#ue4-general
1 messages Β· Page 1078 of 1
as i srsly can not get the twist bones node to react
and im not a beginner in ctrl rig
yea distr rot might be a good solution, thx for awnsering
pretty rare here
Does anyone who knows Unreal also happen to be going to EDC Vegas?
do you think I can use my steam deck to develop games?
Develop for it, yes, but not to develop in it.
Pretend that Steam Deck is a console as opposed to a fully fledged PC.
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
i mean, if u can install it, it would be nice for on the go testing some nodes or logics or something
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.
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 isnβt happening. Is there anything I can do to make it better?
less alpha
More aggresive LOD, and no translucency.
^^
if u have alpha/ translucency ontop ontop ontop of eachother in one frame
it add draw calls ontop of eachother
Great tips. I didnβt think of that
Also you could turn the foliages into impostor billboards for distant foliages.
Nice
any one knows what internet protocol unreal engine uses for multiplier games ? or where to find that info ?
@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
Shoot, I kinda forgot how I used it, and I don't have the editor open right now...
hmm im having srs trouble with that rn. cant even come up with a manual solution bcs rotations suck
I could check it for you once I'm done compiling some plugins.
would be nice
im working on that (overly complex) ctrl rig now for 3 month
would be dumb to get stuck on twist bones
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.
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?
Guys anyone knows if github notifies the other party if they are removed as a collaborator from a repository?
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
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.
How do I change the movement speed in the FPS template?
Modify the max walk speed in character movement component in character BP?
Character blueprint has a character movement component. Top left when you open the character BP.
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'
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 π
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.
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
thanks
Maybe something like Final Fantasy's hand pointer.
Hello I need help
I am trying to get a sound to loop by holding down a key but I am not sure how
well, what are u trying to loop
a sound
all u rly need to do is open up a branch id guess
thing is I'm super new at this
anyone know a good tutorial or way to make a Physical UI for VR?
Your input action (Pressed) -> Spawn Sound At Location/2D -> promote the audio component output to variable
Your input action (released) -> Destroy audio component
#virtual-reality might know the solution.
ay okay
could you visualize that please
I am extremely new at this
sorry
Not right now, I'm currently away from computer. Someone else might able to visualise it.
Hi! Should I set "StartWithTickEnabled" to false to actors who do not have TickEvent implemented and never will? Does this affect performance?
it does, but not by much
only noticeable difference if you have thousands of actors
nononono
this cant be true
unreal engine can only use capsule collision on characters it seems
I was hoping to get a 1:1 collision object from my character
Hundreds if it's BP.
Okay, but for the sake of peace and good practice, I'll be turning it off then. Thanks 
it can only have capsule for character movement, you can use other types of collision eg. phys asset for a bullet trace
woah bullet trace
In many cases, approximated capsule collisions on skelmesh physics assets are enough
Generally sock wrinkles are morph target and material tricks.
well thats something entirely else, id expect to do that in marvelous or something
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.
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.
you'll probably have to use some code/blueprint/script alongside the mesh checking what the current platform is.
@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)
kinda would like to not do it in code/BP, as to keep the package size smaller
no clue, I just know the coder on the team I was on had to deal with it. so it is possible :p
yeah, it sure is. But I don't want to clutter android packages with windows assets
so if it would be done in build time, i'd be ideal
perhaps in the construction script then? would that remove it from the package, if the object is not dynamically spawned?
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.
no I didn't mean the blueprints but the windows material that blueprint references
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
since they would have the same master with an instance changing the masking/translucency, again not much is lost
Instances can change Shading mode? π³
yea, cant do it anymore in ue5 (at least in early access) but ue4, yup
you might wanna askthe people at #packaging for some tips perhaps
eh, Blend Mode I meant
will have to figure out how to do that then
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!
?
in ue4 or 5?
it might work when transfered to 5, but no clue on that.
all I know is that debug showed me it not working in 5
does anybody know where is the runtime settings in unreal engine 5?
im trying to learn world partition but cant find the runtime settings
thanks i got it
im sorry i accidentally asked in this channel
thanks a lot
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?
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.
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?)
thats really not an issue in my case. But thanks for your answer and info. Have a very nice day Lorash God bless π
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
because yeah, there are differences in how information is expected to be displayed, even in geographically adjacent countries
decimal point vs comma and digit grouping being obvious examples, but also things like location of currency symbols and all sorts
I see, well we don't really have a lot of information that needs to be transformed for different cultures, the comma dot thing needed changing only because in the design it is with dot. But thanks for your insight. π
@drowsy snow AIM is the right solution. jesus
https://gyazo.com/5f6d1cd86abaf132cf12e168f6aa46f9
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.
Is there any good reason I shouldnt make my kids mortal?
getting your game banned, parents filing lawsuits, and no esbr ratings are a few reasons.
It's in order to prevent psychopathic tendencies exactly the way you put it.
ok how about theyre invincible but they still ragdoll
that should be good enough right
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.
thanks doc
No need to thank me, go get some rest.
as long as im not charged for this session
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?
If it's closed source/private then it's going to be your own licence.
Otherwise, if it's open source, avoid applying GPL and all its derivatives. MIT and BSD licences would be your safest bet.
@drowsy snow thanks I will check into those!
@coral folio that should be posted in the job channels instead of here.
read the #instructions on how to do so.
Quixel Megascans
Though normal maps are what you're actually looking for.
You could use something like World Machine or TerreSculptor to generate one from scratch.
im not sure what im doing
once i fit the clothes I want to paint them right
or do i not need weight painting if im fitting my clothes for each animation
is possible to give an actor a % of destroying itself?
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
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
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
how did I cause this? :D https://cdn.discordapp.com/attachments/239825339667185684/900031684651667456/unknown.png
Install them all. Do it. You won't. Coward.
yup, I am a coward then...
more importantly: are source builds of UE4 supposed to show up here?
they do not
alright then
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?
Why even 4.14?
I have no idea
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
by the way, removing one of them removed them all, so that's good :)
It's all just shadow clones.
Kagebunshin.
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?
trying to open it in the wrong engine version, most likely
What's the compilation error in Visual Studio?
we dont use vs
its all blueprints
Well, that's the problem.
I suspect that error was unbuilt project plugins.
something in the project (could be a plug-in too) thinksd it wants C++
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.
like in the engine folder
Your project's folder.
oh
but that fodler he already has
since that is included in the github version
like all these folders he has too
If you use Unreal Engine .gitignore template, it omits the build files from being pushed to the repo.
who knows how to connect Ue4 to Houdini
Both of you should have Visual Studio installed.
oh i see so he needs visual studio to compile these files
since it has a c++ compiler
oh @drowsy snow he already has it installed
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
Make sure to find the one with the most recent modified date.
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?
Might as well do it from Windows, maximum compatibility with minimum stress, but I digress.
#linux folks might know something about it.
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?
Searching online found me 2 copies of this question, but 0 answers :(
Oh, whoops, didn't notice there's a #fab channel
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!
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'
Does anyone know why the Unreal Editor is so broken when it comes to Nvidia cards?
Newer NVIDIA drivers has been notoriously dodgy (at least that's what others said, I'm Team Red)
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
lol i have no issue with a 1070
Try use older drivers, though 1660 being a newer GPU, it might not go far enough.
I would just get myself an AMD card and be full team red but I've seen so many articles on how some games are intentionally made to run horrible on AMD cards because of partnerships with Nvidia
Like Nvidia hairworks or whatever apparently
The games that the article referring to might as well having dependencies with NVIDIA Gameworks libs.
I feel like using older drivers is gonna just make stuff run worse and make stuff more buggy
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.
Try saying that but with NVIDIA driver regressions in mind π
i have no idea what that is
My issue also seems to totally be Windows-specific
As if Windows wasn't broken enough I've never had a glitch on Linux when it comes to UE and Nvidia drivers
Well, if you want to be all Linux, then go for it.
Problem there is, Adobe
and FL Studio
there's no alternative to Premiere and i've already tried Davinci Resolve and it's very sketchy
sketchy? π
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.
yeah i know that it took me like 5 hours
You don't have to compile UE on Arch
Since UE there is an AUR package
Heard it's going to be worth it on Linux.
Hey, I'm just a Linux disliker.
but Arch Linux scares me
Thanks for confirming this.
My gut tells me this is the case but I'm not entirely sure.
Any addon recommendations for a mmo/ rpg project with friends?
Aside from usual built in plugin like source control integration, not much else.
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
It's this exact issue https://answers.unrealengine.com/questions/735472/bug-owner-no-see-widget-component.html
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
And if i wanna fix this i have to restart the entire engine
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?
I can't even go that far in terms of driver versions since i have a GTX 1660
Has anyone used ray traced reflections for an interior without going to about 5fps?
https://nvidia.custhelp.com/app/answers/detail/a_id/5157 this fixed that issue for me
Could this help? It fixed my issues... https://forums.unrealengine.com/t/finally-a-fix-to-nvidias-menu-flickering-bug/226620?u=eobet
Hey all, Just wanted to update that I finally found a solution for the annoying problem that lot of people were facing, where the Blueprints menus start flickering. Itβs here: After updating to NVIDIA Game Ready Driver 461.09 or newer, some desktop apps may flicker or stutter when resizing the window on some PC configurations | NVIDIA Just ru...
Someone just sent me a link right before
It seems to have fixed my thing so far
Been like 20 mins and nothing flickered yet
damn
looks like it might fix shitty video performance in chrome too
on rtx 3090 π€
it also fixed poor 2d performance in editor
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
Is there a way to get good screen space reflections?
that fix is pinned in this channel for 5 months now...
glad you found it π
yea me too, I was starting to think of RMAing this thing
I'm surprised nvidia hasn't managed to fix that via a driver update
has anyone benchmarked datatable reads from blueprints?
I debating looking values up each time vs storing them in the classes...
Anyone else ever had UE4Editor.exe completely freeze up, unable to kill the process and is persistent after a reboot?
Hi guys. Does anyone know if itβs possible for me to pause the water animation or temporarily disable it. Itβs the new water plugin, and when Iβm trying to terraform on our 16km2 map. The large amount of water around our island is making out pcβs want to cry. Is there anyway to disable or pause it like I said?
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
1.73 Gigabytes is aparently hard to allocate
that's 1,7GB π
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
Still curious
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
though I wish they used the content/marketplace/marketplace item name instead.
Ah I usually do Content/ThirdParty and move it all there
But yeah Marketplace makes more sense and they absolutely should do that
i have a separate project just for downloading and moving them in subfolders π
and create symbolic links to my main project
and yea moving them is a pain, i think unreal tries to keep everything in memory and resolving it, before writing it to disk
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)
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
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?
Ok. I was a bit confused since FStringTable seems to use FString, but then that is supported by the localization system apparently? I'll read some more about it.
That is confusing lol. However you can reference them from FText
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...
drag and drop
and use 2 content browsers if you want to go deeper than one level, you can drag from one to the other
or use the folder view
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?
Oh? Didn't know I could have two content browsers open. Thanks!
anyone know any good tutorials on creating trivia quiz game like kahoot
or who wants to be a millionaire
straight up 2D UI
doesn't have to be a tutorial, any leads would be great or anything I could look into
In this tutorial, we are going to create a Post Process Effect which can detect heats.
- We support English and Korean subtitle.
MARKETPLACE:
Our Projects: https://www.unrealengine.com/marketplace/en-US/profile/Coreb+Games?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
FOLLOW US EVERYWHERE:
Facebook: https://www.facebook.com/Coreb-Games-1...
lmao thanks
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
Do I need a special Epic Account or something to develop for xbox? I already have a devkit and GDK set up
Where do I post to get assistance with some questions I have about landscape creation
i know this is basic but im trying to add a mediaplayer texture to a actor and its always streched weird like this
i cant seem to figure it out
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
changing the texture sampler in the material to wrap will cause the image to repeat/tile rather than stretch
hmm okay
double clicking empty sapce in the content browser should summon a file Import dialog
Okay, found the request form: https://epicgames.secure.force.com/Forms/FormConsoleAccessRequest
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 Iβm not at home.
Iβm wanting something with a 30series gpu for some VR Things.
Ive been looking at the MSI GP66.
Cheers to any help!
You could try newegg
can anybody think of a reason that "Launch Character" is only working when called from events but not inputs?
Probably your controller
Try asking on #hardware
oh shit, it's because I'm running as a client, does launch player not get replicated?
welp, this works
what a boob I am
Yes that but often happens when you are using templates and stuff
ok hello all, so .. I have question how to reach the developers here ? been sent him some email but he replied it yet.
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
I only see the dome
I did my own implementation of this for one of my archived game jam project π
hi i have some error pop up when i try to build the game in ue4, 
Make sure you have either Desktop development with C++ and Game development with C++ in your Visual Studio 2019 installation.
In other words, open up the Visual Studio Installer app and modify the VS19 installation to include both components.
okei tyty
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 π
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.
I changed my lights to static and added screen space GI but i dont see a difference, not sure if i missed something
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"
@drowsy snow it work! but then after a bit it have this now D:
First question: No, you can't.
Second question: This isn't necessarily cut and dry google search, because this comes down to improvisation. There are several limitations with real-time game engine rendering that UE4 imposes, but (understandably) completely ignored by Blender.
I want to make something that visually impressive in order to make magic spell for my game. kinda loss now
Filename is too long. Check your assets, make sure they don't have weird names. It's easy to miss when you import placeholder stuff.
Magic spells would the the job for particle systems, and honestly there are a lot of ways to approach it.
Can i bother you for a moment
itll be super quick i swear!
would you kindly give me some examples so that I could start my own research? I'd stuck otherwise.
look up niagara, look at the content examples project on the launcher, look up niagara, and look up niagara
maybe #niagara as well
I don't know why you have to emphasize this much but thank you anyway.
Because Niagara is THE particle system in Unreal Engine.
Sure.
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
Why not use multiple material slots?
Do you mean material layers?
Material slots
material layers are a way to blend multiple materials
are those really supported though?
A quick google search, I know about material slots, I think they can only complicate things
when building it gets stuck here
check your post process volume and set auto exposure to manual
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:
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?
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
Oh they removed support for lower versions ....
Now that's unlucky for you then as you'd have to manually fix the API breaks
Is there specific guide or website that explains how to do that? Since it worked 100% with 4.26 before
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.
Thats bad... so basicaly even if i go 4.27 it could break other stuff that arent updated to the new version. Or where made for the new Version?
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
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
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
Hour of Code loads in 4.27 for me
I see thanks then i will try out the Course in 4.27 and see if any of the older products Break that i want to add and learn from.
Is it possible to re-use UI timeline animations and if so how?
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)
You can as long as you are animating the same type of item
I did it with progress bars, IDK how it works if you change type of oblect
@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 π
You have to substitute the referenced item from the previous to the new one
Might send you a video later, rn I am going to lunch... thx btw π
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
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)
umm hey guys.. anyone free? I want a bit of help, kinda stuck somewhere
its best to just ask the question or explain the problem @frank tapir
else odds are people wont reply.
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..
You could, but with timeline animations, it's rather inefficient.
the start and end in line trace are same.. even when I use some high multiple for the end vector
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
Nope.
SAD π¦
Lowering the scalability options would be a better choice.
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
welp, anyone know why its black? the map is not loaded automatically
still black when you change the view to unlit?
yeah
yeah you need to load ur map its probably in content folder
yeah its not automatically, is it okay if i ignore it and will the final product is okay when i export the game?
You probably don't have set a default editor map
So it opens a completely empty level
Aka Untitled
ahhhh okay, so the project name must be same as the default map name?
Where did you come up with that conclusion
i thought like index.html XD
it ok, me too
thanks all
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?
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?
Using DX12 as default have any advantage outside of raytracing?
If more prone to crashing counts as an advantage, then yes.
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?
Not true at all. That depends on the CPU.
As far as framerate goes, the framerate increase is so minute, might as well battle test stuff in DX11.
Thank you for answering, now I have much better idea.
How do I update the Epic Games Launcher to know where my Unreal4.26.1 instalation is located?
There is a trick, however.
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.
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.
Yeah it'll only replace necessary files
Ok
Except that incremental update involves huge number of prebuilt engine modules.
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?
You have to specify the pawn to use within the gamemode.
Use the proper GameMode
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
thanks , that worked

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.
Could be building the LODs
ok, sorry
Thanks, that's what I figured. I'm guessing there's no way around that aside disabling Γ©m
is there a way i could make these visuals give off light to create reflections (the red screen)
you could use refecltion captures
just figured it out actually for some reason i had it on a brush material once i put it on a mesh it now works!
is that the default cube or something you made in a 3rd party application?
its with the geometry brush
Perhaps the vertices got misaligned somehow?
ICYMI, it's possible to move the vertices in BSP brushes.
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?
Depends if the game allows for runtime external asset loading or not.
But generally it's very hard.
oooh π¦
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
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.
I should ask community manager if Gothic Playable Teaser supports those things
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
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?
I use OBS Studio
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
it might not e connected to a onclick event
Aliens invaded Earth and you're the president, mortal kombat the aliens
A ball rolls a hill with obstacles
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:
i already did this tutorial lmao
A square rolls down a mountain with obstacles
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
Why are you even using a Timeline
i thought it would work since delay didn't
Do you have a previous delay?
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
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
you can always add print strings throughout something like that to find where it is breaking down
or breakpoints
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
Backface culling maybe?
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.
idk wut dat is, how do i fix that
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
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
I checked off two sided in the material details
but it still is one sided
doesnt seem to fix it
Check the right check box too
does anyone here use plastic scm?
right box is uncheckable
You can edit the parent material instead of the instance
Can disregard this, issue was on my end.
@drifting finch Sweeney fix this already omfg
why does this not override the previous msg??? my god
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...
best tutorial for a plane?
i followed a few but i find them too basic and cant really build off them
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
no idea
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
Is there any way to convert a placed static mesh in to a painted foliage mesh?
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?
IIRC it was tonemapping.
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.
thanks! just looking into it now
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?
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!
You going to want to look into profiling. This might help you: https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/
Thank you Vazumongr, will look into that.
Is it possible to install unreal engine source in game directory - so sources of game and of engine would be self contained?
Thereβs 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 itβs 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/
Sure wish my old assests would delete quicker
Probably gonna crash
reserved for crash log
Iβd advise doing something more like the other way around. In the directory that contains your engine folder, put project folders next to that. So itβll be like:
-Unreal Engine
-UE_4.27 (engine root folder)
-Project 1 (project root folder)
-Project 2
-Project 3
Youβre 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 youβre doing with a source code build + version control, youβd sync the whole folder, engine, projects, and all. If you need to have more than one engine installation, youβd keep them outside of this folder structure.
Thanks Mike much appreciated.
And how would you make them to compile together?β¦
Like, how to point this Project 1 to use an engine compiled from this ue 4.27 folder?
Compile the engine first, make sure it works properly, then go to the project's folder and right-click on the .uproject. There'll be an option called "Switch Unreal Engine Version." Click the "..." button, then select the desired engine installation's root folder.
How do I know whatβs the compiled engine installation folder is?..
Thank you so much for the answers now itβs much clearer than from docs!
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.
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
is everything else fine?
unreal wont compile shaders
ive tried restarting my pc, deleting intermediate & saved, deleting deriveddatacache, reinstalling the engine, etc
nvm i fixed it by uninstalling incredibuild
Guys one of the docs told me to set bUseBooleanEnvironmentShadowing to true
where is it?
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 ?
WOOOOOOOOOO I just learned how to stop sprinting if my vertical axis value is less then 0 π
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?
From what I understand of tiling, it makes the texture smaller in X and Y depending on how many you choose. You can even chose 1 (I do this) to allow for shifting the texture around. I guess you could try tialing something at 0.5 to make it bigger. I have never tired this.
Thanks @dreamy wasp
Why is there no option for "Mobility" in the "transform" component of my actor pawn?
like why am i muted
like 3hrs
ago
yes
bruh
im seriously confused on to what did do wrong
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
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
You could try click the component inside the pawn
ohh ok, thank you very much
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?
do u know how i can open the demo inside of a plugin i mean the demo content a bought a plugin that contain files but i cant open it idonno how to do it
if anyone know it would be good
You mean your project installed its own project but the other project has a demo you wanna play with that other project?
Probably looking to migrate
Uh ya I could show you in a minute
the plugin contain a asset inside i mean it containt a project u know what i mean
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 ?
if it has the keyframe thingy next to it you can pull referance to it i guess
can you please help my brother @old ingot with his problem
dude. issues with discord or the group, should be voiced in the other threads devoted to the people who run Unreal Slackers
try server feedback
ok thx
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
Get Distance?
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
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.
You could try using a construction script
I find construction scripts unreliable (in packaged games using streaming levels at least)... an editor utility widget would work though, because it sounds as if you're talking about manual work in the editor so that could be automated.
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
How do I fix bCastDynamicShadow problem?
really ?
Yes.
I mean the time dilation or the attack combo sequence ?
@drowsy snow
as like Vagrant Story the game (psx)
i dont know who you are, but if you love Vagrant Story, we are best buds. end of story.
stares at @fervent dawn
woah they have figures for those guys
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 ;-;
been waiting the remake that will never happen
π the closest one is absolver if you notice
absolver is magic in fighting game form
that game definitely shuld of became its own sub genre of fighting games
sloclap just released new one chifu
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
if we have time dilation blueprint does it possible to merge it with this one ?
related the attack combo sequence
only what makes Absolver quiet different compares to VS, it's attack combo won't stop the sequence
while VS did
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
did the server still running for multiplayer ?
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
do you think we possibly to make the sequence combo with this blueprint ?
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
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?
this right?
yeah ... is that quick time event
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
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...
Mmm?
yes
will bookmark this
β€οΈ
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.
do you ever find one ?
How do I remove the default pawn in the editor? I don't know where its source? Sorry, I'm just new to UE.
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.
the "defaultspawn" only exist in the play-mode, ig its being spawn in game.
isnt that the one spawned trough a blueprint/setting in gamemodes?
:triangular_flag_on_post: ππππππͺππππππ₯#7973 received strike 1. As a result, they were muted for 10 minutes.
Question
Do dynamic material instances use more memory / render time
then static ones?
On skeletal mesh
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
sorry man I just too excited XD
anyone know how to fix "Failed to load map" on a project startup?
Maye you have to move your unreal engine to the same map in your d drive
Why is unreal unable to import .uasset?
because its already a uasset. you'd be trying to put a uasset into a uasset
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)
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
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
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
do you have standalone launched?
this can also happen when you accidentally have two instances of the project open.
how many games have been made with unreal engine
is there someone that want to help me with a problem in ue4 on a call today
@plush yew this is a small portion of them:
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
there are more on indiedb, ichio, and such
This is a list of notable games using a version of the Unreal Engine.
i want to know all of them
like the number of all
not the major ones
but i have to say quite a lot
nobody knows the exact number. so /shrug
SteamDB has a pretty good list, but also not complete and not always accurate I believe. https://steamdb.info/tech/Engine/Unreal/
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?
do u have video for close combat version?
does it pretty handy ?
also if it's possible for attack combo sequence as we played on Absolver
my interface event does not work
Anyone know if there is a speedtree discord channel?
just click the pawn and delete it
nothing is connected to get playercontroller
i mean i always connect it to something
yeah i have no idea i only started using ue4 since 2 weeks
im making a game for a school project
It's pretty powerful for stuff that state machines are good at, and attack combo sequences are probably something you could easily do with montages
how about time dilation ?
Mate I dunno lol
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
no discount during halloween really ?
trying to do old UE learning path courses but course files need yet another version of the engine to launch....
What's more optimal a line trace on tick or a box collision component
Would I be able to use the perlin noise texture to randomly generate landscapes? Or is that not possible on unreal
Better yet, whatβs the best way to have randomly generated landscapes, like islands for example.
@ me please if you reply
:no_entry_sign: call me lemon#4231 was banned.
Hey guys is it possible to change the directory of the output log?
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
you do not, there are only specific foldes you need. https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore is a link to ignorable files
also here is the marketplace guidelines of what they want https://www.unrealengine.com/en-US/marketplace-guidelines#27
for the most part Config, .uproject file, Content is all that is needed
Hi, sorry to bother, but I would like to ask a question about Material and Opacity Masking. Where should I post it ?
thanks
from #more-resources , #graphics - Meshes, materials, lighting, etc.
@grim ore Thanks π
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
booleans would be the way to do it with the default system, there is also an enhanced input system plugin that might work better
Ok
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.
Is there a proper way to block light without 2-sided materials or bsp geometry in UE4? I noticed it's significantly more expensive.
uhh i use planes and let the side without normals pass light through
You could try the Soldify modifier in blender
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?
ill check it out, thanks!
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?
are you still around?
Your character spawns but you just canβt 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
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?
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?
anyone here know about umg.. trying to make something but the umg room is always dead at this time of day for some reason
whats the blueprint equivalent of PostInitializeComponents?
if I overlap UV but in 2 different assigned materials, does it still count as overlapping?
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
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?
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
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?
does anyone know how to do this in actor event graphs
juz in case it doesn't work
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
probably looking for a cast to node and sticking the Get Player Character in Object then pulling off the output for movement
will try
thanks
?
and how do i get the delete key to work so it deletes selected objects
in UE5
its litterly importnt guys
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
are thematerials baked
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?
They're probably mentioned in something like the project file.
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?
Is there a preview of UE blueprints on GitHub?
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
Does anyone have any clue why I cannot change the material on any imported model?
Seriously...wtf is going on here?
drag and drop...nothing
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
i think theres a flag for that in the material settings
@tawdry sable check that flag in your material
Hi, is there way to have more then one event? I want to active these two event by key / or delay.
how do i get and display a webcam in just blueprints?
That did it - thank you!
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.
Anyone got any idea why this isnt workin?
tryna change move speed when you interact with actor
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 π¦
withfaces
tried flipping the normals everything just went inside out. but this is the building i'm walking in, thanks for the reply
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
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?
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
Yes rebooted but still nothing no errors again it just nothing happens
Ok
Just the first time i started i got an error
I enabled backface culling and now i'm just disturbed at how to make walls now
who ordered spaghetti?
Lol
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
can you copy the whole error and post it into pastebin or something?
suddenly my project won't compile, here is a capture. Anyone can help? π¦
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!
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?
if your model has any negative transforms it will cause problem
how to localization buleprint node like this.
how to make visual logger to be constanly on and to autoscroll log to the current one?
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?
Grand Theft Auto: The Trilogy β 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...
gta remake looking nice
since they used unreal engine
to make the game
can anyone recommend the best way to get/make ambient sound in the background of a level?
@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
Last place i expected to finally see that trailer lol
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
sorry just to clarify, how do I get an ambient sound, for example I dont think downloading a hour long sample is the way to go?
Just make one I don't know like 5-10 minutes long and loop it
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 canβt seem to
I see Iβll try that
in the documentation about lighting it tells you that you can only have 4-5 stationary lights overlapping eachother.
Still didnβt work
@desert bramble can you dm the following to manny:
!8ball are you alive?
see if he replies
Thanks but I just had to enable direct messages from server members now it works
is there actually a workaround for this?
how to make it infinite
probably by editing the source code.
trust me you dont want infinite
why
either change them to baked lighting, or dynamic.
both movable and dynamic are expensive.
because stationary lights are also used for dynamic lighting
(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
please re-read what I just said :)
they are all in a row, just use a rect light which covers all of them and call it a day
You can fake it. Add fake lights in a row with only every other one being an actual light
even that feels like overkill :p
how
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()
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?
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?
yes, on property settings, theres max texture size
@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.
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 π
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Tutorial video in response to https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1506272-new-developer-needing-guidance
that is a blueprint they created
I am creating a procedural solar system. Is there a way to dynamically edit values and have the viewport reflect.
connect those values to the construction script on the blueprint, where are you using that value now?
a function called from begin play
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
I think I started with that but had trouble spawning the child actors there
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
so call begin play from construct?
the preconstruction node will reflect changes inside the editor
you have events/functions/nodes you call after begin play right?
move that code into your construction script
look at the top to the tabs in that window, one should be the construction tab
well I dont know how your code is set up
ok so one issue is the screenshot you first posted is when playing, did you want this to happen when playing or when editing?
both but happy with one
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
is there a change event or would I have to compare old value on tick
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
ok, was hoping there was a more efficient way but if that is what I have to do. Thanks for your time Mathew
yeah theres ways of doing it better in C++ but its all magic and stuff at that point
Hey does anyone know why my aab is stuck on a splash screen?
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?
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
i still want the engine to be dowloaded to the same hard drive
you are talking about UE4 itself right? not the cache @median surge
ah, you want to use your old UE4 installation without reinstalling it
yes
not sure if it's a good idea, as you are also missing all the registry keys and such
yeah maybe not
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