#ue4-general
1 messages ยท Page 1075 of 1
I click UE4 , it says not installed, I click on it, nothing happens
@rocky crest
Just so you're aware, Windows 7 has built in screenshooting tool, Snipping Tool.
Use that to screenshot the launcher and paste it here.
Out of nowhere I am now getting constant crashes
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000000f
0x00007ff9832fa7a6 UE4Editor-Slate.dll!UnknownFunction []
lots of this same line being repeated
I can`t click on that thing in yellow, nothing happens.
Click on Library, you should see it in there if it is installing
I have it in library, its not installing itself, when I click on it, it redirects me to UE`s Store Page in Epic Launcher.
ok nevermind, might be the problem that I am using Win 7.
thx anyway for your kind help all.
Definitely shouldn't be win7 causing the issue
SM5 is for rendering I believe, but last time I checked SM6 was still experimental. But may need to fact check it first ๐
Are you looking for Shader Model 4 / 5?
Ooops I accidentally jumped to some channel there, with live stream, sorry.
It's the shadier model number
As said here ๐
Is the source version of the engine compatible with the finished version?
Larger numbers where? the time limits or the granularity?
Time limits.
This is the only information I could find https://peterleontev.com/blog/level_streaming_optimization/
Or why am I experiencing hitches during the game?
nope
They didn't explicitly said the clock of when it began, though I bet it's around 2 PM EST.
Don't quote me on this. I'm just estimating based on when Inside Unreal streams started, and free marketplace promos were rolled out.
https://epicgames.ent.box.com/s/gyrlfgi9s7hev2biwpoac41pd4gz16gf
This says 10AM ET
is there a way for me to switch a packaged project to and editable project? I had a project I have been working on I packaged it and then my pc deleted the project files.
Nope
If that were possible people would steal entire projects
oh ok
its 10 AM ET
Does anyone know of a good hack n slash animation pack on the UE marketplace or elsewhere?
GOT IT
Does anyone have any idea why a level will constantly need to rebuild lighting, to the point it will display the message in builds?
I have a level that is always asking for the lighting to be rebuilt, and I can't make another public build until I solve the problem
You can if you change all lights to dynamic
Wouldn't that make it even more expensive?
There has to be a better way of solving this issue. My other levels don't have this problem. They must be doing something different.
You might have a static object that is getting moved or destroyed in game?
I wonder if I will learn anything with that course
I have been using BPs for 4 years now xD
There's nothing in the scene that is moving.
I build lighting, go to another level, come back and need to rebuild lighting again
GG
I should have just skipped to questions xD
Does anyone know if we can rush all courses? Or do we need to wait? xD
depends on you, if you want to learn, then you obviously wouldn't skip
By rush I mean do all 5 in one day
I played the first one at 2x speed 
Did you get an email saying it has started? I never got an email after I filled the form out
yeah i did
Hello!
I have a dumb question.
I am trying to render a diorama with animation. I have added the sequencer and my camera in it. The thing is that when I press play button in the sequencer, there is no animation.
Animation plays only when I am in a Game view.
How to render the Game view?
Has anyone heard of a "morality system"? like what those games like Jade Empire do, where if you do good you eventually look like an angel, but if you do evil, you look like a demon
I found no tutorial on it on youtubes
oh boy the learning portal is struggling
Never got my email so I guess I'm out of luck ๐ฆ lol
if I get the badge, does it mean I am elegible?
can i ask what you all are talking about?
blueprint ninja challenge
nani?
yes
you only present more questions with your answer ๐ฉ
๐
can't register anymore btw, october 10th was the deadline
and i saw that on the last day
oh pantha budda
well this confirms my saying: i'm always a day late and a dollar short
๐ you're a funny person ngl
Just have a float in the character, add value if good, substract if bad
I can still learn though?
The courses the same that were published 3 years ago
So yea
Any idea what's causing my mannequin and my newly imported speed tree asset to glow in my level?
Why my SceneCapture2D result on Render Target looks very different compared to a regular cameras or my viewport? Is there a way to make it look the same or do I have to Render a frame via Sequencer or Movie Render queue?
yup of course
Hello
Can anybody give me a recourse that explains how much every function in ue4 costs?
I want to know what functions should be used less like Cast
What other functions have more cost to execute
I really appreciate that
hey guys. I really need some help. So i had made a project a while back using unreal engine 4.10. I then tried to open it with 4.27 then i got the following error
failed to open map file saved with new version of the engine
It opens up but i cant see any of my contents in the content browser. All i see are the folders and the viewport is black (of course because it didnt detect my maps of files)
If anyone can assist me on this i'd be very greatful
thanks
This is why you have to update projects with every new version, because jumping versions specially 4.10 to 4.27 is going to cause issues.
I'm trying to add sound to this niagra birds, but the youtube tutorial has audio right in the thing, but it's not in mine at all
hope i explained that right
@trim mantle don't fail me now
I'm strangely proud of this one.
Can we rush them all?
I was waiting for next emails xD
I didn't touch on niagara too much so I won't be of help here
๐ฆ
So are you saying it can only open in 4.10?
i couldn't figure out where the course was, if i didn't register. i feel dumb
maybe i need coffee
I'm saying open it in 4.10 and then update it over other version. It's faster and less likely to cause the issues.
Honestly I did them all already, but I went back and rushed them. However I never got an email saying I got the badges. So idk if it was retroactive or if me rushing them was why. If you've already done them all once, you know all the answers so it's fast.
ok. Thanks. Let me try that
Anyone got a valve index or htc that could help test my game really quick? Its on google drive and Ill share the folder with you and I just need you to test if you can walk in game
even the unreal documents say i should be able to add sound to emitters, but i can't. no matter if i uncheck the context box. audio is not a part of it. is it not available in 4.25?
lmao only one course left
FUTUREblur help me?
ยฏ_(ใ)_/ยฏ
gg! Does everyone get that Swag box once completing that third step?
i thought swag box was the first prize
wait what
it had a break down of each place winner
levels not places
It would not run till November 3rd if that was the case
it's not?
yep
its not, take your time
i got an email about another game jam too?
@eager prairie can you link me the very first course?
yep wait a sec
who makes a tutorial in total silence? am i the only one that rants and raves over this?
@eager prairie you the G.O.A.T.
๐ ty
OMG and it's taught by Wes Burn, he's the bestest of the bestest
I just booted up UE5 and it looks soo good
yeah because of lumen
it takes up 10-20FPS more than usual for me in a blank project
i doubt my computer can handle ue5
๐
hay how did you get my pc
please stop flexing not everyone can afford this :(
It ried to stream and use ue4 yesterday. OBS AAAAAAAAAAAAND twitch studio both said.... nah bruh, this ain't it chief
I tried to record a game trailer and my pc crashed
i gotta go now, have a nice day everyone
i've never even knew a stream application could even crash, till yesterday
you to
awww future, how will i go on without you?
my my pc turned into a backed sweet patato pc
I just use sour cream........ tastes good when my pc lights on fire
I dont know how I missed the Blueprint Ninja challenge, Im sad now ๐ฆ
Ninja uses Unreal?
that guy is a puke, no Im talking about this.
https://www.unrealengine.com/en-US/blog/become-a-blueprint-master-by-taking-this-online-learning-challenge
had to sign up by the 11th...
me too breh, me too
how i turn on streamer mode on discord?
streamer mode, or you want to stream? there is a difference
to stream you need to be in a voice channel and then click the "Screen" button to the left of the input box.
streamer mode just removes some stuff from the broadcast for twitch/YT streamers.
I tryed to open the blueprint thing and it said 403 forbidin
time for you to be put in GITMO
whats GITMO
guantanamo bay vacation site
so a vacation?
oh yeah YES a vacation, and you won't be disturbed
rip I cant im 14 and my parrents would not let me anyways
im trying to back up UE5 cause im gonna reset my pc but its taking forever
๐
I think im just gonna reinstall it
poggers
hey guys what engine should i learn 4.27.2 or 4.26.2
ok
Usually always use newest version of 4, but dont use ue5 until it stable is what i recommend
yes
ok
It will be difficult
i know
If it ur first game i wouldnt ecommend
Hey guys, i moved my unreal installation folder to a different location and it's all fine it works still. But now it shows as not installed in the epic games launcher. Any one know how to fix this?
you really cant without reinstalling it
one uses the chaos physic system, one uses PhysX
which one's better?
Chaos is in preview so there can/will be bugs
Great. Thanks. I don't want anything chaotic at the moment. Pun intended lol
Okay here's something strange. I know 100% that the BP works because it works everywhere, everytime. Except this one on the outside. When I come to it first, it opens fine, but at some point that I cannot figure out, the linetrace no longer executes, even though the debug lines are showing green. Now the thing I don't know is how surrounding things are affecting it. The door has two overlap triggers, one on each side. The side this door opens into is an alleyway that has a trigger volume in it. Is that causing conflict and destroying my door?
I have pulled the door away from this area and it continues to work, just to clarify how I know it works everywhere else. This exact instance of the BP.
Is there a way to get dynamic soft cascaded shadow in ue4? "Cascaded", not "Distance Field Shadows" so what i'm trying to say is is there a way to soft filter the shadow like in pcss
It softens with distance
Ok it's definitely to do with the audio volume. @grim ore any wisdom you can share on this? Why would audio overlap conflict with door triggers?
I moved the audio volume away and the door is normal
some overlap priority stuff or something?
quick question-
if i get this
it's the GPU right?
not the Game logic
so it's not me writing dogshit code, but it's just me having a bunch of actors, polygons, materials, etc. etc. on screen?
although if i turn around, and not let them render, i get this... 
well here's what i did:
I got my lil ai guy to walk and work and all good - and now i wanna see how many of this duder i can have and why
Turns out, i can have about 300-400
before i go down to like 20 fps
yea i'm doing that right now
yea i'm watching the livestream about it right now
thing is - if i turn around, my graph looks like this (i have an AI tick every second)
so apparently it's not my ai 
is it maybe the character movement component in each of those 300 actors?
hm.
i see
anyways, thanks alot lorash 
ugh that may be a yes... just asking on behalf of someone from another discord heh
does anybody know why this is happening?
it's a discord for a android emulator haha
i'll leave it up to their support to fix his issue lol
This happened after I retargeted my animation
I transferred this rig to 2 other characters
Anyone know anything about this one? https://discordapp.com/channels/187217643009212416/221799478364078081/897926007531647028
hm.
what does "RenderViewFamily" mean? 
i mean... it's just 700 cubes, it shouldn't be at 20 fps should it?
i have a question for someone who has been in this community a long time
Why is it using daz models is frowned upon, but using metahuman or unreal marketplace stuff is not? Seems to be the same scenario to me lol
imo all the metahumans look the same
is it frowned upon? 
i feel like taking shortcuts is always kinda neat... after all - why not?
If I want to create free-flying in a procedurally generated space, between hundreds or thousands of visible stars at any given time, is it viable to use something like procedural mesh to create each individual star, or should the entire space be one advanced shader?
Something like the loading from "No Man's Sky". Or this shadertoy https://www.shadertoy.com/view/MtcGDf. But completely free movement.
Noticed a new hotfix is available.
https://forums.unrealengine.com/t/4-27-1-hotfix-released/255492
How long does it typically take before a hotfix is released on Epic Games Launcher?
The 4.27.1 Hotfix is now live! Feel free to discuss this release on the 4.27 forum thread . If you experience a bug with the 4.27.1 Hotfix, please follow the How To Report a Bug Guide to report it on the UE4 Answerhub. Fixed in 4.27.1 Issue Summary UE-116816 Sketchup Datasmith Exporter Messages window vertical resize changes size of...
I'm really wanting to try out this fix for myself because I'm having the same issue, but I assume editing RayTracingReflections.usf would require building the engine from source to see any kind of change? https://forums.unrealengine.com/t/ue4-25-a-ray-tracing-reflection-issue-on-the-clear-coat-when-enabling-the-fog-and-how-to-fix-it/151757
We found a reflection issue on the clear coat materials that when enabling the fog, the color on the clear coat surface would be too bright and like a mirror. Here I will offer what I found and a solution for this issue and hopefully it could help you. And I hope the Unreal Team could see it and fix the bug on the mainstream as soon as possi...
Watching Mathew Wadstein's tutorial without the "Tom tom tom tom, tomato?" felt wrong on so many levels xD
I still dont get why the tomato
couple of weeks ago i saw a video on how to bake diffuse/normal into a single flat texture.. it used a camera pointed at a plane and took screenshot. does anyone know what i'm talking about? i can't find it
how do you see which unreal engine version a packaged windows project was created with?
anyone know how to?
Into another node
Like, you'd run it at whatever point you want it to happen
I don't specifically know what the node does, but it might change your scaling, so is that something you want to do right when the level starts?
Lol ik you have to plug a float in (that's the first Input)
That or just type in what you want it set to
Wait look :
So if this node does what I'm assuming, you can use it to change your scaling to make a meter equivalent to whatever standard unit you want
Exactly so I was just wondering what nodes to plug in so I could change the world size
?
Because ik I have to set a float to give it a scale size and another input (the one I'm looking for)
You either type it in or you set up some logic to output the float you want
I don't know how that node works, but you just put in whatever number it's supposed to be set to
you pick the value that you set it to, either just type it in or create some type of function to scale it based on whatever variables you might want
I don't get what you're saying about "another input," by the way, because the white, triangular pin is what actually tells the node to run itself
Tbh I'm new to Unreal and VR. I don't know too much but here's what I do know and what I'm trying to figure out : I know that this node is applicable in a VR integrated scene. Its function is to change the scale of the world perceived by the player. My current problem is the following : My whole scene is modelled, textured and playable but all of its assets are too small. I read here https://forums.unrealengine.com/t/how-to-scale-entire-scene-root-by-a-factor/109558 that this node can help, but I reeally don't know how to use it or what to plug it in and out with for it to work properly.
Hi, As a long time tech artist, โClampโ is used in nearly every material I make (probably the most frequently used node after basic math & constants), but I am unable to bind a key to it in the editor settings. Please consider this request to have โClampโ added to the โMaterial Editor - Spawn Nodesโ section of the keyboard shortcuts! EDIT: Di...
So if you want it to change the scale of the world to a predetermined value when the level begins, just put it on the begin play node in your level BP. All you do is plug the white pin into the back and just test different float values until you find something that seems good
Although I don't know if scaling the entire world is the best way to work around what you currently have
I'll try that, thank you
YOU THA GENIUS MY MAN
Works like a charm
Thanks times a friggin billion
Yeah, beginplay is good for things that need to happen a) immediately and b) only once
If you're that new to UE you should try following Matt W's MVP series
Will do
Quick question tho : will this affect sounds?
I don't know, but probably not
Sounds either play from a location or play globally, so it shouldn't matter
Exactly but the prob would be if I spatialize sounds in the unscaled game and then on BeginPlay it messes it all up
You want to attach your sounds to the things that cause them, probably
It's just easier anyway
Right
So if a player shoots a gun, you play the sound at the player's location
Which should also scale, if I'm understanding correctly what the scaling node does
Hopefully this is the case. I'll run some tests and let ya know
Anybody know how i can fix this issue?
This happened after I retargeted an animation from a skeleton
The looping or the weird placement? Looks like you need to adjust you animations to fit the current skeleton
what does "LowLevelFatalError" mean
Best ways to do Launcher for the game made in Unreal Engine?
Hi everyone, Iโm trying to get into using source control or git for my project, but I see a lot of services have file limits. How can I get my large project in git are there any specific services for games? Or should I only be using git for my code?
Try asking in #source-control
We have a channel just for this type of question ๐
I was looking for it lol my mistake, I will do so now thanks!
So, I got the email to get the badge from the first course in this learning event, completed the course, do I wait for another email now or carry on with other courses?
Any ideas?
I haven't even received the email saying it started yet 
Why does my unreal engine keep crashing
When did you get the first email? I'm curious if everyone got it at the same time or if it's just being slow since I've not gotten any emails yet
9 hours ago
Make sure you didn't delete or archive it, 'cause Gmail doesn't mark it as "important" and the title of it doesn't really say anything about the event: Act now before something badge happens.
I've checked spam and all that, but I just don't have it
Am I allowed to stream marvelous designer bobba? The model is fully untextured and there are some basic color shapes to tell me where the areola is while im creating my cloth. I find it could be useful for other game artists to learn to create clothing for realistic human anatomy (again no textures just the mesh) since there are very few online since its always been a challenge for game devs but I feel I have skills to share
im writing a function to get the socket transforms on mesh instances and im struggling here. i wrote one that seemed to work and it works great only vertically. x/y are way off. im rewriting it now and trying to simplify it and it seems to be working only on one side. all im doing is taking the world transform of the instance i want to get and adding the relative socket location/rotation to it which should give me the correct location/rotation but its not. shouldnt adding the world location of the instance and relative socket give me the world location of the socket on that instance? the red spheres are suppose to be at the corners of the mesh the big red sphere is on, you can see that it is not following it correctly
FTransform InstanceTransform = FTransform();
InstancedComponent->GetInstanceTransform(InstanceIndex, InstanceTransform, true);
FTransform SocketTransform = FTransform();
FTransform RelativeSocketTransform = InstancedComponent->GetSocketTransform(SocketName, RTS_Component);
InstanceTransform.SetLocation(InstanceTransform.GetLocation() + RelativeSocketTransform.GetLocation());
InstanceTransform.SetRotation(InstancedComponent->GetSocketRotation(SocketName).Quaternion());
DrawDebugSphere(GetWorld(), InstanceTransform.GetLocation(), 5.0f, 10, FColor::Red);
return InstanceTransform;
but this one is
Anyone know why we have to compile from source? Why can't we just download the compiled ccps from a website instead of creating them from scratch?
You can, its called a Launcher build.
The build files are generated files, and often the sizes are huge, thus clogging on many repositories.
You download it from the Epic Games Launcher.
how do you see which unreal engine version a packaged windows project was created with?
anyone know how to?
So we figured out that, "you know what, since the build files are generated from the hand written code, let's just omit it from the repo and let anyone used it compile the codes themselves."
That is, assuming that you're talking about any UE4 project repos out there.
I'd rather download 1TB than wait 2 days to compile it. Or is it like 30 TB?
3 exabytes ๐
LOL
It would be good if we could download most of it and then just rebuild the complicated stuff.
Good for you, but not for git, which most people used to store their UE4 projects with.
Engine from source is not necessary, but useful when debugging things that are happening in ue4 (for example GAS)
Oh I see. It's like Server Space and Bandwidth reasons?
how do you see which unreal engine version a packaged windows project was created with?
anyone know how to?'
I'm assuming he's referring to UE4 projects/plugins that people made, not the engine itself.
Yeah dedicated server compiling page wants us to use compiled source.
I believe most ue4 projects would benefit from perforce more then git
Sike, I benefit from Azure :P
Isn't it like Google drive or something?
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/HowTo/DedicatedServers/
- Required Setup
To follow the steps in this how-to, your project needs to satisfy the following requirements:
You must be using a source build of Unreal Engine, which you can download from the Epic Games Github.
I mean even working alone with perforce is probably better because other people would join
Okay, my bad on misunderstanding your question.
As for the engine source code, compiling it can be slooow (or fast, if you have fast SSD and a threadripper 3990), but the end size is around 200 GB.
Not even close.
Yes, you download it and compile it
how do you see which unreal engine version a packaged windows project was created with?
anyone know how to?
My custom UE4 build reached 200 GB, last time I checked it.
I can't upload my package to the app store because of this
ERROR ITMS-90158: "The following URL schemes found in your app are not in the correct format: [ARSoFlo_v3]. URL schemes need to begin with an alphabetic character, and be comprised of alphanumeric characters, the period, the hyphen or the plus sign only. Please see RFC1738 for more detail."
I tried changing the project name but coulndt package it then
Chill out with the trivial question, but fine.
Contact the developers. No, really.
Newer engine versions no longer show this information on the shipped builds.
Yeah I just didn't understand why we had to spend days on it. Downloading it would be faster. But I understand now that it's more like Compression for GitHub so they don't have 200gb of engine sitting there and sucking up bandwidth.
You can always have the vanilla, precompiled build from the launcher ๐คท
That only took around 8 GB of download.
Not sure that would make a compatible 4.27 dedicated server though. Just following instructions ๐
Not too expensive though
See pinned messages for free resources.
Then that's the price to pay.
where is pinned messages
I went through all the GDC channel videos and watched the ones I was a bit fuzzy about and which interested me. Took me a month. Then did the same with the Unreal channel.
On the top right corner of your Discord window.
What if it was built with an older engine version? where is the information written? the game was shipped in 2015
ok thanks
I don't really have course suggestions, but I recommend learning the basic basics of ue4, practice, and experiment.
Just following tutorials by clicking every button they click is not good
I watched them on 2X speed. Ended up with 100 pages of notes.
I spent maybe 1 year "learning" unreal, and still learning lol
have any of you guys taken a good course that I could watch or did you all teach yourself
Or just learn progressively
Teached myself
Yes
I wouldn't tell people what my game was compiled on. Unless it was some Q&A
I cannot post that link enough.
Ok thanks guys, I appreciate it!
Sure
i had compiled a game in 2015 then saved it in my dropbox. I then just unpaked it recently. Reason i'm asking is because i don't really remember which unreal version i used so i want to download the correct engine version to be able to open the files because i'm trying to use the latest stable version of unreal i.e 4.27 to open it but once i do i can only see the project folders in the content browser but not the content and the viewport is black (obviously because it can't see the content, maps etc.). But the maps are actually there if you open them in windows explorer. Unreal just cant see them and i dunno why. I was told that it's because i'm using a later engine version to try open an old project but is that really the case? The first time i tried to open the project in 4.27 it actually said that the project was made in a later version of the engine. Now that is not even true because 4.27 which is the newest release was not even there in 2015.
If you lose the project files, then it's pretty much SOL for you. Unpackers are not as reliable as you might think it would (otherwise people will stole already made UE4 games and going copyright infringement bonanza)
Your only option would be just to remake it from the ground up in newer version of UE4.
So what you're basically saying is that the unreal pak doesn't work?
just curious
the unpaker for unreal
I would talk about it in modding forums, not here.
i can actually see all the files in windows explorer
No matter who own the project, you can't just decompile an already compiled UE4 project (at least, not that easily. Reverse engineering is not a small feat) That's the main takeaway.
Give yourself some slack. It's not going to hurt either to remake it from the ground up in UE4.27.
In this case, it should be clear that remaking it from scratch is more worth it than trying to reverse engineer the compiled binaries, even if it's your own project.
Also, don't lose the source files next time, if it's important. Let that be an important lesson.
anyone have experience using the arcGis plugin?
i followed along with ue's yt tutorial, upon play the viewport goes wild, 0.2fps, shooting polies and crashy
It was a real pain to make the game and i lost the source files after my comp was stolen. That's why i was trying to decompile.๐ซ Anyway, I'm thinking of doing a remake in unity coz it's much easier.
For unreal, i think i'll just do an open world version
Hello, I'm in a spot with a mesh developer and I need a specific angle on a segment of road. The developer asked for a "orthographic image, without camera angle". I've looked online but I've yet to find a specific how-to to obtain an overhead orthographic image. Can anyone walk me through how to get a shot of this type and/or provide me with a how-to link?
Assuming it's Unreal Engine, you can set a camera's projection to orthographic.
Select the camera actor, and in the details panel, change Projection Mode to orthographic. Adjust the ortho values to your liking.
Easy peasy lemon squeezy ๐
using esri: i think my world is too big thus causing shooting polies. can you guys think of a project setting that might remedy this?
https://i.imgur.com/3JkFujW.gif
@drowsy snow Okay, I'll head in to try that. After all the reading I've done, on and off, the solution seems anti-climactic. Appreciated.
hi, so im trying to learn unreal to try to use for video production and creating cinematic scenes in it. would it be better to start learning with unreal 4 or 5? i dont know the biggest differences yet between the two and am completely new to this world
In the meantime, start with UE4.
UE5 is still in early access and weird bugs may appear. You don't need Nanite/Lumen to learn the basics of the engine and the editor.
Thankss, thats what i was thinking. Im following along with unrealsensei's unreal 4 course but iv heard him talk about just learning 5. And im not sure where to go after finishing his course in terms of learning content and stuff to do because there seems to be just so much
whoever it was in voice helping me with Marvelous Designer thank you, I never checked your name but you saved me a lot of hours of work im sure and using your advice I was able to sew the pirate top how I had it in my concept art
i am here
hello folks! I am trying to transferring UE4 project to a new computer. but can't open the project on a new computer even though I installed the same version. I just straightforward copy the project folder to the new pc. am I doing it wrong? I hope this is the right channel for asking a question.
are you allowed to use Quixel models in a UE4 game?
or do you have to have a separate license for that?
What now
Basically exposing some more, lower level C++ functions to Blueprint.
Hello guys,
i had a question regarding static meshes and static meshes inside blueprints.
so if we use static meshes inside a blueprint to merge multiple parts of a building to create a whole building which will give me more flexibility to change stuff when i require will have an affect on the performance of the scene
If it doesn't tick, then it's fine.
The alternative for this is to arrange it in the level and merge the static meshes to one static mesh but this will reduce my flexibility to change stuff
After all, static meshes that are manually placed in the map are just individual Actors.
yes but the building im trying to make is modular
I'm very certain that tick is not necessary for buildings...
Does static mesh in a blueprint and a simple static mesh have a difference in memory consumption?
No.
Again, "simple static mesh" you're referring to is basically an Actor with just Static Mesh component.
yes
no code runs in the background
its just to merge multiple actors
If it doesn't tick, then it's fine.
Tick = events/code/logic runs every frame or time interval.
Thanks!
I guess we wait
I'm spawning an actor that has a bullet trail attached, to simulate a bullet traveling. However, it doesn't seem to care about the x rotation of the player's camera. It always travels parallel to the ground
this might be adumb question but howcome in my directional light i dont see atmosphere/fog sun light as a box check. did they get rid of that?
oh they moved the tab
thanks i just found it
im just going off unrealsensei's course and its running on a older version of u4 so i guess thats why
can always search within the detail panel ๐
Is there any documentation for creating a Tabletop game in the same vein as Warhammer 40K/Killteam?
I don't like the grid method for movement and that seems to be all i can find.
ooooh i didnt even see that either! thanks so much
for non grid you could just shoot a ray from your mouse position or so and use the impact location as the target position
you can find a lot of the stuff you need in RTS tutorials
also is there any reason why eventually when i right click
my menu auto dissapears
or any dropdown menu that shows up
just goes away
not 100% sure what you mean
how do i use source control to have multiple users on the same same project at the same time
like i right mouse click on my scene
and the menu shows up for a quick second
you will find more help there for sure ๐
and disappears on its own
that's weird
either your mouse is somewhat broken, or you should restart unreal ๐
restarting unreal fixes it but it starts happening again randomly which is kind of annoying
Hi. I have done a Blendspace 1D using 2 poses.
I would like to create an animation from this Blendspace.
How could I achieve that ?
guys I want to test asio c++ networking with unreal but couldn't find any resource on how I can add it to unreal, can you guys help me here ?
Theres a big red button at the bottom of the editor (next to play, stop button) with that you can record and UE will generate a new animation out of that
Reimport problem, anyone know how to solve... I have FBX that has three meshes that I don't want as one item in UE. On original import I didn't combine meshes so correctly I have three meshes on the content browser. Later when selected one of them three and reimported it, it replaced that part with the content of the whole FBX file. Basically it doesn't respect the choice of not combining meshes and went and did it automatically.
Originally I break the model in parts, everything that can be combined in UE is one FBX and everything I need as separate meshes is another FBX and then I just do two imports with "combine meshes" and "not combine meshes". It's less work this way than start exporting each piece that can't be combined as separate FBX... but looks like the workflow breaks at this reimport point as in now non-combined mesh part ends up containing the whole FBX file
I'm on 4.26.2 if that matters
Hi, this is my landscape with RVT Landscape Material - but a certain section of my landscape does not recieve normal/roughness maps on the textures? It only shows base color
Hey, I'm looking to create a short film.
I've heard it's better to use UE4 for this. I will purchase all my assets but I have zero experience in UE, I do have 8+ years in animation. What is the best place to start? I assume I need somewhat of an interface tutorial but they all seem to go about the game developing part and not cinematic/movies. Is there someone who has a suggestion?
Is there any know crashing issues with unreal 4.27? I'm just upgrading from 4.26 to 4.27 and the editor and packaged project have fatal error when the editor or build is closed
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
0x00007ff6d62846a7 MyProject.exe!FD3D12BuddyAllocator::Deallocate() [F:\UnrealEngine4.27Source\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:354]
0x000001e2dd94ec50 UnknownFunction []
0x00007ff6d4ffa13c MyProject.exe!FMemory::Free() [F:\UnrealEngine4.27Source\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:80]
0x000001e2aec21340 UnknownFunction []
0x0000000000000040 UnknownFunction []
0x000001e2dad27210 UnknownFunction []
0x0000000000000060 UnknownFunction []
Crash in runnable thread
Crash in runnable thread TaskGraphThreadNP 1TaskGraphThreadNP 0```
@austere thistle if you gonna steer away from game developing tutorials you'll never create a movie on UE. Blueprints or materials do not care if you use them on game or cinematics. Since you do not know anything, literally any tutorial you do will teach you something new and you've already made your first big mistake by thinking that you need filmmaking specific tutorials to get you started
start with the basic development tutorials, they will be useful, you need to understand the core tools to get anywhere. From there you can start looking into more specific tools like Sequencer.
which actually is a mistake lots of folks seem to do. You don't want to hand animate things that you can get blueprint to do for you automatically. Also you won't really understand what UE is capable of if you limit yourself like that
using sequencer is easy but it is probably like 1% of the actual work you need to do compared to blueprints and materials to get your actors and the world functioning and looking right
Mhmm, yeah difficult situation then..
I'm on a 9 week school project and would need to make to a short movie. I've found assets & characters. Wouldn't I just keyframe the characters & setup the camera?
As yeah.. I make a living out of Adobe After Effects, but indeed zero knowledge in UE
well you can just go to the UE learning portal and do the basic interface tutorial and sequencer tutorial
That will obtain the knowledge to proceed with my own creativity?
i'm not 3D guy, nor programmer, i'm actually director/cinematographer so i get you when you say you want to just learn to make a film, but it just doesn't work like that. yes you can make simple film using sequencer and premade models that you placed on the world. but things get complicated real quick unless you build some custom controllers and such. also if you don't understand blueprints and materials you are locked out of changing anything
Well, I think I can combine my knowledge of Adobe; After Effects, Premiere Pro & Cinema 4D for UE, or did I understood you incorrectly and is UE just something separate from the market?
go do some basic tutorials first like unreal sensei's beginner class you can find on youtube
it is less dry to listen than UE learning portal basic videos
your skills will help when it comes understanding theory, but your C4D materials you need to redo in UE
Take your time learning the basics of Unreal Engine, even if it's for game development, like the first hour courses in official Unreal Online Learning portal.
You have no idea that you missed out huge potentials with BP, achieving scriptable events.
That's a gem!
don't be afraid of things being "game oriented" you literally need to learn that stuff first
anyone know here how to export a path animation from blender to unreal?
If it's not a skeletal mesh animation, then no.
no as in its not possible or no as in you dont know?
The former, not the latter.
hmmm
and is there a way to have an object follow a spline in unreal then?
to create a path there instead
You just can't have animation sequence for static meshes.
you can create a spline in UE to guide things
I think you could setup a BP to do that.
Here's screenshot before and after the reimport and the problem. FBX imported without combining meshes. The reimport of single actor replaces that part of "uncombined mesh" with the whole mesh from FBX file. Anyone know how to solve this, other than saving each part to separate FBX file?
For some reason my plants starts lighting up. Can someone explain why this happens?
I'm done!
๐ Was it worth the time and effort?
because its selected?
can you explain in detail whats up
oh yea, I learned a lot
plus I won swag!
bruh nah the material just gives light when i try to bake my light
and the material doesnt have an emissive
nor is there a light in that corner
with a different material it doesnt light up so idk
can you show me the material just in case? else no clue.
What did you learn
For me chapter 3 was the best
Same
This is going to sound weird, maybe obvious..idk
Say you have a world that is 5x5km. You want more, you want double, but keep the 5x5km map. ......thhhhhhhhhheoretically can't you just.. ...change the scale of everything and the characters to change the perceptive scale? So if you had a 5x5 map and want 10x10 just... ...scale the character and props by half? Lol
Or you can scale the Landscape
Yeah, you can do that I imagine, but I imagine there's gonna be limitations if your Actors are too tiny too
I doubt 10x10 is gonna have precision problems anyways
Not on the top of my head, there was an article about it, but there's world origin rebasing to deal with it anyways
Im not sure about those products in particular but Substance Painter exists
It's mostly related to physics
Isnt world origin rebasing not suitable for multiplayer or am I wrong
nevermind
UE4s implementation doesn't work in multiplayer at all
I think it had some problems
hello
iirc UE5 is theoretically supposed to be switching to Doubles anyways
is there a way to have multiple content folders in a project? long ago I saw something like that in a video but I can't find any reference to it anymore, I just want to separate marketplace assets from my assets
Which is also what was on my mind
I wouldn't worry too much tbh unless extreme sized worlds
Scary
I think the Multiplayer World Origin is based on this
Merged. Hello everyone. Probably everyone knows about floating point precision issues with big worlds in UE4. Sometimes some jitter (anims, camera) starts to appear only 2-4 km from origin (especially noticeable in first person games). Since UE4 uses single point precision - only possible way to fix it is using world origin shifting. But it n...
Probs was never touched again from the merge
I want an ocean body of water around my island
but when I uncheck "affects landscape" the water disappears
Anyone have experience with water bodies and have this issue?
@junior nimbus I'm having the exact same issue
does anyone know why my rendertarget is showing the sky?
it's gone when i disable atmosphere in show flags, but disabling that disables the atmosphere for every other camera for some reason
hey! colleagues, hello everyone. I've been struggling with the render problem all day. Can someone tell me) there is a shadow on the preview, but the sequencer does not want to draw a shadow, the game mode also refuses to draw them (
is it possible to remove frames from an animation already imported?
stop everything guys
Killer Bean video game
https://youtu.be/oYBQ71G7hG0
WISHLIST the Killer Bean PC Game on Steam! https://store.steampowered.com/app/1597080/Killer_Bean/
Also play Killer Bean Unleashed, the 2D mobile game! Available on Google Play: https://play.google.com/store/apps/details?id=com.KillerBeanStudios.KillerBeanUnleashed
This is a first look at the Killer Bean open world PC game! This game is a t...
OPEN WORLD BEANS
help pls
so after all that work, i put the circling crows on top of the building, and you can barely see them. Do I make them the size of turkeys, circling around?
@burnt tinselhow is your render target set up and your capture component?
woah, mathewW is here, everyone look smarter
maybe i'll make the crows the size of dogs. mastiffs
who am i kidding, whales, i'll make them whales, and have whale call
The FPS i see in my UE editor in play mode isnt the one that .EXE file will have right? I made a like starter forest and i have 40-60fps
The pixels in the trees are rendered many times. I think somehow i need to remove the animation Quixel has for them
Not sure how to remove it tho because it was there by default
And is it ok to have the trees as actors as they are now if i want to make the player to cut the trees
Hey everyone, Iโm trying to make a mesh that fills in a hole generated at runtime, is there a way to maybe do a Nurbs mesh or something ? Iโm trying to fill in a wound hole on a character
is it me, or are those skeletal meshes? (the trees)
My gpu was around 80ms and i've got it down to 4ms. My next problem is my draw is now on 50ms. An ideas on what could be causing this? Googling and forums haven't been much help this time around
This is for a quest 2 in standalone mode btw
Guys
is it possible to use the Oculus with UE4 to make a AR environment
so you see throug the oculus in real time, and place a marker down
for a object to appear through the oculus
or not?
Guys
anyone?
says the Passthrough APP is locked for privacy concerns
Alright, question about animations again, can I duplicate part of the animation track? want to do the same thing but in reverse right after
Hey so i need help, can i ask something about umodel stuff here?
if its related to loading/grabbing content from existing games, then no.
Hey guys, I need an advice
I was working on an Arena shooter movement system, and working with the base movement of the First person template didn't feel smooth enough for an Arena shooter, so I went online and I found some blueprints for a Quake 3 styled movement system, I pasted it into my project and there are both the default system and the new system, now here's the thing, while it somehow feels smoother, on the other hand I tried to deactivate the default system first, then reactivating it while deactivating the new system, and then I left them both active, and I don't feel like there's any difference, so, I'll upload a video, can you tell me if the movement system looks smooth enough for an Arena shooter? Thanks in advance
Wait, gotta re record it
Max dimension 100 MB -_-
The resolution is low otherwise the framerate would be ugly
NVM i found out it didn't feel smooth because the framerate was low, tried to play it in unlit mode, smooth AF
I have a question, could unreal engine handle switching between VR and PC in application during runtime?
ANybody able to connect iphone livelink app to u4.26? Livelink window never senses my iphone X
I second this question.
This is used by Offworld industries for their game Squad. Last I checked. ๐
So it works
since games that have both a VR and PC counterpart usually requires it to relaunch
but beatsaber create custom map opens up a PC application and then when that application is closes it returns to VR
but beatsaber isn't unreal
Just wondering, is it good practice to use components with game modes for behavior that is common across multiple game modes?
How do I import models from Autodesk Maya to Unreal Engine?
export it out as a FBX file
then just drag it into my project outliner?
Hey guys i need a partner for a doctor strange game its going to be very ambitious
into the content browser, or choose the import option at the top of it, or right click in the content browser and choose import
Or i want it to bw atleas
@plush yew check out the job board section for that
Ok
Sorry but, I am so new this thing where I can barely make an actual game.
Me too its a learning experience
yeah
@fallow parcel r u down?
sorry, I have school and a lot of other things to do, I don't have the time or the experience. I have no idea what I'm doing.
I'll probably end up figuring it out minutes after I post this, but my animation montage will not play, I assume I need some sort of slot business for this to work? its currently assigned to the default slot.
your anim bp is set to play that slot?
probably not, I don't quite understand it
@grim ore google play now need .AAB for accept the game on them store and i use unreal 4.24 and it make .apk files and i need use 4.24 cuz them support old android os
what i must be do?
I have my AnimBP set to do standard movement, and a jump.
your animation BP has to have a play node for that slot, you can see it in the last image
it needs to be in there somewhere so it can blend in that animation slot
sigh, of course.
@pulsar ruinI dont think you can do it in UE4 without updating to 4.25, #mobile might have more help or you can find some way to pull your .apk apart from .24 and rebuilt it using android studio
@grim ore thanks a lot , u can please make tut or article for how to make match making system with unreal "how i can run multiple instances on the same server, but on different ports."???
^^
Okay, okay, I'm trying to make a top-down bullet hell and need to figure out enemy movement. I don't know how to do that though.
figure out some ways to do some movement and then maybe make some base classes with movement patterns. just setting the location over time will simulate movement
like it starts here, it goes to here over time using a tick or timeline or lerp or simple movement component
Hey guys, Iโve a problem with the ue5 path tracing mode, when I work on this project with the officeโs pc everything is fine and the path tracing mode works super fine, when I take my work at home and I work on my own pc everything just looks black when I switch to path tracing mode. I donโt get if the lights are the problem or what since all the emissive materials i got in the scene are working, thanks for your time and help. Also got a 2070 and 2080 on office rig and a 3090 at home if that matters
Basically movement, and super optimised bullet actors.
I haven't gotten the movement to work but I found a plugin called Path Follow, that might work
Is 4.27 still going to be compatible with UE5? Last time I remember seeing that 4.26 will be the last engine branch compatible with UE5.
To be honest, it's rather difficult to do danmaku with just BP, not because of coding complexity, but rather performance hit imposed by hundreds of BP ticking on their own. Scripting in C++ is more advised for danmaku stuff.
@fluid lance5.0 release will be able to read 4.27 projects, yes
@grim oreThanks for the confirmation. ๐
then what should I do
Did you add the nav mesh?
I don't know how to add a nav mesh
There is your problem xD
tbh idk what blueprint type to even select for my enemies
Master the fundamentals of Blueprints, and then translate that knowledge into C++ coding.
Both are pretty close in terms of difference, except that Blueprints is slower when stacked. Translating them should be easy once you know the Blueprint nodes.
I don't know C++ tho
Are they walking?
They move yes
It's top down so it is more like they're floating
Last time I tried using pawn I was told I can't move it without an ai controller
Did you assign them an AI controller?
I don't know what an ai controller is or how to set one up
You should just go on yt and learn the basics
We ain't gonna write the game for you xD
I think your kinda confused on what you want, I highly doubt you want to use AI for what you are doing
I put a Move To into a Pawn and it says there's no ai controller for it so i can't compile
maybe watch some of the beginner videos, there is even one on AI. https://www.unrealengine.com/en-US/onlinelearning-courses
And here is a video on simple move to
https://youtu.be/zy7LcHPxVfU
Very good channel to learn details about ue
What are the Simple Move Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
how to make a child static mesh ignore a parent skeletal mesh shadow?
is that possible?
Almost possible, but that requires setting the static mesh's material to one Unlit material, which can't receive shadows.
the problem i have is that in a sample project i downloaded it works perfectly
however when i use a custom mesh it just doesn't want to work
even though it is exactly the same
really weird
i might have fixed it
idk
Content Examples?
Is there like a passive world lighting that I can use, just to create kind of a "floor" for how dark things can be?
See Destiny 2, where even if you're in an area with no lights, you won't be in complete darkness
I'm lost to where i should ask a simple question about materials
Point lights with huge attenuation radius, super low intensity, cast shadows disabled, and inverse square root falloff disabled.
Thanks โค๏ธ
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4152] AnimSequence /Game/ThirdPersonBP/CustomChar/Animations/Taunt_Anim.Taunt_Anim: Serial size mismatch: Got 982345, Expected 1487021
What the hell.
can a sequence (node) inside a function be interrupted by a delay outside of it?
Nope.
And one more: Say (1). I collect actors of class and put them inside an array at begin play. (2) I change their vars during gameplay. (3) At some point, I want to use said array to get info about those actors from it. Now, will the contained actors in the array be instances/copies (as they were at beginplay) or will they reflect their modified vars?
They will be the "old" ones, right?
I know how it works with other vars, but not sure about vars in actors or objects...
They should reflect their modified vars.
You're practically storing reference to the instances of the actors.
@drowsy snowOk, thanks. I get some weird AI failure and I thought my basic understanding of UE flew out the window. Glad to know it didn't. Guess I'm too tired meh. Thanks! ๐
Does anyone know what UE4's maximum supported screen resolution is? Does it have a limit? A friend of mine has a 32:9 monitor, which is 5000 some pixels, and I want to make sure my game supports his monitor.
Practically unlimited.
Perfect thank you :)
Though for the UIs, you may need to accomodate the positioning of the widgets for ultra wide screens, as you don't want to discomfort the players from looking across the screen back and forth.
excellent idea ^
Question: is it possible to setup system in Unreal Engine which makes a material glow based on the amplitude waveform of audio in the unreal engine sequencer
basically make a characters helmet visor go flashy when they talk
Yes, though #audio guys know more on how to probe it.
Thanks
does it make sense to make a custom UCX collision for a plane? is there any performance gain over box?
can anybody help me with my animation problem in the animation channel pls
thanks
Man compiling from source SUCKS! Guessing what components I need from VS, iterating once a day. Add stuff, a day later, compile failed. Add some more stuff, a day later, compile failed!!! Ragggghhh!! I just want to compile a dedicated server!!! Rant over ๐
What do you mean guessing components?
The time sink from building the engine is the only downside. Its literally a very straight foward process.
VS components. One page says install Nuget, so I did that. Nope. Another says SDK 10s so I installed all them. Nope. Now I'm just adding swathes of componants just hoping I get lucky.
Running out of HD space though LOL
It's been almost a week and I NEED to get the Dedicated server up so I can make sure I build around the multiplayer
How realistic is for a indy developer get a battle engine / or battle system in the style of ffvii remake and how much would it cost?
Hi, this widget component is set to "owner no see" in my character BP, but the owner is still able to see it in-game. Why doesn't it register ownership correctly?
does the player character not own its components or something?
hi
In general the documentation is perfect for everything but the dedicated server documentation doesn't say anything about VS components. So now I'm forum hopping looking for answers.
Maybe do some debugging with "Print String" Print the name of the owner and anything else it might depend on.
Hello
uhh like 100$ easily if you want it set up for you
Read this
Then simply compile the Engine...
i hav a custom rigged iron man character, can i put it on advacned locomotion without the animations breaking?
You dont need any special components other than whats described in that documentation to create a dedicated server executable.
Thank you. Yeah wish I saw that link earlier
I would love to have someone set it up for me.
I was sorta just suggesting combining a few marketplace templates together
e
Like?
guys be super duper mega careful
the new NVIDa driver update
crashed my pc
i lost nearly a year of work
and spent 5+ days trying to fix the pc let alone recovering data
dam
Sorry to hear about that
hi how can i replace the character in advanced locomotion v4 without the animations going static after changing
plz
can someone tell my why the value for this variable isn't updating? If I put a break before this node and then skip through, it doesn't seem to fire the node at all
It's in my game mode, meaning that it should run on the server anyway, right? I don't see how I'm supposed to set the variable, if not
Do print string off the return value. That way you see what it's actually returning to the branch. Try getting it to do both options for a false and a true statement and make sure that part is working.
what
Sorry wrong person
I don't know how to help that
Do print string off the return value. That way you see what it's actually returning to the branch. Try getting it to do both options for a false and a true statement and make sure that part is working.
Yeah there are server things that can work but I haven't even gotten to making a dedicated server yet. With all of those, someone has to pay for the server space and service. Once that is obtained, you can add stuff to it.
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/HTML5/GettingStarted/
That is for website access to your project. I think like a replacement for the old Flash Games. An updated version of flash games.
https://dev.epicgames.com/en-US/services
This is for server stuff, to store account information on a server that you pay for or someone else pays for or you build yourself.
it's been like 10 minutes
you need to connect your cast node to something, firstly
Doesn't the Object selected asset need to be the parent of the interchange material node?
I find Casting as being "This parent object, cast a net into that pool and get all the children. Now get this child reference from that net. Do this to that reference"
So What's the object you're casting to? And does it have the "Interchange Material Node" And does the "Initialize Material Node" action work on that "Interchange Material Node"
No.
Even back then Emscripten porting was broken.
If you really want to build a website with game engine, try Godot or Construct.
Has anyone else been experiencing crashing when closing the editor or packaged game when using dx12 and unreal engine 4.27?
DX12 in UE4 is rather unstable.
Okay, didn't have problems with 4.26
how do i get all subclasses of a base class?
hey, not sure where to ask this but can you use the composure plugin during gameplay somehow?
but how would i loop through all classes?
Anyone else suddenly getting unreal fatal error on closing their published game? I keep trying versions before the problem started etc and it keeps happening. Started in the last hour.
Is Oodle data and texture compression only for PS5 or could be used for PC as well?
Oodle is cross platform.
Otherwise it won't be made built-in into 4.27
Is this is all you need to do to get ti working?
Yes, and make sure the plugins are enabled.
RRRRRAAAAGGGGG!!!
Error MSB3073 The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
Day 5 of trying to get rid of this error!!!
I'm bulding a new pc, should I install windows 10 or 11? Is there ant bug relating Unreal engine and windows 11?
They are enabled by default.
Nothing special with either Windows, so just pick what you prefer the most.
Anybody knows if UE4 wind system could be used only around the player/camera?
You could enable "Point Wind" in the Wind Directional Source actor.
Hey is there a way to record in game animations to curves or keyframes. Or, Can I run around in game and do combos and such and then export those motions as fbx somehow thanks. Also would be helpful to animate feet with raytracing to fbx etc.
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(17,15): error CS0234: The type or namespace name 'Management' does not exist in the namespace 'Windows' (are you missing an assembly reference?) [D:\EpicGamesUE4\UE_4.26_Source\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(1228,24): error CS0246: The type or namespace name 'IAsyncOperationWithProgress<,>' could not be found (are you missing a using directive or an assembly reference?) [D:\EpicGamesUE4\UE_4.26_Source\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(1228,52): error CS0246: The type or namespace name 'DeploymentResult' could not be found (are you missing a using directive or an assembly reference?) [D:\EpicGamesUE4\UE_4.26_Source\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): HoloLensPlatform.Automation.cs(1228,70): error CS0246: The type or namespace name 'DeploymentProgress' could not be found (are you missing a using directive or an assembly reference?) [D:\EpicGamesUE4\UE_4.26_Source\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)): Took 2.652453s to run MSBuild.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to build "D:/EpicGamesUE4/UE_4.26_Source/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
UATHelper: Packaging (Windows (64-bit)): c:\vs\MSBuild\15.0\Bin\Microsoft.Common.CurrentVersion.targets(2110,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "Windows". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
How to fix that
Recording gameplay can't be exported to FBX (without having some issues), but you could leverage the replay system.
Have you tried setting this to false in BaseEngine.ini? bForceRDOOff
Not yet.
I read a reddit article claiming it reduces texture sizes by a lot. Some guy tested it. But If I set it to false, UE4 won't pass 95% during loading the editor. Strange! https://www.reddit.com/r/unrealengine/comments/ppjl9v/testing_the_oodle_data_oodle_texture_in_ue_427/
10 votes and 3 comments so far on Reddit
cesium be life changing
I finished the challenge yesterday and I still havent heard back from epic
Do you learn something, though?
I was just aware that save/loading op can be done asynchronously.
I felt stupid that I missed it for years.
Yes
Hey I got this problem where I got a infinite loop in the node "AIMoveTo" I can't seem to find what the problem is, does some of you have a idea on why? I'll insert a prntscreen in this message to view.
havnt got problems with win 11 and ue4/ue5 s yeah win 11 unless ya like win 10 more
what does that function next point do
im getting a but confused by all the functions
It searches for the next point in the game where the AI can walk towards (next point is basically a sphere with a radius that doesnt show in game but just gives the coordinates)
can i see the code for that
not much of a code just a component added to the npc point
no worries thanks for looking into it anyways!
Every now and then, a client of mine manages to get an asset to not save due to "Graph is linked to private object(s) in an external package."
I keep forgetting what that actually means.
is there a command i can use to turn off tessallation in the output log?
I read that already, the marked answer isn't solving it. It's not a specific error message, it's something used for multiple different issues. Or rather it's a symptom.
Pretty sure circular dependencies can also cause this
it means it's outside of the project, normally
I don't think I've seen a circular dependency do it
Client says they are seeing it when using ChildActor Components
hmm i see
Child Actor Components ๐
I cleaned up redirectors now, but still the same problem hm
Yeah it's a child actor component that caused it. Found it in the list
Weird...
Child Actors are dodgy AF
it could be hanging on to an old reference and keeping old data around
depends on how it is used, but it usually constructs an actor at the same time as it constructs itself
So I think ChildActors are instanced or?
yes
Or at least it creates a Template
That is then used when spawning the actor
That template, at least for this case, has instanced UObjects in it
And those are the ones that keep it from saving
What a mess
yeah
you can abuse them to do weird things, but in general I would avoid them
for 99% of use cases, spawning an actor and attaching it is more than sufficient
Yeah I will let them know that this won't work
thanks! that did the job ๐
I can't explain why it's an issue though
but I guess the templated actor is not supposed to create the objects
The instanced ones
Child Actor Components fail in so many different unique and special ways, hehe
the template is just an instance of the UClass, IIRC
then the actor gets constructed from that, same way it would a CDO
/** Property to point to the template child actor for details panel purposes */
UPROPERTY(VisibleDefaultsOnly, DuplicateTransient, Category=ChildActorComponent, meta=(ShowInnerProperties))
AActor* ChildActorTemplate;
DuplicateTransient
Hm
That only means it's reset when duplicating
How is it creating the UI for this
AActor* NewChildActorTemplate = NewObject<AActor>(GetTransientPackage(), ChildActorClass, NAME_None, RF_ArchetypeObject | RF_Transactional | RF_Public, ActorTemplate);
[...]
ChildActorTemplate = NewChildActorTemplate;
Yeah f*ck that
Is there a way to make a material save each time you make a change?
hey guys, any thoughts on how to zoom in firrstperson camera whilst adjusting the DOF?
I have adjusted DOF for a specific setting, and then when I zoom it keeps that setting causing my zoom to be all blurry. how do i connect the 2?
I bought a plugin but it only supports Unreal Engine 4 ... is there any way to upgrade it to UE5?
if you got the source code for it you could try compiling it against the UE5 source
I have nothing I don't know where he downloaded it, in the VaultCache folder and in the UE4 / Plugins folder there is nothing
I emailed the developer but I don't think he will reply ... within, this month ...
I've emailed one developer who replied within 24 hours but I guess it's a fairly small sample size :)
To get the plugin, I think you might need to create a UE4 project and then add it into the project or into the engine. That should download it, not sure if there's some other method
I guess it depends on developer to developer :=)
I did it, I added it to my UE4 engine
It should be under UE_4.26\Engine\Plugins\Marketplace
perfect
now?
If you have the C++ source code for it there, you can move it into a plugin inside your C++ project, and then try and see if it compiles
this?
Right so you can just copy this whole folder, where you have the .uplugin file, and put it under yourproject/Plugins
Oh
ok
:no_entry_sign: bekassruha#5724 was banned.
i was already on the case
I wonder, would it be too problematic to have a bot detect common text strings in these messages?
Would save you guys a bunch of work :P
tbh, i still dont understand why discord doesnt have a filter for those things still
Yeah...
then again, tbh I still dont understand that there are people dumdum enough to click on such links.
ยฏ_(ใ)_/ยฏ
hey hey, @discord it would be awfully nice if you automatically filtered all this discord nitro spam stuff.
I and my fellow @unrealslackers moderators have to clean this stuff up multiple times a day, for the past many many months :/
with some keywords and a decent algo it should be spottable
a bot running OCR on an image feed of discord client ๐
lol
Imma reform my question
Is it possible to instant save on asset modification in ue4?
Hmm
I cant find anyone else asking about this either, seems like theres not
To bad since multi user doesnt apply changes on material instances before saving
This is a hard limit
autohotkey macro to press ctrl-s automatically every 10 seconds 
imagine messing something up and it goes SAVE
We cant, well be switching between compositing, davinci and ue4
tbh I'm in a habit of pressing ctrl-s all the time anyway I don't know if that kind of feature would even do much for me lol
I would imagine it would be possible via editor scripting but who knows how complicated it would be to set up
(eg. since it already would push stuff into the undo stack, it should also be able to save)
Well its weird, because we didint have this issue in 4.26, but then you couldnt apply materials and live update it while running the node
Now you can, but sliders, values or generally parameters in a material instance wont update until you save
nvm lol its a feature
Other Assets: Sync on Save
The Multi-User Editing system does not immediately synchronize most types of Assets in your Unreal Engine Project each time you make a change. This includes Asset types like Materials and Material Instances, Static Mesh Assets, Blueprint classes, and so on. In these cases, when you make changes to these Asset, you are the only one who sees the changes take effect in your environment immediately. When you save your changes, the Multi-User Editing system sends the transaction around to all other users in the session.
๐ฆ
this sounds like a sanity thing to me
the cost of effectively live-streaming asset tweaks would be hefty
I hope epic looses the lawsuits. Ive had about enough of the terrible design their launcher poses. Maybe they will pay closer attention to their own services when forced to. Same goes for the sheer ammount of bugs i run into on a daily basis
I get maybe 1 minute of work in for every hour spent in engine
The epic games launcher is about the only book that can be reasonably judged by its cover
No offence to the people whos job it is to fix those issues
The launcher so dumb, it cant even recognise me having already deleted a plug in from the file explorer
So it prevents me from instaing a plug in that isnt there
Vault cache maybe?
Its hard to hate a bunch of fifth graders for being lazy
Oh wait, they are adults who have a 4 years degree and probably 100k payroll.
Ouch
Let it all out ๐ ๐
Or that typing bug
Cant search half the time when the launcher replaces words lke dis
I love watching rage quit montages, so keep it up ๐ ๐
you need to uninstall the plugin trough the launcher.
and I am inclined to strike you for your harsh words about epic staff, but for now I'll refrain.
Cant uninstall something that isnt there
And thise harsh words are more deserved than my strike sir
underneath your engine version there is a "installed plugins" link, which shows which plugins it still thinks you have installed.
Constructive critisism.
Its useful
calling people 5th graders is not constructive critisism
I corrected myself
To proove a point
I dont actually believe epic hires fifth graders
Nobody misunderstood your rant dude
Just keep the golden rule in mind: if you've noticed something in a project, and are wondering why a developer on said project hasn't fixed it already, the answer is that there's a good chance it isn't their fault, and that they do want it fixed.
Yea well, it wouldnt have stung if the plug in wasnt over 300$
There may be targets to hit they don't get to choose, priorities they don't get to choose, and countless other organisational things.
There is a clear line between harassment and constructive criticism.
If you call that harassment you should go find a sense of humor
If it's so clear whys everyone have different definitions of it :p
People are so sensitive. I point out bugs, my wording doesnt matter. I pointed the bugs out
Harassment, no, but completely unhelpful to what you're trying to say? Yup!
So is there a preferred method for deleting or blanking user .ini files, either individual lines or all of it? I can just use ordinary c++ stuff to nuke them because im having trouble finding some kind of UE4 sanctioned way to do it, but before i go that route i just want to make sure there isn't a simpler way.
Your sense of humour is fricking awful.
No offense. ;)
You pointed them out, and attacked people whose fault it might not even be.
I wish I was a 5th grader.
Yea hoodie, well at least i have one
meanwhile in ue4's source code:
Yeah, I'm out here. You're clearly not interested in actual discussion.
Something went wrong. Check the logs for details.
Alright trying to build Source for the 10th time or so ๐ Fingers Crossed
Inb4 r/ProgrammerHumor
I doubt calling out bugs in any other fashion would get any different reaction honestly
.ini lines are practically plain text file, so perhaps you could do it the old fashioned way.
So i call them out the way i want
Well yeah, old fashioned way will work. It's just like there's this whole .ini handler codebase in UE and i feel like i must be missing something
and ban.
I suggest you to take your time to learn Code of Conduct, brother.
manny did not want to ban him, so I did it manually.
You said you weren't goint o but okay
Good riddance.
+1
I'd rather get rid of @fierce tulip , really
oh
:triangular_flag_on_post: Tor#5361 received strike 1. As a result, they were muted for 10 minutes.
You think the bot would actually let you ban yourself with whatever command you tried to use on them?
Manny are you a bot?
I would not have banned cablla if he refrained from any more comments after the fact, but he kept going and even said mean stuff to hoodie. so I wanted to strike him but manny bugged out. since it would have been his third stike, it results in a ban.
Not that sophisticated ๐ฆ
if you wanna take up how a moderator behaves, take it up with another moderator, and as the #rules state, dont do so in public.
cc: @maiden swift
Moderators are awesome. Respect! Such valued people. Not an easy job either.
It wont get any easier with larger server, for sure :3
:triangular_flag_on_post: Tor#5361 received strike 2. As a result, they were muted for 1 hour.
But hey, that's what cooperative members' for.
Manny are you lagging?
I remember the days of IRC when we had bots in there. We could program them to say stuff and ended up making them pretty good at being a chat bot.
all manny can do is 8ball and give game ideas
atm he seems to have a bit of a teen temperament when it comes to certain actions, but im sure Pfist will fix those
Imagine giving Manny GPT3 access ๐
Yes, but the in editor modelling tools are rather limited atm
unless you want a bad time and poor optimization, not really.
It's not hurt to try make such assets in Blender (which is free)
Yeah the tutorial is for blender actually haha
I have heaps of trouble with unwrapping to create UV maps.
You can improvise on Blender tutorials to make Unreal ready assets, though make sure to bake procedural textures that you use in the material.
just like anything gamedev, it just takes some practice.
I plan on doing real basic models inside UE and combining them into single meshes.
I often brute force it with smart UV unpack :P
Though sometimes it backfired when I try to texture it in Quixel Mixer lol
we made sure Manny cant do this. We did have some fun when manny was just added and Ced striked me a few times :p
Yeah I get lost in the details. I tend to be a big picture type of guy. A jack of all trade and master of very few.
I can do models but the UV stuff just breaks my brain. Maybe it was because of the models I made. Maybe cause it was way harder back them. Maybe there is an "Auto unwrap" now that can be tweaked easily.
Don't get me started with UV unwrapping creatures. You essentially skinning them 
LOL yeah I never got into that.
I was always doing the map building stuff. Never had to deal with textures back then
