
#

Has anyone done water bodies (oceans,rivers,etc) in UE5? Having issues where I cannot even move it around or scale it, etc.

bleak lark
#

Thanks

stone edge
#

project cant find Bridge plugin but still asks if I want to disable it to continue...??

#

i press yes and im stuck in loading at 95% forever it seems

grim ore
#

yoiu might need to enable/install the plugin then if the project uses it

#

otherwise, check your task manager to see if its compiling shaders (high CPU use)

noble barn
#

Okay, what's going on there? Is that normal, that the Material Stats are this high for a material that's as simple as it gets? I created this, as the Stats seemed high on another material that I optimized, to check. Any ideas?

#

We use Forward Shading, in case that has any relevance πŸ€·β€β™‚οΈ

fierce tulip
#

forward shading does that.

noble barn
#

hm, so does this mean the Stats loose their value, or do I just need to re-think which values are good/bad?

fierce tulip
#

the latter

noble barn
#

figured. Just makes it hard, as rather complex materials are now pretty similar (numerically) to the simplest imaginable

stone edge
#

bridge should be installed and enabled

#

are plugins project specific

fierce tulip
#

@noble barn its best to write down the numbers for basic material, translucent, unlit, etc. so you have an estimate on how much they are so you can compare later on.
but yea, it'll take a while to get used to those numbers.

noble barn
#

Thanks @fierce tulip. Will do that.

grim ore
#

@stone edgesome plugins are project specific, some are engine specific

true geode
#

What might cause this?
I know my object is a little obsessively large, also when I attempt to spawn I get a black screen as if I am stuck into something but it doesn't seem as if I am..

#

Image of spawning

#

I tried generating a landscape and setting this to be larger than the object I am telling the map to spawn on and setting z to a larger range but it still seems this doesn't have any affect

rare axle
#

The translucency effect that I want in path tracing works in reflections, but not in the main scene... What gives?

grim ore
#

@true geodewell how are you spawning in?

rare axle
#

The reflection of it is exactly how I want it. If anybody who has used the UE4.27's path tracer to any significant extent please let me know

true geode
grim ore
#

but how are you telling it to spawn your player? if you just dropped in a first person character its not going to use it

true geode
#

It appears that if I leave the arena where it is, I can spawn fine and play as the game should, however when i move it too far up or down this issue occurs

grim ore
#

its possible your spawn point is too far below and is getting auto killed with the kill z

#

or your just not spawning in as your player object due to it not being set to possess

true geode
#

Is there any way to override this or set it to a higher amount?

grim ore
#

in the world settings there is an option to change it

true geode
#

ahhh that worked

#

thanks man!

neon magnet
#

@grim ore I've noticed something where if the line trace is successful then I can go literally miles away and click and drag a door open lol. I thought it was going to detach from modifying a door's rotation if I depress the button?

grim ore
#

with your code your doors are listening for the input from ANYWHERE in your level, so yes if you push your key the doors will try and open from anywhere

#

so if your code never resets the booleans for facing the door and holding gthe button, its going to do that. you might not be resetting those properly

neon magnet
#

I think I solved it by putting the set enable tick at the end of the linetrace rather than before it

#

it doesn't seem to do the infinite distance rotation god mode anymore

#

since tick is handling the rotation maths

#

the more annoying thing though is the whole jerry rigged overlap thing I have going on to set booleans to determine which side of the door I am on

#

because if I miss the trigger box even by a little it doesn't have the booleans as they should and thus everything is a mess

#

until I position myself better in front of a door

#

and if I make the collisions any larger, they start interfering with eachother

grim ore
#

well most doors only open one way, so whats the issue?

#

its open or closed, unless you need it to be a swinging door

neon magnet
#

ok there are 4 doors in total in the location I'm at.
2 mesh (split doors) and behind them 2 solid (also split doors) if you remember from the vid/pics I had shared. Lemme know if you wanna see them again.

grim ore
#

yes but the split doors are either open or close and normally one direction

neon magnet
#

so let's say I'm outside and want to enter the building.

Right door swings outwards towards me and ends up at its final angle which is a bit to my right.
Mouse drag right -> opens this door swinging it to the right

#

but if I go inside

#

then the door is now supposed to be flipped because it will open outwards and to the left

#

hope that made sense

grim ore
#

it should be flipped and if you interact with it, the door should go back to being closed

#

your position shouldnt matter, its relative to the door itself when it does the rotation and that doesnt care about you

#

or is the issue you are not just clicking on it but doing something else to interact with it

neon magnet
grim ore
#

so you have to move the mouse to move the door?

neon magnet
#

yea

grim ore
#

your code before didnt show that, it was one and done

neon magnet
#

the code always had the drag in it

#

the white arrows show the places where you are taking mouse input and adding or subtracting

grim ore
#

weird, I never saw it. I saw the line trace and that triggered the tick which then just opened the door

neon magnet
#

the + or - determines whether it's the right direction or the left direction

grim ore
#

gotcha. well you might need to determine which way the mouse is moving then relatively

neon magnet
#

This is the total jank thing I did for flipping the mouse directions so that the mouse direction and the door direction match. I know, it's terrible

grim ore
#

there are YT videos out there on how to do the mouse drag for a door, it might have some info

neon magnet
grim ore
#

the both ways is dealt with my just clamping the min and max range

#

dont let it go past your limits

neon magnet
#

the holy grail would be if I can freeze the camera and then just have a relative thing like moving mouse up opens, down closes ... but that will still need flipping for the door depending on which perpsective I'm looking at it from (inside or outside)

#

so really the actual curiosity is whether there is a better way to determine which direction I'm looking at a door or not, at least something more reliable than the event overlap

grim ore
#

you can use the dot product to tell if your character is facing the same way as the doors facing direction

neon magnet
#

correct me if I'm wrong, does this mean using the player's absolute forward vector? Rather, subtracting distance between door and player and if it's less than the position then it's one direction and if it's more then it's another?

#

sorry for wording it like that i don't even fully get it and I gotta hit the sack too brain is melting

plush yew
#

I use Get Look At Rotation for alot of stuff

#

then you just break and just use the Y or something...

glossy mica
void palm
#

is there an alternative to ReadPixels() in C++?

#

because while it does work it isn't fast

rough ore
#

hello I am using UE4 for a college class

plush yew
#

nice

inner wren
#

guys do you have also the problem with Epic games and unreal

#

its slow and crushes

rough ore
#

I am making a bullet hell game

#

er, level

inner wren
#

evan thoe I have good specifications

rough ore
#

the thing is idk how to set up the enemies' movement lol

plush yew
ancient lotus
inner wren
rough ore
#

So I can use a behavior tree to setup a path for the enemies?

plush yew
#

Ya but you could probably do what you want with a blueprint

#

just using Move To

rough ore
#

Current hope is that I have my enemies in waves

plush yew
#

Spawn 30 actors at the same time or on delay

rough ore
#

I want the waves to appear as they're killed

#

So, say, I spawn 4 enemies for wave 1
Once the four enemies are dead, five new enemies spawn

plush yew
#

use an Interger variable

ancient lotus
# inner wren i5 gtx 1660 8GB RAM

those are not very good specifications anymore. im assuming since you have 8gb of ram your on ddr3 which means an old cpu as well. open task manager and see how much of what is getting used out of your system

inner wren
#

i5 8gen

rough ore
#

Are there more... path-based movement systems instead of coordinates?

ancient lotus
plush yew
rough ore
#

Uh huh, ok

ancient lotus
#

well you really want atleast 16gb

inner wren
#

its wierd how I have only 1 terrain in UE and the engine is slow

ancient lotus
#

did you crank down the editor settings at all?

inner wren
#

while in Unity I have a lot of textures and prefabs and its not slow

inner wren
void blade
#

did the solar flare fry the quixel servers? can't download 3d assets here atm

ancient lotus
inner wren
ancient lotus
#

ue5 thats common

inner wren
#

evan thoe I have 1 first person and a terrain I exported from terresculptor

ancient lotus
#

top right go to settings->engine scalability settings and tweak

inner wren
#

but I have problems with adding water, I asked about that problem on reddit but noone answered

ancient lotus
#

have you tried just using 4.27 as well? remember ue5 is still not a full release

inner wren
#

I can't find it like I saw just 4.13 and ue5

#

oops lmao

ancient lotus
#

did you check the launcher lol

inner wren
#

I found it by accident now

#

is it better to use than ue5 and ue4.13

ancient lotus
#

if its just for visuals perhapse ue5 is your best bet atm unless you start running into some problems in which case id just go 4.27. you will probably be fine

glossy mica
glossy mica
glossy mica
ancient lotus
#

his i5 is most likely desktop so it has 6 cores, however more cores != better perf but thats not really his limitation. most people running ddr4 run 16+ gb kits as capacity increased from ddr3 to ddr4 so people running 2 4gb sticks of ddr4 is not nearly as common. alot of people were having issues with the ue5 editor and it running slow hence the settings shown above for him to turn down

ancient lotus
rough ore
#

Can I use relative coordinates in Move To Location or Actor?

#

To make a Pawn move, say, downwards to a certain point then stop?

grim ore
#

add the relative coordinates to the current coordinates = new coordinates?

rough ore
#

More, allowing myself to use the same blueprint in multiple spots so all versions of the same enemy function in the same way

#

since I want each copy of this enemy to move straight down and fire straight down

grim ore
#

should be no issue doing that

rough ore
#

er, down to a certain height

#

I think I can grab the pawn's x coordinate and plug it into the Move To, but idk how to grab the coordinate

#

GetActorLocation isn't seeming to work

upper kraken
#

Hey everyone, I have no idea where else to post this, I have a question about a Light Switch Animation
I modeled a lightswitch, and I was wondering, what would be a very efficient way if implementing it, to have a low performance hit / little draw calls?

Currently I have the Main Base of the Switch and the moving part separated as two static meshes (that share a material), so that I'd place both the base and the switch in the blueprint actor, and animate the Switch Mesh up or down. However, that would be two draw calls because two static meshes, right?
Alternatively I was thinking of just having a Skeletal Mesh, Animated in an On- and Off-State, however that would give me a totally unnecessary Skeleton + Physics Asset. Alternatively to that, I was thinking of using Morph Targets on these, but they seem rather cumbersome to do on static meshes.

How would you go about doing that if you wanted to have something light and clean?

void palm
#

is there a way to prevent a specific skeletal mesh from casting a shadow on a specific static mesh?

#

i can't find a way

bleak lark
#

Any idea how to use perinstancefadeamount node with megascans? This is how I am trying to use it for culling procedural foliage

glossy mica
#

How do i make floats used for inputs axis more smooth

#

Timeline with Lerp?

glossy mica
#

help

plush yew
#

how can i remove these artifacts? Getting them while rendering in raytracing

nocturne tangle
#

hey guys

#

anybody here familiar with mixamo?

#

what does the mirror option mean

void palm
#

click it and find out

#

it mirrors the animation

#

@glossy mica finterp to constant

nocturne tangle
plush yew
#

I think it flips it

#

not sure though

prime willow
#

@grim ore Is it possible to flip the rotations or vertical to horizontal angles of a mesh socket

hollow laurel
#

any1 knows why the grass looks...a bit too sharp?

#

trying to follow a tutorial, i made sure the mesh normals were fixed before importing to unreal from blender, the one in the tutorial definetely looks a lot more smoother, already disabled cast shadows

rotund scroll
#

looks like each blade mesh is sharp... then as well they all point outward like a bouquet, which means the sharpness is much more visible on top

#

unless that's not what you meant

regal totem
#

hello everyone . does anyone know why the grass is way too above the landscape

toxic owl
#

Not sure what the technical term for this is, but does UE have some built in tools for handling text where the state of the text depends on some external variable? Like a block of text the player reads, where a keyword is replaced w/ some other value depending on game state? Or is that something you usually bolt on yourself with a table of keywords and find-replace logic?

regal totem
#

oh i found out wyhy'

rotund scroll
hollow laurel
# rotund scroll looks like each blade mesh is sharp... then as well they all point outward like ...

In this tutorial you will learn how to create your own stylized grass.

Textures: https://drive.google.com/drive/folders/1TsUkyxht-AyhjIsRBLpSRK-2Vo3xFQbb?usp=sharing

00:00 Intro
00:14 Creating Mesh In Blender
04:38 Creating Material in Unreal Engine
11:30 Outro

TikTok: https://www.tiktok.com/@marpetakdev?lang=en

β–Ά Play video
#

😩 following his tutorial (but on UE5) i made sure the normals were fixed

still atlas
#

asking again from earlier, but can anyone give me an idea why a character inside a moving box would get bounced back from jumping into a wall? i assume it's not actually "bouncing" him but just cancelling out the velocity he inherited from the initial jump, i just can't figure out what about the situation needs to be changed

rotund scroll
#

I don't think it's a question about the normals

#

but rather how the "bouquet" is formed

hollow laurel
#

alright i'll try remaking them

light thunder
#

HOW do I unload something as a process completely - I've got a plugin that the developer isn't responding to after a few weeks - it crashes the editor when I exit play - I'm trying to 'unload it' from memory so it stops doing whatever it is doing that crashes the editor when I exit play (the author doesn't have a "stop command" only start - I've unloaded the level that contains the actor with this plugin but that doesn't seem to work

toxic lily
#

anyone know where i can acess a 3rd person ue4 manneuin FBX? trying to rig my own model but cant find the mannequin model

light thunder
still atlas
#

pretty sure it's just a free project unless you want to donate

light thunder
#

I actually think that's WHY I donated - there was so much utility for it

regal totem
#

hey so idk why the leaves have this really dark shadow under them is there any way to make it less dark

indigo cradle
#

If I hide objects or lights in world outliner, why they switch back on again when I reload the scene? It is generally really bad idea to disable lights by hiding them in the outliner, because they will mess up the universe when reloading the scene.

drowsy snow
grand oyster
#

how do i make it so my niagara particle system only activates when i press a key?

toxic lily
#

question for anyone whos used Uefy before

#

when i build the skeleton for a new rig i get this error

#

not sure what's causing it

#

following this tutorial, stuck around the 3 minute mark

void palm
#

@nocturne tangle like a mirror would

#

@nocturne tangle see it for yourself

dusk nebula
#

So if I want to make an interruptible delay, would it be best to use a timeline?

light thunder
#

So why is my render opacity keep getting reset to zero the minute I compile my widget??? /

#

well since it compiles blank I mean

plush yew
#

try changing the alpha idk

toxic lily
#

although its blender, i figure since im using Uefy maybe someone here might be able to help

#

having trouble getting the rig to attach to the mesh, anyone else had this issue before?

plush yew
#

rename it to something besides default

fallen marten
#

Does anyone here have experience with vehicles (utilising the vehicle component) and tearing pieces off them? My problem is that whenever I break a constraint on any bone, the intended part falls off, but the wheels do as well.. makes no sense unless I'm missing something. The skel goes root-body-various carparts. All wheels are attached to root. The only constraint being broken should be the one between the carparts and the body

ancient lotus
#

question, im working with instanced static meshes and im having an issue with GetInstancesOverlappingSphere where its not always getting my instance eventhough the center of my sphere covers that area and intersects with the instance (drawing a debug sphere to confirm). you can see the results in the image

int32 ABuilding::GetHitIndex(const FHitResult& HitResult)
{
    TArray<int32> HitIndexes = FoundationInstancedMesh->GetInstancesOverlappingSphere(HitResult.Location, 15.0f);
    DrawDebugSphere(GetWorld(), HitResult.Location, 5.0f, 10, FColor::Red);
 
    if (HitIndexes.Num())
    {
        return HitIndexes[0];
    }

    return -1;
}
dreamy aspen
#

Hey! Is there some place where i can check the patch notes for the 4.27.1 update?

topaz jackal
#

can you get in trouble for using the unreal skeleton animations in unity?

neon bough
#

guess so, specially epic marketplace content is usually flagged for being used only within unreal engine

lethal root
#

Does anyone know what is the best program or way to make height mapas for ue4? I just can’t find a proper way to do it .
I tried manually but it looks awful haha

surreal eagle
#

why do my leg bones interact with the arm bones and make everything jerk

upper stone
#

Can anyone recommend an Unreal tutor?

ancient lotus
upper stone
#

I'm new to unreal (have some experience with Unity) and want to learn about using audio to trigger animations

ancient lotus
#

do you have an example? usually you play audio inside the animations themselves allowing you to time when they trigger perfectly

surreal eagle
#

ok i tested this in real life

#

and it seems the arm is hitting the leg

upper stone
ancient lotus
# surreal eagle and it seems the arm is hitting the leg

if your doing true first person i suggest splitting up the mesh and faking true first person so you would have 2 mesh components. i show an example here of how im doing it in my plugin at 9:07
https://youtu.be/qBpXmjgh0vM?t=547

Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/VUJKzE3

GORE: Just remembered the reason why the gore is not working well is due to me not setting up the physics asset for the new character so the collision for the body parts are to far away. This will be fixed (if I remember) before submission since it affects ra...

β–Ά Play video
surreal eagle
ancient lotus
ancient lotus
#

and can i see a screenshot of your character

surreal eagle
#

it's the default 3rd perosn manequin lol

ancient lotus
#

im referring to the class

surreal eagle
#

animation sequence

ancient lotus
#

character class

surreal eagle
#

third person charachter

#

i just put the camera in the head really

ancient lotus
#

theres no other mesh component or anything that you added? because the animation shouldnt be causing that just because the arm goes into the leg (assuming thats what your referring to)

upper stone
surreal eagle
#

i'll remove that and test

#

nope

#

still does it

void palm
#

i think he is dead

ancient lotus
surreal eagle
#

i found the issue

#

the default running animation sucks ass

#

it makes the whole body shake

ancient lotus
surreal eagle
#

nope

#

it's the legs

#

they look weird

ancient lotus
#

define weird

#

from the video their not moving at full speed probably either in the blend space

surreal eagle
#

they shake oddly

#

it makes the charachter bob when turning

#

it's so odd

#

here you go

#

i tried reducing the speed to fix the issue

#

no dice

#

right now it's playing sprint

ancient lotus
#

well it looks like you also only set it up for idle and moving forwards. if you want good movement you need to setup a full blend space with angles and everything and drive it to make it visually pleasing

surreal eagle
#

i have it riged up to play sprint at all times rn

#

just to fix the issue

ancient lotus
#

so you want the legs to move faster when moving?

surreal eagle
#

i want them to stop making everything shake

#

it seems the run animation rotates the hips from side to side

#

when i disable lower body it works great

#

BUT i still get isues when looking all the way down

#

i thinnk the mesh hits it'self

plush yew
#

hey, how do i use blueprints to execute a custom node that executes a c++ script?

#

pretty urgent so a response would be great

drowsy snow
worn phoenix
#

i require some help setting up multi user editing with real time updates

drowsy snow
worn phoenix
#

@drowsy snow whats that

neon magnet
#

can any of the passionate mathematicians help me understand how to implement the logic of the dot product in the blueprint context

#

I mean I understand it but I'm in that middle area where I don't quite have my head wrapped fully around it

#

especially since we're dealing with vectors rather than a single scalar value

plush yew
drowsy snow
plush yew
#

im trying to make it in blueprints

#

actually i can jut find one its good

prime willow
#

unreal engine is wild as heck

#

the more you dig into it

#

the deeper it gets

#

what a piece of software

#

@grim ore You were right, you can litterally do whatever you want

#

if youre brain is big enough to envision it as code or C++

plush yew
#

not me spending 5 days to make a terrible bow and arrow

pure galleon
#

Does anyone familiar with blender-Quixel-UE4 workflow?

neon magnet
# prime willow if youre brain is big enough to envision it as code or C++

my C++ professor once said (more than a decade ago) that it's like endurance, how long can you keep things sane as you go deeper and deeper into layers of complexity. Unfortunately when it comes to coding I'm pretty terrible even though I get the logic behind most of it. The actual implementation is where you need all your brainpower

#

of course, BPs have the extra constraint of you needing to know how the nodes work whereas in code you can kinda be pretty quick and dirty

#

bps force you to make more sense lol

gaunt abyss
#

@prime willow Start working with the engine source and digging through it and you'll start hating parts of the engine with passion πŸ˜…

drowsy snow
#

Oh yes 😏
You're going to have traumatic experience trying to make modifications to the engine source code @prime willow

neon magnet
#

wonder if anyone's compared Doom 3's engine and Unreal and described how they both are, as many have praised Doom 3's engine being very well written

#

I looked at it long time ago but back then I didn't have much of an idea anyway

gaunt abyss
#

Problem with UE is that there are layers and layers and layers.... Of legacy code stacked on top of each other

neon magnet
#

if I move the mouse up, that's a -ive direction and moving down is +ive, right?

#

ok so dot product for determining which side of the door I am is extreeeeemeeellllyyyy finnicky

#

so dot product only returns > 0 as long as you are FACING the object, right? So even if I'm behind the object, but FACING it, it will still give close to 1

#

but if I turn my back on it, then it'll be closer to -1

#

or lower than zero at least

#

so this means it's about my POV. Would swapping the inputs matter?

#

I'm trying to determine if I am facing a particular side of the door (overlaps are not playing nice)

#

so it's about whether I'm the A side of the door or the B side

obsidian nimbus
#

well i would do overlap or linetrace

grizzled axle
#

take dot from door's forward vector and (opener location - door location)

neon magnet
#

I have linetrace as well. With overlaps, it mostly works, but it's really easy to miss the overlaps because they are rotating with the door.

neon magnet
#

ok wait I need to reread what you wrote a few times

grizzled axle
#

use "vector dot"

#

if you have your doors forward axis setup the right way, then it's > 0 if you are front of the door and <0 if you are behind the door (aka other side), my doors always open away from player this way

neon magnet
#

@grizzled axle for me, I am trying to open the doors the way they're meant to open

so for instance the same two doors (both have hinges on the right) but one opens towards me and the other opens away from me, if I am standing outside

#

see dumb drawing

#

so imagine another pair of doors behind those^ but they open in the opposite directions (towards "inside")

#

is this making any sense πŸ˜„

grizzled axle
#

i'm not sure I understand correctly, but maybe you could have bool on the door, and if it's true, then just rotate it with opposite rotation than the other door?

neon magnet
#

this jank

grizzled axle
#

or maybe you want something like "paired door" so its easier to rotate it correctly if it has 2 doors

neon magnet
#

is paired doors a structure in the engine?

grizzled axle
#

no I mean a new blueprint where you just have multiple door meshes, so you can easily rotate them the way you want at the same time

neon magnet
#

the goal is to keep the door movement and mouse movement aligned depending on which side of the door I am

So if I'm facing the outside-facing side of the door, then pushing the mouse up for example, should push the door. So even if the door is open, but I'm facing the exterior-facing side of the door, the push should still push the door. The overlap mostly works, but if I move slightly outside of the overlap, it flips and messes up and I need to get back into a pretty strict orientation to keep the booleans aligned

grizzled axle
#

oh I see, never did door like that 😬 so I guess you need to wait someone smarter to give ideas

prime willow
neon magnet
#

here you can see the directions are all flipped. I'm pushing the mouse which is doing the opposite. I can fix this now because I was just trying out the different dot product things we talked about

#

the real issue is those moments where the booleans get flipped

neon magnet
neon magnet
grizzled axle
#

is your door mesh root component? maybe you should try use the meshes forward vector or rotation.vector, so it rotates with the door?

neon magnet
#

doesn't seem to be working, same very small margins of the dot going from + to -, like even standing right next to it and slightly looking up is causing it to drop into - values

grizzled axle
#

hmm, if you take dot from door forward vector and position - position, looking up and down as player, should not have any effect, since it doesn't change the doors forward vector or actor positions

neon magnet
#

how can I show the overlap trigger volumes when playing?

grizzled axle
#

i think it's visible and/or hidden in game booleans

#

in the trigger volume

neon magnet
#

yea it was the hidden in game checkmark

silent remnant
#

the fact epic games uses helix crap for source control makes me question whats wrong with their head

#

their own company doesnt even know how to properly install their software

worn phoenix
#

whats a safe vpn for multi user editing

lucid egret
#

What channel can I seek help from for cloth physics?

drowsy snow
lucid egret
#

ok. I asked there

drowsy snow
regal mulch
#

Gnah, striked in the mods channel. So for those of you who want more info on what happened in terms of moderation:
User Sdrawkcablla was striked by me for the use of profanity. It was their first trike and it mutes them for 10 minutes.
Thanks for reporting it.

trim mantle
#

Did anyone get the BP Ninja Email?

#

I emailed them 7 days ago to ask if my details were correct

#

Didn't hear since

#

Was afraid they removed me by accident xD

golden niche
#

Has the blueprint ninja challenge started yet?

trim mantle
#

I think not

#

And I almost started the courses xD

golden niche
#

Lol

#

Okay cuz I did not receive anything

#

Not even a confirmation email

trim mantle
#

Means I am not the only one xd

golden niche
#

Lol

icy plaza
sage tree
#

So Connecter now has import/export support for UE 4.26 and 4.27 and they are working on UE5, Connector is a digital asset management software (free) similar to Adobe Bridge but for 3d assets, can also do 2d, video, audio etc.
https://www.designconnected.com/connecter

I did some light testing for the 4.27 plugin last night and it works amazingly well! Im not affiliated, just like the product.

trim mantle
#

In the shader

icy plaza
sage tree
#

cant wait for UE5 support, till then Ill organize my assets through 4.27.

#
#

there are three entries about steam in the notes.

#

np

eager prairie
drowsy snow
#

I'm sure worldwide shipping for the swag gift won't be a problem for Epic.

...right?

golden niche
#

Yep

#

If you are in a valid country, I see no reason they couldnt

eager prairie
#

yep

#

so the challenge starts at 10AM ET

#

which is basically in 2 hours

#

for me at least

trim mantle
trim mantle
trim mantle
#

And we have a lot of time xD

#

Also, thanks for the link, didn't think to post there

#

I also wonder if they will figure out to what country send the package xD

eager prairie
trim mantle
#

I might have forgotten to add that xD

#

I signed the adress, without the country

eager prairie
#

oh lmao

#

good luck

trim mantle
#

But City + Zip-Code should be enough xD

eager prairie
#

i didnt even get a confirmation it was really weird

drowsy snow
#

PROTIP: Don't hold your breath if you're posting in a Discord channel, especially crowded one like this where many people are mostly working on their own stuff. Consider posting your job vacancies in other (more proper) job listing spaces like Indeed, Jobstreet, Workday, etc.

Also <@&213101288538374145>, judgement in regards to this, per rule #7?

trim mantle
#

What other country uses ΕΌΕΊΔ™Γ³Ε‚Ε›Δ‡ xD

#

And I did try to contact epic

#

So maybe they shall respond one day xD

light thunder
#

Why would Epic put settings and have ZERO documentation on it? too bad no one actually knows what this stuff means and can explain the effects of an increase/decrease

drowsy snow
eager prairie
#

I'll let you know if that thingy starts or if i get the email

drowsy snow
#

But it's fine if my explanation isn't to your satisfactory.

trim mantle
#

And to clear up the country part

fierce tulip
#

@wild bronze please be patient and, as Hoodie suggested, please do post on other boards as well :)

shadow ravine
#

I'm trying to animate my pistol when fired to move the slide bone on my gun to move when the weapon fired event is triggered. Anyone know a method of achieving this without having a pre-existing animation that already has this setup?

glacial sparrow
#

What would be the best practice to work with large world scales?
I'm creating some sort of racing game at fairly high speed, but my player just disappears when travelling too far
Should I scale everything down or is there a different solution?

sly shadow
#

I wanted to update to 4.27.1 but getting this error "IS-MF-01: File failed to relocate successfully"...Even tried with a fresh install,anybody with the same problem?

runic fern
#

Hello guys how can i make the advanced session joinable from anywhere without Steam ? ..
Im using Playfab to register and transfer session data and IP

rocky crest
#

Hello all! I am a total noob, and it might be a dumb question, but can I run UE on win 7 with a 2nd generation i5 CPU and with a geforce 750 ti? I just want to see how this UE works πŸ™‚ I am not a game designer or programmer. Thx!

shadow ravine
rocky crest
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I just want to start to create a map. Or just to try it out. how it works

shadow ravine
rocky crest
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thx

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Any idea how big is the file to download?

glacial sparrow
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you can check when you install

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58GB is my total for 2 versions

shadow ravine
rocky crest
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I tried to click on it in the Epic Launcher, but nothing happens

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PC

shadow ravine
glacial sparrow
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when you hit install, it tells you how much it has to download

drowsy snow
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Though I'm not sure if 2nd gen i5 CPU going to suffer the experience down the road.

rocky crest
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I needed to restart my PC because epic launcher gone wild

drowsy snow
rocky crest
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I got win 7 64bit OS.

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My pc sucks I know, but this is atm πŸ™‚

drowsy snow
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I won't judge, don't worry.

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Just there might be some repercussions with older CPUs and newer UE versions, but it's not hurt to try.

rocky crest
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Question: If I want to try to make a map, does UE contain items, like clothes, building archetypes from different eras during history? Or You need to make them for yourself?

drowsy snow
rocky crest
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Also my english is not top πŸ˜„

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What marketplace?

drowsy snow
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Shall you want to go for the former, consider making them with Blender - it's free and quite versatile for making models for UE.

drowsy snow
rocky crest
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I still can`t install UE4

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I mean UE probably 5

drowsy snow
drowsy snow
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The new stuff, specifically Lumen and Nanite, require newer hardware anyway, so you won't gain much.