#ue4-general

1 messages Β· Page 1078 of 1

unique kraken
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yea was about to start a manual solution too

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as i srsly can not get the twist bones node to react

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and im not a beginner in ctrl rig

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yea distr rot might be a good solution, thx for awnsering

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pretty rare here

polar hawk
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Does anyone who knows Unreal also happen to be going to EDC Vegas?

golden niche
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do you think I can use my steam deck to develop games?

drowsy snow
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Pretend that Steam Deck is a console as opposed to a fully fledged PC.

golden niche
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why not develop in it?

drowsy snow
# golden niche why not develop in it?

Specific to UE4 development:

  • It's a Linux PC, and there's a lot of workarounds when it comes to development on Linux, more so than cross compiling for Linux from the comfort of Windows.
  • Steam Deck's onboard storage is small for development purposes (at most 512 GB), and large capacity SD cards are still rare and expensive than HDD or SSD with the same capacity. Optimally you'd need to have 1 TB of storage for serious development on it, to store the editors. source asset files, Unreal Project files, and builds. You won't have much room left for games even with 1 TB of space, let alone less than that.
  • the 1280 x 800 could be more cramped than 1366x768 for Unreal Editor
unique kraken
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i mean, if u can install it, it would be nice for on the go testing some nodes or logics or something

drowsy snow
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To top it all off, you can't use launcher builds of the editor on Linux. For native Linux, the editor has to be build from source, which size can go up to 250 GB.

stiff stratus
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Question: any tips on reducing foliage GPU draw? My game runs at 15-30 FPS with foliage. When I delete foliage from level, it just to 80 FPS. I thought the point of foliage was to instance all of the assets to reduce GPU draw, but it seems that isn’t happening. Is there anything I can do to make it better?

unique kraken
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less alpha

drowsy snow
unique kraken
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^^

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if u have alpha/ translucency ontop ontop ontop of eachother in one frame

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it add draw calls ontop of eachother

stiff stratus
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Great tips. I didn’t think of that

drowsy snow
stiff stratus
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Nice

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

unique kraken
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@drowsy snow mind telling me how you use the distr rot for the twist bones?
i daubt that works.
as you want to only adjust the twist axis

drowsy snow
unique kraken
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hmm im having srs trouble with that rn. cant even come up with a manual solution bcs rotations suck

drowsy snow
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I could check it for you once I'm done compiling some plugins.

unique kraken
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would be nice

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im working on that (overly complex) ctrl rig now for 3 month

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would be dumb to get stuck on twist bones

keen wadi
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Hi, I'm trying to spawn two characters in a multiplayer game, I try to spawn in the game mode, but the character is not replicated, this is my gamemode blueprint. What am I doing wrong? Thanks.

pallid carbon
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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?

civic lance
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Guys anyone knows if github notifies the other party if they are removed as a collaborator from a repository?

exotic thicket
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afaik no, but if you're trying to avoid the other person finding out it seems a bit futile given they would probably find out themselves eventually :P

rare axle
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Anybody know if the new Path Tracer in 4.27 supports rendering alpha / transparent background? Trying using the usual methods and it's giving me weird results.

violet yoke
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How do I change the movement speed in the FPS template?

unique kraken
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set max

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movement

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something

rare axle
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Modify the max walk speed in character movement component in character BP?

violet yoke
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where is the value?

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Im in the event graph

rare axle
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Character blueprint has a character movement component. Top left when you open the character BP.

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If you want to change it in the event graph, drag the character movement component in, then drag off that and type 'set max walk speed'

violet yoke
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ohhhh

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Thank you

rare axle
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No worries. Glad I could help someone else... Nobody does the type of stuff I need on here, it's frustrating. I only have oddly specific rendering questions that nobody can answer πŸ˜…

violet yoke
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I know how it feels lol

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Most of the time Im not even noticed

rare axle
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Well, shoot here if you have any other questions. I'll help you with what I can whilst I'm around. I would imagine if you're fairly new to UE I can help you with most things.

plush yew
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im making a sims knockoff and i need ideas, sims use a plublob, this is genius because you know what character is selected without highlighting the character and it looking all stupid, what would make sense as a marker thats not a plumblob i dont wanna get sued lol

drowsy snow
stark flame
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Hello I need help

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I am trying to get a sound to loop by holding down a key but I am not sure how

unique kraken
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well, what are u trying to loop

stark flame
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a sound

unique kraken
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all u rly need to do is open up a branch id guess

stark flame
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thing is I'm super new at this

lucid plover
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anyone know a good tutorial or way to make a Physical UI for VR?

drowsy snow
lucid plover
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ay okay

stark flame
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I am extremely new at this

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sorry

drowsy snow
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Not right now, I'm currently away from computer. Someone else might able to visualise it.

stark flame
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ok

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thanks

harsh ginkgo
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Hi! Should I set "StartWithTickEnabled" to false to actors who do not have TickEvent implemented and never will? Does this affect performance?

digital anchor
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it does, but not by much

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only noticeable difference if you have thousands of actors

plush yew
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nononono

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this cant be true

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unreal engine can only use capsule collision on characters it seems

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I was hoping to get a 1:1 collision object from my character

drowsy snow
harsh ginkgo
digital anchor
plush yew
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woah bullet trace

drowsy snow
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In many cases, approximated capsule collisions on skelmesh physics assets are enough

plush yew
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how do you do that

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im trying to simulate sock wrinkles

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under the feet lol

drowsy snow
digital anchor
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well thats something entirely else, id expect to do that in marvelous or something

drowsy snow
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Though if you want to have the character wearing the socks stockings from start to thigh finish, you could have prebaked sim as an alembic data.

noble barn
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How would I go about making a material be a different one per Platform?
With QualitySwitch and FeatureLevelSwitch, I can have nodes inside a Material be different, but I mean an entirely new and different material.
On Android, I want to use a glass material that uses masked, whereas on Windows, it should use translucency.

fierce tulip
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you'll probably have to use some code/blueprint/script alongside the mesh checking what the current platform is.

noble barn
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@fierce tulip Any way I could mabye abuse the LOD system for it? I know that I can select different materials on each LOD, where I can just make LOD1 have a 0% reduction and make the MinLOD on Android 1. Though, then on Windows I would need to freeze it on LOD 0, something I don't really know if thats possible.
Obviously a hack, as this only works on meshes that dont need actual LOD's in the first place (like a glas window)

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kinda would like to not do it in code/BP, as to keep the package size smaller

fierce tulip
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no clue, I just know the coder on the team I was on had to deal with it. so it is possible :p

noble barn
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yeah, it sure is. But I don't want to clutter android packages with windows assets

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so if it would be done in build time, i'd be ideal

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perhaps in the construction script then? would that remove it from the package, if the object is not dynamically spawned?

fierce tulip
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you can gain much better size-improvement elsewhere than not embed a tiny blueprint, but yea it should be possible with a build-script thingy. but I dont know how to set it up.

noble barn
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no I didn't mean the blueprints but the windows material that blueprint references

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say if I have some super duper large windows material, and a small android one. If the decision is made on runtime, both had to be included in the android package

fierce tulip
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since they would have the same master with an instance changing the masking/translucency, again not much is lost

noble barn
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Instances can change Shading mode? 😳

fierce tulip
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yea, cant do it anymore in ue5 (at least in early access) but ue4, yup

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you might wanna askthe people at #packaging for some tips perhaps

noble barn
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eh, Blend Mode I meant

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will have to figure out how to do that then

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But the issue still persists. More just because rather than it actually being a real concern. Just feel like somehow it should be possible to do this entirely at build phase. But thanks for the tips!

fierce tulip
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?

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in ue4 or 5?

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it might work when transfered to 5, but no clue on that.

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all I know is that debug showed me it not working in 5

slate heart
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does anybody know where is the runtime settings in unreal engine 5?

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im trying to learn world partition but cant find the runtime settings

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thanks i got it

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im sorry i accidentally asked in this channel

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thanks a lot

hollow magnet
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Hey when using toText(float) it writes fractional digits with a comma, any way to make it so it writes them with a dot instead?

rare axle
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Anybody know if the new Path Tracer in 4.27 supports rendering alpha / transparent background? Using the Movie Render Queue. Trying using the usual methods [project settings, enable Alpha, using .exr] and it's giving me weird results. It exports an alpha channel, but it's blank.

hollow magnet
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Thanks I fixed it by setting my localisation of my editor to USA. But my question is in deploy would user see the numbers according to their localisation (if they are in europe would they see commas anyway or dots?)

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thats really not an issue in my case. But thanks for your answer and info. Have a very nice day Lorash God bless 😁

wary wave
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if you're shipping to other locales, you'll probably want to localise properly - all user facing strings, including numbers etc, should probably be localised text instead

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because yeah, there are differences in how information is expected to be displayed, even in geographically adjacent countries

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decimal point vs comma and digit grouping being obvious examples, but also things like location of currency symbols and all sorts

hollow magnet
unique kraken
plush yew
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games like gta and watch dogs dont have children, i get why but does any of it have to do with esrb ratings? Im developing a sims knockoff with some gta like features and I think it would be pretty entertaining to be able to hit kids with your car, there were kids in cyberpunk2077 but once you realize theyre invincible it kills immersion.

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Is there any good reason I shouldnt make my kids mortal?

fierce tulip
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getting your game banned, parents filing lawsuits, and no esbr ratings are a few reasons.

drowsy snow
plush yew
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ok how about theyre invincible but they still ragdoll

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that should be good enough right

drowsy snow
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I think it would be pretty entertaining to be able to hit kids with your car

If that's not a psychopathic tendency, I don't know what else.

plush yew
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thanks doc

drowsy snow
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No need to thank me, go get some rest.

plush yew
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as long as im not charged for this session

somber prawn
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If I put my Unreal Project up on Github, (just my project files, not engine source, or other 3rd-party content) Is there a specific license that I have to use because it's an Unreal-based Project?

drowsy snow
somber prawn
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@drowsy snow thanks I will check into those!

fierce tulip
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@coral folio that should be posted in the job channels instead of here.

drowsy snow
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Quixel Megascans

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Though normal maps are what you're actually looking for.

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You could use something like World Machine or TerreSculptor to generate one from scratch.

plush yew
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im not sure what im doing

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once i fit the clothes I want to paint them right

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or do i not need weight painting if im fitting my clothes for each animation

worthy plaza
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is possible to give an actor a % of destroying itself?

cyan bronze
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Is it ok to do grass with Procedual Foliage Spawner and not with the landscape material? Because the grass just doesnt want to stay on the "Grass" layer and it is spawned everywhere

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Or my material layer blending is wrong and like "Rock" layer actually has some grass in it. That is another thing i want to ask that how do you make the landscape material layers so that the materials are seperated and do not overlap like if i add sand you can see some green grass layer in there. For now i have just made "Grass" layer blend type "LB Height Blend" and it seperates the layers somehow

manic urchin
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hello good evening, i just started using ue4, and i was wondering is there any recommended video for adding combat animation? cuz i dont really understand some of youtube video out there

worthy bronze
rare axle
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Install them all. Do it. You won't. Coward.

worthy bronze
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yup, I am a coward then...

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more importantly: are source builds of UE4 supposed to show up here?

wary wave
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they do not

worthy bronze
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alright then

mint umbra
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Is there a way to move all my foliage into a sublevel simply to load it all out, to improve performance while doing landscape edits, etc?

worthy bronze
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I have no idea

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I'm developing on 4.27 but from source, so it's definitely possible the last time I used the launcher was for 4.14

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by the way, removing one of them removed them all, so that's good :)

drowsy snow
stiff bane
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hey, my friend gets this error when he pulled the project from github. its a blueprint project and i can run it but he cant. anyone know a fix for it?

wary wave
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trying to open it in the wrong engine version, most likely

drowsy snow
stiff bane
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its all blueprints

drowsy snow
stiff bane
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or am i understanding it wring

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oh

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so should we generate vs files

drowsy snow
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I suspect that error was unbuilt project plugins.

glacial pecan
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something in the project (could be a plug-in too) thinksd it wants C++

stiff bane
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i see

drowsy snow
# stiff bane i see

Most likely both of you are using vanilla launcher build of the editor, so you could send the entire plugin folder through other means.

stiff bane
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like in the engine folder

drowsy snow
stiff bane
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oh

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but that fodler he already has

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since that is included in the github version

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like all these folders he has too

drowsy snow
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If you use Unreal Engine .gitignore template, it omits the build files from being pushed to the repo.

stiff bane
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okay

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so

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he needs those files?

shut temple
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who knows how to connect Ue4 to Houdini

drowsy snow
stiff bane
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since it has a c++ compiler

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oh @drowsy snow he already has it installed

drowsy snow
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Okay, so since the project is BP only, that means generating visual studio proj wasn't possible. However, the log should have the errors, under Saved folder

stiff bane
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ok

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ill ask it to him

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to send it

drowsy snow
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Make sure to find the one with the most recent modified date.

calm crow
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Hiii, i built engine on my Linux powered machine but i can't find guide how to package games for Windows from Linux version of the engine. Does anyone know how to do that?

drowsy snow
worthy bronze
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We are a team of 2 developers for 1 game. One of us bought a plugin on the marketplace. How does the other one get access to install the plugin too?

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Searching online found me 2 copies of this question, but 0 answers :(

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Oh, whoops, didn't notice there's a #fab channel

silent ether
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Hey guys! I am a pretty new at UE but and I am having trouble using equirectangular HDRI in UE. Seems like UE only takes cubemap? Is there any way to use equirectangular HDR without converting it into cubemap? Please advice me... Thanks in advance!

warm horizon
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just wondering if anyone can advise what version of bender is supported for send to unreal? seems newest blender wont install latest release.
'send2ue.operators' has no attribute 'AddAssetAffixes'

humble sentinel
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Does anyone know why the Unreal Editor is so broken when it comes to Nvidia cards?

drowsy snow
humble sentinel
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There's been a glitch for SO long where on some cards if you use the editor for 20-30 minutes nonstop the entire UI just goes black when you open up new UI

warm horizon
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lol i have no issue with a 1070

humble sentinel
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had tons of issues with my 1660

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and it only happens in the UE editor

drowsy snow
humble sentinel
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Like Nvidia hairworks or whatever apparently

drowsy snow
humble sentinel
drowsy snow
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Unreal Engine 4 are devoid from NVIDIA libs that aren't GPU agnostic, out of the box.

Despite some libs in UE4 are from NVIDIA, they are GPU agnostic, including PhysX stuff.

drowsy snow
humble sentinel
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i have no idea what that is

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My issue also seems to totally be Windows-specific

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As if Windows wasn't broken enough I've never had a glitch on Linux when it comes to UE and Nvidia drivers

drowsy snow
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Well, if you want to be all Linux, then go for it.

humble sentinel
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Problem there is, Adobe

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and FL Studio

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there's no alternative to Premiere and i've already tried Davinci Resolve and it's very sketchy

thick herald
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sketchy? πŸ˜„

drowsy snow
# humble sentinel and FL Studio

I don't think they're too much for a kernel virtual machine to handle.
Just know that developing in native Linux with UE4 requires building the engine from source code.

humble sentinel
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yeah i know that it took me like 5 hours

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You don't have to compile UE on Arch

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Since UE there is an AUR package

drowsy snow
humble sentinel
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but Arch Linux scares me

drowsy snow
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Thanks for confirming this.

My gut tells me this is the case but I'm not entirely sure.

plush yew
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Any addon recommendations for a mmo/ rpg project with friends?

drowsy snow
dusk nebula
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Could somebody tell me why "Owner no See" isn't working for a Widget Component, despite confirming that the character is the owner of the component? Just changing the visibility of it works fine otherwise, so it's not that

humble sentinel
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I honestly don't know what to do anymore, I've been having so many bugs using Unreal Engine it's making me go insane
After 20-30 minutes of usage, if i bring up a menu (for example the All Actions For This Blueprint menu in the blueprint editor or ANY menu/UI) either the entire menu goes black or the menu flashes on my screen then disappears
Using OBS to record my screen just shows the menu being there even tho it's not on my screen

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And if i wanna fix this i have to restart the entire engine

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And i really don't wanna have to test out different Nvidia drivers because I'm not even sure if it's gonna fix stuff and even then, should i use an old graphics driver just for the sake of making the Unreal Editor function correctly?

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I can't even go that far in terms of driver versions since i have a GTX 1660

topaz monolith
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Has anyone used ray traced reflections for an interior without going to about 5fps?

humble sentinel
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uhhhh

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The registry files are fine tho

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Gonna try it, thank you!

ivory locust
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what should I type to drag a node World space to Tangent space?

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Yeah, thx!

glacial pecan
# humble sentinel Does anyone know why the Unreal Editor is so broken when it comes to Nvidia card...
humble sentinel
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It seems to have fixed my thing so far

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Been like 20 mins and nothing flickered yet

honest vale
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damn

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looks like it might fix shitty video performance in chrome too

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on rtx 3090 πŸ€”

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it also fixed poor 2d performance in editor

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before I had major slowdowns every three seconds or so (from 120 fps to 15 fps in editor) while dragging blueprint nodes in the blueprint editor

topaz monolith
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Is there a way to get good screen space reflections?

neon bough
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that fix is pinned in this channel for 5 months now...

honest vale
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xD

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didn't know, I have had a gtx 970 up until few weeks ago

neon bough
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glad you found it πŸ˜„

honest vale
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yea me too, I was starting to think of RMAing this thing

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I'm surprised nvidia hasn't managed to fix that via a driver update

glacial pecan
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has anyone benchmarked datatable reads from blueprints?

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I debating looking values up each time vs storing them in the classes...

thick herald
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Anyone else ever had UE4Editor.exe completely freeze up, unable to kill the process and is persistent after a reboot?

pallid carbon
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Hi guys. Does anyone know if it’s possible for me to pause the water animation or temporarily disable it. It’s the new water plugin, and when I’m trying to terraform on our 16km2 map. The large amount of water around our island is making out pc’s want to cry. Is there anyway to disable or pause it like I said?

dense knoll
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Fatal error: [File:D:/PHSQBuild/UE-4.27/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197]
Ran out of memory allocating 1736297320 bytes with alignment 0

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1.73 Gigabytes is aparently hard to allocate

neon bough
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that's 1,7GB πŸ˜„

mint sequoia
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Anyone ever made a tool that can move a UE4 asset pack thats been freshly added, perhaps by creating/dumping redirectors for everything that you can cleanup when you re-open? Because moving them can take ages and leaving them in your root content folder is never clean.. probably wouldn't make much difference since it would have to load them regardless when fixing redirectors and they're already in memory after moving them BlobShrug Still curious

fierce tulip
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its kinda why you'd see many people have
content/projectname/ for their project so all the marketplace crap in content/marketplace name/ can be ignored

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though I wish they used the content/marketplace/marketplace item name instead.

mint sequoia
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Ah I usually do Content/ThirdParty and move it all there

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But yeah Marketplace makes more sense and they absolutely should do that

neon bough
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i have a separate project just for downloading and moving them in subfolders πŸ˜„

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and create symbolic links to my main project

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and yea moving them is a pain, i think unreal tries to keep everything in memory and resolving it, before writing it to disk

chilly geyser
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Hey Question for FPS Gamers/Designers!: Chain Link Fences! They are usually just planes with Opacity Mask Materials to keep it Low Poly. BUT!
Should it be allowed to shoot through? How should I detect a projectiles collision with the fence (since its just a plane)

dense knoll
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I do have more than 1 Gig of ram, but this error pops up, It only pops up in VS logs, if i launch without VS the editor just silently crashes without any kind of error box

toxic owl
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Reading about unreal's localization system and I'm a bit confused. I'm not localizing a project yet, but want to make sure I don't do anything stupid now that makes it much harder later. If I'm making a data table of player-readable strings (for which I would make translated versions later), should I make them FString or FText members?

chilly geyser
toxic owl
chilly geyser
ruby quarry
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uh...this might be a stupid question, but...In the content browser, how can I move something from one folder to another? copy/cut/paste only seem to affect things in the outliner...Feel like I'm missing the obvious, but regardless, I'm missing it...Thanks...

neon bough
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and use 2 content browsers if you want to go deeper than one level, you can drag from one to the other

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or use the folder view

copper wadi
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Hey, just looking for a quick bit of advice. I want to implement a system where I can place items in world at runtime and save that, and then also load or generate different layouts of items in world from an asset at run time. (This would be used to load level segments in an infinite runner, or decorations in an animal crossing style room, or a persistent tower defense base with buildings). In my own engines in the past, i've used simple text files. Each letter means a different type of entity. Like player start, goal, traps, enemies, etc. I'm just wondering what the most Unreal way to do something like this would be?

ruby quarry
plush yew
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anyone know any good tutorials on creating trivia quiz game like kahoot

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or who wants to be a millionaire

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straight up 2D UI

plush yew
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doesn't have to be a tutorial, any leads would be great or anything I could look into

polar barn
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Had Drive failure, I had a packages build from Oct 8th I managed to run unpack on the files and unpack the Uproject, but on loading the editor its giving error and nothing is showing in the browser but in the directory in windows I am seeing the blueprint files

hazy swan
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Do I need a special Epic Account or something to develop for xbox? I already have a devkit and GDK set up

heavy tide
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Where do I post to get assistance with some questions I have about landscape creation

cold helm
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i know this is basic but im trying to add a mediaplayer texture to a actor and its always streched weird like this

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i cant seem to figure it out

real heath
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Your texture setting is set to clamped, not wrap. And your UV mapping on that surface is not appropriately mapped if you want it to fill the surface. You can either multiply the texture coords in your material or modify the UV map for that mesh

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changing the texture sampler in the material to wrap will cause the image to repeat/tile rather than stretch

cold helm
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hmm okay

raven nest
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double clicking empty sapce in the content browser should summon a file Import dialog

smoky coyote
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Can anyone help with a solid laptop that I can use for Unreal?
I have a desktop, I am just looking for something I can use on the move when I’m not at home.

I’m wanting something with a 30series gpu for some VR Things.

Ive been looking at the MSI GP66.

Cheers to any help!

plush yew
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You could try newegg

left citrus
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can anybody think of a reason that "Launch Character" is only working when called from events but not inputs?

plush yew
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Probably your controller

left citrus
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as far as i can tell I'm not using anything special?

left citrus
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oh shit, it's because I'm running as a client, does launch player not get replicated?

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welp, this works

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what a boob I am

plush yew
# left citrus

Yes that but often happens when you are using templates and stuff

fervent dawn
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ok hello all, so .. I have question how to reach the developers here ? been sent him some email but he replied it yet.

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I'm about to ask him a question, does the blueprints already have combo sequence as it exist on the original psx game Vagrant Story

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I only see the dome

drowsy snow
rose plume
#

hi i have some error pop up when i try to build the game in ue4, bloboohcry

drowsy snow
rose plume
#

that?

drowsy snow
rose plume
#

okei tyty

uneven glen
#

hi i just started a scene where i try to make an interior room and i cant get the lighting right. I'm not really trying to make anything crazy i just want to be able to see inside because atm its pitch black. I have a sky atmosphere, directional light, skylight and a big window but even with the exposure at a stupidly high amount i can barely see a slight tint of blue inside. My first time asking for help here so lmk if i should provide anything πŸ™‚

drowsy snow
# uneven glen hi i just started a scene where i try to make an interior room and i cant get th...

Yes, Global Illumination is your missing piece. If the lighting is static, you can simply build the lighting.

For dynamic GI, you can use either screen space GI and/or Light Propagation Volume. The latter is a dumbed down voxel GI and kinda unreliable with interiors. If you use RTX cards, you can straight up use hardware raytraced GI, but non RTX users could get worse quality if you're ignoring the other solutions.

In UE5, you have Lumen, which is software + hardware raytraced GI.

uneven glen
#

I changed my lights to static and added screen space GI but i dont see a difference, not sure if i missed something

gusty comet
#

I want to make something like "Lightning" or stuffs along that like to use in UE4. The material from blender is not include within fbx and I couldn't find a way to export it. My question is "Is it possible to export material from blender to UE4?" if it's not "Can I make it within UE4? and how should I start or at least keywords for self research"

rose plume
#

@drowsy snow it work! but then after a bit it have this now D:

drowsy snow
gusty comet
#

I want to make something that visually impressive in order to make magic spell for my game. kinda loss now

drowsy snow
drowsy snow
plush yew
#

itll be super quick i swear!

gusty comet
grim ore
#

look up niagara, look at the content examples project on the launcher, look up niagara, and look up niagara

gusty comet
drowsy snow
drowsy snow
little breach
#

Is it possible to add a material within a material?

#

I have an inv system and it has a material, but I want to have some items I was to have custom animations

#

I was thinking to use c++ to generate a texture for each change but I think its gonna be slow

drowsy snow
little breach
drowsy snow
honest vale
#

material layers are a way to blend multiple materials

#

are those really supported though?

little breach
#

A quick google search, I know about material slots, I think they can only complicate things

blissful trail
#

when building it gets stuck here

neon bough
rare pulsar
#

I have a question about Unrea Engine and Products that got upgraded to 4.27

I have this product:
https://www.unrealengine.com/marketplace/en-US/product/third-person-story-adventure-template

But i downloaded it and it created a 4.27 project but i want to open it with 4.26 so after opening i tell the software to pick 4.26.

But i get lot of errors afterwards. For example:

Unreal Engine

A framework for creating story-based games with environmental interactions, dialogues and more.

#

This after opening the project

#

This after opening the Map

#

How can i use a updated project that should work in 4.26 with 4.26?

maiden sundial
#

API breaks aren't rare for UE.
4.26 -> 4.27 seems to be one of those updates which did such a break since i also can't use a 4.26 project in 4.27

#

But i think it shouldn't be a problem for you to download the project as a 4.26 project

rare pulsar
#

Oh they removed support for lower versions ....

maiden sundial
#

Now that's unlucky for you then as you'd have to manually fix the API breaks

rare pulsar
#

Is there specific guide or website that explains how to do that? Since it worked 100% with 4.26 before

maiden sundial
#

Not really as it depends on the code.
Like the problem is that 4.26 had things which worked, but in 4.27 they don't even exist anymore and got replaced by a new function e.g.

rare pulsar
#

OMG now i dont even know in what version to work because they release that strange 4.27 ... do you think in 5.0 this stuff will be fixed since thats little annoying

maiden sundial
#

Feel like you will have better luck if you just try to go with the 4.27 project, but idk how many other things could break for you

rare pulsar
# maiden sundial Feel like you will have better luck if you just try to go with the 4.27 project,...

Because i was intressted in that Course from Unreal Engine
https://www.unrealengine.com/marketplace/en-US/product/unreal-engine-hour-of-code

This one only supports 4.26

But i was intressted as well in the Menu and Options from the Thrid Player Story Project so i could maybe make menu and learn to mix the both things together.

Not 100% sure if this stuff will break depends on what version i use. I guess the menu is mostly widgets that i could port over to 4.26

Unreal Engine

Explore this colorful new world while you learn Unreal Engine. This project file is to be used with the Unreal Engine Hour of Code lessons.

modest trench
rare pulsar
warped crypt
#

Is it possible to re-use UI timeline animations and if so how?

hallow void
#

I just fixed an important bug regarding weapon inventory, that made impossible to unlock weapons

#

I am so proud of myself, I yelled out my lungs in joy when I saw it working (all in front of my mother)

hallow void
#

I did it with progress bars, IDK how it works if you change type of oblect

warped crypt
#

@hallow void Yer it's exactly the same - so I copied an existing menu hoping thw animation would come with it but it doesn't seem to have so I duplicated an anim and how do I change which Canvas Panel is used? - Congrats btw! - I too have had that buzz on occasion πŸ™‚

hallow void
#

Might send you a video later, rn I am going to lunch... thx btw πŸ™‚

hidden apex
#

I wanna change the ship in twin stick game to a 2d drawing/animation for movement of the character anyone that knows a vid that might explain how or a forum :3

#

i can't code so bleuprints would be best /3

#

:3

noble barn
#

Is there any way to visualize DrawCalls in editor viewport? stat scenerendering is good to get a sense of your total amount, but in more complex levels it would be helpful if we could somehow visualize all the different meshes with different draw calls (and how many, ie num materials)

frank tapir
#

umm hey guys.. anyone free? I want a bit of help, kinda stuck somewhere

fierce tulip
#

its best to just ask the question or explain the problem @frank tapir
else odds are people wont reply.

frank tapir
#

well I am trying to do a simple line trace its working when I am doing that on my main player actor but I wanna do it on my base weapon..

drowsy snow
frank tapir
#

the start and end in line trace are same.. even when I use some high multiple for the end vector

hollow magnet
#

Hello Is there a way to set a default viewmode when you press play (I want unlit because my pc is crap)

#

dont wanna set it everytime

hollow magnet
#

SAD 😦

drowsy snow
#

Lowering the scalability options would be a better choice.

hollow magnet
#

nice thanks a lot have a very good day!

#

I found it

hidden apex
#

I wanna change the ship in twin stick game to a 2d drawing/animation for movement of the character anyone that knows a vid that might explain how or a forum? :3

manic urchin
#

welp, anyone know why its black? the map is not loaded automatically

neon bough
#

still black when you change the view to unlit?

manic urchin
#

yeah

hollow magnet
#

yeah you need to load ur map its probably in content folder

manic urchin
#

yeah its not automatically, is it okay if i ignore it and will the final product is okay when i export the game?

autumn flame
#

You probably don't have set a default editor map

#

So it opens a completely empty level

#

Aka Untitled

manic urchin
#

ahhhh okay, so the project name must be same as the default map name?

autumn flame
#

Where did you come up with that conclusion

hollow magnet
#

no just change it in project settings

#

u can change it here

#

πŸ™‚

manic urchin
manic urchin
#

hahahaha sorry, im new here

hollow magnet
#

it ok, me too

manic urchin
#

thanks all

brittle widget
#

Can anyone help me work out this issue,
I'm trying to import some materials from Quixel bridge, and it was working fine the other day. But now, when I try and import a new material, it doesn't import properly

#

I've tried reinstalling bridge, and the mega scans plugin, nothing seems to work.

@wraith flare sorry to ping, was your issue similar to mine?

stray tangle
#

I have a main skeletal mesh that is the master pose component in my blueprint I want to hide without it's child components stop doing the animations any help?

knotty summit
#

Using DX12 as default have any advantage outside of raytracing?

drowsy snow
knotty summit
#

I don't exacly remember but I saw someone mentioning it was faster to compile shaders etc but not sure if it's true. Does it compile shaders faster or have significant improvements over frame rate?

drowsy snow
#

As far as framerate goes, the framerate increase is so minute, might as well battle test stuff in DX11.

knotty summit
#

Thank you for answering, now I have much better idea.

plush yew
#

How do I update the Epic Games Launcher to know where my Unreal4.26.1 instalation is located?

spare kernel
#

@plush yew you can't

#

it is annoying

plush yew
#

tf

#

ig reinstall time

drowsy snow
#

Rename your existing engine folder to something else (e.g. UE_4.26 Backup), and attempt to install the engine in the launcher.
Wait for it until it started downloading, and then immediately kill the launcher process through Task Manager.
Afterwards, move anything in the backup folder to the installation folder, and replace any conflicting files.
Rerun the launcher and resume the installation from there. The launcher should attempt verifying the download, and if done correctly, it should work again.

plush yew
#

Yea that has worked in the past for me. Im not sure it will work this time though because I have a unreal 4.26.1 instalation. Epic games only lets you download 4.26.2.

stray tangle
plush yew
#

Ok

drowsy snow
candid arrow
#

hey im making a project and i created a new level but when i press play, the character is invisible and i can fly by the camera,How do i fix i?

plush yew
#

You have to specify the pawn to use within the gamemode.

autumn flame
#

Use the proper GameMode

plush yew
#

Yea, you can setup a gamemode in the project settings.

#

The thing you have to change is called DefaultPawnClass. Set that to the character you want to play as

candid arrow
#

thanks , that worked

plush yew
tame marsh
#

Can anyone tell me what UE4 is exactly doing in the following log messages?

[2021.10.20-15.37.42:619][  0]LogStaticMesh: Built static mesh [105.57s] /Game/Models/Scans/BXLNord/NoAv/SBN_InkomNoAvProc_grup_26.SBN_InkomNoAvProc_grup_26
[2021.10.20-15.37.43:620][  0]LogStaticMesh: Building static mesh SBN_InkomNoAvProc_grup_27...
[2021.10.20-15.38.50:658][  0]LogStaticMesh: Built static mesh [67.04s] /Game/Models/Scans/BXLNord/NoAv/SBN_InkomNoAvProc_grup_27.SBN_InkomNoAvProc_grup_27
[2021.10.20-15.38.51:134][  0]LogStaticMesh: Building static mesh SBN_InkomNoAvProc_grup_28...

It's a project with some large static meshes that I'm opening for the first time.

spare kernel
lavish shoal
#

ok, sorry

tame marsh
cold helm
#

is there a way i could make these visuals give off light to create reflections (the red screen)

rancid lagoon
cold helm
nocturne tangle
#

anybody why my pivot keeps going in the air

neon bough
#

is that the default cube or something you made in a 3rd party application?

nocturne tangle
#

its with the geometry brush

drowsy snow
#

ICYMI, it's possible to move the vertices in BSP brushes.

plush yew
#

Hello

#

Is modding (namely changing textures) in UE4 games vey hard for someone that never done it before?

#

Do I need like 5GB SDKs and other kits?

drowsy snow
plush yew
#

oooh 😦

#

I simply wanted to make "green screen" texturepack for a game

#

I've done it for 3 other games but those were pretty old and simple

drowsy snow
# plush yew I simply wanted to make "green screen" texturepack for a game

Again, it's per game basis. Most of the time, they don't allow for runtime external asset loading or asset tampering.

UE4 games with proper mod support is minuscule in comparison. It's either shipping with modified UnrealEd (which is super rare due to editor licensing) or having runtime external scripting / asset loading capabilities granted by the developer.

#

There are some underground ways, so to speak, but I'll leave that to respective underground modding forums, it's out of this server's scope.

plush yew
#

I should ask community manager if Gothic Playable Teaser supports those things

nocturne tangle
#

Im trying to make the enemy patrol

#

but I cant even add the patrolroute node to the enemy

#

when I add it it does nothing

plush yew
#

what is a good program to use to record what i've gotten done in my game so far. so i can put on youtube?

fierce tulip
#

I use OBS Studio

orchid heart
#

Hi, Im trying to put a quiz system in my fps for a school project but my next button does not work and I dont know why

rancid lagoon
wheat tundra
#

anyone got a game idea

#

i want to make a game but i have no ideas

autumn flame
#

Aliens invaded Earth and you're the president, mortal kombat the aliens

wheat tundra
#

i started using unreal about 2 weeks ago :/

#

don't think i can do that

autumn flame
#

A ball rolls a hill with obstacles

round spear
#

Hey anyone that took a look. I have an aws server and i'm trying to wait 300 seconds beyond begin play to do something, but it's as if delays and timelines don't exist. The next event runs immediately. I've tried replicating the timeline. I've also tried using a delay instead. Both act as though it just runs straight through the execution to the next node. Image for reference:

wheat tundra
autumn flame
#

A square rolls down a mountain with obstacles

round spear
#

local and running as clients the timeline works and it delays, but in aws server its as if the timeline or the delay don't exist

#

for reference that timeline is 300 seconds

autumn flame
#

Why are you even using a Timeline

round spear
#

i thought it would work since delay didn't

autumn flame
#

Do you have a previous delay?

round spear
#

nope

#

begin play

#

stores some stuff

#

then delay or timeline

#

which doesn't work

#

tried in gamestate and game mode as well

#

just runs right through em

#

i was gonna user timerhandler in cpp if no one has any suggestions

autumn flame
#

It should work, you could try a sequence in case

#

Perhaps something is interfering with it

#

Right after BeginPlay have a sequence

#

0 is the code before the Delay

#

1 is the code with the Delay

round spear
#

mk

#

ty ill give er a go

#

ill let ya know

orchid heart
#

is there someting wrong with this code

#

because the button does not work

round spear
#

you can always add print strings throughout something like that to find where it is breaking down

#

or breakpoints

worn dawn
#

does anyone know why my walls and roofs are transparent

#

i can send a pic of details if req

#

it works fine when i open it

mental helm
#

Backface culling maybe?

misty wharf
#

I'm having an issue setting up gamepad controls for my player character, specifically I have an action bound to a release event, and I am noticing that the function bound to release fires as soon as the press event. I think this is caused by having both a keyboard key and a controller button bound to it, because whichever of the two I set first in the input settings does not have this problem, but the one I set second does. In the attached picture, the gamepad currently works but the mouse doesn't. If I switch them around, the mouse works but the gamepad doesn't.
The easiest solution would be to just bind separate events for keyboard and gamepad, but if anyone knows any less hacky solutions, I'd love to hear them.

worn dawn
mental helm
#

Backface culling means a model is treated as one sided, so if you view a plane from behind, or a box from the inside, you won't see anything. It's a performance optimization that most 3d modeling applications do not have on by default

worn dawn
#

You're right

#

how do i make it double sided

mental helm
#

There's a check box in the material details settings for two sided

#

Heads up it basically doubles the polycount of everything it's used on

worn dawn
#

I checked off two sided in the material details

#

but it still is one sided

#

doesnt seem to fix it

mental helm
#

Check the right check box too

nocturne tangle
#

does anyone here use plastic scm?

worn dawn
#

right box is uncheckable

mental helm
#

You can edit the parent material instead of the instance

misty wharf
sharp crest
#

@drifting finch Sweeney fix this already omfg

#

why does this not override the previous msg??? my god

bold rivet
#

can someone explain what the top comment on this video means? https://www.youtube.com/watch?v=7SNEHeMB-vo

Check out my Substances & HDRI in my Artstation Store
https://www.artstation.com/yaschan/store

The most common mistake I have seen in UE4 is that people forget to disable sRGB for imported PBR maps. It is important to do this or Unreal Engine will consider them to be sRGB space and this leads to incorrect rendering of the materials.

Before bui...

β–Ά Play video
vagrant hornet
#

best tutorial for a plane?

#

i followed a few but i find them too basic and cant really build off them

bold rivet
# sharp crest post the comment...

Imho better to set Compression method to Mask - it will automaticly set sRGB off and Unreal will handle the ARM, RMA or similar packed texture properly

sharp crest
#

no idea

lost blaze
#

sorry for this grave-dig of a reply Scott, I was wondering if you ever got to the bottom of this? I've been trying to figure it out all day now. I also narrowed it down to disabling the eye adaptation and the two are close but there seems to be a gamma shift of 2.2 between the ES3.1 and Windows previews.
I read somewhere that ES3.1 uses a different colour space, but not really sure what to do with that info...as in..is the dx11 one correct, or is the ES3.1 ...

#

where abouts would you suggest I do that?

#

lol just saw the discussion above is also about srgb woes

slate vessel
#

Is there any way to convert a placed static mesh in to a painted foliage mesh?

lost blaze
#

slightly more context - i'm using materials exported from Megascans, so everything is importing as srgb. I would have thought they'd come into UE correctly?

hot maple
#

Anyone know how to slow down the speed at which you move event graphs around with? Whenever I right click and drag, it's like my mouse sensitivity goes through the roof.

lost blaze
glad lotus
#

Hi guys, been self learning unreal since the beginning of lockdown. Just wanted to ask probably a noobish question, what's the best way of determining what in your current level is costing the most regarding performance /fps etc? By that i mean when looking around in the editor, i experience seriously laggy slowdown when looking at various sections of a map, which is i understand is largely down to heavy use of lighting in certain areas {only using movable lighting}, but is there anyway to visualize in realtime what is specifically causing the big drops? Like a particular mesh with lighting on it etc that you can see in realtime as you move about the editor?

vocal sorrel
#

Hey everyone, does anyone know how to make my camera randomly change FOV/zoom when I play my scene? I manage to get it to move randomly using the "Orbital Movement" component but I just need the zoom to be random now. Thanks!

glad lotus
plush yew
#

Is it possible to install unreal engine source in game directory - so sources of game and of engine would be self contained?

storm sedge
# glad lotus Hi guys, been self learning unreal since the beginning of lockdown. Just wanted ...

There’s a couple of methods you could use for profiling different kinds of performance data. The Performance and Profiling section in the docs is your entry point. After checking out this overview, take a look at the Stat commands. Stat GPU would be a good start if you think it’s a graphics problem. If you need to go more in-depth, check out the Profiler. If you want to experiment a little, try Unreal Insights, the new profiling system.

https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/Overview/

How to identify performance problems and fix them.

plush yew
#

Sure wish my old assests would delete quicker

#

Probably gonna crash

#

reserved for crash log

storm sedge
# plush yew Is it possible to install unreal engine source in game directory - so sources of...

I’d advise doing something more like the other way around. In the directory that contains your engine folder, put project folders next to that. So it’ll be like:

-Unreal Engine
-UE_4.27 (engine root folder)
-Project 1 (project root folder)
-Project 2
-Project 3

You’re basically making your projects and the engine they use next door neighbors in another folder that wraps around all of them. If this is something you’re doing with a source code build + version control, you’d sync the whole folder, engine, projects, and all. If you need to have more than one engine installation, you’d keep them outside of this folder structure.

plush yew
#

Like, how to point this Project 1 to use an engine compiled from this ue 4.27 folder?

storm sedge
plush yew
storm sedge
#

Wherever you synch the source to from GitHub, that's the engine's root directory.

#

Typically should be UE_[Version Number], then that'll contain folders called Engine, FeaturePacks, Samples, Templates. It's safe to put a project in that directory alongside those folders.

old ingot
#

yall know y this happens

#

i right click on textures i show like the bar thing on the very top

#

i cant see the rest of it

plush yew
#

is everything else fine?

old ingot
#

think so

#

i even started a new project and it still did it

#

and closed it

blissful trail
#

unreal wont compile shaders

#

ive tried restarting my pc, deleting intermediate & saved, deleting deriveddatacache, reinstalling the engine, etc

blissful trail
#

nvm i fixed it by uninstalling incredibuild

pliant junco
#

Guys one of the docs told me to set bUseBooleanEnvironmentShadowing to true
where is it?

crystal echo
#

Noob question: If I understand, tiling a material on a static mesh basically just rescale the size of a texture ? If I set a brick wall texture to a face and tile it to 2x times from his original scale, the bricks will appears 2 times bigger, right ?

plush yew
#

WOOOOOOOOOO I just learned how to stop sprinting if my vertical axis value is less then 0 πŸ™‚

dreamy wasp
#

There are many different choices with lighting. I can see what materials are too complex, or what mesh is too heavy.
Is there are lighting mode that shows what BP is using the most CPU?

dreamy wasp
old ingot
#

what did i do

#

I JUST JOINED

crystal echo
#

Thanks @dreamy wasp

mossy temple
#

Why is there no option for "Mobility" in the "transform" component of my actor pawn?

old ingot
#

like why am i muted

#

like 3hrs

#

ago

#

yes

#

bruh

#

im seriously confused on to what did do wrong

oak stream
#

does anyone know why my character goes max speed when stepping off a ledge? This isn't too apparent when walking normally but when I enable crouch it feels like I'm going super speed

#

I'm using the character from the first person template

frigid bear
#

hey guys i have made a game, in the game engine it works perfectly but when i package it and play the packaged version, the floor dissappers

#

please help

plush yew
frigid bear
mossy temple
plush yew
#

you could message me with simple questions if you want

#

Hey guys is it possible to influence sequencer keyframes by moving the transform in the editor? Like with a cine camera, maually rotating it via the rotate handle and it add the keyfram?

plush yew
#

if anyone know it would be good

plush yew
#

Probably looking to migrate

plush yew
#

the plugin contain a asset inside i mean it containt a project u know what i mean

crystal echo
#

Somehow I can't find the Geometry Category. I opened a details tab as I saw in a video but I don't have geometry menu. Any ideas ?

plush yew
#

if it has the keyframe thingy next to it you can pull referance to it i guess

safe ravine
#

can you please help my brother @old ingot with his problem

dreamy wasp
#

try server feedback

safe ravine
#

ok thx

dusk nebula
#

simple question, but how can I find the length of a line trace, even if there isn't a hit event? Or in my case, specifically if there isn't a hit event

dusk nebula
#

yeah nvm i got it

#

with my 2 start points

dusk nebula
#

hey so I notice that editable text boxes aren't scaling with the text size for me, am I doing something wrong?

#

when I change this, the box stays the same size

#

just kidding, it fixed itself for no reason

thorn lichen
#

Is there a proper way to align 2 actors through the pivots?
I currently just copy-paste transform and rotation x,y,z coordinates but that takes way too long

#

i.e. in this example, I already aligned these 2 meshes' origins, but I have to transform them so the pivots are exactly flush with each other.

plush yew
glacial pecan
blissful glen
#

Quick question for anyone available, i'm importing assets from a short film done in maya to ue4 and one the animations done by someone is moved via moving the root but in UE4 the character moves on the spot, is there anyway to import it so it moves in the space it would in Maya?

#

tldr, how do i port over root animation relative to world space

pliant junco
#

How do I fix bCastDynamicShadow problem?

drowsy snow
fervent dawn
#

I mean the time dilation or the attack combo sequence ?

#

@drowsy snow

#

as like Vagrant Story the game (psx)

fierce tulip
#

i dont know who you are, but if you love Vagrant Story, we are best buds. end of story.

#

stares at @fervent dawn

prime willow
#

πŸ‘€ wait you guys played vagrant story

#

one of my favorite ps1 games

fierce tulip
#

I just ordered

prime willow
#

woah they have figures for those guys

prime willow
#

need

#

blah now i wanna find my ps1

#

this xenosaga, gotcha force, skies of arcadia, and a few others really defined just how amazing games could be to me as a little chimera ;-;

fervent dawn
#

😭 the closest one is absolver if you notice

prime willow
#

absolver is magic in fighting game form

#

that game definitely shuld of became its own sub genre of fighting games

fervent dawn
prime willow
#

ive been waiting for that to drop :3

#

im hoping the full absolver deck is in the game

#

it seems to have windfall

#

and some of the systems from the superarmor build too xD

fervent dawn
# drowsy snow Yes.

if we have time dilation blueprint does it possible to merge it with this one ?

#

related the attack combo sequence

fervent dawn
prime willow
#

yeah

#

that and its interest combat deck

fervent dawn
#

while VS did

prime willow
#

based on stances that flow into one another

#

each move having counters and benefits to their use

#

it was like a card game but also a fighting gme ;-;

#

so dumb good

fervent dawn
#

did the server still running for multiplayer ?

prime willow
#

it was so good i almost overhauled my games combat system to take stuff from it xD

#

i think its still up for ps4 and pc

#

i know i played it like a month ago when i had some free time

fervent dawn
prime willow
#

what do you mean by sequence combo?

#

like quick time event sort of stuff?

fervent dawn
#

rephrase it

#

I would say absolver allowed us to do spam attack, while we can't do the same thing on VS

#

VS felt more rhythmic

prime willow
#

oh i know what you mean

#

like how they start build up and end

#

with some attack or blow that feels cinematic if not very action like right?

prime willow
fervent dawn
prime willow
#

ok so no

#

it can be a quick time event xD

#

thats more of a montage

#

i would hope

#

or a combo structure

#

where each inpuu does the enxt part of the montage or such and you set a finisher after certain amount of hits or onto a button for finishing combos

#

um 1 sec

prime willow
# fervent dawn yeah ... is that quick time event

Making a game? Don't make your life harder: https://www.unfgames.com/store

In today's video we will learn how to use Animation Montages to create a combo attack animation. This way of implementing a combo animation gives the freedom to set up the combo window by dragging the anim montage sections around to our liking.

Questions? Let us know in...

β–Ά Play video
#

Mmm?

fervent dawn
#

looks similiar

prime willow
#

yes

fervent dawn
prime willow
#

❀️

fervent dawn
#

can we use this blueprint ?

fierce tulip
#

if you have to ask, you are prolly going to have a bad time implementing.
its better to get a good hang of blueprints and such first, else you might buy content you dont need.

mossy temple
#

How do I remove the default pawn in the editor? I don't know where its source? Sorry, I'm just new to UE.

fierce tulip
#

depends on needs/requirements @fervent dawn I'd first get more accustomed to the engine though.

#

@mossy temple is the game currently in play-mode? else you should just be able to delete it.

mossy temple
#

the "defaultspawn" only exist in the play-mode, ig its being spawn in game.

fierce tulip
#

isnt that the one spawned trough a blueprint/setting in gamemodes?

buoyant graniteBOT
#

:triangular_flag_on_post: π•†π•Ÿπ•–π•Žπ•’π•ͺπ•‹π•šπ•”π•œπ•–π•₯#7973 received strike 1. As a result, they were muted for 10 minutes.

trim mantle
#

Question

#

Do dynamic material instances use more memory / render time
then static ones?

#

On skeletal mesh

sullen wraith
#

I've moved epic games from my c drive to my d drive, and now it thinks i dont have unreal engine installed, does anyone know how to change it so it knows where its new unreal engine location is

oblique pelican
#

anyone know how to fix "Failed to load map" on a project startup?

idle jewel
oblique pelican
#

Why is unreal unable to import .uasset?

fierce tulip
#

because its already a uasset. you'd be trying to put a uasset into a uasset

orchid heart
#

how can i implement a quiz system in my fps game (so if i press e on a box the quiz start and then i get ammo if the answer is correct)

exotic thicket
#

The basic idea is the same as for interacting with anything else, eg. with buttons or doors. You just set it up so that the player needs to interact with the right thing

orchid heart
#

yes i got the whole system but the next button does not work but if I only make the quiz in a blank map it works

#

so its only the quiz without the e to interact thing

#

I think its a ez fix but I just started using ue4 sinds 2 week

gray jetty
#

Heya

#

I have a question guys. do you think for my first practice game I should do something like recreate an existing simple mobile game?

#

Because I saw a video of this dude who remade jetpack joyride and now I wanna attempt to recreate it

rotund juniper
sterile lichen
fierce tulip
# rotund juniper

this can also happen when you accidentally have two instances of the project open.

plush yew
#

how many games have been made with unreal engine

orchid heart
#

is there someone that want to help me with a problem in ue4 on a call today

fierce tulip
plush yew
#

i want to know all of them

#

like the number of all

#

not the major ones

#

but i have to say quite a lot

fierce tulip
#

nobody knows the exact number. so /shrug

kind mulch
worthy plaza
#

Why 1 NPC who randomly walk take like 50 fps? before i put him in the map the fps is 70ish, after i put it is around 20

#

how can i make him more stupid?

manic urchin
fervent dawn
#

does it pretty handy ?
also if it's possible for attack combo sequence as we played on Absolver

orchid heart
#

my interface event does not work

visual geyser
#

Anyone know if there is a speedtree discord channel?

rancid lagoon
orchid heart
#

why doesnt my event get triggered

rancid lagoon
orchid heart
#

where

#

the player index?

rancid lagoon
orchid heart
#

yeah i have no idea i only started using ue4 since 2 weeks

#

im making a game for a school project

hollow yoke
hollow yoke
#

What I can only tell you is that Logic Driver Pro doesn't really give you any specific state machines beyond some examples, but you can basically do whatever the hell you want with how each state behaves and how transitions work

fervent dawn
#

no discount during halloween really ?

hollow yoke
#

It was previously on discount

#

I dunno how these things work with pricing

stone edge
#

trying to do old UE learning path courses but course files need yet another version of the engine to launch....

candid arrow
#

why does it show "preview"

stray tangle
#

What's more optimal a line trace on tick or a box collision component

merry pilot
#

Would I be able to use the perlin noise texture to randomly generate landscapes? Or is that not possible on unreal

#

Better yet, what’s the best way to have randomly generated landscapes, like islands for example.

#

@ me please if you reply

buoyant graniteBOT
#

:no_entry_sign: call me lemon#4231 was banned.

vocal sorrel
#

Hey guys is it possible to change the directory of the output log?

stark zephyr
#

Hi guys, if I want to backup my project do I really need to backup the whole project folder? For example my Content folder is just 400 MB, while the whole project is 39 GB

grim ore
#

for the most part Config, .uproject file, Content is all that is needed

green hinge
#

Hi, sorry to bother, but I would like to ask a question about Material and Opacity Masking. Where should I post it ?

#

thanks

grim ore
stark zephyr
#

@grim ore Thanks πŸ™‚

misty torrent
#

Hi guys, is there a way to require multiple simultaneous inputs for a single action? For example, an action mapping that fires only when you have both A and B pressed at the same time. Right now I have it set up in a little bit of a weird way with booleans

grim ore
#

booleans would be the way to do it with the default system, there is also an enhanced input system plugin that might work better

dusk nebula
#

Is there any easier way to get the world direction that corresponds to the held directional key than to just hard code everything? Like, W = forward vector, S = (-1)forward vector, etc.

thorn lichen
#

Is there a proper way to block light without 2-sided materials or bsp geometry in UE4? I noticed it's significantly more expensive.

plush yew
#

You could try the Soldify modifier in blender

upbeat sentinel
#

Hi, I'm new to Unreal and I'm following the Blueprint Challenge. There's a course that uses the following project: https://www.unrealengine.com/marketplace/en-US/product/068b8675319b443fb050ff4289745d90/ but I'm facing a problem. I can't seem to be able to play the game in play mode. No matter what I press, I can't move the character or get to the menu or anything. It just doesn't react and I don't know why. Could someone please help me?

Unreal Engine

In this course, you’ll learn how to create a Save Game system that enables players to save their progress and load it later.

noble barn
#

Started looking into soft-object-references. One thing I don't understand from this sample:

GridTexture = LoadObject<UTexture2D>(NULL, TEXT("/Engine/EngineMaterials/DefaultWhiteGrid.DefaultWhiteGrid"), NULL, LOAD_None, NULL);```
... is, that it looks as if LoadObject/FindObject actually spawns an Instance of the Actor - A.) how? Usually it would need a transform and stuff, and B.) how can I just load the asset, without making an instance of it? Say I have a ```TSoftObjectPtr<TSubclassOf<ASomeActor>>``` I just want that actor class to get loaded, so that after, I can spawn instances of it. Or am I totally misunderstanding something?
#

Then one question is whether soft-referencing TSubclass is necessary. Does TSubclassOf hard reference the actual actor the class represents?

plush yew
#

Your character spawns but you just can’t control it?

#

And no input works?

#

Hey anyone knows why my shipped packaged game the exe file has a name but when I open task manager I see the name UE4

#

For the packaged game

plain tinsel
#

My game doesn't register F key while Shift is held for some reason

#

Changing it to any other key than F works

#

Same happens with CTRL+E

#

While CTRL is held, the game doesn't read E key

#

Any idea why this might be happening?

hexed tendon
#

Anyone have a good ELIF comparison between 2D virtual texture and regular? I've seen a lot of it for landscapes, but what about for other stuff?

marsh sparrow
#

anyone here know about umg.. trying to make something but the umg room is always dead at this time of day for some reason

ancient lotus
#

whats the blueprint equivalent of PostInitializeComponents?

haughty jetty
#

if I overlap UV but in 2 different assigned materials, does it still count as overlapping?

plush yew
#

anyone know why the camerah in UE5 is so fucked uo compared to 4?

idk how to get my Free Cam back.

it just rotates around an object.

ive even tryed using the dekete jey to delete stuff and that dosnt work.

its really Unacceptible To reArange Keybindings and default controlls like this.

#

i just..wanna fly around to be able to work on things

magic ice
#

I have an icon font that I created and am using as a Text Render font. This is how I'm currently using it to create an Instance Editable dropdown list for my Blueprints. Any ideas on how I can achieve this without maintaining two separate files?

plush yew
#

for me i press W

and i cant fly around

#

i can only Rotate

#

i cant even Look around.

it onky rotates around a certian area

#

its been annoying tf out if me

pure galleon
#

hey guys, my ue4 project file not opening. stuck at 39% loading. Has anyone encountered this b4? how do I fix this

#

umm is there any way to fix it?

plush yew
#

does anyone know how to do this in actor event graphs

pure galleon
#

juz in case it doesn't work

plush yew
#

im new to this and i cant seem to work it out :/

#

how fo i change orbit to free?

and no im not holding down Alt

plush yew
plush yew
#

and how do i get the delete key to work so it deletes selected objects

#

in UE5

#

its litterly importnt guys

worn dawn
#

why are my meshes blurry at a distance

#

but very high def close

#

like as i move closer

#

it renders in better

#

am i able to make it hi-def from a distance

plush yew
worn dawn
#

uh

#

idk anything about that

#

how do i do that

#

ill watch a yt vid

#

sec

fervent stag
#

hello again, I'm running into an odd issue. I installed a few marketplace packs and syncing them to our P4 depot and then exited UE 4.25. When I returned later the engine is telling me to re-import hundreds of files. I tried removing the packs via P4 depot and any traces physically at windows file level and the re-indexing goes away. But when I attempt to install the packs one at a time the same re-indexing occurs.

Can anyone tell me why this is happening and how to fix it?

wary wave
#

They're probably mentioned in something like the project file.

jovial osprey
#

Some time ago i've seen a website that lists user interface designs from games and for the love of .. i cannot remember what it was called. Does anyone know a similar website?

runic steppe
#

why does this keeps replaying over and over?

#

it makes this not be applied

plush yew
#

Is there a preview of UE blueprints on GitHub?

exotic thicket
#

You mean being able to see what BP assets look like while browsing them on GH? If so, no.

#

blueprintue.com has a browser BP visualizer but I don't think even this supports assets and you have to manually paste into it

tawdry sable
#

Does anyone have any clue why I cannot change the material on any imported model?

#

drag and drop...nothing

tawdry sable
#

I'm looking at the LOD it seems

#

aaaaaaaaaaarg

#

Thanks @plush yew . Now I just need to figure out why no materials are showing on hierarchical instances of that mesh

neon bough
#

i think theres a flag for that in the material settings

#

@tawdry sable check that flag in your material

steady bramble
#

Hi, is there way to have more then one event? I want to active these two event by key / or delay.

plush yew
#

how do i get and display a webcam in just blueprints?

tawdry sable
calm crow
#

Hi, i have an issue with mesh (from 4.25) loaded in a 4.27 scene (it's from kite open world demo) and the mesh is 50k tri and takes 10min to open on my workstation.

plush yew
#

Anyone got any idea why this isnt workin?

#

tryna change move speed when you interact with actor

fallow oriole
#

missing faces, I've tried to triangulate the mesh and a few other things. been stuck on this for hours. It's keeping me from my level design 😦

#

withfaces

#

tried flipping the normals everything just went inside out. but this is the building i'm walking in, thanks for the reply

exotic thicket
#

If you are working in Blender, it's worth enabling backface culling

#

By default blender shows them as two sided, so it's easy to accidentally make a face which is invisible in tools like UE which don't show them double sided

old heart
#

Hello, i just installed ue4, but i have a problem, when i wanted to start it, it came an error that said something like i dont have any projects, and nothing happened, nothing opened. Than i closed epic games and wanted to try again, now nothing happens, no error, absolutly nothing it just wont start, anyone have some tipps?

sharp ember
#

I know I installed ue4 about 2 days ago but it works fine for me

#

Sorry for not being of any help >.<

#

He did say that nothing happened when he tried again

old heart
#

Yes rebooted but still nothing no errors again it just nothing happens

sharp ember
#

Ok

old heart
#

Just the first time i started i got an error

fallow oriole
hollow magnet
#

who ordered spaghetti?

sharp ember
#

Lol

carmine oak
#

Hi guys, I am struggling with importing My Metahuman onto Unreal Engine 4. I've checked online I'm importing it correctly, but every time I import it, this message occurs and cannot transfer it.

#

my laptop is an Erazer Gaming Notebook X1580

hollow magnet
#

can you copy the whole error and post it into pastebin or something?

languid topaz
#

suddenly my project won't compile, here is a capture. Anyone can help? 😦

#

The game runs perfect in the editor

#

I find over there that I must refresh structs in bps if I modified them

#

thx for help!

storm sundial
#

Is it possible that when you change the order of things in your table structure and maybe add and remove stuff, the database becomes somewhat corrupted?

hollow magnet
#

I just remade my whole project to use structs..

#

LOL

#

cause too much spaghetti

plush yew
brisk summit
#

how to localization buleprint node like this.

plush yew
#

how to make visual logger to be constanly on and to autoscroll log to the current one?

cinder mica
#

Hi guys, im looking to remake a game called Tribes 2 as a learning project for myself. Is it better to start with a Blank Project or use the FPS template?

steep dome
#

Grand Theft Auto: The Trilogy – The Definitive Edition includes the genre-defining Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas together β€” each one enhanced for a new generation and available together for PlayStation 5, Xbox Series X|S, Nintendo Switch, PlayStation 4, Xbox One, and PC via the Rockstar Game...

β–Ά Play video
#

gta remake looking nice

#

since they used unreal engine

#

to make the game

native swift
#

can anyone recommend the best way to get/make ambient sound in the background of a level?

thin tendon
#

@native swift You can play sounds directly onto the UI. Just create a blueprint actor to do that. You can even your own code to play sounds from a list on a loop

regal temple
#

Last place i expected to finally see that trailer lol

thin tendon
#

Anyone able to help with this issue?

#

nhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000420

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_ApexDestruction
UE4Editor_ApexDestruction
Apex_DestructiblePROFILE_x64!nvidia::destructible::DestructibleScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\module\destructible\src\destructiblescene.cpp:1841]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\framework\src\apexscene.cpp:1417]
UE4Editor_Engine

native swift
thin tendon
#

Just make one I don't know like 5-10 minutes long and loop it

desert bramble
#

Hey I am trying to message the Manny bot for jpb postings, but it no longer allows me, saying I have to share a server or be friends with the bot. Anyone know how I can fix this?

#

I can’t seem to

neon bough
#

maybe change your nickname

#

may have problems with special characters

desert bramble
#

I see I’ll try that

candid arrow
#

why does it show an X mark

fierce tulip
#

in the documentation about lighting it tells you that you can only have 4-5 stationary lights overlapping eachother.

desert bramble
fierce tulip
#

@desert bramble can you dm the following to manny:
!8ball are you alive?

#

see if he replies

desert bramble
#

Thanks but I just had to enable direct messages from server members now it works

neon bough
fierce tulip
#

probably by editing the source code.

neon bough
candid arrow
fierce tulip
#

either change them to baked lighting, or dynamic.
both movable and dynamic are expensive.

neon bough
#

because stationary lights are also used for dynamic lighting

fierce tulip
#

(cheaper if you disable casting shadows)

#

generally we'd add some emissive texture on such bulbs, and light up the room with only a few lights.

#

not per bulb

#

this isnt real life, this is gamedev :p
smoke and mirrors

candid arrow
#

i need many light bulbs

#

i added 208

fierce tulip
#

please re-read what I just said :)

neon bough
#

they are all in a row, just use a rect light which covers all of them and call it a day

thin tendon
#

You can fake it. Add fake lights in a row with only every other one being an actual light

fierce tulip
#

even that feels like overkill :p

fierce tulip
thin tendon
#

I added the debugging symbols and now I get this

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000420

UE4Editor_Engine!USkinnedMeshComponent::RebuildVisibilityArray() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:1032]
UE4Editor_Engine!USkinnedMeshComponent::UnHideBone() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:2829]
UE4Editor_ApexDestruction!UDestructibleComponent::OnVisibilityEvent() [D:\Build++UE4\Sync\Engine\Plugins\Runtime\ApexDestruction\Source\ApexDestruction\Private\DestructibleComponent.cpp:719]
UE4Editor_ApexDestruction!FApexChunkReport::onStateChangeNotify() [D:\Build++UE4\Sync\Engine\Plugins\Runtime\ApexDestruction\Source\ApexDestruction\Private\ApexDestructionModule.cpp:57]
Apex_DestructiblePROFILE_x64!nvidia::destructible::DestructibleScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\module\destructible\src\destructiblescene.cpp:1841]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexScene::fetchResults() [d:\build++fortnite\sync\engine\source\thirdparty\physx3\apex_1.4\framework\src\apexscene.cpp:1417]
UE4Editor_Engine!FPhysScene_PhysX::ProcessPhysScene() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysScene_PhysX.cpp:1269]
UE4Editor_Engine!TBaseRawMethodDelegateInstance<0,FPhysScene_PhysX,void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:469]
UE4Editor_Engine!TGraphTask<FDelegateGraphTask>::ExecuteTask()

warm hornet
#

I have a general question about realtime game engine and specifically Unreal training within a traditional VFX firm.

What specific courses would you recommend

  • to other 3D pipeline artists?
  • to management involved with real time production?
noble barn
#

On mobile, we are running into memory issues - partially as most of our textures are 4096x4096. Is there any way in-engine, lossless, to tell to only ever use (and package it) as 2048x2048, or lower?

digital anchor
patent cobalt
#

@warm hornetif you go to learn.unrealengine.com under the Film and TV section you will find all the related trainings. There is one called VFX and Particle Systems with Unreal Engine.

placid socket
#

quick question, i would like to make use of a tilemap object/asset/actor (whatever you call it), but i cant seem to find it anywhere
https://www.youtube.com/watch?v=IClbql2SqkM used in this video, the first 10 seconds πŸ™‚

grim ore
#

that is a blueprint they created

agile viper
#

I am creating a procedural solar system. Is there a way to dynamically edit values and have the viewport reflect.

grim ore
#

connect those values to the construction script on the blueprint, where are you using that value now?

agile viper
#

a function called from begin play

grim ore
#

then yep that only gets called when you begin play, in play mode. have that function called from construction and it will call when its constructed or that value changes

agile viper
#

I think I started with that but had trouble spawning the child actors there

grim ore
#

I wouldnt doubt it, most of the time you can get around that by calling the function in your main graph from the construction script

agile viper
#

so call begin play from construct?

thin tendon
#

the preconstruction node will reflect changes inside the editor

grim ore
#

you have events/functions/nodes you call after begin play right?

agile viper
grim ore
#

move that code into your construction script

#

look at the top to the tabs in that window, one should be the construction tab

agile viper
#

did this and now nothing spawns

grim ore
#

well I dont know how your code is set up

agile viper
#

this is my early learning unreal project πŸ™‚

grim ore
#

ok so one issue is the screenshot you first posted is when playing, did you want this to happen when playing or when editing?

agile viper
#

both but happy with one

grim ore
#

well construction script would be when editing, if you want it at runtime you would have to monitor those numbers and then do whatever. considering your spawning...

#

your going to have to either keep track of your spawned items and change them after being spawned, or destroy the entire thing and recreate it when you change the values

agile viper
#

is there a change event or would I have to compare old value on tick

grim ore
#

there wouldnt be a change event at runtime unless you made one yourself (can make a custom setter/getter for example), or yes you hook into tick and check

agile viper
#

ok, was hoping there was a more efficient way but if that is what I have to do. Thanks for your time Mathew

grim ore
#

yeah theres ways of doing it better in C++ but its all magic and stuff at that point

latent sonnet
#

Hey does anyone know why my aab is stuck on a splash screen?

median surge
#

Hello! Is it possible to "already downloaded content"? I restored my computer but not all my hard drives, in my D drive i have ue4 installed but my unreal says otherwise can i direct epic games download content to already downloaded content so i don't have to download ue4 again when its already downloaded?

neon bough
#

yes

#

search for the vault directory on your old disk and new disk, and copy the stuff over

#

The VaultCache is always located at [GameEngineInstallFolder]/EpicGames/Launcher/VaultCache

median surge
#

i still want the engine to be dowloaded to the same hard drive

neon bough
#

to your old one?

grim ore
#

you are talking about UE4 itself right? not the cache @median surge

median surge
#

yeah the ue4 engine

#

i think i found a way to do it

neon bough
#

ah, you want to use your old UE4 installation without reinstalling it

median surge
#

yes

neon bough
#

not sure if it's a good idea, as you are also missing all the registry keys and such

median surge
#

yeah maybe not

neon bough
#

but if you still have unreal in the vaultcache of your old harddrive, you wouldn't have to redownload it

#

if you do what i said earlier

#

or follow the guide

median surge
#

but its frustrating when i have ue4 already downloaded and now i have to reinstall it

#

haha

neon bough
#

well, the engine installer may still be on your old harddrive, too

#

so you would just have to reinstall it