#ue4-general

1 messages · Page 1077 of 1

prime willow
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its not your standard start menu lol

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but its to give you an idea

lusty jungle
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Absolutely lost, sorry its pretty tough getting my head around this

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xD

prime willow
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um

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ill draw on it to make it obvious xD

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i know its alot

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but unreal is a steep hill

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its straight upwards

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than smoothe sailing past the tip

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just takes extreme detication or a team to cover what youre too lazy to learn

lusty jungle
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Yeah it feels like basic things are so much harder to get done here

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but i guess the modularity will be better off for it

prime willow
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Red is the variables and nodes that wil lcontact the player character or whatever your system is calling

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you plug them into valids

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or the blueprints asking for variables related to said system

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the purple is to explode the thing im done with be it enemy npc items star tmenus etc

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green circled stuff is nodes to make sure the proper player is being contacted via the variables

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the rest of it is the start menu

lusty jungle
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Ahaha and here i thought it'd be obvious

prime willow
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well mine is a bit chunky

lusty jungle
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I just don't think im capable of understanding that yet

prime willow
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because its advance stuff

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its far more uneccesary than need be

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but i wanted a particular system in my game

lusty jungle
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I do get your description of the colors though

prime willow
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my setup is condeldued and silly and probably not the best way to setup blueprints obviously

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but it gets the job done until i learn how to write better code

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but it lets me do this

prime willow
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to make your game unique and literlaly youre own

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this is how my game will handle UI systems

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so that chunky soup of code was to make this possible

lusty jungle
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Oh snap!

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This looks great

prime willow
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yeah i saw it in super old games for the nintendo 64 and gamecube and wante dit in my game

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i had to learn 5 differing systems and why they work and piece together what i liked from them and than write a bunch of jank custom stuff to makeit literally a aprt of the game xD

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and its still missing special effects and matching animations
etc etc

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this is why learning the basics is important it gives you foundations to move into your own creative designs

lusty jungle
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Yeah im just so scared of feature creeping my way through this all

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I mean i'd love to implement so many things

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a good combat system for one

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but that is hell to code

prime willow
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well try not to feature scope

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i wrote over 800 paged detailed documents in microsoft

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but i wont be able to do even half of it unless i burn many years

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or get a team

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start small

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make simple concepts practice and learn from tutorials and eventually explore until youre comfortable

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once you can start troubleshooting your own code or issues and fixing them let alone others youre pretty far from making a real banger of a game and thats ok

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as long as you do it properly in time you could be the next iwata

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game dev is a long game venture if youre in it to make a metal gear solid or game of the year in a year or less it probably isnt for you xD

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its possible but youre gonna ride through hell to make it happen

lusty jungle
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Oh yeah its one day at a time

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One issue at a time like this problem im having now which i cant wrap my head around still

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But itll most likely be always like that

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Like this is it. This is game deving xD

prime willow
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yeah

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literally

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its getting smarter to realize youre not smart enough to fix your new problems

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until eventuallly youre a wizard and have no idea how or when that happened

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xD

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honestly just watch a few hours of tutorials a day or do learning tab stuff on the launcher and explore

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google everything you can and dont be afraid to experiemnt worst case scenario you backup your game and try again in 20 minutes

tender mountain
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Hey I have to reboot my router to enable a Nat forwarding port, correct?

storm portal
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speaking of tutorials. trying to go thru some on unreal's page

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and some of them dont have content on the tutorials

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but aside from megascans, wheres a good place to get assets from without breaking my wallet

mental solar
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Hello guys, in the last 4 MONTHS I have been trying to import my blender scene to unreal, never managed to get it done as I wanted to, unreal always fucks up the shading, the checker texture is totally correct in blender, but not in unreal. I have done research, looked on unreals website, scrolled trough hundreds of tutorials and still have no damn idea whats causing the issue.
Also getting these error messages which many say is nothing to worry about

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My question: What do I have to do? No one helps me, nowhere. Either no one knows how to, or no one has the time to help. Where can I hire someone professional? Do I really have to pay for such a simple looking thing? Its starting to get ridiculous... 😭

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(pls ping me)

drowsy snow
mental solar
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1 sec

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also the courtains look weird when building the lighting, but thats the smaller problem

drowsy snow
mental solar
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Yes, every wall, ceiling and floor. Exept the courtains, the chair and the room-divider in the middle of the second image

drowsy snow
mental solar
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Yes I'm using smart uv unwrap.

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Split what? every singe face?

drowsy snow
mental solar
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Thanks, I will try that

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and just use the simple unwrap at them?

drowsy snow
mental solar
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is there no way to do it so it surely works? It sounds like it really sucks to create models for unreal in blender

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I mean how do you model rooms?

drowsy snow
drowsy snow
untold merlin
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Hello everyone. Can anyone point me to where I can ask or hire live help?

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I can't figure out why this is happening.

mental solar
drowsy snow
mental solar
scarlet birch
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Anyone know why as soon as I add any element to this array compiling the BP results in the editor locking up and continuing to consume memory until there is none left?

modest trench
scarlet birch
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On destroyed, same logic, same nodes is working in another BP.

modest trench
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on 27.1 here

scarlet birch
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I've tried everything I can think of to clear it

modest trench
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I wonder if the BP is corrupt

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I have some wild guesses based on nothing: does V4Stone do anything weird in referencing other bps?

scarlet birch
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There's few other things I can try. No it's a fairly typical BP.

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not much to it, a few static meshes, particles

modest trench
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any debug symbols on the crash?

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if it even crashes

scarlet birch
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I'm going to just let it go until it runs out of memory and see what happens, probably lock up the machine

modest trench
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at this point I would maybe make an answerhub post because this is hard to figure out

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I'll upvote your post if you link it

scarlet birch
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Thanks. I'm not ready to give up yet though.

modest trench
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what happens if you add to the array from another BP?

scarlet birch
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haven't tried that. I could make a duplicate array and just copy it on the constructor to that one , see if that lets it compile at least

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idk, going to wait and see. It's gone from 3GB of RAM to 20GB, going to let it get to ~64, if it still doesn't finish will try that.

plush yew
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I'm developing a school sports themed japanese girl school video game, for translation to an english audience I am having all characters 18+ and having the location take place at a university. There is no nudity in my game (even made an effort to not put any pubic or pectoral textures in my characters) and none of the outfits are transparent and all are modeled after actual university swimsuits in marvelous designer with 1:1 dimensions. My question is, is this too much nsfw to post content of it here or is the subject matter able to be handled in a mature fashion on this discord

scarlet birch
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This works, for now. @modest trench 🤷

autumn elbow
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anyone know how to change to viewport controls so that I can zoom with ALT+ MMB ?

modest trench
scarlet birch
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I'm chalking it up to Cthulhu and the dark abyss.

drowsy snow
plush yew
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yikes lol

drowsy snow
drowsy snow
autumn elbow
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it's not there

plush yew
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whoops forgot the nsfw filter

scarlet birch
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Viewport Navigation

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Not sure you can use modifiers for it though.

autumn elbow
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that's not it

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that's for wasd

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kinda like a ingame fly around thing

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I'm looking for the mouse controls

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like the ALT + RMB stuff

modest trench
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a lot of the mouse controls appear hardcoded

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unless I am wrong

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inside EditorViewportClient.cpp

scarlet birch
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You can tweak them a little under Editor Preferences > Level Editor > Viewports

modest trench
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surprisingly little way to change them though

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glad I'm happy as they are

autumn elbow
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yea, might be hard coded

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thanks though

scarlet birch
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Ugh, That fix I posted didn't work. I forgot to set the array to anything, as soon as I did same issue.

storm portal
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can someone point me in the direction of a tutorial on making something like this? i just finished the intro unreal classes and i honestly am so lost on where to go next. i know this was made in blender but was thinking its also possible to make in unreal

scarlet birch
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I ended up binding a custom event to respond to the destruction event and it compiled. I think the issue was where it was being called but I'm not going to spend any time working out the why.

quasi shell
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hey whats guys im new here

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*Up

modest trench
# storm portal can someone point me in the direction of a tutorial on making something like thi...

the rest is all just regular 3d art but I think you will like this https://youtu.be/UETAS5g-q4M

Fix 4.26 : Scale Mesh Size modules

  1. Open up the Niagara system
  2. Go to 'Particle Spawn'
  3. Under Initialize Particle find the parameter 'Mesh Scale Mode'
  4. Set 'Mesh Scale Mode' to 'Uniform'
    (thanks hopelandgame)

Fix 4.26 : Curl noise force parameters changed
The curl noise force parameters changed in UE 4.26, the frequency value...

▶ Play video
quasi shell
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any know how i can call the Landscape Spline Mesh from a blueprint?

patent cobalt
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I see rolling textures that you can do with a couple of nodes within a material.

patent cobalt
storm portal
modest trench
storm portal
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unfortunately the sequencer portion of the tutorials is broken haha

vapid cradle
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What's a good programm to design characters or objects?

vapid cradle
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ok thank u

long nimbus
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Does anyone have TezFiles premium?

drowsy snow
vapid cradle
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do u know any different ones where i can make 3d stuff?

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ok thx then

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hm ok i will see

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ok thx then

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nvm just found out how to rotate stuff usw

drowsy snow
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Not really.

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I first learnt Blender circa 2016, back before the fancy 2.8 revamp.

plush yew
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it was before cycles iirc

modern sinew
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Anyone know any good tutorial series for setting up a multiplayer game with a dedicated server? The multiplayer tutorial on the official channel is user-hosted

smoky hull
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Are there no shadows because they dont use lumen?

patent cobalt
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No idea why there are no shadows. They may have set the train not to produce shadows because it was too expensive to performance.

stone surge
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how do i flip normals on a mesh?

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btw in blender its ok

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ok fixed it

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i exported it from blender with some empty objects and it messed something up

thin tendon
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Anyone able to help out? For some reason suddenly I have this issue. Its only on versions of my project already packaged to run outside of Ue4 editor. But I changed the project versions on Steam to older builds before the issue. And no matter what I keep getting this error. It always happens after pressing the button in the main menu to close the game down.

steady storm
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I'm thinking about making a subway surfer like game and was wondering if anyone had any tutorials to suggest

ivory locust
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Can anyone tell me please, how should the normal map and tangent map look like to get anisotropy effect? I want to create these textures in substance designer.

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it seams like it works this way but I'm not sure

full lodge
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Is Inverse Filmic Tonemap Operator in UE4?

ivory locust
full lodge
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yes

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it is a tonemap operato

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operator

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but I need to find, inverse operator (detonemap)

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vec3 i_Tonemap_ACES(vec3 x) {
    // Narkowicz 2015, "ACES Filmic Tone Mapping Curve"
    const float a = 2.51;
    const float b = 0.03;
    const float c = 2.43;
    const float d = 0.59;
    const float e = 0.14;
     return min(vec3(1.0), max(vec3(0.0), ((x / (a / x - b)) * max(x / (c / x - d) - e, vec3(0.001)))));
}
vec3 inv_Tonemap_ACES(vec3 x) {
    // Narkowicz 2015, "ACES Filmic Tone Mapping Curve"
    const float a = 2.51;
    const float b = 0.03;
    const float c = 2.43;
    const float d = 0.59;
    const float e = 0.14;
   return (-0.59 * x + 0.03 - sqrt(-1.0127 * x*x + 1.3702 * x + 0.0009)) / (2.0 * (2.43*x - 2.51));
}
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like for ACES (it is approximated versio, but exists)

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HDR -> LDR: this one you shared @ivory locust
LDR -> HDR: this one I am looking for

still cargo
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if I want to achieve a system like: ItemBase --> WeaponBase --> HitScan / ProjectileScan --> Weapon
should I then make everything into Actor blueprints? or is there a better way to do it since ItemBase, WeaponBase and Hitscan / ProjectileScan aren't physical objects

drowsy snow
tranquil roost
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Hello. If we have a bunch of assets we'd like to distribute to UE devs working remotely, what would your preferred method be? The assets are static meshes with PBR materials. Huge plus if some of them can be imported as grouped objects (blueprints).

drowsy snow
tranquil roost
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I see! We're already using plastic as a general backup solution. This might be a dumb question, but would we export our assets as .uasset files from editor?

drowsy snow
tranquil roost
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So, to be specific, this relates to archviz. Say we have the following assets we'd like to distribute:

  • A couch. It's a static mesh with a set of material elements, these materials have PBR textures associated with them. Ideally, this should be a single asset file.

  • A whole wardrobe comprised of static elements but collected in a Blueprint. In this case, the best-case scenario would be to have a single file that containts the BP, all assets, and materials

  • A Door BP, which contains BP logic for i.e. opening when approached by the user

full lodge
ivory locust
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How to equally add a number for the R and G channels from the B channel? I want to make changes in my UV even when I move an object in Z axis.

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This way 🙂

smoky hull
# stone surge

You can go into the materials and select double sided material. But i would recommend flipping them in Blender for better performance

smoky hull
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Maybe they didnt bake lights

boreal sun
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Does anyone have experience with groom in 4.26 and know if it's performance makes it worth going that route over hair cards?

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Specifically for fur

ember vortex
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... After running ue4 for 10 minutes i get a blackscreen in the material editor

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and i just realized that screenshots dont capture that

ember vortex
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no

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still running

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i can close that window

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and do stuff in viewport

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but things like rightclick menus dont work either

boreal sun
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definitely above my paygrade but I would guess that it's not a strictly ue4 issue

ember vortex
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... WoW would not guess that

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i would like to guess how to fix it tough ^^

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restarting engine every 10 minutes is nasty

boreal sun
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is it just this material that you get the issue in?

ember vortex
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no

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litterly everywhere something like that

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some things work

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some dont

boreal sun
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you just started using ue4?

ember vortex
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i am using it a while now

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found a post which told me to install NVIDIA Studio drivers to fix it

boreal sun
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yeah it sounds like something graphics card related. That would make sense\

ember vortex
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ohh thank you @plush yew

surreal spear
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hey anyone able to help me with blueprint to blueprint communication i just can't get it to work

idle jewel
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i want to make a reference to an actors location in my third person character but for some reason you cant make references in the player blueprint does anyone know how i can make one

stiff bane
slender marsh
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Hey does anyone know why I can't access the tutorials?
I am clicking on them but they won't open

pallid carbon
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When using multi editor plugin, can both parties edit terrain at the same time? My friend is connected to me and when he edits terrain, i can't see it on mine, but when i edit it and save it, it shows on his?

digital anchor
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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.```
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if he saves, it should sync then

cyan bronze
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Meaby i need to get it from blender which looks like this

shadow ravine
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Hey guys, I'm trying to build my BPs for my vehicle mechanics but I'm having an issue getting the camera working correctly. It works fine while the vehicle is in the air, but the second it collides with the floor the camera immediately gets stuck underneath. I've attached it with a spring arm, and simply wired the arm to rotate the using the mouse X and Y. Which seems to work when in the air so I don't think it's that. Must be something I'm missing elsewhere. Anyone have any ideas? This is an example: https://youtu.be/BBU9eVEtGOY

cyan bronze
digital anchor
cyan bronze
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How do i do that

shadow ravine
digital anchor
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yeah, which means theres something colliding with the probe channel, make sure the spring arm doesnt touch anything, play with the channel and probe size and reenable collision test

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also make sure your car doesnt have anything that blocks camera

shadow ravine
cyan bronze
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Yes ofc i know how to make materials but do i bake them in blender and then import that. I have only dealt with weapon textures and baking them

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oh yea didnt see that

cyan bronze
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@plush yew Last question if you have time. How do I make the leafs not look like that

vapid cradle
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I wantet to ask how can i make like a menu where players can decide their character?

cyan bronze
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I have alp, gls and trp named textures

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ty

broken socket
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So i modeled a character and rigged it with auto rig pro, all the bones are the right names everything is correct but this happens

tame marsh
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It's in the tab Preview Scene Settings

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Second question, when exporting from Blender, you're using Auto Rig Pro's export button with the following settings right?

plush yew
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are you able to fork unreal engine to create your own??

exotic thicket
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you are allowed to modify UE's source code for your own projects yes

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it's worth looking at the info on their licensing pages, it explains what you can and can not do

plush yew
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but fork it?

exotic thicket
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what do you mean "fork it"?

plush yew
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and perhaps market that??

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but probably not

exotic thicket
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Hmm I don't think you're allowed to distribute the engine

plush yew
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thankds

exotic thicket
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I think if you verify that the people you give your modified engine version to are licensed to use UE, then it would be ok. But you can't give it away without doing so

plush yew
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great, thanks

exotic thicket
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Of course if you make a game using the modified engine, you can distribute the packaged game :)

plush yew
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i feel like making a game engine from scratch is overkill

void sierra
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I set a mesh in my blueprint to static and it ended up moving all those meshes to a random location in the level. Im not sure why that happens, but its really annoying because I have to manually move those meshes back to their original spot.

plush yew
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so it does seem like i could make my own game engine from unreal engine

#
Yes. Access to full C++ source code for UE4 is included from the moment you create an account and install the engine. You can download source code from GitHub, and you will continue to receive regular updates, including access to live source code changes. Even if you don’t plan to modify the source, it’s super-useful to have it available to understand and debug interactions between your C++ code and the engine’s C++ code!
exotic thicket
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Yeah, check the "what kind of products I can release" bit too. That explains what you can do with the code a bit better

plush yew
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wait.....

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You can release any product that is allowed by law. You can release games, demos, VR projects, architectural showcases, trailers, films, and more.

The only parts of the Unreal Engine you can’t release to the general public are the source code and tools or modifications to them; these components may only be distributed to other licensees with access to the same version of the Unreal Engine.

Read the Unreal Engine EULA for Publishing and the Unreal Engine EULA for Creators for full details.
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i see, so it does have to do with liscenses

ornate hamlet
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perfect timing with the license question because I also have one.
What license do uplugins fall under if I want to share one to github? I presume they fall under the engine license and therefore should just not have a license file at all?

pure galleon
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hi guys, can anyone tells me abt to make a blind effect to the viewport? like blinding grenade

narrow mauve
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Fairly elementary math problem here. I draw a mask to a render target within a given domain size of my world. This changes the position of the mask not its scale. How can I change the scale of the mask while retaining its position. By modifying the texture uv scale I thought I would have to divide the subtracted position by that amount but it is not corect

candid shale
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I really don't know where to ask this, so I suppose this is the best place. I'm quite new to unreal, so please go easy on the terminology. Whilst brush editing I get this weird flicker. I don't know what's causing it. Maybe thought of some weird lighting issue, but building the lighting did nothing. Does anyone know what might be causing this?

narrow mauve
#

I solved my own problem

neon bough
verbal citrus
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Get Actors In Selection Rectangle seems broken - I'm getting actors selected way off the visual rectangle.
Is there an alternative method for an RTS selection? Or a fix for that?

neon bough
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are you sure that it's broken and you don't misuse it?

verbal citrus
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Yea, positive

neon bough
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anything within the actor can contribute to it's bounds

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also check if you use the correct area by drawing debug

verbal citrus
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Also found many who asked about it in the past but no actual solutions =\

neon bough
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somehow can't believe that such a simple feature should be broken

verbal citrus
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Yea, that's what I thought 3 days ago :|

neon bough
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well, you could make your own with get box overlapping actors, if that isn't broken, too 😄

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not sure if thats the correct node name, tho

verbal citrus
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Yea, a bit messy but I guess I have to

scarlet birch
thorny pewter
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well i can use and alter any free content i get from marketplace in my projects ?

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or any one can direct me where to read about it ? could not find answer with simple google search or in FAQs

scarlet birch
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It's all covered in the EULA and FAQ linked on the website.

thorny pewter
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😦

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well will revisit it again

dawn gull
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If I had like 100 actors with meshes and it was super laggy from them and then I made the models not visible that would get rid of the lag right?

verbal citrus
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Don't even know what it is :|

dawn gull
#

can you guys stop fucking shitposting in the chat thats meant to help people?

scarlet birch
#

linked wrong message

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<@&213101288538374145>

dawn gull
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What do you need help with?

wary wave
#

<@&213101288538374145>

dawn gull
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Wow. Didn't know a bunch of 8 year olds were on this server now

buoyant graniteBOT
#

:no_entry_sign: Current#3492 was banned.

spare kernel
#

Idiot.

thorny pewter
#

can any one tell me in which section FAQ should i find about free content ? and if i can use and alter them if i want ?

buoyant graniteBOT
#

:no_entry_sign: uni#9000 was banned.

wary wave
buoyant graniteBOT
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:no_entry_sign: huggo#1347 was banned.

wary wave
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generally speaking you're free to use and modify free content you obtained from the marketplace unless something says otherwise

thorny pewter
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@wary wavewell i just brieftly scrolled EULA but could not find if can you guide me where exacly to look ?

honest vale
#

the ban list reads like a multi kill from UT

scarlet birch
honest vale
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waiting for the M M M M MONSTER KILL

spare kernel
#

Did I miss anyone ?

uneven cobalt
#

Hello.
I was looking for a help channel and didn't find any can I ask a question in here?

wary wave
buoyant graniteBOT
#

:no_entry_sign: Kyiro#7884 was banned.

thorny pewter
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@wary waveoh ok will do then 😄 THX

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it will be my 3rd EULA in my life 😄

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

verbal citrus
buoyant graniteBOT
#

Something went wrong. Check the logs for details.

wary wave
#

it's another troll, just ignore it

spare kernel
#

Because they want help hacking the game. And we don't allow that here.

uneven cobalt
#

it seems you guys are busy i come back later. have a nice night

spare kernel
#

Ywr have had them here before. This is not the first time. @uneven cobalt ask your question

buoyant graniteBOT
#

:no_entry_sign: Spyler00#6592 was banned.

uneven cobalt
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ok so i'm still picking the engine for my game and a tutorial i was following said i have to compile unreal code to release on xbox and ps but didnt say anything else about it.
i wonder can i develop my game on normal version and compile unreal to release on it after finishing it or i should start developing on compiled version from start.

wary wave
plush yew
#

did someone say something bad about fortnite?

wary wave
#

in any case, you'd usually want to develop your game on all target platforms simultaneously

scarlet birch
#

You can just develop for pc and make a build for console, provided you do everything so it's mostly platform agnostic it doesn't have to be too hard.

wary wave
#

it helps you address things like ensuring the entire game meets the hardware requirements of the lowest common denominator, not using features not supported by a given platform, etc

spare kernel
#

He left. I'll set an auto ban up for him thanks @earnest cape

uneven cobalt
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so i have to first get the license and then start developing.

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you guys really help

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thanks

buoyant graniteBOT
#

:no_entry_sign: Fischsalat#1808 was banned.

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Something went wrong. Check the logs for details.

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:no_entry_sign: ozne#3303 was banned.

spare kernel
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@hearty cove just ask your question.

hybrid mortar
#

@hearty cove is trolling

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

hybrid mortar
#

oh that’s a simple fix

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

hybrid mortar
#

try and find object jake instead

gaunt abyss
#

Why?

spare kernel
#

Can you send me that @plush yew ?

#

You said about a screen shot

calm pike
#

Simple question: I am using UE4's experimental water plugin which is built on the landscaping system. How can I hide the 'ocean floor' (the terrain)?

spare kernel
#

Alright. I'll be around keeping an eye anyway. Let's get this channel back on topic.

buoyant graniteBOT
#

:no_entry_sign: marxis#1600 was banned.

plush yew
#

I am importing several different assets I got from an online store and for some reason UE changes them into light pink, light green, white, etc. material and the materials its supposed to bring dont load. Any idea whats going on?

scarlet birch
#

You'll probably need to redo the materials.

plush yew
# scarlet birch You'll probably need to redo the materials.

Thanks. Is there any way to tell which assets will have this problem? I used some from Unreal Marketplace that worked as intended but then some from a third party site keeps having this issue. Any insight whats the actual issue? I'd love to understand.

scarlet birch
#

Materials are not typically useable in other apps.

#

Unless you use a universal format or an importer/pipeline tool etc...

fierce tulip
#

another reason could be that it doesnt use an identical folder structure to the original

#

that will break connections between assets

neon bough
#

how did you bring the assets in? they sometimes refer to a specific path structure

#

so it most likely just can't find some references like textures

buoyant graniteBOT
#

:no_entry_sign: Fischsalat alt no trolling#9325 was banned.

plush yew
fierce tulip
#

some? I might hope all XD

outer phoenix
#

hey, did anyone notice that since 4.27, playing videos on the media player shows a black screen?

ocean halo
#

I cant seem to spot the issue... Might aswell remake in Unity.

left epoch
#

dude you literallyposted trolling code

#

you had it stringed together for trolling people -_-

buoyant graniteBOT
#

:no_entry_sign: JonRealWorld#8009 was banned.

glacial pecan
#

How do people keep instances of items in a game apart, if you store them as structs (for save games)? ie, what separates one torch from another, for example?

wary wave
#

you don't - why do you need to differentiate them?

spare kernel
#

if they are the exact same item, you just keep a count of that item

#

i use FGuid's for items

plush yew
#

Would anyone play a doctor strange game kinda like theres a spider man game

spare kernel
#

this is not the place to ask @plush yew. #lounge we are not your customers here.

plush yew
#

I just want opinions to see if its worth making

spare kernel
plush yew
#

Ok sorry

glacial pecan
glacial pecan
# wary wave you don't - why do you need to differentiate them?

in my example, one torch may have 50% left and the other might have 25% left... but I guess, their location differentiates them... now I just need to figure out how to reference locations in a save game, because you can't use actor object references, I think...

buoyant graniteBOT
#

:no_entry_sign: dghdgfh#4125 was banned.

fierce tulip
#

i accidentally @ ban hehe

spare kernel
#

😛

trim bough
#

Anyone received a swag box already or will epic start shipping the boxes after the end of the event?

wary wave
#

Epic have a tendency to take a very, very long time to send stuff out

#

you could be waiting as much as a year

spare kernel
#

should contact Epic support and ask. But they do take a while.

sleek solar
#

Are there any C++ VR templates for UE4? The one in UE4Editor is BP only...

trim bough
#

But hey we receiving free stuff

kind mulch
trim bough
narrow mauve
#

without*(

trim bough
narrow mauve
#

word

safe crown
#

Hello everyone, I am having an issue with a ball being able to jump up a wall, i have no idea how it started happening, my ball blueprint looks just like the ball rolling template yet that project doesnt have the ball being able to jump when touching a wall, but on my own project it is.

glacial pecan
spare kernel
#

i only create a FGuid for a unique item. Items with durability are unique

#

if they dont take durability, then i stack the in the same item (if they are the same item)

#

but yeah any items with unique stuff, have there own FGuid

glacial pecan
#

great! wonder if I should put a guid in each of my tiles as well to identify them for placing items after I load a game...

#

(I feel like I could go guid overkill easily... no, tiles could be unique by their level and location, no need for guid)

#

urr... now I need to battle editor scripts again with the horrible workarounds to figure out what level an actor is in... 👺

winter blaze
#

Hey all, hows it going?

shadow ravine
#

Anyone ever had this issue where their vehicle's tiers aren't colliding with the floor correctly. My vehicle looks like it's sunk in the ground 😂 Works fine... but looks odd. Anyone got any ideas?

hot ridge
#

Hi all! Possibly a silly question: in UE5, I am trying to run Pathtracer and, anything that is not an emissivity material is black. I have DX12 and hardware ray tracing support enabled and it doesn't seem to matter how many samples per pixel I choose. Any ideas?

real heath
prime willow
#

i sleep for 10 hours and you guys ban 10+ people xD

#

thanks mods for keeping this server so well oiled

#

i know you can see this really appreicate you guys ❤️

halcyon prawn
#

Would I have to animate an object to get it to rotate on a arrow key press?

#

Not sure how to set this up

trim mantle
#

Guys

#

Any info when will be the next asset sale?

pallid carbon
#

Has anyone managed to get world composition and the ocean body feature to work together ? On a single level it works fine, but after adding a couple more levels, it seems to mess up at the origin

celest hull
#

Hello everyone. Can someone please give me a valid explanation of 'remove redundant keys' option during FBX import? I have a humanoid with morph targets. I have joined this with teeth that have same named morph targets. Will checking or unchecking this affect the propogation of the slider control of the morph targets?

#

and yes, i did check the docs. It says essentially that the remove redundant keys setting removes redundant keys :/

#

@strong fossil Does it have anything to do with the projectile dropping over distance due to gravity/drag?

#

If not, perhaps you need to offset either the scope or projectile for the height difference between the two

strong fossil
#

nope it shoots fine but because the scope is higher than the barrel of where it comes out of then where it hits is lower where you see

#

my cousin said to tilt the scope down but if i done that then the scope would be noticeably off angle and you would see it off the rail it's funny this simple thing now that i try and do it or think about it i don't know how people done it

celest hull
#

you may want to share your BP in the BluePrint room and ask there. You will most likely get better information than in this generalized room

strong fossil
#

yeah sorry i posted it hear i wasn't sure wtf this would be

#

thanks a lot though

celest hull
#

No worries, good luck!

drowsy snow
pallid carbon
drowsy snow
prime willow
drowsy snow
dusk nebula
#

So I shouldn't use "event receive draw Hud", right?

plush yew
#

if anyones free to respond this is a pretty quick straight to the point question that mainly just relys on your opinion. If you were to play a open world "Ninja" game would you rather have the animations play in a set combo EX: 1 2 3 4 then reset, or would it be more interesting if it were like EX: 4 2 1 3 then 2 4 3 1, and each animation is completely randomized in sequence

#

I have no idea

#

I just use a structure to keep track of weapon animations... probably gonna be change but idk

#

I can barely get those montages to work LOL

thin tendon
#

Anyone able to help out? For some reason suddenly I get fatal error when using quit game blueprint node in a packaged game. Its only on versions of my project already packaged. I changed the project versions on Steam to older builds before the issue. And no matter what I keep getting this error. It always happens after pressing the button in the main menu to close the game down. But what is weird is I hadn't changed or updated anything when the crash started happening.

cerulean geyser
#

anyone has a good way to calculate sudden drop in velocity? I am trying to get a bool to true so i can do an animation of the character skidding (if running forward and suddenly i change the direction to go backwards) i was trying this but didnt work out

stone surge
#

something like light resolution?

thin tendon
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

msctf
msctf
msctf
msctf
msctf
msctf
msctf
imm32
imm32
msctf
msctf
msctf
imm32
imm32
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
Outback_Win64_Shipping
kernel32
ntdll

#

Thats the error I am getting

plush yew
#

you should bake your materials

prime willow
drowsy snow
#

All I know is that it's never been part of monthly free promos, or freely available.

prime willow
#

ah i see

late verge
#

how do i go about making meshes i add to my world a part of a level?

plush yew
#

uhh

#

Try blender 3dsmax or maya

modest trench
#

you need to use a 3d modelling tool (like Blender) and export the model as an .fbx file

#

then import that into unreal

#

the model can then be dragged and dropped into the level/blueprints etc

late verge
#

oh alright. i'm using Sequencer at the moment and noticed there was a "level visibility" track. rather than make everything spawnable in my Sequencer i thought i could make good use of the level visibility track instead for the purpose of my current workflow.

plush yew
#

you can use create static mesh node to spawn those and delete them after

modest trench
#

oh, your question makes more sense now

late verge
#

didnt know i had to go through a separate program, oh well

modest trench
#

you can technically make simple 3d models inside of unreal

#

but almost nobody can rely on those for anything remotely detailed

#

the modelling tools are getting better in the future but I still don't think they are preferable over a real modelling tool

steady storm
#

how would i add a gun to a 3rd person character

modest trench
#

and then mounting it to a bone

steady storm
#

Im hella new to all this xd

#

i dunno what that meand xdx

plush yew
steady storm
#

im trying to make a 3rd person shooter in which user is in a room and little bats fly around trying to kill you that u have to kill with a gun

plush yew
#

bats are small x_x

#

Shotgun might work

#

genius

thick roost
#

@hollow wyvern

steady storm
#

but idek where to start learninhg

#

anyone have any suggestions

plush yew
#

why do you wanna shoot bats in 3rd person idk find a template that your interested in

steady storm
#

where would i look

steady storm
#

dont have moneys

plush yew
#

Ah try this link then

#

Just look up HorrorEngine jRPGtemplate, the free action rpg in the engine tab itself

#

probably a few more if you look around with free

rustic jackal
#

Hello everyone! I recently installed UE4 (4.27.1) and clicked "Leave a shortcut on the desktop" during installation, after 2 hours there is no shortcut. Where can I find him?

celest hull
#

@plush yew Depends on if the moves matter. Such as 1 causes 50 damage and 2 cause 30 damage 3 causes 70 damage, etc. In the case where the moves are part of an employed strategy, keep them ordered. If the order has no legitimate effect, keep it random so it is less boring.

patent cobalt
#

@rustic jackalyou should see the Epic Games Launcher among your programs anyway

crystal echo
#

Hello, I would to confirm so information I got here and after some quick search, about BSP:

  • If I understand, BSP is the old way (as in GoldSRC, Source or old UE engine) to create geometry and also final level
  • Nowadays, BSP is mainly used to create the "wireframe" and geometry of your level. Once it's done, you replace it with static mesh. BSP are only used to quickly prototype a level
  • Static mesh is way more optimised than BSP and they are created mostly in other software as Blender, so it's important to play around with Blender too beside UE4' BSP and import them inside

Is this correct ?

#

Also, bonus question: Is it possible to export (and is it a good idea) the BSP you made into UE4 and re-work them as Static Mesh into Blender and then, import them back into UE4 ?

plush yew
#

Yeah right click and convert to mesh id imagine

crystal echo
#

So that doesn't ask too much work on Blender as redo from scratch the BSP as static mesh into blender ?

#

If my question mean even something.

plush yew
#

I guess it wouldnt be too demanding if you can even export the geometry brush

#

your talking about these?

crystal echo
#

Is it a BSP cube in UE ?

plush yew
#

Unreal Engine 4: Level Design For Beginners
➡Chapter 1: Introduction to Geometry Tools (BSP Brushes)
➡Converting Geometry (BSP Brush) to Static mesh

🔔 GET NOTIFIED: SUB! https://www.youtube.com/channel/UCxI1PdSHCtBPVFqdKg9aKnQ/featured?sub_confirmation=1

🎞️ Level Design For Beginners: Playlist! https://www.youtube.com/playlist?list=PLDoam5BC8M...

▶ Play video
#

looks like you wouldnt have any problems doing what you want

crystal echo
#

Thanks.

#

I would still need to have confirmation on these point:

  • If I understand, BSP is the old way (as in GoldSRC, Source or old UE engine) to create geometry and also final level
  • Nowadays, BSP is mainly used to create the "wireframe" and geometry of your level. Once it's done, you replace it with static mesh. BSP are only used to quickly prototype a level
  • Static mesh is way more optimised than BSP and they are created mostly in other software as Blender, so it's important to play around with Blender too beside UE4' BSP and import them inside
finite ocean
#

Does anyone know if there's a tutorial on steam dedicated servers?

prime willow
#

Ok

#

Weird question but is it possible to do 360 Degree line traces

dusk nebula
#

is the "out hit distance" pin on the line trace node just broken or something? It just doesn't seem to output the correct value sometimes

prime willow
#

or at least like more than 4 angles line trace wise?

crystal echo
regal mulch
#

I don't think it's about hosting the server

#

Probably more about proper integration of Steam to actually make the Server show up in the Server List

regal mulch
crystal echo
#

If that's so, it's 1/ Opening your firewall dedicated (hardware if that's at home and software on the actual server) port and 2/ Open a config file if the game is doing that. I think.

regal mulch
#

Yeah, it's not that easy I'm afraid :P

#

You are still talking about hosting

crystal echo
#

So far as I remember it's something like that but I maybe didn't get the question well then.

prime willow
#

Exi is there a term or possibility for a more complex line trace

crystal echo
#

"make the Server show up in the Server List" you seems to confirm it's about hosting or I really miss something here.

regal mulch
#

There is config, target.cs and generally code to create the session needed to even get the server to do what you want

prime willow
#

like a line trace that covers 360 degrees or more than just 4 angles at most

crystal echo
#

but maybe I'm not watching properly the question, again.

regal mulch
#

That's it

prime willow
#

o.o

#

so like a circle trace?

dusk nebula
#

a sphere, because that's a 3D shape

regal mulch
#

No, ShapeTraces literally move a Sphere, Capsule, Box along the path from start to end

prime willow
#

so

#

something like this

regal mulch
#

That's a sphere

radiant beacon
#

Hi.
Is there an option to automatically create folders when importing FBX files?
I have a lot of FBX and I want to manage the mesh/materials/textures belonging to an object in one folder.
I'm creating and naming all folders manually and drag & drop FBX files one by one. I need a better way.

prime willow
#

is that an option trace wise?

#

i feel that would better suit my needs

regal mulch
#

You should maybe state what you want to do

plush yew
regal mulch
#

Then we can give you guidance on how

dusk nebula
#

I'm assuming they just wanna do the anime gif thing

prime willow
#

okie lemme just make a gif of it

#

i feel that would explian it better than i can put into words be right back

glacial pecan
#

wtf... child actors in Unreal are apparently buggy and people recommend to not use them, yet you can't detach or attach actor components? so basically, any hierarchy in Unreal is completely screwed?

prime willow
#

So for example the same exact dash button will double as a dodge when an attack is within range of the player hence this example

#

Shikadai as for my example purposes dashes backwards but pressing it again when an attack is in range will make him do another aerial dash but itll animate like a dodge since the attack is coming from a uppercut like angle

regal mulch
merry valley
#

hlo
sir/mam, i m a beginner game developer and want to release a game but but facing a problem with new google pad system where obb is released via different delivery mode .plz help
thanks.
some information that u might need-
unreal engine 4.27
game size 350 mb
uploading to google play console
plz check image

i have gone through documentation of unreal about google play asset delivery reference.
thanks again for ur time.

prime willow
#

my issue is i think i can mke this possible easily

#

if i can find a way to trace something in full 360

regal mulch
#

Well theoretically you have two options

merry valley
prime willow
#

because from there i can use overlap boxes based on which box is closest to the traced object entering said trace

#

than use the desired animations

regal mulch
#

Either you put a sphere on your character and you register overlaps to keep track of things in range.

prime willow
#

yes

regal mulch
#

Or you perform a SphereTrace with start and end being NEARLY (not exactly!) at the same location when pressing your key

prime willow
#

o.o

#

i dont follow the second example

dusk nebula
#

move a sphere a little bit

regal mulch
#

As already stated, you can perform ShapedTraces

#

One of that is a Sphere Trace

prime willow
#

ah

regal mulch
#

Start and End of that can't be in the same location

#

But you can slightly change one axis value

prime willow
#

hmm

regal mulch
#

There are more complex solutions

#

But that should work

prime willow
#

ok

#

sort of dumb example hopefully this might be a good example

#

of if it is possible

regal mulch
#

I don't know how your game plays, but based on the video from Boruto, this might be something where you just need to know what your enemy is doing

prime willow
#

well true

noble barn
#

Question regarding Instanced Static Meshes - I know I could test this easily myself, but hey, you surely know this:
If I make a static mesh in my level, which is placed ~200 times, into a ISM, but only 5-12 of those are visible at any given time; Do I still save anything there, or does that force all 200 being rendered when any are visible?

prime willow
#

i could also make it so animations have animation notifies

regal mulch
#

E.g. a beat'n'up game, you could just check "does my opponent perform an uppercut?"

prime willow
#

and make other animations react with the proper animation reaction to said animation

#

yeah like your upper cut example

#

you know what im stupid

regal mulch
prime willow
#

animation notify could cover the way the animation reacts and the user performs it

regal mulch
#

Yeah we make heavy use of AnimNotifyStates for all sorts of attack ,parry, block windows of attacks

noble barn
#

@regal mulch Yeah, but I read that then those will still each have their own draw-call. I am currently trying to reduce draw calls. Might have to just actor merge some in close proximity perhaps

regal mulch
#

Even for moving the Attacking Player TOWARDS their Target

noble barn
#

Optimizing a PC-VR game for Oculus Quest is fun 😄

prime willow
#

ok

#

sort of dumb but

regal mulch
#

Idk how the culling works with ISM

#

I think the idea is that it remains 1 draw call with ISM, so not sure it matters if you have the others render?

#

But I would assume they cull away

prime willow
#

can i use a sphere trace to locate the angle of entry even if its behind the persons upper spine than the sphere trace targets the closest box collision at the sphere's entry trace location, followed by making them use the correct animation notify for the reaction animation of the identited trace

#

or for a visual example

regal mulch
#

You can whatever you heart desires

#

It's hard to answer that

#

You can always calculate angles from directions

#

DotProduct and acosDegree are your friends here

glacial pecan
prime willow
#

tbh i feel like even tho sphere trace would work

#

that its probably a weird and sort of over estimated workflow for the same result

#

being able to make butter smoothe reactions to animations procedually

#

so players can do stuff even i didnt think was possible

#

granted i know il have to still make tons of animations lol

plush yew
#

i use ai perception for something like that

#

if he isnt facing it then its a back attack

prime willow
#

i feel like possibly box collson and overlaps followed by set in place animation notifies might actually work better

#

i wouldnt have to technically trace

merry valley
#

Can anyone tell me where can I get help I have a query

prime willow
#

if attack enters certain box than all of the listed notifies will play based on which result occurs

dusk nebula
#

jose anime

prime willow
#

they animate pretty well

patent cobalt
#

@merry valleyjust ask

merry valley
#

Ok sir

obtuse egret
#

Hey everyone, why distance field is very coarse?

patent cobalt
vagrant hornet
#

How do i make it so that if an object is rotated on the green axis, it will continually rotate on the red axis, depending on how much it is rotated on the green determines how fast it rotates on the red

#

In ue bluprints?

patent cobalt
#

@vagrant hornetis that a physics actor or are you rotating it kinematically?

vagrant hornet
#

kinematically

#

its a plane rolling

patent cobalt
#

you need to take the roll angle and apply it as rate of rotation around the world's vertical axis

#

that will make your plane turn. Of course there is a also a dependency on the forward speed and angle of attack (which ultimately determine the lift/drag of your wings).

noble barn
#

Another question regarding Optimization:
Is there any such optimization viewmodel (or similar) where you can see triangle density? In Wireframe, it is almost impossible to accurately get a measure of which objects may be too high tri count

#

There is Mesh-UV density, though I don't know if that really is what I mean

patent cobalt
#

@noble barnQuad Overdraw view mode

noble barn
#

@patent cobalt That only shows the number of quad overdraws (not trying to be sarcastic - but thats something different, no?)

#

It kinda can be used for it, yes, and its the best I've found so far. There's a correlation between overdraw and too high polycount, but its not really what I am looking for. If theres high poly meshes w/o overdraw, this mode is no use

#

well, on a second look. It may be good enough of a representation, most of the time

#

so, thanks

patent cobalt
#

@noble barnthere is nothing like an absolute triangle density. It depends on how far your mesh is, which LOD it is using, how the shaders behave on it, is there tessellation taking place etc.

#

What matters to optimization is that there aren't too many overdrawn pixels. The other metric you want to look at is the number of draw calls. And the shader complexity.

pallid carbon
#

Hey guys. Without using world composition. What’s roughly the largest level you can create? Is it possible to create, let’s say a 15x15km map without using world composition. Or would that have serious lag issues

#

Trying to think of a work around for the new water feature hating world composition

patent cobalt
#

@merry valleysure, but you didn't answer my question. Which part is unclear or doesn't work for you?

merry valley
#

Everything worked the pak file and all but when compiled fast-follow extension is in error... I don't know exactly what it is sry for that

#

Here this pic of error might help (I think gradle problem)

patent cobalt
#

@merry valleywell it is impossible to help you without seeing the error

merry valley
#

I just need an explanation for this part

#

I made these files but I think that was mistake but now I can't delete them they keep spawning after compiling

#

Is there any video how to store pak file in this extension and then set up gradle ...it can help me a lot

wary wave
#

seems a lot of people have problems with gradle

vivid patrol
#

I was doing png render sequence of a scene but the texture of grass and some other foliage are not rendering. It is just a mesh with no texture.
Can anyone please help me out?

icy plaza
#

does someone know if it is possible to give instanced meshes from a hda a collision? I tried already a lot but my npc's keep going through the walls

vivid patrol
icy plaza
merry valley
wary wave
#

I wouldn't know.

drowsy snow
rigid comet
#

I keep getting this error while starting a new project?

late osprey
#

Hi guys. Does anyone have some good tutorial links to unreal multiplayer for mobile? Thanks

exotic thicket
modest trench
#

You need an older sdk it seems

#

You get to Google how to get that because I have no clue how Mac os sdks work

merry valley
late osprey
#

Hi guys. Does anyone have some good tutorial links to unreal multiplayer for mobile? Thanks

elder locust
#

Hey guys does anyone have any experience with an endless runner. I am trying to generate the obstacles procedurally but even tho i have allotted them with percentages some of them spawn on each other. Do you guys know how i could make my spawning system any better?

wary wave
#

spawn them at regular fixed intervals, based on those % chances

spice blaze
#

Does unreal have a character creation tool, excluding metahumans?

exotic thicket
#

If you mean something similar to MetaHuman, no

thin tendon
#

In the plugins section is there anyway I can get a list of all the plugins (supplied by default with the engine) that a project uses?

exotic thicket
#

Doesn't it have a setting in there somewhere which lists only enabled ones?

#

iirc they're in the .uproject file in any case

thin tendon
#

Thanks mate. I couldn't find a text file listing them. But you where right. In the top right of the plugins screen was a search filter for enabled.

violet lake
#

can u send it to mee?

rotund juniper
#

Hey I'm trying to do a weapon equip but it won't work

#

It won't equip

#

That's all my blueprints

left mulch
#

Anyone had any experience with control rig in UE? Maybe know someone who did and I can ask them? Thinking about retargeting existing rig to my characters opposite to creating new rig from scratch, is it possible?

worthy plaza
#

what i've to do?

vapid cradle
#

Is it good to install the 4.20.3 updatee on ue4?

autumn flame
vapid cradle
#

nah i was just looking and i coudln't add a bunch of things from the marketplace cause the version was to low, im just gonna update it

honest vale
#

yea, you can port them to a newer version 99.999% of the time

vapid cradle
#

ok but i think like the 4.13.2 that was preinstalled was to old

#

xD

#

I mean (my english is not the best) it was there when i startet it

#

ok then imma do that

#

im just sometimes pretty dumb

honest vale
#

don't worry, It would be worse if you didn't feel dumb at all ever

vapid cradle
#

yeah i guess so

#

still need to learn so much about ue4

pliant junco
#

Does anyone know a good ledge climbing video????

#

The one im following(Marco Medal) Is becomming to difficult

plush yew
#

o/
Intermediates - is there like general guideline/common knowledge/recommendations about ** when to just delete intermedaites?**

POV: multiple times while coding in c++, my code behaved correctly (non optimised debugging had correct results), but in editor stuff did not work (false results).
edit: and ofc after deleting Intermediates folder and rebuilding - everything just worked fine -.-
anyone ?

lavish violet
#

Hey y'all, i have a small commission for artists who works inside of unreal engine. I have an artwork done inside of C4D and i want to get it over to Unreal Engine. I can export all assets so you can import the whole scene into Unreal. Its paid work ofc. If someone is interested please dm me

autumn flame
toxic haven
#

i have a questiong about monitoring with stat commands guys

#

which one of these are the draw calls?

#

(ignore the 3 fps, it got like that when i alt tabbed to use snipping tool)

#

documentation says for android i should aim for 700 draw calls

#

but i'm not sure which one of these two are telling the draw calls (i highlighted them with red circle)

honest vale
#

I'm guessing mesh draw calls is just that, only meshes

#

you also get draw calls from realtime shadows

#

not sure if you have those on tho

toxic haven
#

hmm

#

so i use "stat scenerendering" (the one on the left) instead of "stat unit" (the one on right)

#

thanks for that

#

funny thing is the scene is almost entirely empty and i still only get 30 fps on my huawei phone

#

mobile optimization is so hard, i'm really struggling :(

#

and i'm doing mobile VR game so all optimization budgets are cut in half because i have two screens for two eyes basically

#

it's painful

#

i tried messing around with project settings to disable movable lights and stuff but it made UE glitch out so i rolled back the config file

#

if anyone can help me out with any online resource that would help with mobile optimization or give any advise at all, i would greatly appreciate it

#

🙃

#

that shows drawn triangles aswell, awesome! thank you so much

heady lake
#

Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
have this issue
i made a copy from 4.27 to 5
any solutions?

grim ore
#

you cannot go from 4.27 to 5 early access

#

so no solution, unless you compile and use the source build of ue5

heady lake
grim ore
#

the same way you compile ue4, you just choose the ue5-main branch

heady lake
#

is there any video or tutorial for this

#

i am new to this so i have no idea how to compie ue4

#

@grim ore

heady lake
#

the documentation will help me figure it out Thanks !!

sour hazel
#

can anyone help me with this one. when i ctrl+W to duplicate the object snaps to the old position and creates a duplicat. and when i try to save the new scene layout it all disaperes..?

velvet pawn
#

So I have a question, being a beginner at this thought I would ask the pros.
I'm trying to make a menu using an actor (instead of a UI) so that the menu is a sphere that moves and options are selected. The Question: How do I go about mapping the texture to make sure all the pieces are in the right place (and how do I add a clickable button on each option in the actor)?

hidden apex
#

Probs have the most noob basic question xD how do i add a PNG to my content browser? It doesn't let me drag and drop :/

grim ore
#

@hidden apexmake sure its a png and you are dropping it into a folder in the content browser

grim ore
#

@velvet pawnthe first part is art related, mayb try #graphics ? its about how you design it. The second part is harder you might want to consider making it in pieces so each "piece" could be a mesh you click on individually and you can track it from there

hidden apex
#

drag and drop still didnt work though

#

had to right click and import

grim ore
#

weird

hidden apex
vocal herald
#

Im throwing a bunch of the same objects on the floor but some of them keep going through it. What can I do so nothing goes through the floor? CCD is turned on, floor and objects set to BlockAll, tried to make custom simple collision but nothing changed. Tried to create box collision inside of a plane mesh, now some objects penetrate inside the box and keep wobbling inside.

pale steppe
#

Beginner here please, I can't figure out how to solve this problem, can someone please help?

grim ore
#

well it's a warning, you can ignore if if you are having no issues. Are you using static lighting?

#

and you would fix it by making a manual lightmap, but for 1.6% you are probably ok

pale steppe
#

@grim ore Thanks a lot. What's a manual lighmap? I made a two uv's from my DCC but I don't see any overlap there also. Yes Static light.

grim ore
#

if you made the UV, that is the manual lightmap. IT would be a UV set made just for lightmappnig

#

I actually dont know what you used when you imported, you either told it to use your UV1 channel for it or you told it to make it's own

pale steppe
#

Thanks @grim ore

grim ore
#

if you open the mesh and look for the lightmap channel it will tell you. 1.6% overlap tho seems very minor and unless you see an issue after building lighting I would assume its just how it needs to be for a mesh like this

cedar wave
#

Does it make much sense to use a DataTable for your ItemDatabase if you're also using DataAssets? Reason behind the question is that I've seen people relate a DA to a singular row of a DT. Every time I'm trying to design my inventory/crafting/looting - I end up circling back to using both, but that would mean if I want to add something, I need to add a new row to the DT and create a new DA.

drifting iron
#

Would anyone be so kind to please walk me through building through IDE so that i may use my plugins in 4.27? I've done my research and downloaded visual studio as well as made a github, however it just goes over my head

#

do you mean the "clone" option from the epic launcher library?

#

sorry i looked into what you said, apparently my project has no source code in C ++

#

i just want the plugin to work

#

it wasnt made for 2.47

#

lol sorry 4.27

#

i swear im smart, but im slow so laymans terms go a long way. could you explain how id get those plugin binaries?

grim ore
#

do you have the source code for the plugins that you are trying to update? that the first question

drifting iron
#

i believe so, yes

#

i hate to be annoying but im confused what is the source folder, the source as in my project? one of the plugins has a github page so im assuming thats what you meant by having the source code

#

even on github it says they have version 4.27

#

but it just doesnt work

#

i also have character creator 3 but idk if i have any source code

#

so i can just put the daz to runtime folder in my plugins?

tribal marsh
#

silly question but why is it that every time i open UE4 it puts some of the tabs into a 2nd window

#

thanks

winged lark
#

hello

drifting iron
#

Thank you so much Lorash! Seemed like that was the trick, to add the source folders ❤️

#

now if i can find the same for character creator 3

#

i have a folder that id like to include in new projects, where should i place said folder?

graceful sentinel
#

hows unreal engine doing in a macbook pro?

thorny pewter
#

any one knows what internet protocol unreal engine uses for multiplier games ? or where to find that info ?

tiny trout
#

I am trying to simulate FP Camera on TP mesh (C++) method:
This is pretty straightforward on BP but i cant get it to work on C++

    FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
    FollowCamera->SetupAttachment(GetMesh(), FName("headSocket"));
    FollowCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 0.f));
    FollowCamera->bUsePawnControlRotation = true;

When i just attach to head socket it just stays static at that point and doesn't aligns with character's head movement for example when character is breathing or running the head pops out which should't happen.?

#

https://youtu.be/0mgm16ki8zM?t=254 this is how it is right now

In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.

We also take a look at setting up our project and adding the animation starter pack to it!

► Resources: https://www.devsquadacademy.com/resources

Unreal ...

▶ Play video
#

this is what i want to replicate on C++ side

placid pagoda
#

Hey all, is anyone familiar with w/ rendering out dome-format videos from Unreal using the PanoCapture plugin? I can only get out equirectangulars, but it would be great for our pipeline if we could render out dome format videos directly from Unreal

quaint warren
#

What is the best channel for questions related to Engine Editor programming? I have a question about how to make sure that when a user selects new blueprint and they choose my custom C++ class as the base, that it is able to create the blueprint with the right Blueprint base.. Right now doing that bypasses my factory and creates a UBlueprint rather than a UMyClassBlueprint.

cedar wave
#

What is the general approach to saving inventory state? Do ya'll typically use a save slot for it or somethin'?

#

I'm just curious. That's all. I'm still workin' on reworking my system and I was thinking about that.

cedar wave
#

Hmm - maybe I'm not being clear. I'm talking about when you use a weapon for example. It loses some of its durability, then you swap out to a new weapon.

#

Storing that used weapon's state in the current running game - that's what I mean.

#

Not like, actually saving the game as a checkpoint

noble barn
#

Yet another question regarding optimization; With DetailMode, we can choose to show certain meshes based on a graphics setting. Though, the statically cast shadow remains. Say there was a flower pot we only want to render on high settings. On low settings, it'd be kinda awkward if the shadow remained. Is there any way to combat this? Doesn't sound likely to me, to be honest, but hey

cedar wave
#

So when I swap back to the old weapon, in the same running game, it has its used durability.

#

Well, my current approach is for my inventory a struct of classes and quantity (stackable inventory). So when I retrieve the item from my inventory, I spawn the class. Currently using DA's for the initial item stats.

#

I use a component for the inventory itself, so I can slap on anything and it has an inventory

hollow lake
#

Hello! I've got a bit of an issue. I downloaded a model from Epic Games Store then imported it into blender animated and tried to import it back into Unreal and it got all messed up

drowsy snow
hollow lake
#

Blender

drowsy snow
#

What are you trying to do with the model?

hollow lake
#

Use it as a player controller

drowsy snow
#

You know what, let me rephrase it.

Why are you exporting the model to Blender, and importing it back to Unreal in the first place?

hollow lake
#

Because this specific model I'd really like to use

#

and animating in unreal is a pain in the ass

drowsy snow
# hollow lake and animating in unreal is a pain in the ass

Control Rig is fairly easy, but I digress.

Anyway, consider that most humanoid models from Unreal Markerplace (not to be confused with Epic Games Store) adhere to UE skeleton standard, you can use the default mannequin (using Mr Mannequin Tools) to make the animations, and then retarget them in Unreal.

hollow lake
#

eli5

hollow lake
drowsy snow
hollow lake
#

nvm

#

Ill check it out thanks!

harsh crest
#

Here is my profiling session

dusky bobcat
#

Can you show the full window?

harsh crest
#

Full Window

#

I think I may need to click somewhere specifically to see the right methods used at the right time

dusky bobcat
#

Okay, scroll down that list of red thread names until you get to GameThread.

#

Then click on the arrow next to "GameThread" to expand it.

#

Now "FrameTime".

#

You'll want to expand the first few headers until you get to something you recognize.

hollow lake
modest trench
#

Other engines call their character movement Character Controller a fair bit. That's probably part of it

dusky bobcat
#

Expand the first few headers under "FTickFunctionTask" too while you're at it.

harsh crest
#

I think it found it

dusky bobcat
#

That's one thing, yes. The problem here is that a lot of what is eating up your frame time is in native code (under "Self"), so to profile it you'll have to use custom profiling groups.

#

Wait a sec.

#

What you do is you define custom stats groups, that way instead of "Self" you will see the code being executed in those groups.

#

Target code that you think might be particularly expensive and narrow it down.

#

You might be surprised.

plush yew
harsh crest
drowsy snow
dusky bobcat
plush yew
#

yeah, the usability is what attracts me, since I do not build my scenes on Blender

pallid carbon
#

Hi, does anyone know what setting i need to change to be able to edit the terrain right up to the water line? Currently im having like a barrier which is stopping me from sculpting anywhere near

blazing pewter
#

make a new layer above the water and paint on that

pallid carbon
#

Thank you

dusky bobcat
blazing pewter
#

also why is my river to ocean transition not seamless? using the built in plugin

plush yew
merry pilot
#

Im trying to build lighting in my scene, and its not completing, and is giving an error, out of memory, i have 32GB of ram, not sure why its doing this. There also isnt much that needs built in the seen.

pallid carbon
#

Is there anyway for me to pause or toggle off the unreal 4 water plugin while im terraforming terrain so it doesn't lag my game as much?

gilded plinth
#

umm, can sequencers image sequence/movie render feature render UMG widgets? : /

#

so far i can't get it to

south edge
#

Has anyone experienced very slow internet connection when running ue4? Running software is fine, but browsing the web suddenly becomes a tedious task, close down ue4 and it's fine again.

#

This occurs on different networks, so its not just my home net

drowsy snow
south edge
#

found several threads but none give a solution, just the usual "yeah same"

pulsar badge
#

Is there away to figure out how big a asset is for cull distancing?

wary wave
#

bounds, probably

pulsar badge
wary wave
#

it's basically a property of the bounds?

pulsar badge
#

I'm new to this, So wym lol

wary wave
#

bounds is just a set of extents / coordinates, so it is more or less literally contains the size of the object

dusk nebula
#

should I avoid using "Draw HUD" in the HUD BP? It's in the template, but I know that there are some things in there that aren't good practice for something on a larger scale

#

or maybe I could just turn the tick interval down a bunch?

pure egret
#

Can anyone in here do fur photo realistically?

dusk nebula
#

Also, a separate question: Doom Eternal does a thing where you don't consume your first jump for a short time after walking off a ledge, meaning that the "wasted my double jump and fell to my death" thing doesn't happen at all, really. Does anyone know how to implement that into UE?

fierce tulip
#

thats called coyote time, might help looking up tutorials using that word.

dusk nebula
#

thanks, didn't even know what to call it

pure egret
#

I'm looking for someone who can give some pointers on fur.

fierce tulip
#

@pulsar badge @pure egret please do not ask the same question in multiple channels. Please read the #rules thanks.

pure egret
#

sorry

rotund juniper
autumn flame
#

Perhaps

hollow lake
plush yew
#

after getting the .uasset, can I delete the .FBX file?

#

I did but I do not know if I will face future problems.

#

lol safe and sound, I thought that when importing it dragged the fbx file too, so that is why I always exported the file into the project folder

drifting iron
#

im so frustrated. ever since i started working with my 4.27 plugins for character creator 3, something is wrong with the shaders. every character i try to import has either black or missing hair textures

fierce tulip
#

its better to keep the fbx. while there is a copy of it in the uasset, if you want to edit the fbx some more its easier to keep it (or the source file) around.

plush yew
#

It would be cool if we got an option to use .blend files 🙂

#

hm

drowsy snow
unreal lynx
plush yew
drowsy snow
plush yew
#

I am learning how to save stuff. So far, the best solution is to save variables in 'Save Game' node, then pass it to 'Game Instance' and then distribute to my characters / levels... right?

#

I will have player transiting between levels a bit

drowsy snow
#

Basically you treat Game Instance as your game's volatile memory.

plush yew
#

the best way is to save states when a new level is being loaded?

drowsy snow
plush yew
#

every new value modified?

#

I though save-game was a tough process

drowsy snow
humble sparrow
#

Good morning, Is there a way can change a widget(window) size individually?
I knew Window>DeveloperTool>Widget Reflector, but it change all the window.
I found those button in the toolbar and place actor is over large which is annoying.

plush yew
#

is there a proper bridge for materials for any of the autodesk programs? I use both max and maya and have checked on the forums for the unreal engine tools and they only bring in material slots with simple colors, is there anything that will bring in normals+heightmaps+ss and all that? Can be for vray Corona or Arnold

#

I just dont like unreals shader editor and would like to avoid touching it if I can

dusk nebula
#

does stopping a timeline call the "finished" node?

blissful wharf
#

anybody else getting an Assertion failed (array index out of bounds) error when exporting from quixel bridge into unreal engine?

plush yew
#

this seems to be cool but its for blender

#

where can i get tree packs for ue?

modest trench
#

actually, I should at least mention there's an easier way to search the UE asset store

#

look for trees in there

hoary merlin
#

I'm a Unity dev trying to get into Unreal. Should I use Unreal 5? I've heard some people saying to use 4.27, but can someone explain the advantages and disadvantages of them? Because I don't want to start learning Unreal 4 if Unreal 5 is going to come out soon, and then I'll have to relearn it.

modest trench
#

unless you are very serious about using Lumen/Nanite or another new feature don't bother with 5 yet

hoary merlin
#

Lumen is that new lighting feature right?

modest trench
#

very fancy dynamic global illumination

#

very expensive for most gpus

hoary merlin
#

gotcha, thanks. is it possible to easily switch from 4 to 5 if I need to?

modest trench
#

yeah but don't expect things to work well if you do something unintended (going back versions, etc)

hoary merlin
#

so then I should do 4.26 instead of 4.27?

#

or i guess it doesnt matter

modest trench
#

depends on if you need to use early access or not

#

most simple projects should Just Work either way but some specific assets might break

hoary merlin
#

i see. i'll just use 4.27 then since I'm new, and I can always just create a new project in 4.26 or early access if I need to

#

thank you, I appreciate it.

plush yew
#

I think you would want it as a separated mesh from your trunk, then you set it.

#

in Blender I would select the faces I want to separate and then press P and click on 'Selection' then I would export it again to Unreal Engine and it will be divided in 2 different meshes if I did not select to merge all meshes in one when importing

#

inside unreal I have no idea

surreal eagle
#

How do I make the animation play only on the left arm

#

I have a anim I need to play on the left arm only

#

And a separate one I need to play on the right hand only

chilly geyser
#

Hey does anyone think its possible to Stretch, Bend, Twist Actors along a Spline like Static Meshes?

west junco
#

there's that if it helps

plush yew
#

I noticed that after some time, with UE4 open, my computer start to stutter / lagging

#

like after an hour or more

#

if I restart it gets fine again

limber cradle
#

I would really appreciate a good recommendation, tag me if you can help me, thanks in advance

chilly geyser
thorny warren
#

Anyone have any clue how to fix this?

swift tartan
#

Hey I was wondering if anyone here has experience with WMR, windows mixed reality. I am using a samsung odyssey, and I am having issues with basic locomotion via thumbsticks. I've got the WMR plugin and steamvr plugin.... not quite sure what the issue is. Any advice is greatly appreciated!

thorny warren
#

it's like the shadows are culling, but i can't turn it off

ornate bobcat
#

Hey guys, about the Blueprint Ninja Challenge. Do epic send you anything to let you know when your -swag- is coming? Or do they just send it without warning?

dusk nebula
#

can someone tell me why this slide I found in a guide is weirdly height dependent? Aside from just being from a lazy tutorial, I guess

#

it launches drastically farther if used from a higher Z elevation

drowsy snow
short willow
#

is there a get cvar value with wild card command?

#

say if I want to get all the r.HLOD.* values

thorny pewter
#

any one knows what internet protocol unreal engine uses for multiplier ? or where i can find that info ?

crystal echo
#

Hi. Since I didn't find it into #unreal-faq, can someone recommend me a YT channel OR textual courses to start from scratch to UE4 (or maybe for last one, UE4 doc is doing the tricks) please ?

#

English or french

tropic knoll
#

I have this animated VAT guy from Houdini that's working great on it's own but when I put it in Niagara it goes crazy. Does anyone have experience with sort of thing?

golden niche
tropic knoll
#

Looks like this in Niagara

hollow magnet
#

reeee after intense ten days of work my gpu got fried lmao

prime willow
hollow magnet
#

sad day

#

welp cant dev the amazing revolutionary groundbreaking box office hit app.. well i guess its more of a problem for people who will not get it 😛 😛

#

jk

prime willow
#

just throw money at it

#

and itll all fade away

dusk nebula
#

can someone help me with this? This print string is functioning, but Owner No See is not

#

I can see the floating health bar I've created while in first person, even though it's a part of the character and the character is the owner of the object

drowsy snow
plush yew
#

how would i intergrate facial expressions, like how do i controll the facial bones once i import my character

plush yew
#

you dont have to redirect everyone

drowsy snow
scenic fox
#

@drowsy snow i bet you if he put that question there nobody would answer him, if you can answer him answer him in the place he asked

plush yew
#

thank you

scenic fox
plush yew
scenic fox
#

Can't tell if you are being sarcastic or not but you are welcome

plush yew
#

i sound sarcastic, im not

scenic fox
#

Yeah you are very welcome then

drowsy snow
scenic fox
drowsy snow
scenic fox
# drowsy snow If you find redirecting to other specialised channel offensive, no matter the in...

Not offensive but most certainly not going to help anybody seriously if you can't help someone with a proper answer the simple thing to do is to not respond, even if there are professionals in #animation you will not get a response that is to be expected since everyone in this server is having some or the other problem and are in a rush to find an answer, it's not practical to ask there as half of the time people are inactive more people are active in this channel.

unique kraken
#

anyone figured out how to use the twist bones node in ctrl rig?

drowsy snow
unique kraken
#

how would it help me in backwards solve? i need it in the forwards solve

#

as i want a partial rotation on the twist bone from the hand

#

but as far as i can tell, the twist bone node legit does nothing

drowsy snow
#

Forward Solve would make it rotating at all times, at least based on other bone to bone transformation.
Though yeah, TBH I personally used Distrtibute Rotation (or something along that line) for the twist bone, as opposed to Twist Bone node.