#ue4-general

1 messages · Page 1079 of 1

grim ore
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there is a way to do it, but its a pain in the butt. You start installing ue4 then pause it, then close the launcher, then copy in your files to where you were installing it, then open the launcher and verify the install and it restores most of it. It's rarely recommended. You can always use it not "installed" on the launcher just by running the executable, and you can always manually associate the engine using unrealversionselector (which is another pain in the rear)

median surge
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yeah i did it the first way

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lol hope it works

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its verfying all the files

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atm

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they should make it easier to do this

plush yew
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Is there a way to play a sequence at a certain position with a cine camera?

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can I use special characters like space in Collapsed Graphs?

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I mean, I can use backspace but I do not know if it is good practice

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no actually I did not observed that UE adds it with a underscore instead of space

noble barn
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@digital anchor Thanks for you answer. Sorry, totally forgot I asked here 😅

plush yew
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it aperently fixed its self

calm crow
lavish sail
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Can anyone help with this? I tried to package my project and came to this error. I’ve tried everything I can think of and nothing has worked…

fallow jackal
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Anyone knows how to achieve this dream like visual effect? i tried bloom but its not really it

fierce tulip
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bloom

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@fallow jackal also, please read the #rules please, asking the same question in multiple channels is a nono.

serene minnow
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Hi!
Is it possible to use the Enhanced Input System of UE5 with UMG widgets?

serene minnow
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The Enhanced Input Sub System needs a Player Controller as Input which i might not have in a UI

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So how would one initialize the subsystem and get the EnhancedInput Events to react to them in a UI Widget?

rotund scroll
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it's a UI strictly for AI 😏

zinc shore
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how do i go about doing a hitbox for the player like i see that the default rig has a rag doll which has a bunch of capsules on it so is there a way i can have a ray-cast hit it

grim ore
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you would do a raycast on it....

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default for a character would probably be the capsule at the root

zinc shore
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what collision layer dose UE put the rag doll collision capsules on like would it be physics body?

grim ore
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you can check out the default collision settings for the meshes

zinc shore
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hmm seems it docent work

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like i see the collsion capsule of the ragdoll in the editor but i cant find its collision layer

grim ore
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your looking at the physics actor probably, did you open up the mesh itself?

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and your going to need to actually assign it to something to set up its collision. If this is in a character, look at its details

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like in this character i set up a custom trace channel for bullets and set it to block for this mesh

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then my line trace is set to trace against this channel

zinc shore
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like if i click on one of the capsules i can set if its collision type but i dont see where to set the layers and if i do a line-trace for one of these capsules the line trace just passes though

grim ore
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yeah thats for physics simulation, not for collisions

zinc shore
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but can a linetrace detect it?

grim ore
zinc shore
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what object type would i have the linetrace look for then

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cuz right now it looks for world static, world dynamic, pawn, and physics body

grim ore
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you dont have it look for a type

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you do a trace channel

zinc shore
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hmm it still passes though the player

grim ore
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did you set the player to block that custom channel like I showed above?

zinc shore
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seems the trace channel is only looking for visible so thats why it wont work bu the only other option is camera

grim ore
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well the mesh on the player

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yes you create your own custom trace channel

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its in project settings

zinc shore
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can i change the default collision response of a collision channel to the different collision presets so a object set to overlap all docent still block my bullet channel while block all blocks the channel

sullen wraith
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how do I test my virtual reality project? whenever i do my headset doesnt recognise it as a vr application and open

lethal root
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does anyone know what does that red circle means?

weary willow
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okay I only have some of my sanity left but I am sending a BPI message (not local) to a character (not possesed) but it doesn't send from my widget, it does send to my current character if I plug in get player character into the message target... so what can I plug into the target message that will send it to my unpossesed character

weary willow
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right click and you'll see remove break point and enable breakpoint... this means if you play the game and this node ever fires it will stop the game

lethal root
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thanks a lot!

weary willow
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no worries!

elder onyx
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Hello, I'm just getting started with unreal engine 4 and I was wondering if anyone knows a good tutorial that explains all the basics?

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I have some experience from coding in other languages too.

next badger
elder onyx
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thank you

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oh also do I use c++ or use blue prints?

next badger
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Things that will require c++ may have BP interfaces implemented by someone and available on marketplace.
You can grab monthly free content on marketplace btw. (and there are a lot of permanently free stuff)

elder onyx
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okay thank you

dawn gull
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How can I get a rot that points towards a vector location?

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Found it, Get Look at Rotation

west junco
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dumb question, is it safe for me to upgrade to windows 11 right now, like will unreal and blender and whatever still work

dawn gull
west junco
dawn gull
broken spire
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Is there a way to type in search in the world outliner and select all that you typed in?

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Like lets say I want to turn off visibility on all triggers, or specific lods, or filter by glass, can I do that?

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search brings up all actors I searched, but their groups as well I don't want to select their groups too

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The feature doesn't exist at all, not even a tool on the marketplace, sorry to bother everyone

spare kernel
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@sharp crest Post in the job board looking for testers.

sharp crest
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too much work it's just a 10 minutes thing

spare kernel
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well this is not the correct channel, and you will likely get 0 replies.

dusk nebula
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Can someone tell me where I can find a list of all of the default key binds? Just read somewhere that F9 will take a screenshot, even in a packaged game

sharp crest
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yea, I'm seeing, just tried cuz why not.. xD I found ppl alrdy

plush yew
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Where would I locate older versions of RTXGI I want to use it in 4.26
The page epic has up is only for 4.27 and RTXGI was used in Cyberpunk2077 so its apparent it has existed before this engine version

Ive heard of people using it in 4.26 but I have yet to see anyone aware of where it is located

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anyone know where to find it?

exotic thicket
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iirc there's some options for raytracing in the project settings and in post processing settings

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There is/was a branch of the engine for this too I think, which might be a slightly different thing than the one that you can enable from the settings but not 100% sure

plush yew
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anyone got any idea why this is happening?

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make a button that increases speed for 10 seconds when you interact with it but on second client it just kinda makes it stutter around

jade surge
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you need to set the movement speed increase on the server. Some people (myself included) set the movement speed on the server and the client to keep things synced

plush yew
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what should i make replication condition

jade surge
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uh

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you just want to get the movement component, get the max walk speed and set it on the server through a custom event

desert crow
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I need to store large amount of data in the array of strings
The strings will be divided into subcategories of the data
I have an option to Use StringArray or Tmap String.String
Could you advice me, what is better, nuances, what faster?

warm horizon
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Ok so a strange ask here but I’m after a way for a user to go to a website log in and then from the resulting login grab some info from the page. I’m a bit lost on it though. I guess I could maybe use the JavaScript plugin for ue4 but not sure if that’s practical or not. Can’t use a curl for it as it’s not returned like that. The bulk is in JavaScript on the back end of the site. Maybe I could reverse send a message back after successful attempt with the players number/uuid from the game and send that on to the server. Anyone want to help hit me up.

calm crow
shy rover
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How can i prevent material information loss when migrating assets to another project?
None of the meshes have their materials assigned to them and it's a pain to go through everything manually assigning it

radiant fable
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anyone know when dlss plugin will ship with ue4 built in?

fierce tulip
bright hatch
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hey guys would anyone know why my set direction variable isn't compatible with set speed variable? sorry if this is the wrong chat.

plush yew
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Hello I don’t know if anyones knows, but how to make sure anyone has the latest version on steam?

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Because in steam I saw that if I publish an update

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And then after 1 minute I press play doesn’t update

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In order to update I have to close steam

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And then open

exotic thicket
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Restarting Steam is generally the practice I see recommended to ensure you receive updates

plush yew
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Is there any way when open the game to throw a screen that needs update, in a single player game

exotic thicket
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You could have a file you host on a server which has the latest version number

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Have your game load the file and compare the internal version number with the one in the file

plush yew
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This is outside of unreal engine

exotic thicket
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Yes, the file needs to be hosted outside of UE

plush yew
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Hmmm ok thanks I will check that

dapper swift
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Hi all, is there a way to change the CineCamera aspect ration to 1:1 ? This is for cinematics, not game play.

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That's literally all epic has on aspect ratio. I wanna just render a 1:1 cinematic

dapper swift
obsidian nimbus
crisp mesa
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Thx, will repost there

quiet wadi
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how hard is unreal to learn? ive worked with blender before but thats kind of it

dapper swift
wintry gazelle
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Anyone know hot to get rid of this outline when I create a spite?

quiet wadi
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but honestly

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i have no idea where to start

dapper swift
quiet wadi
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so that'll make it a lot easier

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is it even hard to code with the nodes lol

dapper swift
quiet wadi
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aye i see thanks

elder haven
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hi quick question, I cant find absolut world position object in 4.26, have they disable it ?

plush yew
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i want my rectangle to be slanted

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i could use 2 different shapes, just wondering if theres a simpler way

quiet wadi
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wait

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thats in ue4?

plush yew
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yeah

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i think

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yeah its 4

dapper swift
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That looks like a photograph

plush yew
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because it is

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the left rectangle needs to be at a slant, i could either make the rectangle smaller and add another rectangle rotated

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though it seems impractical to use 2 different shapes

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is there really no tool that cuts a rectangle

shell wadi
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Is there a way to use multiple "landscapes" so i can avoid hitting my texture cap, but still have them merge at the edges, when i tried to accomplish this by adding "new" landscape with its only Landscape material instance, i couldn't get both landscapes to merge at the edge,

copper ore
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Hello, I have a question for professional for professional programmers.
In industry you use Blueprints too or just C++?

I'm asking this because I'm aplying to a job on a small company that uses Unreal and they asked me to make an Asteroids in Unreal for the first test. I'm a Unity programmer, never used Unreal (and they know it :p), and I don't know if using this blueprints is the right path to show my skills

sterile lichen
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just ratio changes

void kraken
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How do I fix this?
Trying to build GPU lightmass

plush yew
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where the triangles at

turbid wigeon
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I wonder if there's any way to know the Unreal Engine 4 version usage? Which version are the most deployed currently? 4.24/4.25/..5.0 ?

jolly kernel
sterile lichen
turbid wigeon
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interesting

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i'm considering doign a 4.25 version of my plugin

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just trying to evaluated if it's worth the time

next badger
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@turbid wigeoni have many versions installed, but it's not related to which one is most used, so there is no way even for epic to know for certain

sterile lichen
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depends also on complexity

distant siren
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hello, in my game an enemy giant chases me throughout the level, when he touches me the player dies.the problem I have is when the enemy touches me the enemy overlaps my character, my character goes inside the enemy, it's a bug, gets inside,the enemy character mesh goes over my character mesh and my character goes into the enemy mesh. is there a solution? I wish that when the enemy touches me my character mesh does not end up inside the enemy mesh body, so I wish my player mesh could stay in front of the enemy mesh,without it being covered

quiet wadi
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it looks like the animation is not looping

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and the camera isnt holding up

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does anyone know how to fix these issue(s)?

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yeah its my first project lol

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so ill have to do all this over or will it just replace

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thanks man

plush yew
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where can i find the triangles

lucid grove
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Hey fellas, cant figure out why one of my widgets have Text input, but other dont

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Both have public check

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What am i missing?

quiet wadi
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sorry to disturb you again but the same thing is happening but with jumping

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its just going again and again

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i might have found it but im not sure

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well that was not the fix

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i see

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so i need 3 seperate animations right

next badger
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@plush yew the issue of this method is - all the textures are sampled for every tile

plush yew
sweet jacinth
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hello, I divided the touch screen into 2, different control on the right side, different control on the left side, I manage it inside the character, but I need to leave the left side to control the right side, how can I turn off focus for touch, I don't use buttons or anything.

next badger
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@sweet jacinth#mobile but i assume you may need a common parent for both, as all events are propagated from View, and view only accessed in C++

fierce tulip
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@plush yew can you please post tutorials and such in #released instead. thanks :)

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actually nevermind, you already posted this many times before in many channels. Please dont do that.

pliant junco
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hey guys i got 3 anim montage attacks here how can i make it so that it goes randomly to one of the 3

sweet jacinth
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No it's not, I have divided my screen into 2 parts. I can't control both sides with 2 fingers. I have to lift my finger from the left side to control the right side. I have to leave the right side to control the left side. How do I turn off the focus for input?

next badger
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@sweet jacinthi;ve explained, that you need to have one widget for both of the sides and capture touch events by the parent...also ask in #mobile

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@glacial needle it works in editor but not when you use "launch game" option?

sweet jacinth
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Have you ever played ark mobile game?

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walking there on the left, controlling the camera on the right

next badger
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@sweet jacinth you don't have to draw anything on the screen

sweet jacinth
sweet jacinth
buoyant graniteBOT
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:no_entry_sign: TheEmaJinaTion#8762 was banned.

jade stump
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hello i am new and i want to learn using ue4 can someone tell me any youtube courses or websites to learn using it

sterile lichen
jade stump
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thnx <3

wraith sentinel
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Hey All, super noob Q here. Working in UE with an animated object. The camera is tracking this object but I'm getting insane amounts of motion blur (only need environment to have MB). I've searched around and found little input. The object is a blueprint actor so wondering how I can exclude or lessen the motion blur on that specific object. Cheers, Andy

next badger
jade stump
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thnx so much

glacial pecan
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My streaming level spontaneously unloads while I'm in it! 🙃

next badger
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@wraith sentinel only by injecting some data to velocity buffer, that is only possible in source build of ue via c++ (advanced level)

warm horizon
worn dawn
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how can i get double sided quixel assets

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theyre all transparent

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from the back^

opaque kayak
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but that will still look wierd

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better to just build around with other quixel assets and make a full rock

worn dawn
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thats what i was thinking yea'

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ty

wraith sentinel
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Here's the bad result once in motion.

worn dawn
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i have a campfire and for some reason the audio is playing around my whole map

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how can i restrict it

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to a certain area

next badger
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@wraith sentinelmotion blur only depends on velocity of hte object relative to the camera, to produce the blur PP is used...you can override the scale of MB on the PP, camera or the project

ocean spear
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Anyone know any good courses to learn unreal engine, that aren't like $100?

next badger
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you can view velocity buffer in ue4

ocean spear
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Thanks

patent cobalt
worn dawn
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Unreal Engine 5 tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 5. Specifically we will focus on Unreal's new features: nanite and lumen. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, p...

▶ Play video
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^^

next badger
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@worn dawnyou need to assign a spatialization to it, generally it's done in cue

ocean spear
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Thank you all, this helps!

worn dawn
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dylan that video is literally perfection

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and ty @next badger

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trying rn

ocean spear
next badger
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@worn dawnhttps://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/DistanceModelAttenuation/

Reference for the various models available for controlling the attenuation of sounds.

calm crow
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Gosh, ue4 is fast and powerfull, but damm, 92 crash in 1 month, it is a lot

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ue4 is fast and powerfull, but damm, 92 crash in 1 month, it is a lot

dawn gull
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Am I able to get a reference to an actor in the scene from it's name?

worn dawn
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been using for like a week now maybe

ocean spear
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UE5 is epic

calm crow
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can't use ue5 on prod

calm crow
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¯_(ツ)_/¯

stray smelt
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entirely hypothetical (haven't looked into this). Could you feed a live camera into a material in Unreal and then use some kind of depth buffer to have objects within that feed to be uniquely affected, based on their distance from the camera?

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getting some fun ideas as visualizer for a dj set. I'm going to look into it hands on

cyan barn
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in ue can you make a game that has the same graphics as a game like stardew valley?

sterile lichen
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i guess something similar could be done with Paper2D

marsh swallow
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The startup movie, it stops playing when I move the mouse

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is there a way to make it so that its only when you press a key or click

plush yew
sullen fox
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hey whats up everyone

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is this the chat room where we can ask UE4 related questions?

plush yew
acoustic plover
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Hello, I am trying to use the Cape Hill 4K HDRI from Poly Haven in UE4, but when I import it, it is imported as a regular texture as opposed to a "cube texture", does anyone know how to change that?

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I can't seem to be able to use a regular texture within an HDRIBackdrop node.

undone magnet
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Does anyone have a guess as to what this means? This happens occasionally after like 15 minutes, directly after loading a map, not in the midst of gameplay or any of that. Thanks in advance! 🍀

glacial needle
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Hey, Does anyone who uses the asset horror engine know why my game is not packaging? I tried a bunch of stuff and i am just not sure...

ancient lotus
glacial needle
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@ancient lotus i will send it now..

ancient lotus
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does anyone know why when moving my mouse fast to the left (2 monitor setup with second monitor on the left) that my mouse starts to appear and kind of flicker as if its getting out of focus of the window? this happens on a packaged project as well and it affects input. for example when im doing this and if i left or right click, the input doesnt get received

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the issue gets resolved if i lock my mouse to the center of the viewport on tick but id prefer not to do that

ancient lotus
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well nvm i guess, its related to windows borderless. setting it to fullscreen fixes it. its like it cant keep the mouse locked fast enough in borderless

broken spire
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How do you cull objects that are behind a wall?

dusk nebula
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So for best practice in a hero shooter or something similar, should I focus on making a "base" character and then make each individual hero a child of that?

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Also, if I cast at any point to get the health of a character, I can just cast to the parent class for that value if it inherits, right?

broken spire
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I have a lot of objects inside of a building and when I specifically look at that building the fps tanks

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If its built in then is there some kind of debug tool I can see?

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Yeah they're all grouped together

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I am so confused this explains how it is working, but I need to troubleshoot it to see if it is or if it is another problem

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if I put a cull distance volume inside the building would that work?? 😮

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So true lol

sullen wraith
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has anyone had experience getting a oculsu quest 2 airlink to work with unreal engine? so i can test the vr game im working on

broken spire
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okay my world outliner keeps shuffling itself, when i hit ctrl+z it unshuffles...

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I hit ctrl + z and do nothing and then it just randomizes itself

Edit: restarted the project and now it's just permanently shuffled so cool

dusk nebula
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How do I set which character to spawn the player as when choosing a player start?

rotund scroll
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it allows you to handle pawn spawning manually from a player start location

broken spire
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Lets say I wanted to cull a room while I am outside of it, then when I walk into the boundary the room pops into existence... I'm following a tutorial to do that but mine is doing it in reverse? It culls the entire map

broken spire
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Figured it out, the dimensions are entirely different

lime girder
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I have a weird question. Say I have a space game with a ship that can move in 3dspace (up/down/forward/back etc., not in orbits).

Should I use Add Force? Set Actor Location? Maybe use a component for movement ( i was looking at floating pawn)

Ideally I can use this for multiplayer/replicate as well.

dusk nebula
lime girder
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I was worried about that with set location yeah.

dusk nebula
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All forms of actor movement replicate fine, by the way, as long as you set up your events properly to not get overwritten by authority

lime girder
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Oh, i didnt know that, but admittedly replicating/multiplayer is something I am learning in tandem

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So you would reocmmend add impulse? For the smoothness/momentum side of things?

dusk nebula
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Probably worth trying first, yeah

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It's hard to say because I've only messed with shooters

lime girder
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good pt

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Thanks for sharing 😄 I will investigate

plush yew
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Hey boys, I'm new to unreal. Would anybody kindly point me to some basics? Cheers

dusk nebula
plush yew
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oi thanks mate

dusk nebula
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Like if you want to make an rpg game, find an rpg guide afterwards

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Same deal for any other genre and also multiplayer

plush yew
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I see, cheers ^^

broken spire
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I can't find any tutorials on how to set up occlusion bounds, or even precomputed visibility volumes.

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Can anyone direct me to a video that might have it?

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I don't care if its 2 hours long I'll find it lol

lime girder
prime willow
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So is there a node or such that would check for if the button is pressed or in use

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or do i have to set one of those up?

broken spire
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is there a select hidden option in world outliner?

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or lets say I want to delete all lod3's how would I do that?

prime willow
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nvm made my own

sick patio
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so i want to make a nuke explosion, with the whole mushroom cloud. i looked at a ue4 tutorial and it looks like snot drippings. I then looked up a blender tutorial and it's amazing. can i make it in blender and transfer it to unreal?

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they use animated meshes, he said

pliant ingot
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Hi, has anybody face a problem that after using UE4 for quite awhile, right-clicking in Blueprint will close the drop down immediately?

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I have to close UE4 and reopen to continue

pliant ingot
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Thanks!!! I have this flickering as well

pliant ingot
dusk nebula
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Does anyone know what I'd have to override to allow the player to jump while falling? Seems like "Can Jump" in the Character BP doesn't handle that functionality

surreal eagle
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how the ever living shit do i read varibles from what i'm looking at

surreal eagle
surreal eagle
dusk nebula
dusk nebula
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Uh alright then

surreal eagle
plush yew
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You are a dev for titanfall 3 and you dont know this?

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Oh

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1 sec

surreal eagle
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i only made movement

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i'm sorry lol

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i really need someone with bp experience lol

dusk nebula
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I keep seeing the "just use launch actor" solution, and I'm just thinking there has to be a less bootleg way to do it

dusk nebula
surreal eagle
# plush yew

i mean how do i get a varible from some other bp

dusk nebula
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You need a reference to it

surreal eagle
modest trench
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get a reference to it?

surreal eagle
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i don't uderstand

dusk nebula
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There's a hierarchy of inheritence you can follow for every object type, or if all else fails just line trace

modest trench
surreal eagle
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scary

dusk nebula
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It also depends on what you're trying to access from where

surreal eagle
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ok so i'm gonna breifly explain

dusk nebula
surreal eagle
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i want to see what the varible is in a different blueprint.

i will have multiple instances of the same blueprint in the world, and i want to get a reference containing the particular one that i'm getting as a hit on a line trace

dusk nebula
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So in your hit result you take "hit actor," and then you can cast that generic reference to a reference to the BP that would contain your variable

dusk nebula
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Something else checks if you're falling before running can jump

modest trench
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CanJump is called before the navagent shit if my reading of the source is correct

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Works for me!

surreal eagle
dusk nebula
surreal eagle
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but then how do i diferentiate between the two

dusk nebula
surreal eagle
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like multi bp

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OHHHHHHHHHHHHHHHH

dusk nebula
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You plug the actor reference into the cast node to see if the hit actor is also whatever you try to cast it to

modest trench
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the hit actor is a *AActor reference which you can ~attempt~ to cast to anything that inherits from an AAactor

dusk nebula
# modest trench Works for me!

I have two jumps set and it only allows one jump after falling, even with custom logic that would otherwise allow for it

surreal eagle
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ok i'm gonna

dusk nebula
# surreal eagle ok i'm gonna

Keep in mind that casting something like a line trace to one specific class isn't best practice, because you will have numerous cast failures in normal usage

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You'd want to do something like check first for a hit result and then for interface implementation to make sure you're only running "hit" logic on things you care about hitting, basically

modest trench
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Are you sure you are actually overriding CanJump?

surreal eagle
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i don't know what node to hook it up to

plush yew
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call referance to it on begin play

#

then use it

surreal eagle
#

i'm new to casting

modest trench
#

I think you should sit down and watch that video I linked

#

explains it a lot better than I can

surreal eagle
#

i'm too irritated rn

#

i'll watch it later

#

thank you

broken spire
#

How do I edit multiple colliders at a time??

blissful trail
modest trench
#

try running setup.bat?

#

or maybe even run Engine\Binaries\Win64\UnrealVersionSelector.exe

#

since it can't see the engine

blissful trail
broken spire
#

Bulk edit via property matrix btw

blissful trail
modest trench
#

see you tomorrow I guess 👍

plush yew
#

How could I use the scene capture with a transparent background?

bright hatch
#

hi all is there a help section i can post in?

modest trench
#

or this one if you can't figure out where to put it but it's still unreal related

bright hatch
#

oh thank you heaps @modest trench,sorry if this is super noob but ive set my characterBP with max axis value= to my sprint speed (sprint works) how ever the BP isnt showing walking animation only sprint no matter what even with walking speed set lower. any suggestions im so stuck.

broken spire
#

How do I downgrade a project? I've tried right clicking and "switch unreal version" but my level does not open

modest trench
#

afaik

broken spire
#

you've got to be kidding me

modest trench
broken spire
#

the tool I just bought only works in a certain engine so I upgraded, completed all that I had to do. Now the mod I'm making is for an older engine, so what... I just don't downgrade? lmao

bright hatch
#

whoops yes the animationbp

broken spire
#

Can I export a level??

modest trench
devout edge
#

Is there anyway i can set variables on a blueprint from editor scripting BP or python?

modest trench
broken spire
#

Lets say all I have is a level with colliders, terrain, etc... can I package that and export it?

modest trench
#

play in editor with the animbp open and the debug object set to your player character

modest trench
#

make a backup before doing something as drastic as changing versions (it's a good habit)

broken spire
#

I do have a backup, but all the work that I did could only be done with that tool

#

In unity you can create an asset package and it just does that.

No, actually you can just switch versions it's not that big of a deal

#

There must be something

#

Like export - level - save

#

I'm sure I can figure something out I just don't want to sit here for another 5 hours

modest trench
#

you can indeed export levels it seems

#

but you have to be able to open it in a project first?

#

unsure if this will help you backport the level

#

honestly I think you miiight be able to cheese it by copying stuff between two editor sessions? let me try

plush yew
#

He wants to migrate

modest trench
#

ah, good call

#

that's probably better

broken spire
#

Yeah it's just geometry, lods, materials, collisions, etc..

modest trench
#

I guess try copying the project and having one on each version?

#

then try migrating the level?

#

1 like = pray for his level migration 🙏

broken spire
#

I've made a copy of the entire project, downgraded it to 4.21, migrated the level to the folder

#

Or a blank project?

modest trench
#

just have at least one backup you aren't messing with

#

blank project or not should not really matter

broken spire
#

yeah

#

Okay I migrated but the level hasn't shown up

#

its there in the folder but not in engine

plush yew
#

Needs to be added to Content folder

broken spire
#

It is definitely in the content folder the umap and uasset is in there

plush yew
#

Are you sure your in the right project try restarting and check the file path

broken spire
#

I did and I did

#

I am double clicking the uproject in that project folder

#

If I export everything as an FBX does it keep LODs?

broken spire
#

Its exported but no option pertaining to LODs, just gonna assume that's a big fat no.

But importing to the old project is taking a ridiculously long time so looks like I'm up until 5am looking at this yellow bar

#

Nah I'm just going to bed this program is toxic lol

grim ore
#

You pretty much can't go backwards with ue4, there's only pain and suffering trying to get around it

modest trench
#

the moral of today's episode: back it up!

grim ore
#

Wouldnt really help in this case. They would be better off trying to backport the tool to the only version they can use.

modest trench
#

I guess I'm assuming he ported the level after making it to the new version

#

and didn't have a copy of the original version level

twilit bough
#

Hey guys, I heard that in unreal all of your Levels must be in a folder called Maps, otherwise your levels won't build (or cook?). is that true?

obsidian nimbus
#

nope

#

its not a bad place to put ur maps tho

twilit bough
#

ok thanks

obsidian nimbus
#

project settings has a part where u can include maps for package

fallow jackal
#

Does unreal engine have an alternative to Unity's fungus?

devout edge
#

Does someone have any idea what is causing this? invisible asset

#

its being created with this

#

i thought it was a redirector too but it isn't

#

material works just fine

#

its saying that its a empty package

fierce tulip
#

thankque

plush yew
#

where can i find the triangle shapes

plush yew
#

how do i open an app with unreal (.EXE)

neon cargo
#

how do I create low poly assets for unreal engine?
I've searched for days and everything is so confusing

#

in marketplace, the assets are simply drag and drop

#

but when it comes to blender, I can't import the material?

warm horizon
#

Then bake the material to obvs

#

Pngs*

#

Use the remesh or descimate modifier to bring down the poly count

neon cargo
warm horizon
#

So high poly model bake it then use descimate to in subdivide It or remesh it to a lower poly shape then use that as the game asset and the baked images as the texture

warm horizon
#

I used it to send over buildings landscapes and all sorts

#

And didn’t need to make it low poly really granted it did start to hang with some buildings I sent with over 10k individual bricks

#

#Blender #Unrealengine #BlendertoUnreal #Blendertutorial #PBRTextures
support me on patreon only way for me to get paid for these free video : https://www.patreon.com/RenderMystic
Sorry for the audio quality in this video next one will be much better my mic was on the wrong input, In this video we look at how to send your PBR textures from blend...

▶ Play video
#

Another one for just textures

fervent dawn
#

does anyone ever stumbled upon for a time dilation effects but based on distance ? *by the enemy
I'm seeking some tutorial but not sure about the keyword search phrases

warm horizon
#

Haha have to be last in list?

fervent dawn
#

😛

neon cargo
warm horizon
#

U could modulate the animations based on distance from particular place or object…..

fervent dawn
warm horizon
#

With an animated speed attribute u change in blueprint

fervent dawn
#

does it considered as a locking enemy system (as on absolver) ?

warm horizon
#

Get distance to hero pawn if >than radius animspeed =1 if <radius animspeed=1*distance

fervent dawn
#

what phrases for such thing reg ?

warm horizon
#

That’s pseudo code

fervent dawn
#

wow

warm horizon
#

Hoping it helps u understand what you’ll need to do

fervent dawn
#

I'm about to watched some intros from yt video

warm horizon
#

May help u

#

Then in there do a distance check to hero

fervent dawn
warm horizon
#

So instead of e key to activate use an if distance to pawn is less than radius of effect you want

fervent dawn
#

ok this is hypothetical ... related to frame rate

warm horizon
#

??

fervent dawn
#

I started to feel any of a motion strip during time dilation are pretty lack of frame rate

warm horizon
#

You will if the animations 30fps it will start to look like shutter flicker yeah you’ll need a 60fps to look smooth at half speed I guess

fervent dawn
#

gosh 😤

warm horizon
#

Lol

#

U have assets u have modelled and animated?

trim mantle
#

So. I have a small problem. When saving my shaders my PC freezes
And that is not normal, as I can compare with my work PC
Anything I can do to fix that?
I thought about getting a new SSD

plush yew
warm horizon
#

I guess u could drop them in blender make it more FPS then stretch the keyframes out to fit the new length and export them…… not sure though never done it. @fervent dawn

fervent dawn
#

so probably I need to prepare two different scene, the 60fps and the basic one with 30 fps, I started to loosing some refference, but let's start from Sherlock holmes slow motion fighting scene

#

or how about The Outer World time dilation ? how much frame rate you think The Outer World speed during time dilation ?

warm horizon
#

Tbh I’m thinking if the animations correct it should be able to interpolate between the frames. U got some footage of what your doing?

warm horizon
#

I meant your scene atm

fervent dawn
#

not yet my apologize, I'll be back for some stuff on the next few days, still on texturing period

#

how about 120 fps 😈

warm horizon
#

Wouldn’t say it’s Unreal’s FPS if anything it’s the FPS of animation used or how your doing it. Like keyframing in unreal itself may not have enough info to dialate nicely

fervent dawn
#

yeah let me delete it

warm horizon
#

There’s probably a lot to think about when manipulating time

fervent dawn
warm horizon
#

Nah I think it uses technique from first vid I posted

fervent dawn
#

nod me head

#

the guy is Authorized Instructor for Epic Games 😶

warm horizon
#

Yeah their instructors are good

#

A lot on their channel

fervent dawn
#

this one looks promising

#

started on 2:00

#

on video demo

warm horizon
#

Mmm

fervent dawn
#

not necessarily XD

#

Get a taste of what it’s like to lead a group of legendary misfits as Star-Lord, in this 10-minute first look at gameplay from Marvel's Guardians of the Galaxy!

► Subscribe to Marvel: http://bit.ly/WeO3YJ

Follow Marvel on Twitter: ‪https://twitter.com/marvel
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Reward your Marvel fandom ...

▶ Play video
#

this one also have time dilation at 4:30

#

but everytime heroes opens up their casting windows

sick escarp
#

I'm trying to upgrade engine version of my project but I get an error with the build.bat and it's asking if I have sufficient rights to run the command even if I start VS as an administrator. What else could be causing this?

devout edge
#

does anyone know how to create this material for the scope of a sniper?i think its a reflection

faint meadow
#

Is 4.27.1 more stable than 4.26.2?

sick escarp
#

-WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.

somber patio
#

Hey guys! Just added planar reflection to my scene, however for some reason none of the surfaces render the planar reflection. I turned on the global reflection thingy and restarted the game, still nothing. Is there something I am missing?

faint meadow
#

Ah I see I plan on using EOS, so I won’t be affected by that as much

somber patio
#

This is where I placed it.

#

And this is in game mode

sick escarp
#

2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="C:\Users\Martin\Documents\Unreal Projects\MyProject - Newest\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.

neon bough
#

because your floor doesn't reflect anything

#

change the material to something that actually reflects light

#

@somber patio

somber patio
#

@neon bough the material is a super reflective floor

#

I have no reflection spheres atm

neon bough
#

the floor doesn't look reflective at all in the 2nd screenshot

somber patio
#

This is when added a random reflection sphere

#

When I make the floor a metal material. It's completely black

neon bough
#

hmm, ok

#

you enabled planar reflections in the project settings?

#

it's a separate setting

somber patio
#

Only two settings I can find regarding planar

neon bough
#

okay, i'm out of ideas then

somber patio
#

😦

#

Same, been at this for hours haha

#

Yes

#

This is when I turn the floor into a mirror and remove all reflection spheres but keep the planar reflection

#

Yes, it's on the floor

#

it's the lowest possible roughness

#

And can you turn on planar reflections for a material?

#

Where?

#

I think you're on to something

#

haha sorry

#

I don't seem to have a material of this (it's from quixel)

#

Found it

#

THAT WAS IT

#

Who knew Quixel would disable planar reflection!

sick escarp
#

2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="C:\Users\Martin\Documents\Unreal Projects\MyProject - Newest\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.

somber patio
#

Thank you so much @plush yew ❤️

sick escarp
#

None

#

That's all i'm getting

#

Yeah, I tried going directly to 4.27

#

But that didn't work so I've started downloading all the between versions to see if any of them would give me a proper error

#

I have regenerated visual studio project files and deleted intermediate

#

I've also tried deleting saved and clearing appdata

#

If I try to create a new project is there anything else than the content, Source and Plugin folder that I would have to copy over?

#

I don't use git(though I should) but It compiles fine if I go back to 4.22

long edge
#

I'm working on a vr project. PIE and build works fine but 'Standalone Game' crashes on start with EXCEPTION_ACCESS_VIOLATION. There's no error in the logs so I don't know how to troubleshoot. Any ideas?

grim ore
#

If this happens in visual studio check the other tabs and look for other warnings and errors it's not going to be obvious unfortunately

long edge
#

good shout

#

am on quest but over airlink. wish I had a link cable to remove that extra unknown

sick escarp
hasty stone
#

hi guys i have question
How can I make a sucker?
To absorb the objects around him
Or at least help me define a code that recognizes objects in collision

raw crag
#

whats that free moodboard program everyone uses called? I can't remember and google wont tell me

plush yew
#

Hey sorry, very new here and I tried googling this already but I wanted to use some of unreal's interactive tutorials I liked theirs on materials and it was great, better than a youtube tutorial I watched yesterday. However the tutorials panel says Ive completed them all and I cannot click on them, is there a way to undo this 'completed' mark?

candid arrow
#

Hey , i have an issue, when the player die i can move the camera anywhere, how do i fix it?

plush yew
#

how do you redo something?

somber patio
#

Hey guys, when I use blend materials from Megascans, I get this? Never had this issue in UE5. Using 4.27.1 now.

steady bramble
#

Hi, i want to destroy actor based on distance from another. What is the best way how to do it? Thank you

dusk nebula
somber patio
#

Thanks!

wraith sentinel
#

Greetings! Still having issues with motion blur. I have a scene that's been working great, however I have a moving object that's tracked with camera and no motion blur that needs to be switched with the correct blueprint model that has all materials, etc. I only need motion blur for the environment, not on the vehicle. Why, when I switch out the model does that motion blur suddenly effect the replaced model, but not the previous one? Seems to only happen because of the materials?

dusk nebula
#

Can someone tell me why my packaged project's process is just called "UE4"? I'm sure there's also a way to change the icon for the process, but I just don't know

raw crag
#

@lofty shale PureRef
It was really bugging me I couldn't remember it

indigo falcon
#

hi guys can anyone help me how to create a BP _player base like in photo so i can make children of it with different meshes as whenever i create it without a mesh it spawns nothing please help

trim mantle
#

Or do you want to create a parent class?

indigo falcon
#

but how make the default character your child class
In the world settings.

#

it always spawns the parent mesh

#

children mesh already set

#

i have a gamemode let me check

trim mantle
#

How did we went from Parenting to Default Pawn in GameMode? xD

indigo falcon
#

i cant seem to find its asking for BP selection not children of that BP

#

i cant seem to find it its only asking for character BP

#

i have 3 children with 3 different meshes

dusk nebula
#

Could somebody tell me if I'm understanding inherited variables correctly? Say I take the template's First Person Character, implement a health variable, and then create a child of that blueprint. If I were to take the hit result of a line trace, for example, and cast that actor to First Person Character, despite it being the child, will I be able to access the Health variable successfully?

wary wave
#

yes

dusk nebula
#

Epic

#

So in theory, if I've set everything up with one character class and have decided that I actually want multiple characters, everything would function correctly, assuming I don't change some of those inherent variables?

#

More or less my idea is to make a "base" character that will contain the shared properties of all other characters so I don't have to change an absurd amount down the line

grizzled axle
#

yes, that's pretty nice for stuff like health, stamina etc and common functionality that all characters should have

dusk nebula
#

And another dumb question, but if you change something in a parent, that updates for the children, right? Like if I were to add a new variable for something different, the children would inherit that as well?

grizzled axle
#

yes, child will have everything that the parent has

dusk nebula
#

It's more of a real-time system than a snapshot then, right?

grizzled axle
#

not sure what you mean by that

dusk nebula
#

As in, creating a child blueprint doesn't only copy the properties of the parent from the time when the child is created

#

Changing the parent will change the child is what I'm asking

grizzled axle
#

yes, if you didn't change the value on child, then it will update to new parent value, but if you changed the child value, then it uses that, so it doesn't reset your changes

dusk nebula
#

I see

#

My main concern is of creating a parent blueprint and then a child, and then realizing that I should do the parent a different way and having to go back a ways to fix it

grizzled axle
#

so if parent has health 100 and you dont touch it on child, and change parent health to 120, now child has 120 health too but
if your parent has 100 health, then you change child to 200, then parent to 150, child will still have 200, since you made it different than parent value

dusk nebula
#

Understandable

#

But if, for example, I change how a parent pickup is interacted with, it will change the child's functionality as well?

grizzled axle
#

yes

dusk nebula
#

Cool, thanks

grizzled axle
#

unless you do virtual function / custom event and don't call parent function in child

#

if you want it to behave differently than parent

dusk nebula
grizzled axle
#

so, lets say you have pickup class, then parent pickup, then child pickup, you might want that the child does different thing than parent

#

when picked up

dusk nebula
#

So you're saying I'd have the option to either run the parent's functionality or the child's on that event?

grizzled axle
#

yes

#

or both

dusk nebula
#

If it's a powerup, you'd want it to destroy itself and then run another function or event, so I would just change what function is called, then?

grizzled axle
#

you would have the same event/funtion in child, but different code there

dusk nebula
#

So the destruction might be in the parent and then I'd create it in the child from that point?

grizzled axle
#

it's still same object, so if parent calls destroy, it will destroy the child too

#

look at the picture, child is calling "Parent: Begin play"

#

so it runs all the code in parent class too

dusk nebula
#

Yes, but I'm saying I would create a parent that gets picked up, and then each child would have its own event for its effect

grizzled axle
#

yeah, that would work

dusk nebula
#

I should generally just use events local to the child, right? I know there's two nodes because the parent has a begin play, but does it matter which one is used?

grizzled axle
#

if you want the code that is in parent to run, you should call it too

#

so let's say your parent prints ("picked up") but your child doesnt, if you don't call the parent function, then you wont see the print

dusk nebula
#

For this example it might be all in the child, but if I used the character I have created, I guess I would call both the parent and child begin play

grizzled axle
#

yeah

#

like, you could have dead event that disables movement in parent, then in child you might make enemies drop loot etc, without making all characters drop loot on death

dusk nebula
#

Cool, I think that answers all of my questions

rugged harbor
#

Curious; are the unreal docs available in a repo? ( docs dot unrealengine dot com )

real moth
#

anyone know how to get back to the normal unstretched viewing?
I can change fov to 100 but it automatically increases back up to 170

sullen wraith
#

is it hard to get working voice chat working in unreal engine?

fierce tulip
real moth
fierce tulip
#

then a blueprint might be overriding it, but iunno much about bp's ¯_(ツ)_/¯

fierce tulip
#

:)

real moth
#

i had to unplug my xbox controller

#

wtf

#

😂

fierce tulip
#

rofl

#

been there with random camera movement when cat decided the controller is the purrrrfect place to sleep on

obsidian nimbus
#

i got jumpscared by my controller a few times when it just decides to rumble

wet schooner
#

Does anyone know if there's any way to making collisions less horrible

#

or do i have to do it 3d programs

#

when scaling something there's no smoothness in the gizmo

#

it just creates these arbitrary scale amounts

#

I need to scale in small amount but unreal refuses to do so lol

fierce tulip
#

disable scale-snap in the top right of the viewport.

wet schooner
#

Oh it is

#

But it still won't let me scale it smoothly with small changes

#

It looks smooth when zoomed out

#

but for small tweaks it snaps a little even though I turned it off if that makes sense

fierce tulip
#

for specific and finer details you can always manually enter scale values.

wet schooner
#

moving is pretty smooth so i just cheated with duping two them up and down like this lol

#

oh I see I don't know about extend values but I could try turning on scale and using a custom value

#

hmm idk if that helps, I wish we could just manually set values or a slider, using gizmo for these precise small things is horrible lol, or maybe we can and I haven't found it yet. going to look around some more

#

but thanks for thinking with me

fierce tulip
#

and you can change the scale snapping percentage

wet schooner
#

ah yeah I think I found something allowing me to do manual changes if I find the right collision primitive

#

I changed the scale snap percentage to 0.001 but it still didn't allow me to be smooth enough for very small changes

#

manual is perfect, i'm glad that's a option I now managed to find lol

#

all that precision 😩

plush yew
#

grats

wet schooner
#

you're not wrong, if I wasn't working with literal tetris esque cubes right now I would do that

cloud stone
#

What's the actual difference between selecting C++ or Blueprints when first creating a project? If I select C++, does that mean I can't create blueprints and vice versa?

fierce tulip
#

nah. cpp just prepares some files, but you can always add cpp later.

cloud stone
#

So I have all the blueprint functionality as well as C++ functionality if I select C++?

rugged harbor
#

I commonly start with blueprint and then add C++ files

fierce tulip
#

even when you select blueprint.

cloud stone
#

Oh

cloud stone
rugged harbor
#

To be honest, I haven’t tried the other way yet (adding blueprints to a C++ project). If I know I want to use C++ in my project but still want blueprints later, I just start with a blueprint project, and then File > Add C++ Class.

Would probably be good for me to get familiar with adding blueprint to C++ project as well though. 🤔

fierce tulip
#

rightclick in content browser > add blueprint class > pick one. done XD

cloud stone
#

Ah I see, so what I'm getting at is that it doesn't matter at the end of the day. But if I know a majority of my game will be C++ for example, it'd make sense if I made the project in C++ originally right?

#

And also - Is there an easy way to convert C++ -> Blueprint or Blueprint -> C++?

rugged harbor
fierce tulip
#

picking cpp just helps you get started if you wanna focus on cpp. there is no other benefit from it. just keep that in mind :)

cloud stone
#

Learning portal 🤔 Sounds familiar. Is that in the epic games launcher?

rugged harbor
cloud stone
#

Thanks!

meager marlin
#

is there a way to 'read' contents from a specified folder?

say i want to list a set of assets from an assets or data folder, how would go about doing that?

fading lake
#

Hi does anyone has an idea how could I improve the looking of the slow motion effect? when I set it to quite low values like 0.1 using time dilation there are so many artefacts like those weird squares on the bow while moving it fast, or the whole scene jittering while moving the camera very slowly

sweet jacinth
#

Hello Friends, in the 1st picture, I divided my touch screen into left and right two.
I gave the camera control on the left side of my character's walking process on the right side, when I tap on the left side, there is no problem when I tap on the right at the same time, but when I tap on the right side, the left side always targets the right side.

fierce tulip
#

@fading lake please dont ask the same question in multiple channels. *points at the #rules *

fading lake
#

oops, sorry, I wasn't sure which channel would be the correct one

fierce tulip
#

think general in this case is fine.

#

@sweet jacinth please be patient, and in the meantime read the #rules

sweet jacinth
#

🙂

meager marlin
fading lake
#

yeah

meager marlin
fading lake
#

im not sure tbh, you will have to look at the source

meager marlin
#

I see bob

#

Just trying to figure out UI in-game that shows you all assets in a folder. This folder can be injected with more assets by the user from the windows file explorer. User can then select an asset and spawn it in the world

#

If they need to select an asset, they're technically selecting the index of the asset no? Does that mean contents in a folder are already indexed within the folder, the folder acting like an array? Or would I need to build a class that reads from a folder and stores them in its own array so it can be indexed?

vague lake
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Hello everyone i need help please , i have this assert from marketplace but no support, i want to left click on mouse and then active the floyd, in the toturial he say to add "Event Tick" BUT I ALREDY HAVE EVENT TICK, , ANY ONE HAVE A SUJJUSTION FOR ME WHERE TO CONNECT THE "ACTIVE" ?

shadow ravine
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Is there anyway to fix an animation that has movement in it. I just purchased an animation pack from the store and some of them aren't set to move in place. Is there an easy way to resolve this?

cloud stone
#

How can I make it so that when I create a new C++ project, Rider comes up as my default ide instead of Visual Studio? As of now I have to manually change it every time I make a new project.

shadow ravine
vague lake
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im trying to do this

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on 18:00

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to active the hose

shadow ravine
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Okay what type of event are you using to trigger it

rugged harbor
vague lake
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so thats the problem, the Autor suggest to add "Event tick" but i already have event tick i can't make 2

vague lake
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so i dont know what event to triger it

shadow ravine
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You can use a sequencer on your event tick you already have

vague lake
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its suppos to active by left mouse click

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sequencer, really , interesting

shadow ravine
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Okay so mouse left click is your event, so you could create a boolean variable called isHoseOn then set that to true if mouse left event is triggered then set it to false on release. Then on your event tick you could just create a branch for isHoseOn then if true fire the hose event

vague lake
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wow thank you

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i will try it now

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thanks!

shadow ravine
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No problem 🙌

vague lake
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just, can you tell me where is "then set that to true if mouse left event is triggered then set it to false on release" ?

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after i crean isHoseOn boolean

vague lake
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ohh

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ok

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thanks for your help

plush yew
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I have learned some techniques at work for unreal engine and twinmotion but upon reading they are part of a non disclosure, the plugin we use is pretty simple to remake, i imagine remaking it on a stream and sharing how I use it wouldnt get me in trouble would it

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its basically a tool that brings in materials from blender but i could make some python scripts that do the same thing and I feel like this is something more people need their hands on

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since blender just sucks when it comes to material baking

rugged harbor
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(not legal advice) If the techniques are not patented and you are not bound by a company agreement, I see no reason why not. You should be aware that some companies will claim ownership of your work while you are still under their employ through the contract you signed.

obtuse hare
#

Does anyone know of a way to track data like for example every time something is blue, red, or green and see the %?(outside of UE)

trim cedar
#

Anyone know how much of a performance impact extra bones in the skeleton have? image is what I have currently . (I only need the arms, so thinking about deleting the rest) but don't really want to retarget animations I've already done if I don't have to

neon bough
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if im not wrong you can use the same animations with a simplified skeleton

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but you may need to keep everything between root and arms (so the spine mostly)

trim cedar
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ah gotcha so I guess I could delete the legs as that wouldn't affect the "hierarchy"

neon bough
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yea

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also would remove the hands if you dont need them (thats a thing you can not say in every chat :D)

trim cedar
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out of interest do you know if its bad to have a key on each frame ( it seems upon exporting maya has added these keys)?

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I'm not sure if this will result in bad performance too

neon bough
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unreal will compress them probably

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at least theres options for that, not sure if it does on the actual asset or only before it's used on runtime

vague lake
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i managed to turn the water on , anyone have tip how to fade the fire out when hitting the water ?

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like, what should i search in YouTube for ?

neon bough
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depends on the fire

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is that niagara?

vague lake
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it's the default fire from starter content

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not sure

neon bough
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then take a look?

vague lake
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its partials

neon bough
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if it's niagara you might be fine with controlling the spawn amount/rate

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otherwise, scaling down the whole thing would be an option (also for niagara)

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depends on how the particles are made up

vague lake
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so scale down will be the way to go ?

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on event ?

neon bough
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i would reduce the spawnrate if possible

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only scaling down doesn't look that good

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that fox also looks a bit sus

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i bet he is the firestarter

vague lake
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hehe

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what do you mean sus ?

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hahaha

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no he is the fox fire fighter

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will be

neon bough
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nice

vague lake
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thanks for helping

indigo cradle
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I wonder why Movie Render Queue .EXR output is 16-bit while the Sequencer outputs 32-bit. Would anyone share thoughts on why this is so?

plush yew
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@rugged harboryeah somehow they own all the work on my artstation minus the marvelous designer content

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i dont complain however the job is enjoyable and im paid ok

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minus their addons game development with blender is just so bad

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i get why people wont adopt it

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but its animation tools are great

haughty bluff
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yo so um

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hi

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i have a issue that i'm encountering on ue5

drowsy snow
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Though to be fair, it wasn't that long either.

weary basalt
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@haughty bluff Try the #ue5-general channel for help specifically on UE5.

haughty bluff
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alright thank you

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sorry for disturbing if i did

peak sorrel
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anyone have any preferences on 2d versus 3d minimaps for shooters?

drowsy snow
peak sorrel
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I've been thinking about how most systems are 2d like titanfall or COD, 2d+ like elite dangerous, or 3d

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like this one post I saw online for black desert online

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has this sick 3d map, but I'm aware it probably isn't performant

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also wouldn't work for anything other than an mmo I imagine

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I just imagine that the more you get into 3d maps kinda like battlefield it might be more useful to have more of a 2d+ minimap

drowsy snow
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With 2D minimap, you'd only need to match 3D world position's X and Y axis relative to the 2D image, without scene capture. Light on performance, perfect for designs where performance is king.

With 3D minimap, best practice would be to use a dedicated, scaled down version of the map, and match the locations of the entities relative to it. But chances are you'd take the lazy route and use bird's eye camera. Scene Capture is also not easy on performance.

peak sorrel
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I've seen people on the reddit talking about getting the height map of their maps and using it for their minimap

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which would work for most shooters, and then your markers are generated based on server events like someone firing

rotund scroll
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I can't imagine the headache with trying to work with indoor spaces in a 3d minimap

peak sorrel
rotund scroll
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if not the performance, then the visual noise alone would kill any reason for having it

peak sorrel
drowsy snow
peak sorrel
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something like this is a good medium I think

rotund scroll
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plus, one of the great things about minimaps is that you don't have to consider input for it. with a 3d minimap, you'd likely have to rotate the camera

rotund scroll
peak sorrel
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yeah I guess it would add at least another dimension

rotund scroll
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as soon as you introduce physical collision and that has to show up on a radar, you're going to have much more visual clutter to deal with

drowsy snow
# peak sorrel

I propose a trick.

This could be done with 2D minimap. You'd just have to fake the elevation with some lines and vertical positions. It's kinda similar to how Legend Of Zelda A Link To The Past did 2D elevation back in '92.

peak sorrel
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That's a good idea

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I'm working on this scifi shooter kinda thing

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still theory crafting

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I think I might mock up a couple of different types and see where it takes me

vital mountain
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Hello guys

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newbie here, how can i export my level from 4.26 to 4.27?

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becose i want to create a level with megascans and it´s not possible to use the megascans on 4.27 for what i know

drowsy snow
drowsy snow
vital mountain
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can you explain how to set that up?

drowsy snow
drowsy snow
peak sorrel
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dunno, still in theory stage

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I will see what is practical

vital mountain
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im downloading 4.27.1

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is going to be any problem if later i want to open that project on 4.27?

drowsy snow
vital mountain
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do you have some guide or something on how to set up megascans on 4.27?

drowsy snow
drowsy snow
peak sorrel
rotund scroll
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it's probably worth implementing the rest of the gameplay before even thinking about the minimap

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because the gameplay will drive the needs of the minimap

peak sorrel
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true, I'm asking though because it's sort of critical to the gameplay I think

rotund scroll
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a minimap being critical to gameplay?

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in what sense

peak sorrel
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can I dm? :p

rotund scroll
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thanks but no thanks

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but you can post it here. nobody is going to steal your awesome idea (tm)

peak sorrel
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fine the gist of it is to raise skillcaps in a shooter by introducing complex systems

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and I'm playing with players having reactors that bleed off radiation as they do higher level abilities

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and the more you output the brighter you appear on people's minimaps and stuff

rotund scroll
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I think you should still consider implementing the main gameplay first

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you don't know how important it will be until you try it

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maybe you'll figure out halfway through that it's actually better not to have the minimap at all and just have a pseudo wall hack against the players with high radiation

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just a thought

peak sorrel
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That's rad too

rotund scroll
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but yeah, figure out the gameplay first

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then IMO you'll have a better perspective on what systems you'll need against the better players

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maybe you could make their heads swell in size? 🤔

peak sorrel
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😂

void kraken
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Anyone aware of how to fix issue with GPU Lightmass?
it just crashes for me with message: D3D crashed

Sped:
CPU: Ryzen 9 5900HX 8 Core processor
GPU: RX 6800M 12 GB VRAM
RAM: 32Gigs 3200Mhz
HDD: M.2 SSD
Windows 11 Pro
brave bridge
gilded hatch
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Good evening!

gilded hatch
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Is anyone online that has experienced this error and have found a resolution? "Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')"

void barn
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how do u locate ur ue4 dir ?

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there is no show in folder when right click

prime willow
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My movement system is so clean

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Bless unreal and their open ended madness

outer fern
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Hello I am currently having some problems with creating a quest in unrela engine because my quest just doesn't display can anyone help me?

plush yew
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i absolutely love being able to use real geometry for my background instead of hdris like i would in blender lol

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even without nanite the fps impact is so small

desert plume
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Does anyone make their own sandbox game here? (aka gmod)

plush yew
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i worked on s&box a little bit

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aka garrysmod 2

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but i got bored of the project and wasnt being paid

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was volunteer work

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i started making a similar game in unreal the one in the screenshot above

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all it is is some enviorments and characters i cobbled together with some jacked eyes and skin from metahuman on daz characters

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idk what im doing or what i want to make really

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just experiementing with things till i get inspired to make something

indigo cradle
desert plume
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Many people say that it is better than UE5, but they do not say good reasons, given that there are very few sandbox games on UE

plush yew
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I hope they finish datasmith for blender soon

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having to bake materials is probably the only thing i dislike about blender

vocal nimbus
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anyone know why my mixamo imported model looks like this?

exotic thicket
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@vocal nimbus I had this problem just the other day - open the materials for it, and switch it from translucent to opaque. I don't know if they're designed to work that way or what, but at least it'll make it look better

desert plume
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@plush yew To get money and community, kickstarter is great, as long as of course you show players that you really want to make a good sandbox game on UE, because the sandbox of games on UE is very small.

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You'll get the money and you'll be able to hire more developers to do it.

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Stonks

exotic thicket
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This assumes you manage to market your project and kickstarter well enough to actually get people to look at it and subsequently back it - which is significantly easier said than done

desert plume
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Yes

vocal nimbus
exotic thicket
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it's not a checkbox, it's a dropdown one of the ones on top I forget what the label on it was

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also it says translucent, not transparent

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yeah might be it :)

vocal nimbus
exotic thicket
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Like I said you need to open the material

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It's a setting on them

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You'll probably have to do it for each of those materials listed there

vocal nimbus
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ok let me scout for it

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i changed it, but seems like nothign happens haha

exotic thicket
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compile the material, save it, and then do it for the other materials as well

vocal nimbus
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correction, its solved. thanks @exotic thicket @plush yew

exotic thicket
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👍

vocal nimbus
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another one, does anyone know how to get foam or water splashes in ue?

plush yew
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hey guys I need very basic help

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is anyone available?

drowsy snow
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I think the free Ocean Project uses the latter.

That's assuming you're referring to shoreline foams.

vocal nimbus
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yes shoreline foams

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Let me look for the ocean project

ruby robin
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Hi! Does anybody know, where I can find logs from a Project Launcher game session (Win)?

vocal nimbus
faint bone
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hello everyone.

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i need help, im trying to implement fading static mesh or a actor when camera overlaps it. but i can't change material of simple static mesh which only overlaps.

drowsy snow
vocal nimbus
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i cant seem to add it in ue5

drowsy snow
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I don't know, I don't use UE5.

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Hashtag #ue4rulez

vocal nimbus
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😆

wary wave
plush yew
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anyone know why a roof would become brighter than the rest of the scene

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it happens with and without raytracing

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with and without rtx dggi

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and its the same mat as the wall there

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only happens during low sun angles like sunrise and sunset

prime willow
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or lack of dimness at that height?

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also kudos to you for working on your project so late into the morning ❤️

plush yew
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it was skylight doing it

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idk why i just disabled it lol

prime willow
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kill it >:3

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nice nice

plush yew
chilly geyser
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I made a KillFeed! But I need design inspiration. What is the best KillFeed in a shooter game?

plush yew
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really enjoy the cyberpunk rtx plugin thingy

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ddgxi or something like that

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what i dont understand is if this plugin was used in cyberpunk 2077 that means it was around before unreal engine 4.27

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wish they would release it for 4.26

exotic thicket
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What does Cyberpunk using something have to do with UE? 🤔

prime willow
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nver heard of this cyberpunk plugin

exotic thicket
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Cyberpunk runs on CDPR's own engine

prime willow
#

HMMMMMMMM

chilly geyser
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heres the info I have it displaying now. the icons are for affects like in counter strike (headshot, through smoke etc) should I add anything?

prime willow
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flashbang

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blreeding

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idk

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what kind of game is this

exotic thicket
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This probably depends 100% on how your game's kill mechanics work and what information matters for it

prime willow
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broken pevlis bone lol

chilly geyser
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FPS MilSim type

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I mean those would just be additional affects

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Im asking for "whats the best looking killfeed in an existing game" for design inspiration

prime willow
#

honestly pick something more akin to your own inspirations

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and look at other gme examples for what you like

chilly geyser
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I already have my own prefs Im asking

prime willow
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ah

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i dont really play many fps's

chilly geyser
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to gauge what ppl like

prime willow
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but i know halo reach and destinys kill feed were cool

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titanfall 2 and 1 as well

exotic thicket
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As long as it shows who killed who it seems good enough for me. The rest of it is mostly for spectators to see if something fancy happened, eg. through smoke or no scope markers in CSGO

chilly geyser
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like the new BF has neon letters and stuff

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I feel people generally like those little weapon glyphs instead of it spelled out in text too

exotic thicket
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As long as it's easily recognizable by the icon

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Usually what matters is how quickly you can see information like that from it, for example in in PUBG or something so that you know what guns you might be facing

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since you'd play differently vs. an SMG than you'd play vs an AWP for example

chilly geyser
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ok cool

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thank you!

opaque eagle
#

Hi everyone. I will be grateful for your help. Does anyone know why such deformations can occur when simulating alembic hair. UE 4.26

plush yew
#

i dont understand why no one wants to answer my question

prime willow
#

Whats yourquestion